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No files matched your search
@@ -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: |
|
||||
|
||||
@@ -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.
|
||||
|
||||
@@ -439,7 +437,6 @@ 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
|
||||
@@ -450,7 +447,6 @@ Completed 2026-10-31 (working tree).
|
||||
|
||||
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
|
||||
@@ -466,7 +462,6 @@ Completed 2026-10-31 (working tree). Headless **98/98**; `src/test/smoke_plan_ve
|
||||
|
||||
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
|
||||
@@ -478,7 +473,6 @@ Completed 2026-10-31 (working tree). Headless **105/105**; `src/test/smoke_crowd
|
||||
|
||||
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.
|
||||
|
||||
@@ -491,7 +485,6 @@ wants evacuation, a closed street, and an investigation when the call was unjust
|
||||
|
||||
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.
|
||||
|
||||
@@ -499,9 +492,245 @@ Completed 2026-10-31 (working tree). Headless **120/120**; `src/test/smoke_timel
|
||||
|
||||
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.
|
||||
|
||||
## In-Game Scene Examples
|
||||
|
||||
Completed 2026-10-31 (v0.3.0 working tree). `python3 tools/screen_designs.py list` reports
|
||||
19 screens (8 scene, 11 UI); the Python tooling tests pass.
|
||||
|
||||
- [x] Extend the `tools/screen_designs.py` catalogue with the screens that exist in code but
|
||||
had no reference: wand screening, Joke Shop door queue, TV Studio celebrity arrival,
|
||||
crowd panic, responder arrival, body-camera timeline, escalation HUD.
|
||||
- [x] Add a `list` subcommand so the catalogue is inspectable without generating images.
|
||||
- [x] Cover the new entries with `tools/test_screen_designs.py` assertions.
|
||||
- [x] Regenerate the deterministic draft references under `docs/screens/designs/`.
|
||||
(`generate` now keeps existing references unless `--force` is passed, so a draft run
|
||||
cannot replace an AI mockup; `--only` selects a subset.)
|
||||
|
||||
## Rendering Quality
|
||||
|
||||
Completed 2026-10-31 (v0.3.0 working tree). Screenshots regenerated; `screen_designs.py
|
||||
compare` reports 6 good / 0 bad.
|
||||
|
||||
- [x] Add a shared surface-material module (`src/game/materials.gd`) with
|
||||
roughness/metallic/uv-scale profiles per surface and a single environment tune-up
|
||||
(tonemap, glow, fog, shadows).
|
||||
- [x] Rebuild `WorldBuilder` surfaces with the material profiles and add street detail:
|
||||
window bands, door trim, bollards, bench, bin, curb, planter foliage.
|
||||
- [x] Per-phase environment values (fog, sky energy, glow) so night reads darker and the
|
||||
marquee glows.
|
||||
- [x] Improve NPC silhouette and materials: per-role clothing palette, caps/hoods/backpacks,
|
||||
sleeves and hands, walking leg swing.
|
||||
- [x] Cover materials/environment/avatar helpers with headless tests
|
||||
(`test_materials.gd`, `test_target_cycle.gd`).
|
||||
|
||||
## AI 3D Model Tooling
|
||||
|
||||
Completed 2026-10-31 (v0.3.0 working tree). `model_pipeline.py build` + `audit` pass for all
|
||||
six props; `test_generated_props.gd` proves they import as scenes and that the world places
|
||||
them.
|
||||
|
||||
- [x] Add `tools/model_pipeline.py`: prop catalogue, deterministic low-poly GLB builder,
|
||||
OpenRouter concept-image generation, palette sampling and GLB audit.
|
||||
- [x] Add `tools/test_model_pipeline.py` (valid GLB structure, deterministic output, audit
|
||||
failures, sRGB→linear conversion, role assignment).
|
||||
- [x] Generate the prop models into `assets/models/generated/` and import them.
|
||||
- [x] Load the generated props in `WorldBuilder` with a procedural fallback when the GLB is
|
||||
missing.
|
||||
|
||||
## Controls, Movement and NPC Selection
|
||||
|
||||
Completed 2026-10-31 (v0.3.0 working tree). The windowed smoke now covers wheel cycling and
|
||||
right-click clearing; the headless suite passes 177/177.
|
||||
|
||||
- [x] Record the re-evaluated control model as ADR-0011.
|
||||
- [x] Rank focus candidates by view angle then distance (`NpcFocus.rank_indices`) instead of
|
||||
insertion order.
|
||||
- [x] Add mouse-wheel target cycling next to `Tab`, right-click clearing focus, and a `Shift`
|
||||
precision walk speed.
|
||||
- [x] Show the nearby-candidate count and the cycle hint in the HUD.
|
||||
- [x] Cover ranking, cycling and walk speed with tests, then re-run the windowed smoke.
|
||||
|
||||
## Web Export Build Target
|
||||
|
||||
Completed 2026-10-31 (v0.3.0). Headless **181/181**; `godot --headless --export-release "Web"`
|
||||
produces a 63 MB static bundle and it serves locally with HTTP 200s for html/wasm/pck.
|
||||
|
||||
- [x] Add a `Web` preset to `export_presets.cfg` using `variant/thread_support=false` so the
|
||||
build runs on plain static hosting without COOP/COEP headers.
|
||||
- [x] Export to `build/web/` and package `build/step-line-web-<version>.zip` from
|
||||
`tools/build_releases.sh` (zip or Python fallback).
|
||||
- [x] Publish the web zip with the desktop artifacts (`tools/publish_release.sh`).
|
||||
- [x] Cover the preset, the non-threaded choice, and the release wiring in
|
||||
`src/test/tests/test_web_export.gd`.
|
||||
- [x] Document the artifact in `docs/RELEASING.md`, the README gallery/status, and `PLAN.md`.
|
||||
|
||||
## Prop Texture Atlas
|
||||
|
||||
Completed 2026-10-31 (v0.3.1). Headless **182/182**, Python tooling **53/53**; screenshots
|
||||
regenerated and `screen_designs.py compare` still reports 6 good / 0 bad.
|
||||
|
||||
- [x] `model_pipeline.atlas_for()` packs each prop's palette roles into one small power-of-two
|
||||
PNG and a matching metallic/roughness atlas (roughness in G, metallic in B), with nearest
|
||||
sampling so a palette cell stays a flat colour.
|
||||
- [x] `build_glb()` merges every part into a single primitive with per-vertex atlas UVs and one
|
||||
material (`baseColorTexture` + `metallicRoughnessTexture`), so a prop is one draw material
|
||||
instead of one per part.
|
||||
- [x] `audit_glb()` checks the single-material/atlas contract (one material, both textures,
|
||||
TEXCOORD_0 on every primitive, two images).
|
||||
- [x] Tests: atlas determinism and power-of-two sizing, UV range, palette override reaching the
|
||||
atlas, and a Godot test that each imported prop scene uses exactly one material.
|
||||
- [x] Removed the now-unused sRGB→linear factor helpers (colours travel in the sRGB texture).
|
||||
|
||||
## Complete AI Mockup Set
|
||||
|
||||
Completed 2026-10-31 (v0.3.2). All 19 catalogue screens now have an AI reference; Python
|
||||
tooling **53/53**.
|
||||
|
||||
- [x] Generated mockups for the seven entries that only had wireframes: wand screening,
|
||||
Joke Shop queue, TV Studio arrival, crowd panic, responder arrival, body-camera
|
||||
timeline, escalation HUD.
|
||||
- [x] `generate` loads `.env` like `judge` already did, so `--ai` works without exporting
|
||||
`OPENROUTER_API_KEY` by hand.
|
||||
- [x] Verified every reference is 1280x720, reviewed the new images visually, and confirmed
|
||||
`list` reports 19 designs (12 kept, 7 new).
|
||||
|
||||
## Staged Captures For The New Screens
|
||||
|
||||
Completed 2026-11-01 (v0.3.3). `screen_designs.py compare` reports **9 good / 0 bad**;
|
||||
vision judge: wand **match** (0.90), timeline **match** (1.00), escalation **review**, 0 diff.
|
||||
Python tooling **53/53**, headless **182/182**.
|
||||
|
||||
- [x] `capture_screenshots.gd` now continues past the night set: switches to The Joke Shop,
|
||||
stages a guest, retries the wand until it alerts (falls back to the documented keys
|
||||
false alarm), applies formal warning + blocking, and opens the body-camera timeline.
|
||||
- [x] New captures `07-wand-screening.png`, `08-escalation-hud.png`, `09-body-camera-timeline.png`
|
||||
added to `docs/screenshots/` and to the README gallery.
|
||||
- [x] Wired `ref` for `wand_screening`, `escalation_hud` and `body_camera_timeline` so
|
||||
`compare` and `judge` include them (9 of 19 screens now have a staged capture).
|
||||
- [x] Regenerated the escalation HUD mockup as a third-person over-the-shoulder night shot so
|
||||
the reference matches the game camera.
|
||||
- [x] Added `Hud.clear_log()` so staged captures drop target-cycling noise; the escalation shot
|
||||
keeps the real reaction lines.
|
||||
|
||||
## Prop Collision And Placement
|
||||
|
||||
Completed 2026-11-01 (v0.4.0). Headless **187/187**, Python tooling **53/53**, the new
|
||||
`smoke_props.gd` passes windowed, and `screen_designs.py compare` still reports 9 good / 0 bad.
|
||||
|
||||
- [x] Every generated prop now gets a fitted static collider: a cylinder for bollard, bin, and
|
||||
hydrant, a box for everything else. The collider is computed from the model's mesh bounds in
|
||||
holder-local space, so placement rotation and variant scale carry over.
|
||||
- [x] Added `smoke_props.gd` (windowed): the guard walks into a bench and stops instead of passing
|
||||
through it; a guest heading for a point beyond the same bench routes around it with
|
||||
navigation avoidance and never ends up inside the collider.
|
||||
- [x] Props publish a `NavigationObstacle3D` footprint, and `NpcAvatar` enables agent avoidance with
|
||||
a `velocity_computed` callback. The navmesh stays a flat walkable plane; avoidance does the
|
||||
steering around street furniture.
|
||||
- [x] Replaced the hard-coded prop calls with `WorldBuilder.PROP_PLACEMENTS`, grouped by entrance,
|
||||
mid-block, and curb zones, with a static `placement_problems()` validator for bounds,
|
||||
overlap/min-spacing, duplicates, and the door/steps/guest-lane exclusions.
|
||||
- [x] Deterministic variants per placement (`variant_for`): yaw jitter, subtle scale, and optional
|
||||
procedural clutter (bag by the bin, crate by the newspaper boxes, cone by the hydrant), so
|
||||
repeated props stop looking cloned.
|
||||
- [x] Fallback primitive props go through the same bounds fit, so a missing `.glb` cannot silently
|
||||
remove collision; a unit test covers the fallback body, shape, width, and navigation obstacle.
|
||||
- [x] Tests: placement validation and its failure modes, variant determinism/range, colliders on
|
||||
every placed prop (including obstacle presence), and the fallback collider path.
|
||||
@@ -15,18 +15,97 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
|
||||
## Handoff (read this first)
|
||||
|
||||
- Repo: `/run/media/system/DATA/Documents/06-games/security-game`. Godot: `~/.local/bin/godot` (4.3.stable).
|
||||
Tests: `godot --headless --path . --script res://src/test/test_runner.gd` → **88/88**.
|
||||
- Repo: `/run/media/system/DATA/Documents/06-games/security-game` (also reachable at
|
||||
`/var/home/zwitschi/Documents/06-games/security-game`). Godot: `~/.local/bin/godot` (4.3.stable).
|
||||
Tests: `godot --headless --path . --script res://src/test/test_runner.gd` → **177/177**.
|
||||
Python tooling tests: `cd tools && python3 -m unittest test_asset_pipeline test_screen_designs test_model_pipeline` → **53**.
|
||||
Session shell smoke: `godot --headless --path . --script res://src/test/smoke_session_shell.gd` → exit 0.
|
||||
Windowed control smoke: `godot --path . --script res://src/test/smoke_focus_radial.gd` → exit 0.
|
||||
Windowed control smoke: `godot --path . --script res://src/test/smoke_focus_radial.gd` → exit 0
|
||||
(now also covers wheel cycling and right-click clearing).
|
||||
- `main` is in sync with origin. **v0.2.2** tags the session-shell + world-follow-up commit;
|
||||
CI builds the portable binaries, NSIS installer, and AppImage on the tag push.
|
||||
- Next work: `TODO.md` audio (crowd bed rising with mood, radio crackle), then accessibility and
|
||||
scenario content.
|
||||
- **v0.3.0 (2026-10-31, working tree):** rendering pass (`src/game/materials.gd`, phase-driven
|
||||
environment), generated `.glb` props (`tools/model_pipeline.py`, `assets/models/generated/`),
|
||||
aim-free selection with wheel cycling and Shift precision walk (ADR-0011/0012), and a **Web**
|
||||
export target. `export_presets.cfg` gains a `Web` preset with `variant/thread_support=false`
|
||||
(static hosting, no COOP/COEP); `tools/build_releases.sh` exports `build/web/` and zips it to
|
||||
`build/step-line-web-<ver>.zip`, and `publish_release.sh` uploads it. Covered by
|
||||
`src/test/tests/test_web_export.gd`.
|
||||
- **Prop atlas (v0.3.1):** `model_pipeline.atlas_for()` builds a per-prop power-of-two PNG with
|
||||
one 8×8 cell per palette role, plus a metallic/roughness atlas (G=roughness, B=metallic). The
|
||||
GLB merges all parts into one primitive with constant per-vertex UVs (cell centre) and a single
|
||||
material (`baseColorTexture` + `metallicRoughnessTexture`, NEAREST sampling). Colours are sRGB in
|
||||
the texture, so the old `srgb_to_linear`/`_linear_rgba` helpers were removed. `audit_glb` fails
|
||||
if a prop is not exactly one material or misses TEXCOORD_0/images.
|
||||
- **Mockups complete (v0.3.2):** `docs/screens/designs/` holds AI references for all 19
|
||||
catalogue screens. Only the six staged captures (01–06) are compared/judged; the other 13
|
||||
have no `capture`, so adding staged captures for the wand panel, timeline and escalation HUD
|
||||
would extend automated visual checks. `generate` now calls `_load_env_file()`.
|
||||
- **Staged captures (v0.3.3):** `capture_screenshots.gd` now emits nine shots. States 7–10 switch
|
||||
to The Joke Shop at elapsed 620 s (EVENING has routine spawns; LATE has none), retry the wand
|
||||
until it alerts, then jump to 760 s after staging for night lighting. The timeline needs
|
||||
`recorder.close_all_open()`, because `to_dict()` only lists closed incidents. The escalation
|
||||
HUD mockup is third-person now; `judge` still classes it `review` (no diff).
|
||||
- **Prop collision (v0.4.0):** `_add_prop_model()` fits a `StaticBody3D` from the model bounds
|
||||
(cylinder for bollard/bin/hydrant, box otherwise) and adds a `NavigationObstacle3D`; NPC agents
|
||||
enable avoidance and move with the safe velocity from `velocity_computed`. The navmesh stays a
|
||||
flat plane, so avoidance (not a baked mesh) routes guests around props. Placements live in
|
||||
`PROP_PLACEMENTS` with `placement_problems()` validation; variants come from `variant_for(index)`.
|
||||
`smoke_props.gd` must be windowed because the guard reads captured-mouse input.
|
||||
- **Presentation pass remaining (TODO):** NPC characters and player movement. Grounding facts: the
|
||||
NPC rig is rigid capsules with a whole-limb swing, and `guard_controller.gd` uses one `accel`
|
||||
value. Each task should get its own windowed smoke or capture where it changes feel/looks.
|
||||
- **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, prop
|
||||
atlas, AI mockups for the new catalogue entries, image-to-mesh props). 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
|
||||
|
||||
- **v0.3.0 pass (2026-10-31, uncommitted):** rendering, generated prop models, screen
|
||||
catalogue, aim-free selection. See ADR-0011 (selection) and ADR-0012 (materials/props).
|
||||
- `src/game/materials.gd` (`SurfaceMaterials`) is now the single source of surface
|
||||
recipes + `configure_environment()`. `GameManager.PHASE_LIGHTING` gained
|
||||
`exposure/glow/fog_color/fog_density/fog_energy/contrast/saturation/ambient_energy`.
|
||||
Renderer is **GL Compatibility**, so SSAO/SSIL are unavailable; glow+fog+ACES are used
|
||||
instead and unsupported settings are ignored rather than gated in code.
|
||||
- World: scaled brick (uv 22,10), framed windows with per-window night emission
|
||||
(`i % 3 != 2` lit), stone base course, door trim/handles, curb, lane dashes (the old
|
||||
loop had `Vector3(i * 0.0, …)` and stacked every dash at x=0), street lamps use the
|
||||
metal profile. The two flat planters that clipped the steps were removed.
