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Author SHA1 Message Date
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
zwitschi ac3bb7dcd8 Stop tracking build/ artifacts (binaries live in Gitea releases; CI/local rebuild via tools/build_releases.sh)
Full build / Import + headless tests (push) Successful in 16s
Full build / Full desktop build + optional release (push) Skipped
2026-10-31 13:24:44 +01:00
zwitschi 513f8a0f60 Visual polish pass (v0.2.0): phase lighting, street lamps, marquee, dressing, night screenshots
- Phase-based lighting: sun direction/energy/color, ProceduralSkyMaterial
  gradient, and ambient per shift phase (GameManager.PHASE_LIGHTING),
  applied on phase transitions and shift start
- WorldBuilder: street lamp poles with emissive bulbs + OmniLights,
  set_night_mode(), glowing STEP LINE marquee (Label3D + emissive bars),
  crosswalk stripes, planters, low-poly street trees
- NPC avatars: per-seed height/brightness variation (deterministic LCG)
- Denser routine traffic probabilities
- capture_screenshots.gd: fast-forward to LATE phase and capture night set;
  README gallery is now 2x3 day+night; docs/screenshots regenerated
- Version bumped to 0.2.0; build/ artifacts rebuilt; Linux binary smoke-tested
- New headless tests for phased lighting config and street dressing (56 total)
2026-10-31 13:24:40 +01:00
zwitschi 93883334d0 Add rare hidden radio easter egg transmission 2026-10-31 13:20:46 +01:00
zwitschi 94b7646dce Record CI cache mitigation results and ignore runner logs
- Mark cache-timeout fix verified (run 1090: zero CacheService lines,
  54/54 tests, job succeeded)
- Ignore .gitea/logs/ (runner writes logs into the checkout)
- Leave collaborator's radio-easter-egg changes in the working tree
  (strings.en.json, game_manager.gd) uncommitted for review
2026-10-31 13:16:34 +01:00
zwitschi 0b5cd772a5 Mitigate CI cache timeouts and wire venue door-staff dialogue
Full build / Import + headless tests (push) Successful in 33s
Full build / Full desktop build + optional release (push) Skipped
- Drop actions/cache@v4 from the checks job: the Gitea runner cannot reach
  GitHub's cache service (/twirp/...CacheService timeouts, ~2min retries);
  Godot import is fast enough without it. Add GODOT_SILENCE_ROOT_WARNING=1.
- Document the cache situation and re-enable path in docs/RELEASING.md
- VenueScenario.door_staff_line(context, rng): seeded-random venue lines
- GameManager logs id/ticket/wand-check, refusal, and prohibited-item lines
  from the venue scenario (Joke Shop flavor) during inspection/screening
- Test coverage: all Joke Shop contexts, unknown contexts, empty venues,
  deterministic seeded picks (54 tests pass)
2026-10-31 13:13:25 +01:00
zwitschi a3768c2ce4 Remove dialogue tone-of-voice system, add Gitea Actions full build, add venue cycling
Full build / Import + headless tests (push) Successful in 2m25s
Full build / Full desktop build + optional release (push) Skipped
- Delete Rules.Tone/TONE_NAMES, NpcProfile.tone_modifiers, tone params on
  NPCController.roll_reaction/apply_player_action; dialogue_lines flattened
  to Array[String]; HUD tone label, T binding, and hud.tone_prefix removed
- Docs updated everywhere (PLAN, README, DONE, MEMORY); PLAN section heading
  'Tone and Design Direction' -> 'Design Direction'
- Add .gitea/workflows/build.yml: checks job (import+tests) on push/PR; full
  build job (export templates, Linux/Windows/macOS exports, artifact upload,
  and tag-based Gitea release publish via GITEA_TOKEN) on tags/dispatch
- Remove old .github/workflows/ci.yml to avoid double runs
- Add venue cycling (V) across all three scenarios with hud.venue_switched
- Refresh README screenshots to match the new HUD
- 53/53 tests pass, boot smoke clean
2026-10-31 13:08:20 +01:00
52 changed files with 1256 additions and 260 deletions

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name: Full build
on:
push:
branches: [main]
tags: ["v*"]
pull_request:
workflow_dispatch:
jobs:
checks:
name: Import + headless tests
runs-on: ubuntu-latest
env:
# The container runs as root; silence the recurring engine notice.
GODOT_SILENCE_ROOT_WARNING: "1"
steps:
- uses: actions/checkout@v4
- name: Install Godot 4.3
run: |
curl -sL -o /tmp/godot.zip \
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_linux.x86_64.zip
unzip -qo /tmp/godot.zip -d /tmp/godot-bin
sudo install /tmp/godot-bin/Godot_v4.3-stable_linux.x86_64 /usr/local/bin/godot
- name: Import project (build class cache)
run: godot --headless --import
- name: Run headless test suite
shell: bash
run: |
set +e
output=$(godot --headless --path . --script res://src/test/test_runner.gd 2>&1)
status=$?
echo "$output"
echo "exit=$status"
if [ "$status" -ne 0 ]; then
echo "::error::Tests failed"
exit 1
fi
if echo "$output" | grep -q "SCRIPT ERROR"; then
echo "::error::Script errors detected"
exit 1
fi
build:
name: Full desktop build + optional release
# Tags and manual dispatches produce installable binaries. Branch pushes and
# pull requests only run the cheap checks job (export templates are ~1 GB).
if: startsWith(github.ref, 'refs/tags/') || github.event_name == 'workflow_dispatch'
runs-on: ubuntu-latest
needs: checks
env:
GODOT_SILENCE_ROOT_WARNING: "1"
steps:
- uses: actions/checkout@v4
- name: Install Godot 4.3 and export templates
run: |
curl -sL -o /tmp/godot.zip \
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_linux.x86_64.zip
unzip -qo /tmp/godot.zip -d /tmp/godot-bin
sudo install /tmp/godot-bin/Godot_v4.3-stable_linux.x86_64 /usr/local/bin/godot
curl -sL -o /tmp/templates.tpz \
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_export_templates.tpz
mkdir -p ~/.local/share/godot/export_templates/4.3.stable
cd /tmp && rm -rf tpl && mkdir tpl && unzip -qo templates.tpz -d tpl
cp tpl/templates/* "$HOME/.local/share/godot/export_templates/4.3.stable/" 2>/dev/null || true
ls "$HOME/.local/share/godot/export_templates/4.3.stable" | head -5
- name: Import project
run: godot --headless --import
- name: Export Linux, Windows, macOS
run: |
chmod +x tools/*.sh
./tools/build_releases.sh
- name: Upload installers (workflow_dispatch)
if: github.event_name == 'workflow_dispatch'
uses: actions/upload-artifact@v4
with:
name: step-line-build
path: build/*
if-no-files-found: error
- name: Publish Gitea release (tags only)
if: startsWith(github.ref, 'refs/tags/')
env:
GITEA_TOKEN: ${{ secrets.GITEA_TOKEN }}
VERSION: ${{ github.ref_name }}
run: |
chmod +x tools/publish_release.sh
./tools/publish_release.sh "${VERSION#v}"
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@@ -1,44 +0,0 @@
name: CI
on:
push:
branches: [main]
pull_request:
jobs:
headless-tests:
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- name: Install Godot 4.3
run: |
curl -sL -o /tmp/godot.zip \
https://github.com/godotengine/godot/releases/download/4.3-stable/Godot_v4.3-stable_linux.x86_64.zip
unzip -o /tmp/godot.zip -d /tmp/godot-bin
sudo install /tmp/godot-bin/Godot_v4.3-stable_linux.x86_64 /usr/local/bin/godot
- name: Cache .godot import artifacts
uses: actions/cache@v4
with:
path: .godot
key: godot-import-${{ hashFiles('project.godot', 'src/**/*.gd') }}
- name: Import project (build class cache)
run: godot --headless --import || true
- name: Run headless test suite
run: |
set +e
output=$(godot --headless --path . --script res://src/test/test_runner.gd 2>&1)
status=$?
echo "$output"
if [ $status -ne 0 ]; then
echo "::error::Headless tests failed"
exit 1
fi
if echo "$output" | grep -q "SCRIPT ERROR"; then
echo "::error::Script errors detected"
exit 1
fi
exit 0
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@@ -15,3 +15,6 @@ Thumbs.db
# Logs and temp # Logs and temp
*.log *.log
user:// user://
# CI runner workflow logs (written into the checkout by the Gitea runner)
.gitea/logs/
build/
+74 -3
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@@ -30,8 +30,11 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
- [x] Implement a lightweight finite state machine for NPC states (`FSM`). - [x] Implement a lightweight finite state machine for NPC states (`FSM`).
- [x] Implement the observation phase (Level 0) without forced intervention. - [x] Implement the observation phase (Level 0) without forced intervention.
- [x] Implement simple deterrence (Level 1): raise hand, point, eye contact, and head shake. - [x] Implement simple deterrence (Level 1): raise hand, point, eye contact, and head shake.
- [x] Implement polite dialogue with professional, friendly, firm, and suspicious tones (logic level; tone picker UI deferred). - [x] Implement polite dialogue prompts and reaction logic driven by escalation level and profile.
- [x] Implement formal warnings (Level 2) and make NPC reactions depend on profile and tone. - [x] Implement formal warnings (Level 2) and make NPC reactions depend on profile and level.
- Note (2026-10-31): the selectable dialogue tone-of-voice system (Professional/Friendly/Firm/
Suspicious) was intentionally removed from code and docs; reactions now depend solely on
escalation level and NPC profile.
- [x] Implement blocking and physical positioning (Level 3) without default force. - [x] Implement blocking and physical positioning (Level 3) without default force.
- [x] Wire typical NPC reactions: leave, argue, ignore, record, move closer, or return later. - [x] Wire typical NPC reactions: leave, argue, ignore, record, move closer, or return later.
@@ -136,6 +139,73 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
- [x] Add `tools/build_releases.sh` for headless release exports. - [x] Add `tools/build_releases.sh` for headless release exports.
- [x] Add `docs/RELEASING.md` with template installation, build, and Gitea release steps. - [x] Add `docs/RELEASING.md` with template installation, build, and Gitea release steps.
- [x] Add a prominent **Downloads** section at the top of `README.md` linking to the release page. - [x] Add a prominent **Downloads** section at the top of `README.md` linking to the release page.
- [x] Add `tools/publish_release.sh` (Gitea API release + asset upload, requires `GITEA_TOKEN`).
## CI/CD — Gitea Actions full build
- [x] Add `.gitea/workflows/build.yml` with a fast checks job (import + headless tests on push/PR)
and a full build job (export templates, Linux/Windows/macOS exports, artifact upload) on tags
and `workflow_dispatch`.
- [x] Tag builds automatically publish the Gitea release via `tools/publish_release.sh` using
the `GITEA_TOKEN` secret.
- [x] Remove the old `.github/workflows/ci.yml` to avoid double runs on hosts scanning both paths.
- [x] Document the CI flow in `docs/RELEASING.md`.
## Gameplay — Venue selection
- [x] Add a `V` control that cycles Hollywood Blvd → The Joke Shop → TV Studio and restarts the
shift (`GameManager._cycle_venue`), with a `hud.venue_switched` string entry.
## 🎨 Visual polish pass (v0.2.0, pre-release graphics)
- [x] Phase-based lighting: per-phase sun direction/energy/color, sky gradient
(ProceduralSkyMaterial), and ambient in `GameManager.PHASE_LIGHTING`;
applied on phase change and shift start.
- [x] Street lamps: poles with emissive bulbs + OmniLights on the sidewalk;
`WorldBuilder.set_night_mode` switches bulbs/lights on at night.
- [x] Marquee signage: emissive “STEP LINE” strips + Label3D above the entrance.
- [x] Street dressing: crosswalk stripes, planters, and low-poly trees.
- [x] NPC visual variety: per-seed height/brightness variation (deterministic LCG).
- [x] Denser routine traffic (tourists/performers/influencers/trespassers).
- [x] `capture_screenshots.gd` now fast-forwards to the LATE phase and captures a
night set (lamps + marquee + flashlight cone); README gallery is now 2×3
(day + night); six shots regenerated in `docs/screenshots/`.
- [x] `config/version` → `0.2.0`; `build/` artifacts rebuilt and Linux binary smoke-tested.
- [x] New world/lighting headless tests (56 total).
## 🎮 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
service; ~2 min of retry timeouts per run; Godot import is fast without it).
- [x] Add `GODOT_SILENCE_ROOT_WARNING=1` to both jobs.
- [x] Confirmed in run 1090: zero `CacheService` lines, 54/54 tests pass, job succeeds.
- [x] Document the cache situation and re-enable path in `docs/RELEASING.md`.
- [x] Ignore runner logs in `.gitignore` (`.gitea/logs/`).
## Gameplay — Venue door-staff dialogue
- [x] Add `VenueScenario.door_staff_line(context, rng)` picking a seeded-random line from
`door_staff_lines` (empty for unknown contexts/venues).
