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11 Commits
Author SHA1 Message Date
zwitschi 0f076205af Fix NSIS installer build: absolute paths via defines, space-free installed exe, BMP ICO
Full build / Import + headless tests (push) Successful in 31s
Full build / Full desktop build + optional release (push) Successful in 3m44s
- makensis resolves relative -DICON/-DARTIFACT against the script directory,
  so CI now passes $PWD-based absolute paths (reproduced locally in the same
  ubuntu:24.04 container; installer builds, 7z shows step-line.exe +
  uninstall.exe)
- Install as step-line.exe (no spaces: NSIS /oname splits on whitespace)
- OutFile overridable via -DOUT
- tools/generate_textures.py icon.ico now produced via ImageMagick with
  classic BMP entries (NSIS-compatible); PIL PNG-compressed ICOs rejected by
  NSIS
2026-10-31 14:22:55 +01:00
zwitschi 8bc84c1f36 Harden installer icon + NSIS rebuild path
Full build / Full desktop build + optional release (push) Failing after 3m24s
Full build / Import + headless tests (push) Successful in 27s
- Regenerate icon.ico with classic BMP entries (16/32/48) — PNG-compressed
  ICO entries can fail NSIS' icon loader on some builds
- CI copies assets/textures/icon.ico onto the packaging path right before
  makensis, removing any stale/missing-copy failures
- Recreate v0.2.1 tag after this fix
2026-10-31 14:15:38 +01:00
zwitschi 418c30e334 Fix NSIS CI step: use -D defines (makensis on Linux rejects /D as scripts); AppStream metadata hardened (homepage, developer, lowercase id, filename match)
Full build / Import + headless tests (push) Successful in 30s
Full build / Full desktop build + optional release (push) Failing after 3m26s
- AppImage validation now passes appstreamcli --pedantic locally; builds with
  metainfo named net.stepline.game.appdata.xml + desktop in usr/share/applications
2026-10-31 14:10:04 +01:00
zwitschi 39a80f39f9 Bump to v0.2.1 (maintenance): CI now verifies the NSIS installer contents via 7z
Full build / Import + headless tests (push) Successful in 27s
Full build / Full desktop build + optional release (push) Failing after 3m10s
- Add a 'Verify Windows installer contents' step (7z l shows Step Line.exe +
  uninstall.exe) so the TODO verification items are proven by CI output
- Rebuild 0.2.1 binaries (embedded PCK) and AppImage locally; smoke clean;
  57/57 tests
2026-10-31 14:05:12 +01:00
zwitschi 5b994982bd Add OpenRouter AI texture generation mode to the asset pipeline
- tools/generate_textures.py: --ai mode (OPENROUTER_API_KEY, --prompt,
  --name, --model, --size; base64 PNG decode; clamp to <=1024px) with a
  default batch covering the authored texture set; seedream minimum-size
  handled by requesting 2048 and downscaling
- Generated AI asset set committed under assets/textures/ai/ (15 files,
  1024x1024 each), kept separate from the deterministic PIL set
- README/MEMORY/TODO document the mode and live verification
- (work authored in a parallel session; linted/verified here — 57/57 tests)
2026-10-31 14:04:37 +01:00
zwitschi 0abd67fbaa Ignore .env files 2026-10-31 13:56:20 +01:00
zwitschi 08b3292b80 Runtime hygiene: fix RefCounted cycles (clean suite exit), full-length shifts, wand cooldown
Full build / Import + headless tests (push) Successful in 18s
Full build / Full desktop build + optional release (push) Skipped
- FSM holds owner via WeakRef; ShiftCoordinator is RefCounted (logic-only);
  persistence tests free the Save node -> test suite exits with zero
  'resources still in use' warnings (was ~13) and 57/57 pass
- GameManager uses each scenario's shift_duration_s (900s ~ 10-15 min) for
  real shifts instead of the 300s test duration
- Wand screening gets a 0.8s recharge cooldown with a wand.recharge message
- TODO/DONE/MEMORY/README synced
2026-10-31 13:50:18 +01:00
zwitschi ba76c0febf Add Windows installer (NSIS) and Linux AppImage packaging; embed PCK in all exports
Full build / Import + headless tests (push) Successful in 17s
Full build / Full desktop build + optional release (push) Skipped
- export_presets: embed_pck=true for Linux/Windows/macOS -> single self-contained
  binaries (all game data in one file); build_releases.sh cleans stale .pck
- App icon: assets/textures/icon.png (1024) + multi-size icon.ico generated by
  tools/generate_textures.py; copied into packaging/windows and packaging/linux
- packaging/windows/step-line.nsi: NSIS installer (shortcuts, uninstaller,
  registry Add/Remove Programs) output step-line-setup-<ver>.exe
- packaging/linux: step-line.desktop, AppRun, step-line.appdata.xml,
  build_appimage.sh (appimagetool, APPIMAGE_EXTRACT_AND_RUN) ->
  step-line-<ver>-x86_64.AppImage
- CI build job now packages NSIS installer + AppImage alongside binaries;
  publish glob already uploads them
- Local end-to-end verification: embedded exports rebuilt, AppImage built and
  run headless (0 script errors); suite 57/57
- README Downloads table lists installer/AppImage/portable rows; RELEASING
  documents packaging; TODO/DONE synced
2026-10-31 13:46:54 +01:00
zwitschi 07d79ac115 Complete PRIORITY: release v0.2.0 published by CI; document download sign-in caveat
Full build / Import + headless tests (push) Successful in 17s
Full build / Full desktop build + optional release (push) Skipped
- Tag v0.2.0 pushed; Gitea Actions build job exported Linux/Windows/macOS
  and published the release via the host's GITEA_TOKEN secret (CI run 1095:
  'Release live: .../releases/tag/v0.2.0', Job succeeded)
- Verified tag page + /releases are public (HTTP 200); anonymous asset
  downloads require sign-in on the host (tracked as host-config follow-up)
- TODO cleaned per AGENTS.md; PRIORITY section moved to DONE.md
- README Downloads notes v0.2.0 live + sign-in caveat; MEMORY updated
2026-10-31 13:41:37 +01:00
zwitschi 4f274e0413 TODO cleanup per AGENTS.md; rebuild 0.2.0 binaries with the detailed-graphics pass baked in
Full build / Import + headless tests (push) Successful in 18s
Full build / Full desktop build + optional release (push) Successful in 3m17s
- TODO.md: drop fully-done sections (CI cache mitigation, Detailed Graphics
  completed items, CI packaging follow-up — all recorded in DONE.md); keep the
  PRIORITY release task (token-blocked), backlog, polish, and perf-only items
- Rebuild build/ artifacts so the shipped graphics include textures/rigs/HUD
- Linux binary smoke-tested (0 script errors); suite 57/57
2026-10-31 13:36:53 +01:00
zwitschi 031503e161 Detailed graphics pass: authored textures, humanoid NPCs, HUD feedback, asset pipeline
Full build / Import + headless tests (push) Successful in 16s
Full build / Full desktop build + optional release (push) Skipped
- tools/generate_textures.py (deterministic PIL) produces all authored PNGs:
  brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons,
  access-card art (all <=1024px, power-of-two)
- WorldBuilder: textured facade/glass door/sidewalk/asphalt, striped awning
  with 'STEP LINE', generated skyline backdrop planes
- GameManager: soft sun shadows (4-split parallel); guard in 'guard' group
- NPC avatars: humanoid rig (torso/head/limbs) with archetype props (camera,
  delivery box, performer hat, protest sign, tourist backpack), procedural
  walk bob, head-turns-toward-guard attention cue
- HUD: inspection artifact cards, mode icons (flashlight/door/wand),
  per-escalation vignette, body-camera overlay (corner brackets + REC + clock)
- assets/ import convention documented; test_asset_textures_present_and_pow2
  guards the pipeline (57 tests pass)
- README tech stack updated for Gitea Actions + asset pipeline; screenshot
  gallery regenerated (day + night)
2026-10-31 13:33:43 +01:00
79 changed files with 1353 additions and 130 deletions

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@@ -77,6 +77,31 @@ jobs:
chmod +x tools/*.sh
./tools/build_releases.sh
- name: Package Windows installer (NSIS)
run: |
sudo apt-get update && sudo apt-get install -y nsis p7zip-full
VERSION="$(sed -n 's/.*config\/version="\([^"]*\)".*/\1/p' project.godot)"
# NOTE: on Linux, makensis uses -D defines (the /D form is Windows-only
# and is rejected as a script path), and it resolves relative paths
# against the script directory — pass absolute paths from the workspace.
cp assets/textures/icon.ico packaging/windows/step-line.ico
makensis \
-DVERSION="$VERSION" \
-DARTIFACT="$PWD/build/step-line-windows-$VERSION.exe" \
-DICON="$PWD/packaging/windows/step-line.ico" \
-DOUT="$PWD/build/step-line-setup-$VERSION.exe" \
packaging/windows/step-line.nsi
- name: Verify Windows installer contents
run: |
VERSION="$(sed -n 's/.*config\/version="\([^"]*\)".*/\1/p' project.godot)"
ls -la build/step-line-setup-$VERSION.exe
7z l build/step-line-setup-$VERSION.exe | grep -E "step-line.exe|uninstall.exe"
- name: Package Linux AppImage
run: |
bash packaging/linux/build_appimage.sh
- name: Upload installers (workflow_dispatch)
if: github.event_name == 'workflow_dispatch'
uses: actions/upload-artifact@v4
+2
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@@ -18,3 +18,5 @@ user://
# CI runner workflow logs (written into the checkout by the Gitea runner)
.gitea/logs/
build/
.env
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@@ -173,6 +173,66 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
- [x] `config/version` → `0.2.0`; `build/` artifacts rebuilt and Linux binary smoke-tested.
- [x] New world/lighting headless tests (56 total).
## 🔴 PRIORITY — Ship downloadable builds (complete 2026-10-31)
- [x] Install Godot 4.3 export templates locally.
- [x] `./tools/build_releases.sh` produces Linux/Windows/macOS artifacts (0.2.0).
- [x] Linux binary smoke-tested (headless, 0 script errors).
- [x] Publish the release: no local token needed — the host has the `GITEA_TOKEN` secret, so
pushing the `v0.2.0` tag made CI export all three platforms and publish automatically
(CI log run 1095: `Release live: …/releases/tag/v0.2.0`, Job succeeded).
- [x] Confirm links resolve: tag page and `/releases` return HTTP 200 publicly.
Follow-up: anonymous **asset downloads** require sign-in on this host (host setting).
- [x] CI packaging follow-up was already live (`.gitea/workflows/build.yml` on tags).
## 🎨 AI texture generation (OpenRouter)
- [x] Extend `tools/generate_textures.py` with an OpenRouter image-API mode (`--ai`, `--prompt`,
`--name`, `--model`, `--size`), decoding base64 PNG responses and clamping to ≤1024px.
- [x] Verify a live `--ai` generation against a real `OPENROUTER_API_KEY` (generated
`ai/…` set at 1024×1024; seedream minimum-pixel by requesting 2048 and downscaling.
## 🧹 Runtime hygiene + timeline/polish items
- [x] RefCounted cycle cleanup: `FSM` now holds its owner via `WeakRef`; `ShiftCoordinator` is
`RefCounted` (logic-only, no tree needs); persistence tests free the `Save` node.
Test suite now exits with **zero** “resources still in use” warnings.
- [x] Full-length shifts: the prototype now uses each scenario's `shift_duration_s` (900s ≈
10-15 min per PLAN.md) instead of a hardcoded 300s test duration.
- [x] Wand cooldown feel: a short `WAND_COOLDOWN_S` recharge between wand scans with a
`wand.recharge` message (Open Polish item).
## 📦 Installer packaging (Windows NSIS + Linux AppImage)
- [x] Export presets: `binary_format/embed_pck=true` on all platforms — every binary is now
self-contained (all game data in one file; `.pck` no longer shipped).
- [x] App icon: `assets/textures/icon.png` (1024) + multi-size `icon.ico`, copied to
`packaging/windows/step-line.ico` and `packaging/linux/step-line.png` via the generator.
- [x] NSIS script `packaging/windows/step-line.nsi` (installs `Step Line.exe`, uninstaller,
shortcuts, registry entry; `makensis /DVERSION=… /DARTIFACT=…`).
- [x] AppImage: `packaging/linux/step-line.desktop`, `AppRun`, appdata.xml, and
`build_appimage.sh` (appimagetool, `APPIMAGE_EXTRACT_AND_RUN=1`).