|
||||
- `tools/model_pipeline.py` builds `assets/models/generated/*.glb` (bollard, bench,
|
||||
trash_bin, planter_box, newspaper_box, fire_hydrant) from box/cylinder specs;
|
||||
`WorldBuilder._add_prop_model()` loads them with a procedural fallback and records
|
||||
`loaded_models` / `fallback_props`. **Gotcha:** glTF `baseColorFactor` is LINEAR —
|
||||
writing sRGB made every prop pastel; `srgb_to_linear()` is applied in `build_glb`.
|
||||
**Gotcha:** a new/changed `.glb` needs `godot --headless --path . --import` before
|
||||
`ResourceLoader.exists()` / `load()` sees it (test_generated_props fails otherwise).
|
||||
- `model_pipeline.py concept` (OpenRouter, reads repo `.env`) writes per-prop concept
|
||||
sheets to `assets/models/concepts/`; `dominant_colors()` centre-crops and weights by
|
||||
saturation (a grey studio backdrop otherwise wins), `assign_roles()` maps colours by
|
||||
hue/value. Delete a concept file to fall back to the catalogue palette.
|
||||
- NPC avatars: `outfit_for(type, seed)` (pure) gives shirt/trousers/hair/skin +
|
||||
accessory (cap, hood, backpack, sunglasses, lanyard) and height scale; `_arms` and
|
||||
`_legs` now swing (`limb_swing`) while walking. Keep `Rig/Head` named for focus.
|
||||
- Selection: `NpcFocus.rank_indices` (angle then distance) — `pick_index` = first.
|
||||
`GuardController.cycle_target(direction)` walks nearest-first `nearby_candidates()` and
|
||||
sets `target_pinned`, which makes `_update_target()` skip the cone. `clear_target()`
|
||||
sets `focus_suppress_s = 0.75` so the cone does not instantly re-acquire the person.
|
||||
New input actions `walk_slow` (Shift), `cycle_target_next` / `cycle_target_prev`
|
||||
(wheel down / up). Right click with nothing open clears focus (Esc still pauses).
|
||||
- HUD: `nearby_label` + `set_nearby_hint(count)` show `hud.nearby`; `hud.controls` and
|
||||
`hud.targeting` mention the wheel and Shift.
|
||||
- `tools/screen_designs.py`: catalogue now 19 screens (added wand_screening,
|
||||
joke_shop_queue, studio_arrival, crowd_panic, responder_arrival,
|
||||
body_camera_timeline, escalation_hud), new `list` command, `generate --only/--force`
|
||||
(existing designs are kept by default so a draft run cannot clobber AI mockups),
|
||||
and `judge --dry-run` no longer raises `KeyError: 'class'`.
|
||||
- Screenshot tool leak: `capture_screenshots.gd` intermittently prints
|
||||
`ObjectDB instances leaked at exit`. Verified against a `git worktree` of HEAD~ — the
|
||||
baseline leaks more often (3/3 vs 1/3), so it is a pre-existing quit-timing artifact,
|
||||
not a regression. Normal boots are clean.
|
||||
|
||||
- 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
|
||||
@@ -36,7 +115,7 @@ 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),
|
||||
@@ -59,7 +138,7 @@ 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`).
|
||||
@@ -95,6 +174,40 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
`_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
|
||||
@@ -125,7 +238,44 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
|
||||
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
|
||||
|
||||
@@ -452,13 +452,14 @@ The following commands apply once the Godot project is scaffolded:
|
||||
|
||||
## Export Targets
|
||||
|
||||
Desktop is the first target: Windows, Linux, and macOS. Web export is a later option.
|
||||
Desktop is the first target: Windows, Linux, and macOS. A Web export now ships as well
|
||||
(non-threaded, static hosting); it is published with each release as a zip.
|
||||
|
||||
## Player Control, Focus, and Action Menu (next pass)
|
||||
|
||||
The prototype already walks and looks in first person, but the control scheme fights itself and targeting is a hairline. This pass replaces that with three things that belong together: solid locomotion, a visible focus on a person, and a round action menu for what to do with them.
|
||||
|
||||
Decisions: [ADR-0007](docs/adr/0007-locomotion-and-input-layers.md) locomotion and input layers, [ADR-0008](docs/adr/0008-cone-focus-and-head-ring.md) cone focus and 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 +497,17 @@ 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 +546,7 @@ 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.
|
||||
|
||||
@@ -590,6 +591,18 @@ AI textures in `assets/textures/ai/` stay out of this pass unless a specific map
|
||||
- `src/test/tests/test_focus_and_radial.gd` — cone pick, wrap, cancel emits nothing, `W` is not wand.
|
||||
- README controls table and smoke checklist.
|
||||
|
||||
## Rendering, Models, and Selection (v0.3.0 pass)
|
||||
|
||||
Decisions: [ADR-0011](docs/adr/0011-aim-free-selection-and-precision-walk.md) aim-free selection and precision walk, [ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md) surface materials and generated props.
|
||||
|
||||
The blockout look and the aim-first selection model were the two biggest gaps left by the control pass. This pass closes them without changing the game's rules.
|
||||
|
||||
**Look.** Surfaces get real profiles instead of stock materials: brick is rough and finely tiled, concrete is rougher still, asphalt is smoother and damp-looking, glass is smooth and slightly metallic. The environment gains ACES tonemapping, soft glow, aerial fog and a mild grade, all driven by the same per-phase configuration that already moves the sun and sky. The facade gains framed windows that light up after dark, a stone base course, door trim and handles. Street furniture becomes real geometry: bollards, benches, bins, planters, newspaper boxes and a hydrant, built as `.glb` props by `tools/model_pipeline.py` with a procedural fallback. NPCs get per-role clothing palettes, small role accessories (cap, hood, backpack, sunglasses, lanyard), hands, shoes, and an arm/leg walk swing. The rule stays: the player judges people from clothes, props and behaviour, never from an archetype label.
|
||||
|
||||
**Models.** Prop meshes are deterministic primitives, so the build works offline. An image model can supply the per-prop colour palette from a concept sheet; that is the only AI influence on geometry, and it is optional. Colours are converted from sRGB to linear before they reach glTF, because glTF factors are linear.
|
||||
|
||||
**Selection.** The focus cone ranks heads by angle from the crosshair then distance. `Tab` and the mouse wheel cycle nearby people nearest-first and pin the choice, so aim-free play works. Right click clears focus and briefly suppresses re-acquisition. Holding `Shift` walks at half speed for close work at the door. Escape keeps its single meaning (close the top panel, otherwise pause).
|
||||
|
||||
## Design Direction
|
||||
|
||||
The game should feel like a tense workplace simulation with occasional crisis moments. The most satisfying outcome is not overpowering an NPC; it is recognizing the situation early and resolving it calmly.
|
||||
|
||||
@@ -13,8 +13,10 @@ The central design goal is simple:
|
||||
|  |  |
|
||||
|  |  |
|
||||
|  |  |
|
||||
|  |  |
|
||||
|  | |
|
||||
|
||||
*Screenshots are generated by [`src/test/capture_screenshots.gd`](src/test/capture_screenshots.gd) from the current build — day and late-night shifts.*
|
||||
*Screenshots are generated by [`src/test/capture_screenshots.gd`](src/test/capture_screenshots.gd) from the current build — day, late-night, wand screening, escalation, and shift-review timeline.*
|
||||
|
||||
## ⬇️ Downloads
|
||||
|
||||
@@ -25,11 +27,14 @@ The central design goal is simple:
|
||||
| **Linux — AppImage** | [`step-line-<ver>-x86_64.AppImage`](https://git.allucanget.biz/zwitschi/security-game/releases) · single file, `chmod +x` and run |
|
||||
| **Linux — portable** | [`step-line-linux-<ver>.x86_64`](https://git.allucanget.biz/zwitschi/security-game/releases) · 64-bit, `chmod +x` and run |
|
||||
| **macOS** | [`step-line-macos-<ver>.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · unsigned build, quarantine note below |
|
||||
| **Web (browser)** | [`step-line-web-<ver>.zip`](https://git.allucanget.biz/zwitschi/security-game/releases) · unzip and serve the folder from any static host (no special headers) |
|
||||
|
||||
**All releases:** <https://git.allucanget.biz/zwitschi/security-game/releases>
|
||||
|
||||
> **Latest: v0.2.7** — NPC theater: guests sit on the steps, tourists and influencers raise a
|
||||
> camera, performers play their sign.
|
||||
> Downloads are public (no sign-in required) since the host's instance-wide
|
||||
> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
|
||||
>
|
||||
> **Latest: v0.4.0** — props have colliders and navigation obstacles, with zoned placements and deterministic variants.
|
||||
> 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
|
||||
@@ -137,8 +142,8 @@ The architecture maps onto Godot 4 nodes, scenes, and custom resources as descri
|
||||
- **Navigation:** `NavigationRegion3D` and `NavigationAgent3D`
|
||||
- **NPC behavior:** Custom lightweight finite state machines driven by `NpcProfile` resources
|
||||
- **UI and audio:** Godot `Control` nodes, themes, audio buses, and `AudioStreamPlayer` nodes
|
||||
- **Art assets:** authored PNGs and the in-game generated set in `assets/textures/ai/game_ready/`; structural geometry stays procedural (`WorldBuilder`). The legacy `tools/generate_textures.py --ai` batch remains available.
|
||||
- **Asset tooling:** `tools/asset_pipeline.py` generates role-aware assets through OpenRouter and provides crop, resize, seamless-tile, and image-audit commands, including gameplay screenshot checks.
|
||||
- **Art assets:** authored PNGs and the in-game generated set in `assets/textures/ai/game_ready/`; street-furniture models in `assets/models/generated/` build from `tools/model_pipeline.py`; structural geometry stays procedural (`WorldBuilder`). The legacy `tools/generate_textures.py --ai` batch remains available.
|
||||
- **Asset tooling:** `tools/asset_pipeline.py` generates role-aware assets through OpenRouter and provides crop, resize, seamless-tile, and image-audit commands, including gameplay screenshot checks. `tools/model_pipeline.py` builds and audits the prop `.glb` models.
|
||||
- **Testing:** GUT (Godot Unit Test) in headless mode
|
||||
- **Source control:** git on a Gitea host with Gitea Actions (`.gitea/workflows/build.yml`) for headless tests and desktop release builds
|
||||
- **Targets:** Windows, Linux, and macOS desktop first; web later
|
||||
@@ -180,6 +185,41 @@ 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.
|
||||
|
||||
### Prop models
|
||||
|
||||
Street furniture (bollards, benches, bins, planters, newspaper boxes, a hydrant)
|
||||
is real 3D geometry generated by `tools/model_pipeline.py` and written to
|
||||
`assets/models/generated/*.glb`. Godot imports each file as a `PackedScene`, and
|
||||
`WorldBuilder` instantiates it with a procedural fallback when the model or its
|
||||
import is missing, so the world still builds on a fresh checkout.
|
||||
|
||||
```bash
|
||||
# Print the catalogue (parts, triangle count, whether a model/concept exists)
|
||||
python3 tools/model_pipeline.py list
|
||||
|
||||
# Rebuild the models (deterministic, offline) and validate them
|
||||
python3 tools/model_pipeline.py build
|
||||
python3 tools/model_pipeline.py audit
|
||||
|
||||
# Optional: an image model supplies the colour palette per prop
|
||||
# (requires OPENROUTER_API_KEY; the repo .env is read automatically)
|
||||
python3 tools/model_pipeline.py concept
|
||||
python3 tools/model_pipeline.py concept --only bench --force
|
||||
```
|
||||
|
||||
Each prop is a small list of boxes and cylinders, so `build` needs no network and
|
||||
the output is byte-identical between runs. `concept` asks an image model for a
|
||||
studio-style reference; `dominant_colors` and `assign_roles` then map that image's
|
||||
colours onto material roles (darkest → metal, warm saturated → wood, light grey →
|
||||
stone, green → foliage). glTF stores colours in linear space, so the tool converts
|
||||
the sRGB palettes before writing them. Re-run `build` and `godot --headless
|
||||
--path . --import` after changing a prop. See
|
||||
[ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md).
|
||||
|
||||
Surface materials share one definition in `src/game/materials.gd`: named
|
||||
roughness/metallic profiles per surface, plus the environment tune-up (ACES
|
||||
tonemapping, glow, fog, colour grading) that the phase lighting applies.
|
||||
|
||||
### Screen design references
|
||||
|
||||
Screen mockups and screenshot comparison use `tools/screen_designs.py`. It turns the
|
||||
@@ -193,8 +233,16 @@ shared art-direction suffix so the frames read as one coherent game. Requests us
|
||||
a 3:2 landscape source and crop to the 16:9 capture dimensions.
|
||||
|
||||
```bash
|
||||
# Deterministic wireframes (offline, no API key)
|
||||
# Export the built-in scenarios to editor-authorable .tres resources
|
||||
godot --headless --path . --script res://tools/export_venues.gd
|
||||
|
||||
# List the catalogue (name, kind, whether a reference design exists)
|
||||
python3 tools/screen_designs.py list
|
||||
|
||||
# Deterministic wireframes (offline, no API key); existing designs are kept
|
||||
# unless --force is passed, so an offline run never replaces an AI mockup
|
||||
python3 tools/screen_designs.py generate --draft
|
||||
python3 tools/screen_designs.py generate --draft --only wand --force
|
||||
|
||||
# Realistic 3D scenes and in-game screen designs via OpenRouter
|
||||
# (requires OPENROUTER_API_KEY)
|
||||
@@ -203,13 +251,33 @@ 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
|
||||
```
|
||||
|
||||
The catalogue covers 19 screens: the nine README captures plus the start menu,
|
||||
pause overlay, settings, shift review, radial menu, emergency radio, wand
|
||||
screening, Joke Shop queue, TV Studio arrival, crowd panic, responder arrival,
|
||||
body-camera timeline, and the escalation HUD. All 19 have an AI reference in
|
||||
`docs/screens/designs/`; the nine screens with staged captures are also compared
|
||||
or judged against the running game.
|
||||
|
||||
`compare` flags gross drift: wrong aspect ratio, undersized frame, near-blank
|
||||
frame, and large layout/palette/detail distance. It is a regression gate, not a
|
||||
semantic judge — pixel and perceptual metrics cannot decide whether a frame's
|
||||
composition is *right*, so a vision-model pass is the documented follow-up (see
|
||||
`TODO.md`). Regenerate the designs after changing screen layout, then re-run
|
||||
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`.
|
||||
|
||||
@@ -236,7 +304,7 @@ 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, wheel cycling + right-click clear; 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)
|
||||
@@ -245,6 +313,9 @@ 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
|
||||
|
||||
# Prop-collision smoke (windowed): guard stops at a bench, guest routes around it
|
||||
godot --path . --script res://src/test/smoke_props.gd
|
||||
|
||||
# Crowd smoke: rubbernecking on aggression, panic clearing the entrance
|
||||
godot --headless --path . --script res://src/test/smoke_crowd.gd
|
||||
|
||||
@@ -253,6 +324,12 @@ 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.
|
||||
@@ -278,7 +355,9 @@ The unit test runner is the project's own lightweight harness (no editor plugin
|
||||
| C | Handheld wand screening (wand venues only) |
|
||||
| A / D | Allow / deny entry during inspection or wand check |
|
||||
| V | Cycle venue (debug shortcut; restart via V restarts the current shift) |
|
||||
| Tab | Cycle target among nearby NPCs (aim-free alternative) |
|
||||
| Tab / mouse wheel ↓ / ↑ | Cycle the target among nearby NPCs, nearest first (aim-free; the target stays selected) |
|
||||
| Right click (nothing open) | Clear the focused person and return to aim-based focus |
|
||||
| Shift (hold) | Precision walk at roughly half speed for close work at the door |
|
||||
| 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) |
|
||||
@@ -305,12 +384,12 @@ 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: **127 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)
|
||||
- Headless unit tests: **187 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, surface materials and environment, focus ranking and outfit/gait helpers, generated prop models, web export preset, prop atlas material)
|
||||
- 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)
|
||||
@@ -320,10 +399,21 @@ Implemented so far:
|
||||
- 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)
|
||||
- Rendering pass (v0.3.0 work, [ADR-0012](docs/adr/0012-surface-materials-and-generated-props.md)): one material module with roughness/metallic profiles per surface, ACES tonemapping, glow, aerial fog and colour grading driven by the shift phase, correctly scaled brick, framed facade windows that light up at night, door trim and handles, a curb and lane dashes, and the glowing marquee/lamp bulbs. NPCs gained per-role clothing palettes, caps/hoods/backpacks/sunglasses/lanyards, hands and shoes, and an arm/leg walk swing
|
||||
- Prop collision and placement (v0.4.0): every prop fits a static collider from its mesh bounds and publishes a navigation obstacle, so the guard and guests cannot walk through benches, bins, or bollards; placements are grouped into zones with a validator, and deterministic variants add rotation, scale, and small clutter
|
||||
- Prop atlas (v0.3.1): `tools/model_pipeline.py` packs each prop's palette into one power-of-two colour atlas plus a metallic/roughness atlas and emits a single material with per-vertex UVs, so a prop is one draw material rather than one per part; `audit` enforces the contract
|
||||
- Generated prop models (v0.3.0 work): `tools/model_pipeline.py` builds bollards, benches, bins, planters, newspaper boxes and a hydrant as `.glb` props with per-part materials, loaded by `WorldBuilder` with a procedural fallback; the optional AI concept step (`model_pipeline.py concept`) supplies per-prop colour palettes
|
||||
- Web build: `build/step-line-web-<version>.zip` (Godot's non-threaded web template, no COOP/COEP headers needed) built by `tools/build_releases.sh` and published with the desktop artifacts; serve the unzipped folder from any static host
|
||||
- Aim-free selection pass (v0.3.0 work, [ADR-0011](docs/adr/0011-aim-free-selection-and-precision-walk.md)): the focus cone ranks candidates by angle then distance, `Tab` and the mouse wheel cycle nearby people nearest-first and pin the selection, right click clears focus with a short re-acquire grace, the HUD reports how many people are in the ring, and holding `Shift` walks at half speed for close work
|
||||
|
||||
Not yet implemented: live 3D body-camera replay, ambience audio, 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
|
||||
|
||||
@@ -335,7 +425,7 @@ Not yet implemented: live 3D body-camera replay, ambience audio, editor-based GU
|
||||
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.