- [x] Wire `GameManager` to log venue lines: id/ticket check line when inspection opens,
wand-check line when screening starts, prohibited-item line on correct wand refusal,
and refusal line on denied entry (The Joke Shop flavor only).
- [x] Add a headless test covering all Joke Shop contexts, unknown contexts, empty venues,
and deterministic seeded picks.
## Core Simulation — NPC Perception ## Core Simulation — NPC Perception
@@ -157,7 +227,8 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
## Polish and Accessibility ## Polish and Accessibility
- [x] Add dialogue tone picker (Professional / Friendly / Firm / Suspicious) before addressing an NPC. - [x] Add aim-free targeting (Tab) and venue cycling (V). (The earlier dialogue tone picker was
superseded and removed with the tone-of-voice system.)
- [x] Add interaction alternatives that do not require precise aiming (e.g. scan-and-select pinned list of nearby NPCs). - [x] Add interaction alternatives that do not require precise aiming (e.g. scan-and-select pinned list of nearby NPCs).
- [x] Add visual and audio feedback per escalation level (colors, tones, shake). - [x] Add visual and audio feedback per escalation level (colors, tones, shake).
- [x] Add audio for crowd ambience, radio responses, and confirmation prompts. - [x] Add audio for crowd ambience, radio responses, and confirmation prompts.
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@@ -21,12 +21,44 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
- Perception pass: `NPCController.perceive_guard(distance)` returns `{noticed, band, reaction}` with bands `unaware` (>6m), `aware` (2-6m), `near` (<2m). Near + temperament ≥0.6 → ARGUE, else COMPLY. `GameManager._perception_pass()` feeds real guard distance each physics tick and logs first-time notice. - Perception pass: `NPCController.perceive_guard(distance)` returns `{noticed, band, reaction}` with bands `unaware` (>6m), `aware` (2-6m), `near` (<2m). Near + temperament ≥0.6 → ARGUE, else COMPLY. `GameManager._perception_pass()` feeds real guard distance each physics tick and logs first-time notice.
- Responder dispatch: `RadioSystem` tracks `pending_calls` and decrements `arrival_delay_s` in `tick`; emits `responder_arrived` when a call's delay elapses. `RadioSystem.responder_outcome(call)` maps danger/weapons → command/restraint/evacuation/arrest. `GameManager._on_responder_arrived` spawns a `RESPONDER` avatar at the entrance and logs the outcome. HUD shows an emergency-radio cooldown label via `_update_radio_cooldown`. - Responder dispatch: `RadioSystem` tracks `pending_calls` and decrements `arrival_delay_s` in `tick`; emits `responder_arrived` when a call's delay elapses. `RadioSystem.responder_outcome(call)` maps danger/weapons → command/restraint/evacuation/arrest. `GameManager._on_responder_arrived` spawns a `RESPONDER` avatar at the entrance and logs the outcome. HUD shows an emergency-radio cooldown label via `_update_radio_cooldown`.
- Wand screening (Joke Shop): `WandScreener` (new `src/core/wand_screener.gd`) classifies carried items as prohibited (`weapon/knife/gun/blade`) vs false-alarm (`keys/belt/phone/coins/watch/buckle`) vs clear. `NpcProfile.carried_items` holds guest items. `GameManager` binds `W` to `_toggle_wand_screening` and `A`/`D` to `decide_wand`; `decide_access` blocks admission at wand venues until `controller.screened` is true. `VenueScenario.door_staff_lines` holds venue-specific door-staff dialogue (Joke Shop has id/ticket/wand/refusal/prohibited lines). - Wand screening (Joke Shop): `WandScreener` (new `src/core/wand_screener.gd`) classifies carried items as prohibited (`weapon/knife/gun/blade`) vs false-alarm (`keys/belt/phone/coins/watch/buckle`) vs clear. `NpcProfile.carried_items` holds guest items. `GameManager` binds `W` to `_toggle_wand_screening` and `A`/`D` to `decide_wand`; `decide_access` blocks admission at wand venues until `controller.screened` is true. `VenueScenario.door_staff_lines` holds venue-specific door-staff dialogue (Joke Shop has id/ticket/wand/refusal/prohibited lines).
- Polish/accessibility: tone picker (`T` cycles `selected_tone` via `TONE_ORDER`; HUD `tone_label`), aim-free targeting (`Tab` cycles nearby NPCs within `NEARBY_RADIUS`), color-coded escalation indicator (`Hud.set_escalation`), procedural audio (`AudioFeedback` node generates sine tones for confirm/radio/escalation/deny), and a centralized `Strings` table (`src/core/strings.gd`, `lookup`/`fmt`) for localization. NOTE: `Strings.get` was renamed to `Strings.lookup` because `get` collides with `Object.get`. - Design change (2026-10-31): the selectable dialogue tone-of-voice system was **removed**.
`Rules.Tone`/`TONE_NAMES`, `NpcProfile.tone_modifiers`, and the tone param on
`NPCController.roll_reaction/apply_player_action` no longer exist; `NpcProfile.dialogue_lines`
is a flat `Array[String]`; `GameManager` uses `_apply_interaction(level, action_name)`;
the `T` key is gone. HUD `tone_label` removed and `hud.tone_prefix` string deleted from JSON.
- Polish/accessibility: venue cycling (`V` cycles `VENUE_ORDER` and restarts the shift), aim-free
targeting (`Tab` cycles nearby NPCs within `NEARBY_RADIUS`), color-coded escalation indicator
(`Hud.set_escalation`), procedural audio (`AudioFeedback` node generates sine tones for
confirm/radio/escalation/deny), and a centralized `Strings` table (`src/core/strings.gd`, `lookup`/`fmt`)
backed by `content/strings.en.json`. NOTE: `Strings.get` was renamed to `Strings.lookup` because
`get` collides with `Object.get`.
- Newly added: LATE shift phase (start 700s) with a reachability test; PROTESTER archetype + events + colors; CALL_SOMEONE reaction; `DoorState` core class + `L` binding + visual indicator; flashlight (`G`, SpotLight3D, perception bonus at evening/late); persistence wired (`Save.save_shift_result` on shift end, history + best score on the review screen); `NavigationRegion3D` flat navmesh + `NavigationAgent3D` NPC paths (steps now visual-only); strings moved to `res://content/strings.en.json` (41 keys, loader keeps `lookup`/`fmt`); `export_presets.cfg` (Linux/Windows/macOS) + `tools/build_releases.sh` + `docs/RELEASING.md`; README Downloads section. - Newly added: LATE shift phase (start 700s) with a reachability test; PROTESTER archetype + events + colors; CALL_SOMEONE reaction; `DoorState` core class + `L` binding + visual indicator; flashlight (`G`, SpotLight3D, perception bonus at evening/late); persistence wired (`Save.save_shift_result` on shift end, history + best score on the review screen); `NavigationRegion3D` flat navmesh + `NavigationAgent3D` NPC paths (steps now visual-only); strings moved to `res://content/strings.en.json` (41 keys, loader keeps `lookup`/`fmt`); `export_presets.cfg` (Linux/Windows/macOS) + `tools/build_releases.sh` + `docs/RELEASING.md`; README Downloads section.
- Run tests: `godot --headless --path . --script res://src/test/test_runner.gd` - Run tests: `godot --headless --path . --script res://src/test/test_runner.gd`
- Boot check: `godot --headless --path . --quit-after 120` - Boot check: `godot --headless --path . --quit-after 120`
- Screenshot tools: `godot --path . -s res://src/test/take_screenshot.gd` (single shot to `user://screenshot.png`); `godot --path . -s res://src/test/capture_screenshots.gd` (staged README gallery shots to `user://screenshots/`, copied to `docs/screenshots/`). - Screenshot tools: `godot --path . -s res://src/test/take_screenshot.gd` (single shot to `user://screenshot.png`); `godot --path . -s res://src/test/capture_screenshots.gd` (staged README gallery shots to `user://screenshots/`, copied to `docs/screenshots/`).
- Release build verified locally: export templates for 4.3 installed at `~/.local/share/godot/export_templates/4.3.stable/`; `./tools/build_releases.sh` produced Linux/Windows/macOS artifacts for 0.1.0 in `build/` and the Linux binary passed a headless smoke test. Publishing to Gitea still needs a token (see `tools/publish_release.sh`, `docs/RELEASING.md`). - Release build verified locally: export templates for 4.3 installed at `~/.local/share/godot/export_templates/4.3.stable/`; `./tools/build_releases.sh` produced Linux/Windows/macOS artifacts for 0.1.0 in `build/` and the Linux binary passed a headless smoke test. Publishing to Gitea still needs a token (see `tools/publish_release.sh`, `docs/RELEASING.md`).
- CI: the repo now carries a **Gitea Actions** workflow at `.gitea/workflows/build.yml` (checks on
push/PR; full export + artifact upload + optional release publish on tags and `workflow_dispatch`).
A repo secret `GITEA_TOKEN` is required for tag releases. The old `.github/workflows/ci.yml` was
removed so hosts scanning both paths do not double-run.
- Venue cycling: `V` switches Hollywood Blvd → The Joke Shop → TV Studio and restarts the shift.
- Venue door-staff dialogue: `VenueScenario.door_staff_line(context, rng)` and GameManager logging
(id/ticket/wand-check, refusal, prohibited-item) — Joke Shop flavor.
- CI cache: `.gitea/workflows/build.yml` no longer uses `actions/cache` (the runner can't reach
the GitHub cache service; import is fast). `GODOT_SILENCE_ROOT_WARNING=1` set on jobs.
Logs live in `.gitea/logs/` after each run.
- Visual polish (v0.2.0): phase lighting (GameManager.PHASE_LIGHTING + ProceduralSkyMaterial),
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.
- 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).
- 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 ## Known Issues / Notes
@@ -46,3 +78,5 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
## Plan vs TODO Gaps (evaluated 2026-10-31, all resolved) ## 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`. 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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+2 -9
View File
@@ -72,14 +72,7 @@ Example commands:
- “You can’t remain here.” - “You can’t remain here.”
- “Please move back to the sidewalk.” - “Please move back to the sidewalk.”
At this stage, most NPCs comply immediately. The player can choose different tones: At this stage, most NPCs comply immediately.
- Professional
- Friendly
- Firm
- Suspicious
A friendly approach works better with tourists and confused visitors, while a firm approach is more effective against deliberate trespassers.
--- ---
@@ -459,7 +452,7 @@ The following commands apply once the Godot project is scaffolded:
Desktop is the first target: Windows, Linux, and macOS. Web export is a later option. Desktop is the first target: Windows, Linux, and macOS. Web export is a later option.
## Tone and Design Direction ## 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. 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.
+16 -8
View File
@@ -9,11 +9,12 @@ The central design goal is simple:
## Screenshots ## Screenshots
| | | | | |
|---|---| | --- | --- |
| ![Venue overview: the Hollywood Boulevard entrance with steps, sidewalk, and restricted door](docs/screenshots/01-venue-overview.png) | ![Targeting an approaching NPC with the interaction HUD](docs/screenshots/02-targeting-npc.png) | | ![Venue overview: the Hollywood Boulevard entrance with steps, sidewalks, street lamps, and signage](docs/screenshots/01-venue-overview.png) | ![Targeting an approaching NPC with the interaction HUD](docs/screenshots/02-targeting-npc.png) |
| ![Access inspection: wristband/credential check with allow/deny prompt](docs/screenshots/03-access-inspection.png) | ![Radio report form: emergency dispatch panel](docs/screenshots/04-radio-report.png) | | ![Access inspection: wristband/credential check with allow/deny prompt](docs/screenshots/03-access-inspection.png) | ![Radio report form: emergency dispatch panel](docs/screenshots/04-radio-report.png) |
| ![Late night: street lamps lit, marquee glowing, dark Hollywood Boulevard](docs/screenshots/05-late-night-avenue.png) | ![Night shift: guard flashlight cutting through the dark](docs/screenshots/06-night-flashlight.png) |
*Screenshots are generated by [`src/test/capture_screenshots.gd`](src/test/capture_screenshots.gd) from the current build.* *Screenshots are generated by [`src/test/capture_screenshots.gd`](src/test/capture_screenshots.gd) from the current build — day and late-night shifts.*
## ⬇️ Downloads ## ⬇️ Downloads
@@ -25,6 +26,10 @@ The central design goal is simple:
**All releases:** <https://git.allucanget.biz/zwitschi/security-game/releases> **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`.
>
> macOS builds are unsigned: right-click → Open, or clear the quarantine with > macOS builds are unsigned: right-click → Open, or clear the quarantine with
> `xattr -dr com.apple.quarantine step-line-macos.zip`. Build instructions and > `xattr -dr com.apple.quarantine step-line-macos.zip`. Build instructions and
> the release pipeline live in [`docs/RELEASING.md`](docs/RELEASING.md). > the release pipeline live in [`docs/RELEASING.md`](docs/RELEASING.md).
