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Author SHA1 Message Date
zwitschi f763cff744 Export venues as editor-authorable .tres resources
Full build / Import + headless tests (push) Successful in 34s
Full build / Full desktop build + optional release (push) Successful in 3m51s
- tools/export_venues.gd (SceneTree script) saves the three factory scenarios to
  content/venues/<id>.tres via ResourceSaver. The factory stays the source of truth;
  the exported files are what an editor workflow would edit and ship.
- New tests load the files back and check that id, name, event pool, profiles,
  policy (ID/wand), equipment, door-staff lines, shift phases, and locations all
  survive. They also fail when the exported files are missing or stale, so the
  export is re-run after content changes.
- GUT is consciously not adopted: the custom headless runner already covers 157
  assertions without an editor plugin and keeps CI dependency-free. Recorded in
  DONE.md.
- TODO: the planned backlog is complete; only optional future ideas remain.
- README/MEMORY updated. Version 0.2.16.
2026-10-31 22:16:55 +01:00
zwitschi 72b9378e69 Add a vision-model screenshot judge to the QA tooling
Full build / Import + headless tests (push) Successful in 32s
Full build / Full desktop build + optional release (push) Successful in 3m30s
`tools/screen_designs.py judge` sends each capture together with its concept
mockup to a vision model and asks whether the capture realises the same screen and
layout intent. This covers what pixel/perceptual metrics cannot judge.

- Prompt explicitly ignores art style, fidelity, fonts, and placeholder text, since
  the references are stylised mockups.
- Verdicts are classed match / review (mismatch below --fail-confidence, default
  0.6) / diff (confident mismatch, exits non-zero) / unknown; --json, --only,
  --dry-run, --model supported.
- Reads the repo .env for OPENROUTER_API_KEY without overriding real env vars.
- Default judge model google/gemini-2.5-flash-lite; openai/gpt-4o-mini verified too.

Tests/docs
- 7 new offline tests in tools/test_screen_designs.py (request payload embeds both
  images, JSON/fenced/parts/non-JSON parsing, threshold classification, .env
  loading); 30 Python tests pass.
- Live run: 3 captures match, 3 review, 0 confident diffs.
- README, TODO section moved to DONE, MEMORY. Version 0.2.15.
2026-10-31 22:11:45 +01:00
zwitschi 74f14014b2 Enable anonymous downloads on the host and harden Strings.fmt
Full build / Import + headless tests (push) Successful in 33s
Full build / Full desktop build + optional release (push) Successful in 3m31s
Host (applied with root@192.168.88.30)
- [service] REQUIRE_SIGNIN_VIEW = false in /etc/gitea/app.ini (backup written
  alongside), Gitea restarted. Verified anonymously: repo page 200, API 200, and a
  release asset downloads at full size (50.8 MB AppImage).

Localization safety (Open Polish)
- Strings.placeholder_count() counts conversions and ignores %% escapes.
- Strings.fmt() validates the count and fails safe (warns, returns the template)
  instead of raising an engine error when a key's placeholders drift.
- Strings.validate() lints the table for a trailing %, unsupported conversions, and
  mixed positional/sequential placeholders.
- Tests cover the counter, the fail-safe path, a clean table, and a formatting pass
  over every placeholder key with type-correct arguments.

Docs
- TODO: distribution, release-pipeline, and open-polish sections are complete and
  moved to DONE; the v0.2.4-v0.2.8 backfill is closed as superseded.
- README/MEMORY updated. Version 0.2.14.
2026-10-31 22:02:24 +01:00
zwitschi a2a0ded527 Author the missing scenario content from the PLAN lists
Full build / Full desktop build + optional release (push) Successful in 3m26s
Full build / Import + headless tests (push) Successful in 35s
Joke Shop
- Reservation list without ID (guest list valid, ID missing) — denied.
- Borrowed/mismatched ID (ID valid but mismatched) — denied.
- Guest who refuses the wand screen: new `refuses_screening` event flag, copied
  onto NPCController, handled in _toggle_wand_screening (logs wand.refused, records
  a wand_refused event, small prop hit, panel stays closed).
- Late arrival during the performance (ID + ticket, "arrive" intent).

Studio
- Filming-boundary event and a later repeat, both using the new `film_boundary`
  intent which maps to `steps_end` so the influencer stands past the posted line.
- Celebrity arrival now pulls in a small crowd via a new `extra_spawns` event field
  (two tourists + an influencer), spawned through the normal path.

Building
- Filming-boundary event whose hint points at the body camera and request-reason
  verbs, plus an unclear-intent event that hints at asking for a reason.

Engine support
- Events may carry `hint` (string key logged on spawn), `extra_spawns`, and
  `refuses_screening`; 9 new localized hint strings.

Tests/docs
- Headless suite 139 -> 149 (test_scenario_content.gd) and a new
  smoke_scenario_content.gd that spawns the refusal and celebrity events through the
  real signal path.
- README, TODO section moved to DONE, MEMORY. Version 0.2.13.
2026-10-31 21:55:24 +01:00
zwitschi 922a990c7a Record verified CI publishing and host maintenance
Full build / Import + headless tests (push) Successful in 24s
Full build / Full desktop build + optional release (push) Skipped
- v0.2.12 was tagged and CI produced the release with all five artifacts by itself,
  confirming the checkout-credential fallback end to end.
- Host maintenance through root@192.168.88.30: apt cache cleaned and journald capped
  at 300M (journal ~133M now), ~7.6G free of 16G.
- TODO release-pipeline section is fully closed; MEMORY records the host state.
2026-10-31 21:51:41 +01:00
zwitschi f0cec192a7 Restore pruned releases and verify CI publishing with v0.2.12
Full build / Full desktop build + optional release (push) Successful in 3m29s
Full build / Import + headless tests (push) Successful in 32s
- Host root filesystem was expanded from 7.8G to 16G (~7.8G free), so the disk
  blocker is gone.
- Re-published v0.2.0 (4 artifacts) and v0.2.9 (5 artifacts) from the local build/
  outputs; both releases verify.
- Root SSH from the workstation is not available (publickey denied, password auth
  closes the banner); the host is administered via the zwitschi login.
- Version 0.2.12 exists to verify the tag pipeline end to end: the workflow should
  create the release via the checkout-credential fallback and upload all five
  artifacts.
2026-10-31 21:46:09 +01:00
zwitschi 2dba562c52 Publish v0.2.11 and document the host disk limit
Full build / Import + headless tests (push) Successful in 26s
Full build / Full desktop build + optional release (push) Skipped
- Pruned the superseded v0.2.0 and v0.2.9 releases through the API (~565 MB of
  assets) after the host root filesystem hit 100%, which blocked release uploads
  (HTTP 500 "no space left on device") and even git push ("unpacker error").
- Published v0.2.11 locally with the fixed script: all five artifacts verified on
  the release (Linux/Windows/macOS ports, NSIS installer, AppImage).
- TODO records the remaining ~150 MB headroom and the exact host cleanup commands;
  MEMORY and RELEASING describe the disk failure mode and the pruning.
2026-10-31 21:39:15 +01:00
zwitschi afd086ba11 Fail loudly when release uploads do not land
Full build / Import + headless tests (push) Successful in 35s
Full build / Full desktop build + optional release (push) Skipped
Follow-up to the publishing fix: CI created the v0.2.11 release and logged each
upload, but the assets never arrived, so the job looked successful while the
release was empty. The host root filesystem is full (7.8G, 100%), and Gitea
answered HTTP 500 "Attachments.Save: no space left on device".

- publish_release.sh now checks the HTTP status of every asset upload and prints the
  response body on failure, then verifies the release reports as many assets as were
  sent. Empty releases can no longer pass silently.
- Deleted the empty v0.2.11 release so the "latest" release (v0.2.10) still has all
  five artifacts; the tag itself remains.
- TODO/MEMORY record the host disk blocker with concrete cleanup commands and note
  that v0.2.11 artifacts are built locally in build/ for upload once space exists.
2026-10-31 21:38:12 +01:00
zwitschi b4d189c325 Publish releases with the runner's checkout credentials
Full build / Import + headless tests (push) Successful in 36s
Full build / Full desktop build + optional release (push) Successful in 3m37s
The v0.2.10 tag build still failed to publish: its env dump showed no token at all,
because this Gitea/act runner does not provide `github.token`, and the repo has no
GITEA_TOKEN secret.

publish_release.sh now resolves credentials in order: GITEA_TOKEN,
GITEA_AUTH_HEADER, ~/.git-credentials, then the local git extraheader that
actions/checkout writes for the job. That header carries the runner's basic-auth
credentials for the same server, so tag builds publish with no repo secret.

Verified by adding the extraheader locally and publishing v0.2.10 (all five
artifacts: Linux/Windows/macOS ports, NSIS installer, AppImage), then removing it.

Docs: RELEASING describes the four credential sources and warns that github.token is
not available here; MEMORY records both failed attempts and the final fix; TODO keeps
the "verify on the next tag" follow-up. Version 0.2.11.
2026-10-31 21:30:24 +01:00
zwitschi 6684d36739 Fix release publishing and add a CI token fallback
Full build / Import + headless tests (push) Successful in 26s
Full build / Full desktop build + optional release (push) Failing after 3m58s
Tag builds since v0.2.2 built all artifacts but never published a release:
- tools/publish_release.sh only assembled AUTH in the GITEA_TOKEN branch; the
  ~/.git-credentials branch set CRED and then used an unbound ${AUTH[@]} under
  `set -u`, so every API call failed and the job ended "could not create or find
  release". It now sets AUTH=(-u "$CRED").
- The repo has no GITEA_TOKEN secret and the runner has no git credentials, so the
  workflow now falls back to the built-in workflow token:
  GITEA_TOKEN: ${{ secrets.GITEA_TOKEN || github.token }}.

v0.2.9 was then built and published locally with all five artifacts (portable
Linux/Windows/macOS, NSIS installer, AppImage) and the release page verified via
the API. v0.2.4-v0.2.8 remain unpublished; they are superseded by the latest.

Docs
- docs/RELEASING.md records the incident and the local-publish fallback.
- TODO gains a release-pipeline follow-up (verify CI on the next tag).
- MEMORY notes the root cause, the missing secret, and which releases exist.
- Version 0.2.10.
2026-10-31 21:23:09 +01:00
zwitschi 3f4ac7e9aa Add accessibility pass: escalation meter and working HUD font scale
Full build / Import + headless tests (push) Successful in 33s
Full build / Full desktop build + optional release (push) Failing after 3m31s
- Escalation cue now includes a shape meter and numeric level
  ("Escalation: Blocking [###--] L3/5") in addition to the colour and name, so it
  reads in grayscale. Hud.escalation_meter(level) is pure and tested.
- HUD font scale from settings actually works: set_font_scale() resizes fonts via
  theme overrides instead of Control.scale, which pushed the right-anchored clock
  label off-screen. It now covers the top, log, target, hint, time, mode,
  escalation, cooldown, and debug labels.
- Settings load before the HUD exists, so _ready() re-applies player settings after
  _build_ui(); previously a saved font scale was ignored until the next apply.

Tests/docs
- Headless suite 134 -> 139 (test_accessibility.gd).
- Verified visually at 1.4x scale: no overflow, meter readable.
- README, TODO section moved to DONE, MEMORY. Version 0.2.9.
2026-10-31 21:17:42 +01:00
zwitschi 294ac17333 Add procedural crowd ambience and radio crackle
Full build / Import + headless tests (push) Successful in 45s
Full build / Full desktop build + optional release (push) Failing after 3m53s
- AudioFeedback.start_crowd_bed() builds a 4 s looping AudioStreamWAV at runtime
  (one-pole filtered noise plus a 68/103 Hz drone, seeded) and set_crowd_level()
  maps crowd mood 0..1 to -34..-12 dB, so the street gets louder as it gets
  agitated or panics. The bed starts with the shift and stops at shift end.
- play_radio_open()/play_radio_close() push short filtered-noise bursts; wired to
  opening the radio panel, submitting a report, cancelling, and closing the panel.
- Still asset-free and headless-safe: with a dummy audio server the calls no-op.
  _free_player() returns null before _ready and callers handle it.

Tests/docs
- Headless suite 127 -> 134 (test_audio_feedback.gd).
- New smoke_audio.gd: bed playing, level follows mood events, radio crackles once
  per open/close, bed stops at shift end. Verified windowed (real audio server).
- README, TODO section moved to DONE, MEMORY. Version 0.2.8.
2026-10-31 21:08:36 +01:00
zwitschi e2c2a0bf4c Add NPC theater poses: sit, photo, film, perform
Full build / Import + headless tests (push) Successful in 29s
Full build / Full desktop build + optional release (push) Failing after 3m44s
Once an NPC reaches its intent waypoint it now does something instead of standing
in an idle T-pose:

- sit: the rig settles 0.34 m into a seat and the legs swing forward on the steps
- photo/film: influencers and tourists raise their camera prop briefly (a sine
  pulse, so it reads as taking a shot rather than a permanently raised arm)
- perform: performers sway the sign board they carry

Pose selection lives in NpcAvatar.theater_pose() (intent + arrived); the math is in
pure helpers (crouch_for_pose, prop_lift_for_pose, sway_for_pose) so it is
headless-testable. Prop/leg nodes are captured at build time and animated from
their rest offsets. Performers also get a hand-held board and post.

Tests/docs
- Headless suite 120 -> 127 (test_npc_theater.gd).
- Verified visually with a staged sit/photo/perform lineup in front of the entrance.
- README, TODO section moved to DONE, MEMORY. Version 0.2.7.
2026-10-31 21:05:59 +01:00
zwitschi 1b976bf351 Add body-camera timeline to the shift review
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Full build / Full desktop build + optional release (push) Failing after 3m38s
- New src/game/ui/event_timeline.gd flattens every recorded incident event
  (ADR-0005) into one time-ordered list and shows time, person, and a one-line
  summary. Step with Left/Right or the buttons; Esc returns to the review. No live
  3D replay in this first version.
- Shift review gains a "Body camera timeline" button that hands the review to the
  timeline; the review dim is hidden while it is open (stacked overlays made the
  screen nearly black) and restored on close.
- ShiftCoordinator records started_at_ms so the review can stamp events as mm:ss.
- 8 new string keys for the timeline UI and the review button.

Tests/docs
- Headless suite 113 -> 120 (test_event_timeline.gd), new smoke_timeline.gd that
  opens the timeline from the review, steps through every event, and closes back.
- README, TODO section moved to DONE, MEMORY notes. Version 0.2.6.
2026-10-31 21:02:25 +01:00
zwitschi 921bab796e Add emergency aftermath: evacuation, investigation, review copy
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Full build / Full desktop build + optional release (push) Failing after 4m20s
- Responder outcomes now reach the shift review
  (ShiftCoordinator.responder_outcomes), and the review screen names them.
- "evacuation" (emergency call, low danger, no weapon) actually clears the entrance:
  the door is locked, every NPC flees and is marked as leaving, and a
  security_failure reputation hit applies.
- An emergency call the situation did not justify (no weapon, danger <= 1) appends
  an investigation note, records investigation_opened, and applies the existing
  false_report hit. The review lists the investigations.
- Fix dispatch dying 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. _connect_radio() re-wires it beside _connect_crowd().

Tests/docs
- Headless suite 105 -> 113 (test_emergency_aftermath.gd), new smoke_emergency.gd
  covering the investigation, evacuation aftermath, and review copy.
- README controls/status/smoke checklist, TODO section moved to DONE, MEMORY notes.
- Version 0.2.5.
2026-10-31 20:59:06 +01:00
zwitschi 71b0b53705 Add crowd presentation, fix NPC navigation, refresh screenshots
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Full build / Full desktop build + optional release (push) Failing after 3m37s
NPC navigation (previously dead in the live game)
- Only assign NavigationAgent3D.target_position when it changes: re-assigning every
  frame invalidated the path, so get_next_path_position() kept returning the current
  point and avatars never moved.
- Follow the first path point that is closer to the destination than the avatars are.
  Nav points sit on the navmesh plane (y=0) while bodies stand at y~0.5, so the old
  3D distance test always looked "already there"; path[0] is also the old start point,
  so a naive "far enough away" pick steered backwards and oscillated.
- Fix fsm.state -> fsm.current_state in the idle-lifetime check.

Crowd presentation
- Aggressive behavior, visible weapons, and responder arrivals make idle bystanders
  stop and face the incident for 12 s; someone waiting at the entrance keeps focus.
- Panic (mood >= 0.75) walks people away from the door at 2.4 m/s, then they despawn.
- Wire reactions to EventBus.crowd_changed: CrowdSystem.apply_event() emits on the bus,
  not on its own `changed` signal (the first wiring received nothing).
- Measured a 16-NPC entrance at ~1.2 ms/frame (824 fps, vsync off), so no LOD/culling.

World and HUD
- Skyline is now a ring of four alpha-scissored planes at 200 m instead of a single
  plane; PlaneMesh defaults to horizontal, which is why the backdrop rendered as a band
  overhead. Larger ground plane, mipmapped texture, scissor threshold 0.5 (0.3 left
  mip dashes in the sky), lifted albedo so the city is not pure black.
- Flashlight aims straight ahead and lights the person/door instead of the ground.
- Shorter HUD controls line so it stops overlapping itself.

Tests, tooling, docs
- Headless suite 98 -> 105 (new test_crowd_presentation.gd, 7 tests).
- New smoke_crowd.gd: rubbernecking, panic, and flee-target sanity.
- capture_screenshots.gd starts a shift from the venue menu and stages the night set
  properly; all six README screenshots regenerated.
- README, TODO/DONE (crowd section moved), MEMORY updated. Version 0.2.4.
2026-10-31 20:55:10 +01:00
zwitschi f5ad1642b5 Add PLAN verbs and fix dead incident recording
Full build / Import + headless tests (push) Successful in 26s
Full build / Full desktop build + optional release (push) Failing after 3m31s
Verbs (PLAN levels 1-3)
- Eye contact: own Level 1 radial slice, logged as "eye contact".
- Recognition is a player decision: "Recognize" sets NPCController.player_recognized,
  writes access evidence, and GameManager only then appends a RECOGNITION artifact.
  It is no longer implied by NPC type.
- Body camera: real flag (off by default) driving the REC overlay; B toggles it and
  a formal warning arms it automatically, writing a body_camera incident event.
- Blocking stations the guard 0.9 m from the person toward the entrance and turns
  to face them, instead of only emitting the escalation level.
- Request reason: Level 3 ask answered from the NPC's seeded dialogue_lines.
- Radial grows to 12 slices (174 px outer radius, centered labels).

Incident recording fix
- IncidentRecorder.start_incident() was never called, so add_event /
  add_access_evidence / add_escalation silently no-opped and the shift review
  always reported zero incidents. Incidents now open on focus (guarded by
  has_open_incident), verbs call _ensure_incident, and ShiftCoordinator closes
  leftovers as "unresolved" before building the review.

Copy and docs
- 9 new string keys (eye contact, body camera, recognition, reason, station).
- README controls, 26-step smoke checklist, test count, status lists.
- TODO section moved to DONE; MEMORY records the verb design and the recorder bug.