|
||||
@@ -357,7 +447,9 @@ Not yet implemented: live 3D body-camera replay, ambience audio, editor-based GU
|
||||
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. 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.
|
||||
31. The escalation label shows a `[###--] L3/5` shape meter as well as the level name, and stays readable in grayscale.
|
||||
32. Changing "HUD font scale" in Settings resizes the HUD text and persists across a restart.
|
||||
33. When the shift timer reaches 0, the shift review screen shows grade, incident summary, responder outcomes, investigations, and persisted shift history; "Run another shift" returns to the venue menu.
|
||||
|
||||
## Development Workflow
|
||||
|
||||
|
||||
@@ -1,60 +1,94 @@
|
||||
# TODO
|
||||
|
||||
Godot 4.3 prototype. Release **v0.2.7** is tagged. Headless suite **127/127**, plus the session,
|
||||
PLAN-verb, crowd, emergency, timeline, and windowed focus/radial smokes.
|
||||
Godot 4.3 prototype. Latest release **v0.4.0** (prop collision, placement, variants). Headless
|
||||
suite **187/187** plus **53** Python tooling tests; the session, PLAN-verb, crowd, emergency,
|
||||
timeline, audio, scenario-content, props, and windowed focus/radial smokes pass. Anonymous
|
||||
downloads are enabled on the host.
|
||||
|
||||
Host `REQUIRE_SIGNIN_VIEW` stays deferred.
|
||||
The sections below are the rest of the presentation pass: prop pipeline checks, NPC characters,
|
||||
and player movement. Each task is meant to be a small, reviewable slice with its own verification.
|
||||
|
||||
## Audio
|
||||
## Better Props
|
||||
|
||||
`AudioFeedback` is sine beeps. DONE called that "crowd ambience"; it is not.
|
||||
### Pipeline and checks
|
||||
|
||||
- [ ] 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).
|
||||
- [ ] Extend `audit_glb()` with a triangle budget, degenerate-triangle test, `TEXCOORD_0` inside
|
||||
the atlas, minimum-y ≈ 0, and a material-count check per prop.
|
||||
- [ ] Add a `prop_gallery` capture to `capture_screenshots.gd` (each prop close-up on a plain
|
||||
backdrop) and wire it to `screen_designs.py` so prop regressions show up in `compare`.
|
||||
- [ ] Verify all prop instances share their imported material (no per-instance duplication) and
|
||||
keep a documented triangle/vertex budget in the pipeline docstring.
|
||||
- [ ] Update the README prop list and the `model_pipeline.py` catalogue docs when new props land.
|
||||
|
||||
## Accessibility
|
||||
## Better NPC Characters
|
||||
|
||||
- [ ] Escalation colors that still read in grayscale (shape or label, not hue alone).
|
||||
- [ ] HUD font scale in settings.
|
||||
### Appearance and rig
|
||||
|
||||
## Scenario content still missing vs PLAN lists
|
||||
- [ ] Replace the rigid capsule limbs with an articulated rig: shoulder, elbow, hip, and knee
|
||||
joints, so a walk cycle can bend knees and swing arms instead of rotating whole capsules.
|
||||
- [ ] Add layered clothing: jacket over shirt, hi-vis vest, security uniform, dress/skirt, and
|
||||
coat, with deterministic per-profile colourways and material roles.
|
||||
- [ ] Extend the accessory catalogue: bag, umbrella, phone, camera, clipboard, headphones, and a
|
||||
coffee cup; attach them to the correct hand/back socket.
|
||||
- [ ] Add face and hair variety: several hair silhouettes, beards, hats, eye/brow shapes, age and
|
||||
height ranges, and a small set of face textures or decal planes so heads are not identical.
|
||||
- [ ] Keep appearance deterministic per `(profile, seed)` and add a test that the same seed
|
||||
produces the same outfit while different types stay recognisable.
|
||||
|
||||
- [ ] 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.
|
||||
### Animation and staging
|
||||
|
||||
## Distribution follow-up (host config, deferred)
|
||||
- [ ] Add an idle layer: breathing, weight shift, occasional look-around, phone check, and
|
||||
arms-crossed, blended with the current walk and reaction states.
|
||||
- [ ] Add conversation gestures: facing the guard when addressed, talking hand movement, nodding,
|
||||
backing away, and pointing, driven by the existing reaction/escalation events.
|
||||
- [ ] Improve the walk cycle: stride length tied to speed, foot planting without sliding, and a
|
||||
distinct hurry/flee gait that matches `FLEE_SPEED`.
|
||||
- [ ] Stage a door queue: waiting offsets, one-at-a-time approach, no overlapping capsules, and a
|
||||
step-aside after the admission decision.
|
||||
- [ ] Make reactions readable at a distance with body language plus a short icon/label
|
||||
(rubberneck, panic, calm, angry) so crowd state is legible without the debug panel.
|
||||
|
||||
Verified via API+host credentials (2026-10-31):
|
||||
### Performance and budgets
|
||||
|
||||
- [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.
|
||||
- [ ] Add three LOD tiers (full rig, simplified mesh, billboard) with distance hysteresis, and
|
||||
disable shadows for far tiers; keep the switch deterministic and testable.
|
||||
- [ ] Re-measure the live-NPC budget with the full rig at `MAX_LIVE_NPCS`, and add a perf smoke
|
||||
that fails when frame time crosses the documented budget.
|
||||
- [ ] Add tests for animation state transitions (idle → walk → react) and for queue spacing at
|
||||
the door.
|
||||
|
||||
## Open Polish
|
||||
## Better Player Movement
|
||||
|
||||
- [ ] Keep `%` placeholders stable in `Strings.fmt` when adding keys (positional formatting).
|
||||
### Feel and handling
|
||||
|
||||
## Screen design references (QA tooling)
|
||||
- [ ] Split acceleration and deceleration in `guard_controller.gd` (faster stop than start, no
|
||||
ice-skating), then tune `move_speed` and `accel` against a windowed feel pass.
|
||||
- [ ] Add step-up assist for kerbs and the entrance steps (about 0.3 m) and keep wall sliding
|
||||
smooth so the guard does not stick on doorframes, railings, or prop colliders.
|
||||
- [ ] Add subtle head bob tied to stride and speed, a small FOV change in precision walk, and a
|
||||
landing dip; expose a motion-sickness toggle in settings with persistence.
|
||||
- [ ] Give precision walk (Shift) visible feedback: a HUD state chip and an audio tick when it
|
||||
engages, in addition to the slower speed.
|
||||
- [ ] Add surface-aware footsteps (concrete, asphalt, stone steps) with stride-synced timing and
|
||||
a distinct landing sound, reusing the procedural audio helpers.
|
||||
|
||||
- [x] `tools/screen_designs.py generate` writes one reference design per screen
|
||||
(from the `docs/` descriptions) to `docs/screens/designs/`, with an offline
|
||||
`--draft` wireframe mode and an OpenRouter `--ai` mockup mode.
|
||||
- [x] `tools/screen_designs.py compare` checks `docs/screenshots/*.png` against the
|
||||
designs (aspect ratio, size, blank-frame, and layout/palette/detail drift).
|
||||
- [ ] Vision-model judge for semantic screenshot comparison. Pixel and perceptual
|
||||
metrics cannot decide whether a frame's composition is correct; a follow-up
|
||||
should send the capture + reference design to a vision model and ask whether
|
||||
they depict the same screen.
|
||||
### Input and accessibility
|
||||
|
||||
## Tooling (when an editor workflow exists)
|
||||
- [ ] Add gamepad support: move/look actions, radial and action bindings, deadzone and look
|
||||
sensitivity, with prompts that follow the active device.
|
||||
- [ ] Move the remaining hard-coded keys into `InputMap` actions and persist any remaps through
|
||||
the settings panel (keyboard and gamepad).
|
||||
- [ ] Add a mouse-sensitivity and invert-Y setting if missing, and test the values survive a
|
||||
settings save/load round trip.
|
||||
- [ ] Add movement tests: acceleration ramp, step-up height limit, precision-walk speed, wall
|
||||
slide, and gamepad deadzone.
|
||||
- [ ] Run one windowed movement smoke per change above (walk the full block, climb the steps,
|
||||
strafe along the wall) and capture a short screenshot set for the compare tool.
|
||||
|
||||
- [ ] IDE/editor-based GUT integration. Until then the custom headless runner stays.
|
||||
- [ ] Optional later: author venues as `.tres` resources instead of `ScenarioFactory` functions.
|
||||
## Future ideas (optional, not scheduled)
|
||||
|
||||
- [ ] Live 3D body-camera replay (the timeline is text-only today).
|
||||
- [ ] Additional venues or seasonal events authored from the new `.tres` files.
|
||||
- [ ] Real voice/dialogue audio (the crowd bed and radio crackle are procedural).
|
||||
- [ ] Swap the primitive prop builder for an image-to-mesh model API behind the same
|
||||
`assets/models/generated/<prop>.glb` contract.
|
||||
|
After Width: | Height: | Size: 279 KiB |
|
After Width: | Height: | Size: 210 KiB |
|
After Width: | Height: | Size: 265 KiB |
|
After Width: | Height: | Size: 244 KiB |
|
After Width: | Height: | Size: 311 KiB |
|
After Width: | Height: | Size: 229 KiB |
|
After Width: | Height: | Size: 89 B |
|
After Width: | Height: | Size: 86 B |
|
After Width: | Height: | Size: 89 B |
|
After Width: | Height: | Size: 86 B |
|
After Width: | Height: | Size: 96 B |
|
After Width: | Height: | Size: 92 B |
|
After Width: | Height: | Size: 99 B |
|
After Width: | Height: | Size: 94 B |
|
After Width: | Height: | Size: 92 B |
|
After Width: | Height: | Size: 92 B |
|
After Width: | Height: | Size: 96 B |
|
After Width: | Height: | Size: 92 B |
@@ -1,5 +1,5 @@
|
||||
{
|
||||
"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",
|
||||
"hud.controls": "LMB/Space wheel · A/D step · Space confirm · Esc cancel · R emergency · E inspect · C wand · Q polite · B camera · Tab/wheel cycle · Shift slow · G light · L lock · F debug",
|
||||
"radial.raise_hand": "Stop",
|
||||
"radial.eye_contact": "Look",
|
||||
"radial.point": "Point",
|
||||
@@ -16,7 +16,7 @@
|
||||
"hud.cooldown": "EMERGENCY RADIO COOLDOWN: %.0fs",
|
||||
"hud.aim_first": "Aim at someone first.",
|
||||
"hud.no_one_nearby": "No one nearby.",
|
||||
"hud.targeting": "Targeting %s (Tab to cycle).",
|
||||
"hud.targeting": "Targeting %s (Tab or mouse wheel cycles).",
|
||||
"hud.no_wand": "No wand at this venue.",
|
||||
"hud.screen_first": "Screen this guest with the wand (C) before admitting them.",
|
||||
"access.granted": "Entry granted: %s",
|
||||
@@ -56,6 +56,15 @@
|
||||
"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.",
|
||||
@@ -76,5 +85,6 @@
|
||||
"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"
|
||||
"review.timeline_button": "Body camera timeline",
|
||||
"hud.nearby": "%d nearby · Tab or mouse wheel cycles targets"
|
||||
}
|
||||
@@ -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 = {}
|
||||
@@ -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."]
|
||||
}
|
||||
@@ -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 = {}
|
||||
@@ -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
|
||||
@@ -62,6 +84,8 @@ Artifacts are written to `build/` (all exports embed the PCK — single files):
|
||||
- `build/step-line-linux-<version>.x86_64`
|
||||
- `build/step-line-windows-<version>.exe`
|
||||
- `build/step-line-macos-<version>.zip`
|
||||
- `build/step-line-web-<version>.zip` — browser build (non-threaded Godot web
|
||||
template; unzip and serve the folder, no COOP/COEP headers required)
|
||||
|
||||
When run in CI (tags/dispatch), the build job also packages:
|
||||
|
||||
|
||||
@@ -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.
|
||||
@@ -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.
|
||||
@@ -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.
|
||||
@@ -0,0 +1,48 @@
|
||||
# ADR-0011: Aim-free target selection, precision walk, and focus clearing
|
||||
|
||||
- **Status:** Accepted
|
||||
- **Date:** 2026-10-31
|
||||
|
||||
## Context
|
||||
|
||||
ADR-0007 and ADR-0008 split input into locomotion, look, and a focus cone. A pass over the resulting controls found four problems in play:
|
||||
|
||||
1. **The cone ignored what the player sees.** `NpcFocus.pick_index` returned the first head inside the cone in group order, not the one nearest the crosshair. Two people in the cone gave an arbitrary pick.
|
||||
2. **`Tab` cycled in spawn order.** `GameManager._cycle_nearby_target` walked the `npcs` array, so "next" meant "next spawned", not "next nearest".
|
||||
3. **A cycled target was dropped within a few frames.** The cone re-evaluated every physics frame and cleared a target that was not under the crosshair after the 8-frame miss grace. Aim-free selection therefore only worked while the player also aimed.
|
||||
4. **There was no way to dismiss someone.** `Esc` pauses the shift and right click only cancelled modals.
|
||||
|
||||
The movement pass also left one gap at the door: the only walking speed is 3.2 m/s, which overshoots when the player is trying to stand at a register or read an artifact at conversation distance.
|
||||
|
||||
## Decision
|
||||
|
||||
**Rank the cone by angle, then distance.** `NpcFocus.rank_indices` scores every head by its angle from the camera forward vector and breaks ties by distance; `pick_index` is the first ranked entry. The cone therefore picks the person closest to the crosshair, which is what the player is looking at.
|
||||
|
||||
**Make aim-free selection authoritative.** `GuardController.cycle_target(direction)` walks `nearby_candidates()` — everyone within 12 m, nearest first — starting from the current target and wrapping in both directions. The chosen avatar is *pinned*: while a pinned target is alive the cone does not re-evaluate, so `Tab` and the mouse wheel produce a stable selection the player can then act on.
|
||||
|
||||
**Bind the mouse wheel to the same ring.** `cycle_target_next` (wheel down) and `cycle_target_prev` (wheel up) are new input actions handled in `GameManager._handle_mouse_button`. `Tab` remains the keyboard path. The HUD prints how many people are in the ring (`hud.nearby`), so the player knows the control exists before they need it.
|
||||
|
||||
**Right click clears focus, with a short grace.** With no modal open, right click clears the target and suppresses cone acquisition for `FOCUS_SUPPRESS_S = 0.75 s`. Without the grace the cone re-acquired the same person on the next frame, which made the control feel broken. Any explicit pick (cone or cycle) cancels the suppression.
|
||||
|
||||
**Add a precision walk.** Holding `Shift` (`walk_slow`) multiplies the walk speed by `SLOW_WALK_FACTOR = 0.45`. This is a fine-positioning aid, not a sprint: PLAN.md deliberately excludes sprint and crouch, and this does not add a faster move.
|
||||
|
||||
Escape keeps its current meaning (close the top modal, otherwise pause). Selection is not overloaded onto the same key.
|
||||
|
||||
## Consequences
|
||||
|
||||
### Positive
|
||||
|
||||
- The focused person is predictable: the one nearest the crosshair, or the one the player explicitly cycled to.