@@ -84,7 +89,7 @@ An off-duty law-enforcement officer or armed emergency responder may arrive duri
- **NPC behavior:** NPCs have different motivations, temperaments, compliance levels, and reactions to the player’s approach. - **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. - **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. - **Nonverbal deterrence:** Small actions such as raising a hand can resolve low-risk situations without dialogue or force.
- **Dialogue and tone:** Professional, friendly, firm, or suspicious approaches affect outcomes. - **Dialogue:** Polite directions and warnings affect outcomes; simple gestures can resolve low-risk situations without dialogue.
- **Escalation:** The player chooses the lowest effective response. - **Escalation:** The player chooses the lowest effective response.
- **Radio assistance:** Calls require useful information and may take time to arrive. - **Radio assistance:** Calls require useful information and may take time to arrive.
- **Evidence:** Body-camera records support shift review and accountability. - **Evidence:** Body-camera records support shift review and accountability.
@@ -124,8 +129,9 @@ The architecture maps onto Godot 4 nodes, scenes, and custom resources as descri
- **Navigation:** `NavigationRegion3D` and `NavigationAgent3D` - **Navigation:** `NavigationRegion3D` and `NavigationAgent3D`
- **NPC behavior:** Custom lightweight finite state machines driven by `NpcProfile` resources - **NPC behavior:** Custom lightweight finite state machines driven by `NpcProfile` resources
- **UI and audio:** Godot `Control` nodes, themes, audio buses, and `AudioStreamPlayer` nodes - **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`)
- **Testing:** GUT (Godot Unit Test) in headless mode - **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 - **Targets:** Windows, Linux, and macOS desktop first; web later
### Setup ### Setup
@@ -169,7 +175,7 @@ The unit test runner is the project's own lightweight harness (no editor plugin
| E | Inspect access artifacts / close inspection | | E | Inspect access artifacts / close inspection |
| W | Handheld wand screening (wand venues only) | | W | Handheld wand screening (wand venues only) |
| A / D | Allow / deny entry during inspection or wand check | | A / D | Allow / deny entry during inspection or wand check |
| T | Cycle dialogue tone (Professional / Friendly / Firm / Suspicious) | | V | Cycle venue: Hollywood Blvd → The Joke Shop → TV Studio (restarts shift) |
| Tab | Cycle target among nearby NPCs (aim-free alternative) | | Tab | Cycle target among nearby NPCs (aim-free alternative) |
| G | Toggle flashlight (widens NPC perception at night) | | G | Toggle flashlight (widens NPC perception at night) |
| L | Lock / unlock the restricted door (thwarts forced entry) | | L | Lock / unlock the restricted door (thwarts forced entry) |
@@ -198,9 +204,11 @@ Implemented so far:
- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools - Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
- Headless unit tests: **52 passing** (access rules, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, navmesh, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings) - Headless unit tests: **52 passing** (access rules, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, navmesh, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings)
- Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event - Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event
- First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, dialogue tone picker, aim-free targeting, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review - First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review
- 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, long (10-15 minute) shift lengths with phase-based lighting, venue selection screen, editor-based GUT integration, and RefCounted cycle cleanup (see `TODO.md`). Not yet implemented: body-camera replay timeline, full 10-15 minute shift lengths, venue selection startup menu, editor-based GUT integration, RefCounted cycle cleanup, and crowd performance profiling/LOD (see `TODO.md`).
### Smoke Test Checklist ### Smoke Test Checklist
+23 -16
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@@ -2,30 +2,37 @@
## 🔴 PRIORITY — Ship downloadable builds (so the README Downloads links work) ## 🔴 PRIORITY — Ship downloadable builds (so the README Downloads links work)
Goal: users hitting the README **Downloads** section can actually download a playable version from Goal: users hitting the README **Downloads** section can download a playable version from
`https://git.allucanget.biz/zwitschi/security-game/releases`. `https://git.allucanget.biz/zwitschi/security-game/releases`.
- [x] Install Godot 4.3 export templates locally (see `docs/RELEASING.md` step 1). - [x] Install Godot 4.3 export templates locally.
- [x] Run `./tools/build_releases.sh` and confirm the three artifacts appear in `build/`. - [x] `./tools/build_releases.sh` produces Linux/Windows/macOS artifacts (built for 0.2.0).
- [x] Smoke-test the Linux binary launches (`./build/step-line-linux-0.1.0.x86_64 --headless --quit-after 120` → 0 script errors). - [x] Linux binary smoke-tested (headless, 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`. - [ ] Publish the release — **blocked on `GITEA_TOKEN`**: once the token is available run
- [ ] Verify the README Downloads links resolve: visit the release page and download one artifact. `GITEA_TOKEN=... ./tools/publish_release.sh 0.2.0`, or (if the repo secret is already set
- [x] (Local workflow) `tools/publish_release.sh` exists so future releases need only a `GITEA_TOKEN`. on the host) push the `v0.2.0` tag and let CI publish via `.gitea/workflows/build.yml`.
- [ ] Confirm the README Downloads links resolve: check
### Follow-ups once the first release is live `https://git.allucanget.biz/zwitschi/security-game/releases` and download one artifact.
- [ ] CI packaging: build and upload artifacts automatically on tags.
## Future Systems (design-level backlog) ## Future Systems (design-level backlog)
- [ ] Body-camera replay timeline in the shift review. - [ ] Body-camera replay timeline in the shift review.
- [ ] Long (10-15 minute) shift lengths and phase-based lighting (darkened evening / late phases). - [ ] Long (10-15 minute) shift lengths (phase lighting already implemented).
- [ ] Venue selection screen (wire `switch_scenario` to a startup menu). - [ ] Venue selection startup menu (keyboard cycling with `V` is implemented).
- [ ] IDE/editor-based GUT integration when a Godot editor workflow is introduced. - [ ] IDE/editor-based GUT integration when a Godot editor workflow is introduced.
- [ ] Reduce RefCounted reference cycles (NPCController <-> FSM) noted in `MEMORY.md`. - [ ] Reduce RefCounted reference cycles (NPCController <-> FSM) noted in `MEMORY.md`.
## Open Polish ## Open Polish
- [ ] Add venue-specific door-staff dialogue usage (scenario `door_staff_lines` is authored but not yet shown in the prototype UI). - [ ] Add a body/wand cooldown feel: wand screening currently has no reuse penalty; consider a
- [ ] Add a body/wand cooldown feel: wand screening currently has no reuse penalty; consider a short per-guest scan animation. 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 — remaining performance items
The visual pass is done (textures, rigs, HUD feedback — see `DONE.md`). Remaining work is
performance hardening only.
- [ ] 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.
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@@ -1,6 +1,5 @@
{ {
"hud.controls": "Q polite direction · 1-3 simple gestures · 4 warning · 5 block · 6 assist · R emergency · E inspect / close · W wand · A allow · D deny · T tone · G flashlight · L lock door · F debug", "hud.controls": "Q polite direction · 1-3 simple gestures · 4 warning · 5 block · 6 assist · R emergency · E inspect / close · W wand · A allow · D deny · V venue · G flashlight · L lock door · F debug",
"hud.tone_prefix": "Tone: %s",
"hud.escalation_prefix": "Escalation: %s", "hud.escalation_prefix": "Escalation: %s",
"hud.cooldown": "EMERGENCY RADIO COOLDOWN: %.0fs", "hud.cooldown": "EMERGENCY RADIO COOLDOWN: %.0fs",
"hud.aim_first": "Aim at someone first.", "hud.aim_first": "Aim at someone first.",
@@ -22,6 +21,7 @@
"radio.inaccurate": "Dispatch flags inaccuracies in your report (-%d).", "radio.inaccurate": "Dispatch flags inaccuracies in your report (-%d).",
"radio.received": "Dispatch received your report. Assistance en route.", "radio.received": "Dispatch received your report. Assistance en route.",
"radio.emergency_dispatched": "Emergency responder dispatched.", "radio.emergency_dispatched": "Emergency responder dispatched.",
"radio.easter_egg": "¿Dónde está la mota?",
"responder.arrived": "Responder arrives and %ss the situation.", "responder.arrived": "Responder arrives and %ss the situation.",
"react.comply": "%s complies and steps back.", "react.comply": "%s complies and steps back.",
"react.leave": "%s turns and leaves.", "react.leave": "%s turns and leaves.",
@@ -39,5 +39,6 @@
"door.unlocked": "The door is now unlocked.", "door.unlocked": "The door is now unlocked.",
"door.thwarted": "%s tries the locked door and fails.", "door.thwarted": "%s tries the locked door and fails.",
"flashlight.on": "Flashlight on.", "flashlight.on": "Flashlight on.",
"flashlight.off": "Flashlight off." "flashlight.off": "Flashlight off.",
"hud.venue_switched": "Venue: %s"
} }
+23 -7
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@@ -26,18 +26,34 @@ godot --headless --export-release "Linux" build/step-line-smoke.x86_64
`project.godot` sets `config/version`. Keep it in sync with the release tag `project.godot` sets `config/version`. Keep it in sync with the release tag
(e.g. `v0.3.0` → `config/version="0.3.0"`, plus a git tag `v0.3.0`). (e.g. `v0.3.0` → `config/version="0.3.0"`, plus a git tag `v0.3.0`).
## 3. Run the checks first ## 3. CI (Gitea Actions)
A release candidate must pass: The repository ships a Gitea Actions workflow (`.gitea/workflows/build.yml`):
- Every push/PR runs the **checks** job: Godot 4.3 install, project import, and the
full headless test suite. This is the fast safety net.
- **Tags (`v*`)** and **manual `workflow_dispatch`** runs additionally execute the
**build** job: export templates install, import, `tools/build_releases.sh` for
Linux/Windows/macOS, artifact upload, and — on tags — release publication via
`tools/publish_release.sh`.
For tag builds, set a repo secret named **`GITEA_TOKEN`** (write:repository scope).
Without it the workflow still builds and tests, but the release publish step fails.
> **No `actions/cache` for now:** the runner has no local actions-cache service, so
> `actions/cache` times out against GitHub's cache API. We dropped it (Godot import
> is only ~4s). If a host admin later enables Gitea `[cache.actions]` with a cache
> server, the step can be reintroduced.
> The workflow lives in `.gitea/workflows/` (Gitea's canonical path). The old
> `.github/workflows/ci.yml` was removed to avoid double runs on hosts that scan
> both directories.
## 4. Local build (alternative to CI)
```bash ```bash
godot --headless --path . --script res://src/test/test_runner.gd # all tests godot --headless --path . --script res://src/test/test_runner.gd # all tests
godot --headless --path . --quit-after 120 # boot smoke test godot --headless --path . --quit-after 120 # boot smoke test
```
## 4. Build
```bash
./tools/build_releases.sh ./tools/build_releases.sh
``` ```
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+1 -1
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@@ -8,7 +8,7 @@ config_version=5
config/name="Step Line" config/name="Step Line"
config/description="Workplace security simulation about observation, access verification, and proportionate escalation." config/description="Workplace security simulation about observation, access verification, and proportionate escalation."
config/version="0.1.0" config/version="0.2.0"
run/main_scene="res://scenes/main.tscn" run/main_scene="res://scenes/main.tscn"
config/features=PackedStringArray("4.3", "GL Compatibility") config/features=PackedStringArray("4.3", "GL Compatibility")
+26 -38
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@@ -21,13 +21,11 @@ static func shared_profiles() -> Array[NpcProfile]:
tourist.npc_type = Rules.NpcType.TOURIST tourist.npc_type = Rules.NpcType.TOURIST
tourist.temperament = 0.1 tourist.temperament = 0.1
tourist.base_compliance = 0.9 tourist.base_compliance = 0.9
tourist.dialogue_lines = { tourist.dialogue_lines = [
Rules.Tone.FRIENDLY: [ "Oh sure, sorry, just taking a picture.",
"Oh sure, sorry, just taking a picture.", "Is there a better spot to stand?",
"Is there a better spot to stand?", "Understood, moving.",
], ]
Rules.Tone.PROFESSIONAL: ["Understood, moving."],
}
profiles.append(tourist) profiles.append(tourist)
var confused := NpcProfile.new() var confused := NpcProfile.new()
@@ -36,12 +34,10 @@ static func shared_profiles() -> Array[NpcProfile]:
confused.npc_type = Rules.NpcType.CONFUSED_VISITOR confused.npc_type = Rules.NpcType.CONFUSED_VISITOR
confused.temperament = 0.2 confused.temperament = 0.2
confused.base_compliance = 0.85 confused.base_compliance = 0.85
confused.dialogue_lines = { confused.dialogue_lines = [
Rules.Tone.FRIENDLY: [ "Wait, this isn't the entrance?",
"Wait, this isn't the entrance?", "Sorry about that, I'm a bit lost.",
"Sorry about that, I'm a bit lost.", ]
],
}
profiles.append(confused) profiles.append(confused)
var delivery := NpcProfile.new() var delivery := NpcProfile.new()
@@ -50,9 +46,7 @@ static func shared_profiles() -> Array[NpcProfile]:
delivery.npc_type = Rules.NpcType.DELIVERY delivery.npc_type = Rules.NpcType.DELIVERY
delivery.temperament = 0.25 delivery.temperament = 0.25
delivery.base_compliance = 0.8 delivery.base_compliance = 0.8
delivery.dialogue_lines = { delivery.dialogue_lines = ["Where should I leave this?"]