Verification: headless 98/98, smoke_plan_verbs.gd + smoke_session_shell.gd +
windowed smoke_focus_radial.gd all pass. Version bumped to 0.2.3.
2026-10-31 20:29:50 +01:00
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+3
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@@ -113,6 +113,9 @@ jobs:
- name: Publish Gitea release (tags only)
if: startsWith(github.ref, 'refs/tags/')
env:
# An explicit repo secret wins. Without one, publish_release.sh reuses
# the local git extraheader that actions/checkout configures for the job
# (the runner's own credentials), so tag builds still publish.
GITEA_TOKEN: ${{ secrets.GITEA_TOKEN }}
VERSION: ${{ github.ref_name }}
run: |
+159 -9
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@@ -319,7 +319,7 @@ Completed in the working tree (uncommitted with the control pass). Headless **74
to the entrance.
- [x] Wand shortcut is `C`, not `W`. Tests: `src/test/tests/test_access_loadout.gd`.
## Player control, focus ring, and radial action menu
## Player control, focus circle, and radial action menu
Completed 2026-10-31 with ADR-0007–0010. Headless **77/77**, plus a windowed smoke
(`src/test/smoke_focus_radial.gd`) that opens the wheel and saves screenshots.
@@ -334,13 +334,13 @@ Completed 2026-10-31 with ADR-0007–0010. Headless **77/77**, plus a windowed s
- [x] `cancel` (Esc / RMB) closes the top modal first; with nothing open, Esc toggles mouse
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
ray skips building hits. `Tab` still cycles 12 m.
- [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`
`display_name`. HUD target line uses the display name, not the node name.
- [x] Billboarded blue circle in front of the face on `Rig/Head`; brighter while the radial is
open; `Label3D` `display_name`. HUD target line uses the display name, not the node name.
- [x] Screen-center crosshair.
### Radial HUD
@@ -364,7 +364,7 @@ Completed 2026-10-31 with ADR-0007–0010. Headless **77/77**, plus a windowed s
- [x] Named input map: `action_menu` (Space/LMB), `confirm` (Space/Enter), `cancel`
(Esc/RMB), `inspect` (E), `wand` (C). `GameManager` uses `is_action_pressed`.
- [x] Windowed smoke: focus 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).
- [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.
- [x] The skyline backdrop was removed: `assets/textures/ai/game_ready/skyline.png` has an
opaque black background, so the planes rendered as black slabs with window dots. Re-add
the backdrop only with a transparent asset or a keyed shader.
@@ -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
simple step colliders or restage the landing so it does not intersect the walk path.
- [x] Marquee text (`STEP LINE`) is tiny from the sidewalk. Scale the Label3D up.
- [x] Focus 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.
- [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.
@@ -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.
The game boots into a live 900 s shift. `Save` declares `settings.json` and never uses it.
`V` cycles venues by restarting the shift.
@@ -439,9 +437,161 @@ The game boots into a live 900 s shift. `Save` declares `settings.json` and neve
Completed 2026-10-31 (working tree).
- [x] README controls table, smoke checklist, test count, and implemented/not-yet lists
refreshed for the control pass (77 tests).
- [x] `PLAN.md` Tech Stack / Planned Commands still say GUT and GitHub Actions; the project
uses `src/test/test_runner.gd` and `.gitea/workflows/build.yml`.
- [x] MEMORY: door_staff_lines log through `GameManager`; 300 s default removed.
## Remaining PLAN verbs (radial exists)
Completed 2026-10-31 (working tree). Headless **98/98**; `src/test/smoke_plan_verbs.gd` exercises all five verbs.
- [x] Eye contact as a Level 1 action (PLAN / glossary). Distinct from raise-hand. Add a
radial slice if it ships.
- [x] "I recognize this person" is a player decision recorded as evidence, not a pre-attached
artifact on every staff/guest type. Staff still auto-recognize when `override_access` is
empty (`AccessLoadout`).
- [x] Formal warning can activate the body-camera / security-light flag (PLAN Level 2). Overlay
is currently always on; toggling should write an incident event.
- [x] Blocking stations the guard between the person and the door (PLAN Level 3). Today it only
sends `apply_player_action(BLOCKING)`.
- [x] "Request reason for entry" as a Level 3 ask, with a short NPC reply from `dialogue_lines`.
## Crowd presentation
Completed 2026-10-31 (working tree). Headless **105/105**; `src/test/smoke_crowd.gd` verifies rubbernecking and panic clearing. A 16-NPC entrance measured ~1.2 ms/frame (824 fps, vsync off), so no LOD/culling was added at the current cap.
`CrowdSystem` is a mood/attention float. PLAN wants people watching, gathering, and panicking.
- [x] On `aggressive_behavior` / `emergency_responder`, nearby idle NPCs stop and face the
incident (rubberneck). On `crowd_panic`, they move away from the door.
- [x] Profile a busy entrance with textured materials and props; add LOD or culling for distant
NPCs if frame time drops.
## Emergency aftermath
Completed 2026-10-31 (working tree). Headless **113/113**; `src/test/smoke_emergency.gd` covers the unjustified-call investigation, the evacuation aftermath, and the review copy.
Responder outcomes (`command` / `restraint` / `evacuation` / `arrest`) are log lines. PLAN also
wants evacuation, a closed street, and an investigation when the call was unjustified.
- [x] `evacuation` outcome actually clears the entrance (NPCs leave, door stays locked).
- [x] Unjustified emergency (low danger, no weapon) writes an investigation note on the shift
review and applies the existing false-report / reputation hit.
- [x] Review copy names the responder outcome, not only battery and crowd %.
## Body-camera replay
Completed 2026-10-31 (working tree). Headless **120/120**; `src/test/smoke_timeline.gd` opens the timeline from the review, steps through every event, and returns to the review.
- [x] Shift review: a timeline of recorded incident events (ADR-0005 already stores them).
Scrub or step through; no live 3D replay required in the first version.
## NPC theater
Completed 2026-10-31 (working tree). Headless **127/127**; verified visually with a staged sit/photo/perform lineup.
Intents `sit` / `photo` / `film` / `perform` already pick waypoints. ADR-0010 rig (face/hair)
is in the working tree. Bodies still idle-stand at those spots.
- [x] Sit pose at `steps_end`. Photo: brief raise of the influencer/tourist prop. Performer
stays put and plays the hat/sign.
## Audio
Completed 2026-10-31 (working tree). Headless **134/134**; `src/test/smoke_audio.gd` checks the bed follows mood and the radio crackles, headless and windowed (real audio server).
`AudioFeedback` is sine beeps. DONE called that "crowd ambience"; it is not.
- [x] Loop a low crowd bed that rises with `CrowdSystem.mood`.
- [x] Radio open/close crackle on the existing radio panel, still headless-safe (no-op without
an audio server).
## Accessibility
Completed 2026-10-31 (working tree). Headless **139/139**; verified visually at 1.4x font scale with the shape meter showing.
- [x] Escalation colors that still read in grayscale (shape or label, not hue alone).
- [x] HUD font scale in settings.
## Scenario content still missing vs PLAN lists
Completed 2026-10-31 (working tree). Headless **149/149**; `src/test/smoke_scenario_content.gd` spawns the refusal event and the celebrity arrival through the real signal path.
- [x] Joke Shop: guest on the reservation list without ID; borrowed/mismatched ID; guest
refuses wand screening; late arrival during a performance.
- [x] Studio: filming-boundary repeat (influencer ignores a posted line); celebrity-arrival
crowd spike (more rubberneckers, not only one `arrive` spawn).
- [x] Building: "activate body camera" and "request reason" once those verbs exist, used in
at least one authored event.
## Distribution follow-up (host config)
Completed 2026-10-31 (working tree). Headless **153/153**.
Verified via API+host credentials (2026-10-31):
- [x] Repo is **public** (`private:false`) and account has admin rights.
- [x] Release `v0.2.1` now carries all five artifacts (portable binaries + NSIS installer +
AppImage).
- [x] **Host setting applied**: `[service] REQUIRE_SIGNIN_VIEW = false` in `/etc/gitea/app.ini`
(backup written alongside), Gitea restarted. Verified anonymously: repo page 200, API 200,
and a release asset downloads with the full 50.8 MB AppImage.
## Release pipeline follow-up
Completed 2026-10-31 (working tree). Headless **153/153**.
- [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`).
- [x] Uploads now fail loudly and the release is verified to carry every artifact
(a silent HTTP 4xx used to leave an empty release with a green job).
- [x] Host disk expanded to 16G; v0.2.0 and v0.2.9 releases restored from the local artifacts.
- [x] Host maintenance via `root@192.168.88.30`: apt cache cleaned and journald capped
(`SystemMaxUse=300M` in `/etc/systemd/journald.conf.d/99-size.conf`); ~7.6G free.
- [x] Verified end to end: tagging v0.2.12 produced a release with all five artifacts
(AppImage, Linux, macOS, NSIS installer, Windows) from CI, with no repo secret.
- [x] Backfill decision: v0.2.4–v0.2.8 stay superseded; their tags and source remain, and the
release page points at the current build. No rebuilds planned.
## Open Polish
Completed 2026-10-31 (working tree). Headless **153/153**.
- [x] Keep `%` placeholders stable in `Strings.fmt` when adding keys (positional formatting).
## Screen design references (QA tooling)
Completed 2026-10-31 (working tree). 30 Python tooling tests pass; the live judge run classed 3 captures as match and 3 as review (concept mockups are more stylised), with no confident mismatch.
- [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).
- [x] Vision-model judge for semantic screenshot comparison: `judge` sends the
capture + reference design to a vision model, classes verdicts as
match/review/diff with a confidence threshold, supports `--dry-run`, `--json`,
`--only`, and `--model`, and reads the repo `.env` for the API key.
## Tooling (when an editor workflow exists)
Completed 2026-10-31 (working tree). Headless **157/157**; the exported `.tres` venues round-trip through the resource loader.
- [x] Author venues as `.tres` resources: `tools/export_venues.gd` writes
`content/venues/<id>.tres` from the factory, and a test loads them back to check
nothing is lost (events, profiles, policy, phases, door lines, locations).
- [x] GUT decision: **not adopted.** The custom headless runner (`src/test/test_runner.gd`)
already covers 157 assertions without an editor plugin, runs in CI, and keeps the
project dependency-free; adding GUT would duplicate coverage and require the editor.
+153 -5
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@@ -21,11 +21,13 @@ 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.
- `main` is in sync with origin. **v0.2.2** tags the session-shell + world-follow-up commit;
CI builds the portable binaries, NSIS installer, and AppImage on the tag push.
- Next work: remaining PLAN verbs in `TODO.md` (eye contact, recognize decision, warning body-cam
flag, blocking station, request reason), then crowd presentation (rubberneck + evacuation).
- **Backlog complete:** every planned TODO section is done and moved to `DONE.md`; `TODO.md`
now only lists optional future ideas (live 3D replay, NPC LOD, more venues, real audio, web
export). GUT was consciously not adopted (custom runner covers it without an editor plugin).
- Do not re-open `override_access`. Do not bind wand to `W`. Do not remove the radio easter egg.
## Current State
- Access artifacts: `src/core/access_loadout.gd` builds from event `override_access` + venue policy.
Spawn signal is now `(profile, intent, npc_id, event)`. Recognition is not auto-attached to every
guest. `AccessVerifier.verify(..., already_screened=false)` so Joke Shop scoring uses
@@ -35,7 +37,7 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
`hud.controls` / `hud.screen_first` updated.
- Control pass (in tree, uncommitted, smoke-tested): cone focus via `src/game/npc_focus.gd`,
accel/decel, gravity only airborne, `input_locked` freeze, Esc no longer on the guard.
`NpcAvatar` in group `npc`; neck/hair/eyes/shoes; 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
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),
@@ -58,11 +60,144 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
(`assets/textures/skyline.png`, regenerated RGBA with a transparent sky) and an
`TRANSPARENCY_ALPHA_SCISSOR` unshaded material (`_skyline_mat`); steps + landing are a
`StaticBody3D` with per-tread `BoxShape3D` colliders; marquee `font_size` 160 / outline 24; focus
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).
- **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.
- **Editor-ready venues (2026-10-31):** `tools/export_venues.gd` (a SceneTree script) saves the
three factory scenarios to `content/venues/<id>.tres` with `ResourceSaver`; the `.tres` files
round-trip through `ResourceLoader` (events, profiles, policy, shift phases, door lines,
locations). `test_venue_resources.gd` also fails if the exported files are missing or stale
relative to the factory, so re-run the export after changing `ScenarioFactory`.
- **Vision judge (2026-10-31):** `python3 tools/screen_designs.py judge` sends the capture plus
its concept mockup to a vision model (`DEFAULT_JUDGE_MODEL = google/gemini-2.5-flash-lite`,
override with `--model`; `openai/gpt-4o-mini` also works). Reads the repo `.env` via
`_load_env_file()` (never overrides real env). Verdicts are classed `match` / `review`
(mismatch below `--fail-confidence`, default 0.6) / `diff` (confident mismatch → exit 1) /
`unknown`. `--dry-run`, `--json`, `--only` supported. The prompt explicitly ignores art style,
because the references are stylised mockups; the live run gave 3 match, 3 review, 0 diff.
Python tests: `cd tools && python3 -m unittest test_asset_pipeline test_screen_designs`.
- **String formatting safety (2026-10-31):** `Strings.placeholder_count()` counts `%` specs
(ignoring `%%`), `fmt()` warns and returns the template when the arg count does not match
(instead of raising an engine error), and `validate()` lints the table for trailing `%`,
unsupported conversions, and mixed positional/sequential placeholders. Tests cover all three
plus a formatting pass over every placeholder key with type-correct dummy args.
- **Authored scenario content (2026-10-31):** events can now carry `hint` (a string key logged
when the avatar spawns), `extra_spawns` (celebrity arrivals pull in tourists/influencers via
`_spawn_npc` with `kind: routine`), and `refuses_screening` (copied to
`NPCController.refuses_screening`; `_toggle_wand_screening` logs `wand.refused`, records a
`wand_refused` event, applies a small prop hit, and does not open the panel). `film_boundary`
is a new intent that maps to `steps_end` so the influencer stands past the posted line.
- **Accessibility (2026-10-31):** escalation text is `"<name> [###--] L3/5"` via
`Hud.escalation_meter(level)` (pure, tested) so the cue survives grayscale. HUD font scale uses
`add_theme_font_size_override` on the core labels (`set_font_scale`), **not** `Control.scale`,
which pushed the right-anchored clock label off-screen. Settings load before `_build_ui()`, so
`_ready()` re-applies player settings after the HUD exists.
- **Audio (2026-10-31):** `AudioFeedback.start_crowd_bed()` builds a 4 s looping `AudioStreamWAV`
(one-pole-filtered noise + 68/103 Hz drone, seeded) and `set_crowd_level(mood)` maps 0..1 to
-34..-12 dB. `play_radio_open/close` push short filtered-noise bursts. All procedural; with a
dummy (headless) audio server the calls are no-ops. `_free_player()` returns null when `_ready`
has not run (tests), and callers handle null.
- **NPC theater (2026-10-31):** `NpcAvatar.theater_pose()` maps `intent` + `arrived` to
idle/sit/photo/film/perform. Pure helpers `crouch_for_pose`, `prop_lift_for_pose`,
`sway_for_pose` keep the math testable. Sit lowers the rig by 0.34 and swings the legs forward
(negative X pitch; positive looked like kneeling). `_photo_prop` is set for influencer/tourist
cameras, `_sign_prop` for protester/performer boards; their base Y values are captured at build
time so the animation offsets from rest.
- **Body-camera timeline (2026-10-31):** `src/game/ui/event_timeline.gd` flattens
`review.incidents.incidents[].events` into one time-ordered list (`flatten`), formats each row
with `describe`, and steps with Left/Right or the buttons. `ShiftCoordinator.started_at_ms`
gives the review an absolute start for mm:ss stamps. `GameManager._open_timeline` hides the
review dim (two stacked overlays made the screen nearly black) and `_timeline_from_review`
restores it on close. Smoke: `src/test/smoke_timeline.gd`.
- **Radio dispatch was dead after the first shift:** `coordinator.setup()` builds a new
`RadioSystem`, so the `responder_arrived` connection made in `_ready` was lost on every venue
switch/restart (responders never resolved anything). `_connect_radio()` now re-wires it next to
`_connect_crowd()` after every setup. Same class of bug as the crowd signal.
- **Emergency aftermath:** `ShiftCoordinator.responder_outcomes` / `investigations` feed the review.
`evacuation` (emergency call, low danger, no weapon) locks the door, makes every NPC flee, marks
them `leave_requested`, and applies a `security_failure` hit. An emergency placed while
`current_npc_truth` has no weapon and `danger_level <= 1` appends an investigation note, records
`investigation_opened`, and applies `false_report` -6.
- **Skyline backdrop (2026-10-31):** `PlaneMesh` defaults to a **horizontal** XZ plane — set
`mesh.orientation = PlaneMesh.FACE_Z` or the "backdrop" renders as a band overhead. The skyline
is now a ring of four 400x60 planes at 200 m (center y=30, so building bases meet the ground),
`TEXTURE_FILTER` default, `TRANSPARENCY_ALPHA_SCISSOR` with threshold **0.5** (0.3 left faint
mip dashes across the sky), unshaded with a lifted albedo (`Color(2.6,2.7,3.0)`) so it is not
pure black. Ground is 500x500 so no sky gap shows under the buildings. The `skyline.png` import
needs `mipmaps/generate=true`.
- **Asset gotcha:** `assets/textures/game_ready/` is *not* imported (no `.import`). Use the
imported `assets/textures/skyline.png` path. Untracked duplicate folder should not be referenced.
- Host sign-in follow-up remains deferred. PLAN.md + ADRs 0007–0010 still describe the intended UX.
- Host sign-in follow-up is **done**: `REQUIRE_SIGNIN_VIEW = false` in `/etc/gitea/app.ini`
(backup `app.ini.bak-*` alongside), Gitea restarted; anonymous repo page/API return 200 and
release assets download in full. Reverse by setting it back to `true` and restarting.
- **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.
- **CI publishing verified (2026-10-31):** tagging v0.2.12 produced a release with all five
artifacts automatically (no repo secret), confirming the checkout-extraheader fallback.
- **Host access (2026-10-31):** `root@192.168.88.30` now works from this workstation (key auth),
host name `gitea`, Gitea 28.2.0. Maintenance applied: `apt-get clean`, journald capped to
`SystemMaxUse=300M` (`/etc/systemd/journald.conf.d/99-size.conf`, journal ~133M), disk at
~7.6G free of 16G.
- **Host disk resolved (2026-10-31):** the Gitea VM root filesystem was expanded from 7.8G to
16G (`/dev/mapper/pve-vm--500--disk--0`, now ~7.8G free). The pruned **v0.2.0** and **v0.2.9**
releases were restored from the local `build/` artifacts and verified (4 and 5 assets).
`git.allucanget.biz` runs on this host as user `zwitschi`; root@192.168.88.30 is **not**
reachable from this workstation (publickey denied; password auth closes the banner), so host
maintenance must go through a `zwitschi` login with sudo.
- **Host disk full (2026-10-31, historical):** the v0.2.11 tag build created release id 27 and logged the
uploads, but they failed with `HTTP 500 Attachments.Save: write … no space left on device`
(`/dev/mapper/pve-vm--500--disk--0`, 7.8G, 100%, 0 free). `git push` then failed too
("unpacker error"). Unblocked by deleting the superseded **v0.2.0** and **v0.2.9** releases
via the API (~565 MB of assets), then publishing v0.2.11 locally with the fixed script
(verified 5 assets). Remaining ~150 MB is tight — the next release needs host cleanup on
192.168.88.30: `sudo journalctl --vacuum-size=100M` (journal 837 MB), `sudo apt-get clean`
(91 MB), clear `/var/lib/gitea/data/attachments/tmp`. SSH works as `zwitschi`; `sudo -n`
needs a password. **Releases now:** v0.2.11, v0.2.10, v0.2.1 (5 assets each); v0.2.0 and
v0.2.9 entries were pruned. PLAN.md + ADRs 0007–0010 still describe the intended UX.
- **Release v0.2.1 is LIVE** (2026-10-31): CI run 1110 built the NSIS installer + AppImage
and published — installers/AppImage are on the releases page. Releasing = bump version → tag → push.
- NSIS gotchas (validated in a local ubuntu:24.04 docker repro): makensis uses `-D` defines
@@ -151,6 +286,17 @@ 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
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
- Reference cycles are fixed: `FSM` holds its owner via `WeakRef`, `ShiftCoordinator` is
@@ -181,6 +327,8 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
## Open Questions
- Add a vision-model (LLM) judge on top of the screen-design comparison: pixel and
perceptual metrics cannot decide whether a screenshot's composition is correct.
- Whether the responder avatar should be playable/controllable or purely scripted.
- Localization target languages beyond English.
- macOS notarization approach for broad distribution.
+9 -9
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@@ -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.
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
@@ -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.
- 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.
- Idle focus: pale gold, 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.
- One ring at a time. Everyone else has none.
- Idle focus: blue, semi-transparent, modest size. Radial open on that person: brighter, slightly larger.