|
||||
- Aim-free play works: cycle, act, cycle again, without fighting the cone.
|
||||
- Right click has an unambiguous "never mind" meaning while remaining a modal cancel.
|
||||
- Standing on a mark while reading an artifact is possible.
|
||||
|
||||
### Negative
|
||||
|
||||
- Two more input actions and one more piece of guard state (`target_pinned`, `focus_suppress_s`).
|
||||
- A cycled target stays selected until the player clears it, acts, or the avatar is freed; it does not expire on its own.
|
||||
- The 0.75 s suppression is a feel constant that may need tuning against play testing.
|
||||
|
||||
## Follow-up
|
||||
|
||||
- The action wheel (ADR-0009) and inspection panels still take `A`/`D`; the wheel owns those keys while it is open, and the guard is frozen then, so no conflict is observable.
|
||||
@@ -0,0 +1,44 @@
|
||||
# ADR-0012: Surface material profiles and generated prop models
|
||||
|
||||
- **Status:** Accepted
|
||||
- **Date:** 2026-10-31
|
||||
|
||||
## Context
|
||||
|
||||
The procedural street was built from `BoxMesh` primitives with `StandardMaterial3D` defaults: albedo colour (or a texture) and everything else stock. Every surface therefore shared one roughness, street furniture was a set of scaled boxes, and the sky was a flat `ProceduralSkyMaterial` with no tonemapping, glow, or fog. Captures looked like a blockout: brick tiles were metres wide, the sidewalk blew out to white, the facade had no windows, and night mode only switched the lamp bulbs and the marquee.
|
||||
|
||||
Two constraints shaped the fix:
|
||||
|
||||
- The project renders with the **GL Compatibility** backend so it stays small and portable, which rules out features that only exist in Forward+ (`SSAO`, `SSIL`).
|
||||
- The repo must build offline in CI, so any asset step has to work without a network or an API key.
|
||||
|
||||
## Decision
|
||||
|
||||
**One material module.** `src/game/materials.gd` (`SurfaceMaterials`) owns a named profile table (`brick`, `concrete`, `asphalt`, `awning`, `stone`, `metal`, `painted_metal`, `wood`, `cloth`, `skin`, `glass`, `rubber`) with roughness/metallic pairs, plus the recipes the world and avatars use (`brick()`, `concrete()`, `asphalt()`, `awning()`, `flat()`, `emissive()`, `glass()`, `window_pane()`). The world builder, the NPC avatars, and the prop fallbacks all call it, so a surface has one definition.
|
||||
|
||||
**One environment tune-up.** `SurfaceMaterials.configure_environment()` applies ACES tonemapping, soft glow (for the marquee, lamp bulbs, and lit windows), aerial fog, and a mild contrast/saturation lift. `GameManager.PHASE_LIGHTING` now carries the per-phase values (`exposure`, `glow`, `fog_color`, `fog_density`, `fog_energy`, `contrast`, `saturation`, `ambient_energy`) next to the existing sun/sky entries, so a phase change still happens in one place. Features unavailable in Compatibility are ignored by the driver rather than gated in code.
|
||||
|
||||
**Generated prop models.** `tools/model_pipeline.py` describes street furniture (bollard, bench, bin, planter, newspaper box, hydrant) as boxes and cylinders and writes binary glTF (`.glb`) into `assets/models/generated/`. Godot imports each file as a `PackedScene`, and `WorldBuilder._add_prop_model()` instantiates it with a procedural fallback when the file or its import is missing. The build is deterministic and needs no network.
|
||||
|
||||
**AI only supplies colour.** `model_pipeline.py concept` asks an image model (OpenRouter, same backend as the texture tools) for one studio-style concept per prop. `dominant_colors()` reads the centre of that image and ranks colours by frequency weighted by saturation (a grey backdrop otherwise wins), and `assign_roles()` maps the result onto material roles by hue and value: darkest tone → metal, warm saturated tone → wood, light desaturated tone → stone, green tone → foliage. Colours are converted from sRGB to **linear** before they are written into glTF `baseColorFactor`, because the factor is linear space and writing sRGB made every prop render pastel.
|
||||
|
||||
## Consequences
|
||||
|
||||
### Positive
|
||||
|
||||
- Surfaces read as materials: brick has fine, correctly scaled tiling, asphalt is smoother than brick, glass is smooth and slightly metallic, and the night sky carries warm lit windows.
|
||||
- Street furniture is real geometry with per-part materials instead of scaled boxes, and it costs ~700 triangles for the whole set.
|
||||
- The prop pipeline works with no key and no network; the concept step is optional and only changes colours.
|
||||
- Tests can assert material profiles, environment values, and GLB structure without rendering.
|
||||
|
||||
### Negative
|
||||
|
||||
- The generated models are low-poly primitives, not sculpted assets; they are an improvement in silhouette, not photoreal props.
|
||||
- Two colour spaces now exist in the tooling. `model_pipeline.srgb_to_linear` must be used for every colour written into glTF, which is easy to forget.
|
||||
- Concept images are per-prop inputs that have to be regenerated (and reviewed) when the art direction changes; a poor concept now produces a poor palette.
|
||||
- Compatibility rendering means no ambient occlusion, so contact shadows rely on the directional light only.
|
||||
|
||||
## Follow-up
|
||||
|
||||
- A 3D-model API (image-to-mesh) could replace the primitive builder behind the same `assets/models/generated/<prop>.glb` contract without touching `WorldBuilder`.
|
||||
- Texture atlases for the props would let them share one material instead of one per part.
|
||||
@@ -76,6 +76,9 @@ The player interacts with NPCs, venue entrances, access artifacts, equipment, st
|
||||
- `ReputationEvaluator` converts incidents and shift outcomes into performance feedback.
|
||||
- `CrowdSystem` models queues, attention, congestion, and public reaction.
|
||||
- `ShiftReview` presents decisions, consequences, and improvement opportunities.
|
||||
- `SurfaceMaterials` (`src/game/materials.gd`) holds the surface profiles, glass/emissive recipes, and the environment tune-up (tonemapping, glow, fog, grading) that the phase lighting applies.
|
||||
- `WorldBuilder` assembles the procedural venue and instantiates the generated prop models from `assets/models/generated/` with a procedural fallback.
|
||||
- `tools/model_pipeline.py` builds and audits those prop models; `tools/screen_designs.py` generates screen references and judges captures.
|
||||
|
||||
## 6. Runtime View
|
||||
|
||||
@@ -153,9 +156,11 @@ 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)
|
||||
- [ADR-0011: Aim-free selection and precision walk](adr/0011-aim-free-selection-and-precision-walk.md)
|
||||
- [ADR-0012: Surface materials and generated props](adr/0012-surface-materials-and-generated-props.md)
|
||||
|
||||
## 10. Quality Requirements
|
||||
|
||||
|
||||
|
Before Width: | Height: | Size: 40 KiB After Width: | Height: | Size: 1.1 MiB |
|
After Width: | Height: | Size: 1007 KiB |
|
After Width: | Height: | Size: 1.4 MiB |
|
Before Width: | Height: | Size: 37 KiB After Width: | Height: | Size: 1.0 MiB |
|
After Width: | Height: | Size: 1.1 MiB |
|
After Width: | Height: | Size: 1.2 MiB |
|
Before Width: | Height: | Size: 34 KiB After Width: | Height: | Size: 1.0 MiB |
|
Before Width: | Height: | Size: 32 KiB After Width: | Height: | Size: 1004 KiB |
|
Before Width: | Height: | Size: 35 KiB After Width: | Height: | Size: 1.1 MiB |
|
Before Width: | Height: | Size: 41 KiB After Width: | Height: | Size: 1.1 MiB |
|
Before Width: | Height: | Size: 44 KiB After Width: | Height: | Size: 1000 KiB |
|
After Width: | Height: | Size: 1.1 MiB |
|
Before Width: | Height: | Size: 32 KiB After Width: | Height: | Size: 954 KiB |
|
Before Width: | Height: | Size: 40 KiB After Width: | Height: | Size: 910 KiB |
|
Before Width: | Height: | Size: 37 KiB After Width: | Height: | Size: 971 KiB |
|
After Width: | Height: | Size: 1.2 MiB |
|
Before Width: | Height: | Size: 41 KiB After Width: | Height: | Size: 1.2 MiB |
|
After Width: | Height: | Size: 1021 KiB |
|
Before Width: | Height: | Size: 1.4 MiB After Width: | Height: | Size: 1.2 MiB |
|
Before Width: | Height: | Size: 1.2 MiB After Width: | Height: | Size: 1.2 MiB |
|
Before Width: | Height: | Size: 1.2 MiB After Width: | Height: | Size: 1.2 MiB |
|
Before Width: | Height: | Size: 986 KiB After Width: | Height: | Size: 979 KiB |
|
Before Width: | Height: | Size: 1.1 MiB After Width: | Height: | Size: 1.2 MiB |
|
Before Width: | Height: | Size: 1.2 MiB After Width: | Height: | Size: 1.4 MiB |
|
After Width: | Height: | Size: 1.3 MiB |
|
After Width: | Height: | Size: 1.2 MiB |
|
After Width: | Height: | Size: 526 KiB |
@@ -103,3 +103,39 @@ application/export_angle=0
|
||||
application/target_os_version=""
|
||||
application/signature_flags=0
|
||||
application/show_bundle_name=1
|
||||
|
||||
[preset.3]
|
||||
|
||||
name="Web"
|
||||
platform="Web"
|
||||
runnable=true
|
||||
advanced_options=false
|
||||
dedicated_server=false
|
||||
custom_features=""
|
||||
export_filter="all_resources"
|
||||
include_filter=""
|
||||
exclude_filter=""
|
||||
export_path="build/web/index.html"
|
||||
patches=PackedStringArray()
|
||||
encryption_include_filters=""
|
||||
encryption_exclude_filters=""
|
||||
seed=0
|
||||
encrypt_pck=false
|
||||
encrypt_directory=false
|
||||
script_export_mode=2
|
||||
|
||||
[preset.3.options]
|
||||
|
||||
custom_template/debug=""
|
||||
custom_template/release=""
|
||||
variant/extensions_support=false
|
||||
variant/thread_support=false
|
||||
vram_texture_compression/for_desktop=true
|
||||
vram_texture_compression/for_mobile=false
|
||||
html/export_icon=true
|
||||
html/custom_html_shell=""
|
||||
html/head_include=""
|
||||
html/canvas_resize_policy=2
|
||||
html/focus_canvas_on_start=true
|
||||
html/experimental_virtual_keyboard=false
|
||||
progressive_web_app/enabled=false
|
||||
@@ -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="0.2.7"
|
||||
config/version="0.4.0"
|
||||
run/main_scene="res://scenes/main.tscn"
|
||||
config/features=PackedStringArray("4.3", "GL Compatibility")
|
||||
|
||||
@@ -110,6 +110,21 @@ wand={
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":67,"key_label":0,"unicode":99,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
walk_slow={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194325,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
cycle_target_next={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":5,"canceled":false,"pressed":false,"double_click":false,"script":null)
|
||||
]
|
||||
}
|
||||
cycle_target_prev={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":4,"canceled":false,"pressed":false,"double_click":false,"script":null)
|
||||
]
|
||||
}
|
||||
print_debug={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":70,"key_label":0,"unicode":102,"location":0,"echo":false,"script":null)
|
||||
|
||||
@@ -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:
|
||||
|
||||
@@ -34,6 +34,8 @@ 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
|
||||
|
||||
@@ -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.")
|
||||
@@ -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"
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -16,6 +16,7 @@ const ScenarioFactory := preload("res://src/content/scenario_factory.gd")
|
||||
const ShiftCoordinator := preload("res://src/core/shift_coordinator.gd")
|
||||
const VenueScenario := preload("res://src/core/venue_scenario.gd")
|
||||
const WorldBuilder := preload("res://src/game/world_builder.gd")
|
||||
const Materials := preload("res://src/game/materials.gd")
|
||||
const GuardController := preload("res://src/game/guard_controller.gd")
|
||||
const NpcAvatar := preload("res://src/game/npc_avatar.gd")
|
||||
const NpcProfile := preload("res://src/core/npc_profile.gd")
|
||||
@@ -44,24 +45,34 @@ var _last_phase: int = -1
|
||||
## structure — phase-based lighting). Night phases switch street lamps on.
|
||||
const PHASE_LIGHTING := {
|
||||
Rules.Phase.EARLY: {
|
||||
"sun_energy": 1.2, "sun_angle": -50.0, "sun_color": Color(1.0, 0.98, 0.92),
|
||||
"sun_energy": 1.05, "sun_angle": -50.0, "sun_color": Color(1.0, 0.97, 0.90),
|
||||
"sky_top": Color(0.32, 0.55, 0.95), "sky_horizon": Color(0.82, 0.88, 0.95),
|
||||
"sky_ground": Color(0.45, 0.5, 0.55), "ambient": Color(0.75, 0.78, 0.85), "night": false,
|
||||
"exposure": 0.88, "glow": 0.35, "fog_color": Color(0.80, 0.85, 0.92),
|
||||
"fog_density": 0.0028, "fog_energy": 0.75, "contrast": 1.04, "saturation": 1.06,
|
||||
"ambient_energy": 0.45,
|
||||
},
|
||||
Rules.Phase.MIDDAY: {
|
||||
"sun_energy": 1.5, "sun_angle": -62.0, "sun_color": Color(1.0, 1.0, 0.98),
|
||||
"sun_energy": 1.3, "sun_angle": -62.0, "sun_color": Color(1.0, 0.99, 0.96),
|
||||
"sky_top": Color(0.3, 0.52, 0.95), "sky_horizon": Color(0.85, 0.9, 0.96),
|
||||
"sky_ground": Color(0.5, 0.54, 0.58), "ambient": Color(0.85, 0.88, 0.95), "night": false,
|
||||
"exposure": 0.85, "glow": 0.3, "fog_color": Color(0.84, 0.88, 0.94),
|
||||
"fog_density": 0.0022, "fog_energy": 0.8, "contrast": 1.05, "saturation": 1.05,
|
||||
"ambient_energy": 0.45,
|
||||
},
|
||||
Rules.Phase.EVENING: {
|
||||
"sun_energy": 0.7, "sun_angle": -16.0, "sun_color": Color(1.0, 0.72, 0.5),
|
||||
"sky_top": Color(0.62, 0.32, 0.35), "sky_horizon": Color(1.0, 0.68, 0.42),
|
||||
"sky_ground": Color(0.3, 0.24, 0.3), "ambient": Color(0.55, 0.45, 0.5), "night": true,
|
||||
"exposure": 1.05, "glow": 0.7, "fog_color": Color(0.95, 0.68, 0.48),
|
||||
"fog_density": 0.0045, "fog_energy": 0.6, "contrast": 1.08, "saturation": 1.12,
|
||||
},
|
||||
Rules.Phase.LATE: {
|
||||
"sun_energy": 0.05, "sun_angle": -8.0, "sun_color": Color(0.3, 0.35, 0.5),
|
||||
"sky_top": Color(0.02, 0.03, 0.08), "sky_horizon": Color(0.1, 0.12, 0.2),
|
||||
"sky_ground": Color(0.05, 0.05, 0.08), "ambient": Color(0.08, 0.09, 0.16), "night": true,
|
||||
"exposure": 1.25, "glow": 0.95, "fog_color": Color(0.10, 0.13, 0.24),
|
||||
"fog_density": 0.0055, "fog_energy": 0.5, "contrast": 1.1, "saturation": 1.0,
|
||||
},
|
||||
}
|
||||
var hud: Hud = null
|
||||
@@ -103,12 +114,12 @@ var _venue_index := 0
|
||||
## RNG for venue door-staff lines so repeated interactions vary.
|
||||
var _door_rng := RandomNumberGenerator.new()
|
||||
|
||||
## Aim-free targeting: cycle through nearby NPCs with Tab (accessibility).
|
||||
const NEARBY_RADIUS := 12.0
|
||||
## Aim-free targeting lives on the guard (`GuardController.nearby_candidates`);
|
||||
## this file only reacts to the signals it emits and logs the selection.
|
||||
|
||||
## Upper bound on live avatars. Routine traffic is dropped at the cap; scripted
|
||||
## events evict the oldest unfocused NPC so authored moments still spawn.
|
||||
const MAX_LIVE_NPCS := 16
|
||||
var _nearby_index := -1
|
||||
|
||||
func _ready() -> void:
|
||||
_door_rng.randomize()
|
||||
@@ -141,6 +152,9 @@ func _ready() -> void:
|
||||
_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.
