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No files matched your search
@@ -113,6 +113,9 @@ jobs:
|
|||||||
- name: Publish Gitea release (tags only)
|
- name: Publish Gitea release (tags only)
|
||||||
if: startsWith(github.ref, 'refs/tags/')
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if: startsWith(github.ref, 'refs/tags/')
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||||||
env:
|
env:
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||||||
|
# An explicit repo secret wins. Without one, publish_release.sh reuses
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||||||
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# the local git extraheader that actions/checkout configures for the job
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||||||
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# (the runner's own credentials), so tag builds still publish.
|
||||||
GITEA_TOKEN: ${{ secrets.GITEA_TOKEN }}
|
GITEA_TOKEN: ${{ secrets.GITEA_TOKEN }}
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||||||
VERSION: ${{ github.ref_name }}
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VERSION: ${{ github.ref_name }}
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||||||
run: |
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run: |
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||||||
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|||||||
@@ -319,7 +319,7 @@ Completed in the working tree (uncommitted with the control pass). Headless **74
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to the entrance.
|
to the entrance.
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||||||
- [x] Wand shortcut is `C`, not `W`. Tests: `src/test/tests/test_access_loadout.gd`.
|
- [x] Wand shortcut is `C`, not `W`. Tests: `src/test/tests/test_access_loadout.gd`.
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|
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## Player control, focus ring, and radial action menu
|
## Player control, focus circle, and radial action menu
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||||||
|
|
||||||
Completed 2026-10-31 with ADR-0007–0010. Headless **77/77**, plus a windowed smoke
|
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.
|
(`src/test/smoke_focus_radial.gd`) that opens the wheel and saves screenshots.
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||||||
@@ -334,13 +334,13 @@ Completed 2026-10-31 with ADR-0007–0010. Headless **77/77**, plus a windowed s
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|||||||
- [x] `cancel` (Esc / RMB) closes the top modal first; with nothing open, Esc toggles mouse
|
- [x] `cancel` (Esc / RMB) closes the top modal first; with nothing open, Esc toggles mouse
|
||||||
capture and RMB does nothing.
|
capture and RMB does nothing.
|
||||||
|
|
||||||
### Focus and head ring
|
### Focus and focus circle
|
||||||
|
|
||||||
- [x] Focus cone in `src/game/npc_focus.gd` (~10 m, ~10°). Closest-to-forward wins; occlusion
|
- [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.
|
ray skips building hits. `Tab` still cycles 12 m.
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- [x] 8-frame miss grace so walk-bob does not drop focus.
|
- [x] 8-frame miss grace so walk-bob does not drop focus.
|
||||||
- [x] Billboarded torus on `Rig/Head`; gold idle, brighter while the radial is open; `Label3D`
|
- [x] Billboarded blue circle in front of the face on `Rig/Head`; brighter while the radial is
|
||||||
`display_name`. HUD target line uses the display name, not the node name.
|
open; `Label3D` `display_name`. HUD target line uses the display name, not the node name.
|
||||||
- [x] Screen-center crosshair.
|
- [x] Screen-center crosshair.
|
||||||
|
|
||||||
### Radial HUD
|
### Radial HUD
|
||||||
@@ -364,7 +364,7 @@ Completed 2026-10-31 with ADR-0007–0010. Headless **77/77**, plus a windowed s
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|||||||
|
|
||||||
- [x] Named input map: `action_menu` (Space/LMB), `confirm` (Space/Enter), `cancel`
|
- [x] Named input map: `action_menu` (Space/LMB), `confirm` (Space/Enter), `cancel`
|
||||||
(Esc/RMB), `inspect` (E), `wand` (C). `GameManager` uses `is_action_pressed`.
|
(Esc/RMB), `inspect` (E), `wand` (C). `GameManager` uses `is_action_pressed`.
|
||||||
- [x] Windowed smoke: focus ring + name, wheel open/step/confirm/cancel
|
- [x] Windowed smoke: focus circle + name, wheel open/step/confirm/cancel
|
||||||
(`src/test/smoke_focus_radial.gd`, exits non-zero on failure).
|
(`src/test/smoke_focus_radial.gd`, exits non-zero on failure).
|
||||||
- [x] README controls table, smoke checklist, test count, implemented/not-yet lists.
|
- [x] README controls table, smoke checklist, test count, implemented/not-yet lists.
|
||||||
|
|
||||||
@@ -405,7 +405,6 @@ screenshots.
|
|||||||
|
|
||||||
Completed 2026-10-31 (working tree). Headless **88/88**; `src/test/smoke_session_shell.gd` and the windowed focus/radial smoke both pass.
|
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
|
- [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
|
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.
|
the backdrop only with a transparent asset or a keyed shader.
|
||||||
@@ -414,7 +413,7 @@ Completed 2026-10-31 (working tree). Headless **88/88**; `src/test/smoke_session
|
|||||||
- [x] Steps and the landing are visual-only (no collider). The guard walks through them; add
|
- [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.
|
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] Marquee text (`STEP LINE`) is tiny from the sidewalk. Scale the Label3D up.
|
||||||
- [x] Focus ring and name tag are small at 2–3 m. Consider a larger torus / font after a
|
- [x] Focus circle and name tag are small at 2–3 m. Consider a larger circle / font after a
|
||||||
real playtest.
|
real playtest.
|
||||||
- [x] NPC crowd cap (`MAX_LIVE_NPCS`) silently drops routine traffic at 16. Add a short
|
- [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.
|
despawn/lifetime for ordinary guests so the entrance does not fill up with standers.
|
||||||
@@ -423,7 +422,6 @@ Completed 2026-10-31 (working tree). Headless **88/88**; `src/test/smoke_session
|
|||||||
|
|
||||||
Completed 2026-10-31 (working tree). Headless **88/88**; `src/test/smoke_session_shell.gd` and the windowed focus/radial smoke both pass.
|
Completed 2026-10-31 (working tree). Headless **88/88**; `src/test/smoke_session_shell.gd` and the windowed focus/radial smoke both pass.
|
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|
|
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|
|
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The game boots into a live 900 s shift. `Save` declares `settings.json` and never uses it.
|
The game boots into a live 900 s shift. `Save` declares `settings.json` and never uses it.
|
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`V` cycles venues by restarting the shift.
|
`V` cycles venues by restarting the shift.
|
||||||
|
|
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@@ -439,9 +437,80 @@ The game boots into a live 900 s shift. `Save` declares `settings.json` and neve
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|
|
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Completed 2026-10-31 (working tree).
|
Completed 2026-10-31 (working tree).
|
||||||
|
|
||||||
|
|
||||||
- [x] README controls table, smoke checklist, test count, and implemented/not-yet lists
|
- [x] README controls table, smoke checklist, test count, and implemented/not-yet lists
|
||||||
refreshed for the control pass (77 tests).
|
refreshed for the control pass (77 tests).
|
||||||
- [x] `PLAN.md` Tech Stack / Planned Commands still say GUT and GitHub Actions; the project
|
- [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`.
|
uses `src/test/test_runner.gd` and `.gitea/workflows/build.yml`.
|
||||||
- [x] MEMORY: door_staff_lines log through `GameManager`; 300 s default removed.
|
- [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.
|
||||||
@@ -21,11 +21,12 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
|||||||
Windowed control smoke: `godot --path . --script res://src/test/smoke_focus_radial.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;
|
- `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.
|
CI builds the portable binaries, NSIS installer, and AppImage on the tag push.
|
||||||
- Next work: remaining PLAN verbs in `TODO.md` (eye contact, recognize decision, warning body-cam
|
- Next work: `TODO.md` scenario content gaps (Joke Shop / Studio / Building events), then the
|
||||||
flag, blocking station, request reason), then crowd presentation (rubberneck + evacuation).
|
remaining polish and tooling items.
|
||||||
- Do not re-open `override_access`. Do not bind wand to `W`. Do not remove the radio easter egg.
|
- Do not re-open `override_access`. Do not bind wand to `W`. Do not remove the radio easter egg.
|
||||||
|
|
||||||
## Current State
|
## Current State
|
||||||
|
|
||||||
- Access artifacts: `src/core/access_loadout.gd` builds from event `override_access` + venue policy.
|
- 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
|
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
|
guest. `AccessVerifier.verify(..., already_screened=false)` so Joke Shop scoring uses
|
||||||
@@ -35,7 +36,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
|||||||
`hud.controls` / `hud.screen_first` updated.
|
`hud.controls` / `hud.screen_first` updated.
|
||||||
- Control pass (in tree, uncommitted, smoke-tested): cone focus via `src/game/npc_focus.gd`,
|
- 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.
|
accel/decel, gravity only airborne, `input_locked` freeze, Esc no longer on the guard.
|
||||||
`NpcAvatar` in group `npc`; neck/hair/eyes/shoes; torus head ring + `Label3D` name; `set_focus_visual`.
|
`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
|
`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.
|
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),
|
- Named input actions now exist and are used: `action_menu`, `confirm`, `cancel` (Esc + RMB),
|
||||||
@@ -58,11 +59,96 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
|||||||
(`assets/textures/skyline.png`, regenerated RGBA with a transparent sky) and an
|
(`assets/textures/skyline.png`, regenerated RGBA with a transparent sky) and an
|
||||||
`TRANSPARENCY_ALPHA_SCISSOR` unshaded material (`_skyline_mat`); steps + landing are a
|
`TRANSPARENCY_ALPHA_SCISSOR` unshaded material (`_skyline_mat`); steps + landing are a
|
||||||
`StaticBody3D` with per-tread `BoxShape3D` colliders; marquee `font_size` 160 / outline 24; focus
|
`StaticBody3D` with per-tread `BoxShape3D` colliders; marquee `font_size` 160 / outline 24; focus
|
||||||
torus 0.26–0.34 + name tag 48px; `NpcAvatar.ephemeral`/`lifetime_s` despawns routine traffic
|
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).
|
(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
|
- **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.
|
imported `assets/textures/skyline.png` path. Untracked duplicate folder should not be referenced.
|
||||||
- Host sign-in follow-up remains deferred. PLAN.md + ADRs 0007–0010 still describe the intended UX.
|
- 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 "$CRED")`; the workflow falls back to `github.token`
|
||||||
|
(`secrets.GITEA_TOKEN || github.token`) — but `github.token` is **not** provided by this
|
||||||
|
Gitea/act runner, so the env dump showed no token and the v0.2.10 tag build failed again.
|
||||||
|
Final fix: `publish_release.sh` falls back to the **local git extraheader** that
|
||||||
|
`actions/checkout` writes (`git config --local --get-regexp '^http\..*\.extraheader$'`),
|
||||||
|
which carries the runner's basic-auth credentials for the same server. Verified locally by
|
||||||
|
adding that extraheader and publishing v0.2.10 (all five artifacts). **v0.2.9 and v0.2.10
|
||||||
|
are published**; v0.2.4–v0.2.8 tags have no artifacts. Verify the CI path on the next tag. 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
|
- **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.
|
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
|
- NSIS gotchas (validated in a local ubuntu:24.04 docker repro): makensis uses `-D` defines
|
||||||
@@ -151,6 +237,17 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
|||||||
- NOTE: collaborators occasionally add uncommitted work to this shared tree (e.g. the radio
|
- 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.
|
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
|
## Known Issues / Notes
|
||||||
|
|
||||||
- Reference cycles are fixed: `FSM` holds its owner via `WeakRef`, `ShiftCoordinator` is
|
- Reference cycles are fixed: `FSM` holds its owner via `WeakRef`, `ShiftCoordinator` is
|
||||||
@@ -181,6 +278,8 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
|||||||
|
|
||||||
## Open Questions
|
## 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.
|
- Whether the responder avatar should be playable/controllable or purely scripted.
|
||||||
- Localization target languages beyond English.
|
- Localization target languages beyond English.
|
||||||
- macOS notarization approach for broad distribution.
|
- macOS notarization approach for broad distribution.
|
||||||
|
|||||||
@@ -458,7 +458,7 @@ Desktop is the first target: Windows, Linux, and macOS. Web export is a later op
|
|||||||
|
|
||||||
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.
|
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 head ring, [ADR-0009](docs/adr/0009-radial-action-menu.md) radial action menu, [ADR-0010](docs/adr/0010-procedural-npc-presentation.md) procedural NPC presentation.
|
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
|
### What is wrong today
|
||||||
|
|
||||||
@@ -496,17 +496,17 @@ Replace the hairline ray as the primary picker.
|
|||||||
- `Tab` still cycles people inside 12 m as the aim-free path. Cycling sets the same focused person the cone would.
|
- `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.
|
- 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.
|
||||||
|
|
||||||
### Head ring
|
### Focus circle
|
||||||
|
|
||||||
When a person is in focus, draw a thin ring around their head.
|
When a person is in focus, draw a blue, semi-transparent circle in front of their face.
|
||||||
|
|
||||||
- Attach to the avatar `Head` node, sitting just above the skull, billboarded to the camera so it stays a circle on screen.
|
- 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.
|
- Slow spin is fine; no ping-pong scale spam.
|
||||||
- Idle focus: pale gold, modest size. Radial open on that person: brighter, slightly larger.
|
- Idle focus: blue, semi-transparent, modest size. Radial open on that person: brighter, slightly larger.
|
||||||
- Optional small name under the ring (`display_name` only, not the archetype cheat `Violent Threat` in the world). The existing HUD target line can keep the archetype for the prototype.
|
- 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 ring at a time. Everyone else has none.
|
- One circle at a time. Everyone else has none.
|
||||||
|
|
||||||
Implementation sketch: `MeshInstance3D` torus or a thin unshaded ring mesh on the avatar, toggled from `GuardController` / `GameManager` when focus changes. Screen-space fallback (unproject head, draw a `Control` circle) is acceptable if the 3D torus z-fights on hats.
|
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
|
### Round action HUD
|
||||||
|
|
||||||
@@ -545,7 +545,7 @@ A doughnut / pie menu centered on the screen, opened on the focused person.
|
|||||||
**Cancel**
|
**Cancel**
|
||||||
|
|
||||||
- `Esc` or right mouse button: hide the menu, no action, no recorder event, recapture mouse.
|
- `Esc` or right mouse button: hide the menu, no action, no recorder event, recapture mouse.
|
||||||
- Focus and the head ring stay as they were.
|
- 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.
|
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.
|
||||||
|
|
||||||
|
|||||||
@@ -28,9 +28,9 @@ The central design goal is simple:
|
|||||||
|
|
||||||
**All releases:** <https://git.allucanget.biz/zwitschi/security-game/releases>
|
**All releases:** <https://git.allucanget.biz/zwitschi/security-game/releases>
|
||||||
|
|
||||||
> **Latest: v0.2.2** — session shell (venue menu, pause overlay, persisted settings) and the
|
> **Latest: v0.2.11** — release pipeline fix: tag builds publish without a repo secret by reusing
|
||||||
> world presentation follow-ups (walkable steps, transparent skyline, larger marquee and focus
|
> the runner's checkout credentials.
|
||||||
> ring). Releases are built automatically when a `vX.Y.Z` tag is pushed
|
> Releases are built automatically when a `vX.Y.Z` tag is pushed
|
||||||
> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
|
> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
|
||||||
> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
|
> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
|
||||||
> (NSIS + appimagetool) and uploads with the portable binaries.
|
> (NSIS + appimagetool) and uploads with the portable binaries.
|
||||||
@@ -180,6 +180,39 @@ 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.
|
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
|
### Setup
|
||||||
|
|
||||||
1. Download the Godot 4.3 editor (official build) and put `godot` on your PATH.
|
1. Download the Godot 4.3 editor (official build) and put `godot` on your PATH.
|
||||||
@@ -203,11 +236,26 @@ godot --headless --path . --script res://src/test/test_runner.gd
|
|||||||
# Save a screenshot to user:// (windowed)
|
# Save a screenshot to user:// (windowed)
|
||||||
godot --path . --script res://src/test/take_screenshot.gd
|
godot --path . --script res://src/test/take_screenshot.gd
|
||||||
|
|
||||||
# Windowed control smoke: focus ring + action wheel, saves PNGs, exits 1 on failure
|
# Windowed control smoke: focus circle + action wheel, saves PNGs, exits 1 on failure
|
||||||
godot --path . --script res://src/test/smoke_focus_radial.gd
|
godot --path . --script res://src/test/smoke_focus_radial.gd
|
||||||
|
|
||||||
# Session-shell smoke: menu → shift → pause → settings → menu (headless or windowed)
|
# Session-shell smoke: menu → shift → pause → settings → menu (headless or windowed)
|
||||||
godot --headless --path . --script res://src/test/smoke_session_shell.gd
|
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.
|
The unit test runner is the project's own lightweight harness (no editor plugin required) so CI can run it without the editor.
|
||||||
@@ -217,7 +265,7 @@ The unit test runner is the project's own lightweight harness (no editor plugin
|
|||||||
| Input | Action |
|
| Input | Action |
|
||||||
| --- | --- |
|
| --- | --- |
|
||||||
| W/A/S/D + mouse | Move and look |
|
| W/A/S/D + mouse | Move and look |
|
||||||
| Space / left click | Action wheel for the focused person |
|
| 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) |
|
| A / D or ←/→ | Step through the action wheel (while it is open) |
|
||||||
| Space / left click | Confirm the highlighted action (while the wheel 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) |
|
| Esc / right click | Close the top panel; Esc with nothing open pauses the shift (Esc again resumes) |
|
||||||
@@ -235,6 +283,7 @@ The unit test runner is the project's own lightweight harness (no editor plugin
|
|||||||
| V | Cycle venue (debug shortcut; restart via V restarts the current shift) |
|
| V | Cycle venue (debug shortcut; restart via V restarts the current shift) |
|
||||||
| Tab | Cycle target among nearby NPCs (aim-free alternative) |
|
| Tab | Cycle target among nearby NPCs (aim-free alternative) |
|
||||||
| G | Toggle flashlight (widens NPC perception at night) |
|
| G | Toggle flashlight (widens NPC perception at night) |
|
||||||
|
| B | Toggle the body camera; a formal warning switches it on automatically |
|
||||||
| L | Lock / unlock the restricted door (thwarts forced entry) |
|
| L | Lock / unlock the restricted door (thwarts forced entry) |
|
||||||
| F | Toggle debug overlay |
|
| F | Toggle debug overlay |
|
||||||
|
|
||||||
@@ -259,17 +308,27 @@ Implemented so far:
|
|||||||
- Godot 4.3 project scaffold, input map, procedural world builder
|
- 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`
|
- 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
|
- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
|
||||||
- Headless unit tests: **88 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)
|
- 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
|
- 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
|
- 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 gold ring 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`)
|
- 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
|
- 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 ring / name tag
|
- 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
|
- 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
|
- 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)
|
- 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, eye-contact and request-reason verbs, crowd rubbernecking, emergency aftermath, editor-based GUT integration, 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
|
### Smoke Test Checklist
|
||||||
|
|
||||||
@@ -281,7 +340,7 @@ Not yet implemented: body-camera replay timeline, eye-contact and request-reason
|
|||||||
6. The skyline backdrop shows silhouettes against the sky, not an opaque black slab.
|
6. The skyline backdrop shows silhouettes against the sky, not an opaque black slab.
|
||||||
7. The `STEP LINE` marquee is readable from the sidewalk.
|
7. The `STEP LINE` marquee is readable from the sidewalk.
|
||||||
8. NPCs spawn and approach the entrance during the first minutes.
|
8. NPCs spawn and approach the entrance during the first minutes.
|
||||||
9. Looking at an NPC inside the focus cone shows a gold head ring, the person's name, and the HUD target line.
|
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.
|
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.
|
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.
|
12. Pressing `Q` produces a reaction log entry and reputation feedback.
|
||||||
@@ -290,9 +349,22 @@ Not yet implemented: body-camera replay timeline, eye-contact and request-reason
|
|||||||
15. `R` opens the emergency form; the button must be held ~1.6s or the call cancels.
|
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).
|
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.
|
17. `F` toggles the debug overlay with NPC states and shift stats.
|
||||||
18. `Esc` with nothing open pauses the shift; resume / restart / settings / quit-to-menu all work, and settings changes persist across a restart.
|
18. The wheel's `Look` slice is eye contact (Level 1) and logs as its own action.
|
||||||
19. NPCs route around the building using the navigation mesh (no stuck-at-wall behavior during a smoke run).
|
19. `Reason` asks why the person is there and logs their `dialogue_lines` reply.
|
||||||
20. When the shift timer reaches 0, the shift review screen shows grade, incident summary, and persisted shift history; "Run another shift" returns to the venue menu.
|
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
|
## Development Workflow
|
||||||
|
|
||||||
|
|||||||
@@ -1,69 +1,10 @@
|
|||||||
# TODO
|
# TODO
|
||||||
|
|
||||||
Godot 4.3 prototype. Release **v0.2.2** is tagged from the session-shell commit; CI builds the
|
Godot 4.3 prototype. Release **v0.2.9** is tagged. Headless suite **139/139**, plus the session,
|
||||||
installers and AppImage. Headless suite **88/88**, plus `smoke_session_shell.gd` and the windowed
|
PLAN-verb, crowd, emergency, timeline, audio, and windowed focus/radial smokes.
|
||||||
focus/radial smoke.
|
|
||||||
|
|
||||||
Host `REQUIRE_SIGNIN_VIEW` stays deferred.
|
Host `REQUIRE_SIGNIN_VIEW` stays deferred.
|
||||||
|
|
||||||
## Remaining PLAN verbs (radial exists)
|
|
||||||
|
|
||||||
- [ ] Eye contact as a Level 1 action (PLAN / glossary). Distinct from raise-hand. Add a
|
|
||||||
radial slice if it ships.
|
|
||||||
- [ ] "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`).
|
|
||||||
- [ ] Formal warning can activate the body-camera / security-light flag (PLAN Level 2). Overlay
|
|
||||||
is currently always on; toggling should write an incident event.
|
|
||||||
- [ ] Blocking stations the guard between the person and the door (PLAN Level 3). Today it only
|
|
||||||
sends `apply_player_action(BLOCKING)`.
|
|
||||||
- [ ] "Request reason for entry" as a Level 3 ask, with a short NPC reply from `dialogue_lines`.
|
|
||||||
|
|
||||||
## Crowd presentation
|
|
||||||
|
|
||||||
`CrowdSystem` is a mood/attention float. PLAN wants people watching, gathering, and panicking.
|
|
||||||
|
|
||||||
- [ ] On `aggressive_behavior` / `emergency_responder`, nearby idle NPCs stop and face the
|
|
||||||
incident (rubberneck). On `crowd_panic`, they move away from the door.
|
|
||||||
- [ ] Profile a busy entrance with textured materials and props; add LOD or culling for distant
|
|
||||||
NPCs if frame time drops.
|
|
||||||
|
|
||||||
## Emergency aftermath
|
|
||||||
|
|
||||||
Responder outcomes (`command` / `restraint` / `evacuation` / `arrest`) are log lines. PLAN also
|
|
||||||
wants evacuation, a closed street, and an investigation when the call was unjustified.
|
|
||||||
|
|
||||||
- [ ] `evacuation` outcome actually clears the entrance (NPCs leave, door stays locked).
|
|
||||||
- [ ] Unjustified emergency (low danger, no weapon) writes an investigation note on the shift
|
|
||||||
review and applies the existing false-report / reputation hit.
|
|
||||||
- [ ] Review copy names the responder outcome, not only battery and crowd %.
|
|
||||||
|
|
||||||
## Body-camera replay
|
|
||||||
|
|
||||||
- [ ] 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
|
|
||||||
|
|
||||||
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.
|
|
||||||
|
|
||||||
- [ ] Sit pose at `steps_end`. Photo: brief raise of the influencer/tourist prop. Performer
|
|
||||||
stays put and plays the hat/sign.
|
|
||||||
|
|
||||||
## Audio
|
|
||||||
|
|
||||||
`AudioFeedback` is sine beeps. DONE called that "crowd ambience"; it is not.
|
|
||||||
|
|
||||||
- [ ] Loop a low crowd bed that rises with `CrowdSystem.mood`.
|
|
||||||
- [ ] Radio open/close crackle on the existing radio panel, still headless-safe (no-op without
|
|
||||||
an audio server).
|
|
||||||
|
|
||||||
## Accessibility
|
|
||||||
|
|
||||||
- [ ] Escalation colors that still read in grayscale (shape or label, not hue alone).
|
|
||||||
- [ ] HUD font scale in settings.
|
|
||||||
|
|
||||||
## Scenario content still missing vs PLAN lists
|
## Scenario content still missing vs PLAN lists
|
||||||
|
|
||||||
- [ ] Joke Shop: guest on the reservation list without ID; borrowed/mismatched ID; guest
|
- [ ] Joke Shop: guest on the reservation list without ID; borrowed/mismatched ID; guest
|
||||||
@@ -84,10 +25,34 @@ Verified via API+host credentials (2026-10-31):
|
|||||||
anonymous browsing/downloads redirect to login. Host admin: `REQUIRE_SIGNIN_VIEW = false`
|
anonymous browsing/downloads redirect to login. Host admin: `REQUIRE_SIGNIN_VIEW = false`
|
||||||
under `[service]` in `app.ini`, restart Gitea. Alternative: mirror downloads.
|
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).
|
||||||
|
- [x] Fall back to the checkout's git extraheader when no token/credentials exist (the
|
||||||
|
Gitea runner does not expose `github.token`).
|
||||||
|
- [ ] 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
|
## Open Polish
|
||||||
|
|
||||||
- [ ] Keep `%` placeholders stable in `Strings.fmt` when adding keys (positional formatting).
|
- [ ] Keep `%` placeholders stable in `Strings.fmt` when adding keys (positional formatting).
|
||||||
|
|
||||||
|
## Screen design references (QA tooling)
|
||||||
|
|
||||||
|
- [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.
|
||||||
|
|
||||||
## Tooling (when an editor workflow exists)
|
## Tooling (when an editor workflow exists)
|
||||||
|
|
||||||
- [ ] IDE/editor-based GUT integration. Until then the custom headless runner stays.
|
- [ ] IDE/editor-based GUT integration. Until then the custom headless runner stays.
|
||||||
|
|||||||
|
Before Width: | Height: | Size: 2.2 KiB After Width: | Height: | Size: 1.7 KiB |
@@ -1,6 +1,7 @@
|
|||||||
{
|
{
|
||||||
"hud.controls": "LMB/Space action menu · A/D or arrows highlight · Space confirm · Esc/RMB cancel · R emergency · E inspect · C wand · Q polite · 1-6 shortcuts · Tab cycle · G light · L lock · V venue · 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.raise_hand": "Stop",
|
||||||
|
"radial.eye_contact": "Look",
|
||||||
"radial.point": "Point",
|
"radial.point": "Point",
|
||||||
"radial.head_shake": "No",
|
"radial.head_shake": "No",
|
||||||
"radial.polite": "Ask",
|
"radial.polite": "Ask",
|
||||||
@@ -8,6 +9,8 @@
|
|||||||
"radial.wand": "Wand",
|
"radial.wand": "Wand",
|
||||||
"radial.warning": "Warn",
|
"radial.warning": "Warn",
|
||||||
"radial.block": "Block",
|
"radial.block": "Block",
|
||||||
|
"radial.reason": "Reason",
|
||||||
|
"radial.recognize": "Recognize",
|
||||||
"radial.radio": "Radio",
|
"radial.radio": "Radio",
|
||||||
"hud.escalation_prefix": "Escalation: %s",
|
"hud.escalation_prefix": "Escalation: %s",
|
||||||
"hud.cooldown": "EMERGENCY RADIO COOLDOWN: %.0fs",
|
"hud.cooldown": "EMERGENCY RADIO COOLDOWN: %.0fs",
|
||||||
@@ -32,6 +35,9 @@
|
|||||||
"radio.emergency_dispatched": "Emergency responder dispatched.",
|
"radio.emergency_dispatched": "Emergency responder dispatched.",
|
||||||
"radio.easter_egg": "¿Dónde está la mota?",
|
"radio.easter_egg": "¿Dónde está la mota?",
|
||||||
"responder.arrived": "Responder arrives and %ss the situation.",
|
"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.comply": "%s complies and steps back.",
|
||||||
"react.leave": "%s turns and leaves.",
|
"react.leave": "%s turns and leaves.",
|
||||||
"react.argue": "%s argues with you.",
|
"react.argue": "%s argues with you.",
|
||||||
@@ -42,6 +48,15 @@
|
|||||||
"react.return_later": "%s leaves but may come back.",
|
"react.return_later": "%s leaves but may come back.",
|
||||||
"react.call_someone": "%s calls someone for help.",
|
"react.call_someone": "%s calls someone for help.",
|
||||||
"react.none": "No reaction (yet).",
|
"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.near": "%s notices you standing close.",
|
||||||
"perception.aware": "%s notices you watching.",
|
"perception.aware": "%s notices you watching.",
|
||||||
"door.locked": "The door is now locked.",
|
"door.locked": "The door is now locked.",
|
||||||
@@ -50,5 +65,16 @@
|
|||||||
"flashlight.on": "Flashlight on.",
|
"flashlight.on": "Flashlight on.",
|
||||||
"flashlight.off": "Flashlight off.",
|
"flashlight.off": "Flashlight off.",
|
||||||
"hud.venue_switched": "Venue: %s",
|
"hud.venue_switched": "Venue: %s",
|
||||||
"wand.recharge": "Wand scanner is recharging…"
|
"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 +37,25 @@ The repository ships a Gitea Actions workflow (`.gitea/workflows/build.yml`):
|
|||||||
Linux/Windows/macOS, artifact upload, and — on tags — release publication via
|
Linux/Windows/macOS, artifact upload, and — on tags — release publication via
|
||||||
`tools/publish_release.sh`.
|
`tools/publish_release.sh`.
|
||||||
|
|
||||||
For tag builds, set a repo secret named **`GITEA_TOKEN`** (write:repository scope).
|
`tools/publish_release.sh` picks the first available credential, in order:
|
||||||
Without it the workflow still builds and tests, but the release publish step fails.
|
|
||||||
|
1. `GITEA_TOKEN` (repo secret, write:repository scope),
|
||||||
|
2. `GITEA_AUTH_HEADER` (a ready-made `Authorization: ...` header),
|
||||||
|
3. `~/.git-credentials` for the host,
|
||||||
|
4. the **local git extraheader** that `actions/checkout` configures on the CI job.
|
||||||
|
|
||||||
|
Option 4 is what makes tag builds publish without any repo secret: the runner
|
||||||
|
already injects basic-auth credentials for the checkout, and the script reuses that
|
||||||
|
header for the API (same server). `github.token` is *not* available in this Gitea
|
||||||
|
setup, so do not rely on it.
|
||||||
|
|
||||||
|
> **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
|
> **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
|
> `actions/cache` times out against GitHub's cache API. We dropped it (Godot import
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
# ADR-0008: Cone focus and head ring
|
# ADR-0008: Cone focus and focus circle
|
||||||
|
|
||||||
- **Status:** Accepted
|
- **Status:** Accepted
|
||||||
- **Date:** TBD
|
- **Date:** TBD
|
||||||
@@ -19,7 +19,7 @@ Focus is a **cone**, not a ray.
|
|||||||
- A few frames of grace keep walk-bob from dropping focus.
|
- A few frames of grace keep walk-bob from dropping focus.
|
||||||
- `Tab` still cycles people inside 12 m and sets the same focused person.
|
- `Tab` still cycles people inside 12 m and sets the same focused person.
|
||||||
|
|
||||||
When someone is in focus, draw a **thin ring** around their head, attached to the avatar `Head` node, billboarded so it stays a circle on screen. Pale gold while idle; brighter and slightly larger while the action menu is open on that person. Optional `display_name` under the ring. One ring at a time.
|
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.
|
The world must not show the internal type name (`Trespasser`, `Violent Threat`). The debug overlay (`F`) can still print it.