- [x] Local end-to-end: rebuilt embedded exports and produced `step-line-0.2.0-x86_64.AppImage`,
ran it headless (0 script errors).
- [x] CI: NSIS + AppImage steps added to `.gitea/workflows/build.yml` build job; publish glob
already uploads `build/step-line-*<ver>*` (covers setup/AppImage names).
- [ ] (open) CI run verification of the NSIS build and installer-content listing.
## 🎮 Assets & detailed graphics pass (textures, rigs, UI feedback)
- [x] Authored texture set via `tools/generate_textures.py` (deterministic PIL): brick facade,
seamless concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art — all
≤1024px and power-of-two; imported under `assets/textures/`.
- [x] Environment: textured facade + glass door, concrete sidewalk, asphalt street, striped
awning with “STEP LINE”, generated skyline backdrop planes, soft sun shadows.
- [x] NPCs: humanoid rig (torso/head/limbs) with archetype props (camera, delivery box, hat,
sign, backpack), procedural walk bob, head-turns-toward-guard cue.
- [x] UI/feedback: inspection artifact cards, mode icons (flashlight/door/wand), escalation
vignette, body-camera overlay (corner brackets + REC + shift clock).
- [x] Assets convention documented in README; `test_asset_textures_present_and_pow2` guards
the pipeline (57 tests total).
- [ ] (remaining, in TODO) crowd performance profiling and LOD/culling when the crowd grows.
## CI — cache timeout mitigation
- [x] Remove `actions/cache@v4` from the checks job (runner cannot reach GitHub's cache
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@@ -15,7 +15,12 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
## Current State
- Core simulation, three scenarios, headless tests (**52 passing**), and a first-person prototype with interaction HUD, access inspection, radio (assist + emergency hold-to-confirm), debug overlay, and shift review are implemented and green.
- **Release v0.2.0 is LIVE**: pushing the `v0.2.0` tag made Gitea Actions run the build job
and publish automatically (host has the `GITEA_TOKEN` secret). Tag page and `/releases` are
public (HTTP 200). Caveat: anonymous **asset downloads** redirect to login on this host
(host setting — tracked in TODO). Future releases = bump `config/version`, `git tag vX.Y.Z`,
push. No local token needed.
- Core simulation, three scenarios, headless tests (**57 passing**), and a first-person prototype with interaction HUD, access inspection, radio (assist + emergency hold-to-confirm), debug overlay, and shift review are implemented and green.
- NPC avatars now walk to per-intent waypoints (`VenueScenario.waypoint_for_intent`): enter/trespass/deliver/arrive → entrance, photo/film/perform/wander/roam → sidewalk, sit → steps_end. `NpcAvatar.setup` takes an explicit `door_position`.
- Returning-trespasser behavior: `NpcProfile.return_probability` (trespasser 0.6, mental-crisis 0.4, others 0). `NPCController._maybe_schedule_return()` moves a directed-away NPC to `LOITERING_DISTANT`; `tick_return(delta)` fires after 20-60s and transitions back to `APPROACH`. `NpcAvatar._advance_fsm` re-targets the door on return.
- Perception pass: `NPCController.perceive_guard(distance)` returns `{noticed, band, reaction}` with bands `unaware` (>6m), `aware` (2-6m), `near` (<2m). Near + temperament ≥0.6 → ARGUE, else COMPLY. `GameManager._perception_pass()` feeds real guard distance each physics tick and logs first-time notice.
@@ -51,12 +56,38 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
street lamps + night mode in WorldBuilder.set_night_mode, marquee Label3D, crosswalk/planters/
trees, NPC per-seed variation. capture_screenshots.gd shoots day + fast-forwarded LATE night
(6 shots in docs/screenshots/). Version bumped to 0.2.0; binaries rebuilt.
- Assets pipeline: `python3 tools/generate_textures.py` produces all authored PNGs under
`assets/textures/` (≤1024px, pow2); regenerate after changing the script, then run
`godot --headless --import` before tests. 57 headless tests guard the pipeline.
- AI texture mode: `python3 tools/generate_textures.py --ai` generates textures via the
OpenRouter image API (`POST https://openrouter.ai/api/v1/images`, model
`bytedance-seed/seedream-4.5` by default, base64 PNG in `data[].b64_json`). Requires
`OPENROUTER_API_KEY` (a gitignored `.env` in the repo root holds it locally; source it
with `set -a && . ./.env && set +a`). `--prompt`/`--name`/`--model`/`--size` override the
default batch. Output is downscaled to ≤1024px. NOTE: seedream rejects sizes below
3,686,400 px (1920×1920), so the script requests `GEN_SIZE=2048` and downscales — do not
lower `GEN_SIZE` below 1920. Verified end-to-end 2026-10-31 (3 textures generated).
`AI_TEXTURES` now covers all 15 game textures (world surfaces, awning, skyline, vignette,
4 HUD icons, 5 access cards) with a `transparent` flag per entry. NOTE: seedream-4.5
ignores `background: transparent` and returns fully opaque images (alpha=255), so the
`ai/` icons/vignette/skyline are opaque — they are NOT drop-in replacements for the
authored transparent PNGs. Use a transparency-capable model (or post-process) if alpha
is needed.
- Detailed graphics: textured facade/awning/skyline, humanoid NPC rigs + props + walk bob +
attention head-turn, inspection artifact cards, mode icons, escalation vignette, body-cam
overlay (REC + shift clock). Screenshot set regenerated (`docs/screenshots/`, day + night).
- Polish: wand scan cooldown (`WAND_COOLDOWN_S` + `wand.recharge` message).
- NOTE: collaborators occasionally add uncommitted work to this shared tree (e.g. the radio
easter egg); check `git status` before committing and leave foreign changes untouched unless asked.
## Known Issues / Notes
- RefCounted reference cycle: `NPCController` holds an `FSM` that holds a back-reference to its owner, so test suites report "resources still in use at exit". Benign (process exit), but worth breaking later (e.g. `WeakRef` or explicit `dispose()`).
- Reference cycles are fixed: `FSM` holds its owner via `WeakRef`, `ShiftCoordinator` is
`RefCounted`, and persistence tests free the `Save` node — the suite exits with no
"resources still in use" warnings (was ~13). If a future subsystem introduces a cycle,
repeat the WeakRef pattern.
- Shift length: `GameManager` uses the scenario's `shift_duration_s` (900s ≈ 10-15 min);
tests and the screenshot tool override elapsed time directly.
- Headless (dummy renderer) logs "Parameter m is null" from `mesh_get_surface_count`; it does not occur with a real GL driver and does not affect logic.
- Steps are visual-only (no collider) so NPCs can path to the entrance; the guard spawns on the landing so it never needs to climb.
- Persistence tests write into the real `user://shift_results.json` (harmless local pollution of the demo history).
@@ -72,3 +103,5 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
## Plan vs TODO Gaps (evaluated 2026-10-31, all resolved)
All previously identified gaps are now implemented and covered by tests/smoke items: PROTESTER archetype, door lock/secure, flashlight, CALL_SOMEONE reaction, LATE phase fix, shift-result persistence, NavigationAgent3D movement, and JSON-backed localization. Remaining backlog lives in `TODO.md`.
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+18 -9
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@@ -20,16 +20,23 @@ The central design goal is simple:
| Platform | Package |
| --- | --- |
| **Windows** | [`step-line-windows.exe`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, no install needed |
| **Linux** | [`step-line-linux.x86_64`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, `chmod +x` and run |
| **macOS** | [`step-line-macos.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · unsigned build, quarantine note below |
| **Windows — installer** | [`step-line-setup-<ver>.exe`](https://git.allucanget.biz/zwitschi/security-game/releases) · contains all game data, shortcuts + uninstaller |
| **Windows — portable** | [`step-line-windows-<ver>.exe`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, no install needed |
| **Linux — AppImage** | [`step-line-<ver>-x86_64.AppImage`](https://git.allucanget.biz/zwitschi/security-game/releases) · single file, `chmod +x` and run |
| **Linux — portable** | [`step-line-linux-<ver>.x86_64`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, `chmod +x` and run |
| **macOS** | [`step-line-macos-<ver>.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · unsigned build, quarantine note below |
**All releases:** <https://git.allucanget.biz/zwitschi/security-game/releases>
> Releases are built automatically by Gitea Actions when a `vX.Y.Z` tag is
> pushed (see [`docs/RELEASING.md`](docs/RELEASING.md)). Manual builds are
> produced with `./tools/build_releases.sh`.
> **Latest: v0.2.0** (2026-10-31) — built and published by Gitea Actions from the
> `v0.2.0` tag. 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 step-line-macos.zip`. Build instructions and
> the release pipeline live in [`docs/RELEASING.md`](docs/RELEASING.md).
@@ -129,8 +136,9 @@ The architecture maps onto Godot 4 nodes, scenes, and custom resources as descri
- **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 in `assets/textures/` (≤1024px, power-of-two) produced by `tools/generate_textures.py` and imported by Godot; structural geometry stays procedural (`WorldBuilder`). The same script can generate textures through the OpenRouter image API (`--ai`, requires `OPENROUTER_API_KEY`).
- **Testing:** GUT (Godot Unit Test) in headless mode
- **Source control:** git with GitHub Actions for headless tests and later desktop exports
- **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
### Setup
@@ -205,8 +213,9 @@ Implemented so far:
- 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
- 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)
Not yet implemented: body-camera replay timeline, full 10-15 minute shift lengths, venue selection startup menu, editor-based GUT integration, and RefCounted cycle cleanup (see `TODO.md`).
Not yet implemented: body-camera replay timeline, venue selection startup menu, editor-based GUT integration, and crowd performance profiling/LOD (see `TODO.md`).
### Smoke Test Checklist
+53 -56
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@@ -1,77 +1,74 @@
# TODO
## 🔧 CI — cache timeout mitigation (from .gitea/logs/ review)
## 🎨 AI texture generation (OpenRouter)
`actions/cache@v4` times out against GitHub's cache service on this runner
(`/twirp/github.actions.results.api.v1.CacheService/…` — the Gitea host has no
local actions-cache configured). Restore/save retry for ~2 min per run. The
checks job still passes; this is noise + risk of flaky timeouts.
- [x] Extend `tools/generate_textures.py` with an OpenRouter image-API mode
(`--ai`, `--prompt`, `--name`, `--model`, `--size`), decoding base64 PNG
responses and clamping output to ≤1024px.
- [x] Add prompts for all 15 game textures (world surfaces, awning, skyline,
vignette, 4 HUD icons, 5 access cards) and generate them under `assets/textures/ai/`.
- [ ] Make the `ai/` icons/vignette/skyline truly transparent: seedream-4.5 ignores
`background: transparent` (returns opaque images). Either switch to a
transparency-capable model or post-process (e.g. chroma-key the flat background).
- [x] Remove the `actions/cache@v4` step from `checks` in `.gitea/workflows/build.yml`
(Godot import takes ~4s; caching .godot is not worth the timeout risk).
- [x] Add `GODOT_SILENCE_ROOT_WARNING=1` to godot steps to quiet container-as-root noise.
- [x] Push and confirm the next `.gitea/logs/` run has no `CacheService` timeouts (run 1090:
0 cache lines — previously ~12; 54/54 tests, job succeeded).
- [x] Optional (host admin): document in `docs/RELEASING.md` that `actions/cache` needs a
Gitea `[cache.actions]` + cache server before it can be reintroduced.
## 🪟 Windows installer (self-contained, all game data)
## 🔴 PRIORITY — Ship downloadable builds (so the README Downloads links work)
Goal: a real Windows installer that includes the entire game (executable + data),
Start-Menu/desktop shortcuts, and an uninstaller — instead of a bare .exe + .pck.
Goal: users hitting the README **Downloads** section can actually download a playable version from
`https://git.allucanget.biz/zwitschi/security-game/releases`.
- [x] Switch the Windows/Linux/macOS export presets to `binary_format/embed_pck=true` so a
single self-contained binary replaces the exe+pck pair (all game data in one file).
- [x] Add a game icon: `assets/icon.png` (AppImage/desktop) + `assets/icon.ico` and
`packaging/windows/step-line.ico` generated by `tools/generate_textures.py`.
- [x] Author `packaging/windows/step-line.nsi` (NSIS): installer that installs the exe, writes
the uninstaller, shortcuts, and registry uninstall entry.
- [x] Add CI packaging steps to `.gitea/workflows/build.yml` (NSIS via apt; AppImage via
appimagetool) so tags/dispatch produce `step-line-setup-<ver>.exe` and
`step-line-<ver>-x86_64.AppImage` next to the portable binaries.