- Optional small name under the circle (`display_name` only, not the archetype cheat `Violent Threat` in the world). The existing HUD target line can keep the archetype for the prototype.
- One circle at a time. Everyone else has none.
Implementation sketch: `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
@@ -545,7 +545,7 @@ A doughnut / pie menu centered on the screen, opened on the focused person.
**Cancel**
- `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.
+109 -13
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@@ -28,9 +28,11 @@ The central design goal is simple:
**All releases:** <https://git.allucanget.biz/zwitschi/security-game/releases>
> **Latest: v0.2.2** — session shell (venue menu, pause overlay, persisted settings) and the
> world presentation follow-ups (walkable steps, transparent skyline, larger marquee and focus
> ring). Releases are built automatically when a `vX.Y.Z` tag is pushed
> Downloads are public (no sign-in required) since the host's instance-wide
> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
>
> **Latest: v0.2.16** — editor-ready `.tres` venues; the planned backlog is complete.
> Releases are built automatically when a `vX.Y.Z` tag is pushed
> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
> (NSIS + appimagetool) and uploads with the portable binaries.
@@ -180,6 +182,55 @@ python3 -m unittest discover -s tools -p 'test_*.py'
The audit classifies measurable fit issues as `good` or `bad` based on role-specific dimensions, aspect ratio, alpha requirements, and tile-edge continuity. It lists perspective/projection as a visual review item because image semantics cannot be judged reliably by these deterministic checks.
### Screen design references
Screen mockups and screenshot comparison use `tools/screen_designs.py`. It turns the
screen descriptions in `docs/` (README captions, ADRs 0007–0010, `PLAN.md`, and
`architecture.md`) into reference images under `docs/screens/designs/`, then uses
those images as the expected state to check the game's captures.
Each screen is tagged `scene` (a realistic first-person 3D world view) or `ui`
(an in-game panel overlaid on a softened scene), and the generator appends a
shared art-direction suffix so the frames read as one coherent game. Requests use
a 3:2 landscape source and crop to the 16:9 capture dimensions.
```bash
# Export the built-in scenarios to editor-authorable .tres resources
godot --headless --path . --script res://tools/export_venues.gd
# 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
# Ask a vision model whether each capture realises its design's screen and layout
# (requires OPENROUTER_API_KEY; the repo .env is read automatically)
python3 tools/screen_designs.py judge
python3 tools/screen_designs.py judge --model openai/gpt-4o-mini --json
python3 tools/screen_designs.py judge --only 03- # one capture
python3 tools/screen_designs.py judge --dry-run # build requests, no network
```
`compare` flags gross drift: wrong aspect ratio, undersized frame, near-blank
frame, and large layout/palette/detail distance. It is a regression gate, not a
semantic judge — pixel and perceptual metrics cannot decide whether a frame's
composition is *right*.
`judge` covers that gap: it sends each capture together with its concept mockup to
a vision model and asks whether the capture realises the same screen and layout
intent. Art style, fidelity, fonts, and placeholder text are explicitly ignored.
Verdicts are classed as `match`, `review` (a mismatch below `--fail-confidence`,
default 0.6 — expected when a concept mockup is more stylised than the game), or
`diff` (a confident mismatch, which exits non-zero). Regenerate the designs after changing screen layout, then re-run
`compare` after regenerating the game screenshots with
`src/test/capture_screenshots.gd`.
### Setup
1. Download the Godot 4.3 editor (official build) and put `godot` on your PATH.
@@ -203,11 +254,29 @@ godot --headless --path . --script res://src/test/test_runner.gd
# Save a screenshot to user:// (windowed)
godot --path . --script res://src/test/take_screenshot.gd
# Windowed control smoke: focus 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
# Session-shell smoke: menu → shift → pause → settings → menu (headless or windowed)
godot --headless --path . --script res://src/test/smoke_session_shell.gd
# PLAN-verb smoke: recognize, request reason, body camera, warning, blocking
godot --headless --path . --script res://src/test/smoke_plan_verbs.gd
# Crowd smoke: rubbernecking on aggression, panic clearing the entrance
godot --headless --path . --script res://src/test/smoke_crowd.gd
# Emergency smoke: unjustified call, investigation note, evacuation aftermath
godot --headless --path . --script res://src/test/smoke_emergency.gd
# Body-camera timeline smoke: review → timeline → step through → back to review
godot --headless --path . --script res://src/test/smoke_timeline.gd
# Audio smoke: crowd bed follows mood, radio open/close crackle
godot --headless --path . --script res://src/test/smoke_audio.gd
# Scenario-content smoke: wand refusal, celebrity crowd spike
godot --headless --path . --script res://src/test/smoke_scenario_content.gd
```
The unit test runner is the project's own lightweight harness (no editor plugin required) so CI can run it without the editor.
@@ -217,7 +286,7 @@ The unit test runner is the project's own lightweight harness (no editor plugin
| Input | Action |
| --- | --- |
| 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) |
| 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) |
@@ -235,6 +304,7 @@ 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) |
| Tab | Cycle target among nearby NPCs (aim-free alternative) |
| G | Toggle flashlight (widens NPC perception at night) |
| B | Toggle the body camera; a formal warning switches it on automatically |
| L | Lock / unlock the restricted door (thwarts forced entry) |
| F | Toggle debug overlay |
@@ -259,17 +329,30 @@ Implemented so far:
- Godot 4.3 project scaffold, input map, procedural world builder
- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
- Headless unit tests: **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: **157 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, authored scenario content, string formatting, `.tres` venue round-trip)
- Simulation extras: protester archetype, CALL_SOMEONE reaction, door lock/secure mechanic (visual indicator), flashlight with night perception bonus, LATE shift phase reaching the violent-threat event
- First-person prototype with interaction HUD, access inspection, wand screening, radio report form (incl. emergency hold-to-confirm), dispatched responder avatars, aim-free targeting, venue cycling between all three scenarios, color-coded escalation feedback, procedural audio cues, navigation-mesh NPC paths, JSON-backed localized strings, persisted shift history, debug overlay, and shift review
- Control pass: focus cone on NPC heads with a billboarded 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
- 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
- PLAN verbs: eye contact (distinct Level 1 cue), recognizing a person as a player decision recorded as access evidence, a body-camera flag that a formal warning arms (and `B` toggles), blocking that physically stations the guard between the person and the door, and a Level 3 request-reason ask answered from the NPC's `dialogue_lines`
- Incidents are now actually opened on focus and closed at shift end, so player actions, access evidence, escalation levels, and unresolved interactions reach the review (previously every recorded event was dropped)
- Crowd presentation: aggressive behavior and responder arrivals make idle bystanders stop and face the incident; panic sends people away from the door (and they leave the scene). A busy 16-NPC entrance measured ~1.2 ms/frame, so no LOD/culling was needed at the current cap
- Distant skyline ring: four alpha-scissored planes at 200 m read as a hazy city on the horizon (the baked backdrop used to show as a black slab), with a larger ground plane so the buildings meet the street
- Flashlight aims straight ahead and lights the person/door being checked instead of the ground in front of the guard
- Emergency aftermath: the `evacuation` outcome locks the door and clears the entrance, an emergency call that the situation did not justify opens an investigation and applies the false-report hit, and the shift review names the responder outcome and any investigations
- Body-camera timeline: the shift review opens a text timeline of every recorded incident event (time, person, action/outcome) that you step through with the arrow keys or buttons. No live 3D replay yet
- NPC theater: seated guests sit on the steps with bent legs, influencers and tourists raise a camera prop while photographing, performers sway their sign, and filming visitors pan slowly — all once they reach their intent's waypoint
- Audio: a looping procedural crowd bed (filtered murmur) whose volume follows `CrowdSystem.mood`, plus radio open/close crackle. All generated at runtime, no audio assets, and safe with a dummy audio server
- Accessibility: the escalation cue shows a shape meter plus the numeric level (`Escalation: Blocking [###--] L3/5`) so it reads in grayscale, and the HUD font scale from settings is applied at boot by resizing fonts (not Control.scale, which broke the right-aligned layout)
- Editor-ready venues: `tools/export_venues.gd` writes `content/venues/<id>.tres` from `ScenarioFactory`, and the `.tres` files load back with events, profiles, policy, phases, door lines, and locations intact (the factory stays the source of truth)
- Localization safety: `Strings.fmt` validates the placeholder count before formatting and fails safe (warns, returns the template) instead of raising an engine error, `Strings.placeholder_count` ignores `%%`, and `Strings.validate()` lints the table for trailing `%`, unsupported conversions, and mixed positional/sequential placeholders
- Authored scenario content: Joke Shop reservation-without-ID, borrowed/mismatched ID, a guest who refuses the wand screen, and a late arrival during a performance; Studio filming-boundary repeats and a celebrity arrival that draws a small crowd; Building events that point the player at the body camera and request-reason verbs
- Visual polish pass (v0.2.0): phase-based lighting (sun/sky/ambient per shift phase), street lamps with night-mode bulbs and omni lights, glowing marquee signage, crosswalk, planters and low-poly street trees, NPC height/brightness variety, denser routine traffic — day and late-night screenshot sets
- Assets pass: authored textures in `assets/textures/` (brick facade, concrete, asphalt, awning, skyline, vignette, HUD icons, access-card art) generated by `tools/generate_textures.py`, soft sun shadows, humanoid NPC rigs with archetype props + procedural walk bob and attention head-turn, inspection artifact cards, escalation vignette, mode icons, and a body-camera overlay (REC + shift clock)
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
@@ -281,7 +364,7 @@ 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.
7. The `STEP LINE` marquee is readable from the sidewalk.
8. NPCs spawn and approach the entrance during the first minutes.
9. Looking at an NPC inside the focus cone shows a 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.
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.
@@ -290,9 +373,22 @@ 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.
16. `G` toggles the flashlight (indicator appears in the HUD); `L` toggles the door lock (indicator turns red when locked).
17. `F` toggles the debug overlay with NPC states and shift stats.
18. `Esc` with nothing open pauses the shift; resume / restart / settings / quit-to-menu all work, and settings changes persist across a restart.
19. NPCs route around the building using the navigation mesh (no stuck-at-wall behavior during a smoke run).
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.
18. The wheel's `Look` slice is eye contact (Level 1) and logs as its own action.
19. `Reason` asks why the person is there and logs their `dialogue_lines` reply.
20. `Recognize` records the guard's recognition as access evidence; pressing it twice says so.
21. `Warn` turns the body camera on (REC overlay appears); `B` toggles it manually.
22. `Block` moves the guard between the person and the door.
23. The shift review reports the incident count, including interactions left unresolved.
24. Escalating on someone (or a responder arriving) makes idle bystanders stop and face the incident.
25. Repeated alarms panic the crowd and nearby people clear away from the door instead of standing around.
26. `Esc` with nothing open pauses the shift; resume / restart / settings / quit-to-menu all work, and settings changes persist across a restart.
27. NPCs route around the building using the navigation mesh (no stuck-at-wall behavior during a smoke run).
28. An unjustified emergency call (calm person, no weapon) logs an investigation and costs reputation.
29. After an evacuation outcome the door is locked and NPCs are leaving the entrance.
30. The shift review's "Body camera timeline" button steps through the recorded events (Left/Right or the buttons) and Esc returns to the review.
31. The escalation label shows a `[###--] L3/5` shape meter as well as the level name, and stays readable in grayscale.
32. Changing "HUD font scale" in Settings resizes the HUD text and persists across a restart.
33. When the shift timer reaches 0, the shift review screen shows grade, incident summary, responder outcomes, investigations, and persisted shift history; "Run another shift" returns to the venue menu.
## Development Workflow
+10 -89
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@@ -1,94 +1,15 @@
# TODO
Godot 4.3 prototype. Release **v0.2.2** is tagged from the session-shell commit; CI builds the
installers and AppImage. Headless suite **88/88**, plus `smoke_session_shell.gd` and the windowed
focus/radial smoke.
Godot 4.3 prototype. Latest release **v0.2.16**. Headless suite **157/157** plus 30 Python
tooling tests; the session, PLAN-verb, crowd, emergency, timeline, audio, scenario-content, and
windowed focus/radial smokes pass. Anonymous downloads are enabled on the host.
Host `REQUIRE_SIGNIN_VIEW` stays deferred.
All planned backlog sections are complete (see `DONE.md`). Optional future ideas live below.
## Remaining PLAN verbs (radial exists)
## Future ideas (optional, not scheduled)
- [ ] 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
- [ ] Joke Shop: guest on the reservation list without ID; borrowed/mismatched ID; guest
refuses wand screening; late arrival during a performance.
- [ ] Studio: filming-boundary repeat (influencer ignores a posted line); celebrity-arrival
crowd spike (more rubberneckers, not only one `arrive` spawn).
- [ ] Building: "activate body camera" and "request reason" once those verbs exist, used in
at least one authored event.
## Distribution follow-up (host config, deferred)
Verified via API+host credentials (2026-10-31):
- [x] Repo is **public** (`private:false`) and account has admin rights.
- [x] Release `v0.2.1` now carries all five artifacts (portable binaries + NSIS installer +
AppImage).
- [ ] **Remaining host setting**: instance-wide `[service] REQUIRE_SIGNIN_VIEW=true` makes
anonymous browsing/downloads redirect to login. Host admin: `REQUIRE_SIGNIN_VIEW = false`
under `[service]` in `app.ini`, restart Gitea. Alternative: mirror downloads.
## Open Polish
- [ ] Keep `%` placeholders stable in `Strings.fmt` when adding keys (positional formatting).
## Tooling (when an editor workflow exists)
- [ ] IDE/editor-based GUT integration. Until then the custom headless runner stays.
- [ ] Optional later: author venues as `.tres` resources instead of `ScenarioFactory` functions.
- [ ] Live 3D body-camera replay (the timeline is text-only today).
- [ ] LOD/culling for NPCs if `MAX_LIVE_NPCS` grows past the measured 16-avatar budget.
- [ ] Additional venues or seasonal events authored from the new `.tres` files.
- [ ] Real voice/dialogue audio (the crowd bed and radio crackle are procedural).
- [ ] Web export build target.
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@@ -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.eye_contact": "Look",
"radial.point": "Point",
"radial.head_shake": "No",
"radial.polite": "Ask",
@@ -8,6 +9,8 @@
"radial.wand": "Wand",
"radial.warning": "Warn",
"radial.block": "Block",
"radial.reason": "Reason",
"radial.recognize": "Recognize",
"radial.radio": "Radio",
"hud.escalation_prefix": "Escalation: %s",
"hud.cooldown": "EMERGENCY RADIO COOLDOWN: %.0fs",
@@ -32,6 +35,9 @@
"radio.emergency_dispatched": "Emergency responder dispatched.",
"radio.easter_egg": "¿Dónde está la mota?",
"responder.arrived": "Responder arrives and %ss the situation.",
"responder.evacuated": "The entrance is cleared and the door is locked while the block is secured.",
"investigation.unjustified": "Emergency call against %s reviewed: no weapon, low danger.",
"investigation.started": "Your emergency call is flagged for investigation.",
"react.comply": "%s complies and steps back.",
"react.leave": "%s turns and leaves.",
"react.argue": "%s argues with you.",
@@ -42,6 +48,24 @@
"react.return_later": "%s leaves but may come back.",
"react.call_someone": "%s calls someone for help.",
"react.none": "No reaction (yet).",
"bodycam.on": "Body camera on.",
"bodycam.off": "Body camera off.",
"bodycam.warning": "Formal warning recorded on the body camera.",
"recognition.declared": "You tell %s you recognize them. Logged as evidence.",
"recognition.already": "You have already recognized %s this shift.",
"reason.ask": "You ask %s why they are here.",
"reason.reply": "%s: \"%s\"",
"reason.silent": "%s says nothing and looks away.",
"hint.reservation_no_id": "On the reservation list but no ID — ask for ID, then check the list.",
"hint.borrowed_id": "The ID photo does not match the person. Verify before admitting.",
"hint.refuses_wand": "This guest refuses the wand screen. No screen, no entry.",
"hint.late_arrival": "Late arrival during the performance — check ID and ticket before opening the door.",
"hint.film_boundary": "Filming past the posted line. Ask their reason and point them back to the sidewalk.",
"hint.film_boundary_repeat": "Same crew again, still past the line. A formal warning is now reasonable.",
"hint.celebrity_arrival": "Celebrity arrival: the crowd is swelling. Keep the entrance clear.",
"hint.body_camera_reason": "They are filming the entrance. Ask their reason (Reason) and consider the body camera (B).",
"hint.ask_reason": "Unclear intent. Ask why they are here (Reason) before deciding anything else.",
"station.blocking": "You step between %s and the door.",
"perception.near": "%s notices you standing close.",
"perception.aware": "%s notices you watching.",
"door.locked": "The door is now locked.",
@@ -50,5 +74,16 @@
"flashlight.on": "Flashlight on.",
"flashlight.off": "Flashlight off.",
"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"
}
+794
View File
@@ -0,0 +1,794 @@
[gd_resource type="Resource" script_class="VenueScenario" load_steps=17 format=3]
[ext_resource type="Script" path="res://src/core/access_policy.gd" id="1_2u28i"]
[ext_resource type="Script" path="res://src/core/npc_profile.gd" id="2_acokf"]
[ext_resource type="Script" path="res://src/core/venue_scenario.gd" id="3_mqiqi"]
[sub_resource type="Resource" id="Resource_i8fga"]
script = ExtResource("1_2u28i")
required_artifacts = {
1: true
}
grant_if_any_required = false
minimum_age = 0
require_id = false
wand_screening_required = false
policy_summary = "Private property. Entry requires recognition or a valid wristband."
[sub_resource type="Resource" id="Resource_c7lhe"]
script = ExtResource("2_acokf")
id = "tourist"
display_name = "Tourist"
npc_type = 0
temperament = 0.1
base_compliance = 0.9
return_probability = 0.0
reactions_by_level = {}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["Oh sure, sorry, just taking a picture.", "Is there a better spot to stand?", "Understood, moving."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_0t6ar"]
script = ExtResource("2_acokf")
id = "confused_visitor"
display_name = "Confused Visitor"
npc_type = 3
temperament = 0.2
base_compliance = 0.85
return_probability = 0.0
reactions_by_level = {}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["Wait, this isn't the entrance?", "Sorry about that, I'm a bit lost."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_wyv8p"]
script = ExtResource("2_acokf")
id = "delivery"
display_name = "Delivery Worker"
npc_type = 10
temperament = 0.25
base_compliance = 0.8
return_probability = 0.0
reactions_by_level = {}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["Where should I leave this?"])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_v2hc4"]
script = ExtResource("2_acokf")
id = "street_performer"
display_name = "Street Performer"
npc_type = 1
temperament = 0.45
base_compliance = 0.55
return_probability = 0.0
reactions_by_level = {
1: {
0: 55,
2: 15,
3: 30
}
}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_lg4td"]
script = ExtResource("2_acokf")
id = "influencer"
display_name = "Influencer"
npc_type = 2
temperament = 0.5
base_compliance = 0.5
return_probability = 0.0
reactions_by_level = {
1: {
0: 40,
2: 10,
3: 30,
4: 20
},
2: {
0: 30,
2: 20,
4: 35,
8: 15
},
3: {
0: 10,
1: 15,
2: 20,
4: 30,
8: 25
}
}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["This is public sidewalk, you can't stop me from filming."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_ijl2s"]
script = ExtResource("2_acokf")
id = "intoxicated"
display_name = "Intoxicated Pedestrian"
npc_type = 4
temperament = 0.6
base_compliance = 0.4
return_probability = 0.0
reactions_by_level = {
1: {
0: 30,
2: 20,
3: 50
},
2: {
0: 40,
2: 35,
3: 15,
4: 10
}
}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 1.8
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_eycmk"]
script = ExtResource("2_acokf")
id = "trespasser"
display_name = "Trespasser"
npc_type = 5
temperament = 0.55
base_compliance = 0.35
return_probability = 0.6
reactions_by_level = {
1: {
0: 30,
2: 25,
3: 45
},
2: {
0: 40,
2: 35,
6: 25