Rules.Tone.PROFESSIONAL: ["Where should I leave this?"],
}
profiles.append(delivery) profiles.append(delivery)
var performer := NpcProfile.new() var performer := NpcProfile.new()
@@ -97,11 +91,9 @@ static func shared_profiles() -> Array[NpcProfile]:
Rules.Reaction.COMPLY: 10, Rules.Reaction.COMPLY: 10,
}, },
} }
influencer.dialogue_lines = { influencer.dialogue_lines = [
Rules.Tone.SUSPICIOUS: [ "This is public sidewalk, you can't stop me from filming.",
"This is public sidewalk, you can't stop me from filming.", ]
],
}
profiles.append(influencer) profiles.append(influencer)
# --- Higher-risk crowd ------------------------------------------------------ # --- Higher-risk crowd ------------------------------------------------------
@@ -162,12 +154,10 @@ static func shared_profiles() -> Array[NpcProfile]:
Rules.Reaction.LEAVE: 30, Rules.Reaction.LEAVE: 30,
}, },
} }
trespasser.dialogue_lines = { trespasser.dialogue_lines = [
Rules.Tone.SUSPICIOUS: [ "I'm just here to see a friend, come on.",
"I'm just here to see a friend, come on.", "I'll be inside for ten seconds.",
"I'll be inside for ten seconds.", ]
],
}
profiles.append(trespasser) profiles.append(trespasser)
var mental_crisis := NpcProfile.new() var mental_crisis := NpcProfile.new()
@@ -278,12 +268,10 @@ static func shared_profiles() -> Array[NpcProfile]:
Rules.Reaction.FORCE_ENTRY: 20, Rules.Reaction.FORCE_ENTRY: 20,
}, },
} }
protester.dialogue_lines = { protester.dialogue_lines = [
Rules.Tone.SUSPICIOUS: [ "I have every right to be on public sidewalk.",
"I have every right to be on public sidewalk.", "You can't touch me, this is a lawful protest.",
"You can't touch me, this is a lawful protest.", ]
],
}
profiles.append(protester) profiles.append(protester)
# --- Authorized crowd --------------------------------------------------------- # --- Authorized crowd ---------------------------------------------------------
@@ -347,17 +335,17 @@ static func hollywood_building() -> VenueScenario:
]) ])
scenario.event_pool = [ scenario.event_pool = [
_building_routine("tourist_photo", Rules.NpcType.TOURIST, "photo", Vector2(0, 900), 0.35), _building_routine("tourist_photo", Rules.NpcType.TOURIST, "photo", Vector2(0, 900), 0.42),
_building_routine("protest_gather", Rules.NpcType.PROTESTER, "protest", Vector2(300, 900), 0.18), _building_routine("protest_gather", Rules.NpcType.PROTESTER, "protest", Vector2(300, 900), 0.18),
_building_routine("tourist_sit", Rules.NpcType.TOURIST, "sit", Vector2(0, 900), 0.20), _building_routine("tourist_sit", Rules.NpcType.TOURIST, "sit", Vector2(0, 900), 0.26),
_building_routine("confused_enter", Rules.NpcType.CONFUSED_VISITOR, "enter", Vector2(0, 900), 0.25), _building_routine("confused_enter", Rules.NpcType.CONFUSED_VISITOR, "enter", Vector2(0, 900), 0.25),
_building_routine("delivery_drop", Rules.NpcType.DELIVERY, "deliver", Vector2(0, 600), 0.30), _building_routine("delivery_drop", Rules.NpcType.DELIVERY, "deliver", Vector2(0, 600), 0.30),
_building_routine("staff_entry", Rules.NpcType.AUTHORIZED_STAFF, "enter", Vector2(0, 600), 0.35), _building_routine("staff_entry", Rules.NpcType.AUTHORIZED_STAFF, "enter", Vector2(0, 600), 0.35),
_building_routine("guest_entry", Rules.NpcType.AUTHORIZED_GUEST, "enter", Vector2(0, 900), 0.25), _building_routine("guest_entry", Rules.NpcType.AUTHORIZED_GUEST, "enter", Vector2(0, 900), 0.25),
_building_routine("performer_show", Rules.NpcType.PERFORMER, "perform", Vector2(300, 800), 0.18), _building_routine("performer_show", Rules.NpcType.PERFORMER, "perform", Vector2(300, 800), 0.24),
_building_routine("influencer_film", Rules.NpcType.INFLUENCER, "film", Vector2(300, 900), 0.20), _building_routine("influencer_film", Rules.NpcType.INFLUENCER, "film", Vector2(300, 900), 0.26),
_building_routine("intoxicated_wander", Rules.NpcType.INTOXICATED, "wander", Vector2(600, 900), 0.15), _building_routine("intoxicated_wander", Rules.NpcType.INTOXICATED, "wander", Vector2(600, 900), 0.15),
_building_routine("trespass_test", Rules.NpcType.TRESPASSER, "trespass", Vector2(300, 900), 0.12), _building_routine("trespass_test", Rules.NpcType.TRESPASSER, "trespass", Vector2(300, 900), 0.16),
{ {
"id": "crisis_event", "id": "crisis_event",
"phase": Rules.Phase.EVENING, "phase": Rules.Phase.EVENING,
+5 -11
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@@ -8,7 +8,7 @@ const FSM := preload("res://src/core/fsm.gd")
## reaction logic. The presentation layer adds a visual avatar and navigation. ## reaction logic. The presentation layer adds a visual avatar and navigation.
## RefCounted on purpose: headless tests and CI do not need a scene tree. ## RefCounted on purpose: headless tests and CI do not need a scene tree.
signal interacted(level: int, tone: int) signal interacted(level: int)
var npc_id: String = "" var npc_id: String = ""
var profile: NpcProfile = null var profile: NpcProfile = null
@@ -61,15 +61,10 @@ func _build_fsm(initial_state: String) -> void:
fsm.add_transition("THREATENING", "FORCING_ENTRY") fsm.add_transition("THREATENING", "FORCING_ENTRY")
fsm.start(initial_state) fsm.start(initial_state)
func roll_reaction(level: int, tone: int) -> int: func roll_reaction(level: int) -> int:
## Weighted pick from profile's reaction table for `level`, adjusted for tone. ## Weighted pick from profile's reaction table for `level`.
highest_escalation_received = maxi(highest_escalation_received, level) highest_escalation_received = maxi(highest_escalation_received, level)
var weights: Dictionary = profile.pickup_reactions_per_level(level).duplicate() var weights: Dictionary = profile.pickup_reactions_per_level(level).duplicate()
var tone_mod: float = profile.tone_modifiers.get(tone, 0.0)
if tone_mod > 0.0 and weights.has(Rules.Reaction.COMPLY):
# Shift weight mass toward compliance proportionally.
var transferable: float = float(weights[Rules.Reaction.COMPLY]) * tone_mod
weights[Rules.Reaction.COMPLY] += transferable * 0.5
var roll_value := rng.randf() var roll_value := rng.randf()
var total := 0.0 var total := 0.0
for key in weights.keys(): for key in weights.keys():
@@ -83,16 +78,15 @@ func roll_reaction(level: int, tone: int) -> int:
return key return key
return Rules.Reaction.LEAVE return Rules.Reaction.LEAVE
func apply_player_action(level: int, tone: int) -> Dictionary: func apply_player_action(level: int) -> Dictionary:
## Returns reaction to the player's action and updates FSM when needed. ## Returns reaction to the player's action and updates FSM when needed.
var performed_reaction := roll_reaction(level, tone) var performed_reaction := roll_reaction(level)
reaction = performed_reaction reaction = performed_reaction
reaction_set = true reaction_set = true
_update_state_for_reaction(performed_reaction) _update_state_for_reaction(performed_reaction)
return { return {
"npc_id": npc_id, "npc_id": npc_id,
"level_used": level, "level_used": level,
"tone": tone,
"reaction": performed_reaction, "reaction": performed_reaction,
"reaction_name": Rules.Reaction.find_key(performed_reaction), "reaction_name": Rules.Reaction.find_key(performed_reaction),
"new_state": fsm.current_state, "new_state": fsm.current_state,
+3 -11
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@@ -12,8 +12,7 @@ const Rules := preload("res://src/core/rules.gd")
## Affects how likely the NPC is to argue, point, or threaten at each level. ## Affects how likely the NPC is to argue, point, or threaten at each level.
@export_range(0.0, 1.0) var temperament: float = 0.25 @export_range(0.0, 1.0) var temperament: float = 0.25
## Base compliance: probability the NPC obeys a level-1 polite direction. ## Probability the NPC obeys a level-1 polite direction.
## Venue/scenario recalculates effective compliance from profile + tone + level.
@export_range(0.0, 1.0) var base_compliance: float = 0.8 @export_range(0.0, 1.0) var base_compliance: float = 0.8
## Probability that an NPC directed away will circle back later in the shift ## Probability that an NPC directed away will circle back later in the shift
@@ -56,18 +55,11 @@ const Rules := preload("res://src/core/rules.gd")
}, },
} }
@export var tone_modifiers: Dictionary = {
Rules.Tone.FRIENDLY: 0.10, # + compliance
Rules.Tone.PROFESSIONAL: 0.00,
Rules.Tone.FIRM: -0.05,
Rules.Tone.SUSPICIOUS: -0.15,
}
## Delay the NPC waits before reacting to the player (frames/seconds scaled). ## Delay the NPC waits before reacting to the player (frames/seconds scaled).
@export_range(0.1, 5.0) var reaction_delay: float = 0.6 @export_range(0.1, 5.0) var reaction_delay: float = 0.6
## Dialogue lines per tone and intent. Falls back to generic lines when empty. ## Dialogue lines this NPC uses. Falls back to generic lines when empty.
@export var dialogue_lines: Dictionary = {} @export var dialogue_lines: Array[String] = []
## Items the NPC is carrying, used by the handheld wand (The Joke Shop). ## Items the NPC is carrying, used by the handheld wand (The Joke Shop).
## Values are item names: "keys", "belt", "phone", "weapon", "knife", etc. ## Values are item names: "keys", "belt", "phone", "weapon", "knife", etc.
-15
View File
@@ -108,21 +108,6 @@ enum Reaction {
CALL_SOMEONE = 8, CALL_SOMEONE = 8,
} }
## Player dialogue tones.
enum Tone {
PROFESSIONAL = 0,
FRIENDLY = 1,
FIRM = 2,
SUSPICIOUS = 3,
}
const TONE_NAMES := {
Tone.PROFESSIONAL: "Professional",
Tone.FRIENDLY: "Friendly",
Tone.FIRM: "Firm",
Tone.SUSPICIOUS: "Suspicious",
}
## Shift phases by time of day. ## Shift phases by time of day.
enum Phase { enum Phase {
EARLY = 0, EARLY = 0,
+17
View File
@@ -68,6 +68,23 @@ func _spot_for_intent(intent: String) -> String:
_: _:
return "sidewalk" return "sidewalk"
## Pick a random door-staff line for a context key (e.g. "id_check",
## "ticket_check", "wand_check", "refusal", "prohibited_item"). Returns ""
## when the venue has no lines for that context. Deterministic when a seeded
## RNG is injected; otherwise returns the first line.
func door_staff_line(context: String, rng: RandomNumberGenerator = null) -> String:
if not door_staff_lines.has(context):
return ""
var lines: Variant = door_staff_lines[context]
if not (lines is Array):
return ""
var pool: Array = lines
if pool.is_empty():
return ""
if rng != null:
return str(pool[rng.randi_range(0, pool.size() - 1)])
return str(pool[0])
func _location_or_default(spot: String, fallback: Vector3) -> Vector3: func _location_or_default(spot: String, fallback: Vector3) -> Vector3:
if locations.has(spot): if locations.has(spot):
var v: Variant = locations[spot] var v: Variant = locations[spot]
+135 -30
View File
@@ -27,6 +27,35 @@ var door := DoorState.new()
var flashlight_on := false var flashlight_on := false
var coordinator: ShiftCoordinator = null var coordinator: ShiftCoordinator = null
