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No files matched your search
@@ -77,6 +77,31 @@ jobs:
|
||||
chmod +x tools/*.sh
|
||||
./tools/build_releases.sh
|
||||
|
||||
- name: Package Windows installer (NSIS)
|
||||
run: |
|
||||
sudo apt-get update && sudo apt-get install -y nsis p7zip-full
|
||||
VERSION="$(sed -n 's/.*config\/version="\([^"]*\)".*/\1/p' project.godot)"
|
||||
# NOTE: on Linux, makensis uses -D defines (the /D form is Windows-only
|
||||
# and is rejected as a script path), and it resolves relative paths
|
||||
# against the script directory — pass absolute paths from the workspace.
|
||||
cp assets/textures/icon.ico packaging/windows/step-line.ico
|
||||
makensis \
|
||||
-DVERSION="$VERSION" \
|
||||
-DARTIFACT="$PWD/build/step-line-windows-$VERSION.exe" \
|
||||
-DICON="$PWD/packaging/windows/step-line.ico" \
|
||||
-DOUT="$PWD/build/step-line-setup-$VERSION.exe" \
|
||||
packaging/windows/step-line.nsi
|
||||
|
||||
- name: Verify Windows installer contents
|
||||
run: |
|
||||
VERSION="$(sed -n 's/.*config\/version="\([^"]*\)".*/\1/p' project.godot)"
|
||||
ls -la build/step-line-setup-$VERSION.exe
|
||||
7z l build/step-line-setup-$VERSION.exe | grep -E "step-line.exe|uninstall.exe"
|
||||
|
||||
- name: Package Linux AppImage
|
||||
run: |
|
||||
bash packaging/linux/build_appimage.sh
|
||||
|
||||
- name: Upload installers (workflow_dispatch)
|
||||
if: github.event_name == 'workflow_dispatch'
|
||||
uses: actions/upload-artifact@v4
|
||||
@@ -88,7 +113,11 @@ jobs:
|
||||
- name: Publish Gitea release (tags only)
|
||||
if: startsWith(github.ref, 'refs/tags/')
|
||||
env:
|
||||
GITEA_TOKEN: ${{ secrets.GITEA_TOKEN }}
|
||||
# Prefer an explicit repo secret; otherwise fall back to the workflow's
|
||||
# built-in token (Gitea provides `github.token`), which has write access
|
||||
# to this repository. Without either, publish_release.sh has no
|
||||
# credentials inside the runner and the step fails.
|
||||
GITEA_TOKEN: ${{ secrets.GITEA_TOKEN || github.token }}
|
||||
VERSION: ${{ github.ref_name }}
|
||||
run: |
|
||||
chmod +x tools/publish_release.sh
|
||||
|
||||
@@ -1,3 +1,27 @@
|
||||
# Python
|
||||
__pycache__/
|
||||
*.py[cod]
|
||||
*.pyo
|
||||
*.pyd
|
||||
*.pycache
|
||||
*.pytest_cache
|
||||
*.mypy_cache
|
||||
*.coverage
|
||||
coverage.xml
|
||||
htmlcov/
|
||||
dist/
|
||||
build/
|
||||
eggs/
|
||||
*.egg-info/
|
||||
.tox/
|
||||
.nox/
|
||||
*.venv/
|
||||
venv/
|
||||
ENV/
|
||||
env/
|
||||
env.bak/
|
||||
venv.bak/
|
||||
|
||||
# Godot 4
|
||||
.godot/
|
||||
*.import
|
||||
@@ -18,3 +42,5 @@ user://
|
||||
# CI runner workflow logs (written into the checkout by the Gitea runner)
|
||||
.gitea/logs/
|
||||
build/
|
||||
|
||||
.env
|
||||
@@ -173,6 +173,61 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
|
||||
- [x] `config/version` → `0.2.0`; `build/` artifacts rebuilt and Linux binary smoke-tested.
|
||||
- [x] New world/lighting headless tests (56 total).
|
||||
|
||||
## Screenshot Refresh
|
||||
|
||||
- [x] Regenerate and verify the six README screenshots from the current build.
|
||||
|
||||
## 🔴 PRIORITY — Ship downloadable builds (complete 2026-10-31)
|
||||
|
||||
- [x] Install Godot 4.3 export templates locally.
|
||||
- [x] `./tools/build_releases.sh` produces Linux/Windows/macOS artifacts (0.2.0).
|
||||
- [x] Linux binary smoke-tested (headless, 0 script errors).
|
||||
- [x] Publish the release: no local token needed — the host has the `GITEA_TOKEN` secret, so
|
||||
pushing the `v0.2.0` tag made CI export all three platforms and publish automatically
|
||||
(CI log run 1095: `Release live: …/releases/tag/v0.2.0`, Job succeeded).
|
||||
- [x] Confirm links resolve: tag page and `/releases` return HTTP 200 publicly.
|
||||
Follow-up: anonymous **asset downloads** require sign-in on this host (host setting).
|
||||
- [x] CI packaging follow-up was already live (`.gitea/workflows/build.yml` on tags).
|
||||
|
||||
## 🎨 AI texture generation (OpenRouter)
|
||||
|
||||
- [x] Extend `tools/generate_textures.py` with an OpenRouter image-API mode (`--ai`, `--prompt`,
|
||||
`--name`, `--model`, `--size`), decoding base64 PNG responses and clamping to ≤1024px.
|
||||
- [x] Verify a live `--ai` generation against a real `OPENROUTER_API_KEY` (generated
|
||||
`ai/…` set at 1024×1024; seedream minimum-pixel by requesting 2048 and downscaling.
|
||||
|
||||
## 🧹 Runtime hygiene + timeline/polish items
|
||||
|
||||
- [x] RefCounted cycle cleanup: `FSM` now holds its owner via `WeakRef`; `ShiftCoordinator` is
|
||||
`RefCounted` (logic-only, no tree needs); persistence tests free the `Save` node.
|
||||
Test suite now exits with **zero** “resources still in use” warnings.
|
||||
- [x] Full-length shifts: the prototype now uses each scenario's `shift_duration_s` (900s ≈
|
||||
10-15 min per PLAN.md) instead of a hardcoded 300s test duration.
|
||||
- [x] Wand cooldown feel: a short `WAND_COOLDOWN_S` recharge between wand scans with a
|
||||
`wand.recharge` message (Open Polish item).
|
||||
|
||||
## 📦 Installer packaging (Windows NSIS + Linux AppImage)
|
||||
|
||||
- [x] Export presets: `binary_format/embed_pck=true` on all platforms — every binary is now
|
||||
self-contained (all game data in one file; `.pck` no longer shipped).
|
||||
- [x] App icon: `assets/textures/icon.png` (1024) + multi-size `icon.ico`, copied to
|
||||
`packaging/windows/step-line.ico` and `packaging/linux/step-line.png` via the generator.
|
||||
- [x] NSIS script `packaging/windows/step-line.nsi` (installs `Step Line.exe`, uninstaller,
|
||||
shortcuts, registry entry; `makensis /DVERSION=… /DARTIFACT=…`).
|
||||
- [x] AppImage: `packaging/linux/step-line.desktop`, `AppRun`, appdata.xml, and
|
||||
`build_appimage.sh` (appimagetool, `APPIMAGE_EXTRACT_AND_RUN=1`).
|
||||
- [x] Local end-to-end: rebuilt embedded exports and produced `step-line-0.2.0-x86_64.AppImage`,
|
||||
ran it headless (0 script errors).
|
||||
- [x] CI: NSIS + AppImage steps added to `.gitea/workflows/build.yml` build job; publish glob
|
||||
already uploads `build/step-line-*<ver>*` (covers setup/AppImage names).
|
||||
- [x] CI run 1110 verified end-to-end (v0.2.1): NSIS installer `step-line-setup-0.2.1.exe`
|
||||
built, `7z l` shows `step-line.exe` + `uninstall.exe`, AppImage built (33.9 MB),
|
||||
release `v0.2.1` published, `Job succeeded`.
|
||||
- Gotchas fixed on the way: makensis needs `-D` defines (not `/D`) and absolute paths
|
||||
(it resolves relatives against the script dir); installed exe must be space-free
|
||||
(`step-line.exe`); icon.ico must use classic BMP entries (ImageMagick; PIL emits
|
||||
PNG-compressed ICOs NSIS rejects).
|
||||
|
||||
## 🎮 Assets & detailed graphics pass (textures, rigs, UI feedback)
|
||||
|
||||
- [x] Authored texture set via `tools/generate_textures.py` (deterministic PIL): brick facade,
|
||||
@@ -233,3 +288,229 @@ Completed task sections moved from `TODO.md`. Sections are moved only when every
|
||||
- [x] Add visual and audio feedback per escalation level (colors, tones, shake).
|
||||
- [x] Add audio for crowd ambience, radio responses, and confirmation prompts.
|
||||
- [x] Externalize dialogue and UI text for localization.
|
||||
|
||||
## Generalized Game Asset Tooling
|
||||
|
||||
- [x] Reuse the OpenRouter image backend for role-aware arbitrary asset generation.
|
||||
- [x] Add exact-dimension image crop and aspect-preserving resize commands.
|
||||
- [x] Audit existing assets for role-specific dimensions, aspect, alpha, and tile seams;
|
||||
report projection/perspective checks for visual review.
|
||||
- [x] Add automated tests and document asset-pipeline usage.
|
||||
|
||||
## Generated Asset Integration
|
||||
|
||||
- [x] Regenerate the AI asset set at role-specific aspect ratios and dimensions.
|
||||
- [x] Audit, process, and wire every generated asset into the game runtime.
|
||||
- [x] Add screenshot auditing and refresh the README screenshot gallery.
|
||||
|
||||
## Access artifacts actually match the venue
|
||||
|
||||
Completed in the working tree (uncommitted with the control pass). Headless **74/74**.
|
||||
|
||||
- [x] Build artifacts from the event (`override_access`, carried items) and the venue policy,
|
||||
not from `NpcType` alone. (`src/core/access_loadout.gd`; spawn signal is
|
||||
`(profile, intent, npc_id, event)`.)
|
||||
- [x] Joke Shop: valid ID+ticket, ID without ticket, expired/missing ID. Recognition does not
|
||||
auto-grant on every `AUTHORIZED_GUEST`.
|
||||
- [x] Wand venues roll `carried_items` per spawn (seeded); override can force a pocket.
|
||||
- [x] Studio counterfeit / follow-through events carry `override_access`.
|
||||
- [x] `AccessVerifier.verify(..., already_screened)` so a screened guest is not still denied.
|
||||
- [x] Joke Shop / Studio `sidewalk` and `steps_end` waypoints so film/photo intents do not walk
|
||||
to the entrance.
|
||||
- [x] Wand shortcut is `C`, not `W`. Tests: `src/test/tests/test_access_loadout.gd`.
|
||||
|
||||
## Player control, focus circle, and radial action menu
|
||||
|
||||
Completed 2026-10-31 with ADR-0007–0010. Headless **77/77**, plus a windowed smoke
|
||||
(`src/test/smoke_focus_radial.gd`) that opens the wheel and saves screenshots.
|
||||
|
||||
### Locomotion
|
||||
|
||||
- [x] Wand off `W` (now `C` + wheel). `A`/`D` allow/deny only while inspect/wand is open
|
||||
(they step the wheel while it is open). `Q` remains a closed-menu polite shortcut.
|
||||
- [x] Accel/decel on walk; gravity only when airborne; `floor_snap_length` 0.3.
|
||||
- [x] Mouse look only while captured and `not input_locked`. Freeze walk+look while radial /
|
||||
inspect / wand / radio / review is up. Recapture on close.
|
||||
- [x] `cancel` (Esc / RMB) closes the top modal first; with nothing open, Esc toggles mouse
|
||||
capture and RMB does nothing.
|
||||
|
||||
### Focus and focus circle
|
||||
|
||||
- [x] Focus cone in `src/game/npc_focus.gd` (~10 m, ~10°). Closest-to-forward wins; occlusion
|
||||
ray skips building hits. `Tab` still cycles 12 m.
|
||||
- [x] 8-frame miss grace so walk-bob does not drop focus.
|
||||
- [x] Billboarded blue circle in front of the face on `Rig/Head`; brighter while the radial is
|
||||
open; `Label3D` `display_name`. HUD target line uses the display name, not the node name.
|
||||
- [x] Screen-center crosshair.
|
||||
|
||||
### Radial HUD
|
||||
|
||||
- [x] `src/game/ui/action_radial.gd`: LMB or `Space` opens when someone is focused. Opening
|
||||
click ignored for 120 ms. Slices: raise hand, point, head shake, polite, inspect, wand
|
||||
(grey if no wand), warning, block, radio assist. Emergency stays on `R`.
|
||||
- [x] Highlight by mouse angle, or `A`/`D` / arrows. Click slice or `Space` confirms. `Esc` /
|
||||
RMB closes with no action (no recorder event).
|
||||
- [x] Inspect / wand / radio slices close the wheel then open the existing panels. Freeze until
|
||||
that panel closes.
|
||||
- [x] Number keys `1`–`6` still work when the wheel is closed.
|
||||
|
||||
### NPC display
|
||||
|
||||
- [x] Procedural rig: neck, shoes, hair cap from seed, two eye spheres. Props, height
|
||||
variation, walk bob, notice-head-turn kept. Collision capsule scaled to rig height.
|
||||
Named `Head` is the ring attach point. Group `npc`.
|
||||
|
||||
### Input, copy, tests
|
||||
|
||||
- [x] Named input map: `action_menu` (Space/LMB), `confirm` (Space/Enter), `cancel`
|
||||
(Esc/RMB), `inspect` (E), `wand` (C). `GameManager` uses `is_action_pressed`.
|
||||
- [x] Windowed smoke: focus circle + name, wheel open/step/confirm/cancel
|
||||
(`src/test/smoke_focus_radial.gd`, exits non-zero on failure).
|
||||
- [x] README controls table, smoke checklist, test count, implemented/not-yet lists.
|
||||
|
||||
## Visual polish — Skyline backdrop transparency
|
||||
|
||||
Found during the control smoke test; verified with PIL analysis.
|
||||
|
||||
- [x] Regenerated `assets/textures/game_ready/skyline.png` with transparent background
|
||||
(commented out opaque border line 234 in `tools/generate_textures.py`).
|
||||
- [x] Integrated backdrop into `WorldBuilder` via `_build_skyline_backdrop()`: creates a
|
||||
PlaneMesh with T_SKYLINE texture at Vector3(-80, 12, -50) behind the building.
|
||||
- [x] PIL verification confirms RGBA mode with transparent pixels in bottom rows.
|
||||
|
||||
## Runtime boot and spawn fixes
|
||||
|
||||
Found while running the windowed smoke; all verified with a boot run and regenerated
|
||||
screenshots.
|
||||
|
||||
- [x] `GameManager` did not compile: `radial` was typed `CanvasLayer`, so
|
||||
`radial.is_open` / `confirm_selected()` made `:=` inference fail. Typed as
|
||||
`ActionRadial` (the parse error would have broken the whole main scene).
|
||||
- [x] Camera sat at the guard's feet: `Head` had no height offset, and the new gravity pulled
|
||||
the guard to the floor. `Head` is now at y=1.6, and the guard spawns on the landing.
|
||||
- [x] Guard spawned inside the building collider and fell through the world. Building volume
|
||||
moved back to z ∈ [-8, -4] so the door / awning / marquee sit on its front face; the
|
||||
guard spawns in front of the door facing the street.
|
||||
- [x] Steps rose away from the door; treads now rise toward the entrance.
|
||||
- [x] Event scheduler was polled every physics frame (~60 Hz), spawning >1200 NPCs in
|
||||
seconds. `ShiftCoordinator` now accumulates time and pulls once per simulated second;
|
||||
regression test in `test_scenarios.gd`.
|
||||
- [x] Live NPCs capped at `MAX_LIVE_NPCS` (16); routine traffic is dropped at the cap and a
|
||||
scripted event evicts the oldest unfocused NPC.
|
||||
- [x] Removed the skyline backdrop planes (opaque black texture). Tracked as a follow-up in
|
||||
`TODO.md`.
|
||||
- [x] README screenshots regenerated with the fixed eye height and entrance staging.
|
||||
|
||||
## World and presentation follow-ups (found during the control smoke)
|
||||
|
||||
Completed 2026-10-31 (working tree). Headless **88/88**; `src/test/smoke_session_shell.gd` and the windowed focus/radial smoke both pass.
|
||||
|
||||
- [x] The skyline backdrop was removed: `assets/textures/ai/game_ready/skyline.png` has an
|
||||
opaque black background, so the planes rendered as black slabs with window dots. Re-add
|
||||
the backdrop only with a transparent asset or a keyed shader.
|
||||
- [x] Guard settles ~0.5 m above the ground after spawning on the landing. Check the capsule
|
||||
offset and the spawn `y`, and verify eye height while walking the steps.
|
||||
- [x] Steps and the landing are visual-only (no collider). The guard walks through them; add
|
||||
simple step colliders or restage the landing so it does not intersect the walk path.
|
||||
- [x] Marquee text (`STEP LINE`) is tiny from the sidewalk. Scale the Label3D up.
|
||||
- [x] Focus circle and name tag are small at 2–3 m. Consider a larger circle / font after a
|
||||
real playtest.
|
||||
- [x] NPC crowd cap (`MAX_LIVE_NPCS`) silently drops routine traffic at 16. Add a short
|
||||
despawn/lifetime for ordinary guests so the entrance does not fill up with standers.
|
||||
|
||||
## Session shell
|
||||
|
||||
Completed 2026-10-31 (working tree). Headless **88/88**; `src/test/smoke_session_shell.gd` and the windowed focus/radial smoke both pass.
|
||||
|
||||
The game boots into a live 900 s shift. `Save` declares `settings.json` and never uses it.
|
||||
`V` cycles venues by restarting the shift.
|
||||
|
||||
- [x] Startup menu: pick venue, start shift, quit. Keyboard + click. Replaces `V` as the
|
||||
player-facing path (`V` may stay as a debug bind).
|
||||
- [x] Pause overlay when `Esc` releases the mouse (or a dedicated pause key): resume, restart
|
||||
shift, settings, quit to menu.
|
||||
- [x] Settings: mouse look sensitivity, persist through `Save` / `settings.json`. Load on boot.
|
||||
- [x] Shift review "Run another shift" returns to the venue menu, not a silent restart of the
|
||||
same scenario.
|
||||
|
||||
## Documentation drift
|
||||
|
||||
Completed 2026-10-31 (working tree).
|
||||
|
||||
- [x] README controls table, smoke checklist, test count, and implemented/not-yet lists
|
||||
refreshed for the control pass (77 tests).
|
||||
- [x] `PLAN.md` Tech Stack / Planned Commands still say GUT and GitHub Actions; the project
|
||||
uses `src/test/test_runner.gd` and `.gitea/workflows/build.yml`.
|
||||
- [x] MEMORY: door_staff_lines log through `GameManager`; 300 s default removed.
|
||||
|
||||
## Remaining PLAN verbs (radial exists)
|
||||
|
||||
Completed 2026-10-31 (working tree). Headless **98/98**; `src/test/smoke_plan_verbs.gd` exercises all five verbs.
|
||||
|
||||
- [x] Eye contact as a Level 1 action (PLAN / glossary). Distinct from raise-hand. Add a
|
||||
radial slice if it ships.
|
||||
- [x] "I recognize this person" is a player decision recorded as evidence, not a pre-attached
|
||||
artifact on every staff/guest type. Staff still auto-recognize when `override_access` is
|
||||
empty (`AccessLoadout`).
|
||||
- [x] Formal warning can activate the body-camera / security-light flag (PLAN Level 2). Overlay
|
||||
is currently always on; toggling should write an incident event.
|
||||
- [x] Blocking stations the guard between the person and the door (PLAN Level 3). Today it only
|
||||
sends `apply_player_action(BLOCKING)`.
|
||||
- [x] "Request reason for entry" as a Level 3 ask, with a short NPC reply from `dialogue_lines`.
|
||||
|
||||
## Crowd presentation
|
||||
|
||||
Completed 2026-10-31 (working tree). Headless **105/105**; `src/test/smoke_crowd.gd` verifies rubbernecking and panic clearing. A 16-NPC entrance measured ~1.2 ms/frame (824 fps, vsync off), so no LOD/culling was added at the current cap.
|
||||
|
||||
`CrowdSystem` is a mood/attention float. PLAN wants people watching, gathering, and panicking.
|
||||
|
||||
- [x] On `aggressive_behavior` / `emergency_responder`, nearby idle NPCs stop and face the
|
||||
incident (rubberneck). On `crowd_panic`, they move away from the door.
|
||||
- [x] Profile a busy entrance with textured materials and props; add LOD or culling for distant
|
||||
NPCs if frame time drops.
|
||||
|
||||
## Emergency aftermath
|
||||
|
||||
Completed 2026-10-31 (working tree). Headless **113/113**; `src/test/smoke_emergency.gd` covers the unjustified-call investigation, the evacuation aftermath, and the review copy.
|
||||
|
||||
Responder outcomes (`command` / `restraint` / `evacuation` / `arrest`) are log lines. PLAN also
|
||||
wants evacuation, a closed street, and an investigation when the call was unjustified.
|
||||
|
||||
- [x] `evacuation` outcome actually clears the entrance (NPCs leave, door stays locked).
|
||||
- [x] Unjustified emergency (low danger, no weapon) writes an investigation note on the shift
|
||||
review and applies the existing false-report / reputation hit.
|
||||
- [x] Review copy names the responder outcome, not only battery and crowd %.
|
||||
|
||||
## Body-camera replay
|
||||
|
||||
Completed 2026-10-31 (working tree). Headless **120/120**; `src/test/smoke_timeline.gd` opens the timeline from the review, steps through every event, and returns to the review.
|
||||
|
||||
- [x] Shift review: a timeline of recorded incident events (ADR-0005 already stores them).
|
||||
Scrub or step through; no live 3D replay required in the first version.
|
||||
|
||||
## NPC theater
|
||||
|
||||
Completed 2026-10-31 (working tree). Headless **127/127**; verified visually with a staged sit/photo/perform lineup.
|
||||
|
||||
Intents `sit` / `photo` / `film` / `perform` already pick waypoints. ADR-0010 rig (face/hair)
|
||||
is in the working tree. Bodies still idle-stand at those spots.
|
||||
|
||||
- [x] Sit pose at `steps_end`. Photo: brief raise of the influencer/tourist prop. Performer
|
||||
stays put and plays the hat/sign.
|
||||
|
||||
## Audio
|
||||
|
||||
Completed 2026-10-31 (working tree). Headless **134/134**; `src/test/smoke_audio.gd` checks the bed follows mood and the radio crackles, headless and windowed (real audio server).
|
||||
|
||||
`AudioFeedback` is sine beeps. DONE called that "crowd ambience"; it is not.
|
||||
|
||||
- [x] Loop a low crowd bed that rises with `CrowdSystem.mood`.
|
||||
- [x] Radio open/close crackle on the existing radio panel, still headless-safe (no-op without
|
||||
an audio server).
|
||||
|
||||
## Accessibility
|
||||
|
||||
Completed 2026-10-31 (working tree). Headless **139/139**; verified visually at 1.4x font scale with the shape meter showing.
|
||||
|
||||
- [x] Escalation colors that still read in grayscale (shape or label, not hue alone).
|
||||
- [x] HUD font scale in settings.
|
||||
@@ -10,17 +10,168 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
- Eventing: no autoload signal bus. `ShiftCoordinator` owns an `EventBus` instance (`src/core/event_bus.gd`) passed to subsystems; subsystems emit only when a bus is assigned. Autoloads at parse time are unreliable under `--script`.
|
||||
- Static signals are not available in Godot 4.3 GDScript ("Expected func or var after static") — do not use them.
|
||||
- GDScript lambdas capture local variables **by value**; mutating a captured local inside a lambda does not affect the outer variable. Use member functions for accumulators in tests.
|
||||
- Prototype shift duration defaults to 300 s for testing; production targets 10-15 minutes per PLAN.md.
|
||||
- Shift length is the scenario's `shift_duration_s` (900 s in all three venues). Tests and the screenshot tool override elapsed time; they do not change the default.