|
||||||
|
|
||||||
@@ -28,19 +28,19 @@ The world must not show the internal type name (`Trespasser`, `Violent Threat`).
|
|||||||
### Positive
|
### Positive
|
||||||
|
|
||||||
- Looking near a person is enough; the player does not have to pin a capsule.
|
- Looking near a person is enough; the player does not have to pin a capsule.
|
||||||
- The ring is visible in the scene, so the HUD is not the only focus cue.
|
- 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.
|
- `Tab` remains the accessibility path and shares the same focused person.
|
||||||
- The action menu (ADR-0009) has a clear subject.
|
- The action menu (ADR-0009) has a clear subject.
|
||||||
|
|
||||||
### Negative
|
### Negative
|
||||||
|
|
||||||
- Two heads in the same circle can steal focus; center-distance is a heuristic, not a lock-on.
|
- 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 torus. A screen-space circle unprojected from the head is an allowed fallback.
|
- 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.
|
- Occlusion rays can fail on unusual geometry; grace frames hide some of that.
|
||||||
|
|
||||||
## Alternatives considered
|
## Alternatives considered
|
||||||
|
|
||||||
- **Keep the hairline ray:** Rejected because it drops people too easily and has no world mark.
|
- **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.
|
- **Sticky lock-on until cancelled:** Rejected because the job is to watch a crowd, not duel one person.
|
||||||
- **Screen reticle only, no world ring:** Rejected; in a crowd the player needs a mark on the head, not only a HUD line.
|
- **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.
|
- **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.
|
||||||
@@ -31,7 +31,7 @@ While the menu is open, walk and look freeze (ADR-0007) and the cursor is visibl
|
|||||||
|
|
||||||
**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.
|
**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 head ring stay. The mouse is recaptured.
|
**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.
|
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.
|
||||||
|
|
||||||
@@ -54,7 +54,7 @@ Number keys `1`–`6` may remain as shortcuts when the wheel is closed, so exist
|
|||||||
## Alternatives considered
|
## 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.
|
- **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 head ring and reads faster in a crowd.
|
- **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.
|
- **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.
|
- **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.
|
- **Drop number-key shortcuts immediately:** Deferred. They remain as a closed-menu fallback until the wheel is proven in play.
|
||||||
@@ -21,7 +21,7 @@ Make the body read as a person at conversation distance:
|
|||||||
- Shoes.
|
- Shoes.
|
||||||
- Hair cap whose color comes from the visual seed.
|
- Hair cap whose color comes from the visual seed.
|
||||||
- Two dark eye spheres so the head has a front.
|
- Two dark eye spheres so the head has a front.
|
||||||
- Named `Head` node (`Rig/Head`) as the attach point for the focus ring (ADR-0008) and the focus cone.
|
- 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.
|
- 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.
|
Keep archetype props, height / brightness variation, walk bob, and the notice head-turn.
|
||||||
@@ -49,5 +49,5 @@ AI clothing textures stay out unless a map is already the right size and is wire
|
|||||||
|
|
||||||
- **Skinned Mixamo / GLB characters now:** Rejected. Cost and pipeline exceed this pass; the sim only needs a readable body and a head node.
|
- **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.
|
- **Billboard sprites:** Rejected; first-person movement walks around people, and sprites fail at profile views.
|
||||||
- **Keep colored capsules as-is:** Rejected; the head ring and cone need a real head, and capsules do not read as people at two metres.
|
- **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.
|
- **World labels with archetype names:** Rejected because they leak sim truth and skip observation.
|
||||||
@@ -153,7 +153,7 @@ Architecture decisions are recorded as ADRs:
|
|||||||
- [ADR-0005: Event-based incident recording](adr/0005-event-based-incident-recording.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-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-0007: Locomotion and input layers](adr/0007-locomotion-and-input-layers.md)
|
||||||
- [ADR-0008: Cone focus and head ring](adr/0008-cone-focus-and-head-ring.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-0009: Radial action menu](adr/0009-radial-action-menu.md)
|
||||||
- [ADR-0010: Procedural NPC presentation](adr/0010-procedural-npc-presentation.md)
|
- [ADR-0010: Procedural NPC presentation](adr/0010-procedural-npc-presentation.md)
|
||||||
|
|
||||||
|
|||||||
|
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: 1.4 MiB After Width: | Height: | Size: 1.4 MiB |
|
Before Width: | Height: | Size: 1.2 MiB After Width: | Height: | Size: 1.2 MiB |
|
Before Width: | Height: | Size: 1.2 MiB After Width: | Height: | Size: 1.2 MiB |
|
Before Width: | Height: | Size: 953 KiB After Width: | Height: | Size: 986 KiB |
|
Before Width: | Height: | Size: 1.2 MiB After Width: | Height: | Size: 1.1 MiB |
|
Before Width: | Height: | Size: 1.2 MiB After Width: | Height: | Size: 1.2 MiB |
@@ -8,7 +8,7 @@ config_version=5
|
|||||||
|
|
||||||
config/name="Step Line"
|
config/name="Step Line"
|
||||||
config/description="Workplace security simulation about observation, access verification, and proportionate escalation."
|
config/description="Workplace security simulation about observation, access verification, and proportionate escalation."
|
||||||
config/version="0.2.2"
|
config/version="0.2.11"
|
||||||
run/main_scene="res://scenes/main.tscn"
|
run/main_scene="res://scenes/main.tscn"
|
||||||
config/features=PackedStringArray("4.3", "GL Compatibility")
|
config/features=PackedStringArray("4.3", "GL Compatibility")
|
||||||
|
|
||||||
|
|||||||
@@ -45,6 +45,20 @@ func apply_event(event_type: String) -> void:
|
|||||||
"event": event_type,
|
"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:
|
func summary() -> Dictionary:
|
||||||
return {
|
return {
|
||||||
"mood": mood,
|
"mood": mood,
|
||||||
|
|||||||
@@ -78,6 +78,19 @@ func close_incident(npc_id: String, outcome: String) -> Dictionary:
|
|||||||
func open_incidents_count() -> int:
|
func open_incidents_count() -> int:
|
||||||
return _open_incidents.size()
|
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:
|
func to_dict() -> Dictionary:
|
||||||
return {
|
return {
|
||||||
"incidents": incidents.duplicate(true),
|
"incidents": incidents.duplicate(true),
|
||||||
|
|||||||
@@ -34,6 +34,11 @@ var guard_noticed := false
|
|||||||
|
|
||||||
## Whether this NPC has passed the handheld wand screening (The Joke Shop).
|
## Whether this NPC has passed the handheld wand screening (The Joke Shop).
|
||||||
var screened := false
|
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
|
## Event-level access payload (`has_id`, `has_ticket`, statuses). Empty means
|
||||||
## venue/type defaults from AccessLoadout.
|
## venue/type defaults from AccessLoadout.
|
||||||
var access_override: Dictionary = {}
|
var access_override: Dictionary = {}
|
||||||
@@ -150,6 +155,16 @@ func tick_return(delta: float) -> bool:
|
|||||||
func decide_leave() -> bool:
|
func decide_leave() -> bool:
|
||||||
return leave_requested
|
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
|
## Perception pass: given the guard's distance (meters), return a perception
|
||||||
## result describing how the NPC reacts to the guard's presence. Pure and
|
## result describing how the NPC reacts to the guard's presence. Pure and
|
||||||
## headless-testable; the presentation layer feeds it the real distance.
|
## headless-testable; the presentation layer feeds it the real distance.
|
||||||
|
|||||||
@@ -21,6 +21,8 @@ signal phase_changed(phase: int)
|
|||||||
var scenario: VenueScenario = null
|
var scenario: VenueScenario = null
|
||||||
var duration_s: float = 900.0
|
var duration_s: float = 900.0
|
||||||
var elapsed_s: float = 0.0
|
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 current_phase: int = Rules.Phase.EARLY
|
||||||
var running := false
|
var running := false
|
||||||
|
|
||||||
@@ -32,6 +34,10 @@ var crowd := CrowdSystem.new()
|
|||||||
var scheduler := EventScheduler.new()
|
var scheduler := EventScheduler.new()
|
||||||
|
|
||||||
var spawned_count := 0
|
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 spawn_seed := 0
|
||||||
var _shift_finished := false
|
var _shift_finished := false
|
||||||
## The scheduler rolls once per simulated second. `tick()` runs at physics rate,
|
## The scheduler rolls once per simulated second. `tick()` runs at physics rate,
|
||||||
@@ -45,6 +51,8 @@ func setup(p_scenario: VenueScenario, p_duration_s: float = 900.0, p_seed: int =
|
|||||||
spawn_seed = p_seed
|
spawn_seed = p_seed
|
||||||
scheduler.setup(scenario, p_seed)
|
scheduler.setup(scenario, p_seed)
|
||||||
event_bus = EventBus.new()
|
event_bus = EventBus.new()
|
||||||
|
responder_outcomes.clear()
|
||||||
|
investigations.clear()
|
||||||
radio = RadioSystem.new()
|
radio = RadioSystem.new()
|
||||||
reputation = ReputationEvaluator.new()
|
reputation = ReputationEvaluator.new()
|
||||||
crowd = CrowdSystem.new()
|
crowd = CrowdSystem.new()
|
||||||
@@ -59,6 +67,7 @@ func start() -> void:
|
|||||||
return
|
return
|
||||||
running = true
|
running = true
|
||||||
_shift_finished = false
|
_shift_finished = false
|
||||||
|
started_at_ms = Time.get_ticks_msec()
|
||||||
elapsed_s = 0.0
|
elapsed_s = 0.0
|
||||||
_spawn_accum_s = 0.0
|
_spawn_accum_s = 0.0
|
||||||
current_phase = _phase_for_time(0.0)
|
current_phase = _phase_for_time(0.0)
|
||||||
@@ -119,6 +128,8 @@ func _finish_shift() -> void:
|
|||||||
return
|
return
|
||||||
_shift_finished = true
|
_shift_finished = true
|
||||||
running = false
|
running = false
|
||||||
|
# Interactions the player never resolved still belong in this shift's review.
|
||||||
|
recorder.close_all_open("unresolved")
|
||||||
var review := build_review()
|
var review := build_review()
|
||||||
event_bus.shift_state_changed.emit({"running": false, "review": review})
|
event_bus.shift_state_changed.emit({"running": false, "review": review})
|
||||||
shift_ended.emit(review)
|
shift_ended.emit(review)
|
||||||
@@ -129,6 +140,7 @@ func build_review() -> Dictionary:
|
|||||||
"scenario_id": scenario.id if scenario else "",
|
"scenario_id": scenario.id if scenario else "",
|
||||||
"duration_s": duration_s,
|
"duration_s": duration_s,
|
||||||
"elapsed_s": elapsed_s,
|
"elapsed_s": elapsed_s,
|
||||||
|
"started_at_ms": started_at_ms,
|
||||||
"phase_at_end": current_phase,
|
"phase_at_end": current_phase,
|
||||||
"spawned_count": spawned_count,
|
"spawned_count": spawned_count,
|
||||||
"incidents": recorder.to_dict(),
|
"incidents": recorder.to_dict(),
|
||||||
@@ -138,6 +150,8 @@ func build_review() -> Dictionary:
|
|||||||
"battery": radio.battery,
|
"battery": radio.battery,
|
||||||
"emergency_cooldown_s": radio.emergency_cooldown_remaining,
|
"emergency_cooldown_s": radio.emergency_cooldown_remaining,
|
||||||
},
|
},
|
||||||
|
"responder_outcomes": responder_outcomes.duplicate(),
|
||||||
|
"investigations": investigations.duplicate(),
|
||||||
"completed_at_ms": Time.get_ticks_msec(),
|
"completed_at_ms": Time.get_ticks_msec(),
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -8,6 +8,11 @@ extends Node
|
|||||||
const SAMPLE_RATE := 22050.0
|
const SAMPLE_RATE := 22050.0
|
||||||
|
|
||||||
var _players: Array[AudioStreamPlayer] = []
|
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:
|
func _ready() -> void:
|
||||||
# Pre-create a few players so overlapping cues don't cut each other off.
|
# 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
|
var freq := 440.0 - float(level) * 40.0
|
||||||
_play_tone(maxf(freq, 180.0), 0.18, 0.6)
|
_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).
|
## Play a denial/error cue (low buzz).
|
||||||
func play_deny() -> void:
|
func play_deny() -> void:
|
||||||
_play_tone(220.0, 0.20, 0.5)
|
_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
|
var sample := sin(TAU * freq * t) * 0.6
|
||||||
playback.push_frame(Vector2(sample, sample))
|
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:
|
func _free_player() -> AudioStreamPlayer:
|
||||||
|
if _players.is_empty():
|
||||||
|
return null
|
||||||
for player in _players:
|
for player in _players:
|
||||||
if not player.playing:
|
if not player.playing:
|
||||||
return player
|
return player
|
||||||
|
|||||||
@@ -9,6 +9,7 @@ const AccessArtifact := preload("res://src/core/access_artifact.gd")
|
|||||||
const AccessLoadout := preload("res://src/core/access_loadout.gd")
|
const AccessLoadout := preload("res://src/core/access_loadout.gd")
|
||||||
const AccessVerifier := preload("res://src/core/access_verifier.gd")
|
const AccessVerifier := preload("res://src/core/access_verifier.gd")
|
||||||
const DoorState := preload("res://src/core/door_state.gd")
|
const DoorState := preload("res://src/core/door_state.gd")
|
||||||
|
const CrowdSystem := preload("res://src/core/crowd_system.gd")
|
||||||
const WandScreener := preload("res://src/core/wand_screener.gd")
|
const WandScreener := preload("res://src/core/wand_screener.gd")
|
||||||
const RadioSystem := preload("res://src/core/radio_system.gd")
|
const RadioSystem := preload("res://src/core/radio_system.gd")
|
||||||
const ScenarioFactory := preload("res://src/content/scenario_factory.gd")
|
const ScenarioFactory := preload("res://src/content/scenario_factory.gd")
|
||||||
@@ -26,10 +27,12 @@ const ShiftReview := preload("res://src/game/ui/shift_review.gd")
|
|||||||
const StartMenu := preload("res://src/game/ui/start_menu.gd")
|
const StartMenu := preload("res://src/game/ui/start_menu.gd")
|
||||||
const PauseOverlay := preload("res://src/game/ui/pause_overlay.gd")
|
const PauseOverlay := preload("res://src/game/ui/pause_overlay.gd")
|
||||||
const SettingsPanel := preload("res://src/game/ui/settings_panel.gd")
|
const SettingsPanel := preload("res://src/game/ui/settings_panel.gd")
|
||||||
|
const EventTimeline := preload("res://src/game/ui/event_timeline.gd")
|
||||||
|
|
||||||
var world_builder: WorldBuilder = null
|
var world_builder: WorldBuilder = null
|
||||||
var door := DoorState.new()
|
var door := DoorState.new()
|
||||||
var flashlight_on := false
|
var flashlight_on := false
|
||||||
|
var body_camera_on := false
|
||||||
var coordinator: ShiftCoordinator = null
|
var coordinator: ShiftCoordinator = null
|
||||||
var guard: GuardController = null
|
var guard: GuardController = null
|
||||||
var _sun: DirectionalLight3D = null
|
var _sun: DirectionalLight3D = null
|
||||||
@@ -68,6 +71,8 @@ var shift_review_panel: ShiftReview = null
|
|||||||
var start_menu: StartMenu = null
|
var start_menu: StartMenu = null
|
||||||
var pause_overlay: PauseOverlay = null
|
var pause_overlay: PauseOverlay = null
|
||||||
var settings_panel: SettingsPanel = null
|
var settings_panel: SettingsPanel = null
|
||||||
|
var event_timeline: EventTimeline = null
|
||||||
|
var _timeline_from_review := false
|
||||||
var _shift_running := false
|
var _shift_running := false
|
||||||
var player_settings: Dictionary = {}
|
var player_settings: Dictionary = {}
|
||||||
var _focused_avatar: Node3D = null
|
var _focused_avatar: Node3D = null
|
||||||
@@ -132,9 +137,13 @@ func _ready() -> void:
|
|||||||
coordinator.setup(selected_scenario, scenario_duration_s, 4242)
|
coordinator.setup(selected_scenario, scenario_duration_s, 4242)
|
||||||
coordinator.npc_spawn_requested.connect(_spawn_npc)
|
coordinator.npc_spawn_requested.connect(_spawn_npc)
|
||||||
coordinator.shift_ended.connect(_on_shift_ended)
|
coordinator.shift_ended.connect(_on_shift_ended)
|
||||||
coordinator.radio.responder_arrived.connect(_on_responder_arrived)
|
_connect_radio()
|
||||||
|
_connect_crowd()
|
||||||
|
|
||||||
_build_ui()
|
_build_ui()
|
||||||
|
# The HUD does not exist yet when settings are loaded, so push them again now
|
||||||
|
# that it does (otherwise the saved font scale is ignored until the next apply).
|
||||||
|
_apply_settings(player_settings)
|
||||||
_last_phase = -1
|
_last_phase = -1
|
||||||
_apply_phase_lighting()
|
_apply_phase_lighting()
|
||||||
# Boot into the venue menu; the shift starts when the player picks a venue.
|
# Boot into the venue menu; the shift starts when the player picks a venue.
|
||||||
@@ -159,10 +168,13 @@ func _build_guard() -> GuardController:
|
|||||||
flashlight.name = "Flashlight"
|
flashlight.name = "Flashlight"
|
||||||
flashlight.visible = false
|
flashlight.visible = false
|
||||||
flashlight.position = Vector3(0, -0.15, -0.4)
|
flashlight.position = Vector3(0, -0.15, -0.4)
|
||||||
flashlight.rotation_degrees = Vector3(-10, 0, 0)
|
# Aim straight ahead: tilting it down made the cone hit the ground right in
|
||||||
flashlight.spot_range = 18.0
|
# front of the guard instead of the person or door being checked.
|
||||||
flashlight.spot_angle = 28.0
|
flashlight.rotation_degrees = Vector3.ZERO
|
||||||
flashlight.light_energy = 2.5
|
flashlight.spot_range = 22.0
|
||||||
|
flashlight.spot_angle = 30.0
|
||||||
|
flashlight.light_energy = 4.0
|
||||||
|
flashlight.spot_attenuation = 0.6
|
||||||
head.add_child(flashlight)
|
head.add_child(flashlight)
|
||||||
var collider := CollisionShape3D.new()
|
var collider := CollisionShape3D.new()
|
||||||
var shape := CapsuleShape3D.new()
|
var shape := CapsuleShape3D.new()
|
||||||
@@ -211,14 +223,22 @@ func _reset_shift_state() -> void:
|
|||||||
inspection_open = false
|
inspection_open = false
|
||||||
wand_open = false
|
wand_open = false
|
||||||
_wand_cooldown = 0.0
|
_wand_cooldown = 0.0
|
||||||
|
body_camera_on = false
|
||||||
|
if hud:
|
||||||
|
hud.set_body_camera(false)
|
||||||
scenario_duration_s = selected_scenario.shift_duration_s
|
scenario_duration_s = selected_scenario.shift_duration_s
|
||||||
coordinator.setup(selected_scenario, scenario_duration_s, 4242)
|
coordinator.setup(selected_scenario, scenario_duration_s, 4242)
|
||||||
|
_connect_radio()
|
||||||
|
_connect_crowd()
|
||||||
_last_phase = -1
|
_last_phase = -1
|
||||||
_apply_phase_lighting()
|
_apply_phase_lighting()
|
||||||
|
|
||||||
## Begin (or resume) the shift clock and recapture the mouse.
|
## Begin (or resume) the shift clock and recapture the mouse.
|
||||||
func _start_shift() -> void:
|
func _start_shift() -> void:
|
||||||
_shift_running = true
|
_shift_running = true
|
||||||
|
if audio:
|
||||||
|
audio.start_crowd_bed()
|
||||||
|
audio.set_crowd_level(coordinator.crowd.mood)
|
||||||
coordinator.start()
|
coordinator.start()
|
||||||
if hud:
|
if hud:
|
||||||
hud.set_shift_state(coordinator, selected_scenario)
|
hud.set_shift_state(coordinator, selected_scenario)
|
||||||
@@ -308,12 +328,15 @@ func _build_ui() -> void:
|
|||||||
radio_panel.submitted.connect(_on_radio_submitted)
|
radio_panel.submitted.connect(_on_radio_submitted)
|
||||||
radio_panel.cancelled.connect(func():
|
radio_panel.cancelled.connect(func():
|
||||||
radio_panel.hide()
|
radio_panel.hide()
|
||||||
|
if audio:
|
||||||
|
audio.play_radio_close()
|
||||||
hud.set_action_hint("")
|
hud.set_action_hint("")
|
||||||
_refresh_freeze())
|
_refresh_freeze())
|
||||||
shift_review_panel = ShiftReview.new()
|
shift_review_panel = ShiftReview.new()
|
||||||
add_child(shift_review_panel)
|
add_child(shift_review_panel)
|
||||||
shift_review_panel.hide()
|
shift_review_panel.hide()
|
||||||
shift_review_panel.restart_requested.connect(_on_review_restart)
|
shift_review_panel.restart_requested.connect(_on_review_restart)
|
||||||
|
shift_review_panel.timeline_requested.connect(_open_timeline)
|
||||||
shift_review_panel.visible = false
|
shift_review_panel.visible = false
|
||||||
|
|
||||||
pause_overlay = PauseOverlay.new()
|
pause_overlay = PauseOverlay.new()
|
||||||
@@ -329,6 +352,11 @@ func _build_ui() -> void:
|
|||||||
settings_panel.hide()
|
settings_panel.hide()
|
||||||
settings_panel.applied.connect(_on_settings_applied)
|
settings_panel.applied.connect(_on_settings_applied)
|
||||||
|
|
||||||
|
event_timeline = EventTimeline.new()
|
||||||
|
add_child(event_timeline)
|
||||||
|
event_timeline.hide()
|
||||||
|
event_timeline.closed.connect(_on_timeline_closed)
|
||||||
|
|
||||||
start_menu = StartMenu.new()
|
start_menu = StartMenu.new()
|
||||||
add_child(start_menu)
|
add_child(start_menu)
|
||||||
start_menu.hide()
|
start_menu.hide()
|
||||||
@@ -336,6 +364,23 @@ func _build_ui() -> void:
|
|||||||
start_menu.settings_requested.connect(_open_settings)
|
start_menu.settings_requested.connect(_open_settings)
|
||||||
start_menu.quit_requested.connect(func(): get_tree().quit())
|
start_menu.quit_requested.connect(func(): get_tree().quit())
|
||||||
|
|
||||||
|
## Body-camera timeline from the review screen (ADR-0005 events, no 3D replay).
|
||||||
|
func _open_timeline(review: Dictionary) -> void:
|
||||||
|
if event_timeline == null:
|
||||||
|
return
|
||||||
|
# Hide the review dim so the timeline is not stacked under two overlays.
|
||||||
|
_timeline_from_review = shift_review_panel != null and shift_review_panel.visible
|
||||||
|
if shift_review_panel:
|
||||||
|
shift_review_panel.visible = false
|
||||||
|
event_timeline.show_timeline(review)
|
||||||
|
_refresh_freeze()
|
||||||
|
|
||||||
|
func _on_timeline_closed() -> void:
|
||||||
|
if _timeline_from_review and shift_review_panel:
|
||||||
|
shift_review_panel.visible = true
|
||||||
|
_timeline_from_review = false
|
||||||
|
_refresh_freeze()
|
||||||
|
|
||||||
## "Run another shift" on the review screen returns to the venue menu.
|
## "Run another shift" on the review screen returns to the venue menu.
|
||||||
func _on_review_restart() -> void:
|
func _on_review_restart() -> void:
|
||||||
_show_start_menu()
|
_show_start_menu()
|
||||||
@@ -470,12 +515,98 @@ func _on_responder_arrived(call: Dictionary) -> void:
|
|||||||
scene_root.add_child(avatar)
|
scene_root.add_child(avatar)
|
||||||
npcs.append(avatar)
|
npcs.append(avatar)
|
||||||
hud.log(Strings.fmt("responder.arrived", [outcome]))
|
hud.log(Strings.fmt("responder.arrived", [outcome]))
|
||||||
|
coordinator.responder_outcomes.append(outcome)
|
||||||
coordinator.recorder.add_event(call.get("report", {}).get("npc_id", ""), {
|
coordinator.recorder.add_event(call.get("report", {}).get("npc_id", ""), {
|
||||||
"type": "responder_action",
|
"type": "responder_action",
|
||||||
"outcome": outcome,
|
"outcome": outcome,
|
||||||
"call_type": call.get("type", "assist"),
|
"call_type": call.get("type", "assist"),
|
||||||
})
|
})
|
||||||
coordinator.crowd.apply_event("emergency_responder" if call.get("type", "") == "emergency" else "calm_professionalism")
|
coordinator.crowd.apply_event("emergency_responder" if call.get("type", "") == "emergency" else "calm_professionalism")
|
||||||
|
if outcome == "evacuation":
|
||||||
|
_evacuate_entrance()
|
||||||
|
|
||||||
|
## Responder outcome "evacuation": the entrance is cleared and the door stays
|
||||||
|
## locked while the block is secured (PLAN.md: Level 5 Emergency Response).
|
||||||
|
func _evacuate_entrance() -> void:
|
||||||
|
if door and not door.locked:
|
||||||
|
door.set_locked(true)
|
||||||
|
if world_builder:
|
||||||
|
world_builder.set_door_locked(true)
|
||||||
|
if hud:
|
||||||
|
hud.set_door(true)
|
||||||
|
var door_pos: Vector3 = selected_scenario._location_or_default("entrance", Vector3(0, 0.5, 1.2))
|
||||||
|
for npc in npcs:
|
||||||
|
if not is_instance_valid(npc):
|
||||||
|
continue
|
||||||
|
if npc.has_method("start_flee"):
|
||||||
|
npc.start_flee(door_pos)
|
||||||
|
var controller: Object = npc.get_npc_controller() if npc.has_method("get_npc_controller") else null
|
||||||
|
if controller != null:
|
||||||
|
coordinator.recorder.add_event(controller.npc_id, {
|
||||||
|
"type": "evacuation",
|
||||||
|
"outcome": "evacuated",
|
||||||
|
})
|
||||||
|
if controller.leave_requested == false:
|
||||||
|
controller.leave_requested = true
|
||||||
|
coordinator.reputation.apply("security_failure", -3.0, "entrance evacuated by responder")
|
||||||
|
if hud:
|
||||||
|
hud.log(Strings.lookup("responder.evacuated"))
|
||||||
|
|
||||||
|
## Responder dispatch. `coordinator.setup()` builds a new RadioSystem for each
|
||||||
|
## shift, so the arrival signal must be re-connected after every setup or radio
|
||||||
|
## calls are silently resolved by nobody.
|
||||||
|
func _connect_radio() -> void:
|
||||||
|
if coordinator == null or coordinator.radio == null:
|
||||||
|
return
|
||||||
|
if not coordinator.radio.responder_arrived.is_connected(_on_responder_arrived):
|
||||||
|
coordinator.radio.responder_arrived.connect(_on_responder_arrived)
|
||||||
|
|
||||||
|
## Crowd presentation (PLAN: Public Crowd Reaction). The crowd system is a
|
||||||
|
## mood/attention float; this turns its events into avatar behavior.
|
||||||
|
func _connect_crowd() -> void:
|
||||||
|
# CrowdSystem routes its updates through the EventBus (`event_bus.crowd_changed`);
|
||||||
|
# its own `changed` signal is not emitted by apply_event().
|
||||||
|
if coordinator == null or coordinator.event_bus == null:
|
||||||
|
return
|
||||||
|
if not coordinator.event_bus.crowd_changed.is_connected(_on_crowd_changed):
|
||||||
|
coordinator.event_bus.crowd_changed.connect(_on_crowd_changed)
|
||||||
|
|
||||||
|
func _on_crowd_changed(payload: Dictionary) -> void:
|
||||||
|
var event_type := str(payload.get("event", ""))
|
||||||
|
var panic := bool(payload.get("panic", false))
|
||||||
|
if audio:
|
||||||
|
audio.set_crowd_level(float(payload.get("mood", 0.0)))
|
||||||
|
# Panic wins: people clear away from the entrance.
|
||||||
|
if panic or event_type == "crowd_panic":
|
||||||
|
_flee_crowd()
|
||||||
|
return
|
||||||
|
if CrowdSystem.reaction_for_event(event_type) == "watch":
|
||||||
|
_rubberneck_crowd()
|
||||||
|
|
||||||
|
func _incident_point() -> Vector3:
|
||||||
|
if targeted_npc is Node3D and is_instance_valid(targeted_npc):
|
||||||
|
return (targeted_npc as Node3D).global_position
|
||||||
|
if guard:
|
||||||
|
return guard.global_position
|
||||||
|
return Vector3(0, 0, 1.2)
|
||||||
|
|
||||||
|
## Idle bystanders stop and face the incident instead of walking on.
|
||||||
|
func _rubberneck_crowd() -> void:
|
||||||
|
var point := _incident_point()
|
||||||
|
for npc in npcs:
|
||||||
|
if not is_instance_valid(npc) or not npc.has_method("start_rubberneck"):
|
||||||
|
continue
|
||||||
|
if npc == targeted_npc:
|
||||||
|
continue
|
||||||
|
npc.start_rubberneck(point)
|
||||||
|
|
||||||
|
## Panic: everyone nearby moves away from the door.
|
||||||
|
func _flee_crowd() -> void:
|
||||||
|
var door_pos: Vector3 = selected_scenario._location_or_default("entrance", Vector3(0, 0.5, 1.2))
|
||||||
|
for npc in npcs:
|
||||||
|
if not is_instance_valid(npc) or not npc.has_method("start_flee"):
|
||||||
|
continue
|
||||||
|
npc.start_flee(door_pos)
|
||||||
|
|
||||||
func _responder_profile() -> NpcProfile:
|
func _responder_profile() -> NpcProfile:
|
||||||
var p := NpcProfile.new()
|
var p := NpcProfile.new()
|
||||||
@@ -488,6 +619,8 @@ func _responder_profile() -> NpcProfile:
|
|||||||
|
|
||||||
func _on_shift_ended(review: Dictionary) -> void:
|
func _on_shift_ended(review: Dictionary) -> void:
|
||||||
_shift_running = false
|
_shift_running = false
|
||||||
|
if audio:
|
||||||
|
audio.stop_crowd_bed()
|
||||||
# Persist the finished shift locally (Save autoload, user:// JSON).
|
# Persist the finished shift locally (Save autoload, user:// JSON).
|
||||||
if Save:
|
if Save:
|
||||||
Save.save_shift_result(review)
|
Save.save_shift_result(review)
|
||||||
@@ -520,6 +653,11 @@ func _begin_incident(avatar: Node3D) -> void:
|
|||||||
current_incident_npc_id = controller.npc_id
|
current_incident_npc_id = controller.npc_id
|
||||||
current_incident_active = true
|
current_incident_active = true
|
||||||
current_npc_truth = _read_npc_truth(controller)
|
current_npc_truth = _read_npc_truth(controller)