|
||||
@@ -216,7 +230,6 @@ func _reset_shift_state() -> void:
|
||||
current_incident_npc_id = ""
|
||||
targeted_npc = null
|
||||
_focused_avatar = null
|
||||
_nearby_index = -1
|
||||
inspection_open = false
|
||||
wand_open = false
|
||||
_wand_cooldown = 0.0
|
||||
@@ -233,6 +246,9 @@ func _reset_shift_state() -> void:
|
||||
## 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)
|
||||
@@ -322,6 +338,8 @@ 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()
|
||||
@@ -421,8 +439,9 @@ func _ensure_lighting() -> void:
|
||||
sky.sky_material = _sky
|
||||
env.sky = sky
|
||||
env.ambient_light_source = Environment.AMBIENT_SOURCE_SKY
|
||||
env.ambient_light_energy = 0.5
|
||||
env.reflected_light_source = Environment.REFLECTION_SOURCE_SKY
|
||||
# Tonemap, glow, fog and colour grading live in SurfaceMaterials so the
|
||||
# world builder and the environment tune-up stay in one place.
|
||||
Materials.configure_environment(env, PHASE_LIGHTING[Rules.Phase.EARLY])
|
||||
_env_node.environment = env
|
||||
scene_root.add_child(_env_node)
|
||||
|
||||
@@ -440,6 +459,8 @@ func _apply_phase_lighting() -> void:
|
||||
_sky.sky_horizon_color = cfg.get("sky_horizon", Color.WHITE)
|
||||
_sky.ground_bottom_color = cfg.get("sky_ground", Color(0.5, 0.5, 0.5))
|
||||
_sky.ground_horizon_color = cfg.get("sky_horizon", Color.WHITE)
|
||||
if _env_node and _env_node.environment:
|
||||
Materials.configure_environment(_env_node.environment, cfg)
|
||||
if world_builder:
|
||||
world_builder.set_night_mode(cfg.get("night", false))
|
||||
|
||||
@@ -471,8 +492,19 @@ 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:
|
||||
@@ -566,6 +598,8 @@ func _connect_crowd() -> void:
|
||||
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()
|
||||
@@ -609,6 +643,8 @@ 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)
|
||||
@@ -619,12 +655,14 @@ func _on_guard_target(target: Node3D) -> void:
|
||||
targeted_npc = target
|
||||
_set_focused_avatar(target)
|
||||
_begin_incident(target)
|
||||
_refresh_nearby_hint()
|
||||
|
||||
func _on_guard_clear() -> void:
|
||||
targeted_npc = null
|
||||
_set_focused_avatar(null)
|
||||
hud.set_target_label("")
|
||||
hud.set_action_hint("")
|
||||
_refresh_nearby_hint()
|
||||
|
||||
func _set_focused_avatar(avatar: Node3D) -> void:
|
||||
if _focused_avatar and is_instance_valid(_focused_avatar) and _focused_avatar.has_method("set_focus_visual"):
|
||||
@@ -676,6 +714,12 @@ func _unhandled_input(event: InputEvent) -> void:
|
||||
_handle_key(event)
|
||||
|
||||
func _handle_mouse_button(event: InputEventMouseButton) -> void:
|
||||
if event.is_action_pressed("cycle_target_next"):
|
||||
_cycle_nearby_target(1)
|
||||
return
|
||||
if event.is_action_pressed("cycle_target_prev"):
|
||||
_cycle_nearby_target(-1)
|
||||
return
|
||||
if event.button_index != MOUSE_BUTTON_LEFT:
|
||||
return
|
||||
if radial and radial.is_open:
|
||||
@@ -771,6 +815,10 @@ func _handle_cancel(from_mouse: bool) -> void:
|
||||
if _close_top_modal():
|
||||
return
|
||||
if from_mouse:
|
||||
# Right click with nothing open drops the current target, so the player can
|
||||
# break focus without walking or looking away.
|
||||
if targeted_npc != null:
|
||||
_clear_focus()
|
||||
return
|
||||
if settings_panel and settings_panel.visible:
|
||||
return
|
||||
@@ -801,6 +849,8 @@ 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
|
||||
@@ -949,30 +999,41 @@ func _cycle_venue() -> void:
|
||||
hud.set_wand_icon(false)
|
||||
hud.set_shift_state(coordinator, selected_scenario)
|
||||
|
||||
## Aim-free targeting: cycle through NPCs near the guard (Tab). Lets players
|
||||
## interact without precise aiming (accessibility).
|
||||
func _cycle_nearby_target() -> void:
|
||||
## Aim-free targeting: cycle through NPCs near the guard (Tab, mouse wheel).
|
||||
## Lets players interact without precise aiming (accessibility) and pins the
|
||||
## target so the focus cone does not drop someone the player is not looking at.
|
||||
func _cycle_nearby_target(direction: int = 1) -> void:
|
||||
if guard == null:
|
||||
return
|
||||
var nearby: Array = []
|
||||
for avatar in npcs:
|
||||
if not is_instance_valid(avatar):
|
||||
continue
|
||||
if (avatar.global_position - guard.global_position).length() <= NEARBY_RADIUS:
|
||||
nearby.append(avatar)
|
||||
if nearby.is_empty():
|
||||
var next_target: Node3D = guard.cycle_target(direction)
|
||||
if next_target == null:
|
||||
hud.log(Strings.lookup("hud.no_one_nearby"))
|
||||
_refresh_nearby_hint()
|
||||
return
|
||||
_nearby_index = (_nearby_index + 1) % nearby.size()
|
||||
var next_target: Node3D = nearby[_nearby_index]
|
||||
targeted_npc = next_target
|
||||
_set_focused_avatar(next_target)
|
||||
_begin_incident(next_target)
|
||||
guard.pin_target(next_target)
|
||||
var controller: Object = _targeted_controller()
|
||||
var who: String = next_target.name
|
||||
if controller and controller.profile and controller.profile.display_name != "":
|
||||
who = str(controller.profile.display_name)
|
||||
hud.log(Strings.fmt("hud.targeting", [who]))
|
||||
_refresh_nearby_hint()
|
||||
|
||||
## Drop the focus and hand selection back to the aim cone (right click).
|
||||
func _clear_focus() -> void:
|
||||
if guard:
|
||||
guard.clear_target()
|
||||
targeted_npc = null
|
||||
_set_focused_avatar(null)
|
||||
if hud:
|
||||
hud.set_target_label("")
|
||||
hud.set_action_hint("")
|
||||
_refresh_nearby_hint()
|
||||
|
||||
## How many people the aim-free ring can cycle through right now.
|
||||
func _refresh_nearby_hint() -> void:
|
||||
if hud == null or guard == null:
|
||||
return
|
||||
hud.set_nearby_hint(guard.nearby_candidates().size())
|
||||
|
||||
func _apply_interaction(level: int, action_name: String) -> void:
|
||||
if targeted_npc == null:
|
||||
@@ -1126,9 +1187,13 @@ 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)
|
||||
@@ -1220,6 +1285,16 @@ 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)
|
||||
|
||||
@@ -15,6 +15,19 @@ var targeted_npc: Node3D = null
|
||||
var input_locked := false
|
||||
var _miss_frames := 0
|
||||
const MISS_GRACE := 8
|
||||
## Loop `Shift` halves the walk speed for close work (inspection, a guest at the
|
||||
## door). It is a precision modifier, not a sprint (PLAN.md keeps movement plain).
|
||||
const SLOW_WALK_FACTOR := 0.45
|
||||
## Aim-free cycling (Tab / mouse wheel) has to survive the focus cone: without a
|
||||
## pin the cone would drop a target the player is not looking at within a few
|
||||
## frames.
|
||||
var target_pinned := false
|
||||
## After the player clears the focus, the cone stays quiet briefly so the person
|
||||
## they were looking at is not re-acquired on the very next frame.
|
||||
var focus_suppress_s := 0.0
|
||||
const FOCUS_SUPPRESS_S := 0.75
|
||||
## Radius used by aim-free cycling.
|
||||
const NEARBY_RADIUS := 12.0
|
||||
|
||||
@onready var camera: Camera3D = $Head/Camera3D
|
||||
@onready var head: Node3D = $Head
|
||||
@@ -33,6 +46,8 @@ func _unhandled_input(event: InputEvent) -> void:
|
||||
head.rotation.x = clampf(head.rotation.x, deg_to_rad(-80.0), deg_to_rad(80.0))
|
||||
|
||||
func _physics_process(_delta: float) -> void:
|
||||
if focus_suppress_s > 0.0:
|
||||
focus_suppress_s = maxf(0.0, focus_suppress_s - _delta)
|
||||
if input_locked:
|
||||
velocity.x = 0.0
|
||||
velocity.z = 0.0
|
||||
@@ -58,9 +73,12 @@ func _physics_process(_delta: float) -> void:
|
||||
var desired := (forward * input_dir.y + right * input_dir.x)
|
||||
if desired.length() > 1.0:
|
||||
desired = desired.normalized()
|
||||
desired *= move_speed
|
||||
velocity.x = move_toward(velocity.x, desired.x, accel * _delta * move_speed)
|
||||
velocity.z = move_toward(velocity.z, desired.z, accel * _delta * move_speed)
|
||||
var speed := move_speed
|
||||
if Input.is_action_pressed("walk_slow"):
|
||||
speed *= SLOW_WALK_FACTOR
|
||||
desired *= speed
|
||||
velocity.x = move_toward(velocity.x, desired.x, accel * _delta * speed)
|
||||
velocity.z = move_toward(velocity.z, desired.z, accel * _delta * speed)
|
||||
if is_on_floor():
|
||||
velocity.y = 0.0
|
||||
else:
|
||||
@@ -71,6 +89,19 @@ func _physics_process(_delta: float) -> void:
|
||||
func _update_target() -> void:
|
||||
if camera == null:
|
||||
return
|
||||
# Right after "clear target" the cone stays quiet for a moment, otherwise it
|
||||
# would re-acquire the person the player just dismissed.
|
||||
if focus_suppress_s > 0.0:
|
||||
if targeted_npc != null:
|
||||
targeted_npc = null
|
||||
cleared_target.emit()
|
||||
return
|
||||
# A pinned target (chosen with Tab or the mouse wheel) is not subject to the
|
||||
# cone until it is freed or the player clears it.
|
||||
if target_pinned:
|
||||
if targeted_npc != null and is_instance_valid(targeted_npc):
|
||||
return
|
||||
target_pinned = false
|
||||
var npcs := get_tree().get_nodes_in_group("npc") if get_tree() else []
|
||||
var heads: Array = []
|
||||
var avatars: Array = []
|
||||
@@ -121,3 +152,54 @@ func _head_visible(from: Vector3, to: Vector3) -> bool:
|
||||
return true
|
||||
n = n.get_parent()
|
||||
return false
|
||||
|
||||
## Avatars within cycling range, nearest first. Aim-free selection (Tab, mouse
|
||||
## wheel) walks this list so the order is predictable: closest person next.
|
||||
func nearby_candidates(max_range: float = NEARBY_RADIUS) -> Array:
|
||||
if get_tree() == null:
|
||||
return []
|
||||
var here := global_position
|
||||
var out: Array = []
|
||||
for node in get_tree().get_nodes_in_group("npc"):
|
||||
if not (node is Node3D) or not is_instance_valid(node):
|
||||
continue
|
||||
var avatar := node as Node3D
|
||||
if (avatar.global_position - here).length() <= max_range:
|
||||
out.append(avatar)
|
||||
out.sort_custom(func(a: Node3D, b: Node3D) -> bool:
|
||||
return (a.global_position - here).length_squared() < (b.global_position - here).length_squared())
|
||||
return out
|
||||
|
||||
## Next target in the aim-free ring. `direction` is +1 forward, -1 backward.
|
||||
## Returns null when nobody is in range (the caller logs "no one nearby").
|
||||
func cycle_target(direction: int = 1) -> Node3D:
|
||||
var list := nearby_candidates()
|
||||
if list.is_empty():
|
||||
target_pinned = false
|
||||
return null
|
||||
var index := list.find(targeted_npc)
|
||||
var next_index := 0
|
||||
if index >= 0:
|
||||
next_index = posmod(index + direction, list.size())
|
||||
elif direction < 0:
|
||||
next_index = list.size() - 1
|
||||
target_pinned = true
|
||||
return list[next_index]
|
||||
|
||||
## Pin a target chosen outside the cone and announce it like a cone pick.
|
||||
func pin_target(avatar: Node3D) -> void:
|
||||
target_pinned = avatar != null
|
||||
# An explicit pick overrides the post-clear suppression window.
|
||||
focus_suppress_s = 0.0
|
||||
if targeted_npc == avatar:
|
||||
return
|
||||
targeted_npc = avatar
|
||||
if avatar != null:
|
||||
picked_target.emit(avatar)
|
||||
else:
|
||||
cleared_target.emit()
|
||||
|
||||
## Drop the target and hand focus back to the focus cone.
|
||||
func clear_target() -> void:
|
||||
target_pinned = false
|
||||
focus_suppress_s = FOCUS_SUPPRESS_S
|
||||
@@ -0,0 +1,137 @@
|
||||
class_name SurfaceMaterials
|
||||
extends RefCounted
|
||||
## Shared surface recipes for the procedural world (ADR-0012).
|
||||
##
|
||||
## Godot's `StandardMaterial3D` defaults are flat: every surface comes out with
|
||||
## the same roughness and a plain albedo, which is what made the street read as
|
||||
## grey boxes. These helpers give each surface a physically plausible profile
|
||||
## (brick is rough, glass is smooth, metal is metallic) and keep the textures,
|
||||
## UV scaling, and texture filtering in one place so the world builder, the NPC
|
||||
## avatars, and the props all look like one scene.
|
||||
|
||||
const T_BRICK := preload("res://assets/textures/ai/game_ready/brick_facade.png")
|
||||
const T_CONCRETE := preload("res://assets/textures/ai/game_ready/concrete.png")
|
||||
const T_ASPHALT := preload("res://assets/textures/ai/game_ready/asphalt.png")
|
||||
const T_AWNING := preload("res://assets/textures/ai/game_ready/awning.png")
|
||||
|
||||
## Roughness / metallic pairs per surface role. Exposed so tests and tooling can
|
||||
## assert the profiles instead of hard-coding numbers twice.
|
||||
const PROFILES := {
|
||||
"brick": {"roughness": 0.88, "metallic": 0.0},
|
||||
"concrete": {"roughness": 0.94, "metallic": 0.0},
|
||||
"asphalt": {"roughness": 0.72, "metallic": 0.0},
|
||||
"awning": {"roughness": 0.80, "metallic": 0.0},
|
||||
"stone": {"roughness": 0.88, "metallic": 0.0},
|
||||
"metal": {"roughness": 0.32, "metallic": 0.75},
|
||||
"painted_metal": {"roughness": 0.48, "metallic": 0.35},
|
||||
"wood": {"roughness": 0.70, "metallic": 0.0},
|
||||
"cloth": {"roughness": 0.85, "metallic": 0.0},
|
||||
"skin": {"roughness": 0.62, "metallic": 0.0},
|
||||
"glass": {"roughness": 0.12, "metallic": 0.10},
|
||||
"rubber": {"roughness": 0.95, "metallic": 0.0},
|
||||
}
|
||||
|
||||
static func profile(role: String) -> Dictionary:
|
||||
return PROFILES.get(role, PROFILES["concrete"])
|
||||
|
||||
## Base textured surface with a named profile.
|
||||
static func textured(texture: Texture2D, tint: Color, uv_scale: Vector2,
|
||||
role: String = "concrete") -> StandardMaterial3D:
|
||||
var mat := StandardMaterial3D.new()
|
||||
mat.albedo_texture = texture
|
||||
mat.albedo_color = tint
|
||||
mat.uv1_scale = Vector3(uv_scale.x, uv_scale.y, 1.0)
|
||||
mat.texture_filter = BaseMaterial3D.TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC
|
||||
mat.roughness = float(profile(role).get("roughness", 0.9))
|
||||
mat.metallic = float(profile(role).get("metallic", 0.0))
|
||||
return mat
|
||||
|
||||
static func brick(tint: Color = Color(1, 1, 1), uv_scale: Vector2 = Vector2(10, 5)) -> StandardMaterial3D:
|
||||
return textured(T_BRICK, tint, uv_scale, "brick")
|
||||
|
||||
static func concrete(tint: Color = Color(1, 1, 1), uv_scale: Vector2 = Vector2(9, 2.4)) -> StandardMaterial3D:
|
||||
return textured(T_CONCRETE, tint, uv_scale, "concrete")
|
||||
|
||||
static func asphalt(tint: Color = Color(1, 1, 1), uv_scale: Vector2 = Vector2(30, 7)) -> StandardMaterial3D:
|
||||
var mat := textured(T_ASPHALT, tint, uv_scale, "asphalt")