|
||||
- RNG: NPC reactions and event scheduling are seedable for deterministic tests.
|
||||
|
||||
## Handoff (read this first)
|
||||
|
||||
- Repo: `/run/media/system/DATA/Documents/06-games/security-game`. Godot: `~/.local/bin/godot` (4.3.stable).
|
||||
Tests: `godot --headless --path . --script res://src/test/test_runner.gd` → **88/88**.
|
||||
Session shell smoke: `godot --headless --path . --script res://src/test/smoke_session_shell.gd` → exit 0.
|
||||
Windowed control smoke: `godot --path . --script res://src/test/smoke_focus_radial.gd` → exit 0.
|
||||
- `main` is in sync with origin. **v0.2.2** tags the session-shell + world-follow-up commit;
|
||||
CI builds the portable binaries, NSIS installer, and AppImage on the tag push.
|
||||
- Next work: `TODO.md` scenario content gaps (Joke Shop / Studio / Building events), then the
|
||||
remaining polish and tooling items.
|
||||
- Do not re-open `override_access`. Do not bind wand to `W`. Do not remove the radio easter egg.
|
||||
|
||||
## Current State
|
||||
|
||||
- Core simulation, three scenarios, headless tests (**52 passing**), and a first-person prototype with interaction HUD, access inspection, radio (assist + emergency hold-to-confirm), debug overlay, and shift review are implemented and green.
|
||||
- Access artifacts: `src/core/access_loadout.gd` builds from event `override_access` + venue policy.
|
||||
Spawn signal is now `(profile, intent, npc_id, event)`. Recognition is not auto-attached to every
|
||||
guest. `AccessVerifier.verify(..., already_screened=false)` so Joke Shop scoring uses
|
||||
`controller.screened`. Joke Shop/Studio gained `sidewalk`/`steps_end` waypoints. Wand venues roll
|
||||
`carried_items` per spawn (seeded). Tests in `src/test/tests/test_access_loadout.gd`.
|
||||
- Wand shortcut is **`C`**, not `W` (`W` is walk). `radio_emergency` input map no longer includes W.
|
||||
`hud.controls` / `hud.screen_first` updated.
|
||||
- Control pass (in tree, uncommitted, smoke-tested): cone focus via `src/game/npc_focus.gd`,
|
||||
accel/decel, gravity only airborne, `input_locked` freeze, Esc no longer on the guard.
|
||||
`NpcAvatar` in group `npc`; neck/hair/eyes/shoes; blue focus circle + `Label3D` name; `set_focus_visual`.
|
||||
`src/game/ui/action_radial.gd` doughnut (LMB/Space open, A/D/arrows, Space/click confirm, Esc/RMB
|
||||
cancel). Crosshair CanvasLayer. Emergency still `R` only. Number keys 1–6 when the wheel is closed.
|
||||
- Named input actions now exist and are used: `action_menu`, `confirm`, `cancel` (Esc + RMB),
|
||||
`inspect` (E), `wand` (C). The old unused `interact` action was removed.
|
||||
- Runtime fixes from the smoke: `Head` is +1.6 above the guard root (root sits on the floor); guard
|
||||
spawns in front of the door facing the street; building volume moved to z ∈ [-8,-4] so the door,
|
||||
awning, and marquee are visible; step treads rise toward the door; `ShiftCoordinator` pulls the
|
||||
event scheduler once per simulated second (was every physics frame → >1200 NPCs in seconds);
|
||||
`GameManager.MAX_LIVE_NPCS = 16` caps live avatars.
|
||||
- **Session shell (2026-10-31, uncommitted):** the game now boots into `StartMenu`
|
||||
(`src/game/ui/start_menu.gd`, layer 20) instead of a live shift. `GameManager._on_venue_selected()`
|
||||
builds the scenario and calls `_start_shift()`; `_shift_running` gates input and `_refresh_freeze()`.
|
||||
Esc with nothing open now pauses (`PauseOverlay`, layer 18) → resume / restart / settings /
|
||||
quit-to-menu. `SettingsPanel` (layer 22) writes `look_sensitivity` + `hud_font_scale` through
|
||||
`Save.save_settings()` → `user://settings.json`; `Save.load_settings()` merges over
|
||||
`Save.DEFAULT_SETTINGS` on boot and `GameManager._apply_settings()` pushes them into the guard/HUD.
|
||||
Shift review "Run another shift" now calls `_show_start_menu()` (not a silent restart). `V` stays a
|
||||
debug venue bind. Smoke: `src/test/smoke_session_shell.gd` (menu → shift → pause → settings → menu).
|
||||
- **World follow-ups closed (2026-10-31):** skyline backdrop restored with `T_SKYLINE`
|
||||
(`assets/textures/skyline.png`, regenerated RGBA with a transparent sky) and an
|
||||
`TRANSPARENCY_ALPHA_SCISSOR` unshaded material (`_skyline_mat`); steps + landing are a
|
||||
`StaticBody3D` with per-tread `BoxShape3D` colliders; marquee `font_size` 160 / outline 24; focus
|
||||
circle (blue disc in front of the face) + name tag 48px; `NpcAvatar.ephemeral`/`lifetime_s` despawns routine traffic
|
||||
(authored events stay). Guard spawn height verified on the landing (guard_y=0.84).
|
||||
- **PLAN verbs (2026-10-31, uncommitted):** the radial now has 12 slices
|
||||
(`Stop, Look, Point, No, Ask, Inspect, Wand, Warn, Block, Reason, Recognize, Radio`).
|
||||
`eye_contact` reuses the Level 1 reaction table via `_apply_interaction`. Recognition is a player
|
||||
decision: `NPCController.player_recognized` + `IncidentRecorder.add_access_evidence`, and
|
||||
`GameManager._artifacts_for()` prepends a `RECOGNITION` artifact only after the player declares
|
||||
it. The body camera is a real flag (`GameManager.body_camera_on`, `Hud.set_body_camera`), off by
|
||||
default, `B` toggles it, and a formal warning arms it and writes a `body_camera` incident event.
|
||||
Blocking also calls `_station_between()` to physically place the guard 0.9 m from the NPC toward
|
||||
the entrance. `_request_reason()` logs the NPC's seeded `dialogue_lines` pick.
|
||||
- **NPC navigation was dead (fixed 2026-10-31):** avatars never moved in the live game, for three
|
||||
stacked reasons. (1) `agent.target_position` was re-assigned every physics frame, which
|
||||
invalidates the path so `get_next_path_position()` keeps returning the current point — only set
|
||||
it when the target changes. (2) Nav path points sit on the navmesh plane (y=0) while bodies stand
|
||||
at y≈0.5, so a 3D "are we there" test always looked 0.5 m away and the horizontal direction was
|
||||
zero — compare horizontally. (3) `path[0]` is the old start point, so picking any point "far
|
||||
enough away" can pick the point behind you and oscillate — pick the first point that is
|
||||
**closer to the goal** than the current position. `_nav_try_frames`/`_move_direct` fallback is
|
||||
still there.
|
||||
- **Crowd reactions listen on the EventBus:** `CrowdSystem.apply_event()` emits
|
||||
`event_bus.crowd_changed`; its own `changed` signal is never emitted. `GameManager._connect_crowd()`
|
||||
therefore connects to `coordinator.event_bus.crowd_changed` (reconnect after every
|
||||
`coordinator.setup()`, which recreates both crowd and event bus).
|
||||
- **Crowd presentation:** `NpcAvatar.start_rubberneck(at)` (idle bystanders away from the door stop
|
||||
and face the incident for 12 s) and `start_flee(from)` (panic: walk away at 2.4 m/s, then free
|
||||
themselves). Someone `awaiting_interaction` within 3 m of the door is "engaged" and does not
|
||||
rubberneck. Use `position` (not `global_position`) for that distance check so it also works in
|
||||
headless tests outside the tree.
|
||||
- **Perf:** a busy 16-NPC entrance measured ~1.2 ms/frame (824 fps with vsync off, 800 samples),
|
||||
so LOD/culling is not warranted at `MAX_LIVE_NPCS = 16`. Re-measure before raising the cap.
|
||||
- **Incident recording was dead:** `IncidentRecorder.start_incident()` was never called, so every
|
||||
`add_event`/`add_access_evidence` silently no-opped and the review always showed 0 incidents.
|
||||
`_begin_incident()` now starts one per focused NPC (`has_open_incident()` guard), verbs call
|
||||
`_ensure_incident()`, and `ShiftCoordinator._finish_shift()` closes leftovers as `unresolved`
|
||||
before building the review.
|
||||
- **Accessibility (2026-10-31):** escalation text is `"<name> [###--] L3/5"` via
|
||||
`Hud.escalation_meter(level)` (pure, tested) so the cue survives grayscale. HUD font scale uses
|
||||
`add_theme_font_size_override` on the core labels (`set_font_scale`), **not** `Control.scale`,
|
||||
which pushed the right-anchored clock label off-screen. Settings load before `_build_ui()`, so
|
||||
`_ready()` re-applies player settings after the HUD exists.
|
||||
- **Audio (2026-10-31):** `AudioFeedback.start_crowd_bed()` builds a 4 s looping `AudioStreamWAV`
|
||||
(one-pole-filtered noise + 68/103 Hz drone, seeded) and `set_crowd_level(mood)` maps 0..1 to
|
||||
-34..-12 dB. `play_radio_open/close` push short filtered-noise bursts. All procedural; with a
|
||||
dummy (headless) audio server the calls are no-ops. `_free_player()` returns null when `_ready`
|
||||
has not run (tests), and callers handle null.
|
||||
- **NPC theater (2026-10-31):** `NpcAvatar.theater_pose()` maps `intent` + `arrived` to
|
||||
idle/sit/photo/film/perform. Pure helpers `crouch_for_pose`, `prop_lift_for_pose`,
|
||||
`sway_for_pose` keep the math testable. Sit lowers the rig by 0.34 and swings the legs forward
|
||||
(negative X pitch; positive looked like kneeling). `_photo_prop` is set for influencer/tourist
|
||||
cameras, `_sign_prop` for protester/performer boards; their base Y values are captured at build
|
||||
time so the animation offsets from rest.
|
||||
- **Body-camera timeline (2026-10-31):** `src/game/ui/event_timeline.gd` flattens
|
||||
`review.incidents.incidents[].events` into one time-ordered list (`flatten`), formats each row
|
||||
with `describe`, and steps with Left/Right or the buttons. `ShiftCoordinator.started_at_ms`
|
||||
gives the review an absolute start for mm:ss stamps. `GameManager._open_timeline` hides the
|
||||
review dim (two stacked overlays made the screen nearly black) and `_timeline_from_review`
|
||||
restores it on close. Smoke: `src/test/smoke_timeline.gd`.
|
||||
- **Radio dispatch was dead after the first shift:** `coordinator.setup()` builds a new
|
||||
`RadioSystem`, so the `responder_arrived` connection made in `_ready` was lost on every venue
|
||||
switch/restart (responders never resolved anything). `_connect_radio()` now re-wires it next to
|
||||
`_connect_crowd()` after every setup. Same class of bug as the crowd signal.
|
||||
- **Emergency aftermath:** `ShiftCoordinator.responder_outcomes` / `investigations` feed the review.
|
||||
`evacuation` (emergency call, low danger, no weapon) locks the door, makes every NPC flee, marks
|
||||
them `leave_requested`, and applies a `security_failure` hit. An emergency placed while
|
||||
`current_npc_truth` has no weapon and `danger_level <= 1` appends an investigation note, records
|
||||
`investigation_opened`, and applies `false_report` -6.
|
||||
- **Skyline backdrop (2026-10-31):** `PlaneMesh` defaults to a **horizontal** XZ plane — set
|
||||
`mesh.orientation = PlaneMesh.FACE_Z` or the "backdrop" renders as a band overhead. The skyline
|
||||
is now a ring of four 400x60 planes at 200 m (center y=30, so building bases meet the ground),
|
||||
`TEXTURE_FILTER` default, `TRANSPARENCY_ALPHA_SCISSOR` with threshold **0.5** (0.3 left faint
|
||||
mip dashes across the sky), unshaded with a lifted albedo (`Color(2.6,2.7,3.0)`) so it is not
|
||||
pure black. Ground is 500x500 so no sky gap shows under the buildings. The `skyline.png` import
|
||||
needs `mipmaps/generate=true`.
|
||||
- **Asset gotcha:** `assets/textures/game_ready/` is *not* imported (no `.import`). Use the
|
||||
imported `assets/textures/skyline.png` path. Untracked duplicate folder should not be referenced.
|
||||
- Host sign-in follow-up remains deferred.
|
||||
- **Release publishing was broken since v0.2.2 (fixed 2026-10-31):** `publish_release.sh`
|
||||
only built `AUTH` in the `GITEA_TOKEN` branch; the `~/.git-credentials` branch set `CRED`
|
||||
and then used unbound `${AUTH[@]}` under `set -u`, so every API call failed and the tag
|
||||
job ended "could not create or find release". The repo also has **no** `GITEA_TOKEN`
|
||||
secret (`/actions/secrets` is empty) and the runner has no git credentials. Fixes: the
|
||||
script sets `AUTH=(-u "$CRED")`; the workflow falls back to `github.token`
|
||||
(`secrets.GITEA_TOKEN || github.token`). **v0.2.9 is the only release after v0.2.1**
|
||||
(built and published locally, all five artifacts); v0.2.4–v0.2.8 tags have no release
|
||||
artifacts. Verify the CI fallback on the next tag push. PLAN.md + ADRs 0007–0010 still describe the intended UX.
|
||||
- **Release v0.2.1 is LIVE** (2026-10-31): CI run 1110 built the NSIS installer + AppImage
|
||||
and published — installers/AppImage are on the releases page. Releasing = bump version → tag → push.
|
||||
- NSIS gotchas (validated in a local ubuntu:24.04 docker repro): makensis uses `-D` defines
|
||||
(never `/D`), resolves relative `-DICON`/`-DARTIFACT` against the **script directory** so CI
|
||||
passes `$PWD`-absolute paths; installed exe must be space-free (`step-line.exe`); ICO must be
|
||||
classic BMP entries (ImageMagick `icon:auto-resize=48,32,16`; PIL emits PNG-compressed ICOs NSIS
|
||||
cannot load).
|
||||
- appimagetool runs system `appstreamcli` if present (strict, exit 3 on warnings) — project
|
||||
metadata now passes `--pedantic`.
|
||||
- Distribution facts (verified via Gitea API + host creds): repo is **public**, account is
|
||||
admin; `v0.2.1` has all 5 assets; the installers were initially missing from the release
|
||||
because `publish_release.sh` uploaded only portables — now fixed (uploads installer +
|
||||
AppImage; falls back to `~/.git-credentials` when no `GITEA_TOKEN`).
|
||||
- Host sign-in: instance `[service] REQUIRE_SIGNIN_VIEW=true` blocks anonymous browse/download
|
||||
(not a repo/API setting). `~/.git-credentials` holds the Gitea creds (basic-auth usable);
|
||||
`.env` only holds `OPENROUTER_API_KEY`.
|
||||
- **Release v0.2.0 was LIVE**: pushing the `v0.2.0` tag made Gitea Actions run the build job
|
||||
and publish automatically (host has the `GITEA_TOKEN` secret). Tag page and `/releases` are
|
||||
public (HTTP 200). Caveat: anonymous **asset downloads** redirect to login on this host
|
||||
(host setting — tracked in TODO). Future releases = bump `config/version`, `git tag vX.Y.Z`,
|
||||
push. No local token needed.
|
||||
- Core simulation, three scenarios, v0.2.1 installers/AppImage, first-person prototype (inspect/wand/radio, shift review, Tab targeting, V venue cycle) are on local `main`. Tagged v0.2.1 was 57 tests; this working tree is **74/74**.
|
||||
- NPC avatars now walk to per-intent waypoints (`VenueScenario.waypoint_for_intent`): enter/trespass/deliver/arrive → entrance, photo/film/perform/wander/roam → sidewalk, sit → steps_end. `NpcAvatar.setup` takes an explicit `door_position`.
|
||||
- Returning-trespasser behavior: `NpcProfile.return_probability` (trespasser 0.6, mental-crisis 0.4, others 0). `NPCController._maybe_schedule_return()` moves a directed-away NPC to `LOITERING_DISTANT`; `tick_return(delta)` fires after 20-60s and transitions back to `APPROACH`. `NpcAvatar._advance_fsm` re-targets the door on return.
|
||||
- Perception pass: `NPCController.perceive_guard(distance)` returns `{noticed, band, reaction}` with bands `unaware` (>6m), `aware` (2-6m), `near` (<2m). Near + temperament ≥0.6 → ARGUE, else COMPLY. `GameManager._perception_pass()` feeds real guard distance each physics tick and logs first-time notice.
|
||||
- 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` classifies carried items as prohibited vs false-alarm vs clear. `NpcProfile.carried_items` is filled at spawn on wand venues. `GameManager` binds **`C`** to `_toggle_wand_screening` and `A`/`D` to `decide_wand` while inspect/wand is open. `decide_access` still blocks admission until `controller.screened` is true, and `verify` now takes that flag. Door-staff lines log through GameManager.
|
||||
- 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`
|
||||
@@ -54,29 +205,92 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
- 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.
|
||||
- General image pipeline: `python3 tools/asset_pipeline.py` defaults to
|
||||
`openai/gpt-5-image-mini`, requests supported 1:1/3:2 sources, then fits each role's target.
|
||||
It provides crop, resize, tile edge blending, alpha-glyph recoloring, and role-aware audits.
|
||||
Screenshot auditing checks 1280x720 minimum, 16:9 aspect, and contrast; visual composition
|
||||
remains a manual check. Python tools require Pillow from `requirements-tools.txt`.
|
||||
- AI texture mode: `python3 tools/generate_textures.py --ai` generates textures via the
|
||||
OpenRouter image API (`POST https://openrouter.ai/api/v1/images`, model
|
||||
`bytedance-seed/seedream-4.5` by default, base64 PNG in `data[].b64_json`). Requires
|
||||
`OPENROUTER_API_KEY` (a gitignored `.env` in the repo root holds it locally; source it
|
||||
with `set -a && . ./.env && set +a`). `--prompt`/`--name`/`--model`/`--size` override the
|
||||
default batch. Output is downscaled to ≤1024px. NOTE: seedream rejects sizes below
|
||||
3,686,400 px (1920×1920), so the script requests `GEN_SIZE=2048` and downscales — do not
|
||||
lower `GEN_SIZE` below 1920. Verified end-to-end 2026-10-31 (3 textures generated).
|
||||
Legacy `--ai` remains on Seedream 4.5 and still ignores `background: transparent`; do not
|
||||
use it for alpha-dependent assets. Gemini 3.1 Flash Image advertised broad ratios but the
|
||||
current provider rejected authentication. The validated role-aware model is GPT-5 Image Mini.
|
||||
- Runtime assets: all 15 loaded world/HUD/card textures now live in
|
||||
`assets/textures/ai/game_ready/`; each passes role audit. Generated tile edges are blended,
|
||||
icon alpha masks are recolored white where needed, and the vignette uses the existing
|
||||
deterministic generator because the API returned an empty transparent image. The six
|
||||
`docs/screenshots/` captures were regenerated after wiring and pass screenshot audit.
|
||||
- Detailed graphics: textured facade/awning/skyline, humanoid NPC rigs + props + walk bob +
|
||||
attention head-turn, inspection artifact cards, mode icons, escalation vignette, body-cam
|
||||
overlay (REC + shift clock). Screenshot set regenerated (`docs/screenshots/`, day + night).
|
||||
- Polish: wand scan cooldown (`WAND_COOLDOWN_S` + `wand.recharge` message).
|
||||
- NOTE: collaborators occasionally add uncommitted work to this shared tree (e.g. the radio
|
||||
easter egg); check `git status` before committing and leave foreign changes untouched unless asked.
|
||||
|
||||
- Screen-design references (`tools/screen_designs.py`, tests in `tools/test_screen_designs.py`):
|
||||
`generate` turns the screen descriptions in `docs/` (README captions, ADRs 0007–0010,
|
||||
PLAN, architecture) into reference images under `docs/screens/designs/` — `--draft`
|
||||
draws offline Pillow wireframes, `--ai` generates realistic 3D scenes / in-game UI via
|
||||
OpenRouter (default model `openai/gpt-5-image-mini`). Screens are tagged `scene` or
|
||||
`ui`; prompts get a shared art-direction suffix, and requests use a 3:2 landscape
|
||||
source cropped to 16:9 (not a square centre-crop). `compare` checks `docs/screenshots/*.png` for aspect/size/
|
||||
blank-frame and coarse layout/palette/detail drift. Drift distances are warnings, not
|
||||
failures: a mockup never matches a real render, so semantic composition is a follow-up
|
||||
vision-model judge (tracked in TODO).
|
||||
|
||||
## Known Issues / Notes
|
||||
|
||||
- RefCounted reference cycle: `NPCController` holds an `FSM` that holds a back-reference to its owner, so test suites report "resources still in use at exit". Benign (process exit), but worth breaking later (e.g. `WeakRef` or explicit `dispose()`).
|
||||
- Reference cycles are fixed: `FSM` holds its owner via `WeakRef`, `ShiftCoordinator` is
|
||||
`RefCounted`, and persistence tests free the `Save` node — the suite exits with no
|
||||
"resources still in use" warnings (was ~13). If a future subsystem introduces a cycle,
|
||||
repeat the WeakRef pattern.
|
||||
- Shift length: `GameManager` uses the scenario's `shift_duration_s` (900s ≈ 10-15 min);
|
||||
tests and the screenshot tool override elapsed time directly.
|
||||
- Headless (dummy renderer) logs "Parameter m is null" from `mesh_get_surface_count`; it does not occur with a real GL driver and does not affect logic.
|
||||
- Steps are visual-only (no collider) so NPCs can path to the entrance; the guard spawns on the landing so it never needs to climb.
|
||||
- Persistence tests write into the real `user://shift_results.json` (harmless local pollution of the demo history).
|
||||
- macOS export required `rendering/textures/vram_compression/import_etc2_astc=true` in `project.godot` (universal build demands ETC2 ASTC enabled).
|
||||
- Joke Shop `door_staff_lines` authored but not yet surfaced in the prototype UI (tracked in TODO).
|
||||
- Joke Shop `door_staff_lines` are logged through `GameManager` (inspect / wand / refuse). They are not a separate dialogue UI.
|
||||
- Access loadout is implemented in the working tree (see Current State); do not re-fix `override_access` as if it were still unread.
|
||||
- `Save.SETTINGS_FILE` is declared and unused; no mouse-sensitivity or pause menu yet.
|
||||
- Headless suite is **77/77**; the windowed focus/radial smoke passes. Remaining visual follow-ups are at the top of `TODO.md`.
|
||||
- Typed spawn signal extra args: handlers must accept the 4th `event: Dictionary` or Godot will not call them (`test_shift_coordinator_runs_a_shift` failed until `_on_spawn` took four args).
|
||||
- GDScript inference trap that broke the main scene: a `var` typed as a base class
|
||||
(`radial: CanvasLayer`) exposes script members as `Variant`, so `var x := radial.is_open` is a
|
||||
parse error. Type it as the script type (`ActionRadial`) or annotate the local explicitly.
|
||||
`--check-only --script` cannot see the `Save` autoload; use a real boot (`--quit-after 180`) to
|
||||
verify a full-scene compile.
|
||||
- Do not snapshot right after changing a transform in the same frame: `capture_screenshots.gd`
|
||||
needs a state/frame gap or the capture uses the old camera orientation.
|
||||
- `EventScheduler` probabilities are per simulated second, not per call. Never poll it per frame.
|
||||
- Screenshot staging lives in `src/test/capture_screenshots.gd` (guard at z≈10.5 facing the door).
|
||||
`docs/screenshots/` copies are manual: copy from `user://screenshots/`.
|
||||
|
||||
## Open Questions
|
||||
|
||||
- Add a vision-model (LLM) judge on top of the screen-design comparison: pixel and
|
||||
perceptual metrics cannot decide whether a screenshot's composition is correct.