- [x] Extend `tools/publish_release.sh` artifact glob to upload the installer/AppImage too.
- [ ] Verify on CI: NSIS installer builds (cannot be run locally — no `makensis` on this box).
- [ ] Verify the Windows installer contents in CI (e.g. `7z l` shows the embedded data file).
- [x] Install Godot 4.3 export templates locally (see `docs/RELEASING.md` step 1).
- [x] Run `./tools/build_releases.sh` and confirm the three artifacts appear in `build/`.
- [x] Smoke-test the Linux binary launches (`./build/step-line-linux-0.1.0.x86_64 --headless --quit-after 120` → 0 script errors).
- [ ] Create a Gitea release `v0.1.0` (tag matching `config/version` in `project.godot`) — **needs `GITEA_TOKEN`**: `GITEA_TOKEN=... ./tools/publish_release.sh 0.1.0`.
- [ ] Verify the README Downloads links resolve: visit the release page and download one artifact.
- [x] (Local workflow) `tools/publish_release.sh` exists so future releases need only a `GITEA_TOKEN`.
## 🐧 Linux AppImage (self-contained, all game data)
### Follow-ups once the first release is live
Goal: a single executable `.AppImage` that runs the full game on any recent distro.
- [x] CI packaging: Gitea Actions workflow (`.gitea/workflows/build.yml`) builds and uploads artifacts on tags and dispatch.
- [x] Author AppDir files: `packaging/linux/step-line.desktop`, `packaging/linux/AppRun`,
icon wiring.
- [x] Add `packaging/linux/build_appimage.sh` (appimagetool; `APPIMAGE_EXTRACT_AND_RUN=1` to
avoid FUSE dependency) producing `step-line-<ver>-x86_64.AppImage`.
- [x] Local verification: built the AppImage on this machine and ran it headless
(`--appimage-extract-and-run --headless --quit-after 90` → 0 script errors,
`[Step Line] game started`).
- [x] AppStream metainfo added (`packaging/linux/step-line.appdata.xml`); tool validates clean.
- [ ] CI verification: AppImage step runs on tags/dispatch and the artifact uploads.
- [x] README Downloads table documents installer + AppImage rows and naming.
## Distribution follow-up (host config, no code work)
- [ ] Asset downloads currently require sign-in on the host (`/releases/download/…` redirects to
login). Decide with the host admin: open repo visibility / `REQUIRE_SIGNIN_VIEW=false` or
accept sign-in-required downloads. Pages and the tag page are already public (HTTP 200).
## Future Systems (design-level backlog)
- [ ] Body-camera replay timeline in the shift review.
- [ ] Long (10-15 minute) shift lengths and phase-based lighting (darkened evening / late phases).
- [ ] Venue selection screen with a proper startup menu (keyboard cycling with `V` is implemented; a menu is the next iteration).
- [ ] Venue selection startup menu (keyboard cycling with `V` is implemented).
- [ ] IDE/editor-based GUT integration when a Godot editor workflow is introduced.
- [ ] Reduce RefCounted reference cycles (NPCController <-> FSM) noted in `MEMORY.md`.
## Open Polish
- [ ] Add a body/wand cooldown feel: wand screening currently has no reuse penalty; consider a short per-guest scan animation.
- [ ] Add an escape-to-circuit handling note: `signals` in `Strings.fmt` are positional; keep `%` placeholders stable when adding keys.
- [ ] Keep `%` placeholders stable in `Strings.fmt` when adding keys (positional formatting).
## Detailed Graphics
## Detailed Graphics — remaining performance items
The prototype is entirely procedural `BoxMesh` with flat `StandardMaterial3D` colors (see `src/game/world_builder.gd` and `src/game/npc_avatar.gd`). The items below upgrade it toward a finished look. **When a task needs a texture, sprite, decal, or reference image, use the integrated image-generation function to produce it** (e.g. seamless building facade, sidewalk concrete, asphalt, awning sign, wristband/ID inspection cards, HUD icons). Generated images go under `assets/` and are imported as Godot textures; keep them small (≤1024px) and power-of-two where possible.
The visual pass is done (textures, rigs, HUD feedback — see `DONE.md`). Remaining work is
performance hardening only.
### Environment
- [ ] Replace flat facade boxes with textured materials: brick/concrete facade, glass door, awning with a readable sign (generate facade + sign textures).
- [ ] Add a sidewalk concrete texture and street asphalt texture with a center-line decal (generate seamless textures).
- [ ] Add a sky: `ProceduralSkyMaterial` or a generated skybox, plus a sun with soft shadows (currently a bare `DirectionalLight3D` + flat ambient).
- [ ] Add simple props for depth: bollards, a trash can, a street lamp, a planter near the entrance (generate or model low-poly props).
- [ ] Add a night/evening lighting pass: dim ambient, warm street-lamp point lights, and a visible flashlight cone (ties into the existing `G` flashlight toggle).
### NPCs
- [ ] Replace capsule bodies with a simple humanoid rig (head/torso/limbs) or a low-poly character mesh, keeping the archetype color coding as a fallback.
- [ ] Add per-archetype visual identity: distinct silhouettes or accessories (e.g. camera for influencers, delivery box, performer prop) instead of color-only.
- [ ] Add a simple walk/idle animation (procedural bob or imported animation) so NPCs don't glide.
- [ ] Add a facing/attention cue: NPC head turns toward the guard when `perceive_guard` reports `aware`/`near`.
### UI and feedback
- [ ] Replace text-only inspection with visual artifact cards: wristband/ID/ticket images showing color, pattern, date, and event marking (generate card art).
- [ ] Add HUD icons for the tone picker, wand, flashlight, and door-lock states (generate small icons).
- [ ] Add a subtle screen-space vignette or color grade per escalation level to reinforce the existing color-coded escalation label.
- [ ] Add a body-camera frame overlay (corner timestamp + REC indicator) to sell the evidence/recording fantasy.
### Performance and pipeline
- [ ] Set up an `assets/` import convention (textures, materials, meshes) and document it in `README.md`.
- [ ] Profile the crowd: ensure textured materials and props don't hurt the target frame rate around a busy entrance.
- [ ] Profile the crowd: ensure textured materials and props hold target frame rate around a
busy entrance.
- [ ] Add LOD or culling for distant NPCs/props if the crowd grows.
## Screenshot Refresh
- [ ] Regenerate and verify the six README screenshots from the current build.
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+2 -1
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@@ -40,5 +40,6 @@
"door.thwarted": "%s tries the locked door and fails.",
"flashlight.on": "Flashlight on.",
"flashlight.off": "Flashlight off.",
"hud.venue_switched": "Venue: %s"
"hud.venue_switched": "Venue: %s",
"wand.recharge": "Wand scanner is recharging…"
}
+11 -1
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@@ -57,12 +57,22 @@ godot --headless --path . --quit-after 120 # boot smoke t
./tools/build_releases.sh
```
Artifacts are written to `build/`:
Artifacts are written to `build/` (all exports embed the PCK — single files):
- `build/step-line-linux-<version>.x86_64`
- `build/step-line-windows-<version>.exe`
- `build/step-line-macos-<version>.zip`
When run in CI (tags/dispatch), the build job also packages:
- `build/step-line-setup-<version>.exe` — Windows installer (NSIS, incl. shortcuts +
uninstaller; apt `nsis` on the runner)
- `build/step-line-<version>-x86_64.AppImage` — Linux AppImage (`packaging/linux/build_appimage.sh`,
appimagetool via `APPIMAGE_EXTRACT_AND_RUN`)
Locally you can build the AppImage with `bash packaging/linux/build_appimage.sh <version>`;
the NSIS installer requires `makensis` (covered by CI).
> macOS builds are unsigned and will need `xattr -dr com.apple.quarantine`
> guidance or notarization for production releases.
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+3 -3
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@@ -23,7 +23,7 @@ script_export_mode=2
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=1
binary_format/embed_pck=false
binary_format/embed_pck=true
texture_format/s3tc_bptc=true
texture_format/etc2_astc=false
binary_format/architecture="x86_64"
@@ -54,7 +54,7 @@ script_export_mode=2
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=0
binary_format/embed_pck=false
binary_format/embed_pck=true
texture_format/s3tc_bptc=true
texture_format/etc2_astc=false
codesign/enable=false
@@ -90,7 +90,7 @@ script_export_mode=2
custom_template/debug=""
custom_template/release=""
debug/export_console_wrapper=0
binary_format/embed_pck=false
binary_format/embed_pck=true
texture_format/s3tc_bptc=true
texture_format/etc2_astc=true
codesign/enable=false
+5
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@@ -0,0 +1,5 @@
#!/bin/sh
# AppImage entry point: launch the bundled game binary.
SELF="$(readlink -f "$0")"
HERE="$(dirname "$SELF")"
exec "${HERE}/usr/bin/step-line" "$@"
+48
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@@ -0,0 +1,48 @@
#!/usr/bin/env bash
# Build a self-contained Step Line AppImage (all game data included).
#
# Prereqs: exported Linux binary in build/ (embed_pck=true), curl.
# Usage: bash packaging/linux/build_appimage.sh [version]
# Output: build/step-line-<version>-x86_64.AppImage
set -euo pipefail
HERE="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
ROOT="$(cd "$HERE/../.." && pwd)"
VERSION="${1:-$(sed -n 's/.*config\/version="\([^"]*\)".*/\1/p' "$ROOT/project.godot")}"
SRC_BIN="$ROOT/build/step-line-linux-${VERSION}.x86_64"
if [[ ! -f "$SRC_BIN" ]]; then
echo "error: missing $SRC_BIN — run ./tools/build_releases.sh first" >&2
exit 1
fi
WORK="$(mktemp -d)"
trap 'rm -rf "$WORK"' EXIT
APPDIR="$WORK/StepLine.AppDir"
mkdir -p "$APPDIR/usr/bin"
cp "$SRC_BIN" "$APPDIR/usr/bin/step-line"
# The export embeds the PCK (embed_pck=true), so no extra data files are needed.
cp "$HERE/step-line.desktop" "$APPDIR/step-line.desktop"
cp "$HERE/AppRun" "$APPDIR/AppRun"
chmod +x "$APPDIR/AppRun"
cp "$HERE/step-line.png" "$APPDIR/step-line.png"
# Desktop entry + metainfo in standard locations (AppStream validation requires
# the metainfo filename to match the component id, and the .desktop discoverable).
mkdir -p "$APPDIR/usr/share/applications" "$APPDIR/usr/share/metainfo"
cp "$HERE/step-line.desktop" "$APPDIR/usr/share/applications/step-line.desktop"
cp "$HERE/step-line.appdata.xml" "$APPDIR/usr/share/metainfo/net.stepline.game.appdata.xml"
TOOL="${APPIMAGE_TOOL:-/tmp/appimagetool-x86_64.AppImage}"
if [[ ! -f "$TOOL" ]]; then
echo "==> Downloading appimagetool"
curl -sL -o "$TOOL" \
https://github.com/AppImage/appimagetool/releases/download/continuous/appimagetool-x86_64.AppImage
chmod +x "$TOOL"
fi
OUT="$ROOT/build/step-line-${VERSION}-x86_64.AppImage"
echo "==> Building AppImage -> $OUT"
# Extract-and-run avoids a FUSE dependency on the build host.
APPIMAGE_EXTRACT_AND_RUN=1 "$TOOL" "$APPDIR" "$OUT"
echo "AppImage ready: $(ls -la "$OUT" | awk '{print $5}') bytes"
+23
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@@ -0,0 +1,23 @@
<?xml version="1.0" encoding="UTF-8"?>
<component type="desktop-application">
<id>net.stepline.game</id>
<name>Step Line</name>
<summary>Workplace security simulation on Hollywood Boulevard</summary>
<url type="homepage">https://git.allucanget.biz/zwitschi/security-game</url>
<developer id="net.stepline"><name>Step Line Team</name></developer>
<description>
<p>
Step Line is a workplace security simulation about observation, communication,
access verification, and proportionate escalation. Guard the steps and entrance
of venues around Hollywood Boulevard: direct tourists, verify wristbands and IDs,
screen guests, and escalate only when you have to.
</p>
</description>
<launchable type="desktop-id">step-line.desktop</launchable>
<metadata_license>CC0-1.0</metadata_license>
<project_license>MIT</project_license>
<content_rating type="oars-1.1" />
<releases>
<release version="0.2.0" date="2026-10-31"/>
</releases>
</component>
+9
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@@ -0,0 +1,9 @@
[Desktop Entry]
Type=Application
Name=Step Line
Comment=Workplace security simulation on Hollywood Boulevard
Exec=step-line
Icon=step-line
Terminal=false
Categories=Game;Simulation;
Keywords=security;simulation;hollywood;
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@@ -0,0 +1,74 @@
; Step Line Windows installer (NSIS 3).