|
||||
# Damp asphalt at night picks up the street lamps and the marquee.
|
||||
mat.metallic_specular = 0.6
|
||||
return mat
|
||||
|
||||
static func awning(tint: Color = Color(1, 1, 1), uv_scale: Vector2 = Vector2(4, 1)) -> StandardMaterial3D:
|
||||
return textured(T_AWNING, tint, uv_scale, "awning")
|
||||
|
||||
## Flat-coloured surface with a profile (props, trim, limbs, clothing).
|
||||
static func flat(color: Color, role: String = "concrete") -> StandardMaterial3D:
|
||||
var mat := StandardMaterial3D.new()
|
||||
mat.albedo_color = color
|
||||
mat.roughness = float(profile(role).get("roughness", 0.9))
|
||||
mat.metallic = float(profile(role).get("metallic", 0.0))
|
||||
return mat
|
||||
|
||||
## Self-lit surface (marquee bars, lamp bulbs, lock indicator).
|
||||
static func emissive(color: Color, energy: float = 1.4) -> StandardMaterial3D:
|
||||
var mat := StandardMaterial3D.new()
|
||||
mat.albedo_color = color
|
||||
mat.emission_enabled = true
|
||||
mat.emission = color
|
||||
mat.emission_energy_multiplier = energy
|
||||
mat.roughness = 0.4
|
||||
return mat
|
||||
|
||||
## Dark glass for windows and the entrance door. The alpha keeps the interior
|
||||
## visible, and the low roughness gives the facade a highlight instead of a hole.
|
||||
static func glass(color: Color = Color(0.42, 0.56, 0.72, 0.75)) -> StandardMaterial3D:
|
||||
var mat := StandardMaterial3D.new()
|
||||
mat.albedo_color = color
|
||||
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||
mat.roughness = float(profile("glass").get("roughness", 0.12))
|
||||
mat.metallic = 0.15
|
||||
mat.metallic_specular = 0.8
|
||||
return mat
|
||||
|
||||
## Window pane that can be lit from the inside at night. Solid dark glass reads
|
||||
## as a window at midday; alpha glass just looked like white paper on the brick.
|
||||
static func window_pane() -> StandardMaterial3D:
|
||||
var mat := StandardMaterial3D.new()
|
||||
mat.albedo_color = Color(0.09, 0.12, 0.17)
|
||||
mat.roughness = 0.18
|
||||
mat.metallic = 0.35
|
||||
mat.metallic_specular = 0.6
|
||||
mat.emission_enabled = true
|
||||
mat.emission = Color(1.0, 0.86, 0.62)
|
||||
mat.emission_energy_multiplier = 0.0
|
||||
return mat
|
||||
|
||||
## Environment look shared by every phase: ACES tonemapping, soft glow, aerial
|
||||
## fog for depth, and a mild contrast/saturation lift. Phase values come from
|
||||
## `GameManager.PHASE_LIGHTING`.
|
||||
static func configure_environment(env: Environment, cfg: Dictionary) -> void:
|
||||
if env == null:
|
||||
return
|
||||
env.background_mode = Environment.BG_SKY
|
||||
env.tonemap_mode = Environment.TONE_MAPPER_ACES
|
||||
env.tonemap_exposure = float(cfg.get("exposure", 1.0))
|
||||
env.tonemap_white = 6.0
|
||||
env.ambient_light_energy = float(cfg.get("ambient_energy", 0.5))
|
||||
env.reflected_light_source = Environment.REFLECTION_SOURCE_SKY
|
||||
# Glow makes the marquee, lamp bulbs, and windows read as light sources.
|
||||
env.glow_enabled = true
|
||||
env.glow_normalized = true
|
||||
env.glow_intensity = float(cfg.get("glow", 0.55))
|
||||
env.glow_strength = 1.0
|
||||
env.glow_bloom = 0.08
|
||||
env.glow_hdr_threshold = 1.0
|
||||
env.glow_blend_mode = Environment.GLOW_BLEND_MODE_SOFTLIGHT
|
||||
# Aerial perspective: the skyline ring sits ~200 m out, so light fog gives the
|
||||
# distance its haze without hiding the street.
|
||||
env.fog_enabled = true
|
||||
env.fog_light_color = cfg.get("fog_color", Color(0.72, 0.78, 0.88))
|
||||
env.fog_light_energy = float(cfg.get("fog_energy", 0.7))
|
||||
env.fog_density = float(cfg.get("fog_density", 0.0035))
|
||||
env.fog_aerial_perspective = 0.25
|
||||
env.fog_sky_affect = 0.4
|
||||
env.adjustment_enabled = true
|
||||
env.adjustment_brightness = 1.0
|
||||
env.adjustment_contrast = float(cfg.get("contrast", 1.06))
|
||||
env.adjustment_saturation = float(cfg.get("saturation", 1.08))
|
||||
@@ -5,6 +5,7 @@ extends CharacterBody3D
|
||||
|
||||
const NPCController := preload("res://src/core/npc_controller.gd")
|
||||
const Rules := preload("res://src/core/rules.gd")
|
||||
const Materials := preload("res://src/game/materials.gd")
|
||||
|
||||
var npc: NPCController = null
|
||||
var spawn_position: Vector3 = Vector3.ZERO
|
||||
@@ -72,6 +73,15 @@ func setup(profile: NpcProfile, intent: String, seed_value: int, p_spawn: Vector
|
||||
agent.target_desired_distance = 4.0
|
||||
agent.radius = 0.35
|
||||
agent.height = 1.2
|
||||
# Steer around street furniture instead of walking into it (props publish a
|
||||
# NavigationObstacle3D; the navmesh itself stays a flat walkable plane).
|
||||
agent.avoidance_enabled = true
|
||||
agent.neighbor_distance = 4.0
|
||||
agent.max_neighbors = 8
|
||||
agent.time_horizon_agents = 0.6
|
||||
agent.time_horizon_obstacles = 1.2
|
||||
agent.max_speed = FLEE_SPEED
|
||||
agent.velocity_computed.connect(_on_safe_velocity)
|
||||
add_child(agent)
|
||||
|
||||
# Normalize intent targets: approach the entrance, stop near the door.
|
||||
@@ -89,73 +99,140 @@ 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 _arms: Array[MeshInstance3D] = []
|
||||
var _theater_t := 0.0
|
||||
var _avoidance_active := false
|
||||
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)]
|
||||
|
||||
## Which small accessory a role wears. This is look-only: the player must still
|
||||
## read intent from behaviour, never from the archetype name (ADR-0010).
|
||||
const ACCESSORIES := {
|
||||
Rules.NpcType.AUTHORIZED_STAFF: "cap",
|
||||
Rules.NpcType.RESPONDER: "cap",
|
||||
Rules.NpcType.DELIVERY: "cap",
|
||||
Rules.NpcType.TOURIST: "backpack",
|
||||
Rules.NpcType.INFLUENCER: "sunglasses",
|
||||
Rules.NpcType.TRESPASSER: "hood",
|
||||
Rules.NpcType.VIOLENT_THREAT: "hood",
|
||||
Rules.NpcType.MENTAL_CRISIS: "hood",
|
||||
Rules.NpcType.AUTHORIZED_GUEST: "lanyard",
|
||||
Rules.NpcType.PERFORMER: "none",
|
||||
Rules.NpcType.PROTESTER: "none",
|
||||
Rules.NpcType.INTOXICATED: "none",
|
||||
Rules.NpcType.CONFUSED_VISITOR: "none",
|
||||
}
|
||||
|
||||
## Clothing palette for one avatar. Pure and seed-driven so crowds read as
|
||||
## individuals and the result is deterministic (tests rely on that).
|
||||
static func outfit_for(npc_type: int, seed_value: int) -> Dictionary:
|
||||
var base: Color = TYPE_COLORS.get(npc_type, Color(0.7, 0.7, 0.7))
|
||||
var frac := float((seed_value * 1103515245 + 12345) % 1000) / 1000.0
|
||||
var shirt := base.lerp(Color(0.92, 0.92, 0.94), frac * 0.22)
|
||||
shirt = shirt.darkened(frac * 0.12)
|
||||
# Jeans through khaki/chino, so not every avatar wears the same trousers.
|
||||
var pants := Color(0.16, 0.18, 0.23).lerp(Color(0.46, 0.38, 0.28), frac)
|
||||
var hair_index := (seed_value * 7) % HAIR_COLORS.size()
|
||||
return {
|
||||
"shirt": shirt,
|
||||
"sleeves": shirt.darkened(0.16),
|
||||
"pants": pants,
|
||||
"hair": HAIR_COLORS[hair_index],
|
||||
"skin": SKIN_TONE.darkened(frac * 0.18),
|
||||
"accessory": ACCESSORIES.get(npc_type, "none"),
|
||||
"height_scale": 0.92 + 0.16 * frac,
|
||||
"blend": frac,
|
||||
}
|
||||
|
||||
func _build_body(npc_type: int) -> void:
|
||||
_rig = Node3D.new()
|
||||
_rig.name = "Rig"
|
||||
add_child(_rig)
|
||||
var base_color: Color = TYPE_COLORS.get(npc_type, Color(0.7, 0.7, 0.7))
|
||||
# Per-seed variation: slight height and brightness differences so crowds
|
||||
# read as individuals (deterministic LCG, no RNG side effects).
|
||||
var frac := float((_visual_seed * 1103515245 + 12345) % 1000) / 1000.0
|
||||
var height_scale := 0.92 + 0.16 * frac
|
||||
_rig.scale.y = height_scale
|
||||
var shader_delta := 0.12 * frac
|
||||
base_color = base_color.lightened(shader_delta) if frac < 0.5 else base_color.darkened(shader_delta)
|
||||
var limbs_color := base_color.darkened(0.25)
|
||||
# Torso
|
||||
_add_capsule(_rig, 0.30, 0.95, Vector3(0, 1.05, 0), base_color)
|
||||
# Legs
|
||||
_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)
|
||||
var outfit := outfit_for(npc_type, _visual_seed)
|
||||
var shirt: Color = outfit["shirt"]
|
||||
var sleeves: Color = outfit["sleeves"]
|
||||
var pants: Color = outfit["pants"]
|
||||
var skin: Color = outfit["skin"]
|
||||
var hair: Color = outfit["hair"]
|
||||
_rig.scale.y = float(outfit["height_scale"])
|
||||
var limbs_color := sleeves
|
||||
# Torso, with a shoulder block and hips so the silhouette is not a tube.
|
||||
_add_capsule(_rig, 0.30, 0.90, Vector3(0, 1.02, 0), shirt, 0.0, "cloth")
|
||||
_add_box_mesh(_rig, Vector3(0.58, 0.14, 0.28), Vector3(0, 1.36, 0), shirt, "cloth")
|
||||
_add_box_mesh(_rig, Vector3(0.44, 0.18, 0.26), Vector3(0, 0.62, 0), pants, "cloth")
|
||||
# Legs and arms are tracked so the walk cycle can swing them.
|
||||
_legs.append(_add_capsule(_rig, 0.12, 0.8, Vector3(-0.16, 0.4, 0), pants, 0.0, "cloth"))
|
||||
_legs.append(_add_capsule(_rig, 0.12, 0.8, Vector3(0.16, 0.4, 0), pants, 0.0, "cloth"))
|
||||
_arms.append(_add_capsule(_rig, 0.09, 0.7, Vector3(-0.42, 1.28, 0), limbs_color, 8.0, "cloth"))
|
||||
_arms.append(_add_capsule(_rig, 0.09, 0.7, Vector3(0.42, 1.28, 0), limbs_color, -8.0, "cloth"))
|
||||
# Hands and shoes give the limbs an end point at conversation distance.
|
||||
_add_sphere(_rig, 0.065, Vector3(-0.47, 0.94, 0.03), skin, "skin")
|
||||
_add_sphere(_rig, 0.065, Vector3(0.47, 0.94, 0.03), skin, "skin")
|
||||
# Neck, head, face, hair, shoes so the body reads as a person (ADR-0010).
|
||||
_add_capsule(_rig, 0.08, 0.16, Vector3(0, 1.48, 0), SKIN_TONE)
|
||||
_add_capsule(_rig, 0.08, 0.16, Vector3(0, 1.48, 0), skin, 0.0, "skin")
|
||||
_head = Node3D.new()
|
||||
_head.name = "Head"
|
||||
_head.position = Vector3(0, 1.62, 0)
|
||||
_add_sphere(_head, 0.17, Vector3.ZERO, SKIN_TONE)
|
||||
var hair_i := (_visual_seed * 7) % HAIR_COLORS.size()
|
||||
_add_sphere(_head, 0.18, Vector3(0, 0.08, -0.02), HAIR_COLORS[hair_i])
|
||||
_add_sphere(_head, 0.035, Vector3(-0.06, 0.02, 0.14), Color(0.08, 0.08, 0.1))
|
||||
_add_sphere(_head, 0.035, Vector3(0.06, 0.02, 0.14), Color(0.08, 0.08, 0.1))
|
||||
_add_sphere(_head, 0.17, Vector3.ZERO, skin, "skin")
|
||||
_add_sphere(_head, 0.18, Vector3(0, 0.08, -0.02), hair, "cloth")
|
||||
_add_sphere(_head, 0.035, Vector3(-0.06, 0.02, 0.14), Color(0.08, 0.08, 0.1), "glass")
|
||||
_add_sphere(_head, 0.035, Vector3(0.06, 0.02, 0.14), Color(0.08, 0.08, 0.1), "glass")
|
||||
_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()
|
||||
_add_box_mesh(_rig, Vector3(0.16, 0.08, 0.28), Vector3(-0.16, 0.05, 0.02), Color(0.12, 0.12, 0.14), "rubber")
|
||||
_add_box_mesh(_rig, Vector3(0.16, 0.08, 0.28), Vector3(0.16, 0.05, 0.02), Color(0.12, 0.12, 0.14), "rubber")
|
||||
_add_accessory(str(outfit["accessory"]), shirt)
|
||||
_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
|
||||
## Small role accessory: cap, hood, backpack, sunglasses or a staff lanyard.
|
||||
func _add_accessory(kind: String, shirt: Color) -> void:
|
||||
match kind:
|
||||
"cap":
|
||||
_add_sphere(_head, 0.175, Vector3(0, 0.12, 0), shirt.darkened(0.15), "cloth")
|
||||
_add_box_mesh(_head, Vector3(0.30, 0.03, 0.16), Vector3(0, 0.10, 0.16), shirt.darkened(0.22), "cloth")
|
||||
"hood":
|
||||
_add_sphere(_head, 0.205, Vector3(0, 0.03, -0.03), Color(0.16, 0.16, 0.18), "cloth")
|
||||
"backpack":
|
||||
_add_box_mesh(_rig, Vector3(0.34, 0.42, 0.16), Vector3(0, 1.06, -0.24), Color(0.24, 0.28, 0.36), "cloth")
|
||||
_add_box_mesh(_rig, Vector3(0.30, 0.06, 0.02), Vector3(0, 1.24, -0.33), Color(0.42, 0.44, 0.5), "cloth")
|
||||
"sunglasses":
|
||||
_add_box_mesh(_head, Vector3(0.24, 0.05, 0.03), Vector3(0, 0.04, 0.15), Color(0.06, 0.06, 0.08), "glass")
|
||||
"lanyard":
|
||||
_add_box_mesh(_rig, Vector3(0.05, 0.06, 0.02), Vector3(0, 1.20, 0.16), Color(0.85, 0.78, 0.30), "painted_metal")
|
||||
_add_box_mesh(_rig, Vector3(0.02, 0.20, 0.02), Vector3(-0.08, 1.34, 0.14), Color(0.3, 0.32, 0.36), "cloth")
|
||||
_add_box_mesh(_rig, Vector3(0.02, 0.20, 0.02), Vector3(0.08, 1.34, 0.14), Color(0.3, 0.32, 0.36), "cloth")
|
||||
_:
|
||||
pass
|
||||
|
||||
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 ""
|
||||
@@ -168,16 +245,17 @@ 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) -> MeshInstance3D:
|
||||
func _add_capsule(parent: Node3D, radius: float, height: float, pos: Vector3,
|
||||
color: Color, z_rot: float = 0.0, role: String = "cloth") -> MeshInstance3D:
|
||||
var mi := MeshInstance3D.new()
|
||||
var mesh := CapsuleMesh.new()
|
||||
mesh.radius = radius
|
||||
@@ -185,24 +263,34 @@ func _add_capsule(parent: Node3D, radius: float, height: float, pos: Vector3, co
|
||||
mi.mesh = mesh
|
||||
mi.position = pos
|
||||
mi.rotation_degrees.z = z_rot
|
||||
mi.material_override = _material(color)
|
||||
mi.material_override = _material(color, role)
|
||||
parent.add_child(mi)
|
||||
return mi
|
||||
|
||||
func _add_sphere(parent: Node3D, radius: float, pos: Vector3, color: Color) -> void:
|
||||
func _add_sphere(parent: Node3D, radius: float, pos: Vector3, color: Color,
|
||||
role: String = "skin") -> void:
|
||||
var mi := MeshInstance3D.new()
|
||||
var mesh := SphereMesh.new()
|
||||
mesh.radius = radius
|
||||
mesh.height = radius * 2.0
|
||||
mi.mesh = mesh
|
||||
mi.position = pos
|
||||
mi.material_override = _material(color)
|
||||
mi.material_override = _material(color, role)
|
||||
parent.add_child(mi)
|
||||
|
||||
func _material(color: Color) -> StandardMaterial3D:
|
||||
var mat := StandardMaterial3D.new()
|
||||
mat.albedo_color = color
|
||||
return mat
|
||||
func _add_box_mesh(parent: Node3D, size: Vector3, pos: Vector3, color: Color,
|
||||
role: String = "cloth") -> MeshInstance3D:
|
||||
var mi := MeshInstance3D.new()
|
||||
var mesh := BoxMesh.new()
|
||||
mesh.size = size
|
||||
mi.mesh = mesh
|
||||
mi.position = pos
|
||||
mi.material_override = _material(color, role)
|
||||
parent.add_child(mi)
|
||||
return mi
|
||||
|
||||
func _material(color: Color, role: String = "cloth") -> StandardMaterial3D:
|
||||
return Materials.flat(color, role)