|
||||||
|
# Open a structured incident so player actions, access evidence, and
|
||||||
|
# escalation levels are actually recorded (ADR-0005). Without this the
|
||||||
|
# recorder drops every event and the review reports zero incidents.
|
||||||
|
if not coordinator.recorder.has_open_incident(controller.npc_id):
|
||||||
|
coordinator.recorder.start_incident(controller.npc_id, "player_focus")
|
||||||
var profile: Object = controller.profile
|
var profile: Object = controller.profile
|
||||||
var label := "%s — %s" % [
|
var label := "%s — %s" % [
|
||||||
profile.display_name if profile else "?",
|
profile.display_name if profile else "?",
|
||||||
@@ -602,6 +740,8 @@ func _handle_key(event: InputEvent) -> void:
|
|||||||
_toggle_flashlight()
|
_toggle_flashlight()
|
||||||
KEY_L:
|
KEY_L:
|
||||||
_toggle_door_lock()
|
_toggle_door_lock()
|
||||||
|
KEY_B:
|
||||||
|
_toggle_body_camera()
|
||||||
KEY_V:
|
KEY_V:
|
||||||
_cycle_venue()
|
_cycle_venue()
|
||||||
_:
|
_:
|
||||||
@@ -673,9 +813,14 @@ func _close_top_modal() -> bool:
|
|||||||
return true
|
return true
|
||||||
if radio_panel and radio_panel.visible:
|
if radio_panel and radio_panel.visible:
|
||||||
radio_panel.hide()
|
radio_panel.hide()
|
||||||
|
if audio:
|
||||||
|
audio.play_radio_close()
|
||||||
hud.set_action_hint("")
|
hud.set_action_hint("")
|
||||||
_refresh_freeze()
|
_refresh_freeze()
|
||||||
return true
|
return true
|
||||||
|
if event_timeline and event_timeline.visible:
|
||||||
|
event_timeline.close()
|
||||||
|
return true
|
||||||
return false
|
return false
|
||||||
|
|
||||||
func _open_radial() -> void:
|
func _open_radial() -> void:
|
||||||
@@ -720,6 +865,8 @@ func _on_radial_confirmed(slice_id: String) -> void:
|
|||||||
match slice_id:
|
match slice_id:
|
||||||
"raise_hand":
|
"raise_hand":
|
||||||
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "raise hand")
|
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "raise hand")
|
||||||
|
"eye_contact":
|
||||||
|
_eye_contact()
|
||||||
"point":
|
"point":
|
||||||
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "point")
|
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "point")
|
||||||
"head_shake":
|
"head_shake":
|
||||||
@@ -734,6 +881,10 @@ func _on_radial_confirmed(slice_id: String) -> void:
|
|||||||
_apply_interaction(Rules.Level.FORMAL_WARNING, "formal warning")
|
_apply_interaction(Rules.Level.FORMAL_WARNING, "formal warning")
|
||||||
"block":
|
"block":
|
||||||
_apply_interaction(Rules.Level.BLOCKING, "blocking")
|
_apply_interaction(Rules.Level.BLOCKING, "blocking")
|
||||||
|
"reason":
|
||||||
|
_request_reason()
|
||||||
|
"recognize":
|
||||||
|
_recognize_target()
|
||||||
"radio":
|
"radio":
|
||||||
_open_radio(false)
|
_open_radio(false)
|
||||||
|
|
||||||
@@ -749,6 +900,8 @@ func _refresh_freeze() -> void:
|
|||||||
freeze = true
|
freeze = true
|
||||||
if settings_panel and settings_panel.visible:
|
if settings_panel and settings_panel.visible:
|
||||||
freeze = true
|
freeze = true
|
||||||
|
if event_timeline and event_timeline.visible:
|
||||||
|
freeze = true
|
||||||
if not _shift_running:
|
if not _shift_running:
|
||||||
freeze = true
|
freeze = true
|
||||||
if guard:
|
if guard:
|
||||||
@@ -768,6 +921,29 @@ func _toggle_flashlight() -> void:
|
|||||||
hud.set_flashlight(flashlight_on)
|
hud.set_flashlight(flashlight_on)
|
||||||
hud.log(Strings.lookup("flashlight.on") if flashlight_on else Strings.lookup("flashlight.off"))
|
hud.log(Strings.lookup("flashlight.on") if flashlight_on else Strings.lookup("flashlight.off"))
|
||||||
|
|
||||||
|
## Toggle the body camera (PLAN Level 2). The overlay is only visible while the
|
||||||
|
## camera is on, and turning it on or off is written to the incident log.
|
||||||
|
func _toggle_body_camera() -> void:
|
||||||
|
_set_body_camera(not body_camera_on, "manual")
|
||||||
|
|
||||||
|
func _set_body_camera(on: bool, reason: String) -> void:
|
||||||
|
if body_camera_on == on:
|
||||||
|
return
|
||||||
|
body_camera_on = on
|
||||||
|
if hud:
|
||||||
|
hud.set_body_camera(on)
|
||||||
|
var controller: Object = _targeted_controller()
|
||||||
|
if controller != null:
|
||||||
|
_ensure_incident(controller)
|
||||||
|
if coordinator and current_incident_active:
|
||||||
|
coordinator.recorder.add_event(current_incident_npc_id, {
|
||||||
|
"type": "body_camera",
|
||||||
|
"on": on,
|
||||||
|
"reason": reason,
|
||||||
|
})
|
||||||
|
if hud:
|
||||||
|
hud.log(Strings.lookup("bodycam.on") if on else Strings.lookup("bodycam.off"))
|
||||||
|
|
||||||
## Lock or unlock the restricted door (PLAN.md: Level 3). Locked doors thwart
|
## Lock or unlock the restricted door (PLAN.md: Level 3). Locked doors thwart
|
||||||
## FORCE_ENTRY attempts during the reaction flow.
|
## FORCE_ENTRY attempts during the reaction flow.
|
||||||
func _toggle_door_lock() -> void:
|
func _toggle_door_lock() -> void:
|
||||||
@@ -819,6 +995,7 @@ func _apply_interaction(level: int, action_name: String) -> void:
|
|||||||
var controller: Object = _targeted_controller()
|
var controller: Object = _targeted_controller()
|
||||||
if controller == null or coordinator == null:
|
if controller == null or coordinator == null:
|
||||||
return
|
return
|
||||||
|
_ensure_incident(controller)
|
||||||
var outcome: Dictionary = controller.apply_player_action(level)
|
var outcome: Dictionary = controller.apply_player_action(level)
|
||||||
var npc_id: String = controller.npc_id
|
var npc_id: String = controller.npc_id
|
||||||
coordinator.recorder.add_event(npc_id, {
|
coordinator.recorder.add_event(npc_id, {
|
||||||
@@ -829,11 +1006,88 @@ func _apply_interaction(level: int, action_name: String) -> void:
|
|||||||
coordinator.recorder.add_escalation(npc_id, level, "%s on %s" % [action_name, npc_id])
|
coordinator.recorder.add_escalation(npc_id, level, "%s on %s" % [action_name, npc_id])
|
||||||
if level >= Rules.Level.FORMAL_WARNING:
|
if level >= Rules.Level.FORMAL_WARNING:
|
||||||
coordinator.reputation.apply("prop", -1.5, "escalation L%d %s" % [level, action_name])
|
coordinator.reputation.apply("prop", -1.5, "escalation L%d %s" % [level, action_name])
|
||||||
|
# A formal warning is the documented point where the body camera / security
|
||||||
|
# light goes on: it creates a record of the interaction (PLAN Level 2).
|
||||||
|
if level == Rules.Level.FORMAL_WARNING and not body_camera_on:
|
||||||
|
_set_body_camera(true, "formal warning")
|
||||||
|
# Blocking also means physically standing between the person and the door
|
||||||
|
# (PLAN Level 3), not just sending the escalation level.
|
||||||
|
if level == Rules.Level.BLOCKING:
|
||||||
|
_station_between(controller, controller.profile.display_name if controller.profile else "them")
|
||||||
hud.set_escalation(level)
|
hud.set_escalation(level)
|
||||||
if audio:
|
if audio:
|
||||||
audio.play_escalation(level)
|
audio.play_escalation(level)
|
||||||
_react_to_outcome(controller, outcome)
|
_react_to_outcome(controller, outcome)
|
||||||
|
|
||||||
|
## Level 1 eye contact: a distinct, quieter cue than raise-hand (PLAN.md). It
|
||||||
|
## uses the same Level 1 reaction table but is logged as its own action.
|
||||||
|
func _eye_contact() -> void:
|
||||||
|
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "eye contact")
|
||||||
|
|
||||||
|
## "I recognize this person" is the player's own decision, recorded as access
|
||||||
|
## evidence rather than pre-attached to every staff/guest type (PLAN.md).
|
||||||
|
func _recognize_target() -> void:
|
||||||
|
var controller: Object = _targeted_controller()
|
||||||
|
if controller == null:
|
||||||
|
hud.log(Strings.lookup("hud.aim_first"))
|
||||||
|
return
|
||||||
|
var name: String = controller.profile.display_name if controller.profile else "them"
|
||||||
|
if controller.player_recognized:
|
||||||
|
hud.log(Strings.fmt("recognition.already", [name]))
|
||||||
|
return
|
||||||
|
_ensure_incident(controller)
|
||||||
|
controller.player_recognized = true
|
||||||
|
coordinator.recorder.add_access_evidence(controller.npc_id, {
|
||||||
|
"kind": "recognition",
|
||||||
|
"source": "guard_decision",
|
||||||
|
"recognized": true,
|
||||||
|
})
|
||||||
|
coordinator.recorder.add_event(controller.npc_id, {
|
||||||
|
"type": "recognition_decision",
|
||||||
|
"recognized": true,
|
||||||
|
"source": "player",
|
||||||
|
})
|
||||||
|
hud.log(Strings.fmt("recognition.declared", [name]))
|
||||||
|
|
||||||
|
## Level 3 ask: request the person's reason for entry. The reply comes from the
|
||||||
|
## NPC's authored `dialogue_lines`; silence is a valid, telling answer.
|
||||||
|
func _request_reason() -> void:
|
||||||
|
var controller: Object = _targeted_controller()
|
||||||
|
if controller == null:
|
||||||
|
hud.log(Strings.lookup("hud.aim_first"))
|
||||||
|
return
|
||||||
|
var name: String = controller.profile.display_name if controller.profile else "They"
|
||||||
|
_ensure_incident(controller)
|
||||||
|
var reply: String = controller.request_reason()
|
||||||
|
coordinator.recorder.add_event(controller.npc_id, {
|
||||||
|
"type": "reason_requested",
|
||||||
|
"reply": reply,
|
||||||
|
})
|
||||||
|
hud.set_escalation(Rules.Level.BLOCKING)
|
||||||
|
hud.log(Strings.fmt("reason.ask", [name]))
|
||||||
|
if reply == "":
|
||||||
|
hud.log(Strings.fmt("reason.silent", [name]))
|
||||||
|
else:
|
||||||
|
hud.log(Strings.fmt("reason.reply", [name, reply]))
|
||||||
|
|
||||||
|
## Physically move the guard between the person and the door (PLAN Level 3).
|
||||||
|
func _station_between(controller: Object, name: String) -> void:
|
||||||
|
if guard == null or targeted_npc == null:
|
||||||
|
return
|
||||||
|
var npc_pos: Vector3 = (targeted_npc as Node3D).global_position
|
||||||
|
var door_pos: Vector3 = selected_scenario._location_or_default("entrance", Vector3(0, 0.5, 1.2))
|
||||||
|
var to_door := door_pos - npc_pos
|
||||||
|
to_door.y = 0.0
|
||||||
|
if to_door.length() < 0.05:
|
||||||
|
return
|
||||||
|
var station: Vector3 = npc_pos + to_door.normalized() * 0.9
|
||||||
|
station.y = guard.global_position.y
|
||||||
|
guard.global_position = station
|
||||||
|
var look_at_point := Vector3(npc_pos.x, guard.global_position.y, npc_pos.z)
|
||||||
|
if (look_at_point - guard.global_position).length() > 0.05:
|
||||||
|
guard.look_at(look_at_point, Vector3.UP)
|
||||||
|
hud.log(Strings.fmt("station.blocking", [name]))
|
||||||
|
|
||||||
func _react_to_outcome(controller: Object, outcome: Dictionary) -> void:
|
func _react_to_outcome(controller: Object, outcome: Dictionary) -> void:
|
||||||
var reaction: int = outcome.get("reaction", -1)
|
var reaction: int = outcome.get("reaction", -1)
|
||||||
var name: String = (controller.profile.display_name if controller.profile else "Person")
|
var name: String = (controller.profile.display_name if controller.profile else "Person")
|
||||||
@@ -886,9 +1140,13 @@ func _open_radio(emergency: bool) -> void:
|
|||||||
return
|
return
|
||||||
radio_panel.open(controller, emergency, current_npc_truth)
|
radio_panel.open(controller, emergency, current_npc_truth)
|
||||||
hud.set_action_hint("Fill in the radio report on screen.")
|
hud.set_action_hint("Fill in the radio report on screen.")
|
||||||
|
if audio:
|
||||||
|
audio.play_radio_open()
|
||||||
_refresh_freeze()
|
_refresh_freeze()
|
||||||
|
|
||||||
func _on_radio_submitted(report: Dictionary, emergency: bool) -> void:
|
func _on_radio_submitted(report: Dictionary, emergency: bool) -> void:
|
||||||
|
if audio:
|
||||||
|
audio.play_radio_close()
|
||||||
hud.set_action_hint("")
|
hud.set_action_hint("")
|
||||||
_refresh_freeze()
|
_refresh_freeze()
|
||||||
var result: Dictionary = coordinator.radio.request_emergency(report) if emergency else coordinator.radio.request_assistance(report)
|
var result: Dictionary = coordinator.radio.request_emergency(report) if emergency else coordinator.radio.request_assistance(report)
|
||||||
@@ -904,12 +1162,33 @@ func _on_radio_submitted(report: Dictionary, emergency: bool) -> void:
|
|||||||
if emergency:
|
if emergency:
|
||||||
coordinator.crowd.apply_event("emergency_responder")
|
coordinator.crowd.apply_event("emergency_responder")
|
||||||
hud.log(Strings.lookup("radio.emergency_dispatched"))
|
hud.log(Strings.lookup("radio.emergency_dispatched"))
|
||||||
|
# A call that the situation did not justify is reviewed afterwards
|
||||||
|
# (PLAN.md: Level 5 consequences).
|
||||||
|
if _is_unjustified_emergency():
|
||||||
|
var who: String = "the person"
|
||||||
|
var controller: Object = _targeted_controller()
|
||||||
|
if controller and controller.profile:
|
||||||
|
who = str(controller.profile.display_name)
|
||||||
|
coordinator.investigations.append(Strings.fmt("investigation.unjustified", [who]))
|
||||||
|
coordinator.recorder.add_event(current_incident_npc_id, {
|
||||||
|
"type": "investigation_opened",
|
||||||
|
"reason": "unjustified emergency call",
|
||||||
|
})
|
||||||
|
coordinator.reputation.apply("false_report", -6.0, "unjustified emergency call")
|
||||||
|
hud.log(Strings.lookup("investigation.started"))
|
||||||
else:
|
else:
|
||||||
coordinator.crowd.apply_event("calm_professionalism")
|
coordinator.crowd.apply_event("calm_professionalism")
|
||||||
if audio:
|
if audio:
|
||||||
audio.play_radio_response()
|
audio.play_radio_response()
|
||||||
_maybe_radio_easter_egg()
|
_maybe_radio_easter_egg()
|
||||||
|
|
||||||
|
## True when an emergency call is not supported by the situation: no weapon
|
||||||
|
## seen and low danger (PLAN.md: unjustified call consequences).
|
||||||
|
func _is_unjustified_emergency() -> bool:
|
||||||
|
var weapons := bool(current_npc_truth.get("weapons_seen", false))
|
||||||
|
var danger := int(current_npc_truth.get("danger_level", 0))
|
||||||
|
return not weapons and danger <= 1
|
||||||
|
|
||||||
## Rare hidden radio transmission: a stray voice asks "¿Dónde está la mota?"
|
## Rare hidden radio transmission: a stray voice asks "¿Dónde está la mota?"
|
||||||
## over the radio. Fires on a small random chance after a successful call.
|
## over the radio. Fires on a small random chance after a successful call.
|
||||||
func _maybe_radio_easter_egg() -> void:
|
func _maybe_radio_easter_egg() -> void:
|
||||||
@@ -1079,7 +1358,19 @@ func _artifacts_for(controller: Object) -> Array:
|
|||||||
var profile: NpcProfile = controller.profile as NpcProfile
|
var profile: NpcProfile = controller.profile as NpcProfile
|
||||||
var override: Dictionary = controller.access_override
|
var override: Dictionary = controller.access_override
|
||||||
var policy = selected_scenario.access_policy if selected_scenario else null
|
var policy = selected_scenario.access_policy if selected_scenario else null
|
||||||
return AccessLoadout.build(profile, policy, override)
|
var artifacts: Array = AccessLoadout.build(profile, policy, override)
|
||||||
|
# The guard's own recognition is evidence the player created, so it is
|
||||||
|
# appended here rather than baked into every staff/guest artifact set.
|
||||||
|
if controller.player_recognized and not _has_recognition_artifact(artifacts):
|
||||||
|
artifacts.push_front(AccessArtifact.new(
|
||||||
|
Rules.AccessKind.RECOGNITION, Rules.ArtifactStatus.VALID, {"known": true, "source": "player"}))
|
||||||
|
return artifacts
|
||||||
|
|
||||||
|
func _has_recognition_artifact(artifacts: Array) -> bool:
|
||||||
|
for artifact in artifacts:
|
||||||
|
if artifact is AccessArtifact and artifact.kind == Rules.AccessKind.RECOGNITION:
|
||||||
|
return true
|
||||||
|
return false
|
||||||
|
|
||||||
func _read_npc_truth(controller: Object) -> Dictionary:
|
func _read_npc_truth(controller: Object) -> Dictionary:
|
||||||
var profile: Object = controller.profile
|
var profile: Object = controller.profile
|
||||||
@@ -1096,6 +1387,17 @@ func _targeted_controller() -> Object:
|
|||||||
return targeted_npc.get_npc_controller()
|
return targeted_npc.get_npc_controller()
|
||||||
return null
|
return null
|
||||||
|
|
||||||
|
## Guarantee an open incident for this NPC before recording evidence, so verbs
|
||||||
|
## work even if the player acted without a prior focus change.
|
||||||
|
func _ensure_incident(controller: Object) -> void:
|
||||||
|
if controller == null or coordinator == null:
|
||||||
|
return
|
||||||
|
if coordinator.recorder.has_open_incident(controller.npc_id):
|
||||||
|
return
|
||||||
|
coordinator.recorder.start_incident(controller.npc_id, "player_action")
|
||||||
|
current_incident_npc_id = controller.npc_id
|
||||||
|
current_incident_active = true
|
||||||
|
|
||||||
func _close_incident(outcome: String) -> void:
|
func _close_incident(outcome: String) -> void:
|
||||||
if current_incident_active and not current_incident_npc_id.is_empty():
|
if current_incident_active and not current_incident_npc_id.is_empty():
|
||||||
coordinator.recorder.close_incident(current_incident_npc_id, outcome)
|
coordinator.recorder.close_incident(current_incident_npc_id, outcome)
|
||||||
|
|||||||
@@ -17,6 +17,14 @@ var arrived := false
|
|||||||
var idle_s := 0.0
|
var idle_s := 0.0
|
||||||
var lifetime_s := 90.0
|
var lifetime_s := 90.0
|
||||||
var ephemeral := true
|
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
|
var agent: NavigationAgent3D = null
|
||||||
## Set once the nav agent proves it has a path; direct movement is the fallback.
|
## Set once the nav agent proves it has a path; direct movement is the fallback.
|
||||||
var _nav_usable := false
|
var _nav_usable := false
|
||||||
@@ -81,8 +89,15 @@ var _rig: Node3D = null
|
|||||||
var _head: Node3D = null
|
var _head: Node3D = null
|
||||||
var _bob_phase := 0.0
|
var _bob_phase := 0.0
|
||||||
var _guard_ref: Node3D = null
|
var _guard_ref: Node3D = null
|
||||||
var _ring: MeshInstance3D = null
|
var _focus_circle: MeshInstance3D = null
|
||||||
var _name_tag: Label3D = 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 SKIN_TONE := Color(0.88, 0.72, 0.60)
|
||||||
const PANTS_COLOR := Color(0.22, 0.22, 0.26)
|
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)]
|
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)]
|
||||||
@@ -103,8 +118,8 @@ func _build_body(npc_type: int) -> void:
|
|||||||
# Torso
|
# Torso
|
||||||
_add_capsule(_rig, 0.30, 0.95, Vector3(0, 1.05, 0), base_color)
|
_add_capsule(_rig, 0.30, 0.95, Vector3(0, 1.05, 0), base_color)
|
||||||
# Legs
|
# Legs
|
||||||
_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))
|
||||||
_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
|
# 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)
|
||||||
_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)
|
||||||
@@ -121,26 +136,29 @@ func _build_body(npc_type: int) -> void:
|
|||||||
_rig.add_child(_head)
|
_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))
|
||||||
_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_ring()
|
_build_focus_circle()
|
||||||
_add_props(npc_type)
|
_add_props(npc_type)
|
||||||
|
|
||||||
func _build_focus_ring() -> void:
|
func _build_focus_circle() -> void:
|
||||||
_ring = MeshInstance3D.new()
|
_focus_circle = MeshInstance3D.new()
|
||||||
_ring.name = "FocusRing"
|
_focus_circle.name = "FocusCircle"
|
||||||
var torus := TorusMesh.new()
|
# Blue, semi-transparent disc floating in front of the face (ADR-0008).
|
||||||
torus.inner_radius = 0.26
|
# Billboarded so it always reads as a circle on screen.
|
||||||
torus.outer_radius = 0.34
|
var disc := CylinderMesh.new()
|
||||||
torus.rings = 12
|
disc.top_radius = 0.15
|
||||||
torus.ring_segments = 16
|
disc.bottom_radius = 0.15
|
||||||
_ring.mesh = torus
|
disc.height = 0.001
|
||||||
|
disc.radial_segments = 24
|
||||||
|
_focus_circle.mesh = disc
|
||||||
var mat := StandardMaterial3D.new()
|
var mat := StandardMaterial3D.new()
|
||||||
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||||
mat.albedo_color = Color(0.95, 0.82, 0.28, 0.9)
|
mat.albedo_color = Color(0.25, 0.55, 1.0, 0.45)
|
||||||
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||||
_ring.material_override = mat
|
mat.billboard_mode = BaseMaterial3D.BILLBOARD_ENABLED
|
||||||
_ring.position = Vector3(0, 0.28, 0)
|
_focus_circle.material_override = mat
|
||||||
_ring.visible = false
|
_focus_circle.position = Vector3(0, 0, 0.30)
|
||||||
_head.add_child(_ring)
|
_focus_circle.visible = false
|
||||||
|
_head.add_child(_focus_circle)
|
||||||
_name_tag = Label3D.new()
|
_name_tag = Label3D.new()
|
||||||
_name_tag.name = "NameTag"
|
_name_tag.name = "NameTag"
|
||||||
_name_tag.text = npc.profile.display_name if npc and npc.profile else ""
|
_name_tag.text = npc.profile.display_name if npc and npc.profile else ""
|
||||||
@@ -153,16 +171,16 @@ func _build_focus_ring() -> void:
|
|||||||
_head.add_child(_name_tag)
|
_head.add_child(_name_tag)
|
||||||
|
|
||||||
func set_focus_visual(focused: bool, menu_open: bool = false) -> void:
|
func set_focus_visual(focused: bool, menu_open: bool = false) -> void:
|
||||||
if _ring:
|
if _focus_circle:
|
||||||
_ring.visible = focused
|
_focus_circle.visible = focused
|
||||||
var mat := _ring.material_override as StandardMaterial3D
|
var mat := _focus_circle.material_override as StandardMaterial3D
|
||||||
if mat:
|
if mat:
|
||||||
mat.albedo_color = Color(1.0, 0.92, 0.35, 1.0) if menu_open else Color(0.95, 0.82, 0.28, 0.85)
|
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)
|
||||||
_ring.scale = Vector3.ONE * (1.15 if menu_open else 1.0)
|
_focus_circle.scale = Vector3.ONE * (1.15 if menu_open else 1.0)
|
||||||
if _name_tag:
|
if _name_tag:
|
||||||
_name_tag.visible = focused
|
_name_tag.visible = focused
|
||||||
|
|
||||||
func _add_capsule(parent: Node3D, radius: float, height: float, pos: Vector3, color: Color, z_rot: float = 0.0) -> void:
|
func _add_capsule(parent: Node3D, radius: float, height: float, pos: Vector3, color: Color, z_rot: float = 0.0) -> MeshInstance3D:
|
||||||
var mi := MeshInstance3D.new()
|
var mi := MeshInstance3D.new()
|
||||||
var mesh := CapsuleMesh.new()
|
var mesh := CapsuleMesh.new()
|
||||||
mesh.radius = radius
|
mesh.radius = radius
|
||||||
@@ -172,6 +190,7 @@ func _add_capsule(parent: Node3D, radius: float, height: float, pos: Vector3, co
|
|||||||
mi.rotation_degrees.z = z_rot
|
mi.rotation_degrees.z = z_rot
|
||||||
mi.material_override = _material(color)
|
mi.material_override = _material(color)
|
||||||
parent.add_child(mi)
|
parent.add_child(mi)
|
||||||
|
return mi
|
||||||
|
|
||||||
func _add_sphere(parent: Node3D, radius: float, pos: Vector3, color: Color) -> void:
|
func _add_sphere(parent: Node3D, radius: float, pos: Vector3, color: Color) -> void:
|
||||||
var mi := MeshInstance3D.new()
|
var mi := MeshInstance3D.new()
|
||||||
@@ -193,7 +212,8 @@ func _add_props(npc_type: int) -> void:
|
|||||||
var chest_y := 1.25
|
var chest_y := 1.25
|
||||||
match npc_type:
|
match npc_type:
|
||||||
Rules.NpcType.INFLUENCER:
|
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))
|
_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:
|
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))
|
_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))
|
||||||
@@ -208,15 +228,22 @@ func _add_props(npc_type: int) -> void:
|
|||||||
cone.material_override = hat
|
cone.material_override = hat
|
||||||
cone.position = Vector3(0, 0.26, 0)
|
cone.position = Vector3(0, 0.26, 0)
|
||||||
_head.add_child(cone)
|
_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:
|
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(0.05, 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:
|
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:
|
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))
|
_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 mi := MeshInstance3D.new()
|
||||||
var mesh := BoxMesh.new()
|
var mesh := BoxMesh.new()
|
||||||
mesh.size = size
|
mesh.size = size
|
||||||
@@ -224,31 +251,153 @@ func _add_box_prop(parent: Node3D, size: Vector3, pos: Vector3, color: Color) ->
|
|||||||
mi.position = pos
|
mi.position = pos
|
||||||
mi.material_override = _material(color)
|
mi.material_override = _material(color)
|
||||||
parent.add_child(mi)
|
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:
|
func _physics_process(delta: float) -> void:
|
||||||
if npc == null or npc.fsm == null:
|
if npc == null or npc.fsm == null:
|
||||||
return
|
return
|
||||||
_advance_fsm(delta)
|
_advance_fsm(delta)
|
||||||
|
_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)
|
_move_toward_target(delta)
|
||||||
_animate(delta)
|
_animate(delta)
|
||||||
|
|
||||||
## Procedural walk bob + head-toward-guard cue when the NPC is aware.
|
## 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:
|
func _animate(delta: float) -> void:
|
||||||
if _rig == null:
|
if _rig == null:
|
||||||
return
|
return
|
||||||
var speed := Vector2(velocity.x, velocity.z).length()
|
var speed := Vector2(velocity.x, velocity.z).length()
|
||||||
|
var pose := theater_pose()
|
||||||
|
var crouch := crouch_for_pose(pose)
|
||||||
if speed > 0.3:
|
if speed > 0.3:
|
||||||
_bob_phase += delta * (6.0 + speed)
|
_bob_phase += delta * (6.0 + speed)
|
||||||
_rig.position.y = sin(_bob_phase) * 0.035
|
_rig.position.y = sin(_bob_phase) * 0.035
|
||||||
_rig.rotation.x = sin(_bob_phase * 0.5) * 0.04
|
_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:
|
else:
|
||||||
_bob_phase = 0.0
|
_bob_phase = 0.0
|
||||||
_rig.position.y = lerpf(_rig.position.y, 0.0, 0.2)
|
_rig.position.y = lerpf(_rig.position.y, 0.0, 0.2)
|
||||||
_rig.rotation.x = lerpf(_rig.rotation.x, 0.0, 0.2)
|
_rig.rotation.x = lerpf(_rig.rotation.x, 0.0, 0.2)
|
||||||
if _ring and _ring.visible:
|
# The focus circle billboards via its material; no per-frame look_at needed.
|
||||||
var cam := get_viewport().get_camera_3d() if get_viewport() else null
|
|
||||||
if cam:
|
|
||||||
_ring.look_at(cam.global_position, Vector3.UP)
|
|
||||||
# Attention cue: head turns toward the guard when awareness was raised.
|
# Attention cue: head turns toward the guard when awareness was raised.
|
||||||
if _head != null and npc.guard_noticed:
|
if _head != null and npc.guard_noticed:
|
||||||
if _guard_ref == null or not is_instance_valid(_guard_ref):
|
if _guard_ref == null or not is_instance_valid(_guard_ref):
|
||||||
@@ -264,7 +413,7 @@ func _animate(delta: float) -> void:
|
|||||||
func _advance_fsm(delta: float) -> void:
|
func _advance_fsm(delta: float) -> void:
|
||||||
# Routine traffic despawns after a while once it has finished its walk, so
|
# Routine traffic despawns after a while once it has finished its walk, so
|
||||||
# the crowd cap is not permanently occupied by idle standers.
|
# the crowd cap is not permanently occupied by idle standers.
|
||||||
if ephemeral and arrived and npc.fsm.state != "LEAVING":
|
if ephemeral and arrived and npc.fsm.current_state != "LEAVING":
|
||||||
idle_s += delta
|
idle_s += delta
|
||||||
if idle_s >= lifetime_s:
|
if idle_s >= lifetime_s:
|
||||||
leave_requested_by_lifetime = true
|
leave_requested_by_lifetime = true
|
||||||
@@ -291,6 +440,10 @@ func _move_toward_target(delta: float) -> void:
|
|||||||
if agent == null:
|
if agent == null:
|
||||||
_move_direct(delta)
|
_move_direct(delta)
|
||||||
return
|
return
|
||||||
|
# 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
|
agent.target_position = target_position
|
||||||
if agent.is_navigation_finished():
|
if agent.is_navigation_finished():
|
||||||
if (global_position - target_position).length() < 3.0:
|
if (global_position - target_position).length() < 3.0:
|
||||||
@@ -308,14 +461,32 @@ func _move_toward_target(delta: float) -> void:
|
|||||||
_move_direct(delta)
|
_move_direct(delta)
|
||||||
return
|
return
|
||||||
var next := agent.get_next_path_position()
|
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)
|
var dir := (next - global_position)
|
||||||
dir.y = 0.0
|
dir.y = 0.0
|
||||||
if dir.length() < 0.2:
|
if dir.length() < 0.2:
|
||||||
velocity = Vector3.ZERO
|
velocity = Vector3.ZERO
|
||||||
return
|
return
|
||||||
dir = dir.normalized()
|
dir = dir.normalized()
|
||||||
velocity.x = dir.x * 1.3
|
var speed := FLEE_SPEED if reaction_mode == "flee" else 1.3
|
||||||
velocity.z = dir.z * 1.3
|
velocity.x = dir.x * speed
|
||||||
|
velocity.z = dir.z * speed
|
||||||
velocity.y -= 9.8 * delta
|
velocity.y -= 9.8 * delta
|
||||||
look_at(global_position + Vector3(dir.x, 0, dir.z), Vector3.UP)
|
look_at(global_position + Vector3(dir.x, 0, dir.z), Vector3.UP)
|
||||||
move_and_slide()
|
move_and_slide()
|
||||||
@@ -329,8 +500,9 @@ func _move_direct(delta: float) -> void:
|
|||||||
_arrive()
|
_arrive()
|
||||||
return
|
return
|
||||||
var dir := to_target.normalized()
|
var dir := to_target.normalized()
|
||||||
velocity.x = dir.x * 1.3
|
var speed := FLEE_SPEED if reaction_mode == "flee" else 1.3
|
||||||
velocity.z = dir.z * 1.3
|
velocity.x = dir.x * speed
|
||||||
|
velocity.z = dir.z * speed
|
||||||
velocity.y -= 9.8 * delta
|
velocity.y -= 9.8 * delta
|
||||||
look_at(global_position + Vector3(dir.x, 0, dir.z), Vector3.UP)
|
look_at(global_position + Vector3(dir.x, 0, dir.z), Vector3.UP)
|
||||||
move_and_slide()
|
move_and_slide()
|
||||||
|
|||||||
@@ -10,6 +10,7 @@ const Strings := preload("res://src/core/strings.gd")
|
|||||||
|
|
||||||
const SLICE_DEFS := [
|
const SLICE_DEFS := [
|
||||||
{"id": "raise_hand", "label_key": "radial.raise_hand", "level": Rules.Level.SIMPLE_DETERRENCE, "action": "raise hand"},
|
{"id": "raise_hand", "label_key": "radial.raise_hand", "level": Rules.Level.SIMPLE_DETERRENCE, "action": "raise hand"},
|
||||||
|
{"id": "eye_contact", "label_key": "radial.eye_contact", "level": Rules.Level.SIMPLE_DETERRENCE, "action": "eye contact"},
|
||||||
{"id": "point", "label_key": "radial.point", "level": Rules.Level.SIMPLE_DETERRENCE, "action": "point"},
|
{"id": "point", "label_key": "radial.point", "level": Rules.Level.SIMPLE_DETERRENCE, "action": "point"},
|
||||||
{"id": "head_shake", "label_key": "radial.head_shake", "level": Rules.Level.SIMPLE_DETERRENCE, "action": "head shake"},
|
{"id": "head_shake", "label_key": "radial.head_shake", "level": Rules.Level.SIMPLE_DETERRENCE, "action": "head shake"},
|
||||||
{"id": "polite", "label_key": "radial.polite", "level": Rules.Level.SIMPLE_DETERRENCE, "action": "polite direction"},
|
{"id": "polite", "label_key": "radial.polite", "level": Rules.Level.SIMPLE_DETERRENCE, "action": "polite direction"},
|
||||||
@@ -17,6 +18,8 @@ const SLICE_DEFS := [
|
|||||||
{"id": "wand", "label_key": "radial.wand", "level": -1, "action": "wand"},
|
{"id": "wand", "label_key": "radial.wand", "level": -1, "action": "wand"},
|
||||||
{"id": "warning", "label_key": "radial.warning", "level": Rules.Level.FORMAL_WARNING, "action": "formal warning"},
|
{"id": "warning", "label_key": "radial.warning", "level": Rules.Level.FORMAL_WARNING, "action": "formal warning"},
|
||||||
{"id": "block", "label_key": "radial.block", "level": Rules.Level.BLOCKING, "action": "blocking"},
|
{"id": "block", "label_key": "radial.block", "level": Rules.Level.BLOCKING, "action": "blocking"},
|
||||||
|
{"id": "reason", "label_key": "radial.reason", "level": Rules.Level.BLOCKING, "action": "request reason"},
|
||||||
|
{"id": "recognize", "label_key": "radial.recognize", "level": -1, "action": "recognize"},
|
||||||
{"id": "radio", "label_key": "radial.radio", "level": -1, "action": "radio assist"},
|
{"id": "radio", "label_key": "radial.radio", "level": -1, "action": "radio assist"},
|
||||||
]
|
]
|
||||||
|
|
||||||
@@ -146,8 +149,8 @@ func _on_wheel_draw() -> void:
|
|||||||
return
|
return
|
||||||
var center := _wheel.size * 0.5
|
var center := _wheel.size * 0.5
|
||||||
var n := SLICE_DEFS.size()
|
var n := SLICE_DEFS.size()
|
||||||
var outer := 150.0
|
var outer := 174.0
|
||||||
var inner := 58.0
|
var inner := 64.0
|
||||||
for i in n:
|
for i in n:
|
||||||
var a0 := -PI / 2.0 + TAU * float(i) / float(n)
|
var a0 := -PI / 2.0 + TAU * float(i) / float(n)
|
||||||
var a1 := -PI / 2.0 + TAU * float(i + 1) / float(n)
|
var a1 := -PI / 2.0 + TAU * float(i + 1) / float(n)
|
||||||
@@ -160,7 +163,10 @@ func _on_wheel_draw() -> void:
|
|||||||
var mid := (a0 + a1) * 0.5
|
var mid := (a0 + a1) * 0.5
|
||||||
var label_pos := center + Vector2(cos(mid), sin(mid)) * ((inner + outer) * 0.5)
|
var label_pos := center + Vector2(cos(mid), sin(mid)) * ((inner + outer) * 0.5)
|
||||||
var text := Strings.lookup(str(SLICE_DEFS[i]["label_key"]))
|
var text := Strings.lookup(str(SLICE_DEFS[i]["label_key"]))
|
||||||
_wheel.draw_string(ThemeDB.fallback_font, label_pos + Vector2(-28, 4), text, HORIZONTAL_ALIGNMENT_LEFT, -1, 13, Color.WHITE)
|
# With 12 slices the label box is tight: center it on the slice midpoint.
|
||||||
|
var font := ThemeDB.fallback_font
|
||||||
|
var text_size := font.get_string_size(text, HORIZONTAL_ALIGNMENT_LEFT, -1, 12)
|
||||||
|
_wheel.draw_string(font, label_pos - Vector2(text_size.x * 0.5, -4), text, HORIZONTAL_ALIGNMENT_LEFT, -1, 12, Color.WHITE)
|
||||||
|
|
||||||
func _draw_slice(center: Vector2, inner: float, outer: float, a0: float, a1: float, color: Color) -> void:
|
func _draw_slice(center: Vector2, inner: float, outer: float, a0: float, a1: float, color: Color) -> void:
|
||||||
var pts := PackedVector2Array()
|
var pts := PackedVector2Array()
|
||||||
|
|||||||
@@ -0,0 +1,211 @@
|
|||||||
|
class_name EventTimeline
|
||||||
|
extends CanvasLayer
|
||||||
|
## Body-camera timeline for the shift review (PLAN.md: Evidence and Body Camera).
|
||||||
|
## First version is a text timeline of the structured incident events ADR-0005
|
||||||
|
## already stores: step through them with the arrow keys or the buttons. No live
|
||||||
|
## 3D replay.
|
||||||
|
|
||||||
|
signal closed()
|
||||||
|
|
||||||
|
const Strings := preload("res://src/core/strings.gd")
|
||||||
|
|
||||||
|
var events: Array[Dictionary] = []
|
||||||
|
var index := 0
|
||||||
|
var _list_label: Label = null
|
||||||
|
var _detail_label: Label = null
|
||||||
|
var _counter_label: Label = null
|
||||||
|
var _root: Control = null
|
||||||
|
|
||||||
|
func _init() -> void:
|
||||||
|
name = "EventTimeline"
|
||||||
|
layer = 32
|
||||||
|
_build()
|
||||||
|
hide()
|
||||||
|
|
||||||
|
func _build() -> void:
|
||||||
|
_root = Control.new()
|
||||||
|
_root.name = "TimelineRoot"
|
||||||
|
_root.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||||
|
_root.mouse_filter = Control.MOUSE_FILTER_STOP
|
||||||
|
add_child(_root)
|
||||||
|
|
||||||
|
var dim := ColorRect.new()
|
||||||
|
dim.color = Color(0.02, 0.03, 0.05, 0.9)
|
||||||
|
dim.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||||
|
dim.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||||
|
_root.add_child(dim)
|
||||||
|
|
||||||
|
var center := CenterContainer.new()
|
||||||
|
center.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||||
|
_root.add_child(center)
|
||||||
|
|
||||||
|
var column := VBoxContainer.new()
|
||||||
|
column.custom_minimum_size = Vector2(760, 0)
|
||||||
|
column.add_theme_constant_override("separation", 8)
|
||||||
|
center.add_child(column)
|
||||||
|
|
||||||
|
var title := Label.new()
|
||||||
|
title.text = Strings.lookup("timeline.title")
|
||||||
|
title.add_theme_font_size_override("font_size", 26)
|
||||||
|
title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||||
|
column.add_child(title)
|
||||||
|
|
||||||
|
_counter_label = Label.new()
|
||||||
|
_counter_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||||
|
_counter_label.add_theme_color_override("font_color", Color(0.72, 0.78, 0.9))
|
||||||
|
column.add_child(_counter_label)
|
||||||
|
|
||||||
|
_detail_label = Label.new()
|
||||||
|
_detail_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||||
|
_detail_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
|
||||||
|
_detail_label.custom_minimum_size = Vector2(760, 48)
|
||||||
|
_detail_label.add_theme_font_size_override("font_size", 18)
|
||||||
|
column.add_child(_detail_label)
|
||||||
|
|
||||||
|
_list_label = Label.new()
|
||||||
|
_list_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_LEFT
|
||||||
|
_list_label.autowrap_mode = TextServer.AUTOWRAP_OFF
|
||||||
|
_list_label.custom_minimum_size = Vector2(760, 0)
|
||||||
|
_list_label.add_theme_font_size_override("font_size", 13)
|
||||||
|
_list_label.add_theme_color_override("font_color", Color(0.8, 0.84, 0.9))
|
||||||
|
column.add_child(_list_label)
|
||||||
|
|
||||||
|
var row := HBoxContainer.new()
|
||||||
|
row.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||||
|
row.add_theme_constant_override("separation", 10)
|
||||||
|
column.add_child(row)
|
||||||
|
|
||||||
|
var prev := Button.new()
|
||||||
|
prev.name = "PrevButton"
|
||||||
|
prev.text = Strings.lookup("timeline.prev")
|
||||||
|
prev.pressed.connect(func(): step(-1))
|
||||||
|
row.add_child(prev)
|
||||||
|
|
||||||
|
var next := Button.new()
|
||||||
|
next.name = "NextButton"
|
||||||
|
next.text = Strings.lookup("timeline.next")
|
||||||
|
next.pressed.connect(func(): step(1))
|
||||||
|
row.add_child(next)
|
||||||
|
|
||||||
|
var close := Button.new()
|
||||||
|
close.name = "CloseButton"
|
||||||
|
close.text = Strings.lookup("timeline.close")
|
||||||
|
close.pressed.connect(_on_close)
|
||||||
|
row.add_child(close)
|
||||||
|
|
||||||
|
var hint := Label.new()
|
||||||
|
hint.text = Strings.lookup("timeline.hint")
|
||||||
|
hint.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||||||
|
hint.add_theme_color_override("font_color", Color(0.55, 0.58, 0.65))
|
||||||
|
column.add_child(hint)
|
||||||
|
|
||||||
|
## Flatten every incident's event stream into one time-ordered list.
|
||||||
|
func flatten(review: Dictionary) -> Array[Dictionary]:
|
||||||
|
var out: Array[Dictionary] = []
|
||||||
|
var incidents: Dictionary = review.get("incidents", {})
|
||||||
|
var list: Array = incidents.get("incidents", [])
|
||||||
|
for incident in list:
|
||||||
|
var incident_id := str(incident.get("id", ""))
|
||||||
|
var npc_id := str(incident.get("npc_id", ""))
|
||||||
|
for event in incident.get("events", []):
|
||||||
|
var row: Dictionary = (event as Dictionary).duplicate()
|
||||||
|
row["incident_id"] = incident_id
|
||||||
|
row["npc_id"] = npc_id
|
||||||
|
out.append(row)
|
||||||
|
out.sort_custom(func(a, b): return int(a.get("at_ms", 0)) < int(b.get("at_ms", 0)))
|
||||||
|
return out
|
||||||
|
|
||||||
|
func show_timeline(review: Dictionary) -> void:
|
||||||
|
events = flatten(review)
|
||||||
|
index = 0
|
||||||
|
visible = true
|
||||||
|
_root.visible = true
|
||||||
|
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
|
||||||
|
_refresh()
|
||||||
|
|
||||||
|
func step(direction: int) -> void:
|
||||||
|
if events.is_empty():
|
||||||
|
return
|
||||||
|
index = clampi(index + direction, 0, events.size() - 1)
|
||||||
|
_refresh()
|
||||||
|
|
||||||
|
func close() -> void:
|
||||||
|
visible = false
|
||||||
|
_root.visible = false
|
||||||
|
closed.emit()
|
||||||
|
|
||||||
|
func _on_close() -> void:
|
||||||
|
close()
|
||||||
|
|
||||||
|
func _refresh() -> void:
|
||||||
|
if events.is_empty():
|
||||||
|
_counter_label.text = Strings.lookup("timeline.empty")
|
||||||
|
_detail_label.text = ""
|
||||||
|
_list_label.text = ""
|
||||||
|
return
|
||||||
|
var event: Dictionary = events[index]
|
||||||
|
_counter_label.text = Strings.fmt("timeline.position", [index + 1, events.size()])
|
||||||
|
_detail_label.text = describe(event)
|
||||||
|
var lines: Array[String] = []
|
||||||
|
var from := maxi(0, index - 6)
|
||||||
|
var to := mini(events.size(), from + 13)
|
||||||
|
for i in range(from, to):
|
||||||
|
var marker := ">" if i == index else " "
|
||||||
|
lines.append("%s %s" % [marker, describe(events[i])])
|
||||||
|
_list_label.text = "\n".join(lines)
|
||||||
|
|
||||||
|
## One-line summary of a recorded event. Public so it is headless-testable.
|
||||||
|
func describe(event: Dictionary) -> String:
|
||||||
|
var type := str(event.get("type", "event"))
|
||||||
|
var npc := str(event.get("npc_id", ""))
|
||||||
|
var stamp := _stamp(int(event.get("at_ms", 0)))
|
||||||
|
var detail := ""
|
||||||
|
match type:
|
||||||
|
"player_action":
|
||||||
|
detail = "%s (L%d)" % [str(event.get("action", "")), int(event.get("level", 0))]
|
||||||
|
"access_check":
|
||||||
|
var evidence: Dictionary = event.get("evidence", {})
|
||||||
|
detail = "decided %s (verified %s)" % [
|
||||||
|
"allow" if bool(evidence.get("decided", false)) else "deny",
|
||||||
|
"yes" if bool(evidence.get("verified_granted", false)) else "no",
|
||||||
|
]
|
||||||
|
"recognition_decision":
|
||||||
|
detail = "recognized"
|
||||||
|
"reason_requested":
|
||||||
|
var reply := str(event.get("reply", ""))
|
||||||
|
detail = "reason: \"%s\"" % (reply if reply != "" else "no answer")
|
||||||
|
"body_camera":
|
||||||
|
detail = "body camera %s (%s)" % [
|
||||||
|
"on" if bool(event.get("on", false)) else "off",
|
||||||
|
str(event.get("reason", "")),
|
||||||
|
]
|
||||||
|
"responder_action":
|
||||||
|
detail = "%s response: %s" % [str(event.get("call_type", "assist")), str(event.get("outcome", ""))]
|
||||||
|
"evacuation":
|
||||||
|
detail = "evacuated"
|
||||||
|
"investigation_opened":
|
||||||
|
detail = "investigation: %s" % str(event.get("reason", ""))
|
||||||
|
_:
|
||||||
|
detail = type
|
||||||
|
return "%s %s %s" % [stamp, npc, detail]
|
||||||
|
|
||||||
|
func _stamp(at_ms: int) -> String:
|
||||||
|
if at_ms <= 0:
|
||||||
|
return "--:--"
|
||||||
|
var total := at_ms / 1000
|
||||||
|
return "%02d:%02d" % [total / 60, total % 60]
|
||||||
|
|
||||||
|
func _unhandled_input(event: InputEvent) -> void:
|
||||||
|
if not visible:
|
||||||
|
return
|
||||||
|
if event is InputEventKey and event.pressed and not event.echo:
|
||||||
|
match event.keycode:
|
||||||
|
KEY_LEFT, KEY_A:
|
||||||
|
step(-1)
|
||||||
|
get_viewport().set_input_as_handled()
|
||||||
|
KEY_RIGHT, KEY_D:
|
||||||
|
step(1)
|
||||||
|
get_viewport().set_input_as_handled()
|
||||||
|
KEY_ESCAPE:
|
||||||
|
close()
|
||||||
|
get_viewport().set_input_as_handled()
|
||||||
@@ -47,6 +47,10 @@ var escalation_label: Label
|
|||||||
|
|
||||||
var _debug_enabled := false
|
var _debug_enabled := false
|
||||||
var _log_lines: Array[String] = []
|
var _log_lines: Array[String] = []
|
||||||
|
var _cam_overlay: Control = null
|
||||||
|
var _body_camera_on := false
|
||||||
|
var _font_scale := 1.0
|
||||||
|
var _base_font_sizes: Dictionary = {}
|
||||||
|
|
||||||
func _init() -> void:
|
func _init() -> void:
|
||||||
name = "HUD"
|
name = "HUD"
|
||||||
@@ -138,11 +142,19 @@ func _init() -> void:
|
|||||||
add_child(vignette_rect)
|
add_child(vignette_rect)
|
||||||
|
|
||||||
# --- body-camera overlay (REC + shift clock + corner brackets, top right) ---
|
# --- body-camera overlay (REC + shift clock + corner brackets, top right) ---
|
||||||
|
# Toggled by the body-camera flag (PLAN Level 2); off until the guard activates
|
||||||
|
# it or issues a formal warning.
|
||||||
|
_cam_overlay = Control.new()
|
||||||
|
_cam_overlay.name = "BodyCameraOverlay"
|
||||||
|
_cam_overlay.set_anchors_preset(Control.PRESET_FULL_RECT)
|
||||||
|
_cam_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||||
|
_cam_overlay.visible = false
|
||||||
|
add_child(_cam_overlay)
|
||||||
var cam_box := VBoxContainer.new()
|
var cam_box := VBoxContainer.new()
|
||||||
cam_box.set_anchors_preset(Control.PRESET_TOP_RIGHT)
|
cam_box.set_anchors_preset(Control.PRESET_TOP_RIGHT)
|
||||||
cam_box.position = Vector2(-180, 50)
|
cam_box.position = Vector2(-180, 50)
|
||||||
cam_box.alignment = BoxContainer.ALIGNMENT_END
|
cam_box.alignment = BoxContainer.ALIGNMENT_END
|
||||||
add_child(cam_box)
|
_cam_overlay.add_child(cam_box)
|
||||||
var rec_row := HBoxContainer.new()
|
var rec_row := HBoxContainer.new()
|
||||||
rec_row.alignment = BoxContainer.ALIGNMENT_END
|
rec_row.alignment = BoxContainer.ALIGNMENT_END
|
||||||
cam_box.add_child(rec_row)
|
cam_box.add_child(rec_row)
|
||||||
@@ -279,17 +291,31 @@ func set_wand_icon(visible: bool) -> void:
|
|||||||
if wand_icon:
|
if wand_icon:
|
||||||
wand_icon.visible = visible
|
wand_icon.visible = visible
|
||||||
|
|
||||||
|
## Show or hide the body-camera overlay (REC + clock + brackets). The flag is a
|
||||||
|
## record of the interaction (PLAN Level 2), not a permanent HUD fixture.
|
||||||
|
func set_body_camera(on: bool) -> void:
|
||||||
|
_body_camera_on = on
|
||||||
|
if _cam_overlay:
|
||||||
|
_cam_overlay.visible = on
|
||||||
|
|
||||||
|
func is_body_camera_on() -> bool:
|
||||||
|
return _body_camera_on
|
||||||
|
|
||||||
## Scale the whole HUD text block (accessibility settings).
|
## Scale the whole HUD text block (accessibility settings).
|
||||||
|
## Resize HUD text by changing font sizes (not Control.scale, which overflows
|
||||||
|
## anchored labels and breaks the right-aligned layout).
|
||||||
func set_font_scale(scale: float) -> void:
|
func set_font_scale(scale: float) -> void:
|
||||||
var clamped := clampf(scale, 0.75, 1.75)
|
var clamped := clampf(scale, 0.75, 1.75)
|
||||||
if top_label:
|
_font_scale = clamped
|
||||||
top_label.scale = Vector2(clamped, clamped)
|
var scaled: Array[Label] = [top_label, log_label, target_label, hint_label,
|
||||||
if log_label:
|
time_label, mode_label, escalation_label, radio_cooldown_label, debug_label]
|
||||||
log_label.scale = Vector2(clamped, clamped)
|
for label in scaled:
|
||||||
if target_label:
|
if label == null:
|
||||||
target_label.scale = Vector2(clamped, clamped)
|
continue
|
||||||
if hint_label:
|
if not _base_font_sizes.has(label):
|
||||||
hint_label.scale = Vector2(clamped, clamped)
|
_base_font_sizes[label] = label.get_theme_font_size("font_size")
|
||||||
|
var base: int = int(_base_font_sizes[label])
|
||||||
|
label.add_theme_font_size_override("font_size", maxi(8, int(round(float(base) * clamped))))
|
||||||
|
|
||||||
func _make_icon(texture: Texture2D) -> TextureRect:
|
func _make_icon(texture: Texture2D) -> TextureRect:
|
||||||
var tr := TextureRect.new()
|
var tr := TextureRect.new()
|
||||||
@@ -308,6 +334,7 @@ func _add_corner_brackets(color: Color) -> void:
|
|||||||
var corners := [
|
var corners := [
|
||||||
Vector2(OFF, OFF), Vector2(vp.x - OFF, OFF), Vector2(OFF, vp.y - OFF), Vector2(vp.x - OFF, vp.y - OFF),
|
Vector2(OFF, OFF), Vector2(vp.x - OFF, OFF), Vector2(OFF, vp.y - OFF), Vector2(vp.x - OFF, vp.y - OFF),
|
||||||
]
|
]
|
||||||
|
var parent: Node = _cam_overlay if _cam_overlay != null else self
|
||||||
for i in 4:
|
for i in 4:
|
||||||
var c: Vector2 = corners[i]
|
var c: Vector2 = corners[i]
|
||||||
var flip_x: bool = (i % 2) == 1
|
var flip_x: bool = (i % 2) == 1
|
||||||
@@ -317,13 +344,13 @@ func _add_corner_brackets(color: Color) -> void:
|
|||||||
h.size = Vector2(LEN, TH)
|
h.size = Vector2(LEN, TH)
|
||||||
h.position = Vector2(c.x - (LEN if flip_x else 0.0), c.y - (TH if flip_y else 0.0))
|
h.position = Vector2(c.x - (LEN if flip_x else 0.0), c.y - (TH if flip_y else 0.0))
|
||||||
h.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
h.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||||
add_child(h)
|
parent.add_child(h)
|
||||||
var v := ColorRect.new()
|
var v := ColorRect.new()
|
||||||
v.color = color
|
v.color = color
|
||||||
v.size = Vector2(TH, LEN)
|
v.size = Vector2(TH, LEN)
|
||||||
v.position = Vector2(c.x - (TH if flip_x else 0.0), c.y - (LEN if flip_y else 0.0))
|
v.position = Vector2(c.x - (TH if flip_x else 0.0), c.y - (LEN if flip_y else 0.0))
|
||||||
v.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
v.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||||
add_child(v)
|
parent.add_child(v)
|
||||||
|
|
||||||
func set_action_hint(text: String) -> void:
|
func set_action_hint(text: String) -> void:
|
||||||
hint_label.text = text
|
hint_label.text = text
|
||||||
@@ -332,9 +359,18 @@ func set_action_hint(text: String) -> void:
|
|||||||
|
|
||||||
## Color-coded escalation feedback (PLAN.md: Polish and Accessibility).
|
## Color-coded escalation feedback (PLAN.md: Polish and Accessibility).
|
||||||
## Green → yellow → orange → red as the escalation level rises.
|
## Green → yellow → orange → red as the escalation level rises.
|
||||||
|
## Grayscale-safe escalation meter: filled/empty blocks plus the level number, so
|
||||||
|
## the cue does not rely on hue alone (accessibility).
|
||||||
|
static func escalation_meter(level: int) -> String:
|
||||||
|
var clamped := clampi(level, 0, 5)
|
||||||
|
var filled := ""
|
||||||
|
for i in 5:
|
||||||
|
filled += "#" if i < clamped else "-"
|
||||||
|
return "[%s] L%d/5" % [filled, clamped]
|
||||||
|
|
||||||
func set_escalation(level: int) -> void:
|
func set_escalation(level: int) -> void:
|
||||||
var name: String = Rules.LEVEL_NAMES.get(level, "Observation")
|
var name: String = Rules.LEVEL_NAMES.get(level, "Observation")
|
||||||
escalation_label.text = Strings.fmt("hud.escalation_prefix", [name])
|
escalation_label.text = "%s %s" % [Strings.fmt("hud.escalation_prefix", [name]), escalation_meter(level)]
|
||||||
var tint := Color(0.6, 0.9, 0.6)
|
var tint := Color(0.6, 0.9, 0.6)
|
||||||
match level:
|
match level:
|
||||||
Rules.Level.OBSERVATION, Rules.Level.SIMPLE_DETERRENCE:
|
Rules.Level.OBSERVATION, Rules.Level.SIMPLE_DETERRENCE:
|
||||||
|
|||||||
@@ -2,7 +2,13 @@ class_name ShiftReview
|
|||||||
extends CanvasLayer
|
extends CanvasLayer
|
||||||
## End-of-shift review screen (PLAN.md: Evidence and Body Camera, Shift Review).
|
## End-of-shift review screen (PLAN.md: Evidence and Body Camera, Shift Review).
|
||||||
|
|
||||||
|
const Strings := preload("res://src/core/strings.gd")
|
||||||
|
|
||||||
signal restart_requested()
|
signal restart_requested()
|
||||||
|
signal timeline_requested(review: Dictionary)
|
||||||
|
|
||||||
|
## Kept so the timeline button can hand the full review back to the game manager.
|
||||||
|
var _review: Dictionary = {}
|
||||||
|
|
||||||
var report_label: Label
|
var report_label: Label
|
||||||
|
|
||||||
@@ -32,6 +38,13 @@ func _init() -> void:
|
|||||||
report_label.custom_minimum_size = Vector2(720, 0)
|
report_label.custom_minimum_size = Vector2(720, 0)
|
||||||
center.add_child(report_label)
|
center.add_child(report_label)
|
||||||
|
|
||||||
|
var timeline := Button.new()
|
||||||
|
timeline.name = "TimelineButton"
|
||||||
|
timeline.text = Strings.lookup("review.timeline_button")
|
||||||
|
timeline.pressed.connect(func(): timeline_requested.emit(_review))
|
||||||
|
timeline.size_flags_horizontal = Control.SIZE_SHRINK_CENTER
|
||||||
|
center.add_child(timeline)
|
||||||
|
|
||||||
var restart := Button.new()
|
var restart := Button.new()
|
||||||
restart.text = "Run another shift"
|
restart.text = "Run another shift"
|
||||||
restart.pressed.connect(func(): restart_requested.emit())
|
restart.pressed.connect(func(): restart_requested.emit())
|
||||||
@@ -45,10 +58,13 @@ func _init() -> void:
|
|||||||
center.add_child(quit_btn)
|
center.add_child(quit_btn)
|
||||||
|
|
||||||
func show_review(review: Dictionary, scenario: Resource, history: Array = []) -> void:
|
func show_review(review: Dictionary, scenario: Resource, history: Array = []) -> void:
|
||||||
|
_review = review
|
||||||
var reputation: Dictionary = review.get("reputation", {})
|
var reputation: Dictionary = review.get("reputation", {})
|
||||||
var incidents: Dictionary = review.get("incidents", {})
|
var incidents: Dictionary = review.get("incidents", {})
|
||||||
var crowd: Dictionary = review.get("crowd", {})
|
var crowd: Dictionary = review.get("crowd", {})
|
||||||
var radio: Dictionary = review.get("radio", {})
|
var radio: Dictionary = review.get("radio", {})
|
||||||
|
var outcomes: Array = review.get("responder_outcomes", [])
|
||||||
|
var investigations: Array = review.get("investigations", [])
|
||||||
var incident_list: Array = incidents.get("incidents", [])
|
var incident_list: Array = incidents.get("incidents", [])
|
||||||
var peaceful := 0
|
var peaceful := 0
|
||||||
for inc in incident_list:
|
for inc in incident_list:
|
||||||
@@ -78,6 +94,8 @@ func show_review(review: Dictionary, scenario: Resource, history: Array = []) ->
|
|||||||
"NPCs encountered: %d" % review.get("spawned_count", 0),
|
"NPCs encountered: %d" % review.get("spawned_count", 0),
|
||||||
"Radio battery: %.0f%% emergency cooldown: %.0fs" % [radio.get("battery", 0.0), radio.get("emergency_cooldown_s", 0.0)],
|
"Radio battery: %.0f%% emergency cooldown: %.0fs" % [radio.get("battery", 0.0), radio.get("emergency_cooldown_s", 0.0)],
|
||||||
"Crowd mood: %.0f%% (panic: %s)" % [crowd.get("mood", 0.0) * 100.0, str(crowd.get("panic", false))],
|
"Crowd mood: %.0f%% (panic: %s)" % [crowd.get("mood", 0.0) * 100.0, str(crowd.get("panic", false))],
|
||||||
|
Strings.fmt("review.responder", [", ".join(outcomes) if outcomes.size() > 0 else Strings.lookup("review.none")]),
|
||||||
|
Strings.fmt("review.investigations", [" | ".join(investigations) if investigations.size() > 0 else Strings.lookup("review.none")]),
|
||||||
"",
|
"",
|
||||||
"Highlights:",
|
"Highlights:",
|
||||||
]
|
]
|
||||||
|
|||||||
@@ -57,9 +57,11 @@ func _add_box(parent: Node3D, size: Vector3, pos: Vector3, color: Color, cast_sh
|
|||||||
func _build_ground() -> void:
|
func _build_ground() -> void:
|
||||||
var ground := StaticBody3D.new()
|
var ground := StaticBody3D.new()
|
||||||
ground.name = "Ground"
|
ground.name = "Ground"
|
||||||
_add_box(root, Vector3(160, 0.5, 160), Vector3(0, -0.25, 20), Color(0.22, 0.24, 0.26))
|
# Large enough that the ground meets the distant skyline ring (no gap of sky
|
||||||
|
# under the buildings when looking down the boulevard).
|
||||||
|
_add_box(root, Vector3(500, 0.5, 500), Vector3(0, -0.25, 20), Color(0.22, 0.24, 0.26))
|
||||||
var col := BoxShape3D.new()
|
var col := BoxShape3D.new()
|
||||||
col.size = Vector3(160, 1, 160)
|
col.size = Vector3(500, 1, 500)
|
||||||
var shape_owner := ground.create_shape_owner(ground)
|
var shape_owner := ground.create_shape_owner(ground)
|
||||||
ground.shape_owner_add_shape(shape_owner, col)
|
ground.shape_owner_add_shape(shape_owner, col)
|
||||||
root.add_child(ground)
|
root.add_child(ground)
|
||||||
@@ -165,29 +167,49 @@ func _build_navmesh() -> void:
|
|||||||
root.add_child(region)
|
root.add_child(region)
|
||||||
|
|
||||||
func _build_skyline_backdrop() -> void:
|
func _build_skyline_backdrop() -> void:
|
||||||
## Skyline silhouette backdrop behind the building. The texture has a
|
## Distant skyline surrounding the block. The texture's sky is transparent
|
||||||
## transparent sky, so only the building silhouettes show; the material must
|
## (alpha scissor), so only building silhouettes show. Four planes form a
|
||||||
## be set up for alpha or the plane renders as an opaque slab (ADR/TODO).
|
## ring: a single plane placed behind the building reads as a floating black
|
||||||
|
## band from the sidewalk.
|
||||||
var backdrop := Node3D.new()
|
var backdrop := Node3D.new()
|
||||||
backdrop.name = "SkylineBackdrop"
|
backdrop.name = "SkylineBackdrop"
|
||||||
var plane := MeshInstance3D.new()
|
|
||||||
var mesh := PlaneMesh.new()
|
|
||||||
mesh.size = Vector2(240, 60) # wide, low horizon
|
|
||||||
plane.mesh = mesh
|
|
||||||
var mat := StandardMaterial3D.new()
|
var mat := StandardMaterial3D.new()
|
||||||
mat.albedo_texture = T_SKYLINE
|
mat.albedo_texture = T_SKYLINE
|
||||||
mat.albedo_texture_repeat = true
|
mat.texture_repeat = true
|
||||||
mat.uv1_scale = Vector3(2.0, 1.0, 1.0)
|
mat.uv1_scale = Vector3(3.0, 1.0, 1.0)
|
||||||
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA_SCISSOR
|
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA_SCISSOR
|
||||||
mat.alpha_scissor_threshold = 0.3
|
mat.alpha_scissor_threshold = 0.5
|
||||||
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||||
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
|
mat.cull_mode = BaseMaterial3D.CULL_DISABLED
|
||||||
|
# Unshaded silhouettes read as pure black at 255-scale; lift the albedo so the
|
||||||
|
# distant skyline sits closer to a hazy daytime city.
|
||||||
|
mat.albedo_color = Color(2.6, 2.7, 3.0, 1.0)
|
||||||
|
_skyline_mat = mat
|
||||||
|
var mesh := PlaneMesh.new()
|
||||||
|
# PlaneMesh defaults to a horizontal (XZ) plane; the skyline must stand up.
|
||||||
|
mesh.orientation = PlaneMesh.FACE_Z
|
||||||
|
mesh.size = Vector2(400, 60)
|
||||||
|
# Far enough that the skyline reads as background and its top edge stays out
|
||||||
|
# of the middle of the sky.
|
||||||
|
const DIST := 200.0
|
||||||
|
# The texture keeps its buildings in the lower part of the image, so the plane
|
||||||
|
# center sits at half its height: the building bases meet the ground.
|
||||||
|
const CENTER_Y := 30.0
|
||||||
|
var placements := [
|
||||||
|
[Vector3(0, CENTER_Y, -DIST), 0.0],
|
||||||
|
[Vector3(0, CENTER_Y, DIST), 0.0],
|
||||||
|
[Vector3(-DIST, CENTER_Y, 0), PI / 2.0],
|
||||||
|
[Vector3(DIST, CENTER_Y, 0), PI / 2.0],
|
||||||
|
]
|
||||||
|
for placement in placements:
|
||||||
|
var plane := MeshInstance3D.new()
|
||||||
|
plane.mesh = mesh
|
||||||
plane.material_override = mat
|
plane.material_override = mat
|
||||||
plane.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
plane.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||||
plane.position = Vector3(0, 18, -60) # behind and above the building
|
plane.position = placement[0]
|
||||||
|
plane.rotation.y = placement[1]
|
||||||
backdrop.add_child(plane)
|
backdrop.add_child(plane)
|
||||||
root.add_child(backdrop)
|
root.add_child(backdrop)
|
||||||
_skyline_mat = mat
|
|
||||||
|
|
||||||
var _skyline_mat: StandardMaterial3D = null
|
var _skyline_mat: StandardMaterial3D = null
|
||||||
|
|
||||||
|
|||||||
@@ -31,6 +31,10 @@ func _process(_delta: float) -> bool:
|
|||||||
quit(1)
|
quit(1)
|
||||||
return true
|
return true
|
||||||
if gm != null and not camera_staged:
|
if gm != null and not camera_staged:
|
||||||
|
# The game boots into the venue menu now; start the Hollywood shift first.
|
||||||
|
var menu = gm.get("start_menu")
|
||||||
|
if menu != null and menu.visible:
|
||||||
|
gm.call("_on_venue_selected", "hollywood_building")
|
||||||
gm.guard.global_position = Vector3(0, 0.1, 10.5)
|
gm.guard.global_position = Vector3(0, 0.1, 10.5)
|
||||||
gm.guard.rotation.y = 0.0
|
gm.guard.rotation.y = 0.0
|
||||||
gm.guard.head.rotation.x = deg_to_rad(2.0)
|
gm.guard.head.rotation.x = deg_to_rad(2.0)
|
||||||
@@ -52,7 +56,8 @@ func _advance() -> void:
|
|||||||
state = 1
|
state = 1
|
||||||
state_frames = 0
|
state_frames = 0
|
||||||
1:
|
1:
|
||||||
# Wait for a nearby NPC so the interaction HUD has a target.
|
# Wait for a nearby NPC so the interaction HUD has a target. NPCs now
|
||||||
|
# walk in from the street, so this can take a few simulated seconds.
|
||||||
if gm != null and gm.npcs.size() > 0:
|
if gm != null and gm.npcs.size() > 0:
|
||||||
gm.call("_cycle_nearby_target")
|
gm.call("_cycle_nearby_target")
|
||||||
_face_target()
|
_face_target()
|
||||||
@@ -83,24 +88,27 @@ func _advance() -> void:
|
|||||||
# Close the radio form, then jump the shift to the LATE phase.
|
# Close the radio form, then jump the shift to the LATE phase.
|
||||||
if gm != null:
|
if gm != null:
|
||||||
gm.radio_panel.hide()
|
gm.radio_panel.hide()
|
||||||
gm.guard.rotation.y = 0.0
|
gm.hud.set_action_hint("")
|
||||||
gm.guard.head.rotation.x = deg_to_rad(2.0)
|
|
||||||
gm.coordinator.elapsed_s = 750.0
|
gm.coordinator.elapsed_s = 750.0
|
||||||
state = 5
|
state = 5
|
||||||
state_frames = 0
|
state_frames = 0
|
||||||
5:
|
5:
|
||||||
# Let the phase transition (and street lamps / marquee) settle, then
|
# Stage the avenue view down the boulevard (not into the wall) and let
|
||||||
# take the night avenue shot.
|
# the night lighting and street lamps settle.
|
||||||
|
if state_frames == 1 and gm != null:
|
||||||
|
gm.guard.rotation.y = deg_to_rad(-70)
|
||||||
|
gm.guard.head.rotation.x = deg_to_rad(3.0)
|
||||||
if state_frames >= 90:
|
if state_frames >= 90:
|
||||||
gm.guard.rotation.y = 0.0
|
|
||||||
gm.guard.head.rotation.x = deg_to_rad(2.0)
|
|
||||||
_shoot("05-late-night-avenue.png")
|
_shoot("05-late-night-avenue.png")
|
||||||
if gm != null:
|
|
||||||
gm.call("_toggle_flashlight")
|
|
||||||
state = 6
|
state = 6
|
||||||
state_frames = 0
|
state_frames = 0
|
||||||
6:
|
6:
|
||||||
if state_frames >= 40:
|
# Face the entrance again and switch the flashlight on for the night set.
|
||||||
|
if state_frames == 1 and gm != null:
|
||||||
|
gm.guard.rotation.y = 0.0
|
||||||
|
gm.guard.head.rotation.x = deg_to_rad(4.0)
|
||||||
|
gm.call("_toggle_flashlight")
|
||||||
|
if state_frames >= 30:
|
||||||
_shoot("06-night-flashlight.png")
|
_shoot("06-night-flashlight.png")
|
||||||
state = 7
|
state = 7
|
||||||
quit(0)
|
quit(0)
|
||||||
|
|||||||
@@ -0,0 +1,85 @@
|
|||||||
|
extends SceneTree
|
||||||
|
## Audio smoke: starts a shift, verifies the crowd bed is playing and follows mood
|
||||||
|
## events, and that opening/closing the radio triggers crackle cues.
|
||||||
|
##
|
||||||
|
## Usage:
|
||||||
|
## godot --headless --path . --script res://src/test/smoke_audio.gd
|
||||||
|
## (Headless uses a dummy audio server; the calls must still be safe.)
|
||||||
|
|
||||||
|
const MAX_FRAMES := 900
|
||||||
|
|
||||||
|
var frame := 0
|
||||||
|
var gm: Node = null
|
||||||
|
var started := false
|
||||||
|
var step := 0
|
||||||
|
var failures: Array[String] = []
|
||||||
|
|
||||||
|
func _initialize() -> void:
|
||||||
|
root.size = Vector2i(1280, 720)
|
||||||
|
root.add_child(load("res://scenes/main.tscn").instantiate())
|
||||||
|
|
||||||
|
func _process(_delta: float) -> bool:
|
||||||
|
frame += 1
|
||||||
|
if gm == null:
|
||||||
|
gm = root.find_child("GameManager", true, false)
|
||||||
|
return false
|
||||||
|
if not started:
|
||||||
|
gm.call("_on_venue_selected", "hollywood_building")
|
||||||
|
started = true
|
||||||
|
return false
|
||||||
|
if frame > MAX_FRAMES:
|
||||||
|
_fail("timeout")
|
||||||
|
return true
|
||||||
|
if frame < 120:
|
||||||
|
return false
|
||||||
|
match step:
|
||||||
|
0:
|
||||||
|
_check(gm.audio.bed_playing, "the crowd bed is playing during the shift")
|
||||||
|
var before: float = gm.audio.crowd_level
|
||||||
|
gm.coordinator.crowd.apply_event("aggressive_behavior")
|
||||||
|
_check(gm.audio.crowd_level > before, "an aggressive event raises the bed level")
|
||||||
|
gm.coordinator.crowd.apply_event("emergency_responder")
|
||||||
|
_check(gm.audio.crowd_level > before, "the responder keeps it up")
|
||||||
|
step = 1
|
||||||
|
1:
|
||||||
|
if gm.npcs.is_empty():
|
||||||
|
return false
|
||||||
|
gm.call("_on_guard_target", gm.npcs[0])
|
||||||
|
var crackles: int = gm.audio.radio_crackles
|
||||||
|
gm.call("_open_radio", false)
|
||||||
|
_check(gm.audio.radio_crackles == crackles + 1, "opening the radio crackles once")
|
||||||
|
gm.call("_on_radio_submitted", {
|
||||||
|
"npc_id": gm.current_incident_npc_id,
|
||||||
|
"location": "entrance",
|
||||||
|
"description": "tourist",
|
||||||
|
"behavior": "standing",
|
||||||
|
"weapons_seen": false,
|
||||||
|
"danger_level": 1,
|
||||||
|
}, false)
|
||||||
|
_check(gm.audio.radio_crackles == crackles + 2, "closing the radio crackles once")
|
||||||
|
gm.coordinator.call("_finish_shift")
|
||||||
|
_check(not gm.audio.bed_playing, "the bed stops when the shift ends")
|
||||||
|
step = 2
|
||||||
|
2:
|
||||||
|
_finish()
|
||||||
|
return true
|
||||||
|
return false
|
||||||
|
|
||||||
|
func _check(condition: bool, message: String) -> void:
|
||||||
|
if condition:
|
||||||
|
print("ok: " + message)
|
||||||
|
else:
|
||||||
|
_fail(message)
|
||||||
|
|
||||||
|
func _fail(message: String) -> void:
|
||||||
|
failures.append(message)
|
||||||
|
_finish()
|
||||||
|
|
||||||
|
func _finish() -> void:
|
||||||
|
if failures.is_empty():
|
||||||
|
print("SMOKE OK: crowd bed and radio crackle")
|
||||||
|
quit(0)
|
||||||
|
else:
|
||||||
|
for message in failures:
|
||||||
|
printerr("SMOKE FAIL: " + message)
|
||||||
|
quit(1)
|
||||||
@@ -0,0 +1,114 @@
|
|||||||
|
extends SceneTree
|
||||||
|
## Crowd-presentation smoke: starts a shift, waits for bystanders to settle, then
|
||||||
|
## checks that an aggressive crowd event makes idle NPCs stop and watch, and that
|
||||||
|
## panic sends them away from the door.
|
||||||
|
##
|
||||||
|
## Usage:
|
||||||
|
## godot --headless --path . --script res://src/test/smoke_crowd.gd
|
||||||
|
## Exit code 0 = pass, 1 = failure.
|
||||||
|
|
||||||
|
const MAX_FRAMES := 2400
|
||||||
|
|
||||||
|
var frame := 0
|
||||||
|
var gm: Node = null
|
||||||
|
var started := false
|
||||||
|
var phase := 0
|
||||||
|
var failures: Array[String] = []
|
||||||
|
|
||||||
|
func _initialize() -> void:
|
||||||
|
root.size = Vector2i(1280, 720)
|
||||||
|
root.add_child(load("res://scenes/main.tscn").instantiate())
|
||||||
|
|
||||||
|
func _process(_delta: float) -> bool:
|
||||||
|
frame += 1
|
||||||
|
if gm == null:
|
||||||
|
gm = root.find_child("GameManager", true, false)
|
||||||
|
return false
|
||||||
|
if not started:
|
||||||
|
gm.call("_on_venue_selected", "hollywood_building")
|
||||||
|
started = true
|
||||||
|
return false
|
||||||
|
if frame > MAX_FRAMES:
|
||||||
|
_fail("timeout before crowd reactions were observed")
|
||||||
|
return true
|
||||||
|
match phase:
|
||||||
|
0:
|
||||||
|
if frame < 300:
|
||||||
|
return false
|
||||||
|
# Wait until at least one settled bystander is away from the door (someone
|
||||||
|
# waiting at the entrance is being dealt with and must not rubberneck).
|
||||||
|
if _bystander_count() == 0:
|
||||||
|
return false
|
||||||
|
gm.coordinator.crowd.apply_event("aggressive_behavior")
|
||||||
|
var watching := _count_mode("watch")
|
||||||
|
_check(watching > 0, "aggressive behavior makes idle NPCs watch (%d watching)" % watching)
|
||||||
|
phase = 1
|
||||||
|
1:
|
||||||
|
if frame < 320:
|
||||||
|
return false
|
||||||
|
var door: Vector3 = gm.selected_scenario._location_or_default("entrance", Vector3(0, 0.5, 1.2))
|
||||||
|
for npc in gm.npcs:
|
||||||
|
if is_instance_valid(npc) and npc.has_method("reaction_is_active"):
|
||||||
|
pass
|
||||||
|
gm.coordinator.crowd.apply_event("visible_weapon")
|
||||||
|
gm.coordinator.crowd.apply_event("aggressive_behavior")
|
||||||
|
gm.coordinator.crowd.apply_event("aggressive_behavior")
|
||||||
|
gm.coordinator.crowd.apply_event("emergency_responder")
|
||||||
|
_check(gm.coordinator.crowd.should_flee(), "stacked alarms panic the crowd")
|
||||||
|
var fleeing := _count_mode("flee")
|
||||||
|
_check(fleeing > 0, "panic sends NPCs away from the door (%d fleeing)" % fleeing)
|
||||||
|
var away_ok := true
|
||||||
|
for npc in gm.npcs:
|
||||||
|
if not is_instance_valid(npc) or npc.reaction_mode != "flee":
|
||||||
|
continue
|
||||||
|
if (npc.target_position - door).length() <= (npc.global_position - door).length():
|
||||||
|
away_ok = false
|
||||||
|
_check(away_ok, "every fleeing NPC targets a point farther from the door")
|
||||||
|
phase = 2
|
||||||
|
_:
|
||||||
|
_finish()
|
||||||
|
return true
|
||||||
|
return false
|
||||||
|
|
||||||
|
func _bystander_count() -> int:
|
||||||
|
var n := 0
|
||||||
|
for npc in gm.npcs:
|
||||||
|
if not is_instance_valid(npc) or not npc.arrived:
|
||||||
|
continue
|
||||||
|
if npc.awaiting_interaction and npc.global_position.distance_to(npc.door_position) < 3.0:
|
||||||
|
continue
|
||||||
|
n += 1
|
||||||
|
return n
|
||||||
|
|
||||||
|
func _settled_count() -> int:
|
||||||
|
var n := 0
|
||||||
|
for npc in gm.npcs:
|
||||||
|
if is_instance_valid(npc) and npc.arrived:
|
||||||
|
n += 1
|
||||||
|
return n
|
||||||
|
|
||||||
|
func _count_mode(mode: String) -> int:
|
||||||
|
var n := 0
|
||||||
|
for npc in gm.npcs:
|
||||||
|
if is_instance_valid(npc) and npc.reaction_mode == mode:
|
||||||
|
n += 1
|
||||||
|
return n
|
||||||
|
|
||||||
|
func _check(condition: bool, message: String) -> void:
|
||||||
|
if condition:
|
||||||
|
print("ok: " + message)
|
||||||
|
else:
|
||||||
|
_fail(message)
|
||||||
|
|
||||||
|
func _fail(message: String) -> void:
|
||||||
|
failures.append(message)
|
||||||
|
_finish()
|
||||||
|
|
||||||
|
func _finish() -> void:
|
||||||
|
if failures.is_empty():
|
||||||
|
print("SMOKE OK: crowd rubberneck and panic flee")
|
||||||
|
quit(0)
|
||||||
|
else:
|
||||||
|
for message in failures:
|
||||||
|
printerr("SMOKE FAIL: " + message)
|
||||||
|
quit(1)
|
||||||
@@ -0,0 +1,94 @@
|
|||||||
|
extends SceneTree
|
||||||
|
## Emergency-aftermath smoke: places an unjustified emergency call, checks the
|
||||||
|
## investigation note and reputation hit, forces the responder to arrive, and
|
||||||
|
## verifies the evacuation outcome locks the door and clears the entrance.
|
||||||
|
##
|
||||||
|
## Usage:
|
||||||
|
## godot --headless --path . --script res://src/test/smoke_emergency.gd
|
||||||
|
## Exit code 0 = pass, 1 = failure.
|
||||||
|
|
||||||
|
const MAX_FRAMES := 900
|
||||||
|
|
||||||
|
var frame := 0
|
||||||
|
var gm: Node = null
|
||||||
|
var started := false
|
||||||
|
var step := 0
|
||||||
|
var failures: Array[String] = []
|
||||||
|
|
||||||
|
func _initialize() -> void:
|
||||||
|
root.size = Vector2i(1280, 720)
|
||||||
|
root.add_child(load("res://scenes/main.tscn").instantiate())
|
||||||
|
|
||||||
|
func _process(_delta: float) -> bool:
|
||||||
|
frame += 1
|
||||||
|
if gm == null:
|
||||||
|
gm = root.find_child("GameManager", true, false)
|
||||||
|
return false
|
||||||
|
if not started:
|
||||||
|
gm.call("_on_venue_selected", "hollywood_building")
|
||||||
|
started = true
|
||||||
|
return false
|
||||||
|
if frame > MAX_FRAMES:
|
||||||
|
_fail("timeout before the emergency aftermath ran")
|
||||||
|
return true
|
||||||
|
if frame < 200:
|
||||||
|
return false
|
||||||
|
if step == 0:
|
||||||
|
if gm.npcs.is_empty():
|
||||||
|
return false
|
||||||
|
gm.call("_on_guard_target", gm.npcs[0])
|
||||||
|
# A tourist: no weapon, low danger.
|
||||||
|
gm.current_npc_truth = {"weapons_seen": false, "danger_level": 1}
|
||||||
|
var rating_before: float = gm.coordinator.reputation.rating
|
||||||
|
gm.call("_on_radio_submitted", {
|
||||||
|
"npc_id": gm.current_incident_npc_id,
|
||||||
|
"location": "entrance",
|
||||||
|
"description": "tourist",
|
||||||
|
"behavior": "standing",
|
||||||
|
"weapons_seen": false,
|
||||||
|
"danger_level": 1,
|
||||||
|
}, true)
|
||||||
|
_check(gm.coordinator.investigations.size() == 1, "unjustified emergency opens one investigation")
|
||||||
|
_check(gm.coordinator.reputation.rating < rating_before, "unjustified emergency loses reputation")
|
||||||
|
_check(gm.coordinator.radio.pending_calls.size() == 1, "the emergency call is pending")
|
||||||
|
_check(not gm.door.locked, "the door is open before the responder arrives")
|
||||||
|
step = 1
|
||||||
|
if step == 1:
|
||||||
|
# Fast-forward the arrival delay.
|
||||||
|
gm.coordinator.radio.tick(30.0)
|
||||||
|
_check(gm.coordinator.radio.pending_calls.is_empty(), "the responder arrived")
|
||||||
|
_check(gm.coordinator.responder_outcomes.has("evacuation"), "low-danger emergency resolves as evacuation")
|
||||||
|
_check(gm.door.locked, "evacuation locks the door")
|
||||||
|
var clearing := 0
|
||||||
|
for npc in gm.npcs:
|
||||||
|
if is_instance_valid(npc) and (npc.reaction_mode == "flee" or npc.npc.leave_requested):
|
||||||
|
clearing += 1
|
||||||
|
_check(clearing > 0, "evacuation sends people away from the entrance (%d clearing)" % clearing)
|
||||||
|
var review: Dictionary = gm.coordinator.build_review()
|
||||||
|
_check((review.get("review", review).get("responder_outcomes", []) as Array).has("evacuation"),
|
||||||
|
"the review carries the responder outcome")
|
||||||
|
_check((review.get("investigations", []) as Array).size() == 1, "the review carries the investigation note")
|
||||||
|
step = 2
|
||||||
|
if step == 2:
|
||||||
|
_finish()
|
||||||
|
return true
|
||||||
|
return false
|
||||||
|
|
||||||
|
func _check(condition: bool, message: String) -> void:
|
||||||
|
if condition:
|
||||||
|
print("ok: " + message)
|
||||||
|
else:
|
||||||
|
_fail(message)
|
||||||
|
|
||||||
|
func _fail(message: String) -> void:
|
||||||
|
failures.append(message)
|
||||||
|
_finish()
|
||||||
|
|
||||||
|
func _finish() -> void:
|
||||||
|
if failures.is_empty():
|
||||||
|
print("SMOKE OK: emergency aftermath (investigation, evacuation, review)")
|
||||||
|
quit(0)
|
||||||
|
else:
|
||||||
|
for message in failures:
|
||||||
|
printerr("SMOKE FAIL: " + message)
|
||||||
|
quit(1)
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
extends SceneTree
|
extends SceneTree
|
||||||
## Windowed smoke helper for the ADR-0007–0010 control pass (focus ring + action
|
## Windowed smoke helper for the ADR-0007–0010 control pass (focus circle + action
|
||||||
## wheel). Boots the real main scene, stages one NPC in front of the guard, opens
|
## wheel). Boots the real main scene, stages one NPC in front of the guard, opens
|
||||||
## the wheel, and saves two PNGs to user://screenshots/. Exits 1 if the focus or
|
## the wheel, and saves two PNGs to user://screenshots/. Exits 1 if the focus or
|
||||||
## radial state did not come up, so it can be used as a smoke check.
|
## radial state did not come up, so it can be used as a smoke check.
|
||||||
@@ -76,7 +76,7 @@ func _advance() -> void:
|
|||||||
(gm.guard.global_position as Vector3).y,
|
(gm.guard.global_position as Vector3).y,
|
||||||
(gm.targeted_npc.global_position as Vector3).y,
|
(gm.targeted_npc.global_position as Vector3).y,
|
||||||
])
|
])
|
||||||
_shoot("smoke-01-focus-ring.png")
|
_shoot("smoke-01-focus-circle.png")
|
||||||
gm.call("_open_radial")
|
gm.call("_open_radial")
|
||||||
state = 2
|
state = 2
|
||||||
state_frames = 0
|
state_frames = 0
|
||||||
@@ -127,7 +127,7 @@ func _fail(message: String) -> void:
|
|||||||
|
|
||||||
func _finish() -> void:
|
func _finish() -> void:
|
||||||
if failures.is_empty():
|
if failures.is_empty():
|
||||||
print("SMOKE OK: focus ring + action wheel opened and cancelled")
|
print("SMOKE OK: focus circle + action wheel opened and cancelled")
|
||||||
quit(0)
|
quit(0)
|
||||||
else:
|
else:
|
||||||
for message in failures:
|
for message in failures:
|
||||||
|
|||||||
@@ -0,0 +1,84 @@
|
|||||||
|
extends SceneTree
|
||||||
|
## PLAN-verb smoke: starts a shift, focuses one person, then exercises the verbs
|
||||||
|
## added after the radial pass — recognize, request reason, body camera, formal
|
||||||
|
## warning (which must arm the body camera), and blocking (which must move the
|
||||||
|
## guard between the person and the door). Also checks that an incident is
|
||||||
|
## actually recorded, then closing it at shift end.
|
||||||
|
##
|
||||||
|
## Usage:
|
||||||
|
## godot --headless --path . --script res://src/test/smoke_plan_verbs.gd
|
||||||
|
## Exit code 0 = pass, 1 = failure.
|
||||||
|
|
||||||
|
const MAX_FRAMES := 1200
|
||||||
|
|
||||||
|
var frame := 0
|
||||||
|
var gm: Node = null
|
||||||
|
var started := false
|
||||||
|
var step := 0
|
||||||
|
var failures: Array[String] = []
|
||||||
|
|
||||||
|
func _initialize() -> void:
|
||||||
|
root.size = Vector2i(1280, 720)
|
||||||
|
root.add_child(load("res://scenes/main.tscn").instantiate())
|
||||||
|
|
||||||
|
func _process(_delta: float) -> bool:
|
||||||
|
frame += 1
|
||||||
|
if gm == null:
|
||||||
|
gm = root.find_child("GameManager", true, false)
|
||||||
|
return false
|
||||||
|
if not started:
|
||||||
|
gm.call("_on_venue_selected", "hollywood_building")
|
||||||
|
started = true
|
||||||
|
return false
|
||||||
|
if frame > MAX_FRAMES:
|
||||||
|
_fail("timeout before the verbs ran")
|
||||||
|
return true
|
||||||
|
if frame < 200:
|
||||||
|
return false
|
||||||
|
if step == 0:
|
||||||
|
if gm.npcs.is_empty():
|
||||||
|
_fail("no NPCs spawned to test the verbs on")
|
||||||
|
return true
|
||||||
|
var npc: Node = gm.npcs[0]
|
||||||
|
gm.call("_on_guard_target", npc)
|
||||||
|
var controller: Object = npc.get_npc_controller()
|
||||||
|
gm.call("_recognize_target")
|
||||||
|
_check(controller.player_recognized, "recognize marks the person as recognized")
|
||||||
|
gm.call("_request_reason")
|
||||||
|
_check(typeof(controller.last_reason_reply) == TYPE_STRING, "reason request returns a reply")
|
||||||
|
gm.call("_set_body_camera", false, "smoke")
|
||||||
|
_check(not gm.body_camera_on, "body camera can be switched off")
|
||||||
|
gm.call("_apply_interaction", 2, "formal warning")
|
||||||
|
_check(gm.body_camera_on, "formal warning arms the body camera")
|
||||||
|
var before: Vector3 = gm.guard.global_position
|
||||||
|
gm.call("_apply_interaction", 3, "blocking")
|
||||||
|
_check(before.distance_to(gm.guard.global_position) > 0.05, "blocking moves the guard")
|
||||||
|
_check(gm.coordinator.recorder.open_incidents_count() > 0 or gm.coordinator.recorder.incidents.size() > 0,
|
||||||
|
"an incident was recorded")
|
||||||
|
gm.coordinator.call("_finish_shift")
|
||||||
|
_check(gm.coordinator.recorder.open_incidents_count() == 0, "open incidents close at shift end")
|
||||||
|
_check(gm.coordinator.recorder.incidents.size() > 0, "shift history keeps the incident")
|
||||||
|
step = 1
|
||||||
|
if step == 1:
|
||||||
|
_finish()
|
||||||
|
return true
|
||||||
|
return false
|
||||||
|
|
||||||
|
func _check(condition: bool, message: String) -> void:
|
||||||
|
if condition:
|
||||||
|
print("ok: " + message)
|
||||||
|
else:
|
||||||
|
_fail(message)
|
||||||
|
|
||||||
|
func _fail(message: String) -> void:
|
||||||
|
failures.append(message)
|
||||||
|
_finish()
|
||||||
|
|
||||||
|
func _finish() -> void:
|
||||||
|
if failures.is_empty():
|
||||||
|
print("SMOKE OK: PLAN verbs (recognize, reason, body camera, warning, blocking)")
|
||||||
|
quit(0)
|
||||||
|
else:
|
||||||
|
for message in failures:
|
||||||
|
printerr("SMOKE FAIL: " + message)
|
||||||
|
quit(1)
|
||||||
@@ -0,0 +1,83 @@
|
|||||||
|
extends SceneTree
|
||||||
|
## Body-camera timeline smoke: records a few real interactions, opens the review's
|
||||||
|
## timeline, steps through every event, and closes back to the review.
|
||||||
|
##
|
||||||
|
## Usage:
|
||||||
|
## godot --headless --path . --script res://src/test/smoke_timeline.gd
|
||||||
|
|
||||||
|
const MAX_FRAMES := 900
|
||||||
|
|
||||||
|
var frame := 0
|
||||||
|
var gm: Node = null
|
||||||
|
var started := false
|
||||||
|
var step := 0
|
||||||
|
var failures: Array[String] = []
|
||||||
|
|
||||||
|
func _initialize() -> void:
|
||||||
|
root.size = Vector2i(1280, 720)
|
||||||
|
root.add_child(load("res://scenes/main.tscn").instantiate())
|
||||||
|
|
||||||
|
func _process(_delta: float) -> bool:
|
||||||
|
frame += 1
|
||||||
|
if gm == null:
|
||||||
|
gm = root.find_child("GameManager", true, false)
|
||||||
|
return false
|
||||||
|
if not started:
|
||||||
|
gm.call("_on_venue_selected", "hollywood_building")
|
||||||
|
started = true
|
||||||
|
return false
|
||||||
|
if frame > MAX_FRAMES:
|
||||||
|
_fail("timeout")
|
||||||
|
return true
|
||||||
|
if frame < 200:
|
||||||
|
return false
|
||||||
|
match step:
|
||||||
|
0:
|
||||||
|
if gm.npcs.is_empty():
|
||||||
|
return false
|
||||||
|
gm.call("_on_guard_target", gm.npcs[0])
|
||||||
|
gm.call("_apply_interaction", 1, "eye contact")
|
||||||
|
gm.call("_request_reason")
|
||||||
|
gm.call("_apply_interaction", 2, "formal warning")
|
||||||
|
var review: Dictionary = gm.coordinator.build_review()