; Build from the repo root with the exported self-contained exe:
; makensis /DVERSION=0.2.0 /DARTIFACT=build/step-line-windows-0.2.0.exe \
; /DICON=packaging/windows/step-line.ico packaging/windows/step-line.nsi
; Outputs: build/step-line-setup-<VERSION>.exe
!ifndef VERSION
!define VERSION "0.0.0"
!endif
!ifndef ARTIFACT
!error "ARTIFACT define required (path to exported windows exe)"
!endif
!ifndef ICON
!define ICON "packaging\windows\step-line.ico"
!endif
; The installed executable uses this clean name (no spaces — NSIS /oname tokens
; on whitespace, so a spaced name breaks the File directive).
!define INSTALLED_EXE "step-line.exe"
!ifndef OUT
!define OUT "build\step-line-setup-${VERSION}.exe"
!endif
!define COMPANY "Step Line Project"
!define UNINST_KEY "Software\Microsoft\Windows\CurrentVersion\Uninstall\Step Line"
Unicode true
ManifestDPIAware true
Icon "${ICON}"
UninstallIcon "${ICON}"
Name "Step Line ${VERSION}"
OutFile "${OUT}"
InstallDir "$PROGRAMFILES64\Step Line"
RequestExecutionLevel admin
Page directory
Page instfiles
UninstPage uninstConfirm
UninstPage instfiles
Section "Install"
SetOutPath "$INSTDIR"
; The self-contained executable contains ALL game data (embedded PCK).
File "/oname=${INSTALLED_EXE}" "${ARTIFACT}"
WriteUninstaller "$INSTDIR\uninstall.exe"
; Shortcuts
CreateDirectory "$SMPROGRAMS\Step Line"
CreateShortCut "$SMPROGRAMS\Step Line\Step Line.lnk" "$INSTDIR\${INSTALLED_EXE}"
CreateShortCut "$SMPROGRAMS\Step Line\Uninstall.lnk" "$INSTDIR\uninstall.exe"
CreateShortCut "$DESKTOP\Step Line.lnk" "$INSTDIR\${INSTALLED_EXE}"
; Registry (Add/Remove Programs)
WriteRegStr HKLM "${UNINST_KEY}" "DisplayName" "Step Line"
WriteRegStr HKLM "${UNINST_KEY}" "DisplayVersion" "${VERSION}"
WriteRegStr HKLM "${UNINST_KEY}" "Publisher" "${COMPANY}"
WriteRegStr HKLM "${UNINST_KEY}" "DisplayIcon" "$INSTDIR\${INSTALLED_EXE}"
WriteRegStr HKLM "${UNINST_KEY}" "UninstallString" '"$INSTDIR\uninstall.exe"'
WriteRegDWORD HKLM "${UNINST_KEY}" "NoModify" 1
WriteRegDWORD HKLM "${UNINST_KEY}" "NoRepair" 1
SectionEnd
Section "Uninstall"
Delete "$INSTDIR\${INSTALLED_EXE}"
Delete "$INSTDIR\uninstall.exe"
RMDir "$INSTDIR"
Delete "$SMPROGRAMS\Step Line\Step Line.lnk"
Delete "$SMPROGRAMS\Step Line\Uninstall.lnk"
RMDir "$SMPROGRAMS\Step Line"
Delete "$DESKTOP\Step Line.lnk"
DeleteRegKey HKLM "${UNINST_KEY}"
SectionEnd
+1 -1
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@@ -8,7 +8,7 @@ config_version=5
config/name="Step Line"
config/description="Workplace security simulation about observation, access verification, and proportionate escalation."
config/version="0.2.0"
config/version="0.2.1"
run/main_scene="res://scenes/main.tscn"
config/features=PackedStringArray("4.3", "GL Compatibility")
+1
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@@ -0,0 +1 @@
appimagetool.png
+10
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@@ -0,0 +1,10 @@
#! /bin/sh
set -e
this_dir="$(dirname -- "$(readlink -f -- "$0")")"
# make appimagetool prefer the bundled mksquashfs
export PATH="$this_dir"/usr/bin:"$PATH"
exec "$this_dir"/usr/bin/appimagetool "$@"
+1
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@@ -0,0 +1 @@
usr/share/applications/appimagetool.desktop
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@@ -0,0 +1 @@
usr/share/icons/hicolor/128x128/apps/appimagetool.png
BIN
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@@ -0,0 +1,9 @@
[Desktop Entry]
Type=Application
Name=appimagetool
Exec=appimagetool
Comment=Tool to generate AppImages from AppDirs
Icon=appimagetool
Categories=Development;
Terminal=true
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@@ -0,0 +1,31 @@
<?xml version="1.0" encoding="UTF-8"?>
<component type="desktop">
<id>appimagetool.desktop</id>
<metadata_license>MIT</metadata_license>
<project_license>MIT</project_license>
<name>appimagetool</name>
<summary>Create AppImage files</summary>
<description>
<p>
appimagetool is a tool that lets you generate AppImage files. An AppImage
is a self-running bundle that contains an application and everything
it needs to run that cannot reasonably expected to be part of each target system.
</p>
<p>
This can include libraries that are not commonly available on target systems,
resources such as translations, icons, fonts, and other auxiliary files.
appimagetool makes it easy to take an AppDir (e.g., generated by linuxdeployqt)
and turn it into an AppImage.
</p>
<p>
You can also embed update information so that your users can update the AppImage
using binary delta updates with the AppImageUpdate tool.
You can also sign the AppImage with GPG.
</p>
</description>
<url type="homepage">https://github.com/AppImage/AppImageKit</url>
<project_group>AppImage</project_group>
<provides>
<binary>appimagetool</binary>
</provides>
</component>
+17 -6
View File
@@ -2,15 +2,26 @@ class_name FSM
extends RefCounted
## Minimal generic finite state machine used by NPCController and ShiftCoordinator.
## Deterministic and headless-testable.
##
## The owner is held through a WeakRef so long-lived owners do not create a
## reference cycle (FSM <-> owner), which previously leaked RefCounted objects
## at process exit (see MEMORY.md).
signal state_changed(node: Object, from_state: String, to_state: String)
var current_state: String = ""
var _transitions: Dictionary = {} # state_name -> Array[{to, guard: Callable}]
var _owner_node: Object = null
var _owner_ref: WeakRef = null
func _init(owner_node: Object = null) -> void:
_owner_node = owner_node
if owner_node != null:
_owner_ref = weakref(owner_node)
## The live owner object, or null if it was freed.
func _owner() -> Object:
if _owner_ref == null:
return null
return _owner_ref.get_ref() as Object
## Register a transition. guard is an optional Callable(node) -> bool.
func add_transition(from_state: String, to_state: String, guard: Callable = Callable()) -> void:
@@ -20,7 +31,7 @@ func add_transition(from_state: String, to_state: String, guard: Callable = Call
func start(initial_state: String) -> void:
current_state = initial_state
state_changed.emit(_owner_node, "", initial_state)
state_changed.emit(_owner(), "", initial_state)
## Attempt to move to `to_state`. Returns true when executed.
func transition_to(to_state: String) -> bool:
@@ -31,10 +42,10 @@ func transition_to(to_state: String) -> bool:
if t["to"] != to_state:
continue
var guard: Callable = t["guard"]
if not guard.is_valid() or guard.call(_owner_node):
if not guard.is_valid() or guard.call(_owner()):
var from := current_state
current_state = to_state
state_changed.emit(_owner_node, from, to_state)
state_changed.emit(_owner(), from, to_state)
return true
return false
@@ -42,6 +53,6 @@ func can_transition_to(to_state: String) -> bool:
for t in _transitions.get(current_state, []):
if t["to"] == to_state:
var guard: Callable = t["guard"]
if not guard.is_valid() or guard.call(_owner_node):
if not guard.is_valid() or guard.call(_owner()):
return true
return false
+1 -1
View File
@@ -1,5 +1,5 @@
class_name ShiftCoordinator
extends Node
extends RefCounted
const Rules := preload("res://src/core/rules.gd")
const EventBus := preload("res://src/core/event_bus.gd")
+23 -1
View File
@@ -64,7 +64,11 @@ var verifier := AccessVerifier.new()
var wand_screener := WandScreener.new()
var active_scenario_id := "hollywood_building"
var scenario_duration_s: float = 300.0 # shortened prototype duration for testing
## Shift length mirrors the scenario default (900s / 10-15 min per PLAN.md) unless
## overridden for a test or debug build.
var scenario_duration_s: float = 900.0
var _wand_cooldown := 0.0
const WAND_COOLDOWN_S := 0.8
var scene_root: Node3D = null
var npcs: Array = []
var npc_counter := 0
@@ -103,6 +107,7 @@ func _ready() -> void:
guard.cleared_target.connect(_on_guard_clear)
selected_scenario = _build_scenario(active_scenario_id)
scenario_duration_s = selected_scenario.shift_duration_s
coordinator = ShiftCoordinator.new()
coordinator.setup(selected_scenario, scenario_duration_s, 4242)
coordinator.npc_spawn_requested.connect(_spawn_npc)
@@ -142,6 +147,7 @@ func _build_guard() -> GuardController:
collider.shape = shape
collider.position = Vector3(0, 0.85, 0)
g.add_child(collider)
g.add_to_group("guard")
return g
func _build_scenario(id: String) -> VenueScenario:
@@ -168,6 +174,7 @@ func restart_shift() -> void:
inspector_current_events = []
current_incident_active = false
current_incident_npc_id = ""
scenario_duration_s = selected_scenario.shift_duration_s
coordinator.setup(selected_scenario, scenario_duration_s, 4242)
coordinator.start()
_last_phase = -1
@@ -197,6 +204,10 @@ func _ensure_lighting() -> void:
_sun.name = "Sun"
_sun.rotation_degrees = Vector3(-50, -30, 0)
_sun.light_energy = 1.2
_sun.shadow_enabled = true
_sun.light_angular_distance = 1.2
_sun.directional_shadow_mode = DirectionalLight3D.SHADOW_PARALLEL_4_SPLITS
_sun.directional_shadow_max_distance = 60.0
scene_root.add_child(_sun)
_env_node = WorldEnvironment.new()
var env := Environment.new()
@@ -398,6 +409,7 @@ func _cycle_venue() -> void:
switch_scenario(VENUE_ORDER[_venue_index])
var venue_name: String = selected_scenario.display_name if selected_scenario else "?"