|
||||
- Whether the responder avatar should be playable/controllable or purely scripted.
|
||||
- Localization target languages beyond English.
|
||||
- macOS notarization approach for broad distribution.
|
||||
|
||||
## Plan vs TODO Gaps (evaluated 2026-10-31, all resolved)
|
||||
## Plan vs code (re-evaluated)
|
||||
|
||||
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`.
|
||||
On local `main` (6 commits not on origin): v0.2.1 packages, ADRs 0007–0010, asset pipeline wired to
|
||||
`assets/textures/ai/game_ready/`, screenshots refreshed.
|
||||
|
||||
Uncommitted: `AccessLoadout`, control pass (cone, ring, radial, NPC face, named input actions),
|
||||
and boot/spawn fixes. Headless 77/77; windowed smoke passes. Access-artifact and control-pass
|
||||
sections moved to `DONE.md`.
|
||||
|
||||
Still in `TODO.md`: world follow-ups (guard float, step colliders, skyline asset, marquee size);
|
||||
session shell; leftover PLAN verbs; crowd rubberneck; emergency aftermath; body-cam replay;
|
||||
sit/photo/film poses; real crowd audio; Joke Shop/Studio extra events; PLAN.md says GUT/GitHub.
|
||||
|
||||
<!-- b64: RWFzdGVyIGVnZzogYSByYXJlIHJhZGlvIHRyYW5zbWlzc2lvbiAiwr9Ew7NuZGUgZXN0w6EgbGEgbW90YT8iIGZpcmVzIHZpYSBHYW1lTWFuYWdlci5fbWF5YmVfcmFkaW9fZWFzdGVyX2VnZyAoMi41JSBjaGFuY2UgYWZ0ZXIgYSBzdWNjZXNzZnVsIHJhZGlvIGNhbGwpLiBTdHJpbmcga2V5IHJhZGlvLmVhc3Rlcl9lZ2cgaW4gY29udGVudC9zdHJpbmdzLmVuLmpzb24uIERvIG5vdCByZW1vdmUu -->
|
||||
@@ -432,13 +432,15 @@ The venue-driven architecture maps onto Godot as follows:
|
||||
|
||||
## Testing
|
||||
|
||||
- Unit and scenario tests use the GUT (Godot Unit Test) framework.
|
||||
- Unit and scenario tests use a lightweight custom headless runner
|
||||
(`src/test/test_runner.gd`). GUT was evaluated but requires the editor plugin.
|
||||
- Tests run in headless mode so rules, access verification, escalation, and scoring can be verified without rendering or user input.
|
||||
|
||||
## Version Control and CI
|
||||
|
||||
- Source is tracked with git.
|
||||
- GitHub Actions runs headless Godot tests and, in later stages, exports desktop builds.
|
||||
- Gitea Actions (`.gitea/workflows/build.yml`) runs headless Godot tests on push/PR and exports
|
||||
Linux/Windows/macOS desktop builds plus the NSIS installer and AppImage on tags.
|
||||
|
||||
## Planned Commands
|
||||
|
||||
@@ -446,12 +448,148 @@ The following commands apply once the Godot project is scaffolded:
|
||||
|
||||
- Open the editor: `godot --editor --path .`
|
||||
- Run the game: `godot --path .`
|
||||
- Run tests headlessly via GUT.
|
||||
- Run tests headlessly: `godot --headless --path . res://src/test/test_runner.tscn`
|
||||
|
||||
## Export Targets
|
||||
|
||||
Desktop is the first target: Windows, Linux, and macOS. Web export is a later option.
|
||||
|
||||
## Player Control, Focus, and Action Menu (next pass)
|
||||
|
||||
The prototype already walks and looks in first person, but the control scheme fights itself and targeting is a hairline. This pass replaces that with three things that belong together: solid locomotion, a visible focus on a person, and a round action menu for what to do with them.
|
||||
|
||||
Decisions: [ADR-0007](docs/adr/0007-locomotion-and-input-layers.md) locomotion and input layers, [ADR-0008](docs/adr/0008-cone-focus-and-head-ring.md) cone focus and focus circle, [ADR-0009](docs/adr/0009-radial-action-menu.md) radial action menu, [ADR-0010](docs/adr/0010-procedural-npc-presentation.md) procedural NPC presentation.
|
||||
|
||||
### What is wrong today
|
||||
|
||||
- `W` is walk-forward in the input map and wand-screening in `GameManager._handle_key`. Walking at someone with a wand venue fires the wand.
|
||||
- `A` / `D` are strafe and also allow/deny during inspection.
|
||||
- `Q` is polite direction and is also bound as `cancel`.
|
||||
- Focus is an 8 m physics ray from the camera. Missing a capsule by a few pixels clears the target. There is no mark in the world that you have someone.
|
||||
- NPC bodies are colored capsules with props. They read as markers, not people.
|
||||
- Actions live on number keys `1`–`6` plus `Q` / `E` / `W` / `R`. That is a cheat-sheet, not a verb you pick while looking at a person.
|
||||
- `Esc` only toggles mouse capture. There is no "I changed my mind" for an action in progress.
|
||||
|
||||
### Movement and look
|
||||
|
||||
Keep first-person WASD + mouse look. Fix the feel and stop stealing those keys.
|
||||
|
||||
- Body yaw from mouse X, head pitch from mouse Y, pitch clamped (already `-80` to `80`).
|
||||
- Move relative to body yaw only (already). Add short acceleration / deceleration so starts and stops are not instant.
|
||||
- Gravity only when `not is_on_floor()`; `floor_snap_length` so the steps work.
|
||||
- Mouse look runs only while `MOUSE_MODE_CAPTURED` and no modal UI is open (radial, inspection, wand, radio, shift review).
|
||||
- Walk speed stays around 3.2 m/s. No sprint, no crouch in this pass.
|
||||
- While the radial is open: freeze look and WASD so `A` / `D` can cycle the menu. Recapture the mouse when the menu closes.
|
||||
- `Esc` with a modal open closes that modal and does nothing else. `Esc` with nothing open keeps the current capture/release toggle.
|
||||
|
||||
Equipment stays on its own keys because it is not about a person: `G` flashlight, `L` door lock, `Tab` cycle nearby people, `V` venue (debug), `F` debug overlay. `R` stays the dedicated emergency radio (hold-to-confirm on the existing panel). Those do not go on the wheel.
|
||||
|
||||
Wand leaves `W`. It is a slice on the wheel (greyed when the venue has no wand) and an optional extra key that is not WASD, suggested `C`.
|
||||
|
||||
### Focus area
|
||||
|
||||
Replace the hairline ray as the primary picker.
|
||||
|
||||
- A **focus cone** in front of the camera: people within about 10 m whose head projects inside a screen-space circle around the crosshair (about 90 px / 10 degrees).
|
||||
- If several heads sit in the circle, pick the one closest to the center, then the nearer one if tied.
|
||||
- The person must be in front (dot with camera forward > 0) and not fully occluded by the building. A short ray to the head is enough for occlusion.
|
||||
- `Tab` still cycles people inside 12 m as the aim-free path. Cycling sets the same focused person the cone would.
|
||||
- Clearing: look away until the head leaves the circle for a few frames (small grace so a bob does not drop them), or they walk out of range.
|
||||
|
||||
### Focus circle
|
||||
|
||||
When a person is in focus, draw a blue, semi-transparent circle in front of their face.
|
||||
|
||||
- Attach to the avatar `Head` node, just in front of the face, billboarded to the camera so it stays a circle on screen.
|
||||
- Slow spin is fine; no ping-pong scale spam.
|
||||
- Idle focus: blue, semi-transparent, modest size. Radial open on that person: brighter, slightly larger.
|
||||
- Optional small name under the circle (`display_name` only, not the archetype cheat `Violent Threat` in the world). The existing HUD target line can keep the archetype for the prototype.
|
||||
- One circle at a time. Everyone else has none.
|
||||
|
||||
Implementation sketch: a thin unshaded `MeshInstance3D` circle (flat disc) in front of the face on the avatar, toggled from `GuardController` / `GameManager` when focus changes. Screen-space fallback (unproject head, draw a `Control` circle) is acceptable if the 3D circle z-fights on hats.
|
||||
|
||||
### Round action HUD
|
||||
|
||||
A doughnut / pie menu centered on the screen, opened on the focused person.
|
||||
|
||||
**Open**
|
||||
|
||||
- Left mouse button, or `Space`, while someone is in focus and no other modal is open.
|
||||
- If nobody is in focus, log the existing "aim first" line and do not open.
|
||||
- The click that opens the menu must not also pick a slice.
|
||||
|
||||
**While open**
|
||||
|
||||
- Mouse becomes visible. Look and walk freeze.
|
||||
- Center of the doughnut shows the focused person's `display_name`.
|
||||
- Slices, clockwise from the top, de-escalation first:
|
||||
1. Raise hand (stop / wait)
|
||||
2. Point away
|
||||
3. Head shake
|
||||
4. Polite direction (old `Q`)
|
||||
5. Inspect access (old `E`)
|
||||
6. Wand (grey if the venue has no wand)
|
||||
7. Formal warning
|
||||
8. Block
|
||||
9. Radio assist
|
||||
- Emergency is **not** on the wheel (`R` only).
|
||||
- Highlight follows the mouse angle when the cursor is over the ring. `Left` / `Right` or `A` / `D` step the highlight. Wrap around.
|
||||
|
||||
**Confirm**
|
||||
|
||||
- Click a slice: that action runs, menu closes, mouse recaptured.
|
||||
- `Space` while a slice is highlighted: same.
|
||||
- Inspect or wand: close the wheel, then open the existing inspect / wand panel. Allow / deny on that panel stay `A` / `D` (walk is frozen only while the wheel is up; once the inspect panel is open, WASD can move again, so allow/deny on `A` / `D` remains a press handler and must ignore repeats / echo, which it already does). Safer: keep walk frozen for inspect/wand too, until the panel closes. Prefer freeze until the whole interaction ends.
|
||||
- Radio assist: close the wheel, open the existing radio panel.
|
||||
|
||||
**Cancel**
|
||||
|
||||
- `Esc` or right mouse button: hide the menu, no action, no recorder event, recapture mouse.
|
||||
- Focus and the focus circle stay as they were.
|
||||
|
||||
Number keys `1`–`6` may remain as shortcuts that skip the wheel so a smoke-test script still works. They must not fire while the wheel is open (the wheel owns `A` / `D` / `Space`). Document both in the README.
|
||||
|
||||
### NPC display
|
||||
|
||||
Stay on the procedural capsule rig (no Mixamo / GLB dependency this pass). Make them read as people at conversation distance.
|
||||
|
||||
- Neck between torso and head; shoes; simple hair cap (color from seed); two dark eye spheres on the face so a head has a front.
|
||||
- Keep archetype props (camera, box, hat, sign, bag). Keep height / brightness variation from the visual seed.
|
||||
- Collision capsule matches the scaled height so the focus ray / cone hits the body you see.
|
||||
- `Head` stays a named node other systems can find (`get_node("Rig/Head")`) for the ring and the cone.
|
||||
- Walk bob and the "look at the guard when noticed" cue stay.
|
||||
- Do not put the internal type name (`Trespasser`, `Violent Threat`) on the body. The player should judge from clothes, props, and behavior. The debug overlay (`F`) can still print the type.
|
||||
|
||||
AI textures in `assets/textures/ai/` stay out of this pass unless a specific map (shirt, hair) is already the right size.
|
||||
|
||||
### Input map (target)
|
||||
|
||||
| Action | Bind |
|
||||
| --- | --- |
|
||||
| Walk | WASD / arrows (arrows **do not** walk while the wheel is open; they step the highlight) |
|
||||
| Look | Mouse, captured |
|
||||
| Open / confirm action menu | LMB, `Space` |
|
||||
| Cancel menu | RMB, `Esc` |
|
||||
| Step highlight | `A` / `D`, left / right arrows |
|
||||
| Emergency radio | `R` |
|
||||
| Flashlight | `G` |
|
||||
| Door lock | `L` |
|
||||
| Cycle nearby people | `Tab` |
|
||||
| Wand shortcut | `C` (not `W`) |
|
||||
| Inspect shortcut | `E` still allowed when the wheel is closed |
|
||||
|
||||
### Files this pass is expected to touch
|
||||
|
||||
- `src/game/guard_controller.gd` — cone focus, no look while modal, accel, floor snap.
|
||||
- `src/game/npc_avatar.gd` — face / hair / neck, head marker, ring toggle.
|
||||
- `src/game/ui/action_radial.gd` — new Control, `_draw` doughnut, slice pick.
|
||||
- `src/game/ui/hud.gd` — host the radial; stop teaching number-key verbs as the only path.
|
||||
- `src/game/game_manager.gd` — input routing, freeze flags, open/confirm/cancel.
|
||||
- `project.godot` — input map.
|
||||
- `src/core/strings.gd` — controls line, aim-first, no new tone-of-voice.
|
||||
- `src/test/tests/test_focus_and_radial.gd` — cone pick, wrap, cancel emits nothing, `W` is not wand.
|
||||
- README controls table and smoke checklist.
|
||||
|
||||
## 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.
|
||||
|
||||
@@ -20,15 +20,22 @@ The central design goal is simple:
|
||||
|
||||
| Platform | Package |
|
||||
| --- | --- |
|
||||
| **Windows** | [`step-line-windows.exe`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, no install needed |
|
||||
| **Linux** | [`step-line-linux.x86_64`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, `chmod +x` and run |
|
||||
| **macOS** | [`step-line-macos.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · unsigned build, quarantine note below |
|
||||
| **Windows — installer** | [`step-line-setup-<ver>.exe`](https://git.allucanget.biz/zwitschi/security-game/releases) · contains all game data, shortcuts + uninstaller |
|
||||
| **Windows — portable** | [`step-line-windows-<ver>.exe`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, no install needed |
|
||||
| **Linux — AppImage** | [`step-line-<ver>-x86_64.AppImage`](https://git.allucanget.biz/zwitschi/security-game/releases) · single file, `chmod +x` and run |
|
||||
| **Linux — portable** | [`step-line-linux-<ver>.x86_64`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, `chmod +x` and run |
|
||||
| **macOS** | [`step-line-macos-<ver>.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · unsigned build, quarantine note below |
|
||||
|
||||
**All releases:** <https://git.allucanget.biz/zwitschi/security-game/releases>
|
||||
|
||||
> Releases are built automatically by Gitea Actions when a `vX.Y.Z` tag is
|
||||
> pushed (see [`docs/RELEASING.md`](docs/RELEASING.md)). Manual builds are
|
||||
> produced with `./tools/build_releases.sh`.
|
||||
> **Latest: v0.2.10** — release pipeline fix (tag builds publish automatically again).
|
||||
> Releases are built automatically when a `vX.Y.Z` tag is pushed
|
||||
> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
|
||||
> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
|
||||
> (NSIS + appimagetool) and uploads with the portable binaries.
|
||||
>
|
||||
> Note: on this host, downloading release files currently requires sign-in;
|
||||
> the page and tag URLs are public.
|
||||
>
|
||||
> macOS builds are unsigned: right-click → Open, or clear the quarantine with
|
||||
> `xattr -dr com.apple.quarantine step-line-macos.zip`. Build instructions and
|
||||
@@ -129,11 +136,82 @@ The architecture maps onto Godot 4 nodes, scenes, and custom resources as descri
|
||||
- **Navigation:** `NavigationRegion3D` and `NavigationAgent3D`
|
||||
- **NPC behavior:** Custom lightweight finite state machines driven by `NpcProfile` resources
|
||||
- **UI and audio:** Godot `Control` nodes, themes, audio buses, and `AudioStreamPlayer` nodes
|
||||
- **Art assets:** authored PNGs in `assets/textures/` (≤1024px, power-of-two) produced by `tools/generate_textures.py` and imported by Godot; structural geometry stays procedural (`WorldBuilder`)
|
||||
- **Art assets:** authored PNGs and the in-game generated set in `assets/textures/ai/game_ready/`; structural geometry stays procedural (`WorldBuilder`). The legacy `tools/generate_textures.py --ai` batch remains available.
|
||||
- **Asset tooling:** `tools/asset_pipeline.py` generates role-aware assets through OpenRouter and provides crop, resize, seamless-tile, and image-audit commands, including gameplay screenshot checks.
|
||||
- **Testing:** GUT (Godot Unit Test) in headless mode
|
||||
- **Source control:** git on a Gitea host with Gitea Actions (`.gitea/workflows/build.yml`) for headless tests and desktop release builds
|
||||
- **Targets:** Windows, Linux, and macOS desktop first; web later
|
||||
|
||||
### Image Asset Tools
|
||||
|
||||
Install the Pillow dependency used by the existing texture generator and the asset tools:
|
||||
|
||||
```bash
|
||||
python3 -m pip install -r requirements-tools.txt
|
||||
```
|
||||
|
||||
Generate a role-sized image (generation requires `OPENROUTER_API_KEY`):
|
||||
|
||||
```bash
|
||||
python3 tools/asset_pipeline.py generate --prompt "weathered red brick" --role tile --output assets/textures/brick_extra.png
|
||||
```
|
||||
|
||||
Generated images are resized to the selected role profile. Non-square requests use
|
||||
the validated `openai/gpt-5-image-mini` source ratio and crop to the final role dimensions.
|
||||
Transparent glyphs can be recolored while preserving their alpha mask with
|
||||
`--foreground '#ffffff'`.
|
||||
|
||||
Crop uses the image center by default; `--x` and `--y` select an explicit crop origin. Resize defaults to aspect-preserving `contain`; use `--fit cover` to crop or `--fit stretch` to distort to the exact dimensions.
|
||||
|
||||
```bash
|
||||
python3 tools/asset_pipeline.py crop assets/textures/source.png assets/textures/crop.png --width 256 --height 128
|
||||
python3 tools/asset_pipeline.py resize assets/textures/source.png assets/images/backgrounds/scene.png --width 1920 --height 1080 --fit cover
|
||||
python3 tools/asset_pipeline.py seamless assets/textures/rough_tile.png assets/textures/tile.png
|
||||
```
|
||||
|
||||
Audit accepts image files or directories. `--role auto` infers common roles from paths and filenames; explicit roles include `tile`, `texture`, `icon`, `card`, `banner`, `backdrop`, `background`, `overlay`, `app_icon`, and `screenshot`.
|
||||
|
||||
```bash
|
||||
python3 tools/asset_pipeline.py audit assets/textures
|
||||
python3 tools/asset_pipeline.py audit assets/images/backgrounds --role background --json
|
||||
python3 -m unittest discover -s tools -p 'test_*.py'
|
||||
```
|
||||
|
||||
The audit classifies measurable fit issues as `good` or `bad` based on role-specific dimensions, aspect ratio, alpha requirements, and tile-edge continuity. It lists perspective/projection as a visual review item because image semantics cannot be judged reliably by these deterministic checks.
|
||||
|
||||
### Screen design references
|
||||
|
||||
Screen mockups and screenshot comparison use `tools/screen_designs.py`. It turns the
|
||||
screen descriptions in `docs/` (README captions, ADRs 0007–0010, `PLAN.md`, and
|
||||
`architecture.md`) into reference images under `docs/screens/designs/`, then uses
|
||||
those images as the expected state to check the game's captures.
|
||||
|
||||
Each screen is tagged `scene` (a realistic first-person 3D world view) or `ui`
|
||||
(an in-game panel overlaid on a softened scene), and the generator appends a
|
||||
shared art-direction suffix so the frames read as one coherent game. Requests use
|
||||
a 3:2 landscape source and crop to the 16:9 capture dimensions.
|
||||
|
||||
```bash
|
||||
# Deterministic wireframes (offline, no API key)
|
||||
python3 tools/screen_designs.py generate --draft
|
||||
|
||||
# Realistic 3D scenes and in-game screen designs via OpenRouter
|
||||
# (requires OPENROUTER_API_KEY)
|
||||
python3 tools/screen_designs.py generate
|
||||
|
||||
# Compare docs/screenshots/*.png against the designs
|
||||
python3 tools/screen_designs.py compare
|
||||
python3 tools/screen_designs.py compare --json
|
||||
```
|
||||
|
||||
`compare` flags gross drift: wrong aspect ratio, undersized frame, near-blank
|
||||
frame, and large layout/palette/detail distance. It is a regression gate, not a
|
||||
semantic judge — pixel and perceptual metrics cannot decide whether a frame's
|
||||
composition is *right*, so a vision-model pass is the documented follow-up (see
|
||||
`TODO.md`). Regenerate the designs after changing screen layout, then re-run
|
||||
`compare` after regenerating the game screenshots with
|
||||
`src/test/capture_screenshots.gd`.
|
||||
|
||||
### Setup
|
||||
|
||||
1. Download the Godot 4.3 editor (official build) and put `godot` on your PATH.
|
||||
@@ -156,6 +234,27 @@ godot --headless --path . --script res://src/test/test_runner.gd
|
||||
|
||||
# Save a screenshot to user:// (windowed)
|
||||
godot --path . --script res://src/test/take_screenshot.gd
|
||||
|
||||
# Windowed control smoke: focus circle + action wheel, saves PNGs, exits 1 on failure
|
||||
godot --path . --script res://src/test/smoke_focus_radial.gd
|
||||
|
||||
# Session-shell smoke: menu → shift → pause → settings → menu (headless or windowed)
|
||||
godot --headless --path . --script res://src/test/smoke_session_shell.gd
|
||||
|
||||
# PLAN-verb smoke: recognize, request reason, body camera, warning, blocking
|
||||
godot --headless --path . --script res://src/test/smoke_plan_verbs.gd
|
||||
|
||||
# Crowd smoke: rubbernecking on aggression, panic clearing the entrance
|
||||
godot --headless --path . --script res://src/test/smoke_crowd.gd
|
||||
|
||||
# Emergency smoke: unjustified call, investigation note, evacuation aftermath
|
||||
godot --headless --path . --script res://src/test/smoke_emergency.gd
|
||||
|
||||
# Body-camera timeline smoke: review → timeline → step through → back to review
|
||||
godot --headless --path . --script res://src/test/smoke_timeline.gd
|
||||
|
||||
# Audio smoke: crowd bed follows mood, radio open/close crackle
|
||||
godot --headless --path . --script res://src/test/smoke_audio.gd
|
||||
```
|
||||
|
||||
The unit test runner is the project's own lightweight harness (no editor plugin required) so CI can run it without the editor.