var guard: GuardController = null var guard: GuardController = null
var _sun: DirectionalLight3D = null
var _env_node: WorldEnvironment = null
var _sky: ProceduralSkyMaterial = null
var _last_phase: int = -1
## Per-phase lighting looks for the sun, sky, and ambient (PLAN.md: shift
## structure — phase-based lighting). Night phases switch street lamps on.
const PHASE_LIGHTING := {
Rules.Phase.EARLY: {
"sun_energy": 1.2, "sun_angle": -50.0, "sun_color": Color(1.0, 0.98, 0.92),
"sky_top": Color(0.32, 0.55, 0.95), "sky_horizon": Color(0.82, 0.88, 0.95),
"sky_ground": Color(0.45, 0.5, 0.55), "ambient": Color(0.75, 0.78, 0.85), "night": false,
},
Rules.Phase.MIDDAY: {
"sun_energy": 1.5, "sun_angle": -62.0, "sun_color": Color(1.0, 1.0, 0.98),
"sky_top": Color(0.3, 0.52, 0.95), "sky_horizon": Color(0.85, 0.9, 0.96),
"sky_ground": Color(0.5, 0.54, 0.58), "ambient": Color(0.85, 0.88, 0.95), "night": false,
},
Rules.Phase.EVENING: {
"sun_energy": 0.7, "sun_angle": -16.0, "sun_color": Color(1.0, 0.72, 0.5),
"sky_top": Color(0.62, 0.32, 0.35), "sky_horizon": Color(1.0, 0.68, 0.42),
"sky_ground": Color(0.3, 0.24, 0.3), "ambient": Color(0.55, 0.45, 0.5), "night": true,
},
Rules.Phase.LATE: {
"sun_energy": 0.05, "sun_angle": -8.0, "sun_color": Color(0.3, 0.35, 0.5),
"sky_top": Color(0.02, 0.03, 0.08), "sky_horizon": Color(0.1, 0.12, 0.2),
"sky_ground": Color(0.05, 0.05, 0.08), "ambient": Color(0.08, 0.09, 0.16), "night": true,
},
}
var hud: Hud = null var hud: Hud = null
var radio_panel: RadioPanel = null var radio_panel: RadioPanel = null
var shift_review_panel: ShiftReview = null var shift_review_panel: ShiftReview = null
@@ -46,15 +75,19 @@ var current_incident_npc_id := ""
var current_incident_active := false var current_incident_active := false
var current_npc_truth := {"weapons_seen": false, "danger_level": 0} var current_npc_truth := {"weapons_seen": false, "danger_level": 0}
## Dialogue tone picker (PLAN.md: Level 1 tones). Cycled with T. ## Venue cycling (V): next venue in the scenario list.
var selected_tone: int = Rules.Tone.PROFESSIONAL const VENUE_ORDER := ["hollywood_building", "joke_shop", "tv_studio"]
const TONE_ORDER := [Rules.Tone.PROFESSIONAL, Rules.Tone.FRIENDLY, Rules.Tone.FIRM, Rules.Tone.SUSPICIOUS] var _venue_index := 0
## RNG for venue door-staff lines so repeated interactions vary.
var _door_rng := RandomNumberGenerator.new()
## Aim-free targeting: cycle through nearby NPCs with Tab (accessibility). ## Aim-free targeting: cycle through nearby NPCs with Tab (accessibility).
const NEARBY_RADIUS := 12.0 const NEARBY_RADIUS := 12.0
var _nearby_index := -1 var _nearby_index := -1
func _ready() -> void: func _ready() -> void:
_door_rng.randomize()
scene_root = Node3D.new() scene_root = Node3D.new()
scene_root.name = "SceneRoot" scene_root.name = "SceneRoot"
add_child(scene_root) add_child(scene_root)
@@ -78,6 +111,8 @@ func _ready() -> void:
_build_ui() _build_ui()
coordinator.start() coordinator.start()
_last_phase = -1
_apply_phase_lighting()
var selected_scenario: VenueScenario = null var selected_scenario: VenueScenario = null
@@ -107,6 +142,7 @@ func _build_guard() -> GuardController:
collider.shape = shape collider.shape = shape
collider.position = Vector3(0, 0.85, 0) collider.position = Vector3(0, 0.85, 0)
g.add_child(collider) g.add_child(collider)
g.add_to_group("guard")
return g return g
func _build_scenario(id: String) -> VenueScenario: func _build_scenario(id: String) -> VenueScenario:
@@ -135,6 +171,8 @@ func restart_shift() -> void:
current_incident_npc_id = "" current_incident_npc_id = ""
coordinator.setup(selected_scenario, scenario_duration_s, 4242) coordinator.setup(selected_scenario, scenario_duration_s, 4242)
coordinator.start() coordinator.start()
_last_phase = -1
_apply_phase_lighting()
var inspector_current_events: Array = [] var inspector_current_events: Array = []
@@ -156,17 +194,44 @@ func _build_ui() -> void:
shift_review_panel.restart_requested.connect(restart_shift) shift_review_panel.restart_requested.connect(restart_shift)
func _ensure_lighting() -> void: func _ensure_lighting() -> void:
var sun := DirectionalLight3D.new() _sun = DirectionalLight3D.new()
sun.rotation_degrees = Vector3(-50, -30, 0) _sun.name = "Sun"
sun.light_energy = 1.2 _sun.rotation_degrees = Vector3(-50, -30, 0)
scene_root.add_child(sun) _sun.light_energy = 1.2
var env_node := WorldEnvironment.new() _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() var env := Environment.new()
env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR env.background_mode = Environment.BG_SKY
env.ambient_light_color = Color(0.7, 0.7, 0.75) _sky = ProceduralSkyMaterial.new()
var sky := Sky.new()
sky.sky_material = _sky
env.sky = sky
env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
env.ambient_light_energy = 0.5 env.ambient_light_energy = 0.5
env_node.environment = env env.reflected_light_source = Environment.REFLECTION_SOURCE_SKY
scene_root.add_child(env_node) _env_node.environment = env
scene_root.add_child(_env_node)
## Apply the lighting look for the current shift phase (sun, sky, ambient,
## street lamps). Runs on phase change and once at shift start.
func _apply_phase_lighting() -> void:
var phase: int = coordinator.current_phase if coordinator else Rules.Phase.EARLY
var cfg: Dictionary = PHASE_LIGHTING.get(phase, PHASE_LIGHTING[Rules.Phase.EARLY])
if _sun:
_sun.light_energy = float(cfg.get("sun_energy", 1.0))
_sun.light_color = cfg.get("sun_color", Color.WHITE)
_sun.rotation_degrees = Vector3(float(cfg.get("sun_angle", -50.0)), -30, 0)
if _sky:
_sky.sky_top_color = cfg.get("sky_top", Color.BLUE)
_sky.sky_horizon_color = cfg.get("sky_horizon", Color.WHITE)
_sky.ground_bottom_color = cfg.get("sky_ground", Color(0.5, 0.5, 0.5))
_sky.ground_horizon_color = cfg.get("sky_horizon", Color.WHITE)
if world_builder:
world_builder.set_night_mode(cfg.get("night", false))
func _spawn_npc(profile: NpcProfile, intent: String, _npc_id: String) -> void: func _spawn_npc(profile: NpcProfile, intent: String, _npc_id: String) -> void:
npc_counter += 1 npc_counter += 1
@@ -266,12 +331,10 @@ func _handle_key(keycode: Key) -> void:
_toggle_inspection() _toggle_inspection()
KEY_Q: KEY_Q:
if targeted_npc != null and not inspection_open: if targeted_npc != null and not inspection_open:
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, selected_tone, "polite direction") _apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "polite direction")
KEY_W: KEY_W:
if targeted_npc != null and not inspection_open: if targeted_npc != null and not inspection_open:
_toggle_wand_screening() _toggle_wand_screening()
KEY_T:
_cycle_tone()
KEY_TAB: KEY_TAB:
_cycle_nearby_target() _cycle_nearby_target()
KEY_F: KEY_F:
@@ -280,21 +343,23 @@ func _handle_key(keycode: Key) -> void:
_toggle_flashlight() _toggle_flashlight()
KEY_L: KEY_L:
_toggle_door_lock() _toggle_door_lock()
KEY_V:
_cycle_venue()
_: _:
_handle_action_key(keycode) _handle_action_key(keycode)
func _handle_action_key(keycode: Key) -> void: func _handle_action_key(keycode: Key) -> void:
match keycode: match keycode:
KEY_1: KEY_1:
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, selected_tone, "raise hand") _apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "raise hand")
KEY_2: KEY_2:
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, selected_tone, "point") _apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "point")
KEY_3: KEY_3:
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, selected_tone, "head shake") _apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "head shake")
KEY_4: KEY_4:
_apply_interaction(Rules.Level.FORMAL_WARNING, selected_tone, "formal warning") _apply_interaction(Rules.Level.FORMAL_WARNING, "formal warning")
KEY_5: KEY_5:
_apply_interaction(Rules.Level.BLOCKING, selected_tone, "blocking") _apply_interaction(Rules.Level.BLOCKING, "blocking")
KEY_6: KEY_6:
_open_radio(false) _open_radio(false)
KEY_R: KEY_R:
@@ -331,13 +396,15 @@ func _toggle_door_lock() -> void:
hud.set_door(door.locked) hud.set_door(door.locked)
hud.log(Strings.lookup("door.locked") if door.locked else Strings.lookup("door.unlocked")) hud.log(Strings.lookup("door.locked") if door.locked else Strings.lookup("door.unlocked"))
## Cycle the dialogue tone (Professional → Friendly → Firm → Suspicious). ## Cycle to the next venue (Hollywood Blvd → The Joke Shop → TV Studio).
func _cycle_tone() -> void: ## The coordinator is rebuilt with the new scenario and the shift restarts.
var idx := TONE_ORDER.find(selected_tone) func _cycle_venue() -> void:
idx = (idx + 1) % TONE_ORDER.size() _venue_index = (_venue_index + 1) % VENUE_ORDER.size()
selected_tone = TONE_ORDER[idx] switch_scenario(VENUE_ORDER[_venue_index])
hud.set_tone(Rules.TONE_NAMES.get(selected_tone, "?")) var venue_name: String = selected_scenario.display_name if selected_scenario else "?"
hud.log("Tone: %s" % Rules.TONE_NAMES.get(selected_tone, "?")) 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 ## Aim-free targeting: cycle through NPCs near the guard (Tab). Lets players
## interact without precise aiming (accessibility). ## interact without precise aiming (accessibility).
@@ -359,20 +426,19 @@ func _cycle_nearby_target() -> void:
_begin_incident(next_target) _begin_incident(next_target)
hud.log(Strings.fmt("hud.targeting", [next_target.name])) hud.log(Strings.fmt("hud.targeting", [next_target.name]))
func _apply_interaction(level: int, tone: int, action_name: String) -> void: func _apply_interaction(level: int, action_name: String) -> void:
if targeted_npc == null: if targeted_npc == null:
hud.log(Strings.lookup("hud.aim_first")) hud.log(Strings.lookup("hud.aim_first"))
return return
var controller: Object = _targeted_controller() var controller: Object = _targeted_controller()
if controller == null or coordinator == null: if controller == null or coordinator == null:
return return
var outcome: Dictionary = controller.apply_player_action(level, tone) var outcome: Dictionary = controller.apply_player_action(level)
var npc_id: String = controller.npc_id var npc_id: String = controller.npc_id
coordinator.recorder.add_event(npc_id, { coordinator.recorder.add_event(npc_id, {
"type": "player_action", "type": "player_action",
"action": action_name, "action": action_name,
"level": level, "level": level,
"tone": Rules.TONE_NAMES.get(tone, "?"),
}) })
coordinator.recorder.add_escalation(npc_id, level, "%s on %s" % [action_name, npc_id]) coordinator.recorder.add_escalation(npc_id, level, "%s on %s" % [action_name, npc_id])
if level >= Rules.Level.FORMAL_WARNING: if level >= Rules.Level.FORMAL_WARNING:
@@ -454,6 +520,13 @@ func _on_radio_submitted(report: Dictionary, emergency: bool) -> void:
coordinator.crowd.apply_event("calm_professionalism") coordinator.crowd.apply_event("calm_professionalism")
if audio: if audio:
audio.play_radio_response() audio.play_radio_response()
_maybe_radio_easter_egg()
## Rare hidden radio transmission: a stray voice asks "¿Dónde está la mota?"
## over the radio. Fires on a small random chance after a successful call.
func _maybe_radio_easter_egg() -> void:
if _door_rng.randf() < 0.025:
hud.log(Strings.lookup("radio.easter_egg"))
# ----------------------------------------------------------------- access -- # ----------------------------------------------------------------- access --
@@ -469,6 +542,10 @@ func _toggle_inspection() -> void:
var artifacts := _artifacts_for(controller) var artifacts := _artifacts_for(controller)
var result: Dictionary = verifier.verify(artifacts, selected_scenario.access_policy) var result: Dictionary = verifier.verify(artifacts, selected_scenario.access_policy)
hud.show_inspection(controller, artifacts, result) hud.show_inspection(controller, artifacts, result)
# Venue door-staff flavor: an applicable check line (PLAN.md: door-staff dialogue).
var line := _door_context_line()
if line != "":
hud.log(line)
# ------------------------------------------------------------- wand screening -- # ------------------------------------------------------------- wand screening --
@@ -477,11 +554,14 @@ func _toggle_inspection() -> void:
func _toggle_wand_screening() -> void: func _toggle_wand_screening() -> void:
if wand_open: if wand_open:
hud.hide_wand() hud.hide_wand()
hud.set_wand_icon(false)
wand_open = false wand_open = false
return return
if not selected_scenario.equipment.has("wand"): if not selected_scenario.equipment.has("wand"):
hud.log(Strings.lookup("hud.no_wand")) hud.log(Strings.lookup("hud.no_wand"))
hud.set_wand_icon(false)
return return
hud.set_wand_icon(true)
var controller: Object = _targeted_controller() var controller: Object = _targeted_controller()
if controller == null: if controller == null:
return return
@@ -490,6 +570,9 @@ func _toggle_wand_screening() -> void:
var result: Dictionary = wand_screener.screen(items) var result: Dictionary = wand_screener.screen(items)
wand_open = true wand_open = true
hud.show_wand(controller, result) hud.show_wand(controller, result)
var wand_line := selected_scenario.door_staff_line("wand_check", _door_rng)
if wand_line != "":
hud.log(wand_line)
## Resolve a wand screening: the player decides whether to admit the guest. ## Resolve a wand screening: the player decides whether to admit the guest.