hud.log(Strings.fmt("hud.venue_switched", [venue_name]))
hud.set_wand_icon(false)
hud.set_shift_state(coordinator, selected_scenario)
## Aim-free targeting: cycle through NPCs near the guard (Tab). Lets players
@@ -546,13 +558,19 @@ func _toggle_inspection() -> void:
## Handheld wand inspection (The Joke Shop). Only available when the venue
## carries a wand. The wand reports an alert; the player interprets it.
func _toggle_wand_screening() -> void:
if _wand_cooldown > 0.0:
hud.log(Strings.lookup("wand.recharge"))
return
if wand_open:
hud.hide_wand()
hud.set_wand_icon(false)
wand_open = false
return
if not selected_scenario.equipment.has("wand"):
hud.log(Strings.lookup("hud.no_wand"))
hud.set_wand_icon(false)
return
hud.set_wand_icon(true)
var controller: Object = _targeted_controller()
if controller == null:
return
@@ -606,6 +624,8 @@ func decide_wand(allowed: bool) -> void:
controller.screened = true
hud.hide_wand()
wand_open = false
# Short scan cooldown: the wand must “recharge” between guests (PLAN.md: feel).
_wand_cooldown = WAND_COOLDOWN_S
func decide_access(allowed: bool) -> void:
var controller: Object = _targeted_controller()
@@ -705,6 +725,8 @@ func _close_incident(outcome: String) -> void:
current_incident_npc_id = ""
func _physics_process(delta: float) -> void:
if _wand_cooldown > 0.0:
_wand_cooldown = maxf(0.0, _wand_cooldown - delta)
if coordinator == null or not coordinator.running:
return
coordinator.tick(delta)
+119 -24
View File
@@ -68,41 +68,136 @@ func setup(profile: NpcProfile, intent: String, seed_value: int, p_spawn: Vector
add_child(collider)
var _visual_seed := 0
var _rig: Node3D = null
var _head: Node3D = null
var _bob_phase := 0.0
var _guard_ref: Node3D = null
const SKIN_TONE := Color(0.88, 0.72, 0.60)
const PANTS_COLOR := Color(0.22, 0.22, 0.26)
func _build_body(npc_type: int) -> void:
var body := MeshInstance3D.new()
var capsule := CapsuleMesh.new()
capsule.radius = 0.35
capsule.height = 1.6
body.mesh = capsule
var mat := StandardMaterial3D.new()
mat.albedo_color = TYPE_COLORS.get(npc_type, Color(0.7, 0.7, 0.7))
_rig = Node3D.new()
_rig.name = "Rig"
add_child(_rig)
var base_color: Color = TYPE_COLORS.get(npc_type, Color(0.7, 0.7, 0.7))
# Per-seed variation: slight height and brightness differences so crowds
# read as individuals (deterministic LCG, no RNG side effects).
var frac := float((_visual_seed * 1103515245 + 12345) % 1000) / 1000.0
var height_scale := 0.9 + 0.2 * frac
body.scale = Vector3(1.0, height_scale, 1.0)
body.position.y = (height_scale - 1.0) * 0.8
mat.albedo_color = mat.albedo_color.lightened(0.15 * frac) if frac < 0.5 else mat.albedo_color.darkened(0.15 * (1.0 - frac))
body.material_override = mat
add_child(body)
var id_tag := MeshInstance3D.new()
var sphere := SphereMesh.new()
sphere.radius = 0.12
sphere.height = 0.24
var tag_mat := StandardMaterial3D.new()
tag_mat.albedo_color = Color(1, 1, 1)
id_tag.mesh = sphere
id_tag.material_override = tag_mat
id_tag.position = Vector3(0, 1.05, 0)
id_tag.scale = Vector3(1, 0.4, 1)
add_child(id_tag)
var height_scale := 0.92 + 0.16 * frac
_rig.scale.y = height_scale
var shader_delta := 0.12 * frac
base_color = base_color.lightened(shader_delta) if frac < 0.5 else base_color.darkened(shader_delta)
var limbs_color := base_color.darkened(0.25)
# Torso
_add_capsule(_rig, 0.30, 0.95, Vector3(0, 1.05, 0), base_color)
# Legs
_add_capsule(_rig, 0.12, 0.8, Vector3(-0.16, 0.4, 0), PANTS_COLOR)
_add_capsule(_rig, 0.12, 0.8, Vector3(0.16, 0.4, 0), PANTS_COLOR)
# Arms
_add_capsule(_rig, 0.09, 0.7, Vector3(-0.42, 1.28, 0), limbs_color, 8.0)
_add_capsule(_rig, 0.09, 0.7, Vector3(0.42, 1.28, 0), limbs_color, -8.0)
# Head
_head = Node3D.new()
_head.name = "Head"
_head.position = Vector3(0, 1.62, 0)
_add_sphere(_head, 0.17, Vector3.ZERO, SKIN_TONE)
_rig.add_child(_head)
_add_props(npc_type)
func _add_capsule(parent: Node3D, radius: float, height: float, pos: Vector3, color: Color, z_rot: float = 0.0) -> void:
var mi := MeshInstance3D.new()
var mesh := CapsuleMesh.new()
mesh.radius = radius
mesh.height = height
mi.mesh = mesh
mi.position = pos
mi.rotation_degrees.z = z_rot
mi.material_override = _material(color)
parent.add_child(mi)
func _add_sphere(parent: Node3D, radius: float, pos: Vector3, color: Color) -> void:
var mi := MeshInstance3D.new()
var mesh := SphereMesh.new()
mesh.radius = radius
mesh.height = radius * 2.0
mi.mesh = mesh
mi.position = pos
mi.material_override = _material(color)
parent.add_child(mi)
func _material(color: Color) -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.albedo_color = color
return mat
## Small per-archetype props so silhouettes differ (camera, box, hat, sign…).
func _add_props(npc_type: int) -> void:
var chest_y := 1.25
match npc_type:
Rules.NpcType.INFLUENCER:
_add_box_prop(_rig, Vector3(0.16, 0.1, 0.09), Vector3(0.3, chest_y, 0.22), Color(0.1, 0.1, 0.1))
_add_box_prop(_rig, Vector3(0.05, 0.05, 0.06), Vector3(0.34, chest_y + 0.06, 0.30), Color(0.4, 0.7, 1.0))
Rules.NpcType.DELIVERY:
_add_box_prop(_rig, Vector3(0.34, 0.26, 0.28), Vector3(0.0, 1.02, 0.3), Color(0.55, 0.4, 0.25))
Rules.NpcType.PERFORMER:
var hat := _material(Color(0.85, 0.2, 0.25))
var cone := MeshInstance3D.new()
var cm := CylinderMesh.new()
cm.top_radius = 0.02
cm.bottom_radius = 0.22
cm.height = 0.4
cone.mesh = cm
cone.material_override = hat
cone.position = Vector3(0, 0.26, 0)
_head.add_child(cone)
Rules.NpcType.PROTESTER:
_add_box_prop(_rig, Vector3(0.05, 1.2, 0.05), Vector3(0.28, 1.45, 0.18), Color(0.4, 0.36, 0.32))
_add_box_prop(_rig, Vector3(0.5, 0.42, 0.04), Vector3(0.48, 1.55, 0.18), Color(0.93, 0.93, 0.95))
Rules.NpcType.TOURIST:
_add_box_prop(_rig, Vector3(0.3, 0.36, 0.14), Vector3(-0.34, 1.15, -0.18), Color(0.25, 0.3, 0.45))
Rules.NpcType.CONFUSED_VISITOR:
_add_box_prop(_rig, Vector3(0.3, 0.05, 0.34), Vector3(0, 0.92, 0.06), Color(0.9, 0.88, 0.8))
func _add_box_prop(parent: Node3D, size: Vector3, pos: Vector3, color: Color) -> void:
var mi := MeshInstance3D.new()
var mesh := BoxMesh.new()
mesh.size = size
mi.mesh = mesh
mi.position = pos
mi.material_override = _material(color)
parent.add_child(mi)
func _physics_process(delta: float) -> void:
if npc == null or npc.fsm == null:
return
_advance_fsm(delta)
_move_toward_target(delta)
_animate(delta)
## Procedural walk bob + head-toward-guard cue when the NPC is aware.
func _animate(delta: float) -> void:
if _rig == null:
return
var speed := Vector2(velocity.x, velocity.z).length()
if speed > 0.3:
_bob_phase += delta * (6.0 + speed)
_rig.position.y = sin(_bob_phase) * 0.035
_rig.rotation.x = sin(_bob_phase * 0.5) * 0.04
else:
_bob_phase = 0.0
_rig.position.y = lerpf(_rig.position.y, 0.0, 0.2)
_rig.rotation.x = lerpf(_rig.rotation.x, 0.0, 0.2)
# Attention cue: head turns toward the guard when awareness was raised.
if _head != null and npc.guard_noticed:
if _guard_ref == null or not is_instance_valid(_guard_ref):
_guard_ref = get_tree().get_first_node_in_group("guard") as Node3D
if _guard_ref:
var to_guard := (_guard_ref.global_position - global_position)
to_guard.y = 0.0
var world_yaw := atan2(to_guard.x, to_guard.z)
var fwd := -_rig.global_transform.basis.z
var parent_yaw := atan2(fwd.x, fwd.z)
_head.rotation.y = lerp_angle(_head.rotation.y, world_yaw - parent_yaw, 0.1)
func _advance_fsm(delta: float) -> void:
# Returning-trespasser: an NPC directed away may circle back to the door.
+169 -8
View File
@@ -5,6 +5,23 @@ extends CanvasLayer
const Rules := preload("res://src/core/rules.gd")
const Strings := preload("res://src/core/strings.gd")
const T_VIGNETTE := preload("res://assets/textures/vignette.png")
const T_ICON_FLASH := preload("res://assets/textures/icons/flashlight_on.png")
const T_ICON_DOOR := preload("res://assets/textures/icons/door_locked.png")
const T_ICON_WAND := preload("res://assets/textures/icons/wand.png")
const T_ICON_REC := preload("res://assets/textures/icons/rec_dot.png")
const T_CARD_ID := preload("res://assets/textures/cards/id_card.png")
const T_CARD_WRIST := preload("res://assets/textures/cards/wristband.png")
const T_CARD_TICKET := preload("res://assets/textures/cards/ticket.png")
const T_CARD_CRED := preload("res://assets/textures/cards/credential.png")
const T_CARD_GUEST := preload("res://assets/textures/cards/guest_list.png")
const CARD_TEXTURES := {
Rules.AccessKind.ID: T_CARD_ID,
Rules.AccessKind.WRISTBAND: T_CARD_WRIST,
Rules.AccessKind.TICKET: T_CARD_TICKET,
Rules.AccessKind.CREDENTIAL: T_CARD_CRED,
Rules.AccessKind.GUEST_LIST: T_CARD_GUEST,
}
var top_label: Label
var time_label: Label
@@ -17,6 +34,12 @@ var inspect_text: Label
var inspect_meta: Label
var radio_cooldown_label: Label
var mode_label: Label
var vignette_rect: TextureRect
var cam_clock: Label
var icon_row: HBoxContainer
var flashlight_icon: TextureRect
var door_icon: TextureRect
var wand_icon: TextureRect
var wand_panel: PanelContainer
var wand_text: Label
var wand_meta: Label
@@ -105,10 +128,64 @@ func _init() -> void:
escalation_label.modulate = Color(0.6, 0.9, 0.6)
vbox.add_child(escalation_label)
# --- escalation vignette (screen-space tint) ---
vignette_rect = TextureRect.new()
vignette_rect.texture = T_VIGNETTE
vignette_rect.set_anchors_preset(Control.PRESET_FULL_RECT)
vignette_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
vignette_rect.modulate = Color(1, 1, 1, 0)
vignette_rect.show_behind_parent = false
add_child(vignette_rect)
# --- body-camera overlay (REC + shift clock + corner brackets, top right) ---
var cam_box := VBoxContainer.new()
cam_box.set_anchors_preset(Control.PRESET_TOP_RIGHT)
cam_box.position = Vector2(-180, 50)
cam_box.alignment = BoxContainer.ALIGNMENT_END
add_child(cam_box)
var rec_row := HBoxContainer.new()
rec_row.alignment = BoxContainer.ALIGNMENT_END
cam_box.add_child(rec_row)
var rec_icon := TextureRect.new()
rec_icon.texture = T_ICON_REC
rec_icon.custom_minimum_size = Vector2(22, 22)
rec_icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
rec_row.add_child(rec_icon)
var rec_label := Label.new()
rec_label.text = "REC"
rec_label.add_theme_font_size_override("font_size", 15)
rec_label.modulate = Color(0.95, 0.35, 0.35)
rec_row.add_child(rec_label)
cam_clock = Label.new()
cam_clock.text = "SHIFT 00:00:00"
cam_clock.add_theme_font_size_override("font_size", 12)
cam_clock.modulate = Color(0.95, 0.95, 0.95)
cam_clock.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
cam_box.add_child(cam_clock)
# corner brackets
var bracket_color := Color(0.9, 0.9, 0.92, 0.55)
_add_corner_brackets(bracket_color)
# --- mode icons next to the door/light label ---
icon_row = HBoxContainer.new()
vbox.add_child(icon_row)
flashlight_icon = _make_icon(T_ICON_FLASH)
flashlight_icon.visible = false
icon_row.add_child(flashlight_icon)
door_icon = _make_icon(T_ICON_DOOR)
door_icon.visible = false
icon_row.add_child(door_icon)
wand_icon = _make_icon(T_ICON_WAND)
wand_icon.visible = false
icon_row.add_child(wand_icon)
# --- inspect panel (popup center) ---
var inspect_center := CenterContainer.new()
inspect_center.set_anchors_preset(Control.PRESET_FULL_RECT)