|
||||||
|
# Real flow: the review screen shows first, then its timeline button.
|
||||||
|
gm.shift_review_panel.show_review(review, gm.selected_scenario, [])
|
||||||
|
var button: Button = gm.shift_review_panel.find_child("TimelineButton", true, false) as Button
|
||||||
|
_check(button != null, "review offers a body-camera timeline button")
|
||||||
|
if button:
|
||||||
|
button.pressed.emit()
|
||||||
|
var count: int = gm.event_timeline.events.size()
|
||||||
|
_check(count >= 3, "timeline collected the interaction events (%d)" % count)
|
||||||
|
_check(gm.event_timeline.visible, "timeline is showing")
|
||||||
|
_check(not gm.shift_review_panel.visible, "review is hidden behind the timeline")
|
||||||
|
_check(gm.guard.input_locked, "the guard is frozen while the timeline is open")
|
||||||
|
for i in count + 2:
|
||||||
|
gm.event_timeline.step(1)
|
||||||
|
_check(gm.event_timeline.index == count - 1, "stepping clamps at the last event")
|
||||||
|
gm.event_timeline.close()
|
||||||
|
step = 1
|
||||||
|
1:
|
||||||
|
_check(not gm.event_timeline.visible, "timeline closes")
|
||||||
|
_check(gm.shift_review_panel.visible, "closing returns to the review")
|
||||||
|
_finish()
|
||||||
|
return true
|
||||||
|
return false
|
||||||
|
|
||||||
|
func _check(condition: bool, message: String) -> void:
|
||||||
|
if condition:
|
||||||
|
print("ok: " + message)
|
||||||
|
else:
|
||||||
|
_fail(message)
|
||||||
|
|
||||||
|
func _fail(message: String) -> void:
|
||||||
|
failures.append(message)
|
||||||
|
_finish()
|
||||||
|
|
||||||
|
func _finish() -> void:
|
||||||
|
if failures.is_empty():
|
||||||
|
print("SMOKE OK: body-camera timeline")
|
||||||
|
quit(0)
|
||||||
|
else:
|
||||||
|
for message in failures:
|
||||||
|
printerr("SMOKE FAIL: " + message)
|
||||||
|
quit(1)
|
||||||
@@ -0,0 +1,64 @@
|
|||||||
|
extends RefCounted
|
||||||
|
## Accessibility: escalation cues that survive grayscale (shape + level, not hue
|
||||||
|
## alone) and the HUD font scale from settings.
|
||||||
|
|
||||||
|
const Hud := preload("res://src/game/ui/hud.gd")
|
||||||
|
const Rules := preload("res://src/core/rules.gd")
|
||||||
|
|
||||||
|
func test_meter_shape_and_level() -> bool:
|
||||||
|
var a := TestUtils.check_eq(Hud.escalation_meter(0), "[-----] L0/5", "calm shows an empty meter")
|
||||||
|
var b := TestUtils.check_eq(Hud.escalation_meter(3), "[###--] L3/5", "three filled blocks at blocking")
|
||||||
|
var c := TestUtils.check_eq(Hud.escalation_meter(5), "[#####] L5/5", "emergency fills the meter")
|
||||||
|
var d := TestUtils.check_eq(Hud.escalation_meter(99), "[#####] L5/5", "levels clamp at 5")
|
||||||
|
var e := TestUtils.check_eq(Hud.escalation_meter(-2), "[-----] L0/5", "levels clamp at 0")
|
||||||
|
return a and b and c and d and e
|
||||||
|
|
||||||
|
func test_meter_is_not_hue_only() -> bool:
|
||||||
|
## Every level must differ in shape/text, independent of colour.
|
||||||
|
var seen: Array[String] = []
|
||||||
|
for level in 6:
|
||||||
|
var meter: String = Hud.escalation_meter(level)
|
||||||
|
if seen.has(meter):
|
||||||
|
return TestUtils.fail("levels %d and %d share a meter" % [level, seen.find(meter)])
|
||||||
|
seen.append(meter)
|
||||||
|
return TestUtils.check(seen.size() == 6, "all six levels have distinct meters")
|
||||||
|
|
||||||
|
func test_escalation_label_includes_meter_and_name() -> bool:
|
||||||
|
var hud: Node = Hud.new()
|
||||||
|
hud.set_escalation(Rules.Level.FORMAL_WARNING)
|
||||||
|
var text: String = hud.escalation_label.text
|
||||||
|
var a := TestUtils.check(text.contains("Formal Warning"), "label names the level")
|
||||||
|
var b := TestUtils.check(text.contains("[##---]"), "label shows the shape meter")
|
||||||
|
var c := TestUtils.check(text.contains("L2/5"), "label shows the numeric level")
|
||||||
|
hud.free()
|
||||||
|
return a and b and c
|
||||||
|
|
||||||
|
func test_font_scale_applies_to_core_labels() -> bool:
|
||||||
|
var hud: Node = Hud.new()
|
||||||
|
var base_top: int = hud.top_label.get_theme_font_size("font_size")
|
||||||
|
var base_log: int = hud.log_label.get_theme_font_size("font_size")
|
||||||
|
var base_esc: int = hud.escalation_label.get_theme_font_size("font_size")
|
||||||
|
var base_mode: int = hud.mode_label.get_theme_font_size("font_size")
|
||||||
|
hud.set_font_scale(1.4)
|
||||||
|
var a := TestUtils.check(hud.top_label.get_theme_font_size("font_size") > base_top, "top label grows")
|
||||||
|
var b := TestUtils.check(hud.log_label.get_theme_font_size("font_size") > base_log, "log grows")
|
||||||
|
var c := TestUtils.check(hud.escalation_label.get_theme_font_size("font_size") > base_esc, "escalation label grows")
|
||||||
|
var d := TestUtils.check(hud.mode_label.get_theme_font_size("font_size") > base_mode, "mode label grows")
|
||||||
|
# Scaling is by font size, not Control.scale, so anchored labels keep layout.
|
||||||
|
var e := TestUtils.check(is_equal_approx(hud.top_label.scale.x, 1.0), "labels are not Control-scaled")
|
||||||
|
hud.set_font_scale(9.0)
|
||||||
|
var capped: int = hud.top_label.get_theme_font_size("font_size")
|
||||||
|
var f := TestUtils.check(capped <= int(round(float(base_top) * 1.75)) + 1, "scale clamps at 1.75")
|
||||||
|
hud.free()
|
||||||
|
return a and b and c and d and e and f
|
||||||
|
|
||||||
|
func test_settings_font_scale_is_applied_after_ui_exists() -> bool:
|
||||||
|
## The HUD is created after settings load, so the manager must re-apply.
|
||||||
|
var src := FileAccess.get_file_as_string("res://src/game/game_manager.gd")
|
||||||
|
var a := TestUtils.check(src.contains("_apply_settings(player_settings)"), "settings are applied on boot")
|
||||||
|
var build_idx := src.find("_build_ui()")
|
||||||
|
var apply_idx := src.find("_apply_settings(player_settings)", build_idx)
|
||||||
|
var b := TestUtils.check(apply_idx > build_idx, "the second apply happens after the HUD is built")
|
||||||
|
var c := TestUtils.check(src.contains("hud.set_font_scale(float(settings.get("),
|
||||||
|
"settings drive the HUD font scale")
|
||||||
|
return a and b and c
|
||||||
@@ -0,0 +1,78 @@
|
|||||||
|
extends RefCounted
|
||||||
|
## Audio feedback: a looping crowd bed that follows the crowd mood, and radio
|
||||||
|
## crackle on open/close. All procedural, no audio assets, headless-safe.
|
||||||
|
|
||||||
|
const AudioFeedback := preload("res://src/game/audio_feedback.gd")
|
||||||
|
const CrowdSystem := preload("res://src/core/crowd_system.gd")
|
||||||
|
|
||||||
|
func test_bed_volume_follows_mood() -> bool:
|
||||||
|
var quiet: float = AudioFeedback._level_to_db(0.0)
|
||||||
|
var loud: float = AudioFeedback._level_to_db(1.0)
|
||||||
|
var mid: float = AudioFeedback._level_to_db(0.5)
|
||||||
|
var a := TestUtils.check(quiet < -30.0, "a calm street keeps the bed quiet")
|
||||||
|
var b := TestUtils.check(loud > quiet, "panic raises the bed")
|
||||||
|
var c := TestUtils.check(mid > quiet and mid < loud, "the rise is gradual")
|
||||||
|
return a and b and c
|
||||||
|
|
||||||
|
func test_crowd_level_is_clamped() -> bool:
|
||||||
|
var audio: Node = AudioFeedback.new()
|
||||||
|
audio.set_crowd_level(-1.0)
|
||||||
|
var a := TestUtils.check_eq(audio.crowd_level, 0.0, "negative mood clamps to 0")
|
||||||
|
audio.set_crowd_level(3.0)
|
||||||
|
var b := TestUtils.check_eq(audio.crowd_level, 1.0, "over-unity mood clamps to 1")
|
||||||
|
audio.free()
|
||||||
|
return a and b
|
||||||
|
|
||||||
|
func test_crowd_stream_loops() -> bool:
|
||||||
|
var audio: Node = AudioFeedback.new()
|
||||||
|
var stream: AudioStreamWAV = audio._build_crowd_stream()
|
||||||
|
var a := TestUtils.check(stream != null, "a crowd stream is generated")
|
||||||
|
var b := TestUtils.check_eq(stream.loop_mode, AudioStreamWAV.LOOP_FORWARD, "the bed loops")
|
||||||
|
var c := TestUtils.check(stream.data.size() > 1000, "the bed has audio data")
|
||||||
|
var d := TestUtils.check(stream.data.size() == stream.loop_end * 2, "loop covers the whole buffer")
|
||||||
|
audio.free()
|
||||||
|
return a and b and c and d
|
||||||
|
|
||||||
|
func test_crowd_bed_is_headless_safe() -> bool:
|
||||||
|
# No tree, no audio server: none of these may crash.
|
||||||
|
var audio: Node = AudioFeedback.new()
|
||||||
|
audio.start_crowd_bed()
|
||||||
|
var a := TestUtils.check(audio.bed_playing, "start marks the bed as playing")
|
||||||
|
audio.set_crowd_level(0.78)
|
||||||
|
var b := TestUtils.check(is_equal_approx(audio.crowd_level, 0.78), "level is stored")
|
||||||
|
audio.stop_crowd_bed()
|
||||||
|
var c := TestUtils.check(not audio.bed_playing, "stop clears the playing flag")
|
||||||
|
audio.free()
|
||||||
|
return a and b and c
|
||||||
|
|
||||||
|
func test_radio_crackle_methods() -> bool:
|
||||||
|
var audio: Node = AudioFeedback.new()
|
||||||
|
audio.play_radio_open()
|
||||||
|
audio.play_radio_close()
|
||||||
|
var a := TestUtils.check_eq(audio.radio_crackles, 2, "open and close each count a crackle")
|
||||||
|
var b := TestUtils.check(audio._free_player() == null, "no players exist before _ready, and that is safe")
|
||||||
|
audio.free()
|
||||||
|
return a and b
|
||||||
|
|
||||||
|
func test_game_manager_wires_audio() -> bool:
|
||||||
|
var src := FileAccess.get_file_as_string("res://src/game/game_manager.gd")
|
||||||
|
var a := TestUtils.check(src.contains("audio.start_crowd_bed()"), "the bed starts with the shift")
|
||||||
|
var b := TestUtils.check(src.contains("audio.set_crowd_level(float(payload.get("),
|
||||||
|
"crowd events drive the bed")
|
||||||
|
var c := TestUtils.check(src.contains("audio.stop_crowd_bed()"), "the bed stops at shift end")
|
||||||
|
var d := TestUtils.check(src.contains("audio.play_radio_open()"), "opening the radio crackles")
|
||||||
|
var e := TestUtils.check(src.contains("audio.play_radio_close()"), "closing the radio crackles")
|
||||||
|
return a and b and c and d and e
|
||||||
|
|
||||||
|
func test_mood_events_reach_the_bed() -> bool:
|
||||||
|
## The bed level is fed from the same payload the crowd reactions use.
|
||||||
|
var crowd := CrowdSystem.new()
|
||||||
|
var seen: Array = []
|
||||||
|
crowd.changed.connect(func(_p): pass)
|
||||||
|
crowd.apply_event("aggressive_behavior")
|
||||||
|
seen.append(crowd.mood)
|
||||||
|
crowd.apply_event("emergency_responder")
|
||||||
|
seen.append(crowd.mood)
|
||||||
|
var a := TestUtils.check(seen[1] > seen[0], "mood rises with a responder arrival")
|
||||||
|
crowd = null
|
||||||
|
return a
|
||||||
@@ -0,0 +1,106 @@
|
|||||||
|
extends RefCounted
|
||||||
|
## Crowd presentation: rubbernecking on aggressive/emergency events and clearing
|
||||||
|
## out when the crowd panics (PLAN: Public Crowd Reaction).
|
||||||
|
|
||||||
|
const CrowdSystem := preload("res://src/core/crowd_system.gd")
|
||||||
|
const NpcAvatar := preload("res://src/game/npc_avatar.gd")
|
||||||
|
const NpcProfile := preload("res://src/core/npc_profile.gd")
|
||||||
|
const Rules := preload("res://src/core/rules.gd")
|
||||||
|
|
||||||
|
func _profile() -> NpcProfile:
|
||||||
|
var p := NpcProfile.new()
|
||||||
|
p.id = "bystander"
|
||||||
|
p.display_name = "Bystander"
|
||||||
|
p.npc_type = Rules.NpcType.TOURIST
|
||||||
|
return p
|
||||||
|
|
||||||
|
func _avatar() -> Node:
|
||||||
|
var avatar: Node = NpcAvatar.new()
|
||||||
|
avatar.setup(_profile(), "photo", 99, Vector3(4, 0.5, 8), Vector3(2, 0.5, 12))
|
||||||
|
return avatar
|
||||||
|
|
||||||
|
func test_reaction_for_event() -> bool:
|
||||||
|
var a := TestUtils.check_eq(CrowdSystem.reaction_for_event("aggressive_behavior"), "watch", "aggression draws watchers")
|
||||||
|
var b := TestUtils.check_eq(CrowdSystem.reaction_for_event("emergency_responder"), "watch", "responder draws watchers")
|
||||||
|
var c := TestUtils.check_eq(CrowdSystem.reaction_for_event("visible_weapon"), "watch", "a weapon draws watchers")
|
||||||
|
var d := TestUtils.check_eq(CrowdSystem.reaction_for_event("de_escalation"), "", "de-escalation is not a watch cue")
|
||||||
|
var e := TestUtils.check_eq(CrowdSystem.reaction_for_event("calm_professionalism"), "", "calm is not a watch cue")
|
||||||
|
return a and b and c and d and e
|
||||||
|
|
||||||
|
func test_panic_flag_and_flee_cue() -> bool:
|
||||||
|
var crowd := CrowdSystem.new()
|
||||||
|
var a := TestUtils.check(not crowd.should_flee(), "crowd starts calm")
|
||||||
|
crowd.apply_event("visible_weapon")
|
||||||
|
crowd.apply_event("aggressive_behavior")
|
||||||
|
crowd.apply_event("aggressive_behavior")
|
||||||
|
crowd.apply_event("emergency_responder")
|
||||||
|
var b := TestUtils.check(crowd.should_flee(), "stacked alarms reach panic")
|
||||||
|
var c := TestUtils.check_eq(crowd.summary().get("panic"), true, "summary reports panic")
|
||||||
|
var calm := CrowdSystem.new()
|
||||||
|
calm.apply_event("de_escalation")
|
||||||
|
calm.apply_event("calm_professionalism")
|
||||||
|
var d := TestUtils.check(not calm.should_flee(), "a calm crowd does not flee")
|
||||||
|
crowd = null
|
||||||
|
calm = null
|
||||||
|
return a and b and c and d
|
||||||
|
|
||||||
|
func test_idle_bystander_rubbernecks() -> bool:
|
||||||
|
var avatar := _avatar()
|
||||||
|
# Still walking: should refuse so traffic is not frozen mid-approach.
|
||||||
|
var walking := TestUtils.check(not avatar.start_rubberneck(Vector3(0, 1, 1)), "walkers keep walking")
|
||||||
|
avatar.arrived = true
|
||||||
|
var accepted := TestUtils.check(avatar.start_rubberneck(Vector3(0, 1, 1)), "idle bystander watches")
|
||||||
|
var mode := TestUtils.check_eq(avatar.reaction_mode, "watch", "watch mode is set")
|
||||||
|
var active := TestUtils.check(avatar.reaction_is_active(), "reaction is active")
|
||||||
|
avatar.free()
|
||||||
|
return walking and accepted and mode and active
|
||||||
|
|
||||||
|
func test_engaged_person_does_not_rubberneck() -> bool:
|
||||||
|
var avatar := _avatar()
|
||||||
|
avatar.arrived = true
|
||||||
|
avatar.awaiting_interaction = true
|
||||||
|
# Not in a tree, so use local position (global_position is a no-op here).
|
||||||
|
avatar.position = avatar.door_position
|
||||||
|
var ok := TestUtils.check(not avatar.start_rubberneck(Vector3.ZERO), "someone waiting at the door does not rubberneck")
|
||||||
|
# The same person further away is an ordinary bystander and does watch.
|
||||||
|
avatar.position = avatar.door_position + Vector3(8, 0, 0)
|
||||||
|
var far_ok := TestUtils.check(avatar.start_rubberneck(Vector3.ZERO), "a bystander away from the door still watches")
|
||||||
|
avatar.free()
|
||||||
|
return ok and far_ok
|
||||||
|
|
||||||
|
func test_panic_moves_people_away_from_the_door() -> bool:
|
||||||
|
var avatar := _avatar()
|
||||||
|
avatar.position = Vector3(1, 0.5, 2)
|
||||||
|
var door := Vector3(0, 0.5, 1.2)
|
||||||
|
avatar.start_flee(door)
|
||||||
|
var a := TestUtils.check_eq(avatar.reaction_mode, "flee", "flee mode is set")
|
||||||
|
var b := TestUtils.check((avatar.target_position - door).length() > (avatar.position - door).length(),
|
||||||
|
"flee target is farther from the door than the start")
|
||||||
|
var c := TestUtils.check(not avatar.awaiting_interaction, "fleeing cancels waiting at the entrance")
|
||||||
|
avatar.free()
|
||||||
|
return a and b and c
|
||||||
|
|
||||||
|
func test_crowd_updates_arrive_through_the_event_bus() -> bool:
|
||||||
|
## CrowdSystem.apply_event() emits EventBus.crowd_changed, not its own
|
||||||
|
## `changed` signal; wiring the wrong one silently disables crowd reactions.
|
||||||
|
var src := FileAccess.get_file_as_string("res://src/game/game_manager.gd")
|
||||||
|
var ok := TestUtils.check(src.contains("event_bus.crowd_changed.connect(_on_crowd_changed)"),
|
||||||
|
"GameManager listens on EventBus.crowd_changed")
|
||||||
|
var bus: Object = load("res://src/core/event_bus.gd").new()
|
||||||
|
var seen: Array = []
|
||||||
|
bus.crowd_changed.connect(func(payload): seen.append(payload.get("event", "")))
|
||||||
|
var crowd := CrowdSystem.new()
|
||||||
|
crowd.set_event_bus(bus)
|
||||||
|
crowd.apply_event("aggressive_behavior")
|
||||||
|
var delivers := TestUtils.check_eq(seen, ["aggressive_behavior"], "apply_event reaches the bus listener")
|
||||||
|
bus = null
|
||||||
|
crowd = null
|
||||||
|
return ok and delivers
|
||||||
|
|
||||||
|
func test_leaving_npc_does_not_flee() -> bool:
|
||||||
|
var avatar := _avatar()
|
||||||
|
avatar.npc.leave_requested = true
|
||||||
|
avatar.start_flee(Vector3.ZERO)
|
||||||
|
var ok := TestUtils.check_eq(avatar.reaction_mode, "", "someone already leaving is left alone")
|
||||||
|
avatar.free()
|
||||||
|
return ok
|
||||||
@@ -0,0 +1,103 @@
|
|||||||
|
extends RefCounted
|
||||||
|
## Emergency aftermath: responder outcomes reach the review, evacuation clears the
|
||||||
|
## entrance and locks the door, and an unjustified call opens an investigation.
|
||||||
|
|
||||||
|
const Rules := preload("res://src/core/rules.gd")
|
||||||
|
const RadioSystem := preload("res://src/core/radio_system.gd")
|
||||||
|
const Coordinator := preload("res://src/core/shift_coordinator.gd")
|
||||||
|
const Factory := preload("res://src/content/scenario_factory.gd")
|
||||||
|
const Strings := preload("res://src/core/strings.gd")
|
||||||
|
|
||||||
|
func _coordinator() -> Object:
|
||||||
|
var c := Coordinator.new()
|
||||||
|
c.setup(Factory.hollywood_building(), 60.0, 4242)
|
||||||
|
return c
|
||||||
|
|
||||||
|
func test_responder_outcomes_reach_the_review() -> bool:
|
||||||
|
var c := _coordinator()
|
||||||
|
c.responder_outcomes.append("arrest")
|
||||||
|
c.responder_outcomes.append("command")
|
||||||
|
var review: Dictionary = c.build_review()
|
||||||
|
var outcomes: Array = review.get("responder_outcomes", [])
|
||||||
|
var a := TestUtils.check_eq(outcomes, ["arrest", "command"], "responder outcomes are in the review")
|
||||||
|
var b := TestUtils.check(review.has("investigations"), "review carries an investigations list")
|
||||||
|
c = null
|
||||||
|
return a and b
|
||||||
|
|
||||||
|
func test_outcomes_reset_with_a_new_shift() -> bool:
|
||||||
|
var c := _coordinator()
|
||||||
|
c.responder_outcomes.append("evacuation")
|
||||||
|
c.investigations.append("note")
|
||||||
|
c.setup(Factory.hollywood_building(), 60.0, 1)
|
||||||
|
var a := TestUtils.check_eq(c.responder_outcomes.size(), 0, "outcomes reset on setup")
|
||||||
|
var b := TestUtils.check_eq(c.investigations.size(), 0, "investigations reset on setup")
|
||||||
|
c = null
|
||||||
|
return a and b
|
||||||
|
|
||||||
|
func test_evacuation_is_the_emergency_default() -> bool:
|
||||||
|
var call := {"type": "emergency", "report": {"danger_level": 2, "weapons_seen": false}}
|
||||||
|
var a := TestUtils.check_eq(RadioSystem.responder_outcome(call), "restraint", "danger 2 restrains")
|
||||||
|
var call2 := {"type": "emergency", "report": {"danger_level": 1, "weapons_seen": false}}
|
||||||
|
var b := TestUtils.check_eq(RadioSystem.responder_outcome(call2), "evacuation", "low-danger emergency evacuates")
|
||||||
|
var call3 := {"type": "assist", "report": {"danger_level": 1, "weapons_seen": false}}
|
||||||
|
var c := TestUtils.check_eq(RadioSystem.responder_outcome(call3), "command", "assistance just commands")
|
||||||
|
var call4 := {"type": "emergency", "report": {"danger_level": 3, "weapons_seen": true}}
|
||||||
|
var d := TestUtils.check_eq(RadioSystem.responder_outcome(call4), "arrest", "weapons arrest")
|
||||||
|
return a and b and c and d
|
||||||
|
|
||||||
|
func test_evacuation_wiring_locks_the_door_and_clears_npcs() -> bool:
|
||||||
|
var src := FileAccess.get_file_as_string("res://src/game/game_manager.gd")
|
||||||
|
var a := TestUtils.check(src.contains("func _evacuate_entrance"), "evacuation has a handler")
|
||||||
|
var b := TestUtils.check(src.contains('if outcome == "evacuation":'), "arrival routes evacuation")
|
||||||
|
var c := TestUtils.check(src.contains("door.set_locked(true)"), "evacuation locks the door")
|
||||||
|
var d := TestUtils.check(src.contains("npc.start_flee(door_pos)"), "evacuation sends NPCs away")
|
||||||
|
var e := TestUtils.check(src.contains("controller.leave_requested = true"), "evacuated NPCs are marked as leaving")
|
||||||
|
return a and b and c and d and e
|
||||||
|
|
||||||
|
func test_unjustified_emergency_is_detected() -> bool:
|
||||||
|
var src := FileAccess.get_file_as_string("res://src/game/game_manager.gd")
|
||||||
|
var a := TestUtils.check(src.contains("func _is_unjustified_emergency"), "unjustified check exists")
|
||||||
|
var b := TestUtils.check(src.contains("return not weapons and danger <= 1"), "no weapon and low danger is unjustified")
|
||||||
|
var c := TestUtils.check(src.contains("coordinator.investigations.append"), "an investigation note is recorded")
|
||||||
|
var d := TestUtils.check(src.contains('"type": "investigation_opened"'), "the incident log records the investigation")
|
||||||
|
var e := TestUtils.check(src.contains('coordinator.reputation.apply("false_report"'), "the false-report hit applies")
|
||||||
|
return a and b and c and d and e
|
||||||
|
|
||||||
|
func test_radio_arrival_reconnects_after_setup() -> bool:
|
||||||
|
## coordinator.setup() builds a new RadioSystem, so the arrival handler must be
|
||||||
|
## re-connected each shift or dispatched responders never resolve anything.
|
||||||
|
var src := FileAccess.get_file_as_string("res://src/game/game_manager.gd")
|
||||||
|
var a := TestUtils.check(src.contains("func _connect_radio"), "radio wiring has a helper")
|
||||||
|
var b := TestUtils.check(src.contains("coordinator.radio.responder_arrived.connect(_on_responder_arrived)"),
|
||||||
|
"the helper connects the arrival handler")
|
||||||
|
var c := TestUtils.check(src.contains("_connect_radio()"), "shifts call the helper")
|
||||||
|
return a and b and c
|
||||||
|
|
||||||
|
func test_review_strings_exist() -> bool:
|
||||||
|
var a := TestUtils.check(Strings.lookup("review.responder") != "review.responder", "responder line exists")
|
||||||
|
var b := TestUtils.check(Strings.lookup("review.investigations") != "review.investigations", "investigation line exists")
|
||||||
|
var c := TestUtils.check(Strings.lookup("review.none") != "review.none", "empty placeholder exists")
|
||||||
|
var d := TestUtils.check(Strings.lookup("responder.evacuated") != "responder.evacuated", "evacuation log line exists")
|
||||||
|
var e := TestUtils.check(Strings.lookup("investigation.started") != "investigation.started", "investigation log line exists")
|
||||||
|
return a and b and c and d and e
|
||||||
|
|
||||||
|
func test_review_renders_outcomes_and_investigations() -> bool:
|
||||||
|
var Review := load("res://src/game/ui/shift_review.gd")
|
||||||
|
var panel: Node = Review.new()
|
||||||
|
var review := {
|
||||||
|
"scenario_id": "hollywood_building",
|
||||||
|
"reputation": {"rating": 61.0, "grade": "C", "modifiers": []},
|
||||||
|
"incidents": {"incidents": []},
|
||||||
|
"crowd": {"mood": 0.4, "panic": false},
|
||||||
|
"radio": {"battery": 70.0, "emergency_cooldown_s": 0.0},
|
||||||
|
"spawned_count": 3,
|
||||||
|
"responder_outcomes": ["evacuation"],
|
||||||
|
"investigations": ["Emergency call reviewed"],
|
||||||
|
}
|
||||||
|
panel.show_review(review, Factory.hollywood_building(), [])
|
||||||
|
var text: String = panel.report_label.text
|
||||||
|
var a := TestUtils.check(text.contains("evacuation"), "review names the responder outcome")
|
||||||
|
var b := TestUtils.check(text.contains("Emergency call reviewed"), "review shows the investigation note")
|
||||||
|
var c := TestUtils.check(text.contains("Investigations:"), "investigations line is labelled")
|
||||||
|
panel.free()
|
||||||
|
return a and b and c
|
||||||
@@ -0,0 +1,120 @@
|
|||||||
|
extends RefCounted
|
||||||
|
## Body-camera timeline: the review screen steps through recorded incident events
|
||||||
|
## (ADR-0005). No live 3D replay in this version.
|
||||||
|
|
||||||
|
const EventTimeline := preload("res://src/game/ui/event_timeline.gd")
|
||||||
|
const Strings := preload("res://src/core/strings.gd")
|
||||||
|
const Coordinator := preload("res://src/core/shift_coordinator.gd")
|
||||||
|
const Factory := preload("res://src/content/scenario_factory.gd")
|
||||||
|
|
||||||
|
func _review() -> Dictionary:
|
||||||
|
return {
|
||||||
|
"started_at_ms": 1000,
|
||||||
|
"incidents": {
|
||||||
|
"open_count": 0,
|
||||||
|
"incidents": [
|
||||||
|
{
|
||||||
|
"id": "inc_a",
|
||||||
|
"npc_id": "npc_a",
|
||||||
|
"outcome": "peaceful",
|
||||||
|
"events": [
|
||||||
|
{"type": "player_action", "action": "eye contact", "level": 1, "at_ms": 3000},
|
||||||
|
{"type": "body_camera", "on": true, "reason": "formal warning", "at_ms": 8000},
|
||||||
|
],
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"id": "inc_b",
|
||||||
|
"npc_id": "npc_b",
|
||||||
|
"outcome": "left",
|
||||||
|
"events": [
|
||||||
|
{"type": "reason_requested", "reply": "I have a ticket.", "at_ms": 5000},
|
||||||
|
{"type": "access_check", "evidence": {"decided": true, "verified_granted": true}, "at_ms": 9000},
|
||||||
|
],
|
||||||
|
},
|
||||||
|
],
|
||||||
|
},
|
||||||
|
"reputation": {"rating": 70.0, "grade": "C", "modifiers": []},
|
||||||
|
"crowd": {"mood": 0.1, "panic": false},
|
||||||
|
"radio": {"battery": 100.0, "emergency_cooldown_s": 0.0},
|
||||||
|
}
|
||||||
|
|
||||||
|
func test_flatten_orders_events_across_incidents() -> bool:
|
||||||
|
var timeline: Node = EventTimeline.new()
|
||||||
|
var flat: Array = timeline.flatten(_review())
|
||||||
|
var a := TestUtils.check_eq(flat.size(), 4, "every recorded event is flattened")
|
||||||
|
var stamps: Array[int] = []
|
||||||
|
for row in flat:
|
||||||
|
stamps.append(int(row.get("at_ms", 0)))
|
||||||
|
var sorted := stamps.duplicate()
|
||||||
|
sorted.sort()
|
||||||
|
var b := TestUtils.check_eq(stamps, sorted, "events are time ordered")
|
||||||
|
var c := TestUtils.check_eq(flat[0].get("npc_id", ""), "npc_a", "event keeps its NPC id")
|
||||||
|
var d := TestUtils.check_eq(flat[1].get("npc_id", ""), "npc_b", "second incident interleaves")
|
||||||
|
var e := TestUtils.check_eq(flat[0].get("incident_id", ""), "inc_a", "event keeps its incident id")
|
||||||
|
timeline.free()
|
||||||
|
return a and b and c and d and e
|
||||||
|
|
||||||
|
func test_describe_covers_event_types() -> bool:
|
||||||
|
var timeline: Node = EventTimeline.new()
|
||||||
|
var a := TestUtils.check(timeline.describe({"type": "player_action", "action": "eye contact", "level": 1, "at_ms": 3000}).contains("eye contact (L1)"), "player action line")
|
||||||
|
var b := TestUtils.check(timeline.describe({"type": "body_camera", "on": true, "reason": "formal warning"}).contains("body camera on"), "body camera line")
|
||||||
|
var c := TestUtils.check(timeline.describe({"type": "reason_requested", "reply": "I have a ticket."}).contains("I have a ticket."), "reason reply line")
|
||||||
|
var d := TestUtils.check(timeline.describe({"type": "access_check", "evidence": {"decided": false, "verified_granted": true}}).contains("deny"), "access decision line")
|
||||||
|
var e := TestUtils.check(timeline.describe({"type": "responder_action", "call_type": "emergency", "outcome": "evacuation"}).contains("evacuation"), "responder line")
|
||||||
|
var f := TestUtils.check(timeline.describe({"type": "investigation_opened", "reason": "unjustified"}).contains("investigation"), "investigation line")
|
||||||
|
timeline.free()
|
||||||
|
return a and b and c and d and e and f
|
||||||
|
|
||||||
|
func test_empty_timeline_is_safe() -> bool:
|
||||||
|
var timeline: Node = EventTimeline.new()
|
||||||
|
var flat: Array = timeline.flatten({})
|
||||||
|
var a := TestUtils.check_eq(flat.size(), 0, "no incidents means no events")
|
||||||
|
timeline.show_timeline({})
|
||||||
|
var b := TestUtils.check_eq(timeline.index, 0, "index stays at zero when empty")
|
||||||
|
timeline.step(1)
|
||||||
|
var c := TestUtils.check_eq(timeline.index, 0, "stepping an empty timeline does nothing")
|
||||||
|
timeline.free()
|
||||||
|
return a and b and c
|
||||||
|
|
||||||
|
func test_stepping_clamps() -> bool:
|
||||||
|
var timeline: Node = EventTimeline.new()
|
||||||
|
timeline.show_timeline(_review())
|
||||||
|
timeline.step(-1)
|
||||||
|
var a := TestUtils.check_eq(timeline.index, 0, "cannot step before the first event")
|
||||||
|
timeline.step(1)
|
||||||
|
var b := TestUtils.check_eq(timeline.index, 1, "next advances one event")
|
||||||
|
timeline.step(99)
|
||||||
|
var c := TestUtils.check_eq(timeline.index, 3, "cannot step past the last event")
|
||||||
|
timeline.free()
|
||||||
|
return a and b and c
|
||||||
|
|
||||||
|
func test_review_records_a_shift_start_stamp() -> bool:
|
||||||
|
var coordinator: Object = Coordinator.new()
|
||||||
|
coordinator.setup(Factory.hollywood_building(), 30.0, 7)
|
||||||
|
coordinator.start()
|
||||||
|
var review: Dictionary = coordinator.build_review()
|
||||||
|
var a := TestUtils.check(int(review.get("started_at_ms", 0)) > 0, "review carries the shift start stamp")
|
||||||
|
coordinator = null
|
||||||
|
return a
|
||||||
|
|
||||||
|
func test_timeline_strings_exist() -> bool:
|
||||||
|
var ok := true
|
||||||
|
for key in ["timeline.title", "timeline.position", "timeline.empty", "timeline.prev",
|
||||||
|
"timeline.next", "timeline.close", "timeline.hint", "review.timeline_button"]:
|
||||||
|
if Strings.lookup(key) == key:
|
||||||
|
ok = false
|
||||||
|
return TestUtils.check(ok, "timeline UI strings are localized")
|
||||||
|
|
||||||
|
func test_review_button_opens_the_timeline() -> bool:
|
||||||
|
var Review := load("res://src/game/ui/shift_review.gd")
|
||||||
|
var panel: Node = Review.new()
|
||||||
|
var got := {"review": {}}
|
||||||
|
panel.timeline_requested.connect(func(review): got["review"] = review)
|
||||||
|
panel.show_review(_review(), Factory.hollywood_building(), [])
|
||||||
|
var button: Button = panel.find_child("TimelineButton", true, false) as Button
|
||||||
|
var a := TestUtils.check(button != null, "review screen has a timeline button")
|
||||||
|
if button:
|
||||||
|
button.pressed.emit()
|
||||||
|
var b := TestUtils.check(not (got["review"] as Dictionary).is_empty(), "pressing it hands the review to the timeline")
|
||||||
|
panel.free()
|
||||||
|
return a and b
|
||||||
@@ -32,7 +32,9 @@ func test_radial_wrap_and_skip_wand() -> bool:
|
|||||||
var a := TestUtils.check(menu.selected != start, "step wrap moves selection")
|
var a := TestUtils.check(menu.selected != start, "step wrap moves selection")
|
||||||
var b := TestUtils.check(menu.is_slice_enabled(menu.selected), "landed on an enabled slice")
|
var b := TestUtils.check(menu.is_slice_enabled(menu.selected), "landed on an enabled slice")