func decide_wand(allowed: bool) -> void: func decide_wand(allowed: bool) -> void:
@@ -514,6 +597,11 @@ func decide_wand(allowed: bool) -> void:
if decision.get("prohibited", false) and allowed: if decision.get("prohibited", false) and allowed:
hud.log(Strings.fmt("wand.admitted_prohibited", [name])) hud.log(Strings.fmt("wand.admitted_prohibited", [name]))
coordinator.reputation.apply("security_failure", -5.0, "admitted prohibited item") coordinator.reputation.apply("security_failure", -5.0, "admitted prohibited item")
elif decision.get("prohibited", false) and not allowed:
var ban_line := selected_scenario.door_staff_line("prohibited_item", _door_rng)
if ban_line != "":
hud.log(ban_line)
coordinator.reputation.apply("access_judgment", 1.0, "correct prohibited-item refusal")
elif decision.get("false_alarm", false) and not allowed: elif decision.get("false_alarm", false) and not allowed:
hud.log(Strings.fmt("wand.denied_false_alarm", [name])) hud.log(Strings.fmt("wand.denied_false_alarm", [name]))
coordinator.reputation.apply("complaint", -2.0, "false-alarm refusal") coordinator.reputation.apply("complaint", -2.0, "false-alarm refusal")
@@ -557,6 +645,9 @@ func decide_access(allowed: bool) -> void:
audio.play_confirm() audio.play_confirm()
else: else:
hud.log(Strings.fmt("access.denied", ["; ".join(result.get("issues", []))])) hud.log(Strings.fmt("access.denied", ["; ".join(result.get("issues", []))]))
var refusal_line := selected_scenario.door_staff_line("refusal", _door_rng)
if refusal_line != "":
hud.log(refusal_line)
coordinator.reputation.apply("access_judgment", 1.0, "correct refusal") coordinator.reputation.apply("access_judgment", 1.0, "correct refusal")
if audio: if audio:
audio.play_deny() audio.play_deny()
@@ -571,6 +662,17 @@ func decide_access(allowed: bool) -> void:
hud.hide_inspection() hud.hide_inspection()
inspection_open = false inspection_open = false
## Venue-specific opening line for the access inspection (e.g. The Joke Shop's
## ID / ticket check lines). Returns "" when the venue has no matching lines.
func _door_context_line() -> String:
if selected_scenario == null:
return ""
if selected_scenario.access_policy.require_id:
return selected_scenario.door_staff_line("id_check", _door_rng)
if selected_scenario.access_policy.requires(Rules.AccessKind.TICKET):
return selected_scenario.door_staff_line("ticket_check", _door_rng)
return ""
func _artifacts_for(controller: Object) -> Array: func _artifacts_for(controller: Object) -> Array:
var profile: Object = controller.profile var profile: Object = controller.profile
var npc_type: int = profile.npc_type if profile else -1 var npc_type: int = profile.npc_type if profile else -1
@@ -615,6 +717,9 @@ func _physics_process(delta: float) -> void:
if coordinator == null or not coordinator.running: if coordinator == null or not coordinator.running:
return return
coordinator.tick(delta) coordinator.tick(delta)
if coordinator.current_phase != _last_phase:
_last_phase = coordinator.current_phase
_apply_phase_lighting()
hud.set_shift_state(coordinator, selected_scenario) hud.set_shift_state(coordinator, selected_scenario)
_perception_pass() _perception_pass()
+124 -19
View File
@@ -41,6 +41,7 @@ func get_npc_controller() -> NPCController:
func setup(profile: NpcProfile, intent: String, seed_value: int, p_spawn: Vector3, p_target: Vector3, p_door: Vector3 = Vector3(0, 0.5, 1.2)) -> void: func setup(profile: NpcProfile, intent: String, seed_value: int, p_spawn: Vector3, p_target: Vector3, p_door: Vector3 = Vector3(0, 0.5, 1.2)) -> void:
npc.setup("npc_%d" % seed_value, profile, intent, seed_value) npc.setup("npc_%d" % seed_value, profile, intent, seed_value)
_visual_seed = seed_value
spawn_position = p_spawn spawn_position = p_spawn
target_position = p_target target_position = p_target
door_position = p_door door_position = p_door
@@ -66,33 +67,137 @@ func setup(profile: NpcProfile, intent: String, seed_value: int, p_spawn: Vector
collider.position = Vector3(0, 0.8, 0) collider.position = Vector3(0, 0.8, 0)
add_child(collider) 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: func _build_body(npc_type: int) -> void:
var body := MeshInstance3D.new() _rig = Node3D.new()
var capsule := CapsuleMesh.new() _rig.name = "Rig"
capsule.radius = 0.35 add_child(_rig)
capsule.height = 1.6 var base_color: Color = TYPE_COLORS.get(npc_type, Color(0.7, 0.7, 0.7))
body.mesh = capsule # 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 := 0.92 + 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() var mat := StandardMaterial3D.new()
mat.albedo_color = TYPE_COLORS.get(npc_type, Color(0.7, 0.7, 0.7)) mat.albedo_color = color
body.material_override = mat return mat
add_child(body)
var id_tag := MeshInstance3D.new() ## Small per-archetype props so silhouettes differ (camera, box, hat, sign…).
var sphere := SphereMesh.new() func _add_props(npc_type: int) -> void:
sphere.radius = 0.12 var chest_y := 1.25
sphere.height = 0.24 match npc_type:
var tag_mat := StandardMaterial3D.new() Rules.NpcType.INFLUENCER:
tag_mat.albedo_color = Color(1, 1, 1) _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))
id_tag.mesh = sphere _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))
id_tag.material_override = tag_mat Rules.NpcType.DELIVERY:
id_tag.position = Vector3(0, 1.05, 0) _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))
id_tag.scale = Vector3(1, 0.4, 1) Rules.NpcType.PERFORMER:
add_child(id_tag) 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: func _physics_process(delta: float) -> void:
if npc == null or npc.fsm == null: if npc == null or npc.fsm == null:
return return
_advance_fsm(delta) _advance_fsm(delta)
_move_toward_target(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: func _advance_fsm(delta: float) -> void:
# Returning-trespasser: an NPC directed away may circle back to the door. # Returning-trespasser: an NPC directed away may circle back to the door.
+158 -14
View File
@@ -5,6 +5,23 @@ extends CanvasLayer
const Rules := preload("res://src/core/rules.gd") const Rules := preload("res://src/core/rules.gd")
const Strings := preload("res://src/core/strings.gd") const Strings := preload("res://src/core/strings.gd")
const 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 top_label: Label
var time_label: Label var time_label: Label
@@ -17,10 +34,15 @@ var inspect_text: Label
var inspect_meta: Label var inspect_meta: Label
var radio_cooldown_label: Label var radio_cooldown_label: Label
var mode_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_panel: PanelContainer
var wand_text: Label var wand_text: Label
var wand_meta: Label var wand_meta: Label
var tone_label: Label
var escalation_label: Label var escalation_label: Label
var _debug_enabled := false var _debug_enabled := false
@@ -99,13 +121,6 @@ func _init() -> void:
mode_label.modulate = Color(0.85, 0.85, 0.9) mode_label.modulate = Color(0.85, 0.85, 0.9)
vbox.add_child(mode_label) vbox.add_child(mode_label)
# --- dialogue tone indicator ---
tone_label = Label.new()
tone_label.text = "Tone: Professional"
tone_label.add_theme_font_size_override("font_size", 13)
tone_label.modulate = Color(0.7, 0.85, 1.0)
vbox.add_child(tone_label)
# --- escalation level indicator (color-coded) --- # --- escalation level indicator (color-coded) ---
escalation_label = Label.new() escalation_label = Label.new()
escalation_label.text = "Escalation: Observation" escalation_label.text = "Escalation: Observation"
@@ -113,6 +128,57 @@ func _init() -> void:
escalation_label.modulate = Color(0.6, 0.9, 0.6) escalation_label.modulate = Color(0.6, 0.9, 0.6)
vbox.add_child(escalation_label) 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, 12)
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) --- # --- inspect panel (popup center) ---
inspect_panel = PanelContainer.new() inspect_panel = PanelContainer.new()
inspect_panel.visible = false inspect_panel.visible = false
@@ -171,6 +237,9 @@ func set_shift_state(coordinator: Object, scenario: Resource) -> void:
coordinator.reputation.rating, coordinator.reputation.rating,
coordinator.crowd.mood * 100.0, 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) _update_radio_cooldown(coordinator)
func _update_radio_cooldown(coordinator: Object) -> void: func _update_radio_cooldown(coordinator: Object) -> void:
@@ -196,27 +265,72 @@ func set_flashlight(on: bool) -> void:
func _refresh_mode_label() -> void: func _refresh_mode_label() -> void:
mode_label.text = "Door: %s · Light: %s" % ["LOCKED" if _door_locked else "open", "on" if _flashlight else "off"] 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: func set_action_hint(text: String) -> void:
hint_label.text = text hint_label.text = text
func set_tone(tone_name: String) -> void:
tone_label.text = Strings.fmt("hud.tone_prefix", [tone_name])
## Color-coded escalation feedback (PLAN.md: Polish and Accessibility). ## Color-coded escalation feedback (PLAN.md: Polish and Accessibility).
## Green → yellow → orange → red as the escalation level rises. ## Green → yellow → orange → red as the escalation level rises.
func set_escalation(level: int) -> void: func set_escalation(level: int) -> void:
var name: String = Rules.LEVEL_NAMES.get(level, "Observation") var name: String = Rules.LEVEL_NAMES.get(level, "Observation")
escalation_label.text = Strings.fmt("hud.escalation_prefix", [name]) escalation_label.text = Strings.fmt("hud.escalation_prefix", [name])
var tint := Color(0.6, 0.9, 0.6)
match level: match level:
Rules.Level.OBSERVATION, Rules.Level.SIMPLE_DETERRENCE: 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: 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: 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: 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: func log(text: String) -> void:
_log_lines.append(text) _log_lines.append(text)
@@ -249,6 +363,26 @@ func show_inspection(controller: Object, artifacts: Array, result: Dictionary) -
var npc_display: String = (profile.display_name if profile else "Person") var npc_display: String = (profile.display_name if profile else "Person")
var granted: bool = result.get("granted", false) var granted: bool = result.get("granted", false)
inspect_text.text = "Access check — %s\nGranted: %s" % [npc_display, "YES" if granted else "NO"] 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.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:
inspect_panel.add_child(card_row)
var lines: Array[String] = [] var lines: Array[String] = []
for artifact in artifacts: for artifact in artifacts:
lines.append(" • " + artifact.summary()) lines.append(" • " + artifact.summary())
@@ -260,8 +394,18 @@ func show_inspection(controller: Object, artifacts: Array, result: Dictionary) -
inspect_panel.visible = true inspect_panel.visible = true
func hide_inspection() -> void: func hide_inspection() -> void:
_clear_card_row()
inspect_panel.visible = false 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:
inspect_panel.remove_child(row)
row.queue_free()
func show_wand(controller: Object, result: Dictionary) -> void: func show_wand(controller: Object, result: Dictionary) -> void:
var profile: Object = controller.profile var profile: Object = controller.profile
var npc_display: String = (profile.display_name if profile else "Person") var npc_display: String = (profile.display_name if profile else "Person")
+168 -12
View File
@@ -1,5 +1,11 @@
class_name WorldBuilder class_name WorldBuilder
## Procedurally assembles a minimal Hollywood Boulevard entrance prototype: ## 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. ## steps, building facade, restricted door, sidewalk, pavement, and street edge.
## No art assets required; all geometry is BoxMesh with flat materials. ## No art assets required; all geometry is BoxMesh with flat materials.