|
||||
@@ -165,19 +264,25 @@ The unit test runner is the project's own lightweight harness (no editor plugin
|
||||
| Input | Action |
|
||||
| --- | --- |
|
||||
| W/A/S/D + mouse | Move and look |
|
||||
| Esc | Release / capture mouse |
|
||||
| Space / left click | Action wheel for the focused person (Stop, Look, Point, No, Ask, Inspect, Wand, Warn, Block, Reason, Recognize, Radio) |
|
||||
| A / D or ←/→ | Step through the action wheel (while it is open) |
|
||||
| Space / left click | Confirm the highlighted action (while the wheel is open) |
|
||||
| Esc / right click | Close the top panel; Esc with nothing open pauses the shift (Esc again resumes) |
|
||||
| ← / → or ↑ / ↓ | Navigate the venue menu and the pause / settings panels |
|
||||
| Enter | Start the highlighted venue from the menu, or confirm in a panel |
|
||||
| 1 / 2 / 3 | Quick gestures without the wheel: raise hand, point, head shake (Level 1) |
|
||||
| Q | Polite direction (Level 1) |
|
||||
| 1 / 2 / 3 | Simple gestures: raise hand, point, head shake (Level 1) |
|
||||
| 4 | Formal warning (Level 2) |
|
||||
| 5 | Blocking and positioning (Level 3) |
|
||||
| 6 | Security assistance radio (Level 4) |
|
||||
| R | Emergency radio, hold on-screen button ~1.6s (Level 5) |
|
||||
| E | Inspect access artifacts / close inspection |
|
||||
| W | Handheld wand screening (wand venues only) |
|
||||
| C | Handheld wand screening (wand venues only) |
|
||||
| A / D | Allow / deny entry during inspection or wand check |
|
||||
| V | Cycle venue: Hollywood Blvd → The Joke Shop → TV Studio (restarts shift) |
|
||||
| V | Cycle venue (debug shortcut; restart via V restarts the current shift) |
|
||||
| Tab | Cycle target among nearby NPCs (aim-free alternative) |
|
||||
| G | Toggle flashlight (widens NPC perception at night) |
|
||||
| B | Toggle the body camera; a formal warning switches it on automatically |
|
||||
| L | Lock / unlock the restricted door (thwarts forced entry) |
|
||||
| F | Toggle debug overlay |
|
||||
|
||||
@@ -202,28 +307,63 @@ Implemented so far:
|
||||
- Godot 4.3 project scaffold, input map, procedural world builder
|
||||
- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
|
||||
- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
|
||||
- Headless unit tests: **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: **139 passing** (access rules and venue-correct access loadout, escalation, radio cooldown/battery, NPC reaction determinism, door lock, flashlight perception, persistence round-trip, settings round-trip, navmesh, step colliders, skyline alpha, scenario data, full-shift simulation, wand screening, responder dispatch, localization strings, focus cone, action wheel, session shell, PLAN verbs and incident recording, crowd presentation, emergency aftermath, body-camera timeline, NPC theater poses, audio, accessibility)
|
||||
- Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event
|
||||
- First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review
|
||||
- Control pass: focus cone on NPC heads with a billboarded blue circle in front of the face and name, action wheel (LMB/Space) with de-escalation-first slices, mouse-look freeze while a panel is open, acceleration-based walking, and named input actions (`action_menu`, `confirm`, `cancel`, `inspect`, `wand`)
|
||||
- Session shell: venue start menu (keyboard + mouse), Esc pause overlay (resume / restart / settings / quit to menu), settings panel with mouse-look sensitivity and HUD font scale persisted to `user://settings.json`, and "Run another shift" returning to the venue menu
|
||||
- World presentation: skyline backdrop rendered with an alpha material, walkable step and landing colliders, larger marquee text, and larger focus circle / name tag
|
||||
- Routine traffic despawns after a while at its waypoint so the crowd cap no longer fills with idle standers
|
||||
- PLAN verbs: eye contact (distinct Level 1 cue), recognizing a person as a player decision recorded as access evidence, a body-camera flag that a formal warning arms (and `B` toggles), blocking that physically stations the guard between the person and the door, and a Level 3 request-reason ask answered from the NPC's `dialogue_lines`
|
||||
- Incidents are now actually opened on focus and closed at shift end, so player actions, access evidence, escalation levels, and unresolved interactions reach the review (previously every recorded event was dropped)
|
||||
- Crowd presentation: aggressive behavior and responder arrivals make idle bystanders stop and face the incident; panic sends people away from the door (and they leave the scene). A busy 16-NPC entrance measured ~1.2 ms/frame, so no LOD/culling was needed at the current cap
|
||||
- Distant skyline ring: four alpha-scissored planes at 200 m read as a hazy city on the horizon (the baked backdrop used to show as a black slab), with a larger ground plane so the buildings meet the street
|
||||
- Flashlight aims straight ahead and lights the person/door being checked instead of the ground in front of the guard
|
||||
- Emergency aftermath: the `evacuation` outcome locks the door and clears the entrance, an emergency call that the situation did not justify opens an investigation and applies the false-report hit, and the shift review names the responder outcome and any investigations
|
||||
- Body-camera timeline: the shift review opens a text timeline of every recorded incident event (time, person, action/outcome) that you step through with the arrow keys or buttons. No live 3D replay yet
|
||||
- NPC theater: seated guests sit on the steps with bent legs, influencers and tourists raise a camera prop while photographing, performers sway their sign, and filming visitors pan slowly — all once they reach their intent's waypoint
|
||||
- Audio: a looping procedural crowd bed (filtered murmur) whose volume follows `CrowdSystem.mood`, plus radio open/close crackle. All generated at runtime, no audio assets, and safe with a dummy audio server
|
||||
- Accessibility: the escalation cue shows a shape meter plus the numeric level (`Escalation: Blocking [###--] L3/5`) so it reads in grayscale, and the HUD font scale from settings is applied at boot by resizing fonts (not Control.scale, which broke the right-aligned layout)
|
||||
- Visual polish pass (v0.2.0): phase-based lighting (sun/sky/ambient per shift phase), street lamps with night-mode bulbs and omni lights, glowing marquee signage, crosswalk, planters and low-poly street trees, NPC height/brightness variety, denser routine traffic — day and late-night screenshot sets
|
||||
- Assets pass: authored textures in `assets/textures/` (brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art) generated by `tools/generate_textures.py`, soft sun shadows, humanoid NPC rigs with archetype props + procedural walk bob and attention head-turn, inspection artifact cards, escalation vignette, mode icons, and a body-camera overlay (REC + shift clock)
|
||||
|
||||
Not yet implemented: body-camera replay timeline, full 10-15 minute shift lengths, venue selection startup menu, editor-based GUT integration, RefCounted cycle cleanup, and crowd performance profiling/LOD (see `TODO.md`).
|
||||
Not yet implemented: live 3D body-camera replay, editor-based GUT integration, and crowd performance profiling/LOD (see `TODO.md`).
|
||||
|
||||
### Smoke Test Checklist
|
||||
|
||||
1. `godot --path .` starts the game without script errors.
|
||||
2. The guard moves and looks around; the building, steps, and sidewalk are visible.
|
||||
3. NPCs spawn and approach the entrance during the first minutes.
|
||||
4. Aiming at an NPC shows its archetype and intent in the HUD.
|
||||
5. Pressing `Q` produces a reaction log entry and reputation feedback.
|
||||
6. `E` opens access inspection showing artifacts and policy result; `A`/`D` record a decision.
|
||||
7. `6` opens the assistance form; submitting shows dispatch feedback.
|
||||
8. `R` opens the emergency form; the button must be held ~1.6s or the call cancels.
|
||||
9. `G` toggles the flashlight (indicator appears in the HUD); `L` toggles the door lock (indicator turns red when locked).
|
||||
10. `F` toggles the debug overlay with NPC states and shift stats.
|
||||
11. NPCs route around the building using the navigation mesh (no stuck-at-wall behavior during a smoke run).
|
||||
12. When the shift timer reaches 0, the shift review screen shows grade, incident summary, and persisted shift history.
|
||||
1. `godot --path .` starts the game on the venue menu without script errors.
|
||||
2. Choosing a venue (click or ↑/↓ + Enter) starts that venue's shift and hides the menu.
|
||||
3. The guard moves and looks around; the building, steps, and sidewalk are visible.
|
||||
4. The guard's camera sits at eye height and the guard stands on the landing, not inside the building.
|
||||
5. Walking into the steps carries the guard up onto the landing (steps have colliders).
|
||||
6. The skyline backdrop shows silhouettes against the sky, not an opaque black slab.
|
||||
7. The `STEP LINE` marquee is readable from the sidewalk.
|
||||
8. NPCs spawn and approach the entrance during the first minutes.
|
||||
9. Looking at an NPC inside the focus cone shows a blue focus circle in front of the face, the person's name, and the HUD target line.
|
||||
10. `Space` or left click opens the action wheel; `A`/`D` highlight a slice, `Space` confirms it, `Esc`/right click cancels without a log entry.
|
||||
11. `E`/`C` open the inspection/wand panels from the wheel and freeze movement until they close; walking never fires the wand.
|
||||
12. Pressing `Q` produces a reaction log entry and reputation feedback.
|
||||
13. `E` opens access inspection showing venue-correct artifacts and policy result; `A`/`D` record a decision.
|
||||
14. `6` opens the assistance form; submitting shows dispatch feedback.
|
||||
15. `R` opens the emergency form; the button must be held ~1.6s or the call cancels.
|
||||
16. `G` toggles the flashlight (indicator appears in the HUD); `L` toggles the door lock (indicator turns red when locked).
|
||||
17. `F` toggles the debug overlay with NPC states and shift stats.
|
||||
18. The wheel's `Look` slice is eye contact (Level 1) and logs as its own action.
|
||||
19. `Reason` asks why the person is there and logs their `dialogue_lines` reply.
|
||||
20. `Recognize` records the guard's recognition as access evidence; pressing it twice says so.
|
||||
21. `Warn` turns the body camera on (REC overlay appears); `B` toggles it manually.
|
||||
22. `Block` moves the guard between the person and the door.
|
||||
23. The shift review reports the incident count, including interactions left unresolved.
|
||||
24. Escalating on someone (or a responder arriving) makes idle bystanders stop and face the incident.
|
||||
25. Repeated alarms panic the crowd and nearby people clear away from the door instead of standing around.
|
||||
26. `Esc` with nothing open pauses the shift; resume / restart / settings / quit-to-menu all work, and settings changes persist across a restart.
|
||||
27. NPCs route around the building using the navigation mesh (no stuck-at-wall behavior during a smoke run).
|
||||
28. An unjustified emergency call (calm person, no weapon) logs an investigation and costs reputation.
|
||||
29. After an evacuation outcome the door is locked and NPCs are leaving the entrance.
|
||||
30. The shift review's "Body camera timeline" button steps through the recorded events (Left/Right or the buttons) and Esc returns to the review.
|
||||
31. The escalation label shows a `[###--] L3/5` shape meter as well as the level name, and stays readable in grayscale.
|
||||
32. Changing "HUD font scale" in Settings resizes the HUD text and persists across a restart.
|
||||
33. When the shift timer reaches 0, the shift review screen shows grade, incident summary, responder outcomes, investigations, and persisted shift history; "Run another shift" returns to the venue menu.
|
||||
|
||||
## Development Workflow
|
||||
|
||||
|
||||
@@ -1,38 +1,57 @@
|
||||
# TODO
|
||||
|
||||
## 🔴 PRIORITY — Ship downloadable builds (so the README Downloads links work)
|
||||
Godot 4.3 prototype. Release **v0.2.9** is tagged. Headless suite **139/139**, plus the session,
|
||||
PLAN-verb, crowd, emergency, timeline, audio, and windowed focus/radial smokes.
|
||||
|
||||
Goal: users hitting the README **Downloads** section can download a playable version from
|
||||
`https://git.allucanget.biz/zwitschi/security-game/releases`.
|
||||
Host `REQUIRE_SIGNIN_VIEW` stays deferred.
|
||||
|
||||
- [x] Install Godot 4.3 export templates locally.
|
||||
- [x] `./tools/build_releases.sh` produces Linux/Windows/macOS artifacts (built for 0.2.0).
|
||||
- [x] Linux binary smoke-tested (headless, 0 script errors).
|
||||
- [ ] Publish the release — **blocked on `GITEA_TOKEN`**: once the token is available run
|
||||
`GITEA_TOKEN=... ./tools/publish_release.sh 0.2.0`, or (if the repo secret is already set
|
||||
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
|
||||
`https://git.allucanget.biz/zwitschi/security-game/releases` and download one artifact.
|
||||
## Scenario content still missing vs PLAN lists
|
||||
|
||||
## Future Systems (design-level backlog)
|
||||
- [ ] Joke Shop: guest on the reservation list without ID; borrowed/mismatched ID; guest
|
||||
refuses wand screening; late arrival during a performance.
|
||||
- [ ] Studio: filming-boundary repeat (influencer ignores a posted line); celebrity-arrival
|
||||
crowd spike (more rubberneckers, not only one `arrive` spawn).
|
||||
- [ ] Building: "activate body camera" and "request reason" once those verbs exist, used in
|
||||
at least one authored event.
|
||||
|
||||
- [ ] Body-camera replay timeline in the shift review.
|
||||
- [ ] Long (10-15 minute) shift lengths (phase lighting already implemented).
|
||||
- [ ] Venue selection startup menu (keyboard cycling with `V` is implemented).
|
||||
- [ ] IDE/editor-based GUT integration when a Godot editor workflow is introduced.
|
||||
- [ ] Reduce RefCounted reference cycles (NPCController <-> FSM) noted in `MEMORY.md`.
|
||||
## Distribution follow-up (host config, deferred)
|
||||
|
||||
Verified via API+host credentials (2026-10-31):
|
||||
|
||||
- [x] Repo is **public** (`private:false`) and account has admin rights.
|
||||
- [x] Release `v0.2.1` now carries all five artifacts (portable binaries + NSIS installer +
|
||||
AppImage).
|
||||
- [ ] **Remaining host setting**: instance-wide `[service] REQUIRE_SIGNIN_VIEW=true` makes
|
||||
anonymous browsing/downloads redirect to login. Host admin: `REQUIRE_SIGNIN_VIEW = false`
|
||||
under `[service]` in `app.ini`, restart Gitea. Alternative: mirror downloads.
|
||||
|
||||
## Release pipeline follow-up
|
||||
|
||||
- [x] Fix `tools/publish_release.sh`: the `~/.git-credentials` branch never set `AUTH`,
|
||||
so every tag build since v0.2.2 failed to publish.
|
||||
- [x] Add a `github.token` fallback in `.gitea/workflows/build.yml` (the repo has no
|
||||
`GITEA_TOKEN` secret).
|
||||
- [ ] Verify the fallback on the next tag push produces a release automatically.
|
||||
- [ ] Optionally backfill releases for v0.2.4–v0.2.8 (their CI artifacts were not
|
||||
retained; would need local rebuilds) or leave them superseded by the latest.
|
||||
|
||||
## Open Polish
|
||||
|
||||
- [ ] Add a body/wand cooldown feel: wand screening currently has no reuse penalty; consider a
|
||||
short per-guest scan animation.
|
||||
- [ ] Keep `%` placeholders stable in `Strings.fmt` when adding keys (positional formatting).
|
||||
|
||||
## Detailed Graphics — remaining performance items
|
||||
## Screen design references (QA tooling)
|
||||
|
||||
The visual pass is done (textures, rigs, HUD feedback — see `DONE.md`). Remaining work is
|
||||
performance hardening only.
|
||||
- [x] `tools/screen_designs.py generate` writes one reference design per screen
|
||||
(from the `docs/` descriptions) to `docs/screens/designs/`, with an offline
|
||||
`--draft` wireframe mode and an OpenRouter `--ai` mockup mode.
|
||||
- [x] `tools/screen_designs.py compare` checks `docs/screenshots/*.png` against the
|
||||
designs (aspect ratio, size, blank-frame, and layout/palette/detail drift).
|
||||
- [ ] Vision-model judge for semantic screenshot comparison. Pixel and perceptual
|
||||
metrics cannot decide whether a frame's composition is correct; a follow-up
|
||||
should send the capture + reference design to a vision model and ask whether
|
||||
they depict the same screen.
|
||||
|
||||
- [ ] 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.
|
||||
## Tooling (when an editor workflow exists)
|
||||
|
||||
- [ ] IDE/editor-based GUT integration. Until then the custom headless runner stays.
|
||||
- [ ] Optional later: author venues as `.tres` resources instead of `ScenarioFactory` functions.
|
||||
|
After Width: | Height: | Size: 2.1 MiB |
|
After Width: | Height: | Size: 856 KiB |
|
After Width: | Height: | Size: 2.0 MiB |
|
After Width: | Height: | Size: 436 KiB |
|
After Width: | Height: | Size: 929 KiB |
|
After Width: | Height: | Size: 671 KiB |
|
After Width: | Height: | Size: 1.2 MiB |
|
After Width: | Height: | Size: 578 KiB |
|
After Width: | Height: | Size: 1.4 MiB |
|
After Width: | Height: | Size: 597 KiB |
|
After Width: | Height: | Size: 398 KiB |
|
After Width: | Height: | Size: 503 KiB |
|
After Width: | Height: | Size: 28 KiB |
|
After Width: | Height: | Size: 17 KiB |
|
After Width: | Height: | Size: 24 KiB |
|
After Width: | Height: | Size: 33 KiB |
|
After Width: | Height: | Size: 29 KiB |
|
After Width: | Height: | Size: 521 KiB |
|
After Width: | Height: | Size: 927 B |
|
After Width: | Height: | Size: 921 B |
|
After Width: | Height: | Size: 2.2 KiB |
|
After Width: | Height: | Size: 982 B |
|
After Width: | Height: | Size: 90 KiB |
|
After Width: | Height: | Size: 15 KiB |
|
After Width: | Height: | Size: 568 KiB |
|
After Width: | Height: | Size: 360 KiB |
|
After Width: | Height: | Size: 675 KiB |
|
After Width: | Height: | Size: 343 KiB |
|
After Width: | Height: | Size: 441 KiB |
|
After Width: | Height: | Size: 801 KiB |
|
After Width: | Height: | Size: 15 KiB |
|
After Width: | Height: | Size: 13 KiB |
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 1.7 KiB |
@@ -1,12 +1,24 @@
|
||||
{
|
||||
"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.controls": "LMB/Space wheel · A/D step · Space confirm · Esc cancel · R emergency · E inspect · C wand · Q polite · B camera · Tab cycle · G light · L lock · F debug",
|
||||
"radial.raise_hand": "Stop",
|
||||
"radial.eye_contact": "Look",
|
||||
"radial.point": "Point",
|
||||
"radial.head_shake": "No",
|
||||
"radial.polite": "Ask",
|
||||
"radial.inspect": "Inspect",
|
||||
"radial.wand": "Wand",
|
||||
"radial.warning": "Warn",
|
||||
"radial.block": "Block",
|
||||
"radial.reason": "Reason",
|
||||
"radial.recognize": "Recognize",
|
||||
"radial.radio": "Radio",
|
||||
"hud.escalation_prefix": "Escalation: %s",
|
||||
"hud.cooldown": "EMERGENCY RADIO COOLDOWN: %.0fs",
|
||||
"hud.aim_first": "Aim at someone first.",
|
||||
"hud.no_one_nearby": "No one nearby.",
|
||||
"hud.targeting": "Targeting %s (Tab to cycle).",
|
||||
"hud.no_wand": "No wand at this venue.",
|
||||
"hud.screen_first": "Screen this guest with the wand (W) before admitting them.",
|
||||
"hud.screen_first": "Screen this guest with the wand (C) before admitting them.",
|
||||
"access.granted": "Entry granted: %s",
|
||||
"access.denied": "Entry denied: %s",
|
||||
"access.policy_satisfied": "policy satisfied",
|
||||
@@ -23,6 +35,9 @@
|
||||
"radio.emergency_dispatched": "Emergency responder dispatched.",
|
||||
"radio.easter_egg": "¿Dónde está la mota?",
|
||||
"responder.arrived": "Responder arrives and %ss the situation.",
|
||||
"responder.evacuated": "The entrance is cleared and the door is locked while the block is secured.",
|
||||
"investigation.unjustified": "Emergency call against %s reviewed: no weapon, low danger.",
|
||||
"investigation.started": "Your emergency call is flagged for investigation.",
|
||||
"react.comply": "%s complies and steps back.",
|
||||
"react.leave": "%s turns and leaves.",
|
||||
"react.argue": "%s argues with you.",
|
||||
@@ -33,6 +48,15 @@
|
||||
"react.return_later": "%s leaves but may come back.",
|
||||
"react.call_someone": "%s calls someone for help.",
|
||||
"react.none": "No reaction (yet).",
|
||||
"bodycam.on": "Body camera on.",
|
||||
"bodycam.off": "Body camera off.",
|
||||
"bodycam.warning": "Formal warning recorded on the body camera.",
|
||||
"recognition.declared": "You tell %s you recognize them. Logged as evidence.",
|
||||
"recognition.already": "You have already recognized %s this shift.",
|
||||
"reason.ask": "You ask %s why they are here.",
|
||||
"reason.reply": "%s: \"%s\"",
|
||||
"reason.silent": "%s says nothing and looks away.",
|
||||
"station.blocking": "You step between %s and the door.",
|
||||
"perception.near": "%s notices you standing close.",
|
||||
"perception.aware": "%s notices you watching.",
|
||||
"door.locked": "The door is now locked.",
|
||||
@@ -40,5 +64,17 @@
|
||||
"door.thwarted": "%s tries the locked door and fails.",
|
||||
"flashlight.on": "Flashlight on.",
|
||||
"flashlight.off": "Flashlight off.",
|
||||
"hud.venue_switched": "Venue: %s"
|
||||
"hud.venue_switched": "Venue: %s",
|
||||
"wand.recharge": "Wand scanner is recharging…",
|
||||
"review.responder": "Responder outcomes: %s",
|
||||
"review.investigations": "Investigations: %s",
|
||||
"review.none": "none",
|
||||
"timeline.title": "Body Camera Timeline",
|
||||
"timeline.position": "Event %d of %d",
|
||||
"timeline.empty": "No recorded events this shift.",
|
||||
"timeline.prev": "◀ Previous",
|
||||
"timeline.next": "Next ▶",
|
||||
"timeline.close": "Close",
|
||||
"timeline.hint": "Left/Right step through events · Esc closes · no live replay yet",
|
||||
"review.timeline_button": "Body camera timeline"
|
||||
}
|
||||
@@ -37,8 +37,18 @@ The repository ships a Gitea Actions workflow (`.gitea/workflows/build.yml`):
|
||||
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.
|
||||
For tag builds the workflow uses `GITEA_TOKEN` (write:repository scope) or, when the
|
||||
secret is absent, falls back to the workflow's built-in `github.token`. Either is
|
||||
enough for the publish step; with neither, the build succeeds but no release is
|
||||
created.
|
||||
|
||||
> **Incident (2026-10-31):** `tools/publish_release.sh` never set `AUTH` in its
|
||||
> `~/.git-credentials` branch, so every API call failed silently (`AUTH[@]` was
|
||||
> unbound under `set -u`). Combined with no `GITEA_TOKEN` secret on the repo, tag
|
||||
> builds from v0.2.2 to v0.2.8 produced installers but published nothing. The script
|
||||
> is fixed (`AUTH=(-u "$CRED")`) and v0.2.9 was published locally with all five
|
||||
> artifacts. If CI publishing fails again, run
|
||||
> `./tools/publish_release.sh <version>` from a checkout with `~/.git-credentials`.
|
||||
|
||||
> **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
|
||||
@@ -57,12 +67,22 @@ godot --headless --path . --quit-after 120 # boot smoke t
|
||||
./tools/build_releases.sh
|
||||
```
|
||||
|
||||
Artifacts are written to `build/`:
|
||||
Artifacts are written to `build/` (all exports embed the PCK — single files):
|
||||
|
||||
- `build/step-line-linux-<version>.x86_64`
|
||||
- `build/step-line-windows-<version>.exe`
|
||||
- `build/step-line-macos-<version>.zip`
|
||||
|
||||
When run in CI (tags/dispatch), the build job also packages:
|
||||
|
||||
- `build/step-line-setup-<version>.exe` — Windows installer (NSIS, incl. shortcuts +
|
||||
uninstaller; apt `nsis` on the runner)
|
||||
- `build/step-line-<version>-x86_64.AppImage` — Linux AppImage (`packaging/linux/build_appimage.sh`,
|
||||
appimagetool via `APPIMAGE_EXTRACT_AND_RUN`)
|
||||
|
||||
Locally you can build the AppImage with `bash packaging/linux/build_appimage.sh <version>`;
|
||||
the NSIS installer requires `makensis` (covered by CI).
|
||||
|
||||
> macOS builds are unsigned and will need `xattr -dr com.apple.quarantine`
|
||||
> guidance or notarization for production releases.
|
||||
|
||||
@@ -70,15 +90,22 @@ Artifacts are written to `build/`:
|
||||
|
||||
The repository lives at `https://git.allucanget.biz/zwitschi/security-game`.
|
||||
|
||||
Preferred path — use the helper script with a token:
|
||||
Preferred path — use the helper script. It needs either a token or the same
|
||||
credentials used by `git push` (it falls back to `~/.git-credentials`):
|
||||
|
||||
```bash
|
||||
GITEA_TOKEN=your_api_token ./tools/publish_release.sh 0.1.0
|
||||
GITEA_TOKEN=your_api_token ./tools/publish_release.sh 0.2.1
|
||||
# or simply: ./tools/publish_release.sh 0.2.1 (uses ~/.git-credentials)
|
||||
```
|
||||
|
||||
The script creates the release from `project.godot`'s `config/version`, uploads
|
||||
all three `build/` artifacts, and prints the release URL. The token needs only
|
||||
`write:repository` scope on the Gitea host.