|
||||
|
||||
## Small per-archetype props so silhouettes differ (camera, box, hat, sign…).
|
||||
func _add_props(npc_type: int) -> void:
|
||||
@@ -355,6 +443,11 @@ static func prop_lift_for_pose(pose: String, phase: float) -> float:
|
||||
return 0.0
|
||||
return maxf(0.0, sin(phase * 1.7)) * 0.16
|
||||
|
||||
## Opposite arm/leg swing for the walk cycle. `side` is 0 or 1; pure so the gait
|
||||
## can be checked without a scene tree.
|
||||
static func limb_swing(phase: float, side: int, amplitude: float) -> float:
|
||||
return sin(phase + float(side) * PI) * amplitude
|
||||
|
||||
## Sway amount for a performer playing to the sidewalk.
|
||||
static func sway_for_pose(pose: String, phase: float) -> float:
|
||||
if pose != "perform":
|
||||
@@ -371,6 +464,10 @@ func _animate(delta: float) -> void:
|
||||
_bob_phase += delta * (6.0 + speed)
|
||||
_rig.position.y = sin(_bob_phase) * 0.035
|
||||
_rig.rotation.x = sin(_bob_phase * 0.5) * 0.04
|
||||
for i in _legs.size():
|
||||
_legs[i].rotation.x = limb_swing(_bob_phase, i, 0.5)
|
||||
for i in _arms.size():
|
||||
_arms[i].rotation.x = limb_swing(_bob_phase, i, -0.38)
|
||||
elif pose != "idle" or not is_zero_approx(_rig.position.y):
|
||||
# Idle theater: seated, photographing, filming, or performing.
|
||||
_theater_t += delta
|
||||
@@ -390,14 +487,17 @@ func _animate(delta: float) -> void:
|
||||
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)
|
||||
for arm in _arms:
|
||||
arm.rotation.x = lerpf(arm.rotation.x, 0.0, 0.14)
|
||||
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)
|
||||
for i in _legs.size():
|
||||
_legs[i].rotation.x = lerpf(_legs[i].rotation.x, 0.0, 0.2)
|
||||
for arm in _arms:
|
||||
arm.rotation.x = lerpf(arm.rotation.x, 0.0, 0.2)
|
||||
# The focus circle billboards via its material; no per-frame look_at needed.
|
||||
# Attention cue: head turns toward the guard when awareness was raised.
|
||||
if _head != null and npc.guard_noticed:
|
||||
if _guard_ref == null or not is_instance_valid(_guard_ref):
|
||||
@@ -437,6 +537,7 @@ func _advance_fsm(delta: float) -> void:
|
||||
var leave_requested_by_lifetime := false
|
||||
|
||||
func _move_toward_target(delta: float) -> void:
|
||||
_avoidance_active = false
|
||||
if agent == null:
|
||||
_move_direct(delta)
|
||||
return
|
||||
@@ -485,14 +586,33 @@ func _move_toward_target(delta: float) -> void:
|
||||
return
|
||||
dir = dir.normalized()
|
||||
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)
|
||||
if agent.avoidance_enabled:
|
||||
# The navigation server returns the obstacle-aware velocity through
|
||||
# velocity_computed; never dash straight at the point in the meantime.
|
||||
_avoidance_active = true
|
||||
agent.velocity = Vector3(dir.x * speed, 0.0, dir.z * speed)
|
||||
else:
|
||||
velocity.x = dir.x * speed
|
||||
velocity.z = dir.z * speed
|
||||
velocity.y -= 9.8 * delta
|
||||
move_and_slide()
|
||||
|
||||
## Safe velocity from NavigationServer avoidance: move with the steered vector.
|
||||
func _on_safe_velocity(safe: Vector3) -> void:
|
||||
if not _avoidance_active:
|
||||
return
|
||||
velocity.x = safe.x
|
||||
velocity.z = safe.z
|
||||
if is_on_floor():
|
||||
velocity.y = 0.0
|
||||
else:
|
||||
velocity.y -= 9.8 * get_physics_process_delta_time()
|
||||
move_and_slide()
|
||||
|
||||
## Fallback used when no navigation mesh is available (e.g. minimal scenes).
|
||||
func _move_direct(delta: float) -> void:
|
||||
_avoidance_active = false
|
||||
var to_target := target_position - global_position
|
||||
to_target.y = 0.0
|
||||
var dist := to_target.length()
|
||||
|
||||
@@ -20,14 +20,26 @@ static func score_head(cam_origin: Vector3, cam_forward: Vector3, head_pos: Vect
|
||||
return ang
|
||||
|
||||
static func pick_index(cam_origin: Vector3, cam_forward: Vector3, head_positions: Array, max_range: float = MAX_RANGE, max_angle: float = MAX_ANGLE_RAD) -> int:
|
||||
var best_i := -1
|
||||
var best_score := 999.0
|
||||
var ranked := rank_indices(cam_origin, cam_forward, head_positions, max_range, max_angle)
|
||||
return ranked[0] if not ranked.is_empty() else -1
|
||||
|
||||
## Every candidate inside the cone, best first: smallest angle to the crosshair,
|
||||
## then nearest. The cone used to return position in the group, which made the
|
||||
## pick order depend on spawn order; ranking by angle matches what the player
|
||||
## sees and gives `Tab` / the mouse wheel a stable order too.
|
||||
static func rank_indices(cam_origin: Vector3, cam_forward: Vector3, head_positions: Array, max_range: float = MAX_RANGE, max_angle: float = MAX_ANGLE_RAD) -> Array:
|
||||
var scored: Array = []
|
||||
for i in head_positions.size():
|
||||
var pos: Vector3 = head_positions[i]
|
||||
var score := score_head(cam_origin, cam_forward, pos, max_range, max_angle)
|
||||
if score < 0.0:
|
||||
continue
|
||||
if score < best_score:
|
||||
best_score = score
|
||||
best_i = i
|
||||
return best_i
|
||||
scored.append([score, (pos - cam_origin).length(), i])
|
||||
scored.sort_custom(func(a: Array, b: Array) -> bool:
|
||||
if not is_equal_approx(float(a[0]), float(b[0])):
|
||||
return float(a[0]) < float(b[0])
|
||||
return float(a[1]) < float(b[1]))
|
||||
var ranked: Array = []
|
||||
for entry in scored:
|
||||
ranked.append(int(entry[2]))
|
||||
return ranked
|
||||
@@ -26,6 +26,7 @@ const CARD_TEXTURES := {
|
||||
var top_label: Label
|
||||
var time_label: Label
|
||||
var target_label: Label
|
||||
var nearby_label: Label
|
||||
var hint_label: Label
|
||||
var log_label: Label
|
||||
var debug_label: Label
|
||||
@@ -49,6 +50,8 @@ 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"
|
||||
@@ -83,6 +86,15 @@ func _init() -> void:
|
||||
target_label.add_theme_font_size_override("font_size", 16)
|
||||
vbox.add_child(target_label)
|
||||
|
||||
nearby_label = Label.new()
|
||||
nearby_label.add_theme_font_size_override("font_size", 12)
|
||||
nearby_label.modulate = Color(0.92, 0.95, 1.0)
|
||||
# A shadow keeps the hint readable over the bright sidewalk and the sky.
|
||||
nearby_label.add_theme_color_override("font_shadow_color", Color(0, 0, 0, 0.7))
|
||||
nearby_label.add_theme_constant_override("shadow_offset_x", 1)
|
||||
nearby_label.add_theme_constant_override("shadow_offset_y", 1)
|
||||
vbox.add_child(nearby_label)
|
||||
|
||||
hint_label = Label.new()
|
||||
hint_label.modulate = Color(1, 0.9, 0.6)
|
||||
hint_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
|
||||
@@ -268,6 +280,12 @@ func _update_radio_cooldown(coordinator: Object) -> void:
|
||||
func set_target_label(text: String) -> void:
|
||||
target_label.text = text
|
||||
|
||||
## How many people the aim-free ring (Tab / mouse wheel) can cycle through.
|
||||
func set_nearby_hint(count: int) -> void:
|
||||
if nearby_label == null:
|
||||
return
|
||||
nearby_label.text = Strings.fmt("hud.nearby", [count]) if count > 0 else ""
|
||||
|
||||
var _flashlight := false
|
||||
var _door_locked := false
|
||||
|
||||
@@ -300,16 +318,20 @@ 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,
|
||||
nearby_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()
|
||||
@@ -353,9 +375,18 @@ 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:
|
||||
@@ -371,6 +402,12 @@ func set_escalation(level: int) -> void:
|
||||
if vignette_rect:
|
||||
vignette_rect.modulate = Color(tint.r, tint.g, tint.b, 0.05 + 0.2 * float(level) / 5.0)
|
||||
|
||||
## Dev helper: drop queued log lines so a staged screenshot shows only the
|
||||
## lines that belong to the moment.
|
||||
func clear_log() -> void:
|
||||
_log_lines.clear()
|
||||
log_label.text = ""
|
||||
|
||||
func log(text: String) -> void:
|
||||
_log_lines.append(text)
|
||||
if _log_lines.size() > 8:
|
||||
|
||||
@@ -1,13 +1,21 @@
|
||||
class_name WorldBuilder
|
||||
## Procedurally assembles a minimal Hollywood Boulevard entrance prototype:
|
||||
|
||||
const Materials := preload("res://src/game/materials.gd")
|
||||
const T_BRICK := preload("res://assets/textures/ai/game_ready/brick_facade.png")
|
||||
const T_CONCRETE := preload("res://assets/textures/ai/game_ready/concrete.png")
|
||||
const T_ASPHALT := preload("res://assets/textures/ai/game_ready/asphalt.png")
|
||||
const T_AWNING := preload("res://assets/textures/ai/game_ready/awning.png")
|
||||
const T_SKYLINE := preload("res://assets/textures/skyline.png")
|
||||
## steps, building facade, restricted door, sidewalk, pavement, and street edge.
|
||||
## No art assets required; all geometry is BoxMesh with flat materials.
|
||||
## Surfaces use the shared PBR profiles in `src/game/materials.gd`; street
|
||||
## furniture comes from the generated GLB props (tools/model_pipeline.py) with a
|
||||
## procedural fallback so a headless checkout without imports still builds.
|
||||
|
||||
## Generated prop models, one `.glb` per street-furniture piece.
|
||||
const MODEL_DIR := "res://assets/models/generated/"
|
||||
const MODEL_PROPS := ["bollard", "bench", "trash_bin", "planter_box",
|
||||
"newspaper_box", "fire_hydrant"]
|
||||
|
||||
var root: Node3D = null
|
||||
## Door lock indicator mesh near the handle; toggled by GameManager.
|
||||
@@ -19,6 +27,12 @@ var _lamp_omni: Array[OmniLight3D] = []
|
||||
var _lamp_bulb_mats: Array[StandardMaterial3D] = []
|
||||
var marquee_label: Label3D = null
|
||||
var _marquee_emissive: Array[StandardMaterial3D] = []
|
||||
## Facade windows that light up after dark.
|
||||
var _window_mats: Array[StandardMaterial3D] = []
|
||||
## Names of the generated props that actually loaded (procedural fallbacks are
|
||||
## not listed), so tests and the debug overlay can report real model usage.
|
||||
var loaded_models: Array[String] = []
|
||||
var fallback_props: Array[String] = []
|
||||
|
||||
func _init(root_node: Node3D) -> void:
|
||||
root = root_node
|
||||
@@ -33,19 +47,21 @@ func build() -> void:
|
||||
_build_street()
|
||||
_build_crosswalk()
|
||||
_build_street_furniture()
|
||||
_build_street_detail()
|
||||
_build_guard_spawn()
|
||||
_build_navmesh()
|
||||
set_night_mode(false)
|
||||
|
||||
func _add_box(parent: Node3D, size: Vector3, pos: Vector3, color: Color, cast_shadow: bool = false,
|
||||
texture: Texture2D = null, uv_scale: Vector2 = Vector2(1, 1)) -> MeshInstance3D:
|
||||
texture: Texture2D = null, uv_scale: Vector2 = Vector2(1, 1),
|
||||
role: String = "concrete") -> MeshInstance3D:
|
||||
var mesh := BoxMesh.new()
|
||||
mesh.size = size
|
||||
var mat := StandardMaterial3D.new()
|
||||
mat.albedo_color = color
|
||||
var mat: StandardMaterial3D
|
||||
if texture:
|
||||
mat.albedo_texture = texture
|
||||
mat.uv1_scale = Vector3(uv_scale.x, uv_scale.y, 1.0)
|
||||
mat = Materials.textured(texture, color, uv_scale, role)
|
||||
else:
|
||||
mat = Materials.flat(color, role)
|
||||
mesh.material = mat
|
||||
var mi := MeshInstance3D.new()
|
||||
mi.mesh = mesh
|
||||
@@ -59,7 +75,7 @@ func _build_ground() -> void:
|
||||
ground.name = "Ground"
|
||||
# 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))
|
||||
_add_box(root, Vector3(500, 0.5, 500), Vector3(0, -0.25, 20), Color(0.22, 0.24, 0.26), false, null, Vector2.ONE, "asphalt")
|
||||
var col := BoxShape3D.new()
|
||||
col.size = Vector3(500, 1, 500)
|
||||
var shape_owner := ground.create_shape_owner(ground)
|
||||
@@ -70,22 +86,27 @@ func _build_building() -> void:
|
||||
var building := StaticBody3D.new()
|
||||
building.name = "Building"
|
||||
# Main facade (textured brick)
|
||||
_add_box(building, Vector3(40, 18, 4), Vector3(0, 9, -6), Color(0.85, 0.8, 0.78), false, T_BRICK, Vector2(10, 5))
|
||||
_add_box(building, Vector3(40, 18, 4), Vector3(0, 9, -6), Color(0.80, 0.76, 0.74), false, T_BRICK, Vector2(22, 10), "brick")
|
||||
# Stone base course so the facade has a footing instead of meeting the steps dead-on.
|
||||
_add_box(building, Vector3(40, 0.8, 0.35), Vector3(0, 0.4, -3.85), Color(0.58, 0.56, 0.53), false, null, Vector2.ONE, "stone")
|
||||
# Entrance recess + door recess frame
|
||||
_add_box(building, Vector3(5.4, 6.4, 0.2), Vector3(0, 3.2, -3.9), Color(0.08, 0.08, 0.09))
|
||||
_add_box(building, Vector3(5.4, 6.4, 0.2), Vector3(0, 3.2, -3.9), Color(0.08, 0.08, 0.09), false, null, Vector2.ONE, "stone")
|
||||
# Door frame columns and lintel, so the entrance is framed rather than painted on.
|
||||
for side in [-1.55, 1.55]:
|
||||
_add_box(building, Vector3(0.28, 5.2, 0.42), Vector3(side, 2.9, -3.86), Color(0.30, 0.28, 0.26), true, null, Vector2.ONE, "stone")
|
||||
_add_box(building, Vector3(3.4, 0.3, 0.42), Vector3(0, 5.55, -3.86), Color(0.30, 0.28, 0.26), true, null, Vector2.ONE, "stone")
|
||||
# Door frame and dark door
|
||||
_add_box(building, Vector3(3.0, 5.2, 0.3), Vector3(0, 2.9, -3.98), Color(0.13, 0.12, 0.11))
|
||||
_add_box(building, Vector3(3.0, 5.2, 0.3), Vector3(0, 2.9, -3.98), Color(0.13, 0.12, 0.11), true, null, Vector2.ONE, "painted_metal")
|
||||
# Door glass (semi-transparent)
|
||||
var glass := _add_box(building, Vector3(1.8, 1.4, 0.34), Vector3(0, 3.8, -3.9), Color(0.6, 0.75, 0.9, 0.55))
|
||||
var glass_mat := StandardMaterial3D.new()
|
||||
glass_mat.albedo_color = Color(0.6, 0.75, 0.9, 0.45)
|
||||
glass_mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||
glass_mat.roughness = 0.15
|
||||
glass_mat.metallic = 0.1
|
||||
glass.material_override = glass_mat
|
||||
glass.material_override = Materials.glass(Color(0.55, 0.7, 0.88, 0.55))