@@ -7,6 +13,12 @@ var root: Node3D = null
## Door lock indicator mesh near the handle; toggled by GameManager. ## Door lock indicator mesh near the handle; toggled by GameManager.
var door_indicator: MeshInstance3D = null var door_indicator: MeshInstance3D = null
var _door_indicator_mat: StandardMaterial3D = null var _door_indicator_mat: StandardMaterial3D = null
## Street lamps and signage so night mode can switch them on.
var _street_lamps: Array[MeshInstance3D] = []
var _lamp_omni: Array[OmniLight3D] = []
var _lamp_bulb_mats: Array[StandardMaterial3D] = []
var marquee_label: Label3D = null
var _marquee_emissive: Array[StandardMaterial3D] = []
func _init(root_node: Node3D) -> void: func _init(root_node: Node3D) -> void:
root = root_node root = root_node
@@ -14,17 +26,26 @@ func _init(root_node: Node3D) -> void:
func build() -> void: func build() -> void:
_build_ground() _build_ground()
_build_building() _build_building()
_build_marquee()
_build_steps() _build_steps()
_build_sidewalk() _build_sidewalk()
_build_street() _build_street()
_build_crosswalk()
_build_street_furniture()
_build_guard_spawn() _build_guard_spawn()
_build_skyline_backdrop()
_build_navmesh() _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() var mesh := BoxMesh.new()
mesh.size = size mesh.size = size
var mat := StandardMaterial3D.new() var mat := StandardMaterial3D.new()
mat.albedo_color = color 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 mesh.material = mat
var mi := MeshInstance3D.new() var mi := MeshInstance3D.new()
mi.mesh = mesh mi.mesh = mesh
@@ -46,19 +67,23 @@ func _build_ground() -> void:
func _build_building() -> void: func _build_building() -> void:
var building := StaticBody3D.new() var building := StaticBody3D.new()
building.name = "Building" building.name = "Building"
# Main facade # Main facade (textured brick)
_add_box(building, Vector3(40, 18, 4), Vector3(0, 9, -2), Color(0.35, 0.32, 0.30)) _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 # 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)) _add_box(building, Vector3(5.4, 6.4, 0.2), Vector3(0, 3.2, -4.0), Color(0.08, 0.08, 0.09))
# Door # Door frame and dark door
_add_box(building, Vector3(3.0, 5.2, 0.3), Vector3(0, 2.9, -4.15), Color(0.16, 0.15, 0.13)) _add_box(building, Vector3(3.0, 5.2, 0.3), Vector3(0, 2.9, -4.15), Color(0.13, 0.12, 0.11))
# Door window # Door glass (semi-transparent)
_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)) 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 lock indicator (green = open, red = locked), placed beside the handle
door_indicator = _add_box(building, Vector3(0.18, 0.18, 0.24), Vector3(-1.8, 1.7, -4.35), Color(0.1, 0.9, 0.3)) door_indicator = _add_box(building, Vector3(0.18, 0.18, 0.24), Vector3(-1.8, 1.7, -4.35), Color(0.1, 0.9, 0.3))
door_indicator.material_override = _lock_indicator_material(Color(0.1, 0.9, 0.3)) door_indicator.material_override = _lock_indicator_material(Color(0.1, 0.9, 0.3))
# 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() var col := BoxShape3D.new()
col.size = Vector3(40, 18, 4) col.size = Vector3(40, 18, 4)
var so := building.create_shape_owner(building) var so := building.create_shape_owner(building)
@@ -86,7 +111,7 @@ func _build_steps() -> void:
func _build_sidewalk() -> void: func _build_sidewalk() -> void:
var sidewalk := StaticBody3D.new() var sidewalk := StaticBody3D.new()
sidewalk.name = "Sidewalk" 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() var col := BoxShape3D.new()
col.size = Vector3(30, 0.36, 8) col.size = Vector3(30, 0.36, 8)
var so := sidewalk.create_shape_owner(sidewalk) var so := sidewalk.create_shape_owner(sidewalk)
@@ -97,7 +122,7 @@ func _build_sidewalk() -> void:
func _build_street() -> void: func _build_street() -> void:
var street := StaticBody3D.new() var street := StaticBody3D.new()
street.name = "Street" 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 # Center dashes
for i in range(-40, 41, 4): 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)) _add_box(street, Vector3(0.2, 0.02, 1.2), Vector3(i * 0.0, 0.11, 22), Color(0.85, 0.85, 0.30))
@@ -127,6 +152,137 @@ func _build_navmesh() -> void:
region.navigation_mesh = mesh region.navigation_mesh = mesh
root.add_child(region) 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"
for offset in [-2.2, 2.2]:
var bar := _add_box(strip_parent, Vector3(0.25, 0.5, 0.5), Vector3(offset, 7.4, -3.6), Color(1, 0.35, 0.75))
var mat := _emissive_material(Color(1.0, 0.35, 0.75))
bar.material_override = mat
_marquee_emissive.append(mat)
marquee_label = Label3D.new()
marquee_label.name = "MarqueeLabel"
marquee_label.text = "STEP LINE"
marquee_label.position = Vector3(0, 7.3, -3.55)
marquee_label.modulate = Color(1, 0.6, 0.9)
marquee_label.font_size = 72
marquee_label.pixel_size = 0.004
marquee_label.outline_size = 12
marquee_label.outline_modulate = Color(0.9, 0.15, 0.5)
marquee_label.billboard = BaseMaterial3D.BILLBOARD_ENABLED
marquee_label.no_depth_test = false
strip_parent.add_child(marquee_label)
root.add_child(strip_parent)
func _build_street_furniture() -> void:
# Street lamps along the sidewalk (bulbs + omni lights, off by day).
for side in [-7.5, 7.5]:
var lamp := Node3D.new()
lamp.name = "Lamp_%d" % int(side)
_add_box(lamp, Vector3(0.22, 5.0, 0.22), Vector3(side, 2.5, 8.5), Color(0.16, 0.16, 0.18))
_add_box(lamp, Vector3(1.6, 0.15, 0.15), Vector3(side + (0.8 if side < 0 else -0.8), 4.9, 8.5), Color(0.16, 0.16, 0.18))
var bulb := _add_box(lamp, Vector3(0.16, 0.16, 0.5), Vector3(side + (0.8 if side < 0 else -0.8), 4.85, 8.5), Color(1, 1, 0.85))
var bulb_mat := _emissive_material(Color(1.0, 1.0, 0.8))
bulb.material_override = bulb_mat
bulb.material_override.emission_energy_multiplier = 1.5
_lamp_bulb_mats.append(bulb_mat)
var omni := OmniLight3D.new()
omni.position = Vector3(side + (0.8 if side < 0 else -0.8), 4.7, 8.5)
omni.omni_range = 14.0
omni.light_energy = 0.0
omni.light_color = Color(1, 0.93, 0.75)
lamp.add_child(omni)
_lamp_omni.append(omni)
root.add_child(lamp)
_street_lamps.append(bulb)
# Planters beside the steps.
for side in [-4.6, 4.6]:
var planter := _add_box(root, Vector3(1.1, 0.7, 1.1), Vector3(side, 0.35, 1.0), Color(0.42, 0.34, 0.28))
planter.name = "Planter_%d" % int(side)
# Low-poly trees along the street front.
var trunk_color := Color(0.35, 0.25, 0.18)
var leaf_color := Color(0.16, 0.42, 0.2)
for i in 6:
var x := -11.0 + i * 4.4
var z := 4.0 + float((i * 7) % 5)
var tree := Node3D.new()
tree.name = "Tree_%d" % (i + 1)
var trunk := MeshInstance3D.new()
var trunk_mesh := CylinderMesh.new()
trunk_mesh.top_radius = 0.09
trunk_mesh.bottom_radius = 0.14
trunk_mesh.height = 1.4
trunk.mesh = trunk_mesh
trunk.material_override = _plain_material(trunk_color)
trunk.position = Vector3(x, 0.7, z)
tree.add_child(trunk)
var crown := MeshInstance3D.new()
var crown_mesh := CylinderMesh.new()
crown_mesh.top_radius = 0.05
crown_mesh.bottom_radius = 0.85
crown_mesh.height = 2.2
crown.mesh = crown_mesh
crown.material_override = _plain_material(leaf_color)
crown.position = Vector3(x, 2.1, z)
tree.add_child(crown)
root.add_child(tree)
func _build_crosswalk() -> void:
# White crosswalk stripes in front of the entrance on the street.
for i in 8:
_add_box(root, Vector3(0.8, 0.02, 0.5), Vector3(-2.8 + i * 0.85, 0.11, 17.0), Color(0.92, 0.92, 0.92))
_add_box(root, Vector3(0.8, 0.02, 0.5), Vector3(-2.8 + i * 0.85, 0.11, 19.0), Color(0.92, 0.92, 0.92))
## Switch street lamps and signage to night mode (emissive + lights on).
func set_night_mode(night: bool) -> void:
for mat in _lamp_bulb_mats:
mat.emission_energy_multiplier = (2.0 if night else 0.0)
for omni in _lamp_omni:
omni.light_energy = (3.0 if night else 0.0)
for mat in _marquee_emissive:
mat.emission_energy_multiplier = (2.0 if night else 0.2)
if marquee_label:
marquee_label.modulate.a = (1.0 if night else 0.9)
func _emissive_material(color: Color) -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
mat.albedo_color = color
mat.emission_enabled = true
mat.emission = color
mat.emission_energy_multiplier = 1.0
return mat
func _plain_material(color: Color) -> StandardMaterial3D:
var mat := StandardMaterial3D.new()
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: func _build_guard_spawn() -> void:
var marker := Marker3D.new() var marker := Marker3D.new()
marker.name = "GuardSpawn" marker.name = "GuardSpawn"
+22 -5
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@@ -1,10 +1,11 @@
extends SceneTree extends SceneTree
## Dev helper: run the game windowed and capture staged screenshots for the ## Dev helper: run the game windowed and capture staged screenshots for the
## README. Saves 1600x900 PNGs to user://screenshots/. ## README (day set + LATE-night set with street lamps and flashlight).
## Saves 1280x720 PNGs to user://screenshots/.
## Usage: godot --path . --script res://src/test/capture_screenshots.gd ## Usage: godot --path . --script res://src/test/capture_screenshots.gd
const OUT_DIR := "user://screenshots" const OUT_DIR := "user://screenshots"
const MAX_FRAMES := 2400 # hard cap (~40s) const MAX_FRAMES := 3600 # hard cap (~60s)
var frames := 0 var frames := 0
var gm: Node = null var gm: Node = null
@@ -39,7 +40,7 @@ func _advance() -> void:
state_frames += 1 state_frames += 1
match state: match state:
0: 0:
# 2s overview from the guard post. # 2s overview from the guard post (early morning light).
if state_frames >= 120: if state_frames >= 120:
_shoot("01-venue-overview.png") _shoot("01-venue-overview.png")
state = 1 state = 1
@@ -52,7 +53,6 @@ func _advance() -> void:
state = 2 state = 2
state_frames = 0 state_frames = 0
2: 2:
# Give the HUD a moment, then shoot the interaction shot.
if state_frames >= 30: if state_frames >= 30:
_shoot("02-targeting-npc.png") _shoot("02-targeting-npc.png")
if targeted and gm != null: if targeted and gm != null:
@@ -64,7 +64,6 @@ func _advance() -> void:
_shoot("03-access-inspection.png") _shoot("03-access-inspection.png")
if gm != null: if gm != null:
gm.hud.hide_inspection() gm.hud.hide_inspection()
# Re-target (target may have moved) before opening the radio form.
if gm.npcs.size() > 0: if gm.npcs.size() > 0:
gm.call("_cycle_nearby_target") gm.call("_cycle_nearby_target")
gm.call("_open_radio", false) gm.call("_open_radio", false)
@@ -73,7 +72,25 @@ func _advance() -> void:
4: 4:
if state_frames >= 30: if state_frames >= 30:
_shoot("04-radio-report.png") _shoot("04-radio-report.png")
# Close the radio form, then jump the shift to the LATE phase.
if gm != null:
gm.radio_panel.hide()
gm.coordinator.elapsed_s = 750.0
state = 5 state = 5
state_frames = 0
5:
# Let the phase transition (and street lamps / marquee) settle, then
# take the night avenue shot.
if state_frames >= 90:
_shoot("05-late-night-avenue.png")
if gm != null:
gm.call("_toggle_flashlight")
state = 6
state_frames = 0
6:
if state_frames >= 40:
_shoot("06-night-flashlight.png")
state = 7
quit(0) quit(0)
func _shoot(file_name: String) -> void: func _shoot(file_name: String) -> void:
+9 -9
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@@ -16,7 +16,7 @@ func test_tourist_complies_at_level_1() -> bool:
var p := _profile_with_defaults("tourist", Rules.NpcType.TOURIST, 0.9) var p := _profile_with_defaults("tourist", Rules.NpcType.TOURIST, 0.9)
var npc := NPCController.new() var npc := NPCController.new()
npc.setup("t1", p, "photo", 1234, "AT_ENTRANCE") npc.setup("t1", p, "photo", 1234, "AT_ENTRANCE")
var outcome := npc.apply_player_action(Rules.Level.SIMPLE_DETERRENCE, Rules.Tone.FRIENDLY) var outcome := npc.apply_player_action(Rules.Level.SIMPLE_DETERRENCE)
var ok := TestUtils.check_eq(outcome["reaction"], Rules.Reaction.COMPLY, "base_compliance 0.9 tourist should comply at level 1") var ok := TestUtils.check_eq(outcome["reaction"], Rules.Reaction.COMPLY, "base_compliance 0.9 tourist should comply at level 1")
return ok and TestUtils.check_eq(npc.decide_leave(), true, "compliant NPC leaves") return ok and TestUtils.check_eq(npc.decide_leave(), true, "compliant NPC leaves")
@@ -28,7 +28,7 @@ func test_trespasser_frequent_non_compliance() -> bool:
## from NpcProfile.default_reactions (mostly COMPLY there). ## from NpcProfile.default_reactions (mostly COMPLY there).
var outcomes: Array = [] var outcomes: Array = []
for i in 5: for i in 5:
outcomes.append(npc.roll_reaction(Rules.Level.SIMPLE_DETERRENCE, Rules.Tone.PROFESSIONAL)) outcomes.append(npc.roll_reaction(Rules.Level.SIMPLE_DETERRENCE))
## With compliance 0.9/0.2 variation we simply assert we get SOME reaction. ## With compliance 0.9/0.2 variation we simply assert we get SOME reaction.