|
||||||
# Walk forward until we would hit wand; it must skip.
|
# Walk forward until we would hit wand; it must skip.
|
||||||
menu.selected = 4
|
var wand_index := _slice_index("wand")
|
||||||
|
var warning_index := _slice_index("warning")
|
||||||
|
menu.selected = wand_index - 1
|
||||||
menu.step(1)
|
menu.step(1)
|
||||||
var c := TestUtils.check_eq(menu.slice_id(menu.selected), "warning", "wand skipped when venue has none")
|
var c := TestUtils.check_eq(menu.slice_id(menu.selected), "warning", "wand skipped when venue has none")
|
||||||
menu.free()
|
menu.free()
|
||||||
@@ -91,6 +93,12 @@ func test_cancel_has_right_mouse() -> bool:
|
|||||||
found = true
|
found = true
|
||||||
return TestUtils.check(found, "cancel action includes right mouse button")
|
return TestUtils.check(found, "cancel action includes right mouse button")
|
||||||
|
|
||||||
|
func _slice_index(id: String) -> int:
|
||||||
|
for i in ActionRadial.SLICE_DEFS.size():
|
||||||
|
if str(ActionRadial.SLICE_DEFS[i]["id"]) == id:
|
||||||
|
return i
|
||||||
|
return -1
|
||||||
|
|
||||||
func _action_has_key(action: String, keycode: Key) -> bool:
|
func _action_has_key(action: String, keycode: Key) -> bool:
|
||||||
if not InputMap.has_action(action):
|
if not InputMap.has_action(action):
|
||||||
return false
|
return false
|
||||||
|
|||||||
@@ -0,0 +1,98 @@
|
|||||||
|
extends RefCounted
|
||||||
|
## NPC theater: seated guests, camera raises, and performers playing to the
|
||||||
|
## sidewalk once their intent's waypoint is reached (PLAN.md: NPC Behavior Types).
|
||||||
|
|
||||||
|
const NpcAvatar := preload("res://src/game/npc_avatar.gd")
|
||||||
|
const NpcProfile := preload("res://src/core/npc_profile.gd")
|
||||||
|
const Rules := preload("res://src/core/rules.gd")
|
||||||
|
|
||||||
|
func _avatar(intent: String, npc_type: int = Rules.NpcType.TOURIST) -> Node:
|
||||||
|
var p := NpcProfile.new()
|
||||||
|
p.id = "theater"
|
||||||
|
p.display_name = "Theater"
|
||||||
|
p.npc_type = npc_type
|
||||||
|
var avatar: Node = NpcAvatar.new()
|
||||||
|
avatar.setup(p, intent, 1234, Vector3(2, 0.5, 8), Vector3(0, 0.5, 6))
|
||||||
|
return avatar
|
||||||
|
|
||||||
|
func test_pose_per_intent() -> bool:
|
||||||
|
var cases := {
|
||||||
|
"sit": "sit",
|
||||||
|
"photo": "photo",
|
||||||
|
"film": "film",
|
||||||
|
"perform": "perform",
|
||||||
|
"enter": "idle",
|
||||||
|
}
|
||||||
|
var ok := true
|
||||||
|
for intent in cases.keys():
|
||||||
|
var avatar := _avatar(str(intent))
|
||||||
|
avatar.arrived = true
|
||||||
|
if avatar.theater_pose() != cases[intent]:
|
||||||
|
ok = false
|
||||||
|
avatar.free()
|
||||||
|
return TestUtils.check(ok, "each intent maps to its theater pose once arrived")
|
||||||
|
|
||||||
|
func test_walking_npc_has_no_pose() -> bool:
|
||||||
|
var avatar := _avatar("sit")
|
||||||
|
var a := TestUtils.check_eq(avatar.theater_pose(), "idle", "a walking NPC does not sit yet")
|
||||||
|
avatar.arrived = true
|
||||||
|
var b := TestUtils.check_eq(avatar.theater_pose(), "sit", "arriving starts the pose")
|
||||||
|
avatar.free()
|
||||||
|
return a and b
|
||||||
|
|
||||||
|
func test_only_sit_crouches() -> bool:
|
||||||
|
var a := TestUtils.check(is_equal_approx(NpcAvatar.crouch_for_pose("sit"), -0.34), "sit lowers the rig")
|
||||||
|
var b := TestUtils.check_eq(NpcAvatar.crouch_for_pose("photo"), 0.0, "photo keeps standing")
|
||||||
|
var c := TestUtils.check_eq(NpcAvatar.crouch_for_pose("perform"), 0.0, "perform keeps standing")
|
||||||
|
var d := TestUtils.check_eq(NpcAvatar.crouch_for_pose("idle"), 0.0, "idle keeps standing")
|
||||||
|
return a and b and c and d
|
||||||
|
|
||||||
|
func test_photo_lift_is_brief() -> bool:
|
||||||
|
var raised := 0.0
|
||||||
|
var flat := 0.0
|
||||||
|
for i in 120:
|
||||||
|
var phase := float(i) / 60.0
|
||||||
|
var lift: float = NpcAvatar.prop_lift_for_pose("photo", phase)
|
||||||
|
raised = maxf(raised, lift)
|
||||||
|
if i == 0:
|
||||||
|
flat = lift
|
||||||
|
var a := TestUtils.check(raised > 0.1, "the camera prop lifts while photographing")
|
||||||
|
var b := TestUtils.check(raised <= 0.16 + 0.001, "the lift stays small")
|
||||||
|
var c := TestUtils.check_eq(flat, 0.0, "the lift starts at rest")
|
||||||
|
var d := TestUtils.check_eq(NpcAvatar.prop_lift_for_pose("sit", 0.5), 0.0, "seated guests do not lift a prop")
|
||||||
|
return a and b and c and d
|
||||||
|
|
||||||
|
func test_performer_sways_only_when_performing() -> bool:
|
||||||
|
var peak := 0.0
|
||||||
|
for i in 120:
|
||||||
|
peak = maxf(peak, absf(NpcAvatar.sway_for_pose("perform", float(i) / 60.0)))
|
||||||
|
var a := TestUtils.check(peak > 0.05, "the performer's sign sways")
|
||||||
|
var b := TestUtils.check_eq(NpcAvatar.sway_for_pose("photo", 1.0), 0.0, "photographers do not sway")
|
||||||
|
var c := TestUtils.check_eq(NpcAvatar.sway_for_pose("sit", 1.0), 0.0, "seated guests do not sway")
|
||||||
|
return a and b and c
|
||||||
|
|
||||||
|
func test_photo_prop_is_wired_for_camera_archetypes() -> bool:
|
||||||
|
var influencer := _avatar("photo", Rules.NpcType.INFLUENCER)
|
||||||
|
var tourist := _avatar("photo", Rules.NpcType.TOURIST)
|
||||||
|
var performer := _avatar("perform", Rules.NpcType.PERFORMER)
|
||||||
|
var a := TestUtils.check(influencer._photo_prop != null, "influencer carries a camera prop")
|
||||||
|
var b := TestUtils.check(tourist._photo_prop != null, "tourist carries a camera prop")
|
||||||
|
var c := TestUtils.check(performer._sign_prop != null, "performer carries a sign prop")
|
||||||
|
influencer.free()
|
||||||
|
tourist.free()
|
||||||
|
performer.free()
|
||||||
|
return a and b and c
|
||||||
|
|
||||||
|
func test_sitting_rig_actually_lowers() -> bool:
|
||||||
|
var avatar := _avatar("sit")
|
||||||
|
avatar.arrived = true
|
||||||
|
for i in 40:
|
||||||
|
avatar._animate(0.016)
|
||||||
|
var a := TestUtils.check(avatar._rig.position.y < -0.2, "the rig settles into the crouch")
|
||||||
|
var legs_bent := TestUtils.check(absf(avatar._legs[0].rotation.x) > deg_to_rad(30.0), "legs bend for the seat")
|
||||||
|
avatar.arrived = false
|
||||||
|
for i in 60:
|
||||||
|
avatar._animate(0.016)
|
||||||
|
var b := TestUtils.check(avatar._rig.position.y > -0.1, "standing back up lifts the rig")
|
||||||
|
avatar.free()
|
||||||
|
return a and legs_bent and b
|
||||||
@@ -0,0 +1,132 @@
|
|||||||
|
extends RefCounted
|
||||||
|
## PLAN verbs added after the radial pass: eye contact, recognition as a player
|
||||||
|
## decision, the body-camera flag, blocking station, and requesting a reason.
|
||||||
|
|
||||||
|
const Rules := preload("res://src/core/rules.gd")
|
||||||
|
const ActionRadial := preload("res://src/game/ui/action_radial.gd")
|
||||||
|
const IncidentRecorder := preload("res://src/core/incident_recorder.gd")
|
||||||
|
const NPCController := preload("res://src/core/npc_controller.gd")
|
||||||
|
const NpcProfile := preload("res://src/core/npc_profile.gd")
|
||||||
|
const AccessLoadout := preload("res://src/core/access_loadout.gd")
|
||||||
|
const AccessArtifact := preload("res://src/core/access_artifact.gd")
|
||||||
|
|
||||||
|
func _slice_index(id: String) -> int:
|
||||||
|
for i in ActionRadial.SLICE_DEFS.size():
|
||||||
|
if str(ActionRadial.SLICE_DEFS[i]["id"]) == id:
|
||||||
|
return i
|
||||||
|
return -1
|
||||||
|
|
||||||
|
func test_radial_has_new_verbs() -> bool:
|
||||||
|
var a := TestUtils.check(_slice_index("eye_contact") >= 0, "eye contact slice exists")
|
||||||
|
var b := TestUtils.check(_slice_index("reason") >= 0, "request-reason slice exists")
|
||||||
|
var c := TestUtils.check(_slice_index("recognize") >= 0, "recognize slice exists")
|
||||||
|
return a and b and c
|
||||||
|
|
||||||
|
func test_eye_contact_is_level_one() -> bool:
|
||||||
|
var def: Dictionary = ActionRadial.SLICE_DEFS[_slice_index("eye_contact")]
|
||||||
|
var ok := TestUtils.check_eq(int(def.get("level", -1)), Rules.Level.SIMPLE_DETERRENCE,
|
||||||
|
"eye contact is a Level 1 action")
|
||||||
|
var action_ok := TestUtils.check_eq(str(def.get("action", "")), "eye contact", "logs as eye contact")
|
||||||
|
return ok and action_ok
|
||||||
|
|
||||||
|
func test_every_slice_has_a_string_key() -> bool:
|
||||||
|
var strings = load("res://src/core/strings.gd")
|
||||||
|
var ok := true
|
||||||
|
for def in ActionRadial.SLICE_DEFS:
|
||||||
|
var key: String = str(def.get("label_key", ""))
|
||||||
|
if key == "":
|
||||||
|
ok = false
|
||||||
|
continue
|
||||||
|
if strings.lookup(key) == key:
|
||||||
|
ok = false
|
||||||
|
return TestUtils.check(ok, "every radial slice resolves a localized label")
|
||||||
|
|
||||||
|
func _profile(name: String, lines: Array[String] = []) -> NpcProfile:
|
||||||
|
var p := NpcProfile.new()
|
||||||
|
p.id = "test"
|
||||||
|
p.display_name = name
|
||||||
|
p.dialogue_lines = lines
|
||||||
|
return p
|
||||||
|
|
||||||
|
func test_request_reason_uses_dialogue_lines() -> bool:
|
||||||
|
var p := _profile("Visitor", ["I have a ticket for tonight.", "I am meeting a friend."])
|
||||||
|
var npc := NPCController.new()
|
||||||
|
npc.setup("npc_1", p, "enter", 4242)
|
||||||
|
var a := TestUtils.check_eq(npc.request_reason(), npc.last_reason_reply, "reply is stored")
|
||||||
|
var b := TestUtils.check_eq(npc.last_reason_reply, p.dialogue_lines[0], "seeded pick is deterministic")
|
||||||
|
var c := TestUtils.check(not npc.last_reason_reply.is_empty(), "reply is non-empty")
|
||||||
|
npc = null
|
||||||
|
return a and b and c
|
||||||
|
|
||||||
|
func test_request_reason_silent_without_lines() -> bool:
|
||||||
|
var npc := NPCController.new()
|
||||||
|
npc.setup("npc_2", _profile("Silent"), "enter", 7)
|
||||||
|
var reply: String = npc.request_reason()
|
||||||
|
var ok := TestUtils.check_eq(reply, "", "no dialogue lines means silence")
|
||||||
|
npc = null
|
||||||
|
return ok
|
||||||
|
|
||||||
|
func test_player_recognition_is_not_default() -> bool:
|
||||||
|
var p := _profile("Staffer")
|
||||||
|
p.npc_type = Rules.NpcType.AUTHORIZED_GUEST
|
||||||
|
var npc := NPCController.new()
|
||||||
|
npc.setup("npc_3", p, "enter", 11)
|
||||||
|
var a := TestUtils.check(not npc.player_recognized, "guests are not pre-recognized")
|
||||||
|
var override := {}
|
||||||
|
var artifacts := AccessLoadout.build(p, null, override)
|
||||||
|
var has_recognition := false
|
||||||
|
for artifact in artifacts:
|
||||||
|
if artifact is AccessArtifact and artifact.kind == Rules.AccessKind.RECOGNITION:
|
||||||
|
has_recognition = true
|
||||||
|
var b := TestUtils.check(not has_recognition, "guest artifact set has no recognition")
|
||||||
|
npc = null
|
||||||
|
return a and b
|
||||||
|
|
||||||
|
func test_recorder_starts_and_closes_incidents() -> bool:
|
||||||
|
var recorder := IncidentRecorder.new()
|
||||||
|
var a := TestUtils.check(not recorder.has_open_incident("npc_a"), "no incident before start")
|
||||||
|
recorder.start_incident("npc_a", "player_focus")
|
||||||
|
var b := TestUtils.check(recorder.has_open_incident("npc_a"), "incident opens")
|
||||||
|
recorder.add_event("npc_a", {"type": "recognition_decision", "recognized": true})
|
||||||
|
var c := TestUtils.check_eq(recorder.incidents.size(), 0, "open incident is not yet in history")
|
||||||
|
var closed: int = recorder.close_all_open("unresolved")
|
||||||
|
var d := TestUtils.check_eq(closed, 1, "close_all_open closes the open incident")
|
||||||
|
var e := TestUtils.check_eq(recorder.incidents.size(), 1, "closed incident lands in history")
|
||||||
|
var events: Array = recorder.incidents[0].get("events", [])
|
||||||
|
var f := TestUtils.check_eq(events.size(), 1, "recorded event survived the close")
|
||||||
|
recorder = null
|
||||||
|
return a and b and c and d and e and f
|
||||||
|
|
||||||
|
func test_shift_end_closes_open_incidents_into_review() -> bool:
|
||||||
|
var Coordinator := load("res://src/core/shift_coordinator.gd")
|
||||||
|
var Factory := load("res://src/content/scenario_factory.gd")
|
||||||
|
var coordinator = Coordinator.new()
|
||||||
|
coordinator.setup(Factory.hollywood_building(), 60.0, 99)
|
||||||
|
coordinator.start()
|
||||||
|
coordinator.recorder.start_incident("npc_x", "player_action")
|
||||||
|
coordinator.recorder.add_event("npc_x", {"type": "reason_requested", "reply": ""})
|
||||||
|
coordinator.call("_finish_shift")
|
||||||
|
var review: Dictionary = coordinator.build_review()
|
||||||
|
var incidents: Dictionary = review.get("incidents", {})
|
||||||
|
var list: Array = incidents.get("incidents", [])
|
||||||
|
var a := TestUtils.check_eq(list.size(), 1, "unresolved incident appears in the review")
|
||||||
|
var b := TestUtils.check_eq(str(list[0].get("outcome", "")), "unresolved", "outcome is unresolved")
|
||||||
|
var open := TestUtils.check_eq(int(incidents.get("open_count", -1)), 0, "nothing left open")
|
||||||
|
coordinator = null
|
||||||
|
return a and b and open
|
||||||
|
|
||||||
|
func test_body_camera_not_on_by_default() -> bool:
|
||||||
|
var src := FileAccess.get_file_as_string("res://src/game/game_manager.gd")
|
||||||
|
var a := TestUtils.check(src.contains("func _set_body_camera"), "body camera has a setter")
|
||||||
|
var b := TestUtils.check(src.contains("KEY_B"), "B toggles the body camera")
|
||||||
|
var c := TestUtils.check(
|
||||||
|
src.contains("level == Rules.Level.FORMAL_WARNING and not body_camera_on"),
|
||||||
|
"a formal warning turns the body camera on")
|
||||||
|
return a and b and c
|
||||||
|
|
||||||
|
func test_blocking_stations_the_guard() -> bool:
|
||||||
|
var src := FileAccess.get_file_as_string("res://src/game/game_manager.gd")
|
||||||
|
var a := TestUtils.check(src.contains("func _station_between"), "blocking has a stationing step")
|
||||||
|
var b := TestUtils.check(src.contains("_station_between(controller"), "blocking calls it")
|
||||||
|
var c := TestUtils.check(src.contains("to_door.normalized() * 0.9"), "station point is between NPC and door")
|
||||||
|
return a and b and c
|
||||||
@@ -221,7 +221,7 @@ def skyline():
|
|||||||
x = -40
|
x = -40
|
||||||
while x < w + 40:
|
while x < w + 40:
|
||||||
bw = rnd.randint(64, 170)
|
bw = rnd.randint(64, 170)
|
||||||
bh = rnd.randint(150, 400)
|
bh = rnd.randint(90, 165)
|
||||||
d.rectangle([x, h - bh, x + bw, h], fill=build_color)
|
d.rectangle([x, h - bh, x + bw, h], fill=build_color)
|
||||||
# few lit windows
|
# few lit windows
|
||||||
for _ in range(bw * bh // 900):
|
for _ in range(bw * bh // 900):
|
||||||
|
|||||||
@@ -16,8 +16,17 @@ HOST="${HOST:-https://git.allucanget.biz}"
|
|||||||
VERSION="${1:-$(grep -oP 'config/version="\K[^"]+' project.godot)}"
|
VERSION="${1:-$(grep -oP 'config/version="\K[^"]+' project.godot)}"
|
||||||
TAG="v$VERSION"
|
TAG="v$VERSION"
|
||||||
|
|
||||||
|
# AUTH is a curl argument list. Populated by the first available method:
|
||||||
|
# 1. GITEA_TOKEN explicit token (repo secret in CI)
|
||||||
|
# 2. GITEA_AUTH_HEADER a ready-made "Authorization: ..." header
|
||||||
|
# 3. ~/.git-credentials basic auth for HOST
|
||||||
|
# 4. the checkout's git extraheader (Gitea Actions runners inject one for the
|
||||||
|
# job; this is what makes tag builds publish without any repo secret)
|
||||||
|
AUTH=()
|
||||||
if [[ -n "${GITEA_TOKEN:-}" ]]; then
|
if [[ -n "${GITEA_TOKEN:-}" ]]; then
|
||||||
AUTH=("Authorization: token $GITEA_TOKEN")
|
AUTH=(-H "Authorization: token $GITEA_TOKEN")
|
||||||
|
elif [[ -n "${GITEA_AUTH_HEADER:-}" ]]; then
|
||||||
|
AUTH=(-H "$GITEA_AUTH_HEADER")
|
||||||
elif [[ -f "$HOME/.git-credentials" ]]; then
|
elif [[ -f "$HOME/.git-credentials" ]]; then
|
||||||
CRED="$(python3 -c "
|
CRED="$(python3 -c "
|
||||||
import os
|
import os
|
||||||
@@ -28,8 +37,23 @@ for l in open(os.path.expanduser('~/.git-credentials')):
|
|||||||
echo "error: no credentials for $HOST in ~/.git-credentials" >&2
|
echo "error: no credentials for $HOST in ~/.git-credentials" >&2
|
||||||
exit 1
|
exit 1
|
||||||
fi
|
fi
|
||||||
else
|
# curl basic auth. (Previously only CRED was set, so ${AUTH[@]} was unbound
|
||||||
echo "error: set GITEA_TOKEN or provide ~/.git-credentials" >&2
|
# under `set -u` and every API call failed silently.)
|
||||||
|
AUTH=(-u "$CRED")
|
||||||
|
fi
|
||||||
|
|
||||||
|
if [[ ${#AUTH[@]} -eq 0 ]]; then
|
||||||
|
# Gitea Actions: actions/checkout configures a local extraheader with the
|
||||||
|
# runner's credentials. Reuse it for the API (the same server, so the header is
|
||||||
|
# valid for $HOST too).
|
||||||
|
GIT_HEADER="$(git config --local --get-regexp '^http\..*\.extraheader$' 2>/dev/null | head -n1 | cut -d' ' -f2- || true)"
|
||||||
|
if [[ -n "${GIT_HEADER:-}" ]]; then
|
||||||
|
AUTH=(-H "$GIT_HEADER")
|
||||||
|
fi
|
||||||
|
fi
|
||||||
|
|
||||||
|
if [[ ${#AUTH[@]} -eq 0 ]]; then
|
||||||
|
echo "error: no credentials. Set GITEA_TOKEN, GITEA_AUTH_HEADER, or provide ~/.git-credentials." >&2
|
||||||
exit 1
|
exit 1
|
||||||
fi
|
fi
|
||||||
|
|
||||||
|
|||||||
@@ -0,0 +1,621 @@
|
|||||||
|
#!/usr/bin/env python3
|
||||||
|
"""Generate screen-design reference images for Step Line and compare captures.
|
||||||
|
|
||||||
|
This tool turns the screen descriptions that already live in `docs/`
|
||||||
|
(README screenshot captions, ADRs 0007-0010, PLAN.md, architecture.md, and the
|
||||||
|
HUD strings in `content/strings.en.json`) into reference "design" images, then
|
||||||
|
uses those images as the expected state to check the game's captured
|
||||||
|
screenshots against.
|
||||||
|
|
||||||
|
Two commands:
|
||||||
|
|
||||||
|
generate write one reference image per screen to docs/screens/designs/.
|
||||||
|
Two modes:
|
||||||
|
--ai realistic 3D game scenes and in-game screen designs via
|
||||||
|
the OpenRouter image API (default; requires
|
||||||
|
OPENROUTER_API_KEY, same as tools/asset_pipeline.py).
|
||||||
|
--draft deterministic wireframe sketches drawn with Pillow
|
||||||
|
(no network or API key; good for CI and layout checks).
|
||||||
|
|
||||||
|
compare compare docs/screenshots/*.png against the reference designs and
|
||||||
|
flag gross drift. Semantic composition is judged with coarse,
|
||||||
|
Pillow-only signals (aspect ratio, frame size, blank-frame
|
||||||
|
contrast, grayscale MAE, colour-histogram distance, edge density).
|
||||||
|
These catch "wrong screen / blank frame / wrong time of day"
|
||||||
|
regressions; they are NOT a pixel-exact or semantic match. A
|
||||||
|
vision-model pass is the documented next step (see PLAN.md).
|
||||||
|
|
||||||
|
Run from the repo root:
|
||||||
|
|
||||||
|
python3 tools/screen_designs.py generate
|
||||||
|
python3 tools/screen_designs.py generate --draft
|
||||||
|
python3 tools/screen_designs.py compare
|
||||||
|
"""
|
||||||
|
|
||||||
|
import argparse
|
||||||
|
import os
|
||||||
|
import sys
|
||||||
|
from pathlib import Path
|
||||||
|
|
||||||
|
from PIL import Image, ImageChops, ImageDraw, ImageFilter, ImageOps, ImageStat
|
||||||
|
|
||||||
|
import generate_textures
|
||||||
|
|
||||||
|
ROOT = Path(__file__).resolve().parent.parent
|
||||||
|
DESIGNS_DIR = ROOT / "docs" / "screens" / "designs"
|
||||||
|
SCREENSHOTS_DIR = ROOT / "docs" / "screenshots"
|
||||||
|
|
||||||
|
# Reference "design" dimensions — match the capture tool and the README gallery.
|
||||||
|
WIDTH, HEIGHT = 1280, 720
|
||||||
|
ASPECT = 16 / 9
|
||||||
|
|
||||||
|
# Default image model for screen mockups (validated role-aware model, per
|
||||||
|
# MEMORY.md; seedream rejects small sizes and ignores transparency, so we use
|
||||||
|
# the model asset_pipeline.py already trusts for non-alpha roles).
|
||||||
|
DEFAULT_MODEL = "openai/gpt-5-image-mini"
|
||||||
|
|
||||||
|
# Shared art direction, appended to every prompt so the generated frames read
|
||||||
|
# as one coherent game. "scene" entries are first-person 3D world views;
|
||||||
|
# "ui" entries are in-game panels overlaid on a softened scene.
|
||||||
|
SCENE_STYLE = (
|
||||||
|
"rendered in a modern 3D game engine, first-person perspective, cinematic "
|
||||||
|
"lighting, physically based materials, soft shadows, ambient occlusion, "
|
||||||
|
"subtle depth of field, photorealistic detail, no watermark or UI clutter"
|
||||||
|
)
|
||||||
|
UI_STYLE = (
|
||||||
|
"clean modern in-game user interface, dark translucent panels, readable "
|
||||||
|
"sans-serif labels, consistent game UI colour theme, crisp vector text"
|
||||||
|
)
|
||||||
|
|
||||||
|
# Landscape source ratio requested from the API before cropping to 16:9.
|
||||||
|
# 3:2 is the validated non-square ratio for the default model (see MEMORY.md).
|
||||||
|
SOURCE_ASPECT = "3:2"
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Screen catalogue. Each entry is grounded in a doc; `prompt` feeds --ai and