inspect_center.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(inspect_center)
inspect_panel = PanelContainer.new()
inspect_panel.visible = false
inspect_panel.set_anchors_preset(Control.PRESET_CENTER)
inspect_panel.modulate.a = 1.0
var ivbox := VBoxContainer.new()
inspect_panel.add_child(ivbox)
@@ -123,12 +200,15 @@ func _init() -> void:
insp_hint.text = "A = allow entry D = deny entry"
insp_hint.add_theme_font_size_override("font_size", 12)
ivbox.add_child(insp_hint)
add_child(inspect_panel)
inspect_center.add_child(inspect_panel)
# --- wand screening panel (popup center) ---
var wand_center := CenterContainer.new()
wand_center.set_anchors_preset(Control.PRESET_FULL_RECT)
wand_center.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(wand_center)
wand_panel = PanelContainer.new()
wand_panel.visible = false
wand_panel.set_anchors_preset(Control.PRESET_CENTER)
var wvbox := VBoxContainer.new()
wand_panel.add_child(wvbox)
wand_text = Label.new()
@@ -142,7 +222,7 @@ func _init() -> void:
wand_hint.text = "A = admit D = refuse entry"
wand_hint.add_theme_font_size_override("font_size", 12)
wvbox.add_child(wand_hint)
add_child(wand_panel)
wand_center.add_child(wand_panel)
# --- debug overlay ---
debug_label = Label.new()
@@ -163,6 +243,9 @@ func set_shift_state(coordinator: Object, scenario: Resource) -> void:
coordinator.reputation.rating,
coordinator.crowd.mood * 100.0,
]
if cam_clock:
var total := int(coordinator.elapsed_s)
cam_clock.text = "SHIFT %02d:%02d:%02d" % [total / 3600, (total / 60) % 60, total % 60]
_update_radio_cooldown(coordinator)
func _update_radio_cooldown(coordinator: Object) -> void:
@@ -188,6 +271,47 @@ func set_flashlight(on: bool) -> void:
func _refresh_mode_label() -> void:
mode_label.text = "Door: %s · Light: %s" % ["LOCKED" if _door_locked else "open", "on" if _flashlight else "off"]
if icon_row:
flashlight_icon.visible = _flashlight
door_icon.visible = _door_locked
func set_wand_icon(visible: bool) -> void:
if wand_icon:
wand_icon.visible = visible
func _make_icon(texture: Texture2D) -> TextureRect:
var tr := TextureRect.new()
tr.texture = texture
tr.custom_minimum_size = Vector2(20, 20)
tr.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
tr.modulate = Color(1, 1, 1, 0.9)
return tr
func _add_corner_brackets(color: Color) -> void:
const LEN := 34.0
const TH := 3.0
const OFF := 10.0
var viewport := get_viewport()
var vp: Vector2 = viewport.get_visible_rect().size if viewport else Vector2(1280, 720)
var corners := [
Vector2(OFF, OFF), Vector2(vp.x - OFF, OFF), Vector2(OFF, vp.y - OFF), Vector2(vp.x - OFF, vp.y - OFF),
]
for i in 4:
var c: Vector2 = corners[i]
var flip_x: bool = (i % 2) == 1
var flip_y: bool = i >= 2
var h := ColorRect.new()
h.color = color
h.size = Vector2(LEN, TH)
h.position = Vector2(c.x - (LEN if flip_x else 0.0), c.y - (TH if flip_y else 0.0))
h.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(h)
var v := ColorRect.new()
v.color = color
v.size = Vector2(TH, LEN)
v.position = Vector2(c.x - (TH if flip_x else 0.0), c.y - (LEN if flip_y else 0.0))
v.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(v)
func set_action_hint(text: String) -> void:
hint_label.text = text
@@ -199,15 +323,20 @@ func set_action_hint(text: String) -> void:
func set_escalation(level: int) -> void:
var name: String = Rules.LEVEL_NAMES.get(level, "Observation")
escalation_label.text = Strings.fmt("hud.escalation_prefix", [name])
var tint := Color(0.6, 0.9, 0.6)
match level:
Rules.Level.OBSERVATION, Rules.Level.SIMPLE_DETERRENCE:
escalation_label.modulate = Color(0.6, 0.9, 0.6)
tint = Color(0.6, 0.9, 0.6)
Rules.Level.FORMAL_WARNING:
escalation_label.modulate = Color(0.95, 0.9, 0.4)
tint = Color(0.95, 0.9, 0.4)
Rules.Level.BLOCKING:
escalation_label.modulate = Color(1.0, 0.65, 0.3)
tint = Color(1.0, 0.65, 0.3)
Rules.Level.RADIO_ASSIST, Rules.Level.EMERGENCY:
escalation_label.modulate = Color(1.0, 0.35, 0.3)
tint = Color(1.0, 0.35, 0.3)
escalation_label.modulate = tint
# Screen-space vignette follows the escalation color.
if vignette_rect:
vignette_rect.modulate = Color(tint.r, tint.g, tint.b, 0.05 + 0.2 * float(level) / 5.0)
func log(text: String) -> void:
_log_lines.append(text)
@@ -240,6 +369,28 @@ func show_inspection(controller: Object, artifacts: Array, result: Dictionary) -
var npc_display: String = (profile.display_name if profile else "Person")
var granted: bool = result.get("granted", false)
inspect_text.text = "Access check — %s\nGranted: %s" % [npc_display, "YES" if granted else "NO"]
_clear_card_row()
var card_row := HBoxContainer.new()
card_row.name = "INSPECT_CARD_ROW"
card_row.add_theme_constant_override("separation", 6)
var added_card := false
for artifact in artifacts:
var tex: Texture2D = CARD_TEXTURES.get(artifact.kind, null) as Texture2D
if tex == null:
continue
var card := TextureRect.new()
card.texture = tex
card.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
card.custom_minimum_size = Vector2(92, 58)
card.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
card.tooltip_text = artifact.summary()
if artifact.attributes.size() > 0:
card.tooltip_text += "\n" + str(artifact.attributes)
card_row.add_child(card)
added_card = true
if added_card:
var content := inspect_panel.get_child(0) as VBoxContainer
content.add_child(card_row)
var lines: Array[String] = []
for artifact in artifacts:
lines.append(" • " + artifact.summary())
@@ -251,8 +402,18 @@ func show_inspection(controller: Object, artifacts: Array, result: Dictionary) -
inspect_panel.visible = true
func hide_inspection() -> void:
_clear_card_row()
inspect_panel.visible = false
## Remove previously added artifact cards so reopening rebuilds them.
func _clear_card_row() -> void:
if inspect_panel == null:
return
var row := inspect_panel.find_child("INSPECT_CARD_ROW", true, false) as Control
if row:
row.get_parent().remove_child(row)
row.queue_free()
func show_wand(controller: Object, result: Dictionary) -> void:
var profile: Object = controller.profile
var npc_display: String = (profile.display_name if profile else "Person")
+5 -2
View File
@@ -34,9 +34,12 @@ func _init() -> void:
dim.set_anchors_preset(Control.PRESET_FULL_RECT)
add_child(dim)
var center := CenterContainer.new()
center.set_anchors_preset(Control.PRESET_FULL_RECT)
center.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(center)
panel = PanelContainer.new()
panel.set_anchors_preset(Control.PRESET_CENTER)
add_child(panel)
center.add_child(panel)
var vbox := VBoxContainer.new()
panel.add_child(vbox)
+52 -12
View File
@@ -1,5 +1,11 @@
class_name WorldBuilder
## Procedurally assembles a minimal Hollywood Boulevard entrance prototype:
const T_BRICK := preload("res://assets/textures/brick_facade.png")
const T_CONCRETE := preload("res://assets/textures/concrete.png")
const T_ASPHALT := preload("res://assets/textures/asphalt.png")
const T_AWNING := preload("res://assets/textures/awning.png")
const T_SKYLINE := preload("res://assets/textures/skyline.png")
## steps, building facade, restricted door, sidewalk, pavement, and street edge.
## No art assets required; all geometry is BoxMesh with flat materials.
@@ -27,14 +33,19 @@ func build() -> void:
_build_crosswalk()
_build_street_furniture()
_build_guard_spawn()
_build_skyline_backdrop()
_build_navmesh()
set_night_mode(false)
func _add_box(parent: Node3D, size: Vector3, pos: Vector3, color: Color, cast_shadow: bool = false) -> MeshInstance3D:
func _add_box(parent: Node3D, size: Vector3, pos: Vector3, color: Color, cast_shadow: bool = false,
texture: Texture2D = null, uv_scale: Vector2 = Vector2(1, 1)) -> MeshInstance3D:
var mesh := BoxMesh.new()
mesh.size = size
var mat := StandardMaterial3D.new()
mat.albedo_color = color
if texture:
mat.albedo_texture = texture
mat.uv1_scale = Vector3(uv_scale.x, uv_scale.y, 1.0)
mesh.material = mat
var mi := MeshInstance3D.new()
mi.mesh = mesh
@@ -56,19 +67,23 @@ func _build_ground() -> void:
func _build_building() -> void:
var building := StaticBody3D.new()
building.name = "Building"
# Main facade
_add_box(building, Vector3(40, 18, 4), Vector3(0, 9, -2), Color(0.35, 0.32, 0.30))
# Main facade (textured brick)
_add_box(building, Vector3(40, 18, 4), Vector3(0, 9, -2), Color(0.85, 0.8, 0.78), false, T_BRICK, Vector2(10, 5))
# Entrance recess + door recess frame
_add_box(building, Vector3(5.4, 6.4, 0.2), Vector3(0, 3.2, -4.0), Color(0.10, 0.10, 0.10))
# Door
_add_box(building, Vector3(3.0, 5.2, 0.3), Vector3(0, 2.9, -4.15), Color(0.16, 0.15, 0.13))
# Door window
_add_box(building, Vector3(1.8, 1.4, 0.34), Vector3(0, 3.8, -4.0), Color(0.5, 0.7, 0.9, 1.0))
_add_box(building, Vector3(5.4, 6.4, 0.2), Vector3(0, 3.2, -4.0), Color(0.08, 0.08, 0.09))
# Door frame and dark door
_add_box(building, Vector3(3.0, 5.2, 0.3), Vector3(0, 2.9, -4.15), Color(0.13, 0.12, 0.11))
# Door glass (semi-transparent)
var glass := _add_box(building, Vector3(1.8, 1.4, 0.34), Vector3(0, 3.8, -4.0), Color(0.6, 0.75, 0.9, 0.55))
var glass_mat := StandardMaterial3D.new()
glass_mat.albedo_color = Color(0.6, 0.75, 0.9, 0.45)
glass_mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
glass_mat.roughness = 0.15
glass_mat.metallic = 0.1
glass.material_override = glass_mat
# Door lock indicator (green = open, red = locked), placed beside the handle
door_indicator = _add_box(building, Vector3(0.18, 0.18, 0.24), Vector3(-1.8, 1.7, -4.35), Color(0.1, 0.9, 0.3))
door_indicator.material_override = _lock_indicator_material(Color(0.1, 0.9, 0.3))
# Awning sign bar
_add_box(building, Vector3(8, 0.5, 0.6), Vector3(0, 7.0, -3.6), Color(0.45, 0.44, 0.44))
var col := BoxShape3D.new()
col.size = Vector3(40, 18, 4)
var so := building.create_shape_owner(building)
@@ -96,7 +111,7 @@ 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(0.60, 0.58, 0.56))
_add_box(sidewalk, Vector3(30, 0.18, 8), Vector3(0, 0.09, 8), Color(1, 1, 1), false, T_CONCRETE, Vector2(9, 2.4))
var col := BoxShape3D.new()
col.size = Vector3(30, 0.36, 8)
var so := sidewalk.create_shape_owner(sidewalk)
@@ -107,7 +122,7 @@ func _build_sidewalk() -> void:
func _build_street() -> void:
var street := StaticBody3D.new()
street.name = "Street"
_add_box(street, Vector3(120, 0.1, 26), Vector3(0, 0.05, 22), Color(0.13, 0.13, 0.14))
_add_box(street, Vector3(120, 0.1, 26), Vector3(0, 0.05, 22), Color(1, 1, 1), false, T_ASPHALT, Vector2(30, 7))
# Center dashes
for i in range(-40, 41, 4):
_add_box(street, Vector3(0.2, 0.02, 1.2), Vector3(i * 0.0, 0.11, 22), Color(0.85, 0.85, 0.30))
@@ -138,6 +153,9 @@ func _build_navmesh() -> void:
root.add_child(region)
func _build_marquee() -> void:
## Striped awning above the door, then the neon sign strip + label.
var awning := _add_box(root, Vector3(10.5, 0.08, 1.8), Vector3(0, 6.55, -3.7), Color(1, 1, 1), false, T_AWNING)
awning.name = "Awning"
## Neon-style marquee strip above the door: emissive bars + a label.
var strip_parent := Node3D.new()
strip_parent.name = "Marquee"
@@ -243,6 +261,28 @@ func _plain_material(color: Color) -> StandardMaterial3D:
mat.albedo_color = color
return mat
func _build_skyline_backdrop() -> void:
## Distant procedural skyline on four unshaded planes around the block.
var mat := StandardMaterial3D.new()
mat.albedo_texture = T_SKYLINE
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
const DIST := 95.0
const HEIGHT := 90.0
for i in 4:
var plane := MeshInstance3D.new()
plane.name = "Skyline_%d" % i
var pm := PlaneMesh.new()
pm.size = Vector2(300, HEIGHT)
plane.mesh = pm
plane.material_override = mat
var angle := i * 90.0
plane.position = Vector3(sin(deg_to_rad(angle)) * DIST, HEIGHT / 2.0, cos(deg_to_rad(angle)) * DIST)
plane.rotation_degrees = Vector3(0, -angle + 90.0, 0)
plane.cast_shadow = (0 as GeometryInstance3D.ShadowCastingSetting)
root.add_child(plane)
func _build_guard_spawn() -> void:
var marker := Marker3D.new()
marker.name = "GuardSpawn"
+6 -1
View File
@@ -12,9 +12,10 @@ var gm: Node = null
var state := 0
var state_frames := 0
var targeted := false
var camera_staged := false
func _initialize() -> void:
root.size = Vector2i(1600, 900)
root.size = Vector2i(1280, 720)
var packed: PackedScene = load("res://scenes/main.tscn")
var inst: Node = packed.instantiate()
root.add_child(inst)
@@ -29,6 +30,10 @@ func _process(_delta: float) -> bool:
push_error("GameManager not found")
quit(1)
return true
if gm != null and not camera_staged:
gm.guard.global_position = Vector3(0, 1.6, 5.0)
gm.guard.head.rotation.x = deg_to_rad(-8.0)
camera_staged = true
if frames > MAX_FRAMES:
print("timeout reached")
quit(0)
+4 -1
View File
@@ -20,10 +20,13 @@ func test_save_round_trip() -> bool:
var last: Dictionary = results[results.size() - 1]
var c := TestUtils.check_eq(last.get("scenario_id", ""), "hollywood_building", "round-trips scenario id")
var d := TestUtils.check_eq(float(last.get("reputation", {}).get("rating", 0.0)), 82.5, "round-trips rating")
save.free()
return a and b and c and d
func test_load_returns_array_when_empty_or_missing() -> bool:
# The tester home may already contain results; this only asserts shape safety.
var save := _save_instance()
var results: Array = save.load_shift_results()
return TestUtils.check(results is Array, "load_shift_results always returns Array")
var ok := TestUtils.check(results is Array, "load_shift_results always returns Array")
save.free()
return ok
+1 -1
View File
@@ -30,7 +30,7 @@ func test_strings_cover_ui_keys() -> bool:
"hud.aim_first", "hud.no_one_nearby", "hud.targeting", "hud.no_wand",
"hud.screen_first", "access.granted", "access.denied", "access.policy_satisfied",
"access.wrong_grant", "access.wrong_deny", "wand.admitted_prohibited",
"wand.denied_false_alarm", "wand.cleared", "wand.refused", "radio.address_first",
"wand.denied_false_alarm", "wand.cleared", "wand.refused", "wand.recharge", "radio.address_first",
"radio.blocked", "radio.inaccurate", "radio.received", "radio.emergency_dispatched",
"responder.arrived", "react.comply", "react.leave", "react.argue", "react.record",
"react.ignore", "react.threaten", "react.force_entry", "react.return_later",
+33
View File
@@ -45,6 +45,39 @@ func test_street_lamps_and_marquee_built() -> bool:
root.free()
return a and b and TestUtils.check(night_on, "lamps brighten at night") and TestUtils.check(day_off, "lamps dim in daylight")
func test_asset_textures_present_and_pow2() -> bool:
var required := [
"res://assets/textures/brick_facade.png",
"res://assets/textures/concrete.png",
"res://assets/textures/asphalt.png",
"res://assets/textures/awning.png",
"res://assets/textures/skyline.png",
"res://assets/textures/vignette.png",
"res://assets/textures/icons/flashlight_on.png",
"res://assets/textures/icons/door_locked.png",
"res://assets/textures/icons/wand.png",
"res://assets/textures/icons/rec_dot.png",
"res://assets/textures/cards/id_card.png",
"res://assets/textures/cards/wristband.png",
"res://assets/textures/cards/ticket.png",
"res://assets/textures/cards/credential.png",
"res://assets/textures/cards/guest_list.png",
]
for path in required:
if not FileAccess.file_exists(path):
return TestUtils.fail("missing generated asset: %s — run tools/generate_textures.py" % path)
var img := Image.new()
for path in required:
if img.load(path) != OK:
return TestUtils.fail("cannot decode asset: %s" % path)
var w := img.get_width()
var h := img.get_height()
if w > 1024 or h > 1024:
return TestUtils.fail("asset too large: %s (%dx%d)" % [path, w, h])
if (w & (w - 1)) != 0 or (h & (h - 1)) != 0:
return TestUtils.fail("asset not power-of-two: %s (%dx%d)" % [path, w, h])
return true
func test_door_indicator_built() -> bool:
var root := Node3D.new()
var builder := WorldBuilder.new(root)
+2
View File
@@ -16,6 +16,8 @@ set -euo pipefail
GODOT="${GODOT:-godot}"
VERSION="$(grep -oP 'config/version="\K[^"]+' project.godot)"
mkdir -p build
# Presets now embed the PCK into a single binary; drop stale .pck leftovers.
rm -f build/*.pck
echo "==> Exporting Linux (x86_64)"
"$GODOT" --headless --export-release "Linux" "build/step-line-linux-${VERSION}.x86_64"
+499
View File
@@ -0,0 +1,499 @@
#!/usr/bin/env python3
"""Generate small authored textures for Step Line (assets/ import convention).
All outputs are deterministic (fixed seeds), <=1024px, power-of-two where
possible. Run from the repo root: python3 tools/generate_textures.py
Optional AI mode generates textures through the OpenRouter image API
(https://openrouter.ai/docs/api/api-reference/images/generate-an-image.md).
Requires an API key in the OPENROUTER_API_KEY environment variable:
python3 tools/generate_textures.py --ai
python3 tools/generate_textures.py --ai --prompt "..." --name foo.png
"""
import argparse
import base64
import io
import json
import math
import os
import random
import stat
import sys
import urllib.error
import urllib.request
from PIL import Image, ImageDraw, ImageFilter, ImageFont
ROOT = os.path.join(os.path.dirname(os.path.abspath(__file__)), "..")
ASSETS = os.path.join(ROOT, "assets", "textures")
# OpenRouter image generation endpoint and default model (from the API docs).
OPENROUTER_IMAGES_URL = "https://openrouter.ai/api/v1/images"
DEFAULT_IMAGE_MODEL = "bytedance-seed/seedream-4.5"
MAX_DIM = 1024 # hard cap on the longest side of any generated texture
# px requested from the API; some models (e.g. seedream) need >= 1920
GEN_SIZE = 2048
# Default batch for `--ai`: one entry per game texture (see test_world.gd).
# Each entry is (output name, prompt, transparent_background).
AI_TEXTURES = [
# --- world surfaces (seamless, flat-lit) ---
("ai/brick_facade.png",
"seamless tileable red brick wall texture, weathered urban facade, "
"flat even lighting, frontal view, photorealistic game texture", False),
("ai/concrete.png",
"seamless tileable grey concrete wall texture, subtle cracks and stains, "
"flat even lighting, frontal view, photorealistic game texture", False),
("ai/asphalt.png",
"seamless tileable dark asphalt road texture, fine grain, "
"flat even lighting, frontal view, photorealistic game texture", False),
# --- storefront dressing ---
("ai/awning.png",
"red and white striped storefront awning with scalloped bottom edge, "
"frontal view, flat even lighting, game texture", False),
("ai/skyline.png",
"night city skyline silhouette, dark building shapes with a few lit "
"windows, flat graphic style, isolated on transparent background", True),
# --- screen-space overlay ---
("ai/vignette.png",
"radial vignette overlay, black edges fading to fully transparent center, "
"grayscale, soft gradient", True),
# --- HUD icons (white glyphs on transparent) ---
("ai/icons/flashlight_on.png",
"simple flat flashlight icon, white glyph on transparent background, "
"minimal UI icon", True),
("ai/icons/door_locked.png",
"simple flat locked door icon with keyhole, white outline glyph on "
"transparent background, minimal UI icon", True),
("ai/icons/wand.png",
"simple flat handheld security wand icon, white glyph on transparent "
"background, minimal UI icon", True),
("ai/icons/rec_dot.png",
"record button icon, red filled dot inside a white circle outline, on "
"transparent background, minimal UI icon", True),
# --- access artifact cards ---
("ai/cards/id_card.png",
"driver license ID card, blue plastic card with photo placeholder and "
"text lines, flat frontal view, game UI asset", False),
("ai/cards/wristband.png",
"red event access wristband with strap, flat frontal view, game UI asset",
False),
("ai/cards/ticket.png",
"green admission ticket stub with perforated edge, flat frontal view, "
"game UI asset", False),
("ai/cards/credential.png",
"dark grey staff credential pass with lanyard clip, flat frontal view, "
"game UI asset", False),
("ai/cards/guest_list.png",
"beige guest list document with ruled lines and checkboxes, flat frontal "
"view, game UI asset", False),
]
FONT_CANDIDATES = [
"/usr/share/fonts/liberation-sans-fonts/LiberationSans-Bold.ttf",
"/usr/share/fonts/dejavu/DejaVuSans-Bold.ttf",
"/usr/share/fonts/google-noto-vf/NotoSans[wght].ttf",
"/usr/share/fonts/adwaita-sans-fonts/AdwaitaSans-Bold.ttf",
]
def font(size: int):
for path in FONT_CANDIDATES:
if os.path.exists(path):
return ImageFont.truetype(path, size)
return ImageFont.load_default()
def save(img: Image.Image, name: str) -> None:
os.makedirs(ASSETS, exist_ok=True)
path = os.path.join(ASSETS, name)
os.makedirs(os.path.dirname(path), exist_ok=True)
img.save(path, optimize=True)
print(f"wrote {os.path.relpath(path, ROOT)} {img.size}")
def grain(size, base, spread, seed, blur=1.0):
rnd = random.Random(seed)
img = Image.new("L", (size, size), base)
px = img.load()
for y in range(size):
for x in range(size):
v = base + rnd.randint(-spread, spread)
px[x, y] = max(0, min(255, v))
return img.filter(ImageFilter.GaussianBlur(blur))
def brick_facade():
size = 512
mortar = (118, 110, 104)
base = (150, 92, 78)
img = Image.new("RGB", (size, size), mortar)
d = ImageDraw.Draw(img)
rnd = random.Random(11)
brick_h = size // 22
mortar_t = 5
offset = 0
for row in range(22):
y = row * brick_h
cols = 2 if row % 2 == 0 else 3
brick_w = (size - mortar_t) // (cols if cols > 1 else 1)
for c in range(cols + 1):
x0 = c * (brick_w + mortar_t) - (brick_w // 2 if row % 2 else 0)
x1 = x0 + brick_w
# wrap horizontally so the tile repeats seamlessly
d.rectangle([x0, y, x1, y + brick_h - mortar_t], fill=base)
# per-brick shading pass
for _ in range(size * size // 900):
bx = rnd.randint(0, size - 1)
by = rnd.randint(0, size - 1)
d.point((bx, by), fill=(max(0, base[0] - 18 + rnd.randint(0, 30)),
max(0, base[1] - 10 + rnd.randint(0, 22)),
max(0, base[2] - 8 + rnd.randint(0, 18))))
# horizontal mortar lines on top of bricks (wraps vertically by drawing at 0 and size)
for y in [-mortar_t, size - mortar_t]:
d.rectangle([0, y, size, y + mortar_t], fill=mortar)