var ok := TestUtils.check(npc.highest_escalation_received >= Rules.Level.SIMPLE_DETERRENCE, "highest escalation tracked") var ok := TestUtils.check(npc.highest_escalation_received >= Rules.Level.SIMPLE_DETERRENCE, "highest escalation tracked")
return ok return ok
@@ -46,8 +46,8 @@ func test_deterministic_with_seed() -> bool:
var seq_a: Array = [] var seq_a: Array = []
var seq_b: Array = [] var seq_b: Array = []
for i in 4: for i in 4:
seq_a.append(n1.roll_reaction(Rules.Level.FORMAL_WARNING, Rules.Tone.PROFESSIONAL)) seq_a.append(n1.roll_reaction(Rules.Level.FORMAL_WARNING))
seq_b.append(n2.roll_reaction(Rules.Level.FORMAL_WARNING, Rules.Tone.PROFESSIONAL)) seq_b.append(n2.roll_reaction(Rules.Level.FORMAL_WARNING))
return TestUtils.check_eq(seq_a, seq_b, "same seed produces identical reaction sequence") return TestUtils.check_eq(seq_a, seq_b, "same seed produces identical reaction sequence")
func test_violent_threat_scales_to_threaten() -> bool: func test_violent_threat_scales_to_threaten() -> bool:
@@ -69,7 +69,7 @@ func test_violent_threat_scales_to_threaten() -> bool:
npc.setup("v1", p, "threat", 777, "AT_ENTRANCE") npc.setup("v1", p, "threat", 777, "AT_ENTRANCE")
var saw_threat := false var saw_threat := false
for i in 20: for i in 20:
if npc.roll_reaction(Rules.Level.EMERGENCY, Rules.Tone.PROFESSIONAL) == Rules.Reaction.THREATEN: if npc.roll_reaction(Rules.Level.EMERGENCY) == Rules.Reaction.THREATEN:
saw_threat = true saw_threat = true
return TestUtils.check(saw_threat, "violent profile can threaten at emergency level") return TestUtils.check(saw_threat, "violent profile can threaten at emergency level")
@@ -82,7 +82,7 @@ func test_call_someone_reaction() -> bool:
} }
var npc := NPCController.new() var npc := NPCController.new()
npc.setup("c1", p, "film", 5, "AT_ENTRANCE") npc.setup("c1", p, "film", 5, "AT_ENTRANCE")
var outcome := npc.apply_player_action(Rules.Level.FORMAL_WARNING, Rules.Tone.PROFESSIONAL) var outcome := npc.apply_player_action(Rules.Level.FORMAL_WARNING)
var a := TestUtils.check_eq(outcome["reaction"], Rules.Reaction.CALL_SOMEONE, "rolls CALL_SOMEONE") var a := TestUtils.check_eq(outcome["reaction"], Rules.Reaction.CALL_SOMEONE, "rolls CALL_SOMEONE")
var b := TestUtils.check_eq(npc.fsm.current_state, "ARGUING", "transitions to ARGUING") var b := TestUtils.check_eq(npc.fsm.current_state, "ARGUING", "transitions to ARGUING")
return a and b return a and b
@@ -92,7 +92,7 @@ func test_fsm_transitions() -> bool:
var npc := NPCController.new() var npc := NPCController.new()
npc.setup("g1", p, "enter", 5, "APPROACH") npc.setup("g1", p, "enter", 5, "APPROACH")
var started := TestUtils.check_eq(npc.fsm.current_state, "APPROACH", "starts approaching") var started := TestUtils.check_eq(npc.fsm.current_state, "APPROACH", "starts approaching")
npc.apply_player_action(Rules.Level.SIMPLE_DETERRENCE, Rules.Tone.FRIENDLY) npc.apply_player_action(Rules.Level.SIMPLE_DETERRENCE)
var left := TestUtils.check_eq(npc.fsm.current_state, "LEAVING", "complies and leaves") var left := TestUtils.check_eq(npc.fsm.current_state, "LEAVING", "complies and leaves")
return started and left return started and left
@@ -103,7 +103,7 @@ func test_returning_trespasser_circles_back() -> bool:
p.return_probability = 1.0 p.return_probability = 1.0
var npc := NPCController.new() var npc := NPCController.new()
npc.setup("rt1", p, "trespass", 4242, "AT_ENTRANCE") npc.setup("rt1", p, "trespass", 4242, "AT_ENTRANCE")
npc.apply_player_action(Rules.Level.SIMPLE_DETERRENCE, Rules.Tone.PROFESSIONAL) npc.apply_player_action(Rules.Level.SIMPLE_DETERRENCE)
var left := TestUtils.check_eq(npc.fsm.current_state, "LOITERING_DISTANT", "directed away loiters before returning") var left := TestUtils.check_eq(npc.fsm.current_state, "LOITERING_DISTANT", "directed away loiters before returning")
var scheduled := TestUtils.check(npc.will_return, "return scheduled") var scheduled := TestUtils.check(npc.will_return, "return scheduled")
# Advance past the return delay (max 60s). # Advance past the return delay (max 60s).
@@ -122,7 +122,7 @@ func test_tourist_never_returns() -> bool:
var p := _profile_with_defaults("tourist", Rules.NpcType.TOURIST, 0.9) var p := _profile_with_defaults("tourist", Rules.NpcType.TOURIST, 0.9)
var npc := NPCController.new() var npc := NPCController.new()
npc.setup("t2", p, "photo", 7, "AT_ENTRANCE") npc.setup("t2", p, "photo", 7, "AT_ENTRANCE")
npc.apply_player_action(Rules.Level.SIMPLE_DETERRENCE, Rules.Tone.FRIENDLY) npc.apply_player_action(Rules.Level.SIMPLE_DETERRENCE)
return TestUtils.check_eq(npc.will_return, false, "tourist does not schedule a return") return TestUtils.check_eq(npc.will_return, false, "tourist does not schedule a return")
func test_perception_pass_bands() -> bool: func test_perception_pass_bands() -> bool:
+24
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@@ -63,6 +63,30 @@ func test_late_phase_reaches_violent_event() -> bool:
c = false c = false
return a and b and TestUtils.check(c, "all venues declare a LATE phase") return a and b and TestUtils.check(c, "all venues declare a LATE phase")
func test_door_staff_lines_available() -> bool:
var scenario: VenueScenario = ScenarioFactory.joke_shop()
var rng := RandomNumberGenerator.new()
rng.seed = 7
var ok := true
for context in ["id_check", "ticket_check", "wand_check", "refusal", "prohibited_item"]:
var line: String = scenario.door_staff_line(context, rng)
if line == "":
ok = false
var a := TestUtils.check(ok, "all joke-shop contexts have a door-staff line")
var b := TestUtils.check_eq(scenario.door_staff_line("unknown_context", rng), "", "unknown context returns empty")
var b_country := ScenarioFactory.hollywood_building()
var c := TestUtils.check_eq(b_country.door_staff_line("refusal", rng), "", "venue without lines returns empty")
# Same seed picks the same line.
var r0 := RandomNumberGenerator.new()
r0.seed = 11
var r1 := RandomNumberGenerator.new()
r1.seed = 11
var d := TestUtils.check_eq(
scenario.door_staff_line("wand_check", r0),
scenario.door_staff_line("wand_check", r1),
"seeded door-staff pick is deterministic")
return a and b and c and d
func test_protester_archetype_present() -> bool: func test_protester_archetype_present() -> bool:
var profiles := ScenarioFactory.shared_profiles() var profiles := ScenarioFactory.shared_profiles()
var protester_found := false var protester_found := false
+3 -3
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@@ -10,8 +10,8 @@ func test_strings_lookup() -> bool:
return a and b return a and b
func test_strings_format() -> bool: func test_strings_format() -> bool:
var a := TestUtils.check_eq(Strings.fmt("hud.tone_prefix", ["Firm"]), "Tone: Firm", "tone prefix formats") var a := TestUtils.check_eq(Strings.fmt("react.comply", ["Tourist"]), "Tourist complies and steps back.", "reaction formats")
var b := TestUtils.check_eq(Strings.fmt("react.comply", ["Tourist"]), "Tourist complies and steps back.", "reaction formats") var b := TestUtils.check_eq(Strings.fmt("hud.venue_switched", ["The Joke Shop"]), "Venue: The Joke Shop", "venue switch formats")
return a and b return a and b
func test_strings_json_backed_all_resolve() -> bool: func test_strings_json_backed_all_resolve() -> bool:
@@ -26,7 +26,7 @@ func test_strings_json_backed_all_resolve() -> bool:
func test_strings_cover_ui_keys() -> bool: func test_strings_cover_ui_keys() -> bool:
## Every key referenced by the HUD and game manager must exist. ## Every key referenced by the HUD and game manager must exist.
var required := [ var required := [
"hud.controls", "hud.tone_prefix", "hud.escalation_prefix", "hud.cooldown", "hud.controls", "hud.escalation_prefix", "hud.cooldown", "hud.venue_switched",
"hud.aim_first", "hud.no_one_nearby", "hud.targeting", "hud.no_wand", "hud.aim_first", "hud.no_one_nearby", "hud.targeting", "hud.no_wand",
"hud.screen_first", "access.granted", "access.denied", "access.policy_satisfied", "hud.screen_first", "access.granted", "access.denied", "access.policy_satisfied",
"access.wrong_grant", "access.wrong_deny", "wand.admitted_prohibited", "access.wrong_grant", "access.wrong_deny", "wand.admitted_prohibited",
+62 -1
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@@ -1,7 +1,9 @@
extends RefCounted extends RefCounted
## Headless tests for the procedural world and navigation mesh. ## Headless tests for the procedural world, navigation mesh, and phase lighting.
const WorldBuilder := preload("res://src/game/world_builder.gd") const WorldBuilder := preload("res://src/game/world_builder.gd")
const Rules := preload("res://src/core/rules.gd")
const GameManager := preload("res://src/game/game_manager.gd")
func test_navmesh_built() -> bool: func test_navmesh_built() -> bool:
var root := Node3D.new() var root := Node3D.new()
@@ -17,6 +19,65 @@ func test_navmesh_built() -> bool:
root.free() root.free()
return a and b return a and b
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]:
var cfg: Variant = GameManager.PHASE_LIGHTING.get(phase, null)
if not (cfg is Dictionary):
ok = false
continue
for key in ["sun_energy", "sun_angle", "sun_color", "sky_top", "sky_horizon", "ambient", "night"]:
if not (cfg as Dictionary).has(key):
ok = false
return TestUtils.check(ok, "all four phases have a full lighting config")
func test_street_lamps_and_marquee_built() -> bool:
var root := Node3D.new()
var builder := WorldBuilder.new(root)
builder.build()
var a := TestUtils.check(builder._street_lamps.size() >= 2, "street lamps built")
var b := TestUtils.check(builder.marquee_label != null, "marquee label built")
# Night mode raises bulb emission; day mode drops it.
builder.set_night_mode(true)
var night_on := builder._lamp_bulb_mats[0].emission_energy_multiplier > 1.0
builder.set_night_mode(false)
var day_off := builder._lamp_bulb_mats[0].emission_energy_multiplier <= 0.5
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: func test_door_indicator_built() -> bool:
var root := Node3D.new() var root := Node3D.new()
var builder := WorldBuilder.new(root) var builder := WorldBuilder.new(root)
+224
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@@ -0,0 +1,224 @@
#!/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
"""
import math
import os
import random
import stat
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")
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 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))
if __name__ == "__main__":
brick_facade()
seamless_concrete()
asphalt()
awning()
skyline()
vignette()
icons()
cards()
print("done")