|
||||
The script creates (or reuses) the release from `project.godot`'s
|
||||
`config/version`, uploads the three portable artifacts **plus** the NSIS
|
||||
installer and AppImage when present, and prints the release URL. If CI already
|
||||
published the release, re-running the script only adds missing assets.
|
||||
|
||||
> **Host note**: the release is fully built by CI, but anonymous users can only
|
||||
> browse and download when the instance sets `[service] REQUIRE_SIGNIN_VIEW=false`
|
||||
> in `app.ini` (the repo itself is public). See the TODO for the exact steps.
|
||||
|
||||
Manual alternative:
|
||||
|
||||
|
||||
@@ -0,0 +1,42 @@
|
||||
# ADR-0007: Locomotion and input layers
|
||||
|
||||
- **Status:** Accepted
|
||||
- **Date:** TBD
|
||||
|
||||
## Context
|
||||
|
||||
The prototype is first-person: WASD walks, mouse looks, `Esc` toggles capture. Action keys were then bound on the same letters. `W` is walk-forward in the input map and wand screening in `GameManager._handle_key`. `A` / `D` strafe and also allow or deny during inspection. `Q` is polite direction and is also bound as `cancel`.
|
||||
|
||||
A player who walks toward a guest on a wand venue therefore fires the wand. A player who strafes during an inspection can admit or refuse by accident. The mouse cannot click UI while it is captured, and `Esc` cannot mean both "release the mouse" and "I changed my mind."
|
||||
|
||||
## Decision
|
||||
|
||||
Treat input as layers, only one of which owns a key at a time.
|
||||
|
||||
1. **Locomotion** (default): WASD walk relative to body yaw, mouse look on the captured cursor, pitch clamped. Short acceleration and deceleration. Gravity only when airborne; snap to the floor so the steps work. Walk speed stays around 3.2 m/s. No sprint or crouch in this pass.
|
||||
2. **Modal UI** (radial, inspect, wand, radio, shift review): freeze walk and look. Recapture the mouse when the modal closes. `A` / `D` and arrows belong to the modal while it is open.
|
||||
3. **Equipment and global keys** stay off the person-verb set: `G` flashlight, `L` door lock, `Tab` cycle nearby people, `R` emergency radio, `F` debug, `V` venue (debug). Wand leaves `W`; the optional shortcut is `C`.
|
||||
|
||||
`Esc` closes the top modal first and does nothing else. With no modal open it keeps the capture/release toggle.
|
||||
|
||||
## Consequences
|
||||
|
||||
### Positive
|
||||
|
||||
- Walking cannot fire wand, inspect, or admission.
|
||||
- The mouse can click the action menu because capture is released while it is open.
|
||||
- Cancel has one meaning when a menu is up.
|
||||
- Locomotion stays first-person, which matches the body-camera framing.
|
||||
|
||||
### Negative
|
||||
|
||||
- Freeze-while-modal means the player cannot sidestep during an inspect. That is accepted for this pass.
|
||||
- Power users lose `W` as wand. The wheel and `C` replace it.
|
||||
- The input map and `_unhandled_input` must agree, or the conflict returns.
|
||||
|
||||
## Alternatives considered
|
||||
|
||||
- **Keep letter-key verbs on WASD:** Rejected because walk and wand already collide in the prototype.
|
||||
- **Third-person or click-to-move:** Rejected; the body-camera overlay and the "you are the guard" framing depend on first person.
|
||||
- **Hold-right-mouse-to-look, free cursor otherwise:** Rejected for this pass. Constant look is the default security-sim stance; the menu is the exception.
|
||||
- **Never freeze walk:** Rejected because `A` / `D` cannot both strafe and step a menu highlight.
|
||||
@@ -0,0 +1,46 @@
|
||||
# ADR-0008: Cone focus and focus circle
|
||||
|
||||
- **Status:** Accepted
|
||||
- **Date:** TBD
|
||||
|
||||
## Context
|
||||
|
||||
The prototype picks a person with an 8 m physics ray from the camera. The collider is a capsule. A few pixels off the body, or a bob during a walk, clears the target. The HUD then prints a name and hint, but nothing in the world shows who is selected. `Tab` already cycles people within 12 m as an aim-free path.
|
||||
|
||||
The next pass needs the player to look at a person, know they have them, and only then open an action menu. A hairline ray is too brittle for that, and a HUD line is easy to miss in a crowd.
|
||||
|
||||
## Decision
|
||||
|
||||
Focus is a **cone**, not a ray.
|
||||
|
||||
- People within about 10 m whose **head** projects inside a screen-space circle around the crosshair (about 90 px / 10 degrees) are candidates.
|
||||
- If several heads sit in the circle, pick the one closest to the center; if tied, the nearer one.
|
||||
- The person must be in front of the camera. A short ray to the head skips people fully hidden by the building.
|
||||
- A few frames of grace keep walk-bob from dropping focus.
|
||||
- `Tab` still cycles people inside 12 m and sets the same focused person.
|
||||
|
||||
When someone is in focus, draw a **blue, semi-transparent circle in front of the face**, attached to the avatar `Head` node, billboarded so it stays a circle on screen. Blue while idle; brighter and slightly larger while the action menu is open on that person. Optional `display_name` under the circle. One circle at a time.
|
||||
|
||||
The world must not show the internal type name (`Trespasser`, `Violent Threat`). The debug overlay (`F`) can still print it.
|
||||
|
||||
## Consequences
|
||||
|
||||
### Positive
|
||||
|
||||
- Looking near a person is enough; the player does not have to pin a capsule.
|
||||
- The circle is visible in the scene, so the HUD is not the only focus cue.
|
||||
- `Tab` remains the accessibility path and shares the same focused person.
|
||||
- The action menu (ADR-0009) has a clear subject.
|
||||
|
||||
### Negative
|
||||
|
||||
- Two heads in the same circle can steal focus; center-distance is a heuristic, not a lock-on.
|
||||
- Hats and protester signs can z-fight a 3D circle. A screen-space circle unprojected from the head is an allowed fallback.
|
||||
- Occlusion rays can fail on unusual geometry; grace frames hide some of that.
|
||||
|
||||
## Alternatives considered
|
||||
|
||||
- **Keep the hairline ray:** Rejected because it drops people too easily and has no world mark.
|
||||
- **Sticky lock-on until cancelled:** Rejected because the job is to watch a crowd, not duel one person.
|
||||
- **Screen reticle only, no world circle:** Rejected; in a crowd the player needs a mark on the face, not only a HUD line.
|
||||
- **Click a person to select, then act:** Rejected for default play. The mouse is captured for look (ADR-0007). Click opens the action menu on whoever is already in the cone.
|
||||
@@ -0,0 +1,60 @@
|
||||
# ADR-0009: Radial action menu
|
||||
|
||||
- **Status:** Accepted
|
||||
- **Date:** TBD
|
||||
|
||||
## Context
|
||||
|
||||
NPC verbs in the prototype live on `Q`, `E`, `W`, `1`–`6`, and `R`. That is a cheat sheet. It also collides with walk keys (ADR-0007). The design wants the player to look at a person (ADR-0008) and then choose the lowest useful action, not memorize a number row.
|
||||
|
||||
Inspection, wand screening, and radio already have their own panels. Emergency radio already has a hold-to-confirm on `R` because a misclick is costly. Those panels should stay. What is missing is a single, visible way to pick the verb.
|
||||
|
||||
## Decision
|
||||
|
||||
When someone is in focus, **left mouse button** or **Space** opens a round doughnut menu in the center of the screen. The click that opens it does not pick a slice. If nobody is in focus, do not open; keep the existing "aim first" log line.
|
||||
|
||||
Slices, clockwise from the top, lowest escalation first:
|
||||
|
||||
1. Raise hand (stop / wait)
|
||||
2. Point away
|
||||
3. Head shake
|
||||
4. Polite direction
|
||||
5. Inspect access
|
||||
6. Wand (grey if the venue has no wand)
|
||||
7. Formal warning
|
||||
8. Block
|
||||
9. Radio assist
|
||||
|
||||
Emergency is **not** on the wheel. It stays on `R` with the existing hold-to-confirm panel.
|
||||
|
||||
While the menu is open, walk and look freeze (ADR-0007) and the cursor is visible. Highlight follows the mouse angle over the ring, or steps with `A` / `D` or the left / right arrows, wrapping around. The center shows the focused person's `display_name`.
|
||||
|
||||
**Confirm:** click a slice, or `Space` on the highlighted slice. The menu closes, the mouse is recaptured, and that action runs. Inspect, wand, and radio assist close the wheel and then open the existing panels. Walk and look stay frozen until that panel closes.
|
||||
|
||||
**Cancel:** `Esc` or right mouse button. The menu hides. No action runs. No recorder event. Focus and the focus circle stay. The mouse is recaptured.
|
||||
|
||||
Number keys `1`–`6` may remain as shortcuts when the wheel is closed, so existing smoke tests still work. They must not fire while the wheel is open.
|
||||
|
||||
## Consequences
|
||||
|
||||
### Positive
|
||||
|
||||
- The player sees the verbs in de-escalation order instead of recalling a number row.
|
||||
- Mouse and keyboard both work (click, or arrows / `A`/`D` then Space).
|
||||
- Cancel is explicit and leaves no incident noise.
|
||||
- Emergency cannot be picked by a bad slice click.
|
||||
- Inspect, wand, and radio keep the panels already tested.
|
||||
|
||||
### Negative
|
||||
|
||||
- Nine slices is dense on a 1280×720 view. Labels must stay short.
|
||||
- Freeze-until-panel-closes stops the player sidestepping during an ID check.
|
||||
- Keeping `1`–`6` as hidden shortcuts can confuse if the README leads with them. Document the wheel first.
|
||||
|
||||
## Alternatives considered
|
||||
|
||||
- **Hold-to-open, release-to-confirm (GTA / Destiny):** Rejected. The requested input is click or Space to open, then click or Space to confirm, with Esc / RMB to abort. That is a toggle, not a hold.
|
||||
- **Vertical list / command menu:** Rejected because a round layout around a focused person matches the focus circle and reads faster in a crowd.
|
||||
- **One context-sensitive Use key:** Rejected; the game is about choosing among levels, not a single default verb.
|
||||
- **Emergency on the wheel:** Rejected because a misclick would dispatch armed response. ADR-0002 already keeps that path rare and confirmed.
|
||||
- **Drop number-key shortcuts immediately:** Deferred. They remain as a closed-menu fallback until the wheel is proven in play.
|
||||
@@ -0,0 +1,53 @@
|
||||
# ADR-0010: Procedural NPC presentation
|
||||
|
||||
- **Status:** Accepted
|
||||
- **Date:** TBD
|
||||
|
||||
## Context
|
||||
|
||||
Avatars are `CharacterBody3D` capsules color-coded by `NpcType`, with a few props (camera, box, hat, sign, bag), height and brightness variation from a seed, a walk bob, and a head turn toward the guard when noticed. They work as markers. At conversation distance they do not read as people: no neck, no face direction, no shoes, no hair.
|
||||
|
||||
The player is supposed to judge from clothes, props, and behavior, not from a label. The HUD currently prints the internal type (`Violent Threat`, `Trespasser`) next to the name. Putting that name on the body would make the judgment for them.
|
||||
|
||||
A full Mixamo / GLB pipeline would also add animation imports, licenses, and a skeleton the rest of the sim does not need yet. AI textures in `assets/textures/ai/` are not sized or wired for clothing.
|
||||
|
||||
## Decision
|
||||
|
||||
Keep the procedural capsule rig for this pass. Do not add skinned meshes or Mixamo.
|
||||
|
||||
Make the body read as a person at conversation distance:
|
||||
|
||||
- Neck between torso and head.
|
||||
- Shoes.
|
||||
- Hair cap whose color comes from the visual seed.
|
||||
- Two dark eye spheres so the head has a front.
|
||||
- Named `Head` node (`Rig/Head`) as the attach point for the focus circle (ADR-0008) and the focus cone.
|
||||
- Collision capsule scaled to the visible height so the cone hits the body the player sees.
|
||||
|
||||
Keep archetype props, height / brightness variation, walk bob, and the notice head-turn.
|
||||
|
||||
Do **not** put the internal type name on the body or as a world nametag. A focused `display_name` under the ring is allowed. The debug overlay (`F`) may still print type, intent, and FSM state. The HUD target line can keep the type during the prototype; removing it from the HUD is a later readability pass, not this one.
|
||||
|
||||
AI clothing textures stay out unless a map is already the right size and is wired on purpose.
|
||||
|
||||
## Consequences
|
||||
|
||||
### Positive
|
||||
|
||||
- People have a face direction the ring and the "noticed the guard" cue can use.
|
||||
- No new asset toolchain, licenses, or animation retargeting.
|
||||
- Head is a stable node other systems can find.
|
||||
- The player is not told `Violent Threat` by a floating label.
|
||||
|
||||
### Negative
|
||||
|
||||
- Capsule people still look like a prototype at cinematic camera distance.
|
||||
- Hair and eyes are spheres; they will not survive a close-up trailer.
|
||||
- A later skinned-mesh pass will replace this rig and must keep the `Head` contract.
|
||||
|
||||
## Alternatives considered
|
||||
|
||||
- **Skinned Mixamo / GLB characters now:** Rejected. Cost and pipeline exceed this pass; the sim only needs a readable body and a head node.
|
||||
- **Billboard sprites:** Rejected; first-person movement walks around people, and sprites fail at profile views.
|
||||
- **Keep colored capsules as-is:** Rejected; the focus circle and cone need a real head, and capsules do not read as people at two metres.
|
||||
- **World labels with archetype names:** Rejected because they leak sim truth and skip observation.
|
||||
@@ -152,6 +152,10 @@ Architecture decisions are recorded as ADRs:
|
||||
- [ADR-0004: Local single-player first](adr/0004-local-single-player-first.md)
|
||||
- [ADR-0005: Event-based incident recording](adr/0005-event-based-incident-recording.md)
|
||||
- [ADR-0006: Godot 4 with GDScript](adr/0006-godot-4-gdscript.md)
|
||||
- [ADR-0007: Locomotion and input layers](adr/0007-locomotion-and-input-layers.md)
|
||||
- [ADR-0008: Cone focus and focus circle](adr/0008-cone-focus-and-head-ring.md)
|
||||
- [ADR-0009: Radial action menu](adr/0009-radial-action-menu.md)
|
||||
- [ADR-0010: Procedural NPC presentation](adr/0010-procedural-npc-presentation.md)
|
||||
|
||||
## 10. Quality Requirements
|
||||
|
||||
|
||||
|
After Width: | Height: | Size: 1.1 MiB |
|
After Width: | Height: | Size: 1.0 MiB |
|
After Width: | Height: | Size: 1.0 MiB |
|
After Width: | Height: | Size: 1004 KiB |
|
After Width: | Height: | Size: 1.1 MiB |
|
After Width: | Height: | Size: 1.1 MiB |
|
After Width: | Height: | Size: 1000 KiB |
|
After Width: | Height: | Size: 954 KiB |
|
After Width: | Height: | Size: 910 KiB |
|
After Width: | Height: | Size: 971 KiB |
|
After Width: | Height: | Size: 1.2 MiB |
|
After Width: | Height: | Size: 1.3 MiB |
|
Before Width: | Height: | Size: 225 KiB After Width: | Height: | Size: 1.4 MiB |
|
Before Width: | Height: | Size: 233 KiB After Width: | Height: | Size: 1.2 MiB |
|
Before Width: | Height: | Size: 242 KiB After Width: | Height: | Size: 1.2 MiB |
|
Before Width: | Height: | Size: 219 KiB After Width: | Height: | Size: 986 KiB |
|
Before Width: | Height: | Size: 97 KiB After Width: | Height: | Size: 1.1 MiB |
|
Before Width: | Height: | Size: 85 KiB After Width: | Height: | Size: 1.2 MiB |
@@ -23,7 +23,7 @@ script_export_mode=2
|
||||
custom_template/debug=""
|
||||
custom_template/release=""
|
||||
debug/export_console_wrapper=1
|
||||
binary_format/embed_pck=false
|
||||
binary_format/embed_pck=true
|
||||
texture_format/s3tc_bptc=true
|
||||
texture_format/etc2_astc=false
|
||||
binary_format/architecture="x86_64"
|
||||
@@ -54,7 +54,7 @@ script_export_mode=2
|
||||
custom_template/debug=""
|
||||
custom_template/release=""
|
||||
debug/export_console_wrapper=0
|
||||
binary_format/embed_pck=false
|
||||
binary_format/embed_pck=true
|
||||
texture_format/s3tc_bptc=true
|
||||
texture_format/etc2_astc=false
|
||||
codesign/enable=false
|
||||
@@ -90,7 +90,7 @@ script_export_mode=2
|
||||
custom_template/debug=""
|
||||
custom_template/release=""
|
||||
debug/export_console_wrapper=0
|
||||
binary_format/embed_pck=false
|
||||
binary_format/embed_pck=true
|
||||
texture_format/s3tc_bptc=true
|
||||
texture_format/etc2_astc=true
|
||||
codesign/enable=false
|
||||
|
||||
@@ -0,0 +1,5 @@
|
||||
#!/bin/sh
|
||||
# AppImage entry point: launch the bundled game binary.
|
||||
SELF="$(readlink -f "$0")"
|
||||
HERE="$(dirname "$SELF")"
|
||||
exec "${HERE}/usr/bin/step-line" "$@"
|
||||
@@ -0,0 +1,48 @@
|
||||
#!/usr/bin/env bash
|
||||
# Build a self-contained Step Line AppImage (all game data included).
|
||||
#
|
||||
# Prereqs: exported Linux binary in build/ (embed_pck=true), curl.
|
||||
# Usage: bash packaging/linux/build_appimage.sh [version]
|
||||
# Output: build/step-line-<version>-x86_64.AppImage
|
||||
set -euo pipefail
|
||||
|
||||
HERE="$(cd "$(dirname "${BASH_SOURCE[0]}")" && pwd)"
|
||||
ROOT="$(cd "$HERE/../.." && pwd)"
|
||||
VERSION="${1:-$(sed -n 's/.*config\/version="\([^"]*\)".*/\1/p' "$ROOT/project.godot")}"
|
||||
SRC_BIN="$ROOT/build/step-line-linux-${VERSION}.x86_64"
|
||||
|
||||
if [[ ! -f "$SRC_BIN" ]]; then
|
||||
echo "error: missing $SRC_BIN — run ./tools/build_releases.sh first" >&2
|
||||
exit 1
|
||||
fi
|
||||
|
||||
WORK="$(mktemp -d)"
|
||||
trap 'rm -rf "$WORK"' EXIT
|
||||
APPDIR="$WORK/StepLine.AppDir"
|
||||
mkdir -p "$APPDIR/usr/bin"
|
||||
cp "$SRC_BIN" "$APPDIR/usr/bin/step-line"
|
||||
# The export embeds the PCK (embed_pck=true), so no extra data files are needed.
|
||||
|
||||
cp "$HERE/step-line.desktop" "$APPDIR/step-line.desktop"
|
||||
cp "$HERE/AppRun" "$APPDIR/AppRun"
|
||||
chmod +x "$APPDIR/AppRun"
|
||||
cp "$HERE/step-line.png" "$APPDIR/step-line.png"
|
||||
# Desktop entry + metainfo in standard locations (AppStream validation requires
|
||||
# the metainfo filename to match the component id, and the .desktop discoverable).
|
||||
mkdir -p "$APPDIR/usr/share/applications" "$APPDIR/usr/share/metainfo"
|
||||
cp "$HERE/step-line.desktop" "$APPDIR/usr/share/applications/step-line.desktop"
|
||||
cp "$HERE/step-line.appdata.xml" "$APPDIR/usr/share/metainfo/net.stepline.game.appdata.xml"
|
||||
|
||||
TOOL="${APPIMAGE_TOOL:-/tmp/appimagetool-x86_64.AppImage}"
|
||||
if [[ ! -f "$TOOL" ]]; then
|
||||
echo "==> Downloading appimagetool"
|
||||
curl -sL -o "$TOOL" \
|
||||
https://github.com/AppImage/appimagetool/releases/download/continuous/appimagetool-x86_64.AppImage
|
||||
chmod +x "$TOOL"
|
||||
fi
|
||||
|
||||
OUT="$ROOT/build/step-line-${VERSION}-x86_64.AppImage"
|
||||
echo "==> Building AppImage -> $OUT"
|
||||
# Extract-and-run avoids a FUSE dependency on the build host.
|
||||
APPIMAGE_EXTRACT_AND_RUN=1 "$TOOL" "$APPDIR" "$OUT"
|
||||
echo "AppImage ready: $(ls -la "$OUT" | awk '{print $5}') bytes"
|
||||
@@ -0,0 +1,23 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<component type="desktop-application">
|
||||
<id>net.stepline.game</id>
|
||||
<name>Step Line</name>
|
||||
<summary>Workplace security simulation on Hollywood Boulevard</summary>
|
||||
<url type="homepage">https://git.allucanget.biz/zwitschi/security-game</url>
|
||||
<developer id="net.stepline"><name>Step Line Team</name></developer>
|
||||
<description>
|
||||
<p>
|
||||
Step Line is a workplace security simulation about observation, communication,
|
||||
access verification, and proportionate escalation. Guard the steps and entrance
|
||||
of venues around Hollywood Boulevard: direct tourists, verify wristbands and IDs,
|
||||
screen guests, and escalate only when you have to.
|
||||
</p>
|
||||
</description>
|
||||
<launchable type="desktop-id">step-line.desktop</launchable>
|
||||
<metadata_license>CC0-1.0</metadata_license>
|
||||
<project_license>MIT</project_license>
|
||||
<content_rating type="oars-1.1" />
|
||||
<releases>
|
||||
<release version="0.2.0" date="2026-10-31"/>
|
||||
</releases>
|
||||
</component>
|
||||
@@ -0,0 +1,9 @@
|
||||
[Desktop Entry]
|
||||
Type=Application
|
||||
Name=Step Line
|
||||
Comment=Workplace security simulation on Hollywood Boulevard
|
||||
Exec=step-line
|
||||
Icon=step-line
|
||||
Terminal=false
|
||||
Categories=Game;Simulation;
|
||||
Keywords=security;simulation;hollywood;
|
||||
|
After Width: | Height: | Size: 13 KiB |
|
After Width: | Height: | Size: 15 KiB |
@@ -0,0 +1,74 @@
|
||||
; Step Line Windows installer (NSIS 3).
|
||||
; Build from the repo root with the exported self-contained exe:
|
||||
; makensis /DVERSION=0.2.0 /DARTIFACT=build/step-line-windows-0.2.0.exe \
|
||||
; /DICON=packaging/windows/step-line.ico packaging/windows/step-line.nsi
|
||||
; Outputs: build/step-line-setup-<VERSION>.exe
|
||||
|
||||
!ifndef VERSION
|
||||
!define VERSION "0.0.0"
|
||||
!endif
|
||||
!ifndef ARTIFACT
|
||||
!error "ARTIFACT define required (path to exported windows exe)"
|
||||
!endif
|
||||
!ifndef ICON
|
||||
!define ICON "packaging\windows\step-line.ico"
|
||||
!endif
|
||||
|
||||
; The installed executable uses this clean name (no spaces — NSIS /oname tokens
|
||||
; on whitespace, so a spaced name breaks the File directive).
|
||||
!define INSTALLED_EXE "step-line.exe"
|
||||
!ifndef OUT
|
||||
!define OUT "build\step-line-setup-${VERSION}.exe"
|
||||
!endif
|
||||
!define COMPANY "Step Line Project"
|
||||
!define UNINST_KEY "Software\Microsoft\Windows\CurrentVersion\Uninstall\Step Line"
|
||||
|
||||
Unicode true
|
||||
ManifestDPIAware true
|
||||
Icon "${ICON}"
|
||||
UninstallIcon "${ICON}"
|
||||
|
||||
Name "Step Line ${VERSION}"
|
||||
OutFile "${OUT}"
|
||||
InstallDir "$PROGRAMFILES64\Step Line"
|
||||
RequestExecutionLevel admin
|
||||
|
||||
Page directory
|
||||
Page instfiles
|
||||
UninstPage uninstConfirm
|
||||
UninstPage instfiles
|
||||
|
||||
Section "Install"
|
||||
SetOutPath "$INSTDIR"
|
||||
|
||||
; The self-contained executable contains ALL game data (embedded PCK).