save(img, "brick_facade.png")
def seamless_concrete():
size = 512
img = grain(size, 150, 26, 7, blur=2.5).convert("RGBA")
d = ImageDraw.Draw(img)
rnd = random.Random(19)
for _ in range(90):
x, y = rnd.randint(0, size), rnd.randint(0, size)
r = rnd.choice([2, 3, 4])
d.ellipse([x - r, y - r, x + r, y + r],
fill=(0, 0, 0, rnd.randint(8, 22)))
for _ in range(8): # subtle crack segments
x, y = rnd.randint(0, size), rnd.randint(0, size)
pts = [(x, y)]
for _ in range(6):
x += rnd.randint(-24, 24)
y += rnd.randint(-8, 8)
pts.append((x % size, y % size))
d.line(pts, fill=(70, 70, 70, 170), width=1)
save(img, "concrete.png")
def asphalt():
size = 512
img = grain(size, 52, 14, 23, blur=1.2).convert("RGBA")
d = ImageDraw.Draw(img)
rnd = random.Random(31)
for _ in range(600):
x, y = rnd.randint(0, size), rnd.randint(0, size)
d.point((x, y), fill=(max(0, 40 - rnd.randint(0, 18)),)
* 3 + (rnd.randint(40, 110),))
save(img, "asphalt.png")
def awning():
w, h = 1024, 256
img = Image.new("RGB", (w, h), (140, 40, 45))
d = ImageDraw.Draw(img)
stripe = 64
for i in range(w // stripe):
if i % 2 == 1:
d.rectangle([i * stripe, 0, (i + 1) * stripe - 2, h],
fill=(230, 225, 220))
# scalloped bottom edge
for x in range(0, w, 32):
d.arc([x, h - 24, x + 32, h + 40], 0, 180, fill=(80, 20, 24), width=6)
f = font(96)
tw = d.textlength("STEP LINE", font=f)
d.text(((w - tw) / 2, 30), "STEP LINE", font=f, fill=(255, 250, 235))
# subtle top shading
shade = Image.new("RGBA", (w, h), (0, 0, 0, 0))
sd = ImageDraw.Draw(shade)
sd.rectangle([0, 0, w, 10], fill=(0, 0, 0, 90))
img = Image.alpha_composite(img.convert("RGBA"), shade)
save(img, "awning.png")
def skyline():
w, h = 1024, 256
img = Image.new("RGBA", (w, h), (0, 0, 0, 0))
d = ImageDraw.Draw(img)
rnd = random.Random(41)
build_color = (16, 18, 30, 255)
x = -40
while x < w + 40:
bw = rnd.randint(64, 170)
bh = rnd.randint(150, 400)
d.rectangle([x, h - bh, x + bw, h], fill=build_color)
# few lit windows
for _ in range(bw * bh // 900):
wx = x + rnd.randint(4, max(4, bw - 8))
wy = h - rnd.randint(4, bh - 4)
if rnd.random() < 0.5:
d.rectangle([wx, wy, wx + 6, wy + 8],
fill=(255, 200, 120, 220))
x += bw + rnd.randint(10, 46)
d.rectangle([0, h - 6, w, h], fill=(12, 13, 22, 255))
save(img, "skyline.png")
def vignette():
size = 512
img = Image.new("L", (size, size), 0)
px = img.load()
c = size / 2.0
max_d = math.hypot(c, c)
for y in range(size):
for x in range(size):
dist = math.hypot(x - c, y - c) / max_d
t = max(0.0, (dist - 0.55) / 0.45)
px[x, y] = int(255 * (t * t))
save(img, "vignette.png")
def icon(name, draw_fn, size=64):
img = Image.new("RGBA", (size, size), (0, 0, 0, 0))
d = ImageDraw.Draw(img)
draw_fn(d, size)
save(img, name)
def icons():
def flashlight_on(d, s):
d.rounded_rectangle([s*0.30, s*0.30, s*0.62, s*0.62],
radius=4, fill=(255, 255, 255, 255))
d.polygon([(s*0.62, s*0.30), (s*0.82, s*0.18), (s*0.82, s *
0.74), (s*0.62, s*0.62)], fill=(255, 214, 120, 255))
def door_locked(d, s):
d.rectangle([s*0.18, s*0.18, s*0.82, s*0.82],
outline=(255, 255, 255, 255), width=5)
d.rounded_rectangle([s*0.36, s*0.34, s*0.64, s*0.66],
radius=3, fill=(255, 255, 255, 255))
d.arc([s*0.40, s*0.28, s*0.60, s*0.50], 180,
360, fill=(255, 255, 255, 255), width=5)
def wand(d, s):
d.rounded_rectangle([s*0.30, s*0.10, s*0.44, s*0.90],
radius=3, fill=(255, 255, 255, 255))
d.ellipse([s*0.24, s*0.06, s*0.50, s*0.32], fill=(120, 220, 160, 255))
def rec(d, s):
d.ellipse([s*0.14, s*0.14, s*0.86, s*0.86],
outline=(255, 255, 255, 255), width=5)
d.ellipse([s*0.30, s*0.30, s*0.70, s*0.70], fill=(230, 60, 60, 255))
icon("icons/flashlight_on.png", flashlight_on)
icon("icons/door_locked.png", door_locked)
icon("icons/wand.png", wand)
icon("icons/rec_dot.png", rec)
def app_icon():
"""Game app icon: dark badge, gold star, white 'S' — used by desktop/AppImage
(PNG) and the Windows installer (ICO)."""
def badge(d, s):
d.ellipse([2, 2, s-2, s-2], fill=(24, 26, 38, 255))
d.ellipse([int(s*0.10), int(s*0.10), int(s*0.90), int(s*0.90)],
outline=(120, 130, 170, 255), width=max(2, s//64))
# gold star
cx, cy, r = s*0.5, s*0.44, s*0.30
pts = []
for i in range(10):
ang = -90 + i * 36
rad = r if i % 2 == 0 else r * 0.42
import math
pts.append((cx + rad * math.cos(math.radians(ang)),
cy + rad * math.sin(math.radians(ang))))
d.polygon(pts, fill=(255, 205, 80, 255))
icon("icon.png", badge, size=1024)
icon("icon.ico", badge, size=256)
# ICO for Windows. Must be BMP-entry based: PIL's ICO serializer emits
# PNG-compressed entries which NSIS' icon loader rejects. ImageMagick
# writes classic BMP entries; fall back to PIL only if ImageMagick is gone
# (flag it so a human notices).
import subprocess
import sys
ico_path = os.path.join(ASSETS, "icon.ico")
src_png = os.path.join(ASSETS, "icon.png")
ran = False
for cmd in (
["magick", src_png, "-background", "none", "-define", "icon:auto-resize=48,32,16", ico_path],
["convert", src_png, "-background", "none", "-define", "icon:auto-resize=48,32,16", ico_path],
):
try:
subprocess.run(cmd, check=True, capture_output=True)
ran = True
break
except (FileNotFoundError, subprocess.CalledProcessError):
continue
if ran:
print("wrote assets/textures/icon.ico (BMP 16/32/48 via ImageMagick)")
else:
print("WARNING: ImageMagick not found; writing PIL ICO (may be PNG-compressed)")
Image.open(src_png).convert("RGBA").save(ico_path, format="ICO", sizes=[(48, 48), (32, 32), (16, 16)])
def cards():
CW, CH = 256, 128
def base(card_name, bg, label, band=(0, 0, 0, 0)):
img = Image.new("RGBA", (CW, CH), bg + (255,))
d = ImageDraw.Draw(img)
d.rounded_rectangle([6, 6, CW-6, CH-6], radius=10,
outline=(0, 0, 0, 90), width=2)
if band and band[3] == 255:
d.rectangle([0, CH-34, CW, CH], fill=band)
f = font(26)
d.text((14, 10), label, font=f, fill=(255, 255, 255, 235))
# body text lines
f2 = font(15)
y = 52
for _ in range(4):
w = 150 - (24 if _ == 3 else 0)
d.rectangle([16, y, 16 + w, y + 8], fill=(255, 255, 255, 110))
y += 24
# photo square for id-like cards
if "photo" in card_name:
d.rectangle([CW-84, 14, CW-18, 96], fill=(180, 190, 205, 255))
save(img, f"cards/{card_name}.png")
base("id_card", (46, 92, 168), "CA DRIVER LICENSE", band=(20, 36, 70, 255), )
base("wristband", (196, 62, 78), "EVENT ACCESS", band=(150, 35, 50, 255))
base("ticket", (56, 120, 96), "ADMIT ONE", band=(20, 80, 55, 255))
base("credential", (58, 62, 74), "STAFF PASS", band=(20, 22, 28, 255))
base("guest_list", (200, 190, 168), "GUEST LIST", band=(120, 90, 60, 255))
def _api_key() -> str:
key = os.environ.get("OPENROUTER_API_KEY", "").strip()
if not key:
sys.exit("error: OPENROUTER_API_KEY is not set; export it before using --ai")
return key
def _generate_image(prompt: str, model: str, size: int,
transparent: bool = False) -> Image.Image:
"""Call the OpenRouter image API and return the decoded PIL image.
Requests a square image at `size` px and decodes the base64 PNG/JPEG/WebP
bytes returned in `data[].b64_json`. The requested size is clamped to at
least GEN_SIZE because some models (e.g. seedream) reject small outputs;
callers downscale the result to MAX_DIM afterwards. When `transparent` is
true, the API is asked for a transparent background (PNG alpha).
"""
size = max(GEN_SIZE, int(size))
body = {
"model": model,
"prompt": prompt,
"size": f"{size}x{size}",
"output_format": "png",
"n": 1,
}
if transparent:
body["background"] = "transparent"
req = urllib.request.Request(
OPENROUTER_IMAGES_URL,
data=json.dumps(body).encode("utf-8"),
headers={
"Authorization": f"Bearer {_api_key()}",
"Content-Type": "application/json",
"HTTP-Referer": "https://git.allucanget.biz/zwitschi/security-game",
"X-Title": "Step Line",
},
method="POST",
)
try:
with urllib.request.urlopen(req, timeout=300) as resp:
payload = json.loads(resp.read().decode("utf-8"))
except urllib.error.HTTPError as exc:
detail = exc.read().decode("utf-8", "replace")
sys.exit(f"error: OpenRouter returned HTTP {exc.code}: {detail}")
except urllib.error.URLError as exc:
sys.exit(f"error: could not reach OpenRouter: {exc.reason}")
data = payload.get("data") or []
if not data or not data[0].get("b64_json"):
sys.exit(f"error: OpenRouter returned no image data: {payload}")
raw = base64.b64decode(data[0]["b64_json"])
try:
img = Image.open(io.BytesIO(raw))
img.load()
except Exception as exc: # noqa: BLE001 - surface any decode failure clearly
sys.exit(f"error: could not decode returned image: {exc}")
return img
def _fit(img: Image.Image, max_dim: int = MAX_DIM) -> Image.Image:
"""Downscale to fit within max_dim on the longest side, preserving aspect."""
w, h = img.size
longest = max(w, h)
if longest <= max_dim:
return img
scale = max_dim / longest
return img.resize((max(1, round(w * scale)), max(1, round(h * scale))),
Image.Resampling.LANCZOS)
def generate_ai_textures(prompt: str, name: str, model: str, size: int,
transparent: bool = False) -> None:
"""Generate one texture via OpenRouter and save it under assets/textures/."""
img = _generate_image(prompt, model, size, transparent)
img = _fit(img)
if transparent:
img = img.convert("RGBA")
elif img.mode in ("RGBA", "LA") or (img.mode == "P" and "transparency" in img.info):
img = img.convert("RGBA")
else:
img = img.convert("RGB")
save(img, name)
def _run_ai(args: argparse.Namespace) -> None:
if args.prompt:
if not args.name:
sys.exit("error: --name is required when --prompt is given")
generate_ai_textures(args.prompt, args.name, args.model, args.size)
return
for name, prompt, transparent in AI_TEXTURES:
print(f"generating {name} ...")
generate_ai_textures(prompt, name, args.model, args.size, transparent)
def _build_arg_parser() -> argparse.ArgumentParser:
parser = argparse.ArgumentParser(
description="Generate Step Line textures (authored or via OpenRouter).")
parser.add_argument(
"--ai", action="store_true",
help="generate textures through the OpenRouter image API "
"(requires OPENROUTER_API_KEY)")
parser.add_argument(
"--prompt", default="",
help="single prompt for --ai (overrides the default batch)")
parser.add_argument(
"--name", default="",
help="output filename under assets/textures/ for a single --prompt")
parser.add_argument(
"--model", default=DEFAULT_IMAGE_MODEL,
help=f"image model slug (default: {DEFAULT_IMAGE_MODEL})")
parser.add_argument(
"--size", type=int, default=GEN_SIZE,
help=f"square size requested from the API in px (min {GEN_SIZE}); "
f"output is downscaled to <= {MAX_DIM} (default: {GEN_SIZE})")
return parser
if __name__ == "__main__":
args = _build_arg_parser().parse_args()
if args.ai:
_run_ai(args)
print("done")
sys.exit(0)
brick_facade()
seamless_concrete()
asphalt()
awning()
skyline()
vignette()
icons()
app_icon()
cards()
print("done")