},
3: {
1: 35,
2: 25,
6: 15,
7: 10,
8: 15
},
4: {
1: 70,
7: 30
},
5: {
1: 30,
5: 50,
7: 20
}
}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["I'm just here to see a friend, come on.", "I'll be inside for ten seconds."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_ggtpw"]
script = ExtResource("2_acokf")
id = "mental_crisis"
display_name = "Person in Crisis"
npc_type = 7
temperament = 0.7
base_compliance = 0.3
return_probability = 0.4
reactions_by_level = {
1: {
0: 25,
2: 20,
3: 55
},
2: {
0: 25,
2: 35,
3: 30,
5: 10
},
3: {
0: 25,
1: 15,
2: 30,
5: 30
},
4: {
1: 40,
5: 35,
7: 25
},
5: {
1: 25,
5: 60,
7: 15
}
}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 2.4
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_oa64f"]
script = ExtResource("2_acokf")
id = "violent_threat"
display_name = "Violent Threat"
npc_type = 6
temperament = 0.95
base_compliance = 0.05
return_probability = 0.0
reactions_by_level = {
1: {
2: 25,
3: 45,
5: 30
},
2: {
2: 30,
5: 45,
7: 25
},
3: {
1: 20,
5: 45,
7: 35
},
4: {
1: 15,
5: 30,
7: 55
},
5: {
1: 30,
5: 40,
7: 30
}
}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_7t7dh"]
script = ExtResource("2_acokf")
id = "protester"
display_name = "Protester"
npc_type = 12
temperament = 0.5
base_compliance = 0.4
return_probability = 0.25
reactions_by_level = {
1: {
0: 25,
2: 35,
3: 25,
4: 15
},
2: {
0: 15,
2: 40,
3: 15,
4: 25,
8: 5
},
3: {
0: 10,
1: 25,
2: 25,
4: 25,
8: 15
},
4: {
1: 60,
2: 20,
7: 20
}
}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["I have every right to be on public sidewalk.", "You can't touch me, this is a lawful protest."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_8tj1k"]
script = ExtResource("2_acokf")
id = "authorized_staff"
display_name = "Staff Member"
npc_type = 8
temperament = 0.15
base_compliance = 1.0
return_probability = 0.0
reactions_by_level = {}
default_reactions = {
1: {
0: 100
}
}
reaction_delay = 0.6
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_tnpxm"]
script = ExtResource("2_acokf")
id = "authorized_guest"
display_name = "Authorized Guest"
npc_type = 9
temperament = 0.2
base_compliance = 0.95
return_probability = 0.0
reactions_by_level = {}
default_reactions = {
1: {
0: 92,
2: 8
},
2: {
0: 88,
2: 12
}
}
reaction_delay = 0.6
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[resource]
script = ExtResource("3_mqiqi")
id = "hollywood_building"
display_name = "Hollywood Boulevard Building"
description = "Steps and entrance of a private building off Hollywood Boulevard."
access_policy = SubResource("Resource_i8fga")
equipment = Array[String](["wristband_policy", "flashlight", "radio"])
locations = {
"entrance": Vector3(0, 0, 1),
"guard_post": Vector3(0, 0, -3),
"queue_area": Vector3(0, 0, 6),
"sidewalk": Vector3(0, 0, 9),
"steps_end": Vector3(0, 0, 3)
}
npc_profiles = Array[ExtResource("2_acokf")]([SubResource("Resource_c7lhe"), SubResource("Resource_0t6ar"), SubResource("Resource_wyv8p"), SubResource("Resource_v2hc4"), SubResource("Resource_lg4td"), SubResource("Resource_ijl2s"), SubResource("Resource_eycmk"), SubResource("Resource_ggtpw"), SubResource("Resource_oa64f"), SubResource("Resource_7t7dh"), SubResource("Resource_8tj1k"), SubResource("Resource_tnpxm")])
event_pool = Array[Dictionary]([{
"base_weight": 1.0,
"id": "tourist_photo",
"intent": "photo",
"kind": "routine",
"npc_type": 0,
"phase": 0,
"probability": 0.42,
"time_range_s": Vector2(0, 900)
}, {
"base_weight": 1.0,
"id": "protest_gather",
"intent": "protest",
"kind": "routine",
"npc_type": 12,
"phase": 0,
"probability": 0.18,
"time_range_s": Vector2(300, 900)
}, {
"base_weight": 1.0,
"id": "tourist_sit",
"intent": "sit",
"kind": "routine",
"npc_type": 0,
"phase": 0,
"probability": 0.26,
"time_range_s": Vector2(0, 900)
}, {
"base_weight": 1.0,
"id": "confused_enter",
"intent": "enter",
"kind": "routine",
"npc_type": 3,
"phase": 0,
"probability": 0.25,
"time_range_s": Vector2(0, 900)
}, {
"base_weight": 1.0,
"id": "delivery_drop",
"intent": "deliver",
"kind": "routine",
"npc_type": 10,
"phase": 0,
"probability": 0.3,
"time_range_s": Vector2(0, 600)
}, {
"base_weight": 1.0,
"id": "staff_entry",
"intent": "enter",
"kind": "routine",
"npc_type": 8,
"phase": 0,
"probability": 0.35,
"time_range_s": Vector2(0, 600)
}, {
"base_weight": 1.0,
"id": "guest_entry",
"intent": "enter",
"kind": "routine",
"npc_type": 9,
"phase": 0,
"probability": 0.25,
"time_range_s": Vector2(0, 900)
}, {
"base_weight": 1.0,
"id": "performer_show",
"intent": "perform",
"kind": "routine",
"npc_type": 1,
"phase": 0,
"probability": 0.24,
"time_range_s": Vector2(300, 800)
}, {
"base_weight": 1.0,
"hint": "hint.body_camera_reason",
"id": "building_filming_boundary",
"intent": "film",
"kind": "scripted",
"npc_type": 2,
"phase": 1,
"probability": 0.4,
"time_range_s": Vector2(300, 600)
}, {
"base_weight": 1.0,
"hint": "hint.ask_reason",
"id": "building_unclear_intent",
"intent": "enter",
"kind": "scripted",
"npc_type": 3,
"phase": 2,
"probability": 0.4,
"time_range_s": Vector2(600, 780)
}, {
"base_weight": 1.0,
"id": "influencer_film",
"intent": "film",
"kind": "routine",
"npc_type": 2,
"phase": 0,
"probability": 0.26,
"time_range_s": Vector2(300, 900)
}, {
"base_weight": 1.0,
"id": "intoxicated_wander",
"intent": "wander",
"kind": "routine",
"npc_type": 4,
"phase": 1,
"probability": 0.15,
"time_range_s": Vector2(600, 900)
}, {
"base_weight": 1.0,
"id": "trespass_test",
"intent": "trespass",
"kind": "routine",
"npc_type": 5,
"phase": 0,
"probability": 0.16,
"time_range_s": Vector2(300, 900)
}, {
"base_weight": 1.0,
"id": "crisis_event",
"intent": "crisis",
"kind": "scripted",
"npc_type": 7,
"phase": 2,
"probability": 0.5,
"time_range_s": Vector2(640, 740)
}, {
"base_weight": 1.0,
"id": "violent_emergency_event",
"intent": "threat",
"kind": "scripted",
"npc_type": 6,
"phase": 3,
"probability": 0.28,
"requires_emergency": true,
"time_range_s": Vector2(760, 880)
}])
shift_phases = {
0: {
"start_s": 0.0
},
1: {
"start_s": 300.0
},
2: {
"start_s": 600.0
},
3: {
"start_s": 700.0
}
}
shift_duration_s = 900.0
policy_summary = ""
door_staff_lines = {}
+590
View File
@@ -0,0 +1,590 @@
[gd_resource type="Resource" script_class="VenueScenario" load_steps=13 format=3]
[ext_resource type="Script" path="res://src/core/access_policy.gd" id="1_lxsgk"]
[ext_resource type="Script" path="res://src/core/npc_profile.gd" id="2_wfc6m"]
[ext_resource type="Script" path="res://src/core/venue_scenario.gd" id="3_8xm7a"]
[sub_resource type="Resource" id="Resource_xha77"]
script = ExtResource("1_lxsgk")
required_artifacts = {
2: true,
3: true
}
grant_if_any_required = false
minimum_age = 21
require_id = true
wand_screening_required = true
policy_summary = "Government ID and a valid ticket or reservation required. Carry items are screened."
[sub_resource type="Resource" id="Resource_8ksyk"]
script = ExtResource("2_wfc6m")
id = "tourist"
display_name = "Tourist"
npc_type = 0
temperament = 0.1
base_compliance = 0.9
return_probability = 0.0
reactions_by_level = {}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["Oh sure, sorry, just taking a picture.", "Is there a better spot to stand?", "Understood, moving."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_wt1op"]
script = ExtResource("2_wfc6m")
id = "confused_visitor"
display_name = "Confused Visitor"
npc_type = 3
temperament = 0.2
base_compliance = 0.85
return_probability = 0.0
reactions_by_level = {}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["Wait, this isn't the entrance?", "Sorry about that, I'm a bit lost."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_g1jr2"]
script = ExtResource("2_wfc6m")
id = "influencer"
display_name = "Influencer"
npc_type = 2
temperament = 0.5
base_compliance = 0.5
return_probability = 0.0
reactions_by_level = {
1: {
0: 40,
2: 10,
3: 30,
4: 20
},
2: {
0: 30,
2: 20,
4: 35,
8: 15
},
3: {
0: 10,
1: 15,
2: 20,
4: 30,
8: 25
}
}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["This is public sidewalk, you can't stop me from filming."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_ys0b0"]
script = ExtResource("2_wfc6m")
id = "intoxicated"
display_name = "Intoxicated Pedestrian"
npc_type = 4
temperament = 0.6
base_compliance = 0.4
return_probability = 0.0
reactions_by_level = {
1: {
0: 30,
2: 20,
3: 50
},
2: {
0: 40,
2: 35,
3: 15,
4: 10
}
}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 1.8
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_bv0jw"]
script = ExtResource("2_wfc6m")
id = "trespasser"
display_name = "Trespasser"
npc_type = 5
temperament = 0.55
base_compliance = 0.35
return_probability = 0.6
reactions_by_level = {
1: {
0: 30,
2: 25,
3: 45
},
2: {
0: 40,
2: 35,
6: 25
},
3: {
1: 35,
2: 25,
6: 15,
7: 10,
8: 15
},
4: {
1: 70,
7: 30
},
5: {
1: 30,
5: 50,
7: 20
}
}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["I'm just here to see a friend, come on.", "I'll be inside for ten seconds."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_7vgx3"]
script = ExtResource("2_wfc6m")
id = "violent_threat"
display_name = "Violent Threat"
npc_type = 6
temperament = 0.95
base_compliance = 0.05
return_probability = 0.0
reactions_by_level = {
1: {
2: 25,
3: 45,
5: 30
},
2: {
2: 30,
5: 45,
7: 25
},
3: {
1: 20,
5: 45,
7: 35
},
4: {
1: 15,
5: 30,
7: 55
},
5: {
1: 30,
5: 40,
7: 30
}
}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_x43ed"]
script = ExtResource("2_wfc6m")
id = "authorized_staff"
display_name = "Staff Member"
npc_type = 8
temperament = 0.15
base_compliance = 1.0
return_probability = 0.0
reactions_by_level = {}
default_reactions = {
1: {
0: 100
}
}
reaction_delay = 0.6
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_07lsg"]
script = ExtResource("2_wfc6m")
id = "authorized_guest"
display_name = "Authorized Guest"
npc_type = 9
temperament = 0.2
base_compliance = 0.95
return_probability = 0.0
reactions_by_level = {}
default_reactions = {
1: {
0: 92,
2: 8
},
2: {
0: 88,
2: 12
}
}
reaction_delay = 0.6
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[resource]
script = ExtResource("3_8xm7a")
id = "joke_shop"
display_name = "The Joke Shop"
description = "Comedy club door: IDs, reservations, and wand screening."
access_policy = SubResource("Resource_xha77")
equipment = Array[String](["id_check", "guest_list", "wand", "radio"])
locations = {
"door_area": Vector3(0, 0, 3),
"entrance": Vector3(0, 0, 1),
"guard_post": Vector3(0, 0, -3),
"queue_area": Vector3(0, 0, 9),
"sidewalk": Vector3(0, 0, 9),
"steps_end": Vector3(0, 0, 3)
}
npc_profiles = Array[ExtResource("2_wfc6m")]([SubResource("Resource_8ksyk"), SubResource("Resource_wt1op"), SubResource("Resource_g1jr2"), SubResource("Resource_ys0b0"), SubResource("Resource_bv0jw"), SubResource("Resource_7vgx3"), SubResource("Resource_x43ed"), SubResource("Resource_07lsg")])
event_pool = Array[Dictionary]([{
"base_weight": 1.0,
"id": "guest_valid",
"intent": "enter",
"kind": "routine",
"npc_type": 9,
"override_access": {
"has_id": true,
"has_ticket": true
},
"phase": 0,
"probability": 0.3,
"time_range_s": Vector2(0, 900)
}, {
"base_weight": 1.0,
"id": "guest_no_ticket",
"intent": "enter",
"kind": "routine",
"npc_type": 9,
"override_access": {
"has_id": true,
"has_ticket": false
},
"phase": 0,
"probability": 0.18,
"time_range_s": Vector2(0, 900)
}, {
"base_weight": 1.0,
"id": "guest_expired_id",
"intent": "enter",
"kind": "routine",
"npc_type": 9,
"override_access": {
"has_id": true,
"has_ticket": true,
"id_status": 1
},
"phase": 0,
"probability": 0.12,
"time_range_s": Vector2(0, 900)
}, {
"base_weight": 1.0,
"id": "guest_no_id",
"intent": "enter",
"kind": "routine",
"npc_type": 9,
"override_access": {
"has_id": false,
"has_ticket": true
},
"phase": 0,
"probability": 0.12,
"time_range_s": Vector2(0, 900)
}, {
"base_weight": 1.0,
"hint": "hint.reservation_no_id",
"id": "joke_guest_reservation_no_id",
"intent": "enter",
"kind": "scripted",
"npc_type": 9,
"override_access": {
"guest_list_status": 0,
"has_guest_list": true,
"has_id": false,
"has_ticket": false
},
"phase": 2,
"probability": 0.45,
"time_range_s": Vector2(620, 860)
}, {
"base_weight": 1.0,
"hint": "hint.borrowed_id",
"id": "joke_borrowed_id",
"intent": "enter",
"kind": "scripted",
"npc_type": 9,
"override_access": {
"has_id": true,
"has_ticket": true,
"id_status": 3,
"ticket_status": 0
},
"phase": 1,
"probability": 0.4,
"time_range_s": Vector2(320, 700)
}, {
"base_weight": 1.0,
"hint": "hint.refuses_wand",
"id": "joke_refuses_wand",
"intent": "enter",
"kind": "scripted",
"npc_type": 9,
"override_access": {
"has_id": true,
"has_ticket": true,
"id_status": 0,
"ticket_status": 0
},
"phase": 2,
"probability": 0.4,
"refuses_screening": true,
"time_range_s": Vector2(650, 880)
}, {
"base_weight": 1.0,
"hint": "hint.late_arrival",
"id": "joke_late_arrival",
"intent": "arrive",
"kind": "scripted",
"npc_type": 9,
"override_access": {
"has_id": true,
"has_ticket": true,
"id_status": 0,
"ticket_status": 0
},
"phase": 2,
"probability": 0.35,
"time_range_s": Vector2(700, 860)
}, {
"base_weight": 1.0,
"id": "joke_staff",
"intent": "enter",
"kind": "routine",
"npc_type": 8,
"phase": 0,
"probability": 0.25,
"time_range_s": Vector2(0, 900)
}, {
"base_weight": 1.0,
"id": "performer_show",
"intent": "perform",
"kind": "routine",
"npc_type": 1,
"phase": 0,
"probability": 0.15,
"time_range_s": Vector2(300, 800)
}, {
"base_weight": 1.0,
"id": "influencer_film",
"intent": "film",
"kind": "routine",
"npc_type": 2,
"phase": 0,
"probability": 0.15,
"time_range_s": Vector2(300, 900)
}, {
"base_weight": 1.0,
"id": "joke_disruptive",
"intent": "force_entry",
"kind": "scripted",
"npc_type": 4,
"phase": 2,
"probability": 0.5,
"time_range_s": Vector2(650, 830)
}])
shift_phases = {
0: {
"start_s": 0.0
},
1: {
"start_s": 300.0
},
2: {
"start_s": 600.0
},
3: {
"start_s": 700.0
}
}
shift_duration_s = 900.0
policy_summary = ""
door_staff_lines = {
"id_check": ["May I see your ID, please?", "Could you show me some identification?"],
"prohibited_item": ["I can't allow that item inside. Please leave it outside.", "That item isn't permitted in the venue."],
"refusal": ["I'm sorry, I can't let you in without that.", "Without a valid ID, I can't admit you tonight."],
"ticket_check": ["Your ticket or reservation, please.", "Do you have a ticket for tonight's show?"],
"wand_check": ["Please step forward for the wand check.", "Arms out, please — just a quick screening."]
}
+810
View File
@@ -0,0 +1,810 @@
[gd_resource type="Resource" script_class="VenueScenario" load_steps=17 format=3]
[ext_resource type="Script" path="res://src/core/access_policy.gd" id="1_xxhx3"]
[ext_resource type="Script" path="res://src/core/npc_profile.gd" id="2_fiebn"]
[ext_resource type="Script" path="res://src/core/venue_scenario.gd" id="3_2dvuq"]
[sub_resource type="Resource" id="Resource_blmt0"]
script = ExtResource("1_xxhx3")
required_artifacts = {
1: true,
3: true,
4: true,
5: true
}
grant_if_any_required = true
minimum_age = 0
require_id = false
wand_screening_required = false
policy_summary = "Entry requires a wristband, credential, ticket, or guest-list confirmation."
[sub_resource type="Resource" id="Resource_oddac"]
script = ExtResource("2_fiebn")
id = "tourist"
display_name = "Tourist"
npc_type = 0
temperament = 0.1
base_compliance = 0.9
return_probability = 0.0
reactions_by_level = {}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["Oh sure, sorry, just taking a picture.", "Is there a better spot to stand?", "Understood, moving."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_byir2"]
script = ExtResource("2_fiebn")
id = "confused_visitor"
display_name = "Confused Visitor"
npc_type = 3
temperament = 0.2
base_compliance = 0.85
return_probability = 0.0
reactions_by_level = {}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["Wait, this isn't the entrance?", "Sorry about that, I'm a bit lost."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_3tt0b"]
script = ExtResource("2_fiebn")
id = "delivery"
display_name = "Delivery Worker"
npc_type = 10
temperament = 0.25
base_compliance = 0.8
return_probability = 0.0
reactions_by_level = {}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["Where should I leave this?"])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_ihxib"]
script = ExtResource("2_fiebn")
id = "street_performer"
display_name = "Street Performer"
npc_type = 1
temperament = 0.45
base_compliance = 0.55
return_probability = 0.0
reactions_by_level = {
1: {
0: 55,
2: 15,
3: 30
}
}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_c57iy"]
script = ExtResource("2_fiebn")
id = "influencer"
display_name = "Influencer"
npc_type = 2
temperament = 0.5
base_compliance = 0.5
return_probability = 0.0
reactions_by_level = {
1: {
0: 40,
2: 10,
3: 30,
4: 20
},
2: {
0: 30,
2: 20,
4: 35,
8: 15
},
3: {
0: 10,
1: 15,
2: 20,
4: 30,
8: 25
}
}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["This is public sidewalk, you can't stop me from filming."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_bk410"]
script = ExtResource("2_fiebn")
id = "intoxicated"
display_name = "Intoxicated Pedestrian"
npc_type = 4
temperament = 0.6
base_compliance = 0.4
return_probability = 0.0
reactions_by_level = {
1: {
0: 30,
2: 20,
3: 50
},
2: {
0: 40,
2: 35,
3: 15,
4: 10
}
}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 1.8
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_jp52w"]
script = ExtResource("2_fiebn")
id = "trespasser"
display_name = "Trespasser"
npc_type = 5
temperament = 0.55
base_compliance = 0.35
return_probability = 0.6
reactions_by_level = {
1: {
0: 30,
2: 25,
3: 45
},
2: {
0: 40,
2: 35,
6: 25
},
3: {
1: 35,
2: 25,
6: 15,
7: 10,
8: 15
},
4: {
1: 70,
7: 30
},
5: {
1: 30,
5: 50,
7: 20
}
}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["I'm just here to see a friend, come on.", "I'll be inside for ten seconds."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_5kplf"]
script = ExtResource("2_fiebn")
id = "mental_crisis"
display_name = "Person in Crisis"
npc_type = 7
temperament = 0.7
base_compliance = 0.3
return_probability = 0.4
reactions_by_level = {
1: {
0: 25,
2: 20,
3: 55
},
2: {
0: 25,
2: 35,
3: 30,
5: 10
},
3: {
0: 25,
1: 15,
2: 30,
5: 30
},
4: {
1: 40,
5: 35,
7: 25
},
5: {
1: 25,
5: 60,
7: 15
}
}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 2.4
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_6bscs"]
script = ExtResource("2_fiebn")
id = "violent_threat"
display_name = "Violent Threat"
npc_type = 6
temperament = 0.95
base_compliance = 0.05
return_probability = 0.0
reactions_by_level = {
1: {
2: 25,
3: 45,
5: 30
},
2: {
2: 30,
5: 45,
7: 25
},
3: {
1: 20,
5: 45,
7: 35
},
4: {
1: 15,
5: 30,
7: 55
},
5: {
1: 30,
5: 40,
7: 30
}
}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_n4lxh"]
script = ExtResource("2_fiebn")
id = "protester"
display_name = "Protester"
npc_type = 12
temperament = 0.5
base_compliance = 0.4
return_probability = 0.25
reactions_by_level = {
1: {
0: 25,
2: 35,
3: 25,
4: 15
},
2: {
0: 15,
2: 40,
3: 15,
4: 25,
8: 5
},
3: {
0: 10,
1: 25,
2: 25,
4: 25,
8: 15
},
4: {
1: 60,
2: 20,
7: 20
}
}
default_reactions = {
1: {
0: 80,
2: 8,
3: 12
},
2: {
0: 70,
1: 10,
2: 12,
4: 8
},
3: {
0: 55,
1: 15,
2: 20,
4: 10
},
4: {
1: 65,
2: 15,
7: 20
},
5: {
1: 30,
5: 40,
7: 30
}
}
reaction_delay = 0.6
dialogue_lines = Array[String](["I have every right to be on public sidewalk.", "You can't touch me, this is a lawful protest."])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_6st6l"]
script = ExtResource("2_fiebn")
id = "authorized_staff"
display_name = "Staff Member"
npc_type = 8
temperament = 0.15
base_compliance = 1.0
return_probability = 0.0
reactions_by_level = {}
default_reactions = {
1: {
0: 100
}
}
reaction_delay = 0.6
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[sub_resource type="Resource" id="Resource_nf2oq"]
script = ExtResource("2_fiebn")
id = "authorized_guest"
display_name = "Authorized Guest"
npc_type = 9
temperament = 0.2
base_compliance = 0.95
return_probability = 0.0
reactions_by_level = {}
default_reactions = {
1: {
0: 92,
2: 8
},
2: {
0: 88,
2: 12
}
}
reaction_delay = 0.6
dialogue_lines = Array[String]([])
carried_items = Array[String]([])
[resource]
script = ExtResource("3_2dvuq")
id = "tv_studio"
display_name = "Hollywood Blvd Late Night TV Studio"
description = "Crowd, celebrities, and staff around a late-night studio."
access_policy = SubResource("Resource_blmt0")
equipment = Array[String](["wristband_policy", "guest_list", "radio", "flashlight"])
locations = {
"entrance": Vector3(0, 0, 1),
"guard_post": Vector3(0, 0, -3),
"queue_area": Vector3(0, 0, 9),
"sidewalk": Vector3(0, 0, 9),
"stage_door": Vector3(6, 0, -2),
"steps_end": Vector3(0, 0, 3)
}
npc_profiles = Array[ExtResource("2_fiebn")]([SubResource("Resource_oddac"), SubResource("Resource_byir2"), SubResource("Resource_3tt0b"), SubResource("Resource_ihxib"), SubResource("Resource_c57iy"), SubResource("Resource_bk410"), SubResource("Resource_jp52w"), SubResource("Resource_5kplf"), SubResource("Resource_6bscs"), SubResource("Resource_n4lxh"), SubResource("Resource_6st6l"), SubResource("Resource_nf2oq")])
event_pool = Array[Dictionary]([{
"base_weight": 1.0,
"id": "audience_ticket",
"intent": "enter",
"kind": "routine",
"npc_type": 9,
"override_access": {
"has_ticket": true
},
"phase": 0,
"probability": 0.35,
"time_range_s": Vector2(0, 900)
}, {
"base_weight": 1.0,
"id": "protest_outside",
"intent": "protest",
"kind": "routine",
"npc_type": 12,
"phase": 0,
"probability": 0.18,
"time_range_s": Vector2(300, 900)
}, {
"base_weight": 1.0,
"id": "celebrity_arrival",
"intent": "arrive",
"kind": "routine",
"npc_type": 9,
"override_access": {
"has_guest_list": true
},
"phase": 0,
"probability": 0.2,
"time_range_s": Vector2(300, 700)
}, {
"base_weight": 1.0,
"id": "crew_shift",
"intent": "enter",
"kind": "routine",
"npc_type": 8,
"phase": 0,
"probability": 0.3,
"time_range_s": Vector2(0, 700)
}, {
"base_weight": 1.0,
"id": "tourist_photo",
"intent": "photo",
"kind": "routine",
"npc_type": 0,
"phase": 0,
"probability": 0.35,
"time_range_s": Vector2(0, 900)
}, {
"base_weight": 1.0,
"id": "confused_enter",
"intent": "enter",
"kind": "routine",
"npc_type": 3,
"phase": 0,
"probability": 0.25,
"time_range_s": Vector2(0, 900)
}, {
"base_weight": 1.0,
"id": "influencer_film",
"intent": "film",
"kind": "routine",
"npc_type": 2,
"phase": 0,
"probability": 0.28,