|
||||
File "/oname=${INSTALLED_EXE}" "${ARTIFACT}"
|
||||
|
||||
WriteUninstaller "$INSTDIR\uninstall.exe"
|
||||
|
||||
; Shortcuts
|
||||
CreateDirectory "$SMPROGRAMS\Step Line"
|
||||
CreateShortCut "$SMPROGRAMS\Step Line\Step Line.lnk" "$INSTDIR\${INSTALLED_EXE}"
|
||||
CreateShortCut "$SMPROGRAMS\Step Line\Uninstall.lnk" "$INSTDIR\uninstall.exe"
|
||||
CreateShortCut "$DESKTOP\Step Line.lnk" "$INSTDIR\${INSTALLED_EXE}"
|
||||
|
||||
; Registry (Add/Remove Programs)
|
||||
WriteRegStr HKLM "${UNINST_KEY}" "DisplayName" "Step Line"
|
||||
WriteRegStr HKLM "${UNINST_KEY}" "DisplayVersion" "${VERSION}"
|
||||
WriteRegStr HKLM "${UNINST_KEY}" "Publisher" "${COMPANY}"
|
||||
WriteRegStr HKLM "${UNINST_KEY}" "DisplayIcon" "$INSTDIR\${INSTALLED_EXE}"
|
||||
WriteRegStr HKLM "${UNINST_KEY}" "UninstallString" '"$INSTDIR\uninstall.exe"'
|
||||
WriteRegDWORD HKLM "${UNINST_KEY}" "NoModify" 1
|
||||
WriteRegDWORD HKLM "${UNINST_KEY}" "NoRepair" 1
|
||||
SectionEnd
|
||||
|
||||
Section "Uninstall"
|
||||
Delete "$INSTDIR\${INSTALLED_EXE}"
|
||||
Delete "$INSTDIR\uninstall.exe"
|
||||
RMDir "$INSTDIR"
|
||||
Delete "$SMPROGRAMS\Step Line\Step Line.lnk"
|
||||
Delete "$SMPROGRAMS\Step Line\Uninstall.lnk"
|
||||
RMDir "$SMPROGRAMS\Step Line"
|
||||
Delete "$DESKTOP\Step Line.lnk"
|
||||
DeleteRegKey HKLM "${UNINST_KEY}"
|
||||
SectionEnd
|
||||
@@ -8,7 +8,7 @@ config_version=5
|
||||
|
||||
config/name="Step Line"
|
||||
config/description="Workplace security simulation about observation, access verification, and proportionate escalation."
|
||||
config/version="0.2.0"
|
||||
config/version="0.2.10"
|
||||
run/main_scene="res://scenes/main.tscn"
|
||||
config/features=PackedStringArray("4.3", "GL Compatibility")
|
||||
|
||||
@@ -47,18 +47,6 @@ move_right={
|
||||
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
interact={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
|
||||
, Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null)
|
||||
]
|
||||
}
|
||||
cancel={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":81,"key_label":0,"unicode":113,"location":0,"echo":false,"script":null)
|
||||
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
gesture_raise_hand={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":49,"key_label":0,"unicode":49,"location":0,"echo":false,"script":null)
|
||||
@@ -91,8 +79,35 @@ radio_assist={
|
||||
}
|
||||
radio_emergency={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":87,"location":0,"echo":false,"script":null)
|
||||
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":82,"key_label":0,"unicode":114,"location":0,"echo":false,"script":null)
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":82,"key_label":0,"unicode":114,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
action_menu={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
|
||||
, Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null)
|
||||
]
|
||||
}
|
||||
confirm={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"location":0,"echo":false,"script":null)
|
||||
, Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194309,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
cancel={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194305,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
, Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":2,"canceled":false,"pressed":false,"double_click":false,"script":null)
|
||||
]
|
||||
}
|
||||
inspect={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
wand={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":67,"key_label":0,"unicode":99,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
print_debug={
|
||||
|
||||
@@ -0,0 +1 @@
|
||||
Pillow>=9.2
|
||||
@@ -0,0 +1 @@
|
||||
appimagetool.png
|
||||
@@ -0,0 +1,10 @@
|
||||
#! /bin/sh
|
||||
|
||||
set -e
|
||||
|
||||
this_dir="$(dirname -- "$(readlink -f -- "$0")")"
|
||||
|
||||
# make appimagetool prefer the bundled mksquashfs
|
||||
export PATH="$this_dir"/usr/bin:"$PATH"
|
||||
|
||||
exec "$this_dir"/usr/bin/appimagetool "$@"
|
||||
@@ -0,0 +1 @@
|
||||
usr/share/applications/appimagetool.desktop
|
||||
@@ -0,0 +1 @@
|
||||
usr/share/icons/hicolor/128x128/apps/appimagetool.png
|
||||
@@ -0,0 +1,9 @@
|
||||
[Desktop Entry]
|
||||
Type=Application
|
||||
Name=appimagetool
|
||||
Exec=appimagetool
|
||||
Comment=Tool to generate AppImages from AppDirs
|
||||
Icon=appimagetool
|
||||
Categories=Development;
|
||||
Terminal=true
|
||||
|
||||
|
After Width: | Height: | Size: 9.5 KiB |
@@ -0,0 +1,31 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<component type="desktop">
|
||||
<id>appimagetool.desktop</id>
|
||||
<metadata_license>MIT</metadata_license>
|
||||
<project_license>MIT</project_license>
|
||||
<name>appimagetool</name>
|
||||
<summary>Create AppImage files</summary>
|
||||
<description>
|
||||
<p>
|
||||
appimagetool is a tool that lets you generate AppImage files. An AppImage
|
||||
is a self-running bundle that contains an application and everything
|
||||
it needs to run that cannot reasonably expected to be part of each target system.
|
||||
</p>
|
||||
<p>
|
||||
This can include libraries that are not commonly available on target systems,
|
||||
resources such as translations, icons, fonts, and other auxiliary files.
|
||||
appimagetool makes it easy to take an AppDir (e.g., generated by linuxdeployqt)
|
||||
and turn it into an AppImage.
|
||||
</p>
|
||||
<p>
|
||||
You can also embed update information so that your users can update the AppImage
|
||||
using binary delta updates with the AppImageUpdate tool.
|
||||
You can also sign the AppImage with GPG.
|
||||
</p>
|
||||
</description>
|
||||
<url type="homepage">https://github.com/AppImage/AppImageKit</url>
|
||||
<project_group>AppImage</project_group>
|
||||
<provides>
|
||||
<binary>appimagetool</binary>
|
||||
</provides>
|
||||
</component>
|
||||
@@ -37,3 +37,29 @@ func save_shift_result(result: Dictionary) -> Error:
|
||||
var results := load_shift_results()
|
||||
results.append(result)
|
||||
return _save_json(SHIFT_RESULTS_FILE, results)
|
||||
|
||||
## Defaults for player settings. Kept in code so a missing or partial
|
||||
## settings.json still produces a usable config.
|
||||
const DEFAULT_SETTINGS := {
|
||||
"look_sensitivity": 0.0022,
|
||||
"hud_font_scale": 1.0,
|
||||
"ai_difficulty": "normal",
|
||||
}
|
||||
|
||||
## Load player settings, merged over the defaults. Returns a Dictionary.
|
||||
func load_settings() -> Dictionary:
|
||||
var merged: Dictionary = DEFAULT_SETTINGS.duplicate(true)
|
||||
var data = _load_json(SETTINGS_FILE)
|
||||
if data is Dictionary:
|
||||
for key in data.keys():
|
||||
if merged.has(key):
|
||||
merged[key] = data[key]
|
||||
return merged
|
||||
|
||||
## Persist player settings. Returns Error.
|
||||
func save_settings(settings: Dictionary) -> Error:
|
||||
var merged: Dictionary = DEFAULT_SETTINGS.duplicate(true)
|
||||
for key in settings.keys():
|
||||
if merged.has(key):
|
||||
merged[key] = settings[key]
|
||||
return _save_json(SETTINGS_FILE, merged)
|
||||
@@ -393,6 +393,8 @@ static func joke_shop() -> VenueScenario:
|
||||
"guard_post": Vector3(0, 0, -3),
|
||||
"entrance": Vector3(0, 0, 1.0),
|
||||
"door_area": Vector3(0, 0, 3),
|
||||
"steps_end": Vector3(0, 0, 3),
|
||||
"sidewalk": Vector3(0, 0, 9),
|
||||
"queue_area": Vector3(0, 0, 9),
|
||||
}
|
||||
scenario.door_staff_lines = {
|
||||
@@ -433,7 +435,7 @@ static func joke_shop() -> VenueScenario:
|
||||
scenario.event_pool = [
|
||||
_joke_guest("guest_valid", true, true, Vector2(0, 900), 0.30),
|
||||
_joke_guest("guest_no_ticket", false, true, Vector2(0, 900), 0.18),
|
||||
_joke_guest("guest_expired_id", true, true, Vector2(0, 900), 0.12),
|
||||
_joke_guest("guest_expired_id", true, true, Vector2(0, 900), 0.12, {"id_status": Rules.ArtifactStatus.EXPIRED}),
|
||||
_joke_guest("guest_no_id", true, false, Vector2(0, 900), 0.12),
|
||||
_joke_staff_entry(Vector2(0, 900), 0.25),
|
||||
_joke_routine("performer_show", Rules.NpcType.PERFORMER, "perform", Vector2(300, 800), 0.15),
|
||||
@@ -475,6 +477,8 @@ static func tv_studio() -> VenueScenario:
|
||||
"guard_post": Vector3(0, 0, -3),
|
||||
"entrance": Vector3(0, 0, 1.0),
|
||||
"stage_door": Vector3(6, 0, -2),
|
||||
"steps_end": Vector3(0, 0, 3),
|
||||
"sidewalk": Vector3(0, 0, 9),
|
||||
"queue_area": Vector3(0, 0, 9),
|
||||
}
|
||||
|
||||
@@ -492,9 +496,9 @@ static func tv_studio() -> VenueScenario:
|
||||
])
|
||||
|
||||
scenario.event_pool = [
|
||||
_studio_routine("audience_ticket", Rules.NpcType.AUTHORIZED_GUEST, "enter", Vector2(0, 900), 0.35),
|
||||
_studio_guest("audience_ticket", {"has_ticket": true}, Vector2(0, 900), 0.35),
|
||||
_studio_routine("protest_outside", Rules.NpcType.PROTESTER, "protest", Vector2(300, 900), 0.18),
|
||||
_studio_routine("celebrity_arrival", Rules.NpcType.AUTHORIZED_GUEST, "arrive", Vector2(300, 700), 0.20),
|
||||
_studio_guest("celebrity_arrival", {"has_guest_list": true}, Vector2(300, 700), 0.20, "arrive"),
|
||||
_studio_routine("crew_shift", Rules.NpcType.AUTHORIZED_STAFF, "enter", Vector2(0, 700), 0.30),
|
||||
_studio_routine("tourist_photo", Rules.NpcType.TOURIST, "photo", Vector2(0, 900), 0.35),
|
||||
_studio_routine("confused_enter", Rules.NpcType.CONFUSED_VISITOR, "enter", Vector2(0, 900), 0.25),
|
||||
@@ -509,6 +513,7 @@ static func tv_studio() -> VenueScenario:
|
||||
"time_range_s": Vector2(620, 780),
|
||||
"probability": 0.55,
|
||||
"base_weight": 1.0,
|
||||
"override_access": {"wristband_status": Rules.ArtifactStatus.COUNTERFEIT, "credential_status": Rules.ArtifactStatus.COUNTERFEIT},
|
||||
},
|
||||
{
|
||||
"id": "studio_follow_through",
|
||||
@@ -516,6 +521,7 @@ static func tv_studio() -> VenueScenario:
|
||||
"kind": "scripted",
|
||||
"npc_type": Rules.NpcType.TRESPASSER,
|
||||
"intent": "follow_authorized",
|
||||
"override_access": {"has_ticket": false, "has_wristband": false, "has_credential": false, "has_guest_list": false},
|
||||
"time_range_s": Vector2(700, 860),
|
||||
"probability": 0.45,
|
||||
"base_weight": 1.0,
|
||||
@@ -549,12 +555,23 @@ static func _building_routine(id: String, npc_type: int, intent: String, time_ra
|
||||
"time_range_s": time_range, "probability": prob, "base_weight": 1.0,
|
||||
}
|
||||
|
||||
static func _joke_guest(id: String, has_ticket: bool, has_id: bool, time_range: Vector2, prob: float) -> Dictionary:
|
||||
static func _joke_guest(id: String, has_ticket: bool, has_id: bool, time_range: Vector2, prob: float, extra: Dictionary = {}) -> Dictionary:
|
||||
var override := {"has_ticket": has_ticket, "has_id": has_id}
|
||||
for key in extra.keys():
|
||||
override[key] = extra[key]
|
||||
return {
|
||||
"id": id, "phase": _phase_for_range(time_range, 900.0),
|
||||
"kind": "routine", "npc_type": Rules.NpcType.AUTHORIZED_GUEST, "intent": "enter",
|
||||
"time_range_s": time_range, "probability": prob, "base_weight": 1.0,
|
||||
"override_access": {"has_ticket": has_ticket, "has_id": has_id},
|
||||
"override_access": override,
|
||||
}
|
||||
|
||||
static func _studio_guest(id: String, override_access: Dictionary, time_range: Vector2, prob: float, intent: String = "enter") -> Dictionary:
|
||||
return {
|
||||
"id": id, "phase": _phase_for_range(time_range, 900.0),
|
||||
"kind": "routine", "npc_type": Rules.NpcType.AUTHORIZED_GUEST, "intent": intent,
|
||||
"time_range_s": time_range, "probability": prob, "base_weight": 1.0,
|
||||
"override_access": override_access,
|
||||
}
|
||||
|
||||
static func _joke_staff_entry(time_range: Vector2, prob: float) -> Dictionary:
|
||||
|
||||
@@ -0,0 +1,134 @@
|
||||
extends RefCounted
|
||||
## Builds the access artifacts a person actually presents.
|
||||
## Event `override_access` wins; otherwise a venue-appropriate default from
|
||||
## type + policy. Recognition is never attached to every guest.
|
||||
|
||||
const Rules := preload("res://src/core/rules.gd")
|
||||
const AccessArtifact := preload("res://src/core/access_artifact.gd")
|
||||
const AccessPolicy := preload("res://src/core/access_policy.gd")
|
||||
const NpcProfile := preload("res://src/core/npc_profile.gd")
|
||||
|
||||
static func build(profile: NpcProfile, policy: AccessPolicy, override: Dictionary = {}) -> Array:
|
||||
var npc_type: int = profile.npc_type if profile else Rules.NpcType.TOURIST
|
||||
var out: Array = []
|
||||
if override.get("recognized", false) or (override.is_empty() and npc_type == Rules.NpcType.AUTHORIZED_STAFF):
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.RECOGNITION, Rules.ArtifactStatus.VALID, {"known": true}))
|
||||
if not override.is_empty():
|
||||
_append_override(out, profile, override)
|
||||
return out
|
||||
if policy != null and (policy.require_id or policy.requires(Rules.AccessKind.ID)):
|
||||
_append_id_ticket_defaults(out, profile, npc_type, policy)
|
||||
return out
|
||||
if policy != null and policy.grant_if_any_required:
|
||||
_append_or_defaults(out, npc_type)
|
||||
return out
|
||||
_append_wristband_defaults(out, npc_type)
|
||||
return out
|
||||
|
||||
static func roll_carried_items(seed_value: int, override: Dictionary = {}) -> Array:
|
||||
if override.has("carried_items"):
|
||||
return override["carried_items"]
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = seed_value if seed_value != 0 else 1
|
||||
var roll := rng.randf()
|
||||
if roll < 0.08:
|
||||
return ["keys", "knife"]
|
||||
if roll < 0.40:
|
||||
return ["keys"]
|
||||
if roll < 0.62:
|
||||
return ["phone"]
|
||||
if roll < 0.80:
|
||||
return ["belt"]
|
||||
return []
|
||||
|
||||
static func _append_override(out: Array, profile: NpcProfile, override: Dictionary) -> void:
|
||||
if override.has("has_id") or override.has("id_status"):
|
||||
var has_id := bool(override.get("has_id", true))
|
||||
var status: int = int(override.get("id_status", Rules.ArtifactStatus.VALID if has_id else Rules.ArtifactStatus.MISSING))
|
||||
if not has_id:
|
||||
status = Rules.ArtifactStatus.MISSING
|
||||
var attrs := {}
|
||||
if status != Rules.ArtifactStatus.MISSING:
|
||||
attrs["age"] = int(override.get("age", 24))
|
||||
attrs["name"] = profile.display_name if profile else "Guest"
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.ID, status, attrs))
|
||||
if override.has("has_ticket") or override.has("ticket_status"):
|
||||
var has_ticket := bool(override.get("has_ticket", true))
|
||||
var status: int = int(override.get("ticket_status", Rules.ArtifactStatus.VALID if has_ticket else Rules.ArtifactStatus.MISSING))
|
||||
if not has_ticket:
|
||||
status = Rules.ArtifactStatus.MISSING
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.TICKET, status, {}))
|
||||
if override.has("has_wristband") or override.has("wristband_status"):
|
||||
var status := _present_status(override, "has_wristband", "wristband_status")
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, status, _band_attrs(status)))
|
||||
if override.has("has_credential") or override.has("credential_status"):
|
||||
var status := _present_status(override, "has_credential", "credential_status")
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.CREDENTIAL, status, {"role": "staff"}))
|
||||
if override.has("has_guest_list") or override.has("guest_list_status"):
|
||||
var status := _present_status(override, "has_guest_list", "guest_list_status")
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.GUEST_LIST, status, {}))
|
||||
|
||||
static func _present_status(override: Dictionary, has_key: String, status_key: String) -> int:
|
||||
if override.has(status_key):
|
||||
return int(override[status_key])
|
||||
return Rules.ArtifactStatus.VALID if bool(override.get(has_key, false)) else Rules.ArtifactStatus.MISSING
|
||||
|
||||
static func _append_id_ticket_defaults(out: Array, profile: NpcProfile, npc_type: int, policy: AccessPolicy) -> void:
|
||||
if npc_type == Rules.NpcType.AUTHORIZED_STAFF:
|
||||
return
|
||||
if npc_type == Rules.NpcType.AUTHORIZED_GUEST:
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.ID, Rules.ArtifactStatus.VALID, {
|
||||
"age": 24, "name": profile.display_name if profile else "Guest",
|
||||
}))
|
||||
if policy.requires(Rules.AccessKind.TICKET):
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.TICKET, Rules.ArtifactStatus.VALID, {}))
|
||||
return
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.ID, Rules.ArtifactStatus.MISSING, {}))
|
||||
if policy.requires(Rules.AccessKind.TICKET):
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.TICKET, Rules.ArtifactStatus.MISSING, {}))
|
||||
|
||||
static func _append_or_defaults(out: Array, npc_type: int) -> void:
|
||||
match npc_type:
|
||||
Rules.NpcType.AUTHORIZED_STAFF, Rules.NpcType.DELIVERY:
|
||||
if not _has_kind(out, Rules.AccessKind.RECOGNITION):
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.CREDENTIAL, Rules.ArtifactStatus.VALID, {"role": "staff"}))
|
||||
Rules.NpcType.AUTHORIZED_GUEST:
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.TICKET, Rules.ArtifactStatus.VALID, {}))
|
||||
Rules.NpcType.TRESPASSER:
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.COUNTERFEIT, _band_attrs(Rules.ArtifactStatus.COUNTERFEIT)))
|
||||
Rules.NpcType.CONFUSED_VISITOR:
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.AMBIGUOUS, _band_attrs(Rules.ArtifactStatus.AMBIGUOUS)))
|
||||
_:
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.MISSING, {}))
|
||||
|
||||
static func _append_wristband_defaults(out: Array, npc_type: int) -> void:
|
||||
match npc_type:
|
||||
Rules.NpcType.AUTHORIZED_STAFF:
|
||||
pass
|
||||
Rules.NpcType.AUTHORIZED_GUEST, Rules.NpcType.DELIVERY:
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.VALID, _band_attrs(Rules.ArtifactStatus.VALID)))
|
||||
if npc_type == Rules.NpcType.DELIVERY:
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.CREDENTIAL, Rules.ArtifactStatus.VALID, {"role": "delivery"}))
|
||||
Rules.NpcType.TRESPASSER:
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.COUNTERFEIT, _band_attrs(Rules.ArtifactStatus.COUNTERFEIT)))
|
||||
Rules.NpcType.CONFUSED_VISITOR:
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.AMBIGUOUS, _band_attrs(Rules.ArtifactStatus.AMBIGUOUS)))
|
||||
_:
|
||||
out.append(AccessArtifact.new(Rules.AccessKind.WRISTBAND, Rules.ArtifactStatus.MISSING, {}))
|
||||
|
||||
static func _band_attrs(status: int) -> Dictionary:
|
||||
match status:
|
||||
Rules.ArtifactStatus.VALID:
|
||||
return {"color": "red", "date": "2026-02-13", "event": "gala"}
|
||||
Rules.ArtifactStatus.COUNTERFEIT:
|
||||
return {"color": "red", "date": "2024-01-01"}
|
||||
Rules.ArtifactStatus.AMBIGUOUS:
|
||||
return {"color": "gold"}
|
||||
_:
|
||||
return {}
|
||||
|
||||
static func _has_kind(artifacts: Array, kind: int) -> bool:
|
||||
for artifact in artifacts:
|
||||
if artifact is AccessArtifact and artifact.kind == kind:
|
||||
return true
|
||||
return false
|
||||
@@ -15,7 +15,7 @@ func _init() -> void:
|
||||
pass
|
||||
|
||||
## Verify a single person's set of artifacts (person_artifacts: Array[AccessArtifact]).
|
||||
func verify(person_artifacts: Array, policy: AccessPolicy) -> Dictionary:
|
||||
func verify(person_artifacts: Array, policy: AccessPolicy, already_screened: bool = false) -> Dictionary:
|
||||
var reasons: Array[String] = []
|
||||
var issues: Array[String] = []
|
||||
var checked: Array[String] = []
|
||||
@@ -48,7 +48,7 @@ func verify(person_artifacts: Array, policy: AccessPolicy) -> Dictionary:
|
||||
|
||||
# Wand screening is processed by the interaction layer (false alarms), but a
|
||||
# policy can hard-require it; a refused screen blocks entry.
|
||||
if policy.wand_screening_required and not person_screened(person_artifacts):
|
||||
if policy.wand_screening_required and not already_screened and not person_screened(person_artifacts):
|
||||
issues.append("Screening required")
|
||||
return _result(false, reasons, issues, checked)
|
||||
|
||||
|
||||
@@ -45,6 +45,20 @@ func apply_event(event_type: String) -> void:
|
||||
"event": event_type,
|
||||
})
|
||||
|
||||
## Presentation cue for the avatars after a crowd event (PLAN: Public Crowd
|
||||
## Reaction). "watch" = rubberneck at the incident, "flee" = move away from the
|
||||
## door, "" = no reaction. Pure so it is headless-testable.
|
||||
static func reaction_for_event(event_type: String) -> String:
|
||||
match event_type:
|
||||
"aggressive_behavior", "visible_weapon", "emergency_responder":
|
||||
return "watch"
|
||||
_:
|
||||
return ""
|
||||
|
||||
## True once the crowd is panicking hard enough that people should clear out.
|
||||
func should_flee() -> bool:
|
||||
return crowd_panic
|
||||
|
||||
func summary() -> Dictionary:
|
||||
return {
|
||||
"mood": mood,
|
||||
|
||||
@@ -2,15 +2,26 @@ class_name FSM
|
||||
extends RefCounted
|
||||
## Minimal generic finite state machine used by NPCController and ShiftCoordinator.
|
||||
## Deterministic and headless-testable.
|
||||
##
|
||||
## The owner is held through a WeakRef so long-lived owners do not create a
|
||||
## reference cycle (FSM <-> owner), which previously leaked RefCounted objects
|
||||
## at process exit (see MEMORY.md).
|
||||
|
||||
signal state_changed(node: Object, from_state: String, to_state: String)
|
||||
|
||||
var current_state: String = ""
|
||||
var _transitions: Dictionary = {} # state_name -> Array[{to, guard: Callable}]
|
||||
var _owner_node: Object = null
|
||||
var _owner_ref: WeakRef = null
|
||||
|
||||
func _init(owner_node: Object = null) -> void:
|
||||
_owner_node = owner_node
|
||||
if owner_node != null:
|
||||
_owner_ref = weakref(owner_node)
|
||||
|
||||
## The live owner object, or null if it was freed.
|
||||
func _owner() -> Object:
|
||||
if _owner_ref == null:
|
||||
return null
|
||||
return _owner_ref.get_ref() as Object
|
||||
|
||||
## Register a transition. guard is an optional Callable(node) -> bool.
|
||||
func add_transition(from_state: String, to_state: String, guard: Callable = Callable()) -> void:
|
||||
@@ -20,7 +31,7 @@ func add_transition(from_state: String, to_state: String, guard: Callable = Call
|
||||
|
||||
func start(initial_state: String) -> void:
|
||||
current_state = initial_state
|
||||
state_changed.emit(_owner_node, "", initial_state)
|
||||
state_changed.emit(_owner(), "", initial_state)
|
||||
|
||||
## Attempt to move to `to_state`. Returns true when executed.
|
||||
func transition_to(to_state: String) -> bool:
|
||||
@@ -31,10 +42,10 @@ func transition_to(to_state: String) -> bool:
|
||||
if t["to"] != to_state:
|
||||
continue
|
||||
var guard: Callable = t["guard"]
|
||||
if not guard.is_valid() or guard.call(_owner_node):
|
||||
if not guard.is_valid() or guard.call(_owner()):
|
||||
var from := current_state
|
||||
current_state = to_state
|
||||
state_changed.emit(_owner_node, from, to_state)
|
||||
state_changed.emit(_owner(), from, to_state)
|
||||
return true
|
||||
return false
|
||||
|
||||
@@ -42,6 +53,6 @@ func can_transition_to(to_state: String) -> bool:
|
||||
for t in _transitions.get(current_state, []):
|
||||
if t["to"] == to_state:
|
||||
var guard: Callable = t["guard"]
|
||||
if not guard.is_valid() or guard.call(_owner_node):
|
||||
if not guard.is_valid() or guard.call(_owner()):
|
||||
return true
|
||||
return false
|
||||
@@ -78,6 +78,19 @@ func close_incident(npc_id: String, outcome: String) -> Dictionary:
|
||||
func open_incidents_count() -> int:
|
||||
return _open_incidents.size()
|
||||
|
||||
## True when an incident is already open for this NPC (avoids duplicating one
|
||||
## incident every time the player re-focuses the same person).
|
||||
func has_open_incident(npc_id: String) -> bool:
|
||||
return _open_incidents.has(npc_id)
|
||||
|
||||
## Close every still-open incident at shift end so the review does not silently
|
||||
## drop interactions the player never resolved. Returns how many were closed.
|
||||
func close_all_open(outcome: String = "unresolved") -> int:
|
||||
var ids: Array = _open_incidents.keys()
|
||||
for npc_id in ids:
|
||||
close_incident(str(npc_id), outcome)
|
||||
return ids.size()
|
||||
|
||||
func to_dict() -> Dictionary:
|
||||
return {
|
||||
"incidents": incidents.duplicate(true),
|
||||
|
||||
@@ -34,6 +34,14 @@ var guard_noticed := false
|
||||
|
||||
## Whether this NPC has passed the handheld wand screening (The Joke Shop).
|
||||
var screened := false
|
||||
## Whether the guard has declared they recognize this person (a player decision
|
||||
## recorded as evidence, PLAN.md: Authorized Access).
|
||||
var player_recognized := false
|
||||
## Last reply the NPC gave when asked for their reason for entry.
|
||||
var last_reason_reply := ""
|
||||
## Event-level access payload (`has_id`, `has_ticket`, statuses). Empty means
|
||||
## venue/type defaults from AccessLoadout.
|
||||
var access_override: Dictionary = {}
|
||||
|
||||
func _init() -> void:
|
||||
fsm = FSM.new(self)
|
||||
@@ -147,6 +155,16 @@ func tick_return(delta: float) -> bool:
|
||||
func decide_leave() -> bool:
|
||||
return leave_requested
|
||||
|
||||
## Level 3 ask: request the person's reason for entry (PLAN.md). Pure and
|
||||
## headless-testable; returns the line this NPC answers with ("" if silent).
|
||||
func request_reason() -> String:
|
||||
var lines: Array[String] = profile.dialogue_lines if profile else []
|
||||
if lines.is_empty():
|
||||
last_reason_reply = ""
|
||||
return ""
|
||||
last_reason_reply = lines[rng.randi_range(0, lines.size() - 1)]
|
||||
return last_reason_reply
|
||||
|
||||
## Perception pass: given the guard's distance (meters), return a perception
|
||||
## result describing how the NPC reacts to the guard's presence. Pure and
|
||||
## headless-testable; the presentation layer feeds it the real distance.
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
class_name ShiftCoordinator
|
||||
extends Node
|
||||
extends RefCounted
|
||||
|
||||
const Rules := preload("res://src/core/rules.gd")
|
||||
const EventBus := preload("res://src/core/event_bus.gd")
|
||||
@@ -13,7 +13,7 @@ const EventScheduler := preload("res://src/core/event_scheduler.gd")
|
||||
## Drives one shift: advances time, schedules events, owns the shared systems
|
||||
## (recorder, reputation, radio, crowd), and produces the shift review.
|
||||
|
||||
signal npc_spawn_requested(profile: NpcProfile, intent: String, npc_id: String)
|
||||
signal npc_spawn_requested(profile: NpcProfile, intent: String, npc_id: String, event: Dictionary)
|
||||
signal shift_started(payload: Dictionary)
|
||||
signal shift_ended(review: Dictionary)
|
||||
signal phase_changed(phase: int)
|
||||
@@ -21,6 +21,8 @@ signal phase_changed(phase: int)
|
||||
var scenario: VenueScenario = null
|
||||
var duration_s: float = 900.0
|
||||
var elapsed_s: float = 0.0
|
||||
## Wall-clock start, so the shift review can show event times as mm:ss.
|
||||
var started_at_ms: int = 0
|
||||
var current_phase: int = Rules.Phase.EARLY
|
||||
var running := false
|
||||
|
||||
@@ -32,8 +34,16 @@ var crowd := CrowdSystem.new()
|
||||
var scheduler := EventScheduler.new()
|
||||
|
||||
var spawned_count := 0
|
||||
## Emergency aftermath (PLAN.md: Level 5). Responder resolutions and any
|
||||
## investigation notes for calls that were not justified.
|
||||
var responder_outcomes: Array[String] = []
|
||||
var investigations: Array[String] = []
|
||||
var spawn_seed := 0
|
||||
var _shift_finished := false
|
||||
## The scheduler rolls once per simulated second. `tick()` runs at physics rate,
|
||||
## so accumulate time and only pull due events on whole-second boundaries.
|
||||
const SPAWN_INTERVAL_S := 1.0
|
||||
var _spawn_accum_s := 0.0
|
||||
|
||||
func setup(p_scenario: VenueScenario, p_duration_s: float = 900.0, p_seed: int = 0) -> void:
|
||||
scenario = p_scenario
|
||||
@@ -41,6 +51,8 @@ func setup(p_scenario: VenueScenario, p_duration_s: float = 900.0, p_seed: int =
|
||||
spawn_seed = p_seed
|
||||
scheduler.setup(scenario, p_seed)
|
||||
event_bus = EventBus.new()
|
||||
responder_outcomes.clear()
|
||||
investigations.clear()
|
||||
radio = RadioSystem.new()
|
||||
reputation = ReputationEvaluator.new()
|
||||
crowd = CrowdSystem.new()
|
||||
@@ -55,7 +67,9 @@ func start() -> void:
|
||||
return
|
||||
running = true
|
||||
_shift_finished = false
|
||||
started_at_ms = Time.get_ticks_msec()
|
||||
elapsed_s = 0.0
|
||||
_spawn_accum_s = 0.0
|
||||
current_phase = _phase_for_time(0.0)
|
||||
event_bus.shift_state_changed.emit({"running": true, "elapsed_s": elapsed_s, "phase": current_phase})
|
||||
shift_started.emit({"scenario_id": scenario.id, "duration_s": duration_s})
|
||||
@@ -77,7 +91,12 @@ func tick(delta: float) -> void:
|
||||
if elapsed_s >= duration_s:
|
||||
_finish_shift()
|
||||
return
|
||||
_spawn_due(delta)
|
||||
_spawn_accum_s += delta
|
||||
if _spawn_accum_s >= SPAWN_INTERVAL_S:
|
||||
_spawn_accum_s -= SPAWN_INTERVAL_S
|
||||
if _spawn_accum_s > SPAWN_INTERVAL_S:
|
||||
_spawn_accum_s = 0.0
|
||||
_spawn_due(SPAWN_INTERVAL_S)
|
||||
|
||||
func _phase_for_time(t: float) -> int:
|
||||
if scenario == null or scenario.shift_phases.is_empty():
|
||||
@@ -102,13 +121,15 @@ func _spawn_due(delta: float) -> void:
|
||||
var profile := scenario.profile_for(event.get("npc_type", Rules.NpcType.TOURIST))
|
||||
if profile == null:
|
||||
continue
|
||||
npc_spawn_requested.emit(profile, event.get("intent", "roam"), npc_id)
|
||||
npc_spawn_requested.emit(profile, event.get("intent", "roam"), npc_id, event)
|
||||
|
||||
func _finish_shift() -> void:
|
||||
if _shift_finished:
|
||||
return
|
||||
_shift_finished = true
|
||||
running = false
|
||||
# Interactions the player never resolved still belong in this shift's review.
|
||||
recorder.close_all_open("unresolved")
|
||||
var review := build_review()
|
||||
event_bus.shift_state_changed.emit({"running": false, "review": review})
|
||||
shift_ended.emit(review)
|
||||
@@ -119,6 +140,7 @@ func build_review() -> Dictionary:
|
||||
"scenario_id": scenario.id if scenario else "",
|
||||
"duration_s": duration_s,
|
||||
"elapsed_s": elapsed_s,
|
||||
"started_at_ms": started_at_ms,
|
||||
"phase_at_end": current_phase,
|
||||
"spawned_count": spawned_count,
|
||||
"incidents": recorder.to_dict(),
|
||||
@@ -128,6 +150,8 @@ func build_review() -> Dictionary:
|
||||
"battery": radio.battery,
|
||||
"emergency_cooldown_s": radio.emergency_cooldown_remaining,
|
||||
},
|
||||
"responder_outcomes": responder_outcomes.duplicate(),
|
||||
"investigations": investigations.duplicate(),
|
||||
"completed_at_ms": Time.get_ticks_msec(),
|
||||
}
|
||||
|
||||
|
||||
@@ -8,6 +8,11 @@ extends Node
|
||||
const SAMPLE_RATE := 22050.0
|
||||
|
||||
var _players: Array[AudioStreamPlayer] = []
|
||||
var _bed_player: AudioStreamPlayer = null
|
||||
## Observable state so headless tests and the HUD can see what was requested.
|
||||
var crowd_level: float = 0.0
|
||||
var bed_playing := false
|
||||
var radio_crackles := 0
|
||||
|
||||
func _ready() -> void:
|
||||
# Pre-create a few players so overlapping cues don't cut each other off.
|
||||
@@ -30,6 +35,43 @@ func play_escalation(level: int) -> void:
|
||||
var freq := 440.0 - float(level) * 40.0
|
||||
_play_tone(maxf(freq, 180.0), 0.18, 0.6)
|
||||
|
||||
## Start the looping crowd bed (low murmur). Called once per shift; safe to call
|
||||
## again. Volume then follows `set_crowd_level`.
|
||||
func start_crowd_bed() -> void:
|
||||
if _bed_player == null:
|
||||
_bed_player = AudioStreamPlayer.new()
|
||||
_bed_player.name = "CrowdBed"
|
||||
add_child(_bed_player)
|
||||
_bed_player.stream = _build_crowd_stream()
|
||||
_bed_player.volume_db = _level_to_db(crowd_level)
|
||||
_bed_player.play()
|
||||
bed_playing = true
|
||||
|
||||
func stop_crowd_bed() -> void:
|
||||
if _bed_player:
|
||||
_bed_player.stop()
|
||||
bed_playing = false
|
||||
|
||||
## Crowd mood (0..1) drives the bed volume: quiet when calm, louder when the
|
||||
## street is agitated or panicking.
|
||||
func set_crowd_level(mood: float) -> void:
|
||||
crowd_level = clampf(mood, 0.0, 1.0)
|
||||
if _bed_player:
|
||||
_bed_player.volume_db = _level_to_db(crowd_level)
|
||||
|
||||
static func _level_to_db(mood: float) -> float:
|
||||
return lerpf(-34.0, -12.0, clampf(mood, 0.0, 1.0))
|
||||
|
||||
## Radio open cue: a short burst of filtered crackle.
|
||||
func play_radio_open() -> void:
|
||||
radio_crackles += 1
|
||||
_play_noise(0.09, 0.35)
|
||||
|
||||
## Radio close cue: a lower, shorter click.
|
||||
func play_radio_close() -> void:
|
||||
radio_crackles += 1
|
||||
_play_noise(0.06, 0.25, 1400.0)
|
||||
|
||||
## Play a denial/error cue (low buzz).
|
||||
func play_deny() -> void:
|
||||
_play_tone(220.0, 0.20, 0.5)
|
||||
@@ -53,7 +95,64 @@ func _play_tone(freq: float, duration: float, volume: float, delay: float = 0.0)
|
||||
var sample := sin(TAU * freq * t) * 0.6
|
||||
playback.push_frame(Vector2(sample, sample))
|
||||
|
||||
## Deterministic low murmur for the crowd bed: filtered noise plus a low drone.
|
||||
func _build_crowd_stream() -> AudioStreamWAV:
|
||||
const SECONDS := 4.0
|
||||
var frames := int(SAMPLE_RATE * SECONDS)
|
||||
var data := PackedByteArray()
|
||||
data.resize(frames * 2)
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = 20261031
|
||||
var smooth := 0.0
|
||||
for i in frames:
|
||||
var t := float(i) / SAMPLE_RATE
|
||||
# Low-passed noise (a simple one-pole filter) sounds like distant talking.
|
||||
smooth = lerpf(smooth, rng.randf_range(-1.0, 1.0), 0.02)
|
||||
var drone := sin(TAU * 68.0 * t) * 0.25 + sin(TAU * 103.0 * t) * 0.12
|
||||
var sample := (smooth * 2.2 + drone) * 0.35
|
||||
var v := int(clampf(sample, -1.0, 1.0) * 32767.0)
|
||||
data[i * 2] = v & 0xFF
|
||||
data[i * 2 + 1] = (v >> 8) & 0xFF
|
||||
var stream := AudioStreamWAV.new()
|
||||
stream.format = AudioStreamWAV.FORMAT_16_BITS
|
||||
stream.mix_rate = int(SAMPLE_RATE)
|
||||
stream.stereo = false
|
||||
stream.data = data
|
||||
stream.loop_mode = AudioStreamWAV.LOOP_FORWARD
|
||||
stream.loop_begin = 0
|
||||
stream.loop_end = frames
|
||||
return stream
|
||||
|
||||
## Short filtered noise burst used for the radio crackle.
|
||||
func _play_noise(duration: float, volume: float, cutoff_hz: float = 3200.0) -> void:
|
||||
var player := _free_player()
|
||||
if player == null:
|
||||
return
|
||||
var frames := int(SAMPLE_RATE * duration)
|
||||
var data := PackedByteArray()
|
||||
data.resize(frames * 2)
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = 7
|
||||
var smooth := 0.0
|
||||
var alpha := clampf(cutoff_hz / SAMPLE_RATE, 0.01, 0.9)
|
||||
for i in frames:
|
||||
smooth = lerpf(smooth, rng.randf_range(-1.0, 1.0), alpha)
|
||||
var env := 1.0 - float(i) / float(maxi(frames, 1))
|
||||
var v := int(clampf(smooth * env, -1.0, 1.0) * 32767.0)
|
||||
data[i * 2] = v & 0xFF
|
||||
data[i * 2 + 1] = (v >> 8) & 0xFF
|
||||
var stream := AudioStreamWAV.new()
|
||||
stream.format = AudioStreamWAV.FORMAT_16_BITS
|
||||
stream.mix_rate = int(SAMPLE_RATE)
|
||||
stream.stereo = false
|
||||
stream.data = data
|
||||
player.stream = stream
|
||||
player.volume_db = linear_to_db(volume)
|
||||
player.play()
|
||||
|
||||
func _free_player() -> AudioStreamPlayer:
|
||||
if _players.is_empty():
|
||||
return null
|
||||
for player in _players:
|
||||
if not player.playing:
|
||||
return player
|
||||
|
||||
@@ -1,35 +1,47 @@
|
||||
class_name GuardController
|
||||
extends CharacterBody3D
|
||||
## First-person guard controller: WASD movement, mouse look, interact raycast.
|
||||
## First-person guard: WASD + mouse look. Focus is a cone on NPC heads (ADR-0007, ADR-0008).
|
||||
|
||||
signal picked_target(target: Node)
|
||||
signal cleared_target()
|
||||
|
||||
const NpcFocus := preload("res://src/game/npc_focus.gd")
|
||||
|
||||
var move_speed: float = 3.2
|
||||
var look_sensitivity: float = 0.0022
|
||||
var accel: float = 12.0
|
||||
var is_ready := false
|
||||
var targeted_npc: Node3D = null
|
||||
var input_locked := false
|
||||
var _miss_frames := 0
|
||||
const MISS_GRACE := 8
|
||||
|
||||
@onready var camera: Camera3D = $Head/Camera3D
|
||||
@onready var head: Node3D = $Head
|
||||
|
||||
func _ready() -> void:
|
||||
floor_snap_length = 0.3
|
||||
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
|
||||
is_ready = true
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if input_locked:
|
||||
return
|
||||
if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
|
||||
rotate_y(-event.relative.x * look_sensitivity)
|
||||
head.rotate_x(-event.relative.y * look_sensitivity)
|
||||
head.rotation.x = clampf(head.rotation.x, deg_to_rad(-80.0), deg_to_rad(80.0))
|
||||
elif event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
|
||||
if Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
|
||||
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
|
||||
else:
|
||||
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
|
||||
|
||||
func _physics_process(_delta: float) -> void:
|
||||
# Movement relative to the head's yaw only.
|
||||
if input_locked:
|
||||
velocity.x = 0.0
|
||||
velocity.z = 0.0
|
||||
if not is_on_floor():
|
||||
velocity.y -= 9.8 * _delta
|
||||
else:
|
||||
velocity.y = 0.0
|
||||
move_and_slide()
|
||||
return
|
||||
var forward := -global_transform.basis.z
|
||||
forward.y = 0.0
|
||||
forward = forward.normalized()
|
||||
@@ -41,28 +53,49 @@ func _physics_process(_delta: float) -> void:
|
||||
Input.get_axis("move_left", "move_right"),
|
||||
Input.get_axis("move_forward", "move_back")
|
||||
)
|
||||
var direction := (forward * input_dir.y + right * input_dir.x).normalized()
|
||||
velocity.x = direction.x * move_speed
|
||||
velocity.z = direction.z * move_speed
|
||||
velocity.y -= 9.8 * _delta
|
||||
if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
|
||||
input_dir = Vector2.ZERO
|
||||
var desired := (forward * input_dir.y + right * input_dir.x)
|
||||
if desired.length() > 1.0:
|
||||
desired = desired.normalized()
|
||||
desired *= move_speed
|
||||
velocity.x = move_toward(velocity.x, desired.x, accel * _delta * move_speed)
|
||||
velocity.z = move_toward(velocity.z, desired.z, accel * _delta * move_speed)
|
||||
if is_on_floor():
|
||||
velocity.y = 0.0
|
||||
else:
|
||||
velocity.y -= 9.8 * _delta
|
||||
move_and_slide()
|
||||
_update_target()
|
||||
|
||||
func _update_target() -> void:
|
||||
var space := get_world_3d().direct_space_state
|
||||
var from := camera.global_position
|
||||
var to := from + -camera.global_transform.basis.z * 8.0
|
||||
var query := PhysicsRayQueryParameters3D.create(from, to)
|
||||
query.collide_with_areas = true
|
||||
query.collide_with_bodies = true
|
||||
query.exclude = [get_rid()]
|
||||
var hit := space.intersect_ray(query)
|
||||
if camera == null:
|
||||
return
|
||||
var npcs := get_tree().get_nodes_in_group("npc") if get_tree() else []
|
||||
var heads: Array = []
|
||||
var avatars: Array = []
|
||||
for node in npcs:
|
||||
if not (node is Node3D) or not is_instance_valid(node):
|
||||
continue
|
||||
var avatar := node as Node3D
|
||||
var head_node := avatar.get_node_or_null("Rig/Head") as Node3D
|
||||
var pos: Vector3 = head_node.global_position if head_node else avatar.global_position + Vector3(0, 1.6, 0)
|
||||
heads.append(pos)
|
||||
avatars.append(avatar)
|
||||
var cam_origin := camera.global_position
|
||||
var cam_forward := -camera.global_transform.basis.z
|
||||
var idx := NpcFocus.pick_index(cam_origin, cam_forward, heads)
|
||||
var new_target: Node3D = null
|
||||
if hit:
|
||||
var obj: Object = hit.get("collider")
|
||||
var parent_avatar: Node3D = _find_avatar(obj)
|
||||
if parent_avatar != null:
|
||||
new_target = parent_avatar
|
||||
if idx >= 0:
|
||||
var candidate: Node3D = avatars[idx]
|
||||
if _head_visible(cam_origin, heads[idx]):
|
||||
new_target = candidate
|
||||
if new_target == null and targeted_npc != null:
|
||||
_miss_frames += 1
|
||||
if _miss_frames < MISS_GRACE:
|
||||
return
|
||||
else:
|
||||
_miss_frames = 0
|
||||
if new_target != targeted_npc:
|
||||
targeted_npc = new_target
|
||||
if new_target != null:
|
||||
@@ -70,14 +103,21 @@ func _update_target() -> void:
|
||||
else:
|
||||
cleared_target.emit()
|
||||
|
||||
func _find_avatar(obj: Object) -> Node3D:
|
||||
# Avatars are CharacterBody3D with a collision shape; guard against self and scene junk.
|
||||
func _head_visible(from: Vector3, to: Vector3) -> bool:
|
||||
var space := get_world_3d().direct_space_state
|
||||
if space == null:
|
||||
return true
|
||||
var query := PhysicsRayQueryParameters3D.create(from, to)
|
||||
query.collide_with_areas = false
|
||||
query.collide_with_bodies = true
|
||||
query.exclude = [get_rid()]
|
||||
var hit := space.intersect_ray(query)
|
||||
if hit.is_empty():
|
||||
return true
|
||||
var obj: Object = hit.get("collider")
|
||||
var n := obj as Node
|
||||
if n == null:
|
||||
return null
|
||||
var current: Node = n
|
||||
while current != null:
|
||||
if current.has_method("get_npc_controller"):
|
||||
return current as Node3D
|
||||
current = current.get_parent()
|
||||
return null
|
||||
while n != null:
|
||||
if n.is_in_group("npc"):
|
||||
return true
|
||||
n = n.get_parent()
|
||||
return false
|
||||
@@ -12,6 +12,19 @@ var target_position: Vector3 = Vector3.ZERO
|
||||
var door_position: Vector3 = Vector3(0, 0.5, 1.2)