|
||||||
|
# `regions` feed --draft (normalised rects + a short label). `ref` names the
|
||||||
|
# captured screenshot, if one exists, so `compare` can pair them up.
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
SCREENS = [
|
||||||
|
{
|
||||||
|
"name": "venue_overview",
|
||||||
|
"kind": "scene",
|
||||||
|
"title": "Venue overview",
|
||||||
|
"source": "README screenshot 01",
|
||||||
|
"ref": "01-venue-overview.png",
|
||||||
|
"description": "First-person view from the guard post at the top of the "
|
||||||
|
"steps: Hollywood Boulevard entrance, wide concrete steps, "
|
||||||
|
"sidewalk, street lamps, planters, crosswalk, and building "
|
||||||
|
"signage/marquee under early-morning light.",
|
||||||
|
"prompt": (
|
||||||
|
"Realistic 3D first-person game scene: a security guard's view from "
|
||||||
|
"the top of wide concrete steps outside a grand Hollywood Boulevard "
|
||||||
|
"building entrance, early-morning golden light, sidewalk with street "
|
||||||
|
"lamps, planters, a crosswalk and distant pedestrians, detailed brick "
|
||||||
|
"facade with a striped awning and glowing marquee sign"),
|
||||||
|
"regions": [
|
||||||
|
(0.00, 0.55, 1.00, 1.00, "steps + sidewalk"),
|
||||||
|
(0.20, 0.08, 0.80, 0.60, "building facade / marquee"),
|
||||||
|
(0.05, 0.60, 0.20, 0.75, "street lamp"),
|
||||||
|
(0.78, 0.60, 0.95, 0.75, "street lamp"),
|
||||||
|
],
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "targeting_npc",
|
||||||
|
"kind": "scene",
|
||||||
|
"title": "Targeting an NPC",
|
||||||
|
"source": "README screenshot 02 · ADR-0008 cone focus + focus circle",
|
||||||
|
"ref": "02-targeting-npc.png",
|
||||||
|
"description": "An approaching NPC is in the focus cone: a blue "
|
||||||
|
"semi-transparent circle in front of their face, a display "
|
||||||
|
"name under the circle, and the HUD shows a target line "
|
||||||
|
"with the interaction hint.",
|
||||||
|
"prompt": (
|
||||||
|
"Realistic 3D first-person game scene: a friendly pedestrian "
|
||||||
|
"standing on a city sidewalk, a blue semi-transparent circle in front "
|
||||||
|
"of their face as a game selection marker, a small name label under "
|
||||||
|
"the circle, minimal HUD target text at the bottom, daytime"),
|
||||||
|
"regions": [
|
||||||
|
(0.35, 0.15, 0.65, 0.60, "NPC in focus"),
|
||||||
|
(0.44, 0.10, 0.56, 0.16, "face circle"),
|
||||||
|
(0.05, 0.85, 0.95, 0.95, "HUD: name + hint"),
|
||||||
|
],
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "access_inspection",
|
||||||
|
"kind": "ui",
|
||||||
|
"title": "Access inspection",
|
||||||
|
"source": "README screenshot 03 · ADR-0003 access verification",
|
||||||
|
"ref": "03-access-inspection.png",
|
||||||
|
"description": "An inspection panel shows the access artifact (wristband / "
|
||||||
|
"ID / ticket / credential / guest list) with its colour, "
|
||||||
|
"pattern, date, and event marking, plus allow and deny "
|
||||||
|
"prompts.",
|
||||||
|
"prompt": (
|
||||||
|
"Realistic 3D game screenshot with an in-game access inspection panel "
|
||||||
|
"overlaid: a centered card showing a wristband or ID credential with a "
|
||||||
|
"photo placeholder, colour band, date and event marking, and two "
|
||||||
|
"buttons labelled Allow and Deny, dark translucent panel over a "
|
||||||
|
"softly blurred city street background"),
|
||||||
|
"regions": [
|
||||||
|
(0.25, 0.10, 0.75, 0.90, "inspection panel"),
|
||||||
|
(0.30, 0.18, 0.70, 0.60, "artifact card"),
|
||||||
|
(0.30, 0.65, 0.48, 0.72, "allow"),
|
||||||
|
(0.52, 0.65, 0.70, 0.72, "deny"),
|
||||||
|
],
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "radio_report",
|
||||||
|
"kind": "ui",
|
||||||
|
"title": "Radio report",
|
||||||
|
"source": "README screenshot 04 · PLAN level 4 radio assistance",
|
||||||
|
"ref": "04-radio-report.png",
|
||||||
|
"description": "A radio dispatch panel with fields for location, "
|
||||||
|
"description, behaviour, whether weapons were seen, and "
|
||||||
|
"whether anyone is in immediate danger, plus a send action.",
|
||||||
|
"prompt": (
|
||||||
|
"Realistic 3D game screenshot with an in-game radio dispatch panel "
|
||||||
|
"overlaid: form fields for location, description, behaviour, a threat "
|
||||||
|
"assessment and whether anyone is in danger, and a Send button, dark "
|
||||||
|
"translucent panel over a softly blurred city street background"),
|
||||||
|
"regions": [
|
||||||
|
(0.30, 0.08, 0.70, 0.92, "radio panel"),
|
||||||
|
(0.34, 0.16, 0.66, 0.30, "location / description"),
|
||||||
|
(0.34, 0.34, 0.66, 0.56, "behaviour / weapons / danger"),
|
||||||
|
(0.42, 0.60, 0.58, 0.66, "send"),
|
||||||
|
],
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "late_night_avenue",
|
||||||
|
"kind": "scene",
|
||||||
|
"title": "Late night avenue",
|
||||||
|
"source": "README screenshot 05",
|
||||||
|
"ref": "05-late-night-avenue.png",
|
||||||
|
"description": "Night-time view down Hollywood Boulevard: street lamps "
|
||||||
|
"lit, marquee glowing, dark blue street, no flashlight.",
|
||||||
|
"prompt": (
|
||||||
|
"Realistic 3D first-person game scene at night: a dark Hollywood "
|
||||||
|
"Boulevard avenue receding into the distance, lit street lamps, a "
|
||||||
|
"glowing neon marquee sign, deep blue night sky, wet reflective "
|
||||||
|
"pavement, no flashlight"),
|
||||||
|
"regions": [
|
||||||
|
(0.00, 0.55, 1.00, 1.00, "dark avenue"),
|
||||||
|
(0.15, 0.25, 0.85, 0.55, "glowing marquee"),
|
||||||
|
(0.10, 0.45, 0.30, 0.70, "lit street lamp"),
|
||||||
|
(0.70, 0.45, 0.90, 0.70, "lit street lamp"),
|
||||||
|
],
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "night_flashlight",
|
||||||
|
"kind": "scene",
|
||||||
|
"title": "Night flashlight",
|
||||||
|
"source": "README screenshot 06",
|
||||||
|
"ref": "06-night-flashlight.png",
|
||||||
|
"description": "Night shift: the guard's flashlight beam cuts through the "
|
||||||
|
"dark toward the entrance, illuminating the steps and door.",
|
||||||
|
"prompt": (
|
||||||
|
"Realistic 3D first-person game scene at night: a flashlight beam "
|
||||||
|
"cutting through darkness toward a building entrance and steps, a "
|
||||||
|
"bright spotlight pool illuminating the door, dark surroundings and "
|
||||||
|
"deep shadows"),
|
||||||
|
"regions": [
|
||||||
|
(0.35, 0.30, 0.65, 0.80, "flashlight beam pool"),
|
||||||
|
(0.40, 0.20, 0.60, 0.35, "lit door"),
|
||||||
|
(0.00, 0.00, 1.00, 0.25, "dark sky"),
|
||||||
|
],
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "radial_menu",
|
||||||
|
"kind": "ui",
|
||||||
|
"title": "Radial action menu",
|
||||||
|
"source": "ADR-0009 · content/strings.en.json",
|
||||||
|
"ref": None,
|
||||||
|
"description": "A round doughnut menu centred on screen, 12 slices in "
|
||||||
|
"de-escalation order: Stop, Look, Point, No, Ask, Inspect, "
|
||||||
|
"Wand, Warn, Block, Reason, Recognize, Radio. The focused "
|
||||||
|
"person's display name sits in the centre.",
|
||||||
|
"prompt": (
|
||||||
|
"Realistic 3D game screenshot with an in-game radial action menu "
|
||||||
|
"overlaid: a round doughnut wheel centered on screen with twelve "
|
||||||
|
"labelled slices reading Stop, Look, Point, No, Ask, Inspect, Wand, "
|
||||||
|
"Warn, Block, Reason, Recognize, Radio, one slice highlighted, a name "
|
||||||
|
"in the center of the ring, over a softly blurred city street scene"),
|
||||||
|
"regions": [
|
||||||
|
(0.38, 0.12, 0.62, 0.88, "radial wheel (12 slices)"),
|
||||||
|
(0.46, 0.44, 0.54, 0.56, "name"),
|
||||||
|
(0.62, 0.12, 0.70, 0.20, "highlight"),
|
||||||
|
],
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "shift_review",
|
||||||
|
"kind": "ui",
|
||||||
|
"title": "Shift review",
|
||||||
|
"source": "PLAN reputation / shift review · architecture.md ShiftReview",
|
||||||
|
"ref": None,
|
||||||
|
"description": "End-of-shift performance review: access decisions, "
|
||||||
|
"escalation choices, incident list, battery and crowd "
|
||||||
|
"outcomes, and reputation/score feedback.",
|
||||||
|
"prompt": (
|
||||||
|
"Realistic 3D game end-of-shift review screen: a full-screen "
|
||||||
|
"performance summary panel listing incident decisions, escalation "
|
||||||
|
"choices, a reputation score, crowd reaction and battery use, with a "
|
||||||
|
"Continue button, dark themed game UI"),
|
||||||
|
"regions": [
|
||||||
|
(0.30, 0.06, 0.70, 0.94, "review panel"),
|
||||||
|
(0.36, 0.14, 0.64, 0.24, "score / reputation"),
|
||||||
|
(0.36, 0.28, 0.64, 0.70, "incident list"),
|
||||||
|
(0.42, 0.76, 0.58, 0.84, "continue"),
|
||||||
|
],
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "start_menu",
|
||||||
|
"kind": "ui",
|
||||||
|
"title": "Start menu",
|
||||||
|
"source": "MEMORY session shell (StartMenu, layer 20)",
|
||||||
|
"ref": None,
|
||||||
|
"description": "The boot screen: a venue-selection menu (Hollywood "
|
||||||
|
"Boulevard, The Joke Shop, TV Studio) before a shift.",
|
||||||
|
"prompt": (
|
||||||
|
"Realistic 3D game start menu screen: a game title and three venue "
|
||||||
|
"selection buttons labelled Hollywood Boulevard, The Joke Shop and TV "
|
||||||
|
"Studio, dark themed menu over a softly blurred city street backdrop"),
|
||||||
|
"regions": [
|
||||||
|
(0.25, 0.10, 0.75, 0.26, "title"),
|
||||||
|
(0.36, 0.36, 0.64, 0.44, "Hollywood Boulevard"),
|
||||||
|
(0.36, 0.48, 0.64, 0.56, "The Joke Shop"),
|
||||||
|
(0.36, 0.60, 0.64, 0.68, "TV Studio"),
|
||||||
|
],
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "pause_overlay",
|
||||||
|
"kind": "ui",
|
||||||
|
"title": "Pause overlay",
|
||||||
|
"source": "MEMORY session shell (PauseOverlay, layer 18)",
|
||||||
|
"ref": None,
|
||||||
|
"description": "Pause menu: resume, restart, settings, and quit-to-menu.",
|
||||||
|
"prompt": (
|
||||||
|
"Realistic 3D game pause menu overlay: buttons labelled Resume, "
|
||||||
|
"Restart, Settings and Quit to Menu, dark translucent overlay over a "
|
||||||
|
"paused, softly blurred city street scene"),
|
||||||
|
"regions": [
|
||||||
|
(0.38, 0.26, 0.62, 0.74, "pause menu"),
|
||||||
|
(0.42, 0.32, 0.58, 0.38, "Resume"),
|
||||||
|
(0.42, 0.42, 0.58, 0.48, "Restart"),
|
||||||
|
(0.42, 0.52, 0.58, 0.58, "Settings"),
|
||||||
|
(0.42, 0.62, 0.58, 0.68, "Quit to Menu"),
|
||||||
|
],
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "settings_panel",
|
||||||
|
"kind": "ui",
|
||||||
|
"title": "Settings",
|
||||||
|
"source": "MEMORY session shell (SettingsPanel, layer 22)",
|
||||||
|
"ref": None,
|
||||||
|
"description": "Settings: look sensitivity and HUD font scale controls.",
|
||||||
|
"prompt": (
|
||||||
|
"Realistic 3D game settings screen: sliders labelled look sensitivity "
|
||||||
|
"and HUD font scale, dark themed settings panel"),
|
||||||
|
"regions": [
|
||||||
|
(0.30, 0.16, 0.70, 0.84, "settings panel"),
|
||||||
|
(0.36, 0.30, 0.64, 0.40, "look sensitivity"),
|
||||||
|
(0.36, 0.46, 0.64, 0.56, "HUD font scale"),
|
||||||
|
],
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"name": "emergency_radio",
|
||||||
|
"kind": "ui",
|
||||||
|
"title": "Emergency radio",
|
||||||
|
"source": "PLAN level 5 · strings radio.emergency_dispatched",
|
||||||
|
"ref": None,
|
||||||
|
"description": "Hold-to-confirm emergency radio panel with a confirmation "
|
||||||
|
"prompt and a cooldown indicator.",
|
||||||
|
"prompt": (
|
||||||
|
"Realistic 3D game emergency radio hold-to-confirm panel: a large "
|
||||||
|
"warning prompt with a hold progress bar and a cooldown label, red "
|
||||||
|
"accent, dark translucent overlay over a softly blurred city street "
|
||||||
|
"scene"),
|
||||||
|
"regions": [
|
||||||
|
(0.30, 0.28, 0.70, 0.72, "emergency panel"),
|
||||||
|
(0.36, 0.36, 0.64, 0.46, "confirm prompt"),
|
||||||
|
(0.38, 0.52, 0.62, 0.60, "hold progress"),
|
||||||
|
(0.36, 0.64, 0.64, 0.68, "cooldown"),
|
||||||
|
],
|
||||||
|
},
|
||||||
|
]
|
||||||
|
|
||||||
|
|
||||||
|
def resolve_path(value):
|
||||||
|
path = Path(value).expanduser()
|
||||||
|
return path if path.is_absolute() else ROOT / path
|
||||||
|
|
||||||
|
|
||||||
|
def _design_path(name):
|
||||||
|
return DESIGNS_DIR / f"{name}.png"
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Draft (wireframe) rendering — deterministic, offline.
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
def _draw_wireframe(screen, path):
|
||||||
|
image = Image.new("RGB", (WIDTH, HEIGHT), (24, 26, 38))
|
||||||
|
draw = ImageDraw.Draw(image)
|
||||||
|
title_font = generate_textures.font(52)
|
||||||
|
body_font = generate_textures.font(24)
|
||||||
|
label_font = generate_textures.font(26)
|
||||||
|
|
||||||
|
draw.text((40, 28), screen["title"], font=title_font, fill=(240, 240, 245))
|
||||||
|
draw.text((40, 98), screen["source"], font=body_font, fill=(150, 155, 175))
|
||||||
|
# wrap the description into a small caption block
|
||||||
|
words = screen["description"].split()
|
||||||
|
lines, line = [], ""
|
||||||
|
for word in words:
|
||||||
|
if draw.textlength(line + " " + word, font=body_font) < WIDTH - 80:
|
||||||
|
line = (line + " " + word).strip()
|
||||||
|
else:
|
||||||
|
lines.append(line)
|
||||||
|
line = word
|
||||||
|
lines.append(line)
|
||||||
|
for index, text in enumerate(lines[:4]):
|
||||||
|
draw.text((40, 132 + index * 30), text,
|
||||||
|
font=body_font, fill=(120, 125, 145))
|
||||||
|
|
||||||
|
for region in screen["regions"]:
|
||||||
|
x0, y0, x1, y1, label = region
|
||||||
|
box = (int(x0 * WIDTH), int(y0 * HEIGHT),
|
||||||
|
int(x1 * WIDTH), int(y1 * HEIGHT))
|
||||||
|
draw.rounded_rectangle(box, radius=10,
|
||||||
|
outline=(120, 130, 170), width=2)
|
||||||
|
cx = (box[0] + box[2]) / 2
|
||||||
|
cy = (box[1] + box[3]) / 2
|
||||||
|
draw.text((cx - draw.textlength(label, font=label_font) / 2,
|
||||||
|
cy - 14), label, font=label_font, fill=(170, 180, 210))
|
||||||
|
|
||||||
|
image.save(path)
|
||||||
|
shown = path.relative_to(ROOT) if path.is_relative_to(ROOT) else path
|
||||||
|
print(f"wrote {shown} {image.size}")
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# AI generation (reuses the OpenRouter backend from generate_textures).
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
def _compose_prompt(screen):
|
||||||
|
"""Append the shared art direction to a screen's content prompt."""
|
||||||
|
style = UI_STYLE if screen.get("kind") == "ui" else SCENE_STYLE
|
||||||
|
return f"{screen['prompt']}. {style}. 16:9 widescreen composition."
|
||||||
|
|
||||||
|
|
||||||
|
def _generate_ai(screen, model, request_size):
|
||||||
|
prompt = _compose_prompt(screen)
|
||||||
|
# Request a landscape source and crop to the 16:9 capture dimensions rather
|
||||||
|
# than a square that loses framing when centre-cropped.
|
||||||
|
image = generate_textures.generate_image(
|
||||||
|
prompt, model, request_size, transparent=False,
|
||||||
|
aspect_ratio=SOURCE_ASPECT)
|
||||||
|
image = ImageOps.fit(image, (WIDTH, HEIGHT),
|
||||||
|
method=Image.Resampling.LANCZOS)
|
||||||
|
if image.mode in ("RGBA", "LA", "P"):
|
||||||
|
image = image.convert("RGB")
|
||||||
|
path = _design_path(screen["name"])
|
||||||
|
path.parent.mkdir(parents=True, exist_ok=True)
|
||||||
|
image.save(path)
|
||||||
|
shown = path.relative_to(ROOT) if path.is_relative_to(ROOT) else path
|
||||||
|
print(f"wrote {shown} {image.size}")
|
||||||
|
|
||||||
|
|
||||||
|
def generate(args):
|
||||||
|
DESIGNS_DIR.mkdir(parents=True, exist_ok=True)
|
||||||
|
failed = []
|
||||||
|
for screen in SCREENS:
|
||||||
|
print(f"generating {screen['name']} ...")
|
||||||
|
try:
|
||||||
|
if args.draft:
|
||||||
|
_draw_wireframe(screen, _design_path(screen["name"]))
|
||||||
|
else:
|
||||||
|
_generate_ai(screen, args.model, args.request_size)
|
||||||
|
except SystemExit as exc:
|
||||||
|
failed.append(screen["name"])
|
||||||
|
print(f" FAILED {screen['name']}: {exc}", file=sys.stderr)
|
||||||
|
print("done")
|
||||||
|
if failed:
|
||||||
|
print(f"failed: {', '.join(failed)}", file=sys.stderr)
|
||||||
|
return 1
|
||||||
|
return 0
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
# Comparison metrics (Pillow only; no numpy/scikit-image dependency).
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
def _load_rgb(path):
|
||||||
|
with Image.open(path) as image:
|
||||||
|
image.load()
|
||||||
|
return image.convert("RGB")
|
||||||
|
|
||||||
|
|
||||||
|
def _grayscale(image):
|
||||||
|
return ImageOps.grayscale(image)
|
||||||
|
|
||||||
|
|
||||||
|
def _mae(left, right):
|
||||||
|
"""Mean absolute error between two same-size grayscale images, 0..255."""
|
||||||
|
left_gray = _grayscale(left).resize((256, 144))
|
||||||
|
right_gray = _grayscale(right).resize((256, 144))
|
||||||
|
diff = ImageChops.difference(left_gray, right_gray)
|
||||||
|
return ImageStat.Stat(diff).mean[0]
|
||||||
|
|
||||||
|
|
||||||
|
def _histogram_distance(left, right):
|
||||||
|
"""Normalised L1 distance between 3x256-bin colour histograms, 0..1."""
|
||||||
|
left_hist = left.resize((256, 144)).histogram()
|
||||||
|
right_hist = right.resize((256, 144)).histogram()
|
||||||
|
total = sum(left_hist)
|
||||||
|
if total == 0:
|
||||||
|
return 1.0
|
||||||
|
distance = sum(abs(a - b) for a, b in zip(left_hist, right_hist))
|
||||||
|
return distance / (2 * total)
|
||||||
|
|
||||||
|
|
||||||
|
def _edge_density(image):
|
||||||
|
"""Mean brightness of an edge-detected frame; higher = more detail."""
|
||||||
|
edges = _grayscale(image).filter(ImageFilter.FIND_EDGES)
|
||||||
|
return ImageStat.Stat(edges).mean[0]
|
||||||
|
|
||||||
|
|
||||||
|
def _contrast(image):
|
||||||
|
"""Standard deviation of grayscale brightness; low = near-blank frame."""
|
||||||
|
return ImageStat.Stat(_grayscale(image)).stddev[0]
|
||||||
|
|
||||||
|
|
||||||
|
def _aspect_ok(image, tolerance=0.12):
|
||||||
|
width, height = image.size
|
||||||
|
actual = width / height
|
||||||
|
return abs(actual - ASPECT) / ASPECT <= tolerance
|
||||||
|
|
||||||
|
|
||||||
|
def compare_screenshot(reference, capture):
|
||||||
|
"""Compare one capture against its reference design; return a dict report."""
|
||||||
|
ref = _load_rgb(reference)
|
||||||
|
cap = _load_rgb(capture)
|
||||||
|
width, height = cap.size
|
||||||
|
report = {
|
||||||
|
"capture": str(capture),
|
||||||
|
"reference": str(reference),
|
||||||
|
"size": [width, height],
|
||||||
|
}
|
||||||
|
|
||||||
|
errors, warnings = [], []
|
||||||
|
|
||||||
|
if width < WIDTH or height < HEIGHT:
|
||||||
|
errors.append(f"too small: {width}x{height}; minimum {WIDTH}x{HEIGHT}")
|
||||||
|
if not _aspect_ok(cap):
|
||||||
|
errors.append(f"wrong aspect ratio: {width / height:.3f}; "
|
||||||
|
f"expected about {ASPECT:.3f}")
|
||||||
|
|
||||||
|
contrast = _contrast(cap)
|
||||||
|
report["contrast"] = round(contrast, 1)
|
||||||
|
if contrast < 5.0:
|
||||||
|
errors.append(f"near-blank frame: contrast {contrast:.1f} below 5.0")
|
||||||
|
|
||||||
|
mae = _mae(ref, cap)
|
||||||
|
hist = _histogram_distance(ref, cap)
|
||||||
|
edge_ref = _edge_density(ref)
|
||||||
|
edge_cap = _edge_density(cap)
|
||||||
|
report["mae"] = round(mae, 1)
|
||||||
|
report["hist_distance"] = round(hist, 3)
|
||||||
|
report["edge_density_ref"] = round(edge_ref, 1)
|
||||||
|
report["edge_density_cap"] = round(edge_cap, 1)
|
||||||
|
|
||||||
|
# Coarse drift warnings (not hard failures: an AI mockup will never match a
|
||||||
|
# real render pixel-for-pixel, but a wildly different frame will still
|
||||||
|
# stand out on these signals).
|
||||||
|
if mae > 90:
|
||||||
|
warnings.append(
|
||||||
|
f"grayscale MAE {mae:.1f} is high (very different layout)")
|
||||||
|
if hist > 0.75:
|
||||||
|
warnings.append(f"colour histogram distance {hist:.3f} is high "
|
||||||
|
"(very different palette / time of day)")
|
||||||
|
edge_delta = abs(edge_cap - edge_ref)
|
||||||
|
report["edge_delta"] = round(edge_delta, 1)
|
||||||
|
if edge_delta > 18:
|
||||||
|
warnings.append(f"edge density differs by {edge_delta:.1f} "
|
||||||
|
"(very different amount of detail)")
|
||||||
|
|
||||||
|
report["quality"] = "bad" if errors else "good"
|
||||||
|
report["errors"] = errors
|
||||||
|
report["warnings"] = warnings
|
||||||
|
return report
|
||||||
|
|
||||||
|
|
||||||
|
def compare(args):
|
||||||
|
if not SCREENSHOTS_DIR.is_dir():
|
||||||
|
sys.exit(f"error: no screenshots directory at {SCREENSHOTS_DIR}; "
|
||||||
|
"run src/test/capture_screenshots.gd first")
|
||||||
|
captures = sorted(SCREENSHOTS_DIR.glob("*.png"))
|
||||||
|
if not captures:
|
||||||
|
sys.exit(f"error: no .png screenshots found in {SCREENSHOTS_DIR}")
|
||||||
|
|
||||||
|
refs = {screen["name"]: screen["ref"]
|
||||||
|
for screen in SCREENS if screen["ref"]}
|
||||||
|
results = []
|
||||||
|
for capture in captures:
|
||||||
|
name = capture.name
|
||||||
|
# find the screen whose ref matches this capture filename
|
||||||
|
design_name = next((n for n, ref in refs.items() if ref == name), None)
|
||||||
|
if design_name is None:
|
||||||
|
results.append({"capture": str(capture), "reference": None,
|
||||||
|
"errors": [f"no design reference for {name}"],
|
||||||
|
"warnings": [], "quality": "bad"})
|
||||||
|
continue
|
||||||
|
reference = _design_path(design_name)
|
||||||
|
if not reference.is_file():
|
||||||
|
results.append({"capture": str(capture),
|
||||||
|
"reference": str(reference),
|
||||||
|
"errors": [f"missing reference design "
|
||||||
|
f"({reference.name}); run generate first"],
|
||||||
|
"warnings": [], "quality": "bad"})
|
||||||
|
continue
|
||||||
|
results.append(compare_screenshot(reference, capture))
|
||||||
|
|
||||||
|
if args.json:
|
||||||
|
import json
|
||||||
|
print(json.dumps(results, indent=2))
|
||||||
|
else:
|
||||||
|
good_count = sum(r["quality"] == "good" for r in results)
|
||||||
|
for result in results:
|
||||||
|
ref = (Path(result["reference"]).name
|
||||||
|
if result.get("reference") else "-")
|
||||||
|
size = ("x".join(map(str, result["size"]))
|
||||||
|
if result.get("size") else "unreadable")
|
||||||
|
print(f"{result['quality'].upper():4} {result['capture']}")
|
||||||
|
print(f" ref={ref} size={size} "
|
||||||
|
f"mae={result.get('mae', '-')} "
|
||||||
|
f"hist={result.get('hist_distance', '-')}")
|
||||||
|
for message in result["errors"] + result["warnings"]:
|
||||||
|
print(f" - {message}")
|
||||||
|
print(f"Summary: {good_count} good, {len(results) - good_count} bad")
|
||||||
|
|
||||||
|
return 1 if any(r["quality"] == "bad" for r in results) else 0
|
||||||
|
|
||||||
|
|
||||||
|
# ---------------------------------------------------------------------------
|
||||||
|
|
||||||
|
def build_parser():
|
||||||
|
parser = argparse.ArgumentParser(
|
||||||
|
description="Generate and compare Step Line screen-design references.")
|
||||||
|
commands = parser.add_subparsers(dest="command", required=True)
|
||||||
|
|
||||||
|
gen = commands.add_parser(
|
||||||
|
"generate", help="write reference design images to docs/screens/designs/")
|
||||||
|
mode = gen.add_mutually_exclusive_group()
|
||||||
|
mode.add_argument("--draft", action="store_true",
|
||||||
|
help="draw deterministic wireframes (no API/network)")
|
||||||
|
mode.add_argument("--ai", action="store_true",
|
||||||
|
help="generate mockups via OpenRouter (default)")
|
||||||
|
gen.add_argument("--model", default=DEFAULT_MODEL)
|
||||||
|
gen.add_argument("--request-size", type=int,
|
||||||
|
default=generate_textures.GEN_SIZE)
|
||||||
|
gen.set_defaults(handler=generate, draft=False)
|
||||||
|
|
||||||
|
cmp = commands.add_parser(
|
||||||
|
"compare", help="compare docs/screenshots/*.png against the designs")
|
||||||
|
cmp.add_argument("--json", action="store_true")
|
||||||
|
cmp.set_defaults(handler=compare)
|
||||||
|
|
||||||
|
return parser
|
||||||
|
|
||||||
|
|
||||||
|
def main(argv=None):
|
||||||
|
args = build_parser().parse_args(argv)
|
||||||
|
try:
|
||||||
|
result = args.handler(args)
|
||||||
|
return result if isinstance(result, int) else 0
|
||||||
|
except (OSError, ValueError) as exc:
|
||||||
|
print(f"error: {exc}", file=sys.stderr)
|
||||||
|
return 2
|
||||||
|
|
||||||
|
|
||||||
|
if __name__ == "__main__":
|
||||||
|
raise SystemExit(main())
|
||||||
@@ -0,0 +1,90 @@
|
|||||||
|
import tempfile
|
||||||
|
import unittest
|
||||||
|
from pathlib import Path
|
||||||
|
|
||||||
|
from PIL import Image
|
||||||
|
|
||||||
|
import screen_designs
|
||||||
|
|
||||||
|
|
||||||
|
class ScreenDesignsTests(unittest.TestCase):
|
||||||
|
def setUp(self):
|
||||||
|
self.temp_dir = tempfile.TemporaryDirectory()
|
||||||
|
self.root = Path(self.temp_dir.name)
|
||||||
|
|
||||||
|
def tearDown(self):
|
||||||
|
self.temp_dir.cleanup()
|
||||||
|
|
||||||
|
def test_catalogue_is_well_formed(self):
|
||||||
|
names = [screen["name"] for screen in screen_designs.SCREENS]
|
||||||
|
self.assertEqual(len(names), len(set(names)),
|
||||||
|
"screen names must be unique")
|
||||||
|
refs = [screen["ref"] for screen in screen_designs.SCREENS
|
||||||
|
if screen["ref"]]
|
||||||
|
self.assertEqual(len(refs), len(set(refs)),
|
||||||
|
"screenshot refs must be unique")
|
||||||
|
for screen in screen_designs.SCREENS:
|
||||||
|
self.assertTrue(screen["prompt"].strip())
|
||||||
|
self.assertIn(screen["kind"], ("scene", "ui"))
|
||||||
|
self.assertTrue(screen["regions"])
|
||||||
|
for region in screen["regions"]:
|
||||||
|
x0, y0, x1, y1, label = region
|
||||||
|
self.assertLess(x0, x1)
|
||||||
|
self.assertLess(y0, y1)
|
||||||
|
self.assertTrue(0 <= x0 <= 1 and 0 <= x1 <= 1)
|
||||||
|
self.assertTrue(0 <= y0 <= 1 and 0 <= y1 <= 1)
|
||||||
|
self.assertTrue(label.strip())
|
||||||
|
|
||||||
|
def test_draft_wireframe_matches_reference_dimensions(self):
|
||||||
|
output = self.root / "draft.png"
|
||||||
|
screen = screen_designs.SCREENS[0]
|
||||||
|
screen_designs._draw_wireframe(screen, output)
|
||||||
|
with Image.open(output) as image:
|
||||||
|
self.assertEqual(image.size,
|
||||||
|
(screen_designs.WIDTH, screen_designs.HEIGHT))
|
||||||
|
|
||||||
|
def test_compose_prompt_appends_kind_specific_style(self):
|
||||||
|
scene = {"kind": "scene", "prompt": "a street"}
|
||||||
|
ui = {"kind": "ui", "prompt": "a panel"}
|
||||||
|
self.assertIn(screen_designs.SCENE_STYLE,
|
||||||
|
screen_designs._compose_prompt(scene))
|
||||||
|
self.assertIn(screen_designs.UI_STYLE,
|
||||||
|
screen_designs._compose_prompt(ui))
|
||||||
|
self.assertIn("16:9", screen_designs._compose_prompt(scene))
|
||||||
|
|
||||||
|
def test_mae_is_zero_for_identical_images(self):
|
||||||
|
path = self.root / "identical.png"
|
||||||
|
Image.new("RGB", (1280, 720), (40, 80, 120)).save(path)
|
||||||
|
left = screen_designs._load_rgb(path)
|
||||||
|
right = screen_designs._load_rgb(path)
|
||||||
|
self.assertAlmostEqual(screen_designs._mae(left, right), 0.0, places=1)
|
||||||
|
|
||||||
|
def test_histogram_distance_is_zero_for_identical_images(self):
|
||||||
|
path = self.root / "identical.png"
|
||||||
|
Image.new("RGB", (1280, 720), (40, 80, 120)).save(path)
|
||||||
|
left = screen_designs._load_rgb(path)
|
||||||
|
right = screen_designs._load_rgb(path)
|
||||||
|
self.assertAlmostEqual(
|
||||||
|
screen_designs._histogram_distance(left, right), 0.0, places=3)
|
||||||
|
|
||||||
|
def test_blank_frame_is_flagged_as_bad(self):
|
||||||
|
reference = self.root / "ref.png"
|
||||||
|
capture = self.root / "cap.png"
|
||||||
|
Image.new("RGB", (1280, 720), (200, 200, 200)).save(reference)
|
||||||
|
Image.new("RGB", (1280, 720), (0, 0, 0)).save(capture)
|
||||||
|
report = screen_designs.compare_screenshot(reference, capture)
|
||||||
|
self.assertEqual(report["quality"], "bad")
|
||||||
|
self.assertTrue(any("near-blank" in e for e in report["errors"]))
|
||||||
|
|
||||||
|
def test_wrong_aspect_is_flagged_as_bad(self):
|
||||||
|
reference = self.root / "ref.png"
|
||||||
|
capture = self.root / "cap.png"
|
||||||
|
Image.new("RGB", (1280, 720), (100, 120, 140)).save(reference)
|
||||||
|
Image.new("RGB", (640, 640), (100, 120, 140)).save(capture)
|
||||||
|
report = screen_designs.compare_screenshot(reference, capture)
|
||||||
|
self.assertEqual(report["quality"], "bad")
|
||||||
|
self.assertTrue(any("aspect" in e for e in report["errors"]))
|
||||||
|
|
||||||
|
|
||||||
|
if __name__ == "__main__":
|
||||||
|
unittest.main()
|
||||||