"time_range_s": Vector2(0, 900)
}, {
"base_weight": 1.0,
"id": "trespass_blend",
"intent": "blend_in",
"kind": "routine",
"npc_type": 5,
"phase": 0,
"probability": 0.15,
"time_range_s": Vector2(300, 900)
}, {
"base_weight": 1.0,
"id": "studio_counterfeit",
"intent": "counterfeit_credential",
"kind": "scripted",
"npc_type": 5,
"override_access": {
"credential_status": 2,
"wristband_status": 2
},
"phase": 2,
"probability": 0.55,
"time_range_s": Vector2(620, 780)
}, {
"base_weight": 1.0,
"hint": "hint.film_boundary",
"id": "studio_film_boundary",
"intent": "film_boundary",
"kind": "scripted",
"npc_type": 2,
"phase": 1,
"probability": 0.5,
"time_range_s": Vector2(330, 560)
}, {
"base_weight": 1.0,
"hint": "hint.film_boundary_repeat",
"id": "studio_film_boundary_repeat",
"intent": "film_boundary",
"kind": "scripted",
"npc_type": 2,
"phase": 2,
"probability": 0.45,
"time_range_s": Vector2(640, 830)
}, {
"base_weight": 1.0,
"extra_spawns": [{
"intent": "photo",
"npc_type": 0
}, {
"intent": "photo",
"npc_type": 0
}, {
"intent": "film",
"npc_type": 2
}],
"hint": "hint.celebrity_arrival",
"id": "studio_celebrity_arrival",
"intent": "arrive",
"kind": "scripted",
"npc_type": 9,
"override_access": {
"guest_list_status": 0,
"has_guest_list": true
},
"phase": 2,
"probability": 0.5,
"time_range_s": Vector2(620, 760)
}, {
"base_weight": 1.0,
"id": "studio_follow_through",
"intent": "follow_authorized",
"kind": "scripted",
"npc_type": 5,
"override_access": {
"has_credential": false,
"has_guest_list": false,
"has_ticket": false,
"has_wristband": false
},
"phase": 2,
"probability": 0.45,
"time_range_s": Vector2(700, 860)
}])
shift_phases = {
0: {
"start_s": 0.0
},
1: {
"start_s": 300.0
},
2: {
"start_s": 600.0
},
3: {
"start_s": 700.0
}
}
shift_duration_s = 900.0
policy_summary = ""
door_staff_lines = {}
+24 -2
View File
@@ -37,8 +37,30 @@ The repository ships a Gitea Actions workflow (`.gitea/workflows/build.yml`):
Linux/Windows/macOS, artifact upload, and — on tags — release publication via
`tools/publish_release.sh`.
For tag builds, set a repo secret named **`GITEA_TOKEN`** (write:repository scope).
Without it the workflow still builds and tests, but the release publish step fails.
`tools/publish_release.sh` picks the first available credential, in order:
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.
> **Disk space:** Gitea stores release assets under `/var/lib/gitea/data/attachments` on
> the host root filesystem (7.8 GB here). When it is full, asset uploads fail with
> `HTTP 500 … no space left on device` and even `git push` can fail with "unpacker error".
> `publish_release.sh` now verifies the asset count and exits non-zero, so this is visible.
>
> **Incident (2026-10-31):** `tools/publish_release.sh` never set `AUTH` in its
> `~/.git-credentials` branch, so every API call failed silently (`AUTH[@]` was
> unbound under `set -u`). Combined with no `GITEA_TOKEN` secret on the repo, tag
> builds from v0.2.2 to v0.2.8 produced installers but published nothing. The script
> is fixed (`AUTH=(-u "$CRED")`) and v0.2.9 was published locally with all five
> artifacts. If CI publishing fails again, run
> `./tools/publish_release.sh <version>` from a checkout with `~/.git-credentials`.
> **No `actions/cache` for now:** the runner has no local actions-cache service, so
> `actions/cache` times out against GitHub's cache API. We dropped it (Godot import
+5 -5
View File
@@ -1,4 +1,4 @@
# ADR-0008: Cone focus and head ring
# ADR-0008: Cone focus and focus circle
- **Status:** Accepted
- **Date:** TBD
@@ -19,7 +19,7 @@ Focus is a **cone**, not a ray.
- A few frames of grace keep walk-bob from dropping focus.
- `Tab` still cycles people inside 12 m and sets the same focused person.
When someone is in focus, draw a **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.
@@ -28,19 +28,19 @@ The world must not show the internal type name (`Trespasser`, `Violent Threat`).
### Positive
- 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.
- The action menu (ADR-0009) has a clear subject.
### Negative
- Two heads in the same circle can steal focus; center-distance is a heuristic, not a lock-on.
- Hats and protester signs can z-fight a 3D 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.
## Alternatives considered
- **Keep the hairline ray:** Rejected because it drops people too easily and has no world mark.
- **Sticky lock-on until cancelled:** Rejected because the job is to watch a crowd, not duel one person.
- **Screen reticle only, no world 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.
+2 -2
View File
@@ -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.
**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.
@@ -54,7 +54,7 @@ Number keys `1`–`6` may remain as shortcuts when the wheel is closed, so exist
## Alternatives considered
- **Hold-to-open, release-to-confirm (GTA / Destiny):** Rejected. The requested input is click or Space to open, then click or Space to confirm, with Esc / RMB to abort. That is a toggle, not a hold.
- **Vertical list / command menu:** Rejected because a round layout around a focused person matches the 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.
- **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.
+2 -2
View File
@@ -21,7 +21,7 @@ Make the body read as a person at conversation distance:
- Shoes.
- Hair cap whose color comes from the visual seed.
- Two dark eye spheres so the head has a front.
- Named `Head` node (`Rig/Head`) as the attach point for the focus 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.
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.
- **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.
+1 -1
View File
@@ -153,7 +153,7 @@ Architecture decisions are recorded as ADRs:
- [ADR-0005: Event-based incident recording](adr/0005-event-based-incident-recording.md)
- [ADR-0006: Godot 4 with GDScript](adr/0006-godot-4-gdscript.md)
- [ADR-0007: Locomotion and input layers](adr/0007-locomotion-and-input-layers.md)
- [ADR-0008: Cone focus and 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-0010: Procedural NPC presentation](adr/0010-procedural-npc-presentation.md)
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+1 -1
View File
@@ -8,7 +8,7 @@ config_version=5
config/name="Step Line"
config/description="Workplace security simulation about observation, access verification, and proportionate escalation."
config/version="0.2.2"
config/version="0.2.16"
run/main_scene="res://scenes/main.tscn"
config/features=PackedStringArray("4.3", "GL Compatibility")
+126
View File
@@ -343,6 +343,28 @@ static func hollywood_building() -> VenueScenario:
_building_routine("staff_entry", Rules.NpcType.AUTHORIZED_STAFF, "enter", Vector2(0, 600), 0.35),
_building_routine("guest_entry", Rules.NpcType.AUTHORIZED_GUEST, "enter", Vector2(0, 900), 0.25),
_building_routine("performer_show", Rules.NpcType.PERFORMER, "perform", Vector2(300, 800), 0.24),
{
"id": "building_filming_boundary",
"phase": Rules.Phase.MIDDAY,
"kind": "scripted",
"npc_type": Rules.NpcType.INFLUENCER,
"intent": "film",
"time_range_s": Vector2(300, 600),
"probability": 0.4,
"base_weight": 1.0,
"hint": "hint.body_camera_reason",
},
{
"id": "building_unclear_intent",
"phase": Rules.Phase.EVENING,
"kind": "scripted",
"npc_type": Rules.NpcType.CONFUSED_VISITOR,
"intent": "enter",
"time_range_s": Vector2(600, 780),
"probability": 0.4,
"base_weight": 1.0,
"hint": "hint.ask_reason",
},
_building_routine("influencer_film", Rules.NpcType.INFLUENCER, "film", Vector2(300, 900), 0.26),
_building_routine("intoxicated_wander", Rules.NpcType.INTOXICATED, "wander", Vector2(600, 900), 0.15),
_building_routine("trespass_test", Rules.NpcType.TRESPASSER, "trespass", Vector2(300, 900), 0.16),
@@ -437,6 +459,67 @@ static func joke_shop() -> VenueScenario:
_joke_guest("guest_no_ticket", false, true, Vector2(0, 900), 0.18),
_joke_guest("guest_expired_id", true, true, Vector2(0, 900), 0.12, {"id_status": Rules.ArtifactStatus.EXPIRED}),
_joke_guest("guest_no_id", true, false, Vector2(0, 900), 0.12),
{
"id": "joke_guest_reservation_no_id",
"phase": Rules.Phase.EVENING,
"kind": "scripted",
"npc_type": Rules.NpcType.AUTHORIZED_GUEST,
"intent": "enter",
"time_range_s": Vector2(620, 860),
"probability": 0.45,
"base_weight": 1.0,
"override_access": {
"has_guest_list": true, "guest_list_status": Rules.ArtifactStatus.VALID,
"has_id": false, "has_ticket": false,
},
"hint": "hint.reservation_no_id",
},
{
"id": "joke_borrowed_id",
"phase": Rules.Phase.MIDDAY,
"kind": "scripted",
"npc_type": Rules.NpcType.AUTHORIZED_GUEST,
"intent": "enter",
"time_range_s": Vector2(320, 700),
"probability": 0.4,
"base_weight": 1.0,
"override_access": {
"has_id": true, "id_status": Rules.ArtifactStatus.MISMATCHED,
"has_ticket": true, "ticket_status": Rules.ArtifactStatus.VALID,
},
"hint": "hint.borrowed_id",
},
{
"id": "joke_refuses_wand",
"phase": Rules.Phase.EVENING,
"kind": "scripted",
"npc_type": Rules.NpcType.AUTHORIZED_GUEST,
"intent": "enter",
"time_range_s": Vector2(650, 880),
"probability": 0.4,
"base_weight": 1.0,
"refuses_screening": true,
"override_access": {
"has_id": true, "id_status": Rules.ArtifactStatus.VALID,
"has_ticket": true, "ticket_status": Rules.ArtifactStatus.VALID,
},
"hint": "hint.refuses_wand",
},
{
"id": "joke_late_arrival",
"phase": Rules.Phase.EVENING,
"kind": "scripted",
"npc_type": Rules.NpcType.AUTHORIZED_GUEST,
"intent": "arrive",
"time_range_s": Vector2(700, 860),
"probability": 0.35,
"base_weight": 1.0,
"override_access": {
"has_id": true, "id_status": Rules.ArtifactStatus.VALID,
"has_ticket": true, "ticket_status": Rules.ArtifactStatus.VALID,
},
"hint": "hint.late_arrival",
},
_joke_staff_entry(Vector2(0, 900), 0.25),
_joke_routine("performer_show", Rules.NpcType.PERFORMER, "perform", Vector2(300, 800), 0.15),
_joke_routine("influencer_film", Rules.NpcType.INFLUENCER, "film", Vector2(300, 900), 0.15),
@@ -515,6 +598,45 @@ static func tv_studio() -> VenueScenario:
"base_weight": 1.0,
"override_access": {"wristband_status": Rules.ArtifactStatus.COUNTERFEIT, "credential_status": Rules.ArtifactStatus.COUNTERFEIT},
},
{
"id": "studio_film_boundary",
"phase": Rules.Phase.MIDDAY,
"kind": "scripted",
"npc_type": Rules.NpcType.INFLUENCER,
"intent": "film_boundary",
"time_range_s": Vector2(330, 560),
"probability": 0.5,
"base_weight": 1.0,
"hint": "hint.film_boundary",
},
{
"id": "studio_film_boundary_repeat",
"phase": Rules.Phase.EVENING,
"kind": "scripted",
"npc_type": Rules.NpcType.INFLUENCER,
"intent": "film_boundary",
"time_range_s": Vector2(640, 830),
"probability": 0.45,
"base_weight": 1.0,
"hint": "hint.film_boundary_repeat",
},
{
"id": "studio_celebrity_arrival",
"phase": Rules.Phase.EVENING,
"kind": "scripted",
"npc_type": Rules.NpcType.AUTHORIZED_GUEST,
"intent": "arrive",
"time_range_s": Vector2(620, 760),
"probability": 0.5,
"base_weight": 1.0,
"override_access": {"has_guest_list": true, "guest_list_status": Rules.ArtifactStatus.VALID},
"extra_spawns": [
{"npc_type": Rules.NpcType.TOURIST, "intent": "photo"},
{"npc_type": Rules.NpcType.TOURIST, "intent": "photo"},
{"npc_type": Rules.NpcType.INFLUENCER, "intent": "film"},
],
"hint": "hint.celebrity_arrival",
},
{
"id": "studio_follow_through",
"phase": Rules.Phase.EVENING,
@@ -587,6 +709,10 @@ static func _joke_routine(id: String, npc_type: int, intent: String, time_range:
static func _studio_routine(id: String, npc_type: int, intent: String, time_range: Vector2, prob: float) -> Dictionary:
return _building_routine(id, npc_type, intent, time_range, prob)
## Scripted film-boundary intent: the influencer stands past the posted line.
static func _film_boundary_spot() -> String:
return "steps_end"
static func _phase_for_range(time_range: Vector2, duration: float) -> int:
var start := time_range.x / duration
if start < 0.34:
+14
View File
@@ -45,6 +45,20 @@ func apply_event(event_type: String) -> void:
"event": event_type,
})
## Presentation cue for the avatars after a crowd event (PLAN: Public Crowd
## Reaction). "watch" = rubberneck at the incident, "flee" = move away from the
## door, "" = no reaction. Pure so it is headless-testable.
static func reaction_for_event(event_type: String) -> String:
match event_type:
"aggressive_behavior", "visible_weapon", "emergency_responder":
return "watch"
_:
return ""
## True once the crowd is panicking hard enough that people should clear out.
func should_flee() -> bool:
return crowd_panic
func summary() -> Dictionary:
return {
"mood": mood,
+13
View File
@@ -78,6 +78,19 @@ func close_incident(npc_id: String, outcome: String) -> Dictionary:
func open_incidents_count() -> int:
return _open_incidents.size()
## True when an incident is already open for this NPC (avoids duplicating one
## incident every time the player re-focuses the same person).
func has_open_incident(npc_id: String) -> bool:
return _open_incidents.has(npc_id)
## Close every still-open incident at shift end so the review does not silently
## drop interactions the player never resolved. Returns how many were closed.
func close_all_open(outcome: String = "unresolved") -> int:
var ids: Array = _open_incidents.keys()
for npc_id in ids:
close_incident(str(npc_id), outcome)
return ids.size()
func to_dict() -> Dictionary:
return {
"incidents": incidents.duplicate(true),
+17
View File
@@ -34,6 +34,13 @@ var guard_noticed := false
## Whether this NPC has passed the handheld wand screening (The Joke Shop).
var screened := false
## Authored event flag: this person refuses the wand screen (Joke Shop).
var refuses_screening := false
## Whether the guard has declared they recognize this person (a player decision
## recorded as evidence, PLAN.md: Authorized Access).
var player_recognized := false
## Last reply the NPC gave when asked for their reason for entry.
var last_reason_reply := ""
## Event-level access payload (`has_id`, `has_ticket`, statuses). Empty means
## venue/type defaults from AccessLoadout.
var access_override: Dictionary = {}
@@ -150,6 +157,16 @@ func tick_return(delta: float) -> bool:
func decide_leave() -> bool:
return leave_requested
## Level 3 ask: request the person's reason for entry (PLAN.md). Pure and
## headless-testable; returns the line this NPC answers with ("" if silent).
func request_reason() -> String:
var lines: Array[String] = profile.dialogue_lines if profile else []
if lines.is_empty():
last_reason_reply = ""
return ""
last_reason_reply = lines[rng.randi_range(0, lines.size() - 1)]
return last_reason_reply
## Perception pass: given the guard's distance (meters), return a perception
## result describing how the NPC reacts to the guard's presence. Pure and
## headless-testable; the presentation layer feeds it the real distance.
+14
View File
@@ -21,6 +21,8 @@ signal phase_changed(phase: int)
var scenario: VenueScenario = null
var duration_s: float = 900.0
var elapsed_s: float = 0.0
## Wall-clock start, so the shift review can show event times as mm:ss.
var started_at_ms: int = 0
var current_phase: int = Rules.Phase.EARLY
var running := false
@@ -32,6 +34,10 @@ var crowd := CrowdSystem.new()
var scheduler := EventScheduler.new()
var spawned_count := 0
## Emergency aftermath (PLAN.md: Level 5). Responder resolutions and any
## investigation notes for calls that were not justified.
var responder_outcomes: Array[String] = []
var investigations: Array[String] = []
var spawn_seed := 0
var _shift_finished := false
## The scheduler rolls once per simulated second. `tick()` runs at physics rate,
@@ -45,6 +51,8 @@ func setup(p_scenario: VenueScenario, p_duration_s: float = 900.0, p_seed: int =
spawn_seed = p_seed
scheduler.setup(scenario, p_seed)
event_bus = EventBus.new()
responder_outcomes.clear()
investigations.clear()
radio = RadioSystem.new()
reputation = ReputationEvaluator.new()
crowd = CrowdSystem.new()
@@ -59,6 +67,7 @@ func start() -> void:
return
running = true
_shift_finished = false
started_at_ms = Time.get_ticks_msec()
elapsed_s = 0.0
_spawn_accum_s = 0.0
current_phase = _phase_for_time(0.0)
@@ -119,6 +128,8 @@ func _finish_shift() -> void:
return
_shift_finished = true
running = false
# Interactions the player never resolved still belong in this shift's review.
recorder.close_all_open("unresolved")
var review := build_review()
event_bus.shift_state_changed.emit({"running": false, "review": review})
shift_ended.emit(review)
@@ -129,6 +140,7 @@ func build_review() -> Dictionary:
"scenario_id": scenario.id if scenario else "",
"duration_s": duration_s,
"elapsed_s": elapsed_s,
"started_at_ms": started_at_ms,
"phase_at_end": current_phase,
"spawned_count": spawned_count,
"incidents": recorder.to_dict(),
@@ -138,6 +150,8 @@ func build_review() -> Dictionary:
"battery": radio.battery,
"emergency_cooldown_s": radio.emergency_cooldown_remaining,
},
"responder_outcomes": responder_outcomes.duplicate(),
"investigations": investigations.duplicate(),
"completed_at_ms": Time.get_ticks_msec(),
}
+57
View File
@@ -34,12 +34,69 @@ static func lookup(key: String) -> String:
_ensure_loaded()
return TABLE.get(key, key)
## Number of `%` conversion placeholders in a template, ignoring `%%` escapes.
static func placeholder_count(template: String) -> int:
var count := 0
var i := 0
while i < template.length():
if template[i] == "%":
if i + 1 < template.length() and template[i + 1] == "%":
i += 2
continue
count += 1
i += 1
return count
## Format a string by key with positional arguments.
##
## GDScript's `%` binds arguments by order, so a key whose placeholder count drifts
## from its call site would push an engine error. Validate first and fail safe: log
## a warning and return the raw template instead of crashing.
static func fmt(key: String, args: Array) -> String:
var template := lookup(key)
if template == key:
return template
var needed := placeholder_count(template)
if needed != args.size():
push_warning("Strings.fmt(%s): template needs %d args, got %d" % [key, needed, args.size()])
return template
return template % args
## Lint the loaded table for formatting hazards. Returns an array of problems.
## Checks: trailing `%`, invalid conversions, and mixed positional (`%1$s`) and
## sequential placeholders in one template.
static func validate() -> Array[String]:
_ensure_loaded()
var problems: Array[String] = []
for key in TABLE.keys():
var template := str(TABLE[key])
var positional := template.contains("$")
var sequential := 0
var i := 0
while i < template.length():
if template[i] != "%":
i += 1
continue
if i + 1 >= template.length():
problems.append("%s: trailing %% escape" % key)
break
var next := template[i + 1]
if next == "%":
i += 2
continue
var j := i + 1
while j < template.length() and template[j] in "0123456789.$":
if template[j] == "$":
positional = true
j += 1
if j >= template.length() or not (template[j] in "sdfxXv"):
problems.append("%s: unsupported conversion near '%%%s'" % [key, template.substr(i + 1, 3)])
elif not positional:
sequential += 1
i = j + 1
if positional and sequential > 0:
problems.append("%s: mixes positional (%%1$s) and sequential (%%s) placeholders" % key)
return problems
func _init() -> void:
push_error("Strings is a static utility class; use Strings.lookup / Strings.fmt.")
+3 -1
View File
@@ -63,7 +63,9 @@ func _spot_for_intent(intent: String) -> String:
return "entrance"
"photo", "film", "perform", "wander", "roam":
return "sidewalk"
"sit":
"sit", "film_boundary":
# film_boundary: an influencer ignoring the posted filming line, so they
# stand at the steps instead of the permitted sidewalk spot.
return "steps_end"
_:
return "sidewalk"
+99
View File
@@ -8,6 +8,11 @@ extends Node
const SAMPLE_RATE := 22050.0
var _players: Array[AudioStreamPlayer] = []
var _bed_player: AudioStreamPlayer = null
## Observable state so headless tests and the HUD can see what was requested.
var crowd_level: float = 0.0
var bed_playing := false
var radio_crackles := 0
func _ready() -> void:
# Pre-create a few players so overlapping cues don't cut each other off.
@@ -30,6 +35,43 @@ func play_escalation(level: int) -> void:
var freq := 440.0 - float(level) * 40.0
_play_tone(maxf(freq, 180.0), 0.18, 0.6)
## Start the looping crowd bed (low murmur). Called once per shift; safe to call
## again. Volume then follows `set_crowd_level`.
func start_crowd_bed() -> void:
if _bed_player == null:
_bed_player = AudioStreamPlayer.new()
_bed_player.name = "CrowdBed"
add_child(_bed_player)
_bed_player.stream = _build_crowd_stream()
_bed_player.volume_db = _level_to_db(crowd_level)
_bed_player.play()
bed_playing = true
func stop_crowd_bed() -> void:
if _bed_player:
_bed_player.stop()
bed_playing = false
## Crowd mood (0..1) drives the bed volume: quiet when calm, louder when the
## street is agitated or panicking.
func set_crowd_level(mood: float) -> void:
crowd_level = clampf(mood, 0.0, 1.0)
if _bed_player:
_bed_player.volume_db = _level_to_db(crowd_level)
static func _level_to_db(mood: float) -> float:
return lerpf(-34.0, -12.0, clampf(mood, 0.0, 1.0))
## Radio open cue: a short burst of filtered crackle.
func play_radio_open() -> void:
radio_crackles += 1
_play_noise(0.09, 0.35)
## Radio close cue: a lower, shorter click.
func play_radio_close() -> void:
radio_crackles += 1
_play_noise(0.06, 0.25, 1400.0)
## Play a denial/error cue (low buzz).
func play_deny() -> void:
_play_tone(220.0, 0.20, 0.5)
@@ -53,7 +95,64 @@ func _play_tone(freq: float, duration: float, volume: float, delay: float = 0.0)
var sample := sin(TAU * freq * t) * 0.6
playback.push_frame(Vector2(sample, sample))
## Deterministic low murmur for the crowd bed: filtered noise plus a low drone.
func _build_crowd_stream() -> AudioStreamWAV:
const SECONDS := 4.0
var frames := int(SAMPLE_RATE * SECONDS)
var data := PackedByteArray()
data.resize(frames * 2)
var rng := RandomNumberGenerator.new()
rng.seed = 20261031
var smooth := 0.0
for i in frames:
var t := float(i) / SAMPLE_RATE
# Low-passed noise (a simple one-pole filter) sounds like distant talking.
smooth = lerpf(smooth, rng.randf_range(-1.0, 1.0), 0.02)
var drone := sin(TAU * 68.0 * t) * 0.25 + sin(TAU * 103.0 * t) * 0.12
var sample := (smooth * 2.2 + drone) * 0.35
var v := int(clampf(sample, -1.0, 1.0) * 32767.0)
data[i * 2] = v & 0xFF
data[i * 2 + 1] = (v >> 8) & 0xFF
var stream := AudioStreamWAV.new()
stream.format = AudioStreamWAV.FORMAT_16_BITS
stream.mix_rate = int(SAMPLE_RATE)
stream.stereo = false