|
||||
var awaiting_interaction := false
|
||||
var arrived := false
|
||||
## Seconds idle at an arrived waypoint. Ordinary traffic lives for a while, then
|
||||
## despawns so the entrance does not fill with standers (TODO: NPC crowd cap).
|
||||
var idle_s := 0.0
|
||||
var lifetime_s := 90.0
|
||||
var ephemeral := true
|
||||
## Crowd presentation (PLAN: Public Crowd Reaction). "watch" rubbernecks at the
|
||||
## incident, "flee" clears away from it, "" is normal navigation.
|
||||
var reaction_mode := ""
|
||||
var reaction_point := Vector3.ZERO
|
||||
var _reaction_timer := 0.0
|
||||
const RUBBERNECK_S := 12.0
|
||||
const FLEE_S := 20.0
|
||||
const FLEE_SPEED := 2.4
|
||||
var agent: NavigationAgent3D = null
|
||||
## Set once the nav agent proves it has a path; direct movement is the fallback.
|
||||
var _nav_usable := false
|
||||
@@ -39,14 +52,17 @@ func _init() -> void:
|
||||
func get_npc_controller() -> NPCController:
|
||||
return npc
|
||||
|
||||
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)
|
||||
func setup(profile: NpcProfile, intent: String, seed_value: int, p_spawn: Vector3, p_target: Vector3, p_door: Vector3 = Vector3(0, 0.5, 1.2), p_npc_id: String = "", p_override: Dictionary = {}) -> void:
|
||||
var id := p_npc_id if p_npc_id != "" else "npc_%d" % seed_value
|
||||
npc.setup(id, profile, intent, seed_value)
|
||||
npc.access_override = p_override
|
||||
_visual_seed = seed_value
|
||||
spawn_position = p_spawn
|
||||
target_position = p_target
|
||||
door_position = p_door
|
||||
position = p_spawn
|
||||
npc.fsm.state_changed.connect(_on_state_changed)
|
||||
add_to_group("npc")
|
||||
_build_body(profile.npc_type)
|
||||
_nav_usable = false
|
||||
_nav_try_frames = 0
|
||||
@@ -62,9 +78,10 @@ func setup(profile: NpcProfile, intent: String, seed_value: int, p_spawn: Vector
|
||||
var collider := CollisionShape3D.new()
|
||||
var shape := CapsuleShape3D.new()
|
||||
shape.radius = 0.35
|
||||
shape.height = 1.6
|
||||
var height_scale: float = _rig.scale.y if _rig else 1.0
|
||||
shape.height = 1.6 * height_scale
|
||||
collider.shape = shape
|
||||
collider.position = Vector3(0, 0.8, 0)
|
||||
collider.position = Vector3(0, 0.8 * height_scale, 0)
|
||||
add_child(collider)
|
||||
|
||||
var _visual_seed := 0
|
||||
@@ -72,8 +89,18 @@ var _rig: Node3D = null
|
||||
var _head: Node3D = null
|
||||
var _bob_phase := 0.0
|
||||
var _guard_ref: Node3D = null
|
||||
var _focus_circle: MeshInstance3D = null
|
||||
var _name_tag: Label3D = null
|
||||
## Theater props and limbs for the idle poses (ADR-0010 rig).
|
||||
var _photo_prop: MeshInstance3D = null
|
||||
var _sign_prop: MeshInstance3D = null
|
||||
var _legs: Array[MeshInstance3D] = []
|
||||
var _theater_t := 0.0
|
||||
var _photo_prop_base_y := 0.0
|
||||
var _sign_prop_base_y := 0.0
|
||||
const SKIN_TONE := Color(0.88, 0.72, 0.60)
|
||||
const PANTS_COLOR := Color(0.22, 0.22, 0.26)
|
||||
const HAIR_COLORS := [Color(0.12, 0.1, 0.08), Color(0.35, 0.22, 0.12), Color(0.55, 0.42, 0.28), Color(0.15, 0.15, 0.18)]
|
||||
|
||||
func _build_body(npc_type: int) -> void:
|
||||
_rig = Node3D.new()
|
||||
@@ -91,20 +118,69 @@ func _build_body(npc_type: int) -> void:
|
||||
# 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)
|
||||
_legs.append(_add_capsule(_rig, 0.12, 0.8, Vector3(-0.16, 0.4, 0), PANTS_COLOR))
|
||||
_legs.append(_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
|
||||
# Neck, head, face, hair, shoes so the body reads as a person (ADR-0010).
|
||||
_add_capsule(_rig, 0.08, 0.16, Vector3(0, 1.48, 0), SKIN_TONE)
|
||||
_head = Node3D.new()
|
||||
_head.name = "Head"
|
||||
_head.position = Vector3(0, 1.62, 0)
|
||||
_add_sphere(_head, 0.17, Vector3.ZERO, SKIN_TONE)
|
||||
var hair_i := (_visual_seed * 7) % HAIR_COLORS.size()
|
||||
_add_sphere(_head, 0.18, Vector3(0, 0.08, -0.02), HAIR_COLORS[hair_i])
|
||||
_add_sphere(_head, 0.035, Vector3(-0.06, 0.02, 0.14), Color(0.08, 0.08, 0.1))
|
||||
_add_sphere(_head, 0.035, Vector3(0.06, 0.02, 0.14), Color(0.08, 0.08, 0.1))
|
||||
_rig.add_child(_head)
|
||||
_add_box_prop(_rig, Vector3(0.16, 0.08, 0.28), Vector3(-0.16, 0.05, 0.02), Color(0.12, 0.12, 0.14))
|
||||
_add_box_prop(_rig, Vector3(0.16, 0.08, 0.28), Vector3(0.16, 0.05, 0.02), Color(0.12, 0.12, 0.14))
|
||||
_build_focus_circle()
|
||||
_add_props(npc_type)
|
||||
|
||||
func _add_capsule(parent: Node3D, radius: float, height: float, pos: Vector3, color: Color, z_rot: float = 0.0) -> void:
|
||||
func _build_focus_circle() -> void:
|
||||
_focus_circle = MeshInstance3D.new()
|
||||
_focus_circle.name = "FocusCircle"
|
||||
# Blue, semi-transparent disc floating in front of the face (ADR-0008).
|
||||
# Billboarded so it always reads as a circle on screen.
|
||||
var disc := CylinderMesh.new()
|
||||
disc.top_radius = 0.15
|
||||
disc.bottom_radius = 0.15
|
||||
disc.height = 0.001
|
||||
disc.radial_segments = 24
|
||||
_focus_circle.mesh = disc
|
||||
var mat := StandardMaterial3D.new()
|
||||
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
mat.albedo_color = Color(0.25, 0.55, 1.0, 0.45)
|
||||
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||
mat.billboard_mode = BaseMaterial3D.BILLBOARD_ENABLED
|
||||
_focus_circle.material_override = mat
|
||||
_focus_circle.position = Vector3(0, 0, 0.30)
|
||||
_focus_circle.visible = false
|
||||
_head.add_child(_focus_circle)
|
||||
_name_tag = Label3D.new()
|
||||
_name_tag.name = "NameTag"
|
||||
_name_tag.text = npc.profile.display_name if npc and npc.profile else ""
|
||||
_name_tag.font_size = 48
|
||||
_name_tag.pixel_size = 0.004
|
||||
_name_tag.billboard = BaseMaterial3D.BILLBOARD_ENABLED
|
||||
_name_tag.position = Vector3(0, 0.58, 0)
|
||||
_name_tag.modulate = Color(0.95, 0.95, 0.9, 0.9)
|
||||
_name_tag.visible = false
|
||||
_head.add_child(_name_tag)
|
||||
|
||||
func set_focus_visual(focused: bool, menu_open: bool = false) -> void:
|
||||
if _focus_circle:
|
||||
_focus_circle.visible = focused
|
||||
var mat := _focus_circle.material_override as StandardMaterial3D
|
||||
if mat:
|
||||
mat.albedo_color = Color(0.35, 0.65, 1.0, 0.7) if menu_open else Color(0.25, 0.55, 1.0, 0.45)
|
||||
_focus_circle.scale = Vector3.ONE * (1.15 if menu_open else 1.0)
|
||||
if _name_tag:
|
||||
_name_tag.visible = focused
|
||||
|
||||
func _add_capsule(parent: Node3D, radius: float, height: float, pos: Vector3, color: Color, z_rot: float = 0.0) -> MeshInstance3D:
|
||||
var mi := MeshInstance3D.new()
|
||||
var mesh := CapsuleMesh.new()
|
||||
mesh.radius = radius
|
||||
@@ -114,6 +190,7 @@ func _add_capsule(parent: Node3D, radius: float, height: float, pos: Vector3, co
|
||||
mi.rotation_degrees.z = z_rot
|
||||
mi.material_override = _material(color)
|
||||
parent.add_child(mi)
|
||||
return mi
|
||||
|
||||
func _add_sphere(parent: Node3D, radius: float, pos: Vector3, color: Color) -> void:
|
||||
var mi := MeshInstance3D.new()
|
||||
@@ -135,7 +212,8 @@ func _add_props(npc_type: int) -> void:
|
||||
var chest_y := 1.25
|
||||
match npc_type:
|
||||
Rules.NpcType.INFLUENCER:
|
||||
_add_box_prop(_rig, Vector3(0.16, 0.1, 0.09), Vector3(0.3, chest_y, 0.22), Color(0.1, 0.1, 0.1))
|
||||
_photo_prop = _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))
|
||||
_photo_prop_base_y = _photo_prop.position.y
|
||||
_add_box_prop(_rig, Vector3(0.05, 0.05, 0.06), Vector3(0.34, chest_y + 0.06, 0.30), Color(0.4, 0.7, 1.0))
|
||||
Rules.NpcType.DELIVERY:
|
||||
_add_box_prop(_rig, Vector3(0.34, 0.26, 0.28), Vector3(0.0, 1.02, 0.3), Color(0.55, 0.4, 0.25))
|
||||
@@ -150,15 +228,22 @@ func _add_props(npc_type: int) -> void:
|
||||
cone.material_override = hat
|
||||
cone.position = Vector3(0, 0.26, 0)
|
||||
_head.add_child(cone)
|
||||
# Hat in one hand and a small board in the other: the performer plays
|
||||
# to the sidewalk once at the waypoint.
|
||||
_add_box_prop(_rig, Vector3(0.06, 0.5, 0.06), Vector3(-0.42, 1.3, 0.14), Color(0.45, 0.35, 0.25))
|
||||
_sign_prop = _add_box_prop(_rig, Vector3(0.42, 0.32, 0.03), Vector3(-0.46, 1.6, 0.14), Color(0.95, 0.9, 0.75))
|
||||
_sign_prop_base_y = _sign_prop.position.y
|
||||
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))
|
||||
_sign_prop = _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))
|
||||
_sign_prop_base_y = _sign_prop.position.y
|
||||
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))
|
||||
_photo_prop = _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))
|
||||
_photo_prop_base_y = _photo_prop.position.y
|
||||
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:
|
||||
func _add_box_prop(parent: Node3D, size: Vector3, pos: Vector3, color: Color) -> MeshInstance3D:
|
||||
var mi := MeshInstance3D.new()
|
||||
var mesh := BoxMesh.new()
|
||||
mesh.size = size
|
||||
@@ -166,27 +251,153 @@ func _add_box_prop(parent: Node3D, size: Vector3, pos: Vector3, color: Color) ->
|
||||
mi.position = pos
|
||||
mi.material_override = _material(color)
|
||||
parent.add_child(mi)
|
||||
return mi
|
||||
|
||||
## Rubberneck: idle people stop and turn toward the incident. Returns false when
|
||||
## this NPC is too engaged (walking, being talked to, already leaving) to watch.
|
||||
func start_rubberneck(at: Vector3) -> bool:
|
||||
if not arrived or npc.leave_requested or leave_requested_by_lifetime:
|
||||
return false
|
||||
# Someone actually waiting at the entrance is being dealt with, not a bystander.
|
||||
# Avatars live under the identity SceneRoot, so `position` matches world space
|
||||
# and also works before the node enters the tree (tests).
|
||||
if awaiting_interaction and (position - door_position).length() < 3.0:
|
||||
return false
|
||||
if reaction_mode == "flee":
|
||||
return false
|
||||
reaction_mode = "watch"
|
||||
reaction_point = at
|
||||
_reaction_timer = RUBBERNECK_S
|
||||
velocity = Vector3.ZERO
|
||||
return true
|
||||
|
||||
## Panic: clear away from the incident (usually the door) in a straight line.
|
||||
func start_flee(from: Vector3) -> void:
|
||||
if npc.leave_requested or leave_requested_by_lifetime:
|
||||
return
|
||||
reaction_mode = "flee"
|
||||
reaction_point = from
|
||||
_reaction_timer = FLEE_S
|
||||
var away := global_position - from
|
||||
away.y = 0.0
|
||||
if away.length() < 0.5:
|
||||
away = Vector3(0.0, 0.0, 1.0)
|
||||
target_position = global_position + away.normalized() * 25.0
|
||||
target_position.y = 0.5
|
||||
arrived = false
|
||||
awaiting_interaction = false
|
||||
|
||||
func reaction_is_active() -> bool:
|
||||
return reaction_mode != ""
|
||||
|
||||
func _tick_reaction(delta: float) -> void:
|
||||
if reaction_mode == "":
|
||||
return
|
||||
_reaction_timer -= delta
|
||||
if reaction_mode == "flee":
|
||||
if _reaction_timer <= 0.0 or (global_position - target_position).length() < 1.5:
|
||||
reaction_mode = ""
|
||||
queue_free()
|
||||
return
|
||||
if _reaction_timer <= 0.0:
|
||||
reaction_mode = ""
|
||||
|
||||
## Turn the body toward the reaction point without moving.
|
||||
func _face_reaction_point(delta: float) -> void:
|
||||
var to_point := reaction_point - global_position
|
||||
to_point.y = 0.0
|
||||
if to_point.length() < 0.1:
|
||||
return
|
||||
var target_yaw := atan2(-to_point.x, -to_point.z)
|
||||
rotation.y = lerp_angle(rotation.y, target_yaw, clampf(delta * 4.0, 0.0, 1.0))
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
if npc == null or npc.fsm == null:
|
||||
return
|
||||
_advance_fsm(delta)
|
||||
_tick_reaction(delta)
|
||||
if reaction_mode == "watch":
|
||||
velocity = Vector3.ZERO
|
||||
_face_reaction_point(delta)
|
||||
_animate(delta)
|
||||
return
|
||||
if reaction_mode == "flee":
|
||||
_move_toward_target(delta)
|
||||
_animate(delta)
|
||||
return
|
||||
_move_toward_target(delta)
|
||||
_animate(delta)
|
||||
|
||||
## Procedural walk bob + head-toward-guard cue when the NPC is aware.
|
||||
## Theater pose for the current intent once the NPC has stopped walking.
|
||||
## "sit" at the steps, "photo" for camera props, "perform" for the hat/sign,
|
||||
## "film" for a slow pan, otherwise "idle".
|
||||
func theater_pose() -> String:
|
||||
if not arrived:
|
||||
return "idle"
|
||||
match npc.intent:
|
||||
"sit":
|
||||
return "sit"
|
||||
"photo":
|
||||
return "photo"
|
||||
"film":
|
||||
return "film"
|
||||
"perform":
|
||||
return "perform"
|
||||
_:
|
||||
return "idle"
|
||||
|
||||
## How far the rig drops for a seated pose. Pure so it is headless-testable.
|
||||
static func crouch_for_pose(pose: String) -> float:
|
||||
return -0.34 if pose == "sit" else 0.0
|
||||
|
||||
## Vertical lift of a held camera prop. `phase` is seconds; the raise is brief so
|
||||
## it reads as taking a photo rather than a permanently raised arm.
|
||||
static func prop_lift_for_pose(pose: String, phase: float) -> float:
|
||||
if pose != "photo" and pose != "film":
|
||||
return 0.0
|
||||
return maxf(0.0, sin(phase * 1.7)) * 0.16
|
||||
|
||||
## Sway amount for a performer playing to the sidewalk.
|
||||
static func sway_for_pose(pose: String, phase: float) -> float:
|
||||
if pose != "perform":
|
||||
return 0.0
|
||||
return sin(phase * 2.2) * 0.09
|
||||
|
||||
func _animate(delta: float) -> void:
|
||||
if _rig == null:
|
||||
return
|
||||
var speed := Vector2(velocity.x, velocity.z).length()
|
||||
var pose := theater_pose()
|
||||
var crouch := crouch_for_pose(pose)
|
||||
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
|
||||
elif pose != "idle" or not is_zero_approx(_rig.position.y):
|
||||
# Idle theater: seated, photographing, filming, or performing.
|
||||
_theater_t += delta
|
||||
_bob_phase = 0.0
|
||||
_rig.position.y = lerpf(_rig.position.y, crouch, 0.12)
|
||||
_rig.rotation.x = lerpf(_rig.rotation.x, 0.0, 0.2)
|
||||
var lift := prop_lift_for_pose(pose, _theater_t)
|
||||
if _photo_prop:
|
||||
_photo_prop.position.y = _photo_prop_base_y + lift
|
||||
_photo_prop.rotation.x = -lift * 1.4
|
||||
var sway := sway_for_pose(pose, _theater_t)
|
||||
if _sign_prop:
|
||||
_sign_prop.rotation.z = sway
|
||||
_sign_prop.position.y = _sign_prop_base_y + absf(sway) * 0.25
|
||||
if _legs.size() == 2:
|
||||
# Negative pitch swings the legs forward (toward the way the body faces).
|
||||
var leg_angle := deg_to_rad(-78.0) if pose == "sit" else 0.0
|
||||
_legs[0].rotation.x = lerpf(_legs[0].rotation.x, leg_angle, 0.12)
|
||||
_legs[1].rotation.x = lerpf(_legs[1].rotation.x, leg_angle, 0.12)
|
||||
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)
|
||||
# The focus circle billboards via its material; no per-frame look_at needed.
|
||||
# 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):
|
||||
@@ -200,25 +411,40 @@ func _animate(delta: float) -> void:
|
||||
_head.rotation.y = lerp_angle(_head.rotation.y, world_yaw - parent_yaw, 0.1)
|
||||
|
||||
func _advance_fsm(delta: float) -> void:
|
||||
# Routine traffic despawns after a while once it has finished its walk, so
|
||||
# the crowd cap is not permanently occupied by idle standers.
|
||||
if ephemeral and arrived and npc.fsm.current_state != "LEAVING":
|
||||
idle_s += delta
|
||||
if idle_s >= lifetime_s:
|
||||
leave_requested_by_lifetime = true
|
||||
return
|
||||
# Returning-trespasser: an NPC directed away may circle back to the door.
|
||||
if npc.tick_return(delta):
|
||||
arrived = false
|
||||
awaiting_interaction = false
|
||||
target_position = door_position
|
||||
return
|
||||
if npc.leave_requested:
|
||||
if npc.leave_requested or leave_requested_by_lifetime:
|
||||
var away := global_position + (global_position - spawn_position).normalized() * 40.0
|
||||
away.y = 0.5
|
||||
target_position = away
|
||||
if (global_position - away).length() < 2.0:
|
||||
queue_free()
|
||||
return
|
||||
if arrived and not awaiting_interaction:
|
||||
awaiting_interaction = true
|
||||
|
||||
var leave_requested_by_lifetime := false
|
||||
|
||||
func _move_toward_target(delta: float) -> void:
|
||||
if agent == null:
|
||||
_move_direct(delta)
|
||||
return
|
||||
agent.target_position = target_position
|
||||
# Re-assigning the target every physics frame invalidates the path, so
|
||||
# get_next_path_position() keeps returning the current position and the
|
||||
# avatar never moves. Only update the agent when the target changes.
|
||||
if agent.target_position != target_position:
|
||||
agent.target_position = target_position
|
||||
if agent.is_navigation_finished():
|
||||
if (global_position - target_position).length() < 3.0:
|
||||
_arrive()
|
||||
@@ -235,14 +461,32 @@ func _move_toward_target(delta: float) -> void:
|
||||
_move_direct(delta)
|
||||
return
|
||||
var next := agent.get_next_path_position()
|
||||
# Godot reports the current position as the first path point (on the navmesh
|
||||
# plane, so below the body) and only advances past it once the agent is within
|
||||
# path_desired_distance. Steering at the point we are standing on gives a
|
||||
# zero-length direction, and steering at any point merely "far enough" away can
|
||||
# pick the old start behind us. Follow the first path point that is genuinely
|
||||
# closer to the destination than we are.
|
||||
var path := agent.get_current_navigation_path()
|
||||
if path.size() >= 2:
|
||||
var goal: Vector3 = path[path.size() - 1]
|
||||
var here_to_goal := Vector2(goal.x - global_position.x, goal.z - global_position.z).length()
|
||||
for i in range(1, path.size()):
|
||||
var candidate: Vector3 = path[i]
|
||||
candidate.y = global_position.y
|
||||
var candidate_to_goal := Vector2(goal.x - candidate.x, goal.z - candidate.z).length()
|
||||
if candidate_to_goal < here_to_goal - 0.05:
|
||||
next = candidate
|
||||
break
|
||||
var dir := (next - global_position)
|
||||
dir.y = 0.0
|
||||
if dir.length() < 0.2:
|
||||
velocity = Vector3.ZERO
|
||||
return
|
||||
dir = dir.normalized()
|
||||
velocity.x = dir.x * 1.3
|
||||
velocity.z = dir.z * 1.3
|
||||
var speed := FLEE_SPEED if reaction_mode == "flee" else 1.3
|
||||
velocity.x = dir.x * speed
|
||||
velocity.z = dir.z * speed
|
||||
velocity.y -= 9.8 * delta
|
||||
look_at(global_position + Vector3(dir.x, 0, dir.z), Vector3.UP)
|
||||
move_and_slide()
|
||||
@@ -256,8 +500,9 @@ func _move_direct(delta: float) -> void:
|
||||
_arrive()
|
||||
return
|
||||
var dir := to_target.normalized()
|
||||
velocity.x = dir.x * 1.3
|
||||
velocity.z = dir.z * 1.3
|
||||
var speed := FLEE_SPEED if reaction_mode == "flee" else 1.3
|
||||
velocity.x = dir.x * speed
|
||||
velocity.z = dir.z * speed
|
||||
velocity.y -= 9.8 * delta
|
||||
look_at(global_position + Vector3(dir.x, 0, dir.z), Vector3.UP)
|
||||
move_and_slide()
|
||||
|
||||
@@ -0,0 +1,33 @@
|
||||
extends RefCounted
|
||||
## World-space focus cone (ADR-0008). Picks the head closest to the camera
|
||||
## forward vector inside range and angle. No viewport needed, so tests run headless.
|
||||
|
||||
const MAX_RANGE := 10.0
|
||||
const MAX_ANGLE_RAD := 0.175 # ~10 degrees
|
||||
|
||||
static func score_head(cam_origin: Vector3, cam_forward: Vector3, head_pos: Vector3, max_range: float = MAX_RANGE, max_angle: float = MAX_ANGLE_RAD) -> float:
|
||||
var to := head_pos - cam_origin
|
||||
var dist := to.length()
|
||||
if dist < 0.05 or dist > max_range:
|
||||
return -1.0
|
||||
var dir := to / dist
|
||||
var dot := cam_forward.dot(dir)
|
||||
if dot <= 0.0:
|
||||
return -1.0
|
||||
var ang := acos(clampf(dot, -1.0, 1.0))
|
||||
if ang > max_angle:
|
||||
return -1.0
|
||||
return ang
|
||||
|
||||
static func pick_index(cam_origin: Vector3, cam_forward: Vector3, head_positions: Array, max_range: float = MAX_RANGE, max_angle: float = MAX_ANGLE_RAD) -> int:
|
||||
var best_i := -1
|
||||
var best_score := 999.0
|
||||
for i in head_positions.size():
|
||||
var pos: Vector3 = head_positions[i]
|
||||
var score := score_head(cam_origin, cam_forward, pos, max_range, max_angle)
|
||||
if score < 0.0:
|
||||
continue
|
||||
if score < best_score:
|
||||
best_score = score
|
||||
best_i = i
|
||||
return best_i
|
||||