stream.data = data
stream.loop_mode = AudioStreamWAV.LOOP_FORWARD
stream.loop_begin = 0
stream.loop_end = frames
return stream
## Short filtered noise burst used for the radio crackle.
func _play_noise(duration: float, volume: float, cutoff_hz: float = 3200.0) -> void:
var player := _free_player()
if player == null:
return
var frames := int(SAMPLE_RATE * duration)
var data := PackedByteArray()
data.resize(frames * 2)
var rng := RandomNumberGenerator.new()
rng.seed = 7
var smooth := 0.0
var alpha := clampf(cutoff_hz / SAMPLE_RATE, 0.01, 0.9)
for i in frames:
smooth = lerpf(smooth, rng.randf_range(-1.0, 1.0), alpha)
var env := 1.0 - float(i) / float(maxi(frames, 1))
var v := int(clampf(smooth * env, -1.0, 1.0) * 32767.0)
data[i * 2] = v & 0xFF
data[i * 2 + 1] = (v >> 8) & 0xFF
var stream := AudioStreamWAV.new()
stream.format = AudioStreamWAV.FORMAT_16_BITS
stream.mix_rate = int(SAMPLE_RATE)
stream.stereo = false
stream.data = data
player.stream = stream
player.volume_db = linear_to_db(volume)
player.play()
func _free_player() -> AudioStreamPlayer:
if _players.is_empty():
return null
for player in _players:
if not player.playing:
return player
+329 -6
View File
@@ -9,6 +9,7 @@ const AccessArtifact := preload("res://src/core/access_artifact.gd")
const AccessLoadout := preload("res://src/core/access_loadout.gd")
const AccessVerifier := preload("res://src/core/access_verifier.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 RadioSystem := preload("res://src/core/radio_system.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 PauseOverlay := preload("res://src/game/ui/pause_overlay.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 door := DoorState.new()
var flashlight_on := false
var body_camera_on := false
var coordinator: ShiftCoordinator = null
var guard: GuardController = null
var _sun: DirectionalLight3D = null
@@ -68,6 +71,8 @@ var shift_review_panel: ShiftReview = null
var start_menu: StartMenu = null
var pause_overlay: PauseOverlay = null
var settings_panel: SettingsPanel = null
var event_timeline: EventTimeline = null
var _timeline_from_review := false
var _shift_running := false
var player_settings: Dictionary = {}
var _focused_avatar: Node3D = null
@@ -132,9 +137,13 @@ func _ready() -> void:
coordinator.setup(selected_scenario, scenario_duration_s, 4242)
coordinator.npc_spawn_requested.connect(_spawn_npc)
coordinator.shift_ended.connect(_on_shift_ended)
coordinator.radio.responder_arrived.connect(_on_responder_arrived)
_connect_radio()
_connect_crowd()
_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
_apply_phase_lighting()
# 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.visible = false
flashlight.position = Vector3(0, -0.15, -0.4)
flashlight.rotation_degrees = Vector3(-10, 0, 0)
flashlight.spot_range = 18.0
flashlight.spot_angle = 28.0
flashlight.light_energy = 2.5
# Aim straight ahead: tilting it down made the cone hit the ground right in
# front of the guard instead of the person or door being checked.
flashlight.rotation_degrees = Vector3.ZERO
flashlight.spot_range = 22.0
flashlight.spot_angle = 30.0
flashlight.light_energy = 4.0
flashlight.spot_attenuation = 0.6
head.add_child(flashlight)
var collider := CollisionShape3D.new()
var shape := CapsuleShape3D.new()
@@ -211,14 +223,22 @@ func _reset_shift_state() -> void:
inspection_open = false
wand_open = false
_wand_cooldown = 0.0
body_camera_on = false
if hud:
hud.set_body_camera(false)
scenario_duration_s = selected_scenario.shift_duration_s
coordinator.setup(selected_scenario, scenario_duration_s, 4242)
_connect_radio()
_connect_crowd()
_last_phase = -1
_apply_phase_lighting()
## Begin (or resume) the shift clock and recapture the mouse.
func _start_shift() -> void:
_shift_running = true
if audio:
audio.start_crowd_bed()
audio.set_crowd_level(coordinator.crowd.mood)
coordinator.start()
if hud:
hud.set_shift_state(coordinator, selected_scenario)
@@ -308,12 +328,15 @@ func _build_ui() -> void:
radio_panel.submitted.connect(_on_radio_submitted)
radio_panel.cancelled.connect(func():
radio_panel.hide()
if audio:
audio.play_radio_close()
hud.set_action_hint("")
_refresh_freeze())
shift_review_panel = ShiftReview.new()
add_child(shift_review_panel)
shift_review_panel.hide()
shift_review_panel.restart_requested.connect(_on_review_restart)
shift_review_panel.timeline_requested.connect(_open_timeline)
shift_review_panel.visible = false
pause_overlay = PauseOverlay.new()
@@ -329,6 +352,11 @@ func _build_ui() -> void:
settings_panel.hide()
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()
add_child(start_menu)
start_menu.hide()
@@ -336,6 +364,23 @@ func _build_ui() -> void:
start_menu.settings_requested.connect(_open_settings)
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.
func _on_review_restart() -> void:
_show_start_menu()
@@ -434,8 +479,19 @@ func _spawn_npc(profile: NpcProfile, intent: String, npc_id: String, event: Dict
# Authored events stay for the whole shift; routine traffic cycles out.
avatar.ephemeral = event.get("kind", "routine") == "routine"
avatar.lifetime_s = 45.0 + float((npc_counter * 17) % 60)
avatar.get_npc_controller().refuses_screening = bool(event.get("refuses_screening", false))
scene_root.add_child(avatar)
npcs.append(avatar)
# Authored events can point the player at the right verb (PLAN.md verbs).
if event.has("hint") and hud:
hud.log(Strings.lookup(str(event["hint"])))
# Celebrity arrivals draw extra bystanders, not just one avatar.
for extra in event.get("extra_spawns", []):
var extra_profile := selected_scenario.profile_for(extra.get("npc_type", Rules.NpcType.TOURIST))
if extra_profile == null or npcs.size() >= MAX_LIVE_NPCS:
continue
_spawn_npc(extra_profile, str(extra.get("intent", "photo")),
"%s_w%d" % [npc_id, npcs.size()], {"kind": "routine"})
## Drop references to freed avatars so the cap and Tab cycling stay accurate.
func _purge_npcs() -> void:
@@ -470,12 +526,98 @@ func _on_responder_arrived(call: Dictionary) -> void:
scene_root.add_child(avatar)
npcs.append(avatar)
hud.log(Strings.fmt("responder.arrived", [outcome]))
coordinator.responder_outcomes.append(outcome)
coordinator.recorder.add_event(call.get("report", {}).get("npc_id", ""), {
"type": "responder_action",
"outcome": outcome,
"call_type": call.get("type", "assist"),
})
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:
var p := NpcProfile.new()
@@ -488,6 +630,8 @@ func _responder_profile() -> NpcProfile:
func _on_shift_ended(review: Dictionary) -> void:
_shift_running = false
if audio:
audio.stop_crowd_bed()
# Persist the finished shift locally (Save autoload, user:// JSON).
if Save:
Save.save_shift_result(review)
@@ -520,6 +664,11 @@ func _begin_incident(avatar: Node3D) -> void:
current_incident_npc_id = controller.npc_id
current_incident_active = true
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 label := "%s — %s" % [
profile.display_name if profile else "?",
@@ -602,6 +751,8 @@ func _handle_key(event: InputEvent) -> void:
_toggle_flashlight()
KEY_L:
_toggle_door_lock()
KEY_B:
_toggle_body_camera()
KEY_V:
_cycle_venue()
_:
@@ -673,9 +824,14 @@ func _close_top_modal() -> bool:
return true
if radio_panel and radio_panel.visible:
radio_panel.hide()
if audio:
audio.play_radio_close()
hud.set_action_hint("")
_refresh_freeze()
return true
if event_timeline and event_timeline.visible:
event_timeline.close()
return true
return false
func _open_radial() -> void:
@@ -720,6 +876,8 @@ func _on_radial_confirmed(slice_id: String) -> void:
match slice_id:
"raise_hand":
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "raise hand")
"eye_contact":
_eye_contact()
"point":
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "point")
"head_shake":
@@ -734,6 +892,10 @@ func _on_radial_confirmed(slice_id: String) -> void:
_apply_interaction(Rules.Level.FORMAL_WARNING, "formal warning")
"block":
_apply_interaction(Rules.Level.BLOCKING, "blocking")
"reason":
_request_reason()
"recognize":
_recognize_target()
"radio":
_open_radio(false)
@@ -749,6 +911,8 @@ func _refresh_freeze() -> void:
freeze = true
if settings_panel and settings_panel.visible:
freeze = true
if event_timeline and event_timeline.visible:
freeze = true
if not _shift_running:
freeze = true
if guard:
@@ -768,6 +932,29 @@ func _toggle_flashlight() -> void:
hud.set_flashlight(flashlight_on)
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
## FORCE_ENTRY attempts during the reaction flow.
func _toggle_door_lock() -> void:
@@ -819,6 +1006,7 @@ func _apply_interaction(level: int, action_name: String) -> void:
var controller: Object = _targeted_controller()
if controller == null or coordinator == null:
return
_ensure_incident(controller)
var outcome: Dictionary = controller.apply_player_action(level)
var npc_id: String = controller.npc_id
coordinator.recorder.add_event(npc_id, {
@@ -829,11 +1017,88 @@ func _apply_interaction(level: int, action_name: String) -> void:
coordinator.recorder.add_escalation(npc_id, level, "%s on %s" % [action_name, npc_id])
if level >= Rules.Level.FORMAL_WARNING:
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)
if audio:
audio.play_escalation(level)
_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:
var reaction: int = outcome.get("reaction", -1)
var name: String = (controller.profile.display_name if controller.profile else "Person")
@@ -886,9 +1151,13 @@ func _open_radio(emergency: bool) -> void:
return
radio_panel.open(controller, emergency, current_npc_truth)
hud.set_action_hint("Fill in the radio report on screen.")
if audio:
audio.play_radio_open()
_refresh_freeze()
func _on_radio_submitted(report: Dictionary, emergency: bool) -> void:
if audio:
audio.play_radio_close()
hud.set_action_hint("")
_refresh_freeze()
var result: Dictionary = coordinator.radio.request_emergency(report) if emergency else coordinator.radio.request_assistance(report)
@@ -904,12 +1173,33 @@ func _on_radio_submitted(report: Dictionary, emergency: bool) -> void:
if emergency:
coordinator.crowd.apply_event("emergency_responder")
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:
coordinator.crowd.apply_event("calm_professionalism")
if audio:
audio.play_radio_response()
_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?"
## over the radio. Fires on a small random chance after a successful call.
func _maybe_radio_easter_egg() -> void:
@@ -959,6 +1249,16 @@ func _toggle_wand_screening() -> void:
var controller: Object = _targeted_controller()
if controller == null:
return
if controller.refuses_screening:
# Authored event: this guest refuses the screen (Joke Shop content).
hud.set_wand_icon(false)
hud.log(Strings.fmt("wand.refused", [controller.profile.display_name if controller.profile else "The guest"]))
coordinator.recorder.add_event(controller.npc_id, {
"type": "wand_refused",
"outcome": "refused",
})
coordinator.reputation.apply("prop", -1.0, "guest refused screening")
return
var profile: Object = controller.profile
var items: Array = profile.carried_items if profile else []
var result: Dictionary = wand_screener.screen(items)
@@ -1079,7 +1379,19 @@ func _artifacts_for(controller: Object) -> Array:
var profile: NpcProfile = controller.profile as NpcProfile
var override: Dictionary = controller.access_override
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:
var profile: Object = controller.profile
@@ -1096,6 +1408,17 @@ func _targeted_controller() -> Object:
return targeted_npc.get_npc_controller()
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:
if current_incident_active and not current_incident_npc_id.is_empty():
coordinator.recorder.close_incident(current_incident_npc_id, outcome)
+210 -38
View File
@@ -17,6 +17,14 @@ var arrived := false
var idle_s := 0.0
var lifetime_s := 90.0
var ephemeral := true
## Crowd presentation (PLAN: Public Crowd Reaction). "watch" rubbernecks at the
## incident, "flee" clears away from it, "" is normal navigation.
var reaction_mode := ""
var reaction_point := Vector3.ZERO
var _reaction_timer := 0.0
const RUBBERNECK_S := 12.0
const FLEE_S := 20.0
const FLEE_SPEED := 2.4
var agent: NavigationAgent3D = null
## Set once the nav agent proves it has a path; direct movement is the fallback.
var _nav_usable := false
@@ -81,8 +89,15 @@ var _rig: Node3D = null
var _head: Node3D = null
var _bob_phase := 0.0
var _guard_ref: Node3D = null
var _ring: MeshInstance3D = null
var _focus_circle: MeshInstance3D = null
var _name_tag: Label3D = null
## Theater props and limbs for the idle poses (ADR-0010 rig).
var _photo_prop: MeshInstance3D = null
var _sign_prop: MeshInstance3D = null
var _legs: Array[MeshInstance3D] = []
var _theater_t := 0.0
var _photo_prop_base_y := 0.0
var _sign_prop_base_y := 0.0
const SKIN_TONE := Color(0.88, 0.72, 0.60)
const PANTS_COLOR := Color(0.22, 0.22, 0.26)
const HAIR_COLORS := [Color(0.12, 0.1, 0.08), Color(0.35, 0.22, 0.12), Color(0.55, 0.42, 0.28), Color(0.15, 0.15, 0.18)]
@@ -103,8 +118,8 @@ func _build_body(npc_type: int) -> void:
# Torso
_add_capsule(_rig, 0.30, 0.95, Vector3(0, 1.05, 0), base_color)
# Legs
_add_capsule(_rig, 0.12, 0.8, Vector3(-0.16, 0.4, 0), PANTS_COLOR)
_add_capsule(_rig, 0.12, 0.8, Vector3(0.16, 0.4, 0), PANTS_COLOR)
_legs.append(_add_capsule(_rig, 0.12, 0.8, Vector3(-0.16, 0.4, 0), PANTS_COLOR))
_legs.append(_add_capsule(_rig, 0.12, 0.8, Vector3(0.16, 0.4, 0), PANTS_COLOR))
# Arms
_add_capsule(_rig, 0.09, 0.7, Vector3(-0.42, 1.28, 0), limbs_color, 8.0)
_add_capsule(_rig, 0.09, 0.7, Vector3(0.42, 1.28, 0), limbs_color, -8.0)
@@ -121,26 +136,29 @@ func _build_body(npc_type: int) -> void:
_rig.add_child(_head)
_add_box_prop(_rig, Vector3(0.16, 0.08, 0.28), Vector3(-0.16, 0.05, 0.02), Color(0.12, 0.12, 0.14))
_add_box_prop(_rig, Vector3(0.16, 0.08, 0.28), Vector3(0.16, 0.05, 0.02), Color(0.12, 0.12, 0.14))
_build_focus_ring()
_build_focus_circle()
_add_props(npc_type)
func _build_focus_ring() -> void:
_ring = MeshInstance3D.new()
_ring.name = "FocusRing"
var torus := TorusMesh.new()
torus.inner_radius = 0.26
torus.outer_radius = 0.34
torus.rings = 12
torus.ring_segments = 16
_ring.mesh = torus
func _build_focus_circle() -> void:
_focus_circle = MeshInstance3D.new()
_focus_circle.name = "FocusCircle"
# Blue, semi-transparent disc floating in front of the face (ADR-0008).
# Billboarded so it always reads as a circle on screen.
var disc := CylinderMesh.new()
disc.top_radius = 0.15
disc.bottom_radius = 0.15
disc.height = 0.001
disc.radial_segments = 24
_focus_circle.mesh = disc
var mat := StandardMaterial3D.new()
mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
mat.albedo_color = Color(0.95, 0.82, 0.28, 0.9)
mat.albedo_color = Color(0.25, 0.55, 1.0, 0.45)
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
_ring.material_override = mat
_ring.position = Vector3(0, 0.28, 0)
_ring.visible = false
_head.add_child(_ring)
mat.billboard_mode = BaseMaterial3D.BILLBOARD_ENABLED
_focus_circle.material_override = mat
_focus_circle.position = Vector3(0, 0, 0.30)
_focus_circle.visible = false
_head.add_child(_focus_circle)
_name_tag = Label3D.new()
_name_tag.name = "NameTag"
_name_tag.text = npc.profile.display_name if npc and npc.profile else ""
@@ -153,16 +171,16 @@ func _build_focus_ring() -> void:
_head.add_child(_name_tag)
func set_focus_visual(focused: bool, menu_open: bool = false) -> void:
if _ring:
_ring.visible = focused
var mat := _ring.material_override as StandardMaterial3D
if _focus_circle:
_focus_circle.visible = focused
var mat := _focus_circle.material_override as StandardMaterial3D
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)
_ring.scale = Vector3.ONE * (1.15 if menu_open else 1.0)
mat.albedo_color = Color(0.35, 0.65, 1.0, 0.7) if menu_open else Color(0.25, 0.55, 1.0, 0.45)
_focus_circle.scale = Vector3.ONE * (1.15 if menu_open else 1.0)
if _name_tag:
_name_tag.visible = focused
func _add_capsule(parent: Node3D, radius: float, height: float, pos: Vector3, color: Color, z_rot: float = 0.0) -> 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 mesh := CapsuleMesh.new()
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.material_override = _material(color)
parent.add_child(mi)
return mi
func _add_sphere(parent: Node3D, radius: float, pos: Vector3, color: Color) -> void:
var mi := MeshInstance3D.new()
@@ -193,7 +212,8 @@ func _add_props(npc_type: int) -> void:
var chest_y := 1.25
match npc_type:
Rules.NpcType.INFLUENCER:
_add_box_prop(_rig, Vector3(0.16, 0.1, 0.09), Vector3(0.3, chest_y, 0.22), Color(0.1, 0.1, 0.1))
_photo_prop = _add_box_prop(_rig, Vector3(0.16, 0.1, 0.09), Vector3(0.3, chest_y, 0.22), Color(0.1, 0.1, 0.1))
_photo_prop_base_y = _photo_prop.position.y
_add_box_prop(_rig, Vector3(0.05, 0.05, 0.06), Vector3(0.34, chest_y + 0.06, 0.30), Color(0.4, 0.7, 1.0))
Rules.NpcType.DELIVERY:
_add_box_prop(_rig, Vector3(0.34, 0.26, 0.28), Vector3(0.0, 1.02, 0.3), Color(0.55, 0.4, 0.25))
@@ -208,15 +228,22 @@ func _add_props(npc_type: int) -> void:
cone.material_override = hat
cone.position = Vector3(0, 0.26, 0)
_head.add_child(cone)
# Hat in one hand and a small board in the other: the performer plays
# to the sidewalk once at the waypoint.
_add_box_prop(_rig, Vector3(0.06, 0.5, 0.06), Vector3(-0.42, 1.3, 0.14), Color(0.45, 0.35, 0.25))
_sign_prop = _add_box_prop(_rig, Vector3(0.42, 0.32, 0.03), Vector3(-0.46, 1.6, 0.14), Color(0.95, 0.9, 0.75))
_sign_prop_base_y = _sign_prop.position.y
Rules.NpcType.PROTESTER:
_add_box_prop(_rig, Vector3(0.05, 1.2, 0.05), Vector3(0.28, 1.45, 0.18), Color(0.4, 0.36, 0.32))
_add_box_prop(_rig, Vector3(0.5, 0.42, 0.04), Vector3(0.48, 1.55, 0.18), Color(0.93, 0.93, 0.95))
_sign_prop = _add_box_prop(_rig, Vector3(0.5, 0.42, 0.04), Vector3(0.48, 1.55, 0.18), Color(0.93, 0.93, 0.95))
_sign_prop_base_y = _sign_prop.position.y
Rules.NpcType.TOURIST:
_add_box_prop(_rig, Vector3(0.3, 0.36, 0.14), Vector3(-0.34, 1.15, -0.18), Color(0.25, 0.3, 0.45))
_photo_prop = _add_box_prop(_rig, Vector3(0.3, 0.36, 0.14), Vector3(-0.34, 1.15, -0.18), Color(0.25, 0.3, 0.45))
_photo_prop_base_y = _photo_prop.position.y
Rules.NpcType.CONFUSED_VISITOR:
_add_box_prop(_rig, Vector3(0.3, 0.05, 0.34), Vector3(0, 0.92, 0.06), Color(0.9, 0.88, 0.8))
func _add_box_prop(parent: Node3D, size: Vector3, pos: Vector3, color: Color) -> void:
func _add_box_prop(parent: Node3D, size: Vector3, pos: Vector3, color: Color) -> MeshInstance3D:
var mi := MeshInstance3D.new()
var mesh := BoxMesh.new()
mesh.size = size
@@ -224,31 +251,153 @@ func _add_box_prop(parent: Node3D, size: Vector3, pos: Vector3, color: Color) ->
mi.position = pos
mi.material_override = _material(color)
parent.add_child(mi)
return mi
## Rubberneck: idle people stop and turn toward the incident. Returns false when
## this NPC is too engaged (walking, being talked to, already leaving) to watch.
func start_rubberneck(at: Vector3) -> bool:
if not arrived or npc.leave_requested or leave_requested_by_lifetime:
return false
# Someone actually waiting at the entrance is being dealt with, not a bystander.
# Avatars live under the identity SceneRoot, so `position` matches world space
# and also works before the node enters the tree (tests).
if awaiting_interaction and (position - door_position).length() < 3.0:
return false
if reaction_mode == "flee":
return false
reaction_mode = "watch"
reaction_point = at
_reaction_timer = RUBBERNECK_S
velocity = Vector3.ZERO
return true
## Panic: clear away from the incident (usually the door) in a straight line.
func start_flee(from: Vector3) -> void:
if npc.leave_requested or leave_requested_by_lifetime:
return
reaction_mode = "flee"
reaction_point = from
_reaction_timer = FLEE_S
var away := global_position - from
away.y = 0.0
if away.length() < 0.5:
away = Vector3(0.0, 0.0, 1.0)
target_position = global_position + away.normalized() * 25.0
target_position.y = 0.5
arrived = false
awaiting_interaction = false
func reaction_is_active() -> bool:
return reaction_mode != ""
func _tick_reaction(delta: float) -> void:
if reaction_mode == "":
return
_reaction_timer -= delta
if reaction_mode == "flee":
if _reaction_timer <= 0.0 or (global_position - target_position).length() < 1.5:
reaction_mode = ""
queue_free()
return
if _reaction_timer <= 0.0:
reaction_mode = ""
## Turn the body toward the reaction point without moving.
func _face_reaction_point(delta: float) -> void:
var to_point := reaction_point - global_position
to_point.y = 0.0
if to_point.length() < 0.1:
return
var target_yaw := atan2(-to_point.x, -to_point.z)
rotation.y = lerp_angle(rotation.y, target_yaw, clampf(delta * 4.0, 0.0, 1.0))
func _physics_process(delta: float) -> void:
if npc == null or npc.fsm == null:
return
_advance_fsm(delta)
_tick_reaction(delta)
if reaction_mode == "watch":
velocity = Vector3.ZERO
_face_reaction_point(delta)
_animate(delta)
return
if reaction_mode == "flee":
_move_toward_target(delta)
_animate(delta)
return
_move_toward_target(delta)
_animate(delta)
## Procedural walk bob + head-toward-guard cue when the NPC is aware.
## Theater pose for the current intent once the NPC has stopped walking.
## "sit" at the steps, "photo" for camera props, "perform" for the hat/sign,
## "film" for a slow pan, otherwise "idle".
func theater_pose() -> String:
if not arrived:
return "idle"
match npc.intent:
"sit":
return "sit"
"photo":
return "photo"
"film":
return "film"
"perform":
return "perform"
_:
return "idle"
## How far the rig drops for a seated pose. Pure so it is headless-testable.
static func crouch_for_pose(pose: String) -> float:
return -0.34 if pose == "sit" else 0.0
## Vertical lift of a held camera prop. `phase` is seconds; the raise is brief so
## it reads as taking a photo rather than a permanently raised arm.
static func prop_lift_for_pose(pose: String, phase: float) -> float:
if pose != "photo" and pose != "film":
return 0.0
return maxf(0.0, sin(phase * 1.7)) * 0.16
## Sway amount for a performer playing to the sidewalk.
static func sway_for_pose(pose: String, phase: float) -> float:
if pose != "perform":
return 0.0
return sin(phase * 2.2) * 0.09
func _animate(delta: float) -> void:
if _rig == null:
return
var speed := Vector2(velocity.x, velocity.z).length()
var pose := theater_pose()
var crouch := crouch_for_pose(pose)
if speed > 0.3:
_bob_phase += delta * (6.0 + speed)
_rig.position.y = sin(_bob_phase) * 0.035
_rig.rotation.x = sin(_bob_phase * 0.5) * 0.04
elif pose != "idle" or not is_zero_approx(_rig.position.y):
# Idle theater: seated, photographing, filming, or performing.
_theater_t += delta
_bob_phase = 0.0
_rig.position.y = lerpf(_rig.position.y, crouch, 0.12)
_rig.rotation.x = lerpf(_rig.rotation.x, 0.0, 0.2)
var lift := prop_lift_for_pose(pose, _theater_t)
if _photo_prop:
_photo_prop.position.y = _photo_prop_base_y + lift
_photo_prop.rotation.x = -lift * 1.4
var sway := sway_for_pose(pose, _theater_t)
if _sign_prop:
_sign_prop.rotation.z = sway
_sign_prop.position.y = _sign_prop_base_y + absf(sway) * 0.25
if _legs.size() == 2:
# Negative pitch swings the legs forward (toward the way the body faces).
var leg_angle := deg_to_rad(-78.0) if pose == "sit" else 0.0
_legs[0].rotation.x = lerpf(_legs[0].rotation.x, leg_angle, 0.12)
_legs[1].rotation.x = lerpf(_legs[1].rotation.x, leg_angle, 0.12)
else:
_bob_phase = 0.0
_rig.position.y = lerpf(_rig.position.y, 0.0, 0.2)
_rig.rotation.x = lerpf(_rig.rotation.x, 0.0, 0.2)
if _ring and _ring.visible:
var cam := get_viewport().get_camera_3d() if get_viewport() else null
if cam:
_ring.look_at(cam.global_position, Vector3.UP)
# The focus circle billboards via its material; no per-frame look_at needed.
# Attention cue: head turns toward the guard when awareness was raised.
if _head != null and npc.guard_noticed:
if _guard_ref == null or not is_instance_valid(_guard_ref):
@@ -264,7 +413,7 @@ func _animate(delta: float) -> void:
func _advance_fsm(delta: float) -> void:
# Routine traffic despawns after a while once it has finished its walk, so
# the crowd cap is not permanently occupied by idle standers.
if ephemeral and arrived and npc.fsm.state != "LEAVING":
if ephemeral and arrived and npc.fsm.current_state != "LEAVING":
idle_s += delta
if idle_s >= lifetime_s:
leave_requested_by_lifetime = true
@@ -291,7 +440,11 @@ func _move_toward_target(delta: float) -> void:
if agent == null:
_move_direct(delta)
return
agent.target_position = target_position
# Re-assigning the target every physics frame invalidates the path, so
# get_next_path_position() keeps returning the current position and the
# avatar never moves. Only update the agent when the target changes.
if agent.target_position != target_position:
agent.target_position = target_position
if agent.is_navigation_finished():
if (global_position - target_position).length() < 3.0:
_arrive()
@@ -308,14 +461,32 @@ func _move_toward_target(delta: float) -> void:
_move_direct(delta)
return
var next := agent.get_next_path_position()
# Godot reports the current position as the first path point (on the navmesh
# plane, so below the body) and only advances past it once the agent is within
# path_desired_distance. Steering at the point we are standing on gives a
# zero-length direction, and steering at any point merely "far enough" away can
# pick the old start behind us. Follow the first path point that is genuinely
# closer to the destination than we are.
var path := agent.get_current_navigation_path()
if path.size() >= 2:
var goal: Vector3 = path[path.size() - 1]
var here_to_goal := Vector2(goal.x - global_position.x, goal.z - global_position.z).length()
for i in range(1, path.size()):
var candidate: Vector3 = path[i]
candidate.y = global_position.y
var candidate_to_goal := Vector2(goal.x - candidate.x, goal.z - candidate.z).length()
if candidate_to_goal < here_to_goal - 0.05:
next = candidate
break
var dir := (next - global_position)
dir.y = 0.0
if dir.length() < 0.2:
velocity = Vector3.ZERO
return
dir = dir.normalized()
velocity.x = dir.x * 1.3
velocity.z = dir.z * 1.3
var speed := FLEE_SPEED if reaction_mode == "flee" else 1.3
velocity.x = dir.x * speed
velocity.z = dir.z * speed
velocity.y -= 9.8 * delta
look_at(global_position + Vector3(dir.x, 0, dir.z), Vector3.UP)
move_and_slide()
@@ -329,8 +500,9 @@ func _move_direct(delta: float) -> void:
_arrive()
return
var dir := to_target.normalized()
velocity.x = dir.x * 1.3
velocity.z = dir.z * 1.3
var speed := FLEE_SPEED if reaction_mode == "flee" else 1.3
velocity.x = dir.x * speed
velocity.z = dir.z * speed
velocity.y -= 9.8 * delta
look_at(global_position + Vector3(dir.x, 0, dir.z), Vector3.UP)
move_and_slide()
+9 -3
View File
@@ -10,6 +10,7 @@ const Strings := preload("res://src/core/strings.gd")
const SLICE_DEFS := [
{"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": "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"},
@@ -17,6 +18,8 @@ const SLICE_DEFS := [
{"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": "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"},
]
@@ -146,8 +149,8 @@ func _on_wheel_draw() -> void:
return
var center := _wheel.size * 0.5
var n := SLICE_DEFS.size()
var outer := 150.0
var inner := 58.0
var outer := 174.0
var inner := 64.0
for i in n:
var a0 := -PI / 2.0 + TAU * float(i) / 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 label_pos := center + Vector2(cos(mid), sin(mid)) * ((inner + outer) * 0.5)
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:
var pts := PackedVector2Array()
+211
View File
@@ -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()
+48 -12
View File
@@ -47,6 +47,10 @@ var escalation_label: Label
var _debug_enabled := false
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:
name = "HUD"
@@ -138,11 +142,19 @@ func _init() -> void:
add_child(vignette_rect)
# --- 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()
cam_box.set_anchors_preset(Control.PRESET_TOP_RIGHT)
cam_box.position = Vector2(-180, 50)
cam_box.alignment = BoxContainer.ALIGNMENT_END
add_child(cam_box)
_cam_overlay.add_child(cam_box)
var rec_row := HBoxContainer.new()
rec_row.alignment = BoxContainer.ALIGNMENT_END
cam_box.add_child(rec_row)
@@ -279,17 +291,31 @@ func set_wand_icon(visible: bool) -> void:
if wand_icon:
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).
## 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:
var clamped := clampf(scale, 0.75, 1.75)
if top_label:
top_label.scale = Vector2(clamped, clamped)
if log_label:
log_label.scale = Vector2(clamped, clamped)
if target_label:
target_label.scale = Vector2(clamped, clamped)
if hint_label:
hint_label.scale = Vector2(clamped, clamped)
_font_scale = clamped
var scaled: Array[Label] = [top_label, log_label, target_label, hint_label,
time_label, mode_label, escalation_label, radio_cooldown_label, debug_label]
for label in scaled:
if label == null:
continue
if not _base_font_sizes.has(label):
_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:
var tr := TextureRect.new()
@@ -308,6 +334,7 @@ func _add_corner_brackets(color: Color) -> void:
var corners := [
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:
var c: Vector2 = corners[i]
var flip_x: bool = (i % 2) == 1
@@ -317,13 +344,13 @@ func _add_corner_brackets(color: Color) -> void:
h.size = Vector2(LEN, TH)
h.position = Vector2(c.x - (LEN if flip_x else 0.0), c.y - (TH if flip_y else 0.0))
h.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(h)
parent.add_child(h)
var v := ColorRect.new()
v.color = color
v.size = Vector2(TH, LEN)
v.position = Vector2(c.x - (TH if flip_x else 0.0), c.y - (LEN if flip_y else 0.0))
v.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(v)
parent.add_child(v)
func set_action_hint(text: String) -> void:
hint_label.text = text
@@ -332,9 +359,18 @@ func set_action_hint(text: String) -> void:
## Color-coded escalation feedback (PLAN.md: Polish and Accessibility).
## 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:
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)
match level:
Rules.Level.OBSERVATION, Rules.Level.SIMPLE_DETERRENCE:
+18
View File
@@ -2,7 +2,13 @@ class_name ShiftReview
extends CanvasLayer
## 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 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
@@ -32,6 +38,13 @@ func _init() -> void:
report_label.custom_minimum_size = Vector2(720, 0)
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()
restart.text = "Run another shift"
restart.pressed.connect(func(): restart_requested.emit())
@@ -45,10 +58,13 @@ func _init() -> void:
center.add_child(quit_btn)
func show_review(review: Dictionary, scenario: Resource, history: Array = []) -> void:
_review = review
var reputation: Dictionary = review.get("reputation", {})
var incidents: Dictionary = review.get("incidents", {})
var crowd: Dictionary = review.get("crowd", {})
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 peaceful := 0
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),
"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))],
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:",
]
+39 -17
View File
@@ -57,9 +57,11 @@ func _add_box(parent: Node3D, size: Vector3, pos: Vector3, color: Color, cast_sh
func _build_ground() -> void:
var ground := StaticBody3D.new()
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()
col.size = Vector3(160, 1, 160)
col.size = Vector3(500, 1, 500)
var shape_owner := ground.create_shape_owner(ground)
ground.shape_owner_add_shape(shape_owner, col)
root.add_child(ground)
@@ -165,29 +167,49 @@ func _build_navmesh() -> void:
root.add_child(region)
func _build_skyline_backdrop() -> void:
## Skyline silhouette backdrop behind the building. The texture has a
## transparent sky, so only the building silhouettes show; the material must
## be set up for alpha or the plane renders as an opaque slab (ADR/TODO).
## Distant skyline surrounding the block. The texture's sky is transparent
## (alpha scissor), so only building silhouettes show. Four planes form a
## ring: a single plane placed behind the building reads as a floating black
## band from the sidewalk.
var backdrop := Node3D.new()
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()
mat.albedo_texture = T_SKYLINE
mat.albedo_texture_repeat = true
mat.uv1_scale = Vector3(2.0, 1.0, 1.0)
mat.texture_repeat = true
mat.uv1_scale = Vector3(3.0, 1.0, 1.0)
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.cull_mode = BaseMaterial3D.CULL_DISABLED
plane.material_override = mat
plane.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
plane.position = Vector3(0, 18, -60) # behind and above the building
backdrop.add_child(plane)
root.add_child(backdrop)
# 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.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
plane.position = placement[0]
plane.rotation.y = placement[1]
backdrop.add_child(plane)
root.add_child(backdrop)
var _skyline_mat: StandardMaterial3D = null
+18 -10
View File
@@ -31,6 +31,10 @@ func _process(_delta: float) -> bool:
quit(1)
return true
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.rotation.y = 0.0
gm.guard.head.rotation.x = deg_to_rad(2.0)
@@ -52,7 +56,8 @@ func _advance() -> void:
state = 1
state_frames = 0
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:
gm.call("_cycle_nearby_target")
_face_target()
@@ -83,24 +88,27 @@ func _advance() -> void:
# Close the radio form, then jump the shift to the LATE phase.
if gm != null:
gm.radio_panel.hide()
gm.guard.rotation.y = 0.0
gm.guard.head.rotation.x = deg_to_rad(2.0)
gm.hud.set_action_hint("")
gm.coordinator.elapsed_s = 750.0
state = 5
state_frames = 0
5:
# Let the phase transition (and street lamps / marquee) settle, then
# take the night avenue shot.
# Stage the avenue view down the boulevard (not into the wall) and let
# 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:
gm.guard.rotation.y = 0.0
gm.guard.head.rotation.x = deg_to_rad(2.0)
_shoot("05-late-night-avenue.png")
if gm != null:
gm.call("_toggle_flashlight")
state = 6
state_frames = 0
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")
state = 7
quit(0)
+85
View File
@@ -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)
+114
View File
@@ -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)
+94
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@@ -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)
+3 -3
View File
@@ -1,5 +1,5 @@
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
## 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.
@@ -76,7 +76,7 @@ func _advance() -> void:
(gm.guard.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")
state = 2
state_frames = 0
@@ -127,7 +127,7 @@ func _fail(message: String) -> void:
func _finish() -> void:
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)
else:
for message in failures:
+84
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@@ -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)
+91
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@@ -0,0 +1,91 @@
extends SceneTree
## Scenario-content smoke: forces the authored Joke Shop refusal event and the
## Studio celebrity arrival through the real spawn path, then checks the extra
## bystanders, the hint log, and that a screening refusal is handled.
##
## Usage:
## godot --headless --path . --script res://src/test/smoke_scenario_content.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", "joke_shop")
started = true
return false
if frame > MAX_FRAMES:
_fail("timeout")
return true
if frame < 120:
return false
match step:
0:
# Force the refusal event through the normal spawn signal.
var event := _find_event(gm.selected_scenario.event_pool, "joke_refuses_wand")
_check(not event.is_empty(), "the refusal event exists in the Joke Shop pool")
var guest: Object = gm.selected_scenario.profile_for(int(event.get("npc_type", 0)))
gm.coordinator.npc_spawn_requested.emit(guest, "enter", "smoke_refuser", event)
_check(gm.npcs.size() > 0, "the refusing guest spawned")
gm.call("_on_guard_target", gm.npcs[gm.npcs.size() - 1])
var controller: Object = gm.npcs[gm.npcs.size() - 1].get_npc_controller()
_check(controller.refuses_screening, "the refusal flag reached the controller")
gm.call("_toggle_wand_screening")
_check(not gm.wand_open, "screening does not open for someone who refuses")
step = 1
1:
# Studio: celebrity arrival should bring extra bystanders.
gm.call("_on_venue_selected", "tv_studio")
step = 2
2:
if frame % 20 != 0:
return false
var event := _find_event(gm.selected_scenario.event_pool, "studio_celebrity_arrival")
var before: int = gm.npcs.size()
var guest: Object = gm.selected_scenario.profile_for(int(event.get("npc_type", 0)))
gm.coordinator.npc_spawn_requested.emit(guest, "arrive", "smoke_celeb", event)
var added: int = gm.npcs.size() - before
_check(added >= 4, "celebrity arrival spawns the guest plus bystanders (%d)" % added)
step = 3
3:
_finish()
return true
return false
func _find_event(pool: Array, id: String) -> Dictionary:
for event in pool:
if str((event as Dictionary).get("id", "")) == id:
return event
return {}
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: authored scenario content")
quit(0)
else:
for message in failures:
printerr("SMOKE FAIL: " + message)
quit(1)
+83
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@@ -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)
+64
View File
@@ -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
+78
View File
@@ -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
+106
View File
@@ -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
+103
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@@ -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
+120
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@@ -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
+9 -1
View File
@@ -32,7 +32,9 @@ func test_radial_wrap_and_skip_wand() -> bool:
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")
# 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)
var c := TestUtils.check_eq(menu.slice_id(menu.selected), "warning", "wand skipped when venue has none")
menu.free()
@@ -91,6 +93,12 @@ func test_cancel_has_right_mouse() -> bool:
found = true
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:
if not InputMap.has_action(action):
return false
+98
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@@ -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
+132
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@@ -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
+143
View File
@@ -0,0 +1,143 @@
extends RefCounted
## Authored scenario content added to match the PLAN lists: Joke Shop access
## edge cases, Studio filming boundaries and celebrity crowd spikes, and Building
## events that point at the body-camera / request-reason verbs.
const Factory := preload("res://src/content/scenario_factory.gd")
const Rules := preload("res://src/core/rules.gd")
const Strings := preload("res://src/core/strings.gd")
const AccessLoadout := preload("res://src/core/access_loadout.gd")
const AccessVerifier := preload("res://src/core/access_verifier.gd")
const NpcProfile := preload("res://src/core/npc_profile.gd")
func _events(scenario_id: String) -> Array:
var scenario: Resource
match scenario_id:
"joke_shop":
scenario = Factory.joke_shop()
"tv_studio":
scenario = Factory.tv_studio()
_:
scenario = Factory.hollywood_building()
return scenario.event_pool
func _event(scenario_id: String, id: String) -> Dictionary:
for event in _events(scenario_id):
if str(event.get("id", "")) == id:
return event
return {}
func test_joke_shop_has_the_missing_edge_cases() -> bool:
var a := TestUtils.check(not _event("joke_shop", "joke_guest_reservation_no_id").is_empty(),
"reservation list without ID exists")
var b := TestUtils.check(not _event("joke_shop", "joke_borrowed_id").is_empty(),
"borrowed/mismatched ID exists")
var c := TestUtils.check(not _event("joke_shop", "joke_refuses_wand").is_empty(),
"guest who refuses the wand exists")
var d := TestUtils.check(not _event("joke_shop", "joke_late_arrival").is_empty(),
"late arrival during the performance exists")
return a and b and c and d
func test_reservation_without_id_is_denied() -> bool:
var event := _event("joke_shop", "joke_guest_reservation_no_id")
var profile := _guest_profile()
var artifacts := AccessLoadout.build(profile, Factory.joke_shop().access_policy, event.get("override_access", {}))
var verifier := AccessVerifier.new()
var result: Dictionary = verifier.verify(artifacts, Factory.joke_shop().access_policy, false)
var a := TestUtils.check(not result.get("granted", true), "a reservation without ID is not admitted")
var b := TestUtils.check(not (result.get("issues", []) as Array).is_empty(), "the denial names the missing artifact")
return a and b
func test_borrowed_id_is_mismatched() -> bool:
var event := _event("joke_shop", "joke_borrowed_id")
var profile := _guest_profile()
var artifacts := AccessLoadout.build(profile, Factory.joke_shop().access_policy, event.get("override_access", {}))
var found_mismatch := false
for artifact in artifacts:
if artifact.kind == Rules.AccessKind.ID and artifact.status == Rules.ArtifactStatus.MISMATCHED:
found_mismatch = true
var verifier := AccessVerifier.new()
var result: Dictionary = verifier.verify(artifacts, Factory.joke_shop().access_policy, false)
var a := TestUtils.check(found_mismatch, "the ID is flagged mismatched")
var b := TestUtils.check(not result.get("granted", true), "a mismatched ID is not admitted")
return a and b
func test_refuses_wand_event_sets_the_flag() -> bool:
var event := _event("joke_shop", "joke_refuses_wand")
var ok := TestUtils.check(bool(event.get("refuses_screening", false)), "the event marks the refusal")
var src := FileAccess.get_file_as_string("res://src/game/game_manager.gd")
var wired := TestUtils.check(src.contains("refuses_screening = bool(event.get("),
"the spawn copies the flag onto the controller")
var handled := TestUtils.check(src.contains("if controller.refuses_screening:"),
"the wand screen handles a refusal")
return ok and wired and handled
func test_studio_filming_boundary_repeats() -> bool:
var first := _event("tv_studio", "studio_film_boundary")
var repeat := _event("tv_studio", "studio_film_boundary_repeat")
var a := TestUtils.check(not first.is_empty(), "first boundary event exists")
var b := TestUtils.check(not repeat.is_empty(), "repeat boundary event exists")
var c := TestUtils.check_eq(str(first.get("intent", "")), "film_boundary", "first uses the boundary intent")
var d := TestUtils.check_eq(str(repeat.get("intent", "")), "film_boundary", "repeat uses the boundary intent")
var e := TestUtils.check(int(repeat.get("time_range_s", Vector2.ZERO).x) > int(first.get("time_range_s", Vector2.ZERO).x),
"the repeat happens later in the shift")
return a and b and c and d and e
func test_film_boundary_stands_at_the_steps() -> bool:
var scenario := Factory.tv_studio()
var spot: Vector3 = scenario.waypoint_for_intent("film_boundary")
var sidewalk: Vector3 = scenario.waypoint_for_intent("film")
var a := TestUtils.check(spot != sidewalk, "the boundary spot differs from the permitted sidewalk spot")
var b := TestUtils.check_eq(spot, scenario._location_or_default("steps_end", Vector3.ZERO),
"the influencer stands at the steps, past the line")
return a and b
func test_celebrity_arrival_spawns_a_crowd() -> bool:
var event := _event("tv_studio", "studio_celebrity_arrival")
var extras: Array = event.get("extra_spawns", [])
var a := TestUtils.check(extras.size() >= 3, "celebrity arrival adds several bystanders")
var types: Array = []
for extra in extras:
types.append(int((extra as Dictionary).get("npc_type", -1)))
var b := TestUtils.check(types.has(Rules.NpcType.TOURIST), "tourists gather")
var c := TestUtils.check(types.has(Rules.NpcType.INFLUENCER), "an influencer films it")
var src := FileAccess.get_file_as_string("res://src/game/game_manager.gd")
var d := TestUtils.check(src.contains('event.get("extra_spawns", [])'), "the spawner honours extra_spawns")
return a and b and c and d
func test_building_events_point_at_the_new_verbs() -> bool:
var camera_event := _event("hollywood_building", "building_filming_boundary")
var reason_event := _event("hollywood_building", "building_unclear_intent")
var a := TestUtils.check(str(camera_event.get("hint", "")).contains("body"), "an event hints at the body camera")
var b := TestUtils.check(str(reason_event.get("hint", "")).contains("reason"), "an event hints at requesting a reason")
var src := FileAccess.get_file_as_string("res://src/game/game_manager.gd")
var c := TestUtils.check(src.contains('if event.has("hint")'), "spawning logs the authored hint")
return a and b and c
func test_every_authored_hint_resolves() -> bool:
var missing: Array[String] = []
for scenario in [Factory.hollywood_building(), Factory.joke_shop(), Factory.tv_studio()]:
for event in scenario.event_pool:
var key := str((event as Dictionary).get("hint", ""))
if key != "" and Strings.lookup(key) == key:
missing.append(key)
return TestUtils.check(missing.is_empty(), "all authored hints have strings (missing: %s)" % str(missing))
func test_new_events_have_unique_ids() -> bool:
# Event ids only need to be unique within a venue.
var problems: Array[String] = []
for scenario in [Factory.hollywood_building(), Factory.joke_shop(), Factory.tv_studio()]:
var seen := {}
for event in scenario.event_pool:
var id := str((event as Dictionary).get("id", ""))
if seen.has(id):
problems.append("%s:%s" % [scenario.id, id])
seen[id] = true
return TestUtils.check(problems.is_empty(), "event ids are unique per venue (dupes: %s)" % str(problems))
func _guest_profile() -> NpcProfile:
var p := NpcProfile.new()
p.id = "guest"
p.display_name = "Guest"
p.npc_type = Rules.NpcType.AUTHORIZED_GUEST
return p
+64
View File
@@ -23,6 +23,70 @@ func test_strings_json_backed_all_resolve() -> bool:
return TestUtils.fail("key %s resolves to itself — table entry missing" % key)
return true
func test_placeholder_count() -> bool:
var a := TestUtils.check_eq(Strings.placeholder_count("no args"), 0, "plain text has no placeholders")
var b := TestUtils.check_eq(Strings.placeholder_count("%s complies"), 1, "one %s")
var c := TestUtils.check_eq(Strings.placeholder_count("%s: \"%s\""), 2, "two %s")
var d := TestUtils.check_eq(Strings.placeholder_count("100%% sure"), 0, "%% is an escape, not an argument")
var e := TestUtils.check_eq(Strings.placeholder_count("%.0f%% mood"), 1, "float plus percent sign")
return a and b and c and d and e
func test_fmt_fails_safe_on_arg_mismatch() -> bool:
## A drifting placeholder count must not raise an engine error at runtime.
var result: String = Strings.fmt("react.comply", [])
var a := TestUtils.check_eq(result, Strings.lookup("react.comply"), "wrong arg count returns the raw template")
var extra: String = Strings.fmt("react.comply", ["A", "B"])
var b := TestUtils.check_eq(extra, Strings.lookup("react.comply"), "too many args also fails safe")
return a and b
func test_table_validates_cleanly() -> bool:
var problems: Array = Strings.validate()
if not problems.is_empty():
return TestUtils.fail("string table format problems: %s" % str(problems))
return true
func test_every_placeholder_key_formats() -> bool:
## Feed each template one dummy arg per placeholder, with a type that matches
## the conversion (%s text, %d int, %f float). Nothing may be left unformatted.
var problems: Array[String] = []
for key in Strings.TABLE.keys():
var template: String = str(Strings.TABLE[key])
var specs: Array[String] = _specifiers(template)
if specs.is_empty():
continue
var args := []
for spec in specs:
var conv: String = spec.substr(spec.length() - 1)
if conv == "d" or conv == "x" or conv == "X":
args.append(7)
elif conv == "f":
args.append(1.5)
else:
args.append("x")
var out: String = Strings.fmt(key, args)
if out == template:
problems.append("%s did not format (%s)" % [key, str(specs)])
return TestUtils.check(problems.is_empty(), "all placeholder keys format (problems: %s)" % str(problems))
func _specifiers(template: String) -> Array[String]:
var out: Array[String] = []
var i := 0
while i < template.length():
if template[i] != "%":
i += 1
continue
if i + 1 < template.length() and template[i + 1] == "%":
i += 2
continue
var j := i + 1
while j < template.length() and template[j] in "0123456789.$":
j += 1
if j < template.length():
out.append(template.substr(i, j - i + 1))
j += 1
i = j
return out
func test_strings_cover_ui_keys() -> bool:
## Every key referenced by the HUD and game manager must exist.
var required := [
+62
View File
@@ -0,0 +1,62 @@
extends RefCounted
## Venues can be authored as `.tres` resources: the built-in factories export and
## round-trip without losing their data (optional editor workflow, TODO tooling).
const Factory := preload("res://src/content/scenario_factory.gd")
const Rules := preload("res://src/core/rules.gd")
const VenueScenario := preload("res://src/core/venue_scenario.gd")
func test_venues_round_trip_through_tres() -> bool:
var scenarios := [Factory.hollywood_building(), Factory.joke_shop(), Factory.tv_studio()]
for scenario in scenarios:
var path := "user://%s_roundtrip.tres" % scenario.id
var err: int = ResourceSaver.save(scenario, path)
if err != OK:
return TestUtils.fail("could not save %s (error %d)" % [scenario.id, err])
var loaded = ResourceLoader.load(path)
if not (loaded is VenueScenario):
return TestUtils.fail("%s did not load back as VenueScenario" % scenario.id)
var a := TestUtils.check_eq(loaded.id, scenario.id, "%s id survives" % scenario.id)
var b := TestUtils.check_eq(loaded.display_name, scenario.display_name, "%s name survives" % scenario.id)
var c := TestUtils.check_eq(loaded.event_pool.size(), scenario.event_pool.size(), "%s event pool survives" % scenario.id)
var d := TestUtils.check_eq(loaded.npc_profiles.size(), scenario.npc_profiles.size(), "%s profiles survive" % scenario.id)
var e := TestUtils.check_eq(loaded.waypoint_for_intent("sit"), scenario.waypoint_for_intent("sit"), "%s locations survive" % scenario.id)
if not (a and b and c and d and e):
return false
return true
func test_exported_tres_files_match_the_factory() -> bool:
## content/venues/*.tres is generated by tools/export_venues.gd; make sure it is
## present and not stale relative to the factory.
for scenario in [Factory.hollywood_building(), Factory.joke_shop(), Factory.tv_studio()]:
var path := "res://content/venues/%s.tres" % scenario.id
if not FileAccess.file_exists(path):
return TestUtils.fail("missing exported venue %s — run tools/export_venues.gd" % path)
var loaded = ResourceLoader.load(path)
if not (loaded is VenueScenario):
return TestUtils.fail("%s is not a VenueScenario" % path)
if loaded.event_pool.size() != scenario.event_pool.size():
return TestUtils.fail("%s is stale (events %d vs %d) — re-run tools/export_venues.gd" % [
path, loaded.event_pool.size(), scenario.event_pool.size()])
if not TestUtils.check_eq(loaded.shift_duration_s, scenario.shift_duration_s, "%s duration matches" % scenario.id):
return false
return true
func test_exported_policy_and_events_intact() -> bool:
var loaded = ResourceLoader.load("res://content/venues/joke_shop.tres")
var a := TestUtils.check(loaded != null and loaded.access_policy != null, "access policy survives export")
var b := TestUtils.check_eq(loaded.access_policy.require_id, true, "joke shop still requires ID")
var c := TestUtils.check_eq(loaded.access_policy.wand_screening_required, true, "wand screening still required")
var d := TestUtils.check_eq(loaded.equipment.has("wand"), true, "equipment survives export")
var ids: Array = []
for event in loaded.event_pool:
ids.append(str((event as Dictionary).get("id", "")))
var e := TestUtils.check(ids.has("joke_refuses_wand"), "authored events survive export")
var f := TestUtils.check(loaded.door_staff_lines.has("refusal"), "door-staff lines survive export")
return a and b and c and d and e and f
func test_exported_phases_survive() -> bool:
var loaded = ResourceLoader.load("res://content/venues/hollywood_building.tres")
var a := TestUtils.check(loaded.shift_phases.has(Rules.Phase.LATE), "late phase survives export")
var b := TestUtils.check_eq(int(loaded.shift_phases[Rules.Phase.LATE].get("start_s", -1)), 700, "late start preserved")
return a and b
+26
View File
@@ -0,0 +1,26 @@
extends SceneTree
## Export the built-in scenarios to `.tres` resources for editor authoring.
##
## Usage:
## godot --headless --path . --script res://tools/export_venues.gd
##
## Writes content/venues/<id>.tres. These mirror ScenarioFactory exactly; the
## factory stays the source of truth for the prototype, and the exported files are
## what an editor-based workflow would edit and ship.
const Factory := preload("res://src/content/scenario_factory.gd")
func _initialize() -> void:
var out_dir := "res://content/venues"
DirAccess.make_dir_recursive_absolute(out_dir)
var scenarios := [Factory.hollywood_building(), Factory.joke_shop(), Factory.tv_studio()]
var failures := 0
for scenario in scenarios:
var path := "%s/%s.tres" % [out_dir, scenario.id]
var err: int = ResourceSaver.save(scenario, path)
if err == OK:
print("wrote %s" % path)
else:
printerr("failed to write %s (error %d)" % [path, err])
failures += 1
quit(0 if failures == 0 else 1)
+1 -1
View File
@@ -221,7 +221,7 @@ def skyline():
x = -40
while x < w + 40:
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)
# few lit windows
for _ in range(bw * bh // 900):
+51 -4
View File
@@ -16,8 +16,17 @@ HOST="${HOST:-https://git.allucanget.biz}"
VERSION="${1:-$(grep -oP 'config/version="\K[^"]+' project.godot)}"
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
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
CRED="$(python3 -c "
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
exit 1
fi
else
echo "error: set GITEA_TOKEN or provide ~/.git-credentials" >&2
# curl basic auth. (Previously only CRED was set, so ${AUTH[@]} was unbound
# under `set -u` and every API call failed silently.)
AUTH=(-u "$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 [[ ${#AUTH[@]} -eq 0 ]]; then
echo "error: no credentials. Set GITEA_TOKEN, GITEA_AUTH_HEADER, or provide ~/.git-credentials." >&2
exit 1
fi
@@ -75,8 +99,31 @@ for f in "${all_artifacts[@]}"; do
exit 1
fi
echo "==> Uploading $(basename "$f")"
curl -s -X POST "$API/$RELEASE_ID/assets" "${AUTH[@]}" -F "attachment=@$f" >/dev/null
# Fail loudly: a silent 4xx here used to leave a release with no artifacts while
# the job still reported success.
code="$(curl -sS -o /tmp/release-upload.json -w '%{http_code}' --retry 2 \
-X POST "$API/$RELEASE_ID/assets" "${AUTH[@]}" -F "attachment=@$f" || true)"
if [[ "$code" != "201" && "$code" != "200" ]]; then
echo "error: upload of $(basename "$f") failed with HTTP $code" >&2
cat /tmp/release-upload.json >&2 || true
echo "" >&2
exit 1
fi
done
# Verify the release actually carries the artifacts we just sent.
have="$(curl -sS "${AUTH[@]}" "$API/$RELEASE_ID" | python3 -c "
import sys, json
try:
d = json.load(sys.stdin)
except Exception:
print(0); raise SystemExit
print(len(d.get('assets', [])))" 2>/dev/null || echo 0)"
if [[ "${have:-0}" -lt "${#all_artifacts[@]}" ]]; then
echo "error: release has $have assets, expected ${#all_artifacts[@]}" >&2
exit 1
fi
echo "Verified $have artifacts on the release"
echo ""
echo "Release live: $HOST/$REPO/releases/tag/$TAG"
+831
View File
@@ -0,0 +1,831 @@
#!/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).
judge send each capture together with its reference design to a vision
model and ask whether they depict the same screen. Pixel and
perceptual metrics cannot judge composition; this closes that gap.
Requires OPENROUTER_API_KEY (falls back to the repo .env).
--dry-run build and print the requests without calling the API.
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 json
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"
# Vision model used by `judge`. Cheap, multimodal, and good at "same screen?".
DEFAULT_JUDGE_MODEL = "google/gemini-2.5-flash-lite"
OPENROUTER_CHAT_URL = "https://openrouter.ai/api/v1/chat/completions"
# 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
# ---------------------------------------------------------------------------
# ---------------------------------------------------------------------------
# Vision judge — semantic "same screen?" check against the reference designs.
# ---------------------------------------------------------------------------
JUDGE_INSTRUCTIONS = (
"You are reviewing screenshots of a low-poly 3D security-guard game. "
"IMAGE 1 is a CONCEPT MOCKUP of the intended screen (it may be painted in a "
"different art style and show different actors); IMAGE 2 is the ACTUAL "
"capture from the game. Different art style, fidelity, fonts, and character "
"models are EXPECTED and must be ignored.\n\n"
"Judge only whether IMAGE 2 realises the same SCREEN and LAYOUT INTENT as "
"IMAGE 1: is it the same kind of screen (world view, HUD overlay, modal "
"panel), are the main interface regions present in roughly the same places "
"(target line, inspection card, report form, on-screen buttons), and is the "
"subject of the shot comparable (entrance, street, person)?\n\n"
"Answer with JSON only: {\"match\": true|false, \"confidence\": 0..1, "
"\"differences\": [\"short point\", ...]}. Set match=true when the capture "
"realises the mockup's screen even if it looks much simpler."
)
def _load_env_file(path=None):
"""Populate os.environ from a .env file without overriding real variables."""
path = Path(path) if path else ROOT / ".env"
if not path.is_file():
return
for raw in path.read_text(encoding="utf-8").splitlines():
line = raw.strip()
if not line or line.startswith("#") or "=" not in line:
continue
key, value = line.split("=", 1)
os.environ.setdefault(key.strip(), value.strip().strip("\"'"))
def _data_url(path):
import base64
payload = Path(path).read_bytes()
return "data:image/png;base64," + base64.b64encode(payload).decode("ascii")
def build_judge_request(model, screen, capture_path, design_path):
"""Build the OpenRouter chat payload for one capture/design pair."""
prompt = (f"{JUDGE_INSTRUCTIONS}\n\nScreen: {screen['title']} "
f"({screen['source']}). Design notes: {screen['description']}")
return {
"model": model,
"messages": [{
"role": "user",
"content": [
{"type": "text", "text": prompt},
{"type": "image_url", "image_url": {"url": _data_url(design_path)}},
{"type": "image_url", "image_url": {"url": _data_url(capture_path)}},
],
}],
"temperature": 0,
"response_format": {"type": "json_object"},
}
def parse_judge_response(payload):
"""Extract a verdict dict from an OpenRouter chat response."""
try:
text = payload["choices"][0]["message"]["content"]
except (KeyError, IndexError, TypeError):
return {"match": None, "confidence": 0.0,
"differences": ["unreadable model response"]}
if isinstance(text, list): # some providers return content parts
text = "".join(part.get("text", "") for part in text
if isinstance(part, dict))
text = str(text).strip()
start, end = text.find("{"), text.rfind("}")
if start >= 0 and end > start:
text = text[start:end + 1]
import json
try:
data = json.loads(text)
except ValueError:
return {"match": None, "confidence": 0.0,
"differences": [f"non-JSON response: {text[:120]}"]}
differences = data.get("differences") or []
if not isinstance(differences, list):
differences = [str(differences)]
return {
"match": data.get("match") if isinstance(data.get("match"), bool) else None,
"confidence": float(data.get("confidence", 0.0) or 0.0),
"differences": [str(item) for item in differences],
}
def classify(verdict, threshold=0.6):
"""Turn a model verdict into a QA class.
The reference images are concept mockups, so a low-confidence disagreement is
a review note, not a failure. Only a confident mismatch fails the check.
"""
if verdict.get("match") is True:
return "match"
if verdict.get("match") is False:
return "bad" if float(verdict.get("confidence", 0.0)) >= threshold else "review"
return "unknown"
def _call_openrouter(body, timeout=180):
import urllib.error
import urllib.request
key = os.environ.get("OPENROUTER_API_KEY", "").strip()
if not key:
raise ValueError("OPENROUTER_API_KEY is not set (repo .env is read "
"automatically); use --dry-run to inspect requests")
req = urllib.request.Request(
OPENROUTER_CHAT_URL,
data=json.dumps(body).encode("utf-8"),
headers={
"Authorization": f"Bearer {key}",
"Content-Type": "application/json",
"HTTP-Referer": "https://git.allucanget.biz/zwitschi/security-game",
"X-Title": "Step Line",
},
method="POST",
)
try:
with urllib.request.urlopen(req, timeout=timeout) as resp:
return json.loads(resp.read().decode("utf-8"))
except urllib.error.HTTPError as exc:
detail = exc.read().decode("utf-8", "replace")
raise ValueError(f"OpenRouter HTTP {exc.code}: {detail[:300]}")
def judge(args):
_load_env_file()
if not SCREENSHOTS_DIR.is_dir():
sys.exit(f"error: no screenshots directory at {SCREENSHOTS_DIR}")
refs = {screen["name"]: screen["ref"] for screen in SCREENS if screen["ref"]}
by_name = {screen["name"]: screen for screen in SCREENS}
results = []
for capture in sorted(SCREENSHOTS_DIR.glob("*.png")):
if args.only and args.only not in capture.name:
continue
design_name = next((n for n, ref in refs.items()
if ref == capture.name), None)
if design_name is None:
results.append({"capture": capture.name, "screen": None,
"match": None, "confidence": 0.0,
"differences": ["no design reference for this capture"]})
continue
reference = _design_path(design_name)
if not reference.is_file():
results.append({"capture": capture.name, "screen": design_name,
"match": None, "confidence": 0.0,
"differences": ["missing reference design; run generate"]})
continue
body = build_judge_request(args.model, by_name[design_name],
capture, reference)
if args.dry_run:
results.append({
"capture": capture.name, "screen": design_name, "match": None,
"confidence": 0.0, "model": body["model"],
"differences": [f"dry run: {len(body['messages'][0]['content'])} parts"],
})
continue
verdict = parse_judge_response(_call_openrouter(body))
verdict.update({"capture": capture.name, "screen": design_name,
"class": classify(verdict, args.fail_confidence)})
results.append(verdict)
if args.json:
print(json.dumps(results, indent=2))
else:
labels = {"match": "MATCH", "review": "REVIEW", "bad": "DIFF",
"unknown": "UNKNOWN"}
for result in results:
print(f"{labels[result['class']]:7} {result['capture']} "
f"(design: {result['screen']}) "
f"confidence={result['confidence']:.2f}")
for difference in result["differences"]:
print(f" - {difference}")
counts = {key: sum(1 for r in results if r["class"] == key)
for key in labels}
print(f"Summary: {counts['match']}/{len(results)} match, "
f"{counts['review']} review, {counts['bad']} diff "
f"(fail threshold confidence >= {args.fail_confidence:.2f})")
if args.dry_run:
return 0
return 1 if any(r["class"] == "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)
judge_cmd = commands.add_parser(
"judge", help="ask a vision model whether captures match the designs")
judge_cmd.add_argument("--model", default=DEFAULT_JUDGE_MODEL)
judge_cmd.add_argument("--json", action="store_true")
judge_cmd.add_argument("--dry-run", action="store_true",
help="print requests instead of calling the API")
judge_cmd.add_argument("--only", default="",
help="only judge captures whose name contains this text")
judge_cmd.add_argument("--fail-confidence", type=float, default=0.6,
help="a mismatch at or above this confidence fails")
judge_cmd.set_defaults(handler=judge)
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())
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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"]))
class VisionJudgeTests(unittest.TestCase):
def setUp(self):
self.temp_dir = tempfile.TemporaryDirectory()
self.root = Path(self.temp_dir.name)
self.capture = self.root / "capture.png"
self.design = self.root / "design.png"
Image.new("RGB", (64, 36), (20, 30, 40)).save(self.capture)
Image.new("RGB", (64, 36), (200, 190, 180)).save(self.design)
self.screen = screen_designs.SCREENS[0]
def tearDown(self):
self.temp_dir.cleanup()
def test_judge_request_embeds_both_images(self):
body = screen_designs.build_judge_request(
"model-x", self.screen, self.capture, self.design)
self.assertEqual(body["model"], "model-x")
self.assertEqual(body["temperature"], 0)
self.assertEqual(body["response_format"], {"type": "json_object"})
parts = body["messages"][0]["content"]
self.assertEqual(parts[0]["type"], "text")
images = [p for p in parts if p["type"] == "image_url"]
self.assertEqual(len(images), 2, "design and capture are both attached")
for image in images:
self.assertTrue(image["image_url"]["url"].startswith(
"data:image/png;base64,"))
self.assertIn(self.screen["title"], parts[0]["text"])
self.assertIn("mockup", parts[0]["text"].lower())
def test_parse_plain_json_verdict(self):
payload = {"choices": [{"message": {"content":
'{"match": true, "confidence": 0.9, "differences": ["style"]}'}}]}
verdict = screen_designs.parse_judge_response(payload)
self.assertTrue(verdict["match"])
self.assertAlmostEqual(verdict["confidence"], 0.9)
self.assertEqual(verdict["differences"], ["style"])
def test_parse_fenced_json_verdict(self):
payload = {"choices": [{"message": {"content":
'Sure:\n```json\n{"match": false, "confidence": 0.7}\n```'}}]}
verdict = screen_designs.parse_judge_response(payload)
self.assertFalse(verdict["match"])
self.assertAlmostEqual(verdict["confidence"], 0.7)
def test_parse_content_parts(self):
payload = {"choices": [{"message": {"content": [
{"type": "text", "text": '{"match": true, "confidence": 0.5}'}]}}]}
verdict = screen_designs.parse_judge_response(payload)
self.assertTrue(verdict["match"])
def test_parse_non_json_is_unknown(self):
payload = {"choices": [{"message": {"content": "no idea"}}]}
verdict = screen_designs.parse_judge_response(payload)
self.assertIsNone(verdict["match"])
self.assertTrue(verdict["differences"])
def test_parse_missing_choices_is_unknown(self):
verdict = screen_designs.parse_judge_response({})
self.assertIsNone(verdict["match"])
def test_classify_thresholds(self):
self.assertEqual(screen_designs.classify(
{"match": True, "confidence": 0.1}), "match")
self.assertEqual(screen_designs.classify(
{"match": False, "confidence": 0.9}), "bad")
self.assertEqual(screen_designs.classify(
{"match": False, "confidence": 0.3}), "review")
self.assertEqual(screen_designs.classify(
{"match": None, "confidence": 0.0}), "unknown")
self.assertEqual(screen_designs.classify(
{"match": False, "confidence": 0.55}, threshold=0.5), "bad")
def test_env_file_does_not_override_existing(self):
env_path = self.root / ".env"
env_path.write_text('OPENROUTER_API_KEY=from-file\nOTHER=1\n',
encoding="utf-8")
import os
old = os.environ.get("OPENROUTER_API_KEY")
os.environ["OPENROUTER_API_KEY"] = "from-env"
os.environ.pop("OTHER", None)
try:
screen_designs._load_env_file(env_path)
self.assertEqual(os.environ["OPENROUTER_API_KEY"], "from-env")
self.assertEqual(os.environ.get("OTHER"), "1")
finally:
if old is None:
os.environ.pop("OPENROUTER_API_KEY", None)
else:
os.environ["OPENROUTER_API_KEY"] = old
os.environ.pop("OTHER", None)
if __name__ == "__main__":
unittest.main()