|
||||
# Door handles: two slim metal bars where the guard reaches for the lock.
|
||||
for side in [-0.42, 0.42]:
|
||||
_add_box(building, Vector3(0.06, 0.5, 0.06), Vector3(side, 2.6, -3.79), Color(0.75, 0.74, 0.70), false, null, Vector2.ONE, "metal")
|
||||
# Door lock indicator (green = open, red = locked), placed beside the handle
|
||||
door_indicator = _add_box(building, Vector3(0.18, 0.18, 0.24), Vector3(-1.8, 1.7, -3.82), Color(0.1, 0.9, 0.3))
|
||||
door_indicator.material_override = _lock_indicator_material(Color(0.1, 0.9, 0.3))
|
||||
_build_facade_windows(building)
|
||||
var col := BoxShape3D.new()
|
||||
col.size = Vector3(40, 18, 4)
|
||||
var so := building.create_shape_owner(building)
|
||||
@@ -93,6 +114,24 @@ func _build_building() -> void:
|
||||
building.shape_owner_set_transform(so, Transform3D(Basis(), Vector3(0, 9, -6)))
|
||||
root.add_child(building)
|
||||
|
||||
## Regular window bands above the entrance. Panes are dark glass by day and
|
||||
## light up after dark, which gives the facade depth at night.
|
||||
func _build_facade_windows(parent: Node3D) -> void:
|
||||
var columns := [-17.0, -13.6, -10.2, -6.8, 6.8, 10.2, 13.6, 17.0]
|
||||
for y in [9.2, 12.4]:
|
||||
for x in columns:
|
||||
# Recessed reveal, then the pane: gives the window a dark frame edge.
|
||||
_add_box(parent, Vector3(1.96, 2.46, 0.1), Vector3(x, y, -3.99),
|
||||
Color(0.22, 0.21, 0.20), false, null, Vector2.ONE, "stone")
|
||||
var pane := _add_box(parent, Vector3(1.7, 2.2, 0.12),
|
||||
Vector3(x, y, -3.94), Color(1, 1, 1))
|
||||
var pane_mat := Materials.window_pane()
|
||||
pane.material_override = pane_mat
|
||||
_window_mats.append(pane_mat)
|
||||
# Sill below the frame.
|
||||
_add_box(parent, Vector3(2.1, 0.12, 0.3), Vector3(x, y - 1.3, -3.86),
|
||||
Color(0.55, 0.53, 0.50), false, null, Vector2.ONE, "stone")
|
||||
|
||||
func _build_steps() -> void:
|
||||
# Steps have collision so NPCs and the guard can walk up the entrance.
|
||||
# The ground and building provide the actual collision boundaries.
|
||||
@@ -125,7 +164,7 @@ func _build_steps() -> void:
|
||||
func _build_sidewalk() -> void:
|
||||
var sidewalk := StaticBody3D.new()
|
||||
sidewalk.name = "Sidewalk"
|
||||
_add_box(sidewalk, Vector3(30, 0.18, 8), Vector3(0, 0.09, 8), Color(1, 1, 1), false, T_CONCRETE, Vector2(9, 2.4))
|
||||
_add_box(sidewalk, Vector3(30, 0.18, 8), Vector3(0, 0.09, 8), Color(0.74, 0.74, 0.72), false, T_CONCRETE, Vector2(9, 2.4), "concrete")
|
||||
var col := BoxShape3D.new()
|
||||
col.size = Vector3(30, 0.36, 8)
|
||||
var so := sidewalk.create_shape_owner(sidewalk)
|
||||
@@ -136,10 +175,14 @@ func _build_sidewalk() -> void:
|
||||
func _build_street() -> void:
|
||||
var street := StaticBody3D.new()
|
||||
street.name = "Street"
|
||||
_add_box(street, Vector3(120, 0.1, 26), Vector3(0, 0.05, 22), Color(1, 1, 1), false, T_ASPHALT, Vector2(30, 7))
|
||||
# Center dashes
|
||||
# The roadway reads darker than the sidewalk; the raw asphalt texture tinted
|
||||
# white looked like more pavement.
|
||||
_add_box(street, Vector3(120, 0.1, 26), Vector3(0, 0.05, 22), Color(0.52, 0.53, 0.57), false, T_ASPHALT, Vector2(30, 7), "asphalt")
|
||||
# Center dashes along the street (x varied so they form a lane line, not a stack).
|
||||
for i in range(-40, 41, 4):
|
||||
_add_box(street, Vector3(0.2, 0.02, 1.2), Vector3(i * 0.0, 0.11, 22), Color(0.85, 0.85, 0.30))
|
||||
_add_box(street, Vector3(0.2, 0.02, 1.2), Vector3(float(i), 0.11, 22), Color(0.85, 0.85, 0.30), false, null, Vector2.ONE, "concrete")
|
||||
# Curb between the sidewalk and the roadway.
|
||||
_add_box(street, Vector3(120, 0.22, 0.5), Vector3(0, 0.11, 12.1), Color(0.62, 0.61, 0.58), false, null, Vector2.ONE, "concrete")
|
||||
var col := BoxShape3D.new()
|
||||
col.size = Vector3(120, 0.2, 26)
|
||||
var so := street.create_shape_owner(street)
|
||||
@@ -215,7 +258,7 @@ var _skyline_mat: StandardMaterial3D = null
|
||||
|
||||
func _build_marquee() -> void:
|
||||
## Striped awning above the door, then the neon sign strip + label.
|
||||
var awning := _add_box(root, Vector3(10.5, 0.08, 1.8), Vector3(0, 6.55, -3.7), Color(1, 1, 1), false, T_AWNING)
|
||||
var awning := _add_box(root, Vector3(10.5, 0.08, 1.8), Vector3(0, 6.55, -3.7), Color(1, 1, 1), true, T_AWNING, Vector2(4, 1), "awning")
|
||||
awning.name = "Awning"
|
||||
## Neon-style marquee strip above the door: emissive bars + a label.
|
||||
var strip_parent := Node3D.new()
|
||||
@@ -244,8 +287,8 @@ func _build_street_furniture() -> void:
|
||||
for side in [-7.5, 7.5]:
|
||||
var lamp := Node3D.new()
|
||||
lamp.name = "Lamp_%d" % int(side)
|
||||
_add_box(lamp, Vector3(0.22, 5.0, 0.22), Vector3(side, 2.5, 8.5), Color(0.16, 0.16, 0.18))
|
||||
_add_box(lamp, Vector3(1.6, 0.15, 0.15), Vector3(side + (0.8 if side < 0 else -0.8), 4.9, 8.5), Color(0.16, 0.16, 0.18))
|
||||
_add_box(lamp, Vector3(0.22, 5.0, 0.22), Vector3(side, 2.5, 8.5), Color(0.16, 0.16, 0.18), true, null, Vector2.ONE, "metal")
|
||||
_add_box(lamp, Vector3(1.6, 0.15, 0.15), Vector3(side + (0.8 if side < 0 else -0.8), 4.9, 8.5), Color(0.16, 0.16, 0.18), true, null, Vector2.ONE, "metal")
|
||||
var bulb := _add_box(lamp, Vector3(0.16, 0.16, 0.5), Vector3(side + (0.8 if side < 0 else -0.8), 4.85, 8.5), Color(1, 1, 0.85))
|
||||
var bulb_mat := _emissive_material(Color(1.0, 1.0, 0.8))
|
||||
bulb.material_override = bulb_mat
|
||||
@@ -253,17 +296,15 @@ func _build_street_furniture() -> void:
|
||||
_lamp_bulb_mats.append(bulb_mat)
|
||||
var omni := OmniLight3D.new()
|
||||
omni.position = Vector3(side + (0.8 if side < 0 else -0.8), 4.7, 8.5)
|
||||
omni.omni_range = 14.0
|
||||
omni.omni_range = 12.0
|
||||
omni.light_energy = 0.0
|
||||
omni.light_color = Color(1, 0.93, 0.75)
|
||||
lamp.add_child(omni)
|
||||
_lamp_omni.append(omni)
|
||||
root.add_child(lamp)
|
||||
_street_lamps.append(bulb)
|
||||
# Planters beside the steps.
|
||||
for side in [-4.6, 4.6]:
|
||||
var planter := _add_box(root, Vector3(1.1, 0.7, 1.1), Vector3(side, 0.35, 1.0), Color(0.42, 0.34, 0.28))
|
||||
planter.name = "Planter_%d" % int(side)
|
||||
# Planters beside the steps were flat boxes that clipped the treads; the
|
||||
# generated planter_box props replace them in _build_street_detail().
|
||||
# Low-poly trees along the street front.
|
||||
var trunk_color := Color(0.35, 0.25, 0.18)
|
||||
var leaf_color := Color(0.16, 0.42, 0.2)
|
||||
@@ -280,7 +321,7 @@ func _build_street_furniture() -> void:
|
||||
trunk_mesh.bottom_radius = 0.14
|
||||
trunk_mesh.height = 1.4
|
||||
trunk.mesh = trunk_mesh
|
||||
trunk.material_override = _plain_material(trunk_color)
|
||||
trunk.material_override = _plain_material(trunk_color, "wood")
|
||||
trunk.position = Vector3(x, 0.7, z)
|
||||
tree.add_child(trunk)
|
||||
var crown := MeshInstance3D.new()
|
||||
@@ -289,11 +330,271 @@ func _build_street_furniture() -> void:
|
||||
crown_mesh.bottom_radius = 0.85
|
||||
crown_mesh.height = 2.2
|
||||
crown.mesh = crown_mesh
|
||||
crown.material_override = _plain_material(leaf_color)
|
||||
crown.material_override = _plain_material(leaf_color, "foliage")
|
||||
crown.position = Vector3(x, 2.1, z)
|
||||
tree.add_child(crown)
|
||||
root.add_child(tree)
|
||||
|
||||
## Street-furniture placement table. Positions are in world space on the
|
||||
## sidewalk top (y = 0.18) and grouped by zone, so a cluster reads as street
|
||||
## furniture instead of a scattered list. `accessory` names a small procedural
|
||||
## addition (bag, crate, cone) for one-off variation.
|
||||
const PROP_PLACEMENTS := [
|
||||
# Entrance: bollards flank the foot of the steps, bins catch people who
|
||||
# stop at the door.
|
||||
{"zone": "entrance", "prop": "bollard", "x": -5.6, "z": 4.7},
|
||||
{"zone": "entrance", "prop": "bollard", "x": -4.2, "z": 4.7},
|
||||
{"zone": "entrance", "prop": "bollard", "x": 4.2, "z": 4.7},
|
||||
{"zone": "entrance", "prop": "bollard", "x": 5.6, "z": 4.7},
|
||||
{"zone": "entrance", "prop": "trash_bin", "x": -6.6, "z": 4.9, "accessory": "bag"},
|
||||
{"zone": "entrance", "prop": "trash_bin", "x": 6.6, "z": 4.9},
|
||||
# Mid-block: benches face the boulevard, planters break up the long run.
|
||||
{"zone": "mid_block", "prop": "bench", "x": -8.8, "z": 6.4, "rot": 180.0},
|
||||
{"zone": "mid_block", "prop": "bench", "x": 8.8, "z": 6.4, "rot": 180.0},
|
||||
{"zone": "mid_block", "prop": "planter_box", "x": -11.8, "z": 8.8},
|
||||
{"zone": "mid_block", "prop": "planter_box", "x": 11.8, "z": 8.8},
|
||||
# Curb: newspaper boxes and a hydrant along the roadway edge.
|
||||
{"zone": "curb", "prop": "newspaper_box", "x": -9.6, "z": 11.0, "rot": -12.0},
|
||||
{"zone": "curb", "prop": "newspaper_box", "x": -8.9, "z": 11.0, "rot": -12.0,
|
||||
"accessory": "crate"},
|
||||
{"zone": "curb", "prop": "fire_hydrant", "x": 8.4, "z": 11.2,
|
||||
"accessory": "cone"},
|
||||
]
|
||||
|
||||
## The door, steps, and the lane guests walk in through stay clear of props.
|
||||
const PROP_EXCLUSIONS := [
|
||||
{"name": "steps and door", "x0": -4.6, "x1": 4.6, "z0": -4.6, "z1": 4.55},
|
||||
{"name": "guest approach lane", "x0": -1.4, "x1": 1.4, "z0": 4.55, "z1": 14.0},
|
||||
]
|
||||
const PROP_BOUNDS := {"x0": -14.0, "x1": 14.0, "z0": 4.55, "z1": 11.8}
|
||||
## Two prop centres closer than this read as one blob (newspaper boxes are
|
||||
## deliberately lined up, so this stays below their 0.7 m spacing).
|
||||
const PROP_MIN_SPACING := 0.6
|
||||
|
||||
static func _variant_seed(index: int) -> int:
|
||||
return index * 7919 + 13
|
||||
|
||||
## Deterministic per-placement variation. The same index always gives the same
|
||||
## rotation and scale, so the street is reproducible while repeats differ.
|
||||
static func variant_for(index: int, base_rotation: float = 0.0) -> Dictionary:
|
||||
var rng := RandomNumberGenerator.new()
|
||||
rng.seed = _variant_seed(index)
|
||||
return {
|
||||
"rotation": base_rotation + rng.randf_range(-2.0, 2.0),
|
||||
"scale": rng.randf_range(0.96, 1.04),
|
||||
"roll": rng.randf(),
|
||||
}
|
||||
|
||||
## Static validation used by tests: reject duplicate, out-of-bounds, or
|
||||
## overlapping placements, and any prop inside the door/steps/approach lane.
|
||||
static func placement_problems(placements: Array = PROP_PLACEMENTS) -> Array[String]:
|
||||
var problems: Array[String] = []
|
||||
var seen := {}
|
||||
for i in placements.size():
|
||||
var entry: Dictionary = placements[i]
|
||||
var prop := str(entry.get("prop", ""))
|
||||
var x := float(entry.get("x", 0.0))
|
||||
var z := float(entry.get("z", 0.0))
|
||||
var key := "%s@%.2f,%.2f" % [prop, x, z]
|
||||
if seen.has(key):
|
||||
problems.append("duplicate placement %s" % key)
|
||||
seen[key] = true
|
||||
if x < float(PROP_BOUNDS["x0"]) or x > float(PROP_BOUNDS["x1"]) \
|
||||
or z < float(PROP_BOUNDS["z0"]) or z > float(PROP_BOUNDS["z1"]):
|
||||
problems.append("%s at (%.1f, %.1f) is outside the sidewalk" % [prop, x, z])
|
||||
for zone in PROP_EXCLUSIONS:
|
||||
if x > float(zone["x0"]) and x < float(zone["x1"]) \
|
||||
and z > float(zone["z0"]) and z < float(zone["z1"]):
|
||||
problems.append("%s at (%.1f, %.1f) blocks %s" % [prop, x, z, zone["name"]])
|
||||
for j in range(i):
|
||||
var other: Dictionary = placements[j]
|
||||
var dx := x - float(other.get("x", 0.0))
|
||||
var dz := z - float(other.get("z", 0.0))
|
||||
if Vector2(dx, dz).length() < PROP_MIN_SPACING:
|
||||
problems.append("%s and %s at (%.1f, %.1f) overlap" % [
|
||||
prop, str(other.get("prop", "")), x, z])
|
||||
return problems
|
||||
|
||||
## Street furniture built from the generated GLB props (tools/model_pipeline.py).
|
||||
## The meshes are real 3D models (bollards, benches, bins, planters, newspaper
|
||||
## boxes, a hydrant) rather than scaled boxes. Placements and their deterministic
|
||||
## variants are fixed, so the street looks the same on every run.
|
||||
func _build_street_detail() -> void:
|
||||
var detail := Node3D.new()
|
||||
detail.name = "StreetDetail"
|
||||
root.add_child(detail)
|
||||
for index in PROP_PLACEMENTS.size():
|
||||
var entry: Dictionary = PROP_PLACEMENTS[index]
|
||||
var base_rot := float(entry.get("rot", 0.0))
|
||||
var variant := variant_for(index, base_rot)
|
||||
var holder := _add_prop_model(detail, str(entry["prop"]),
|
||||
Vector3(float(entry["x"]), 0.18, float(entry["z"])),
|
||||
float(variant["rotation"]), index)
|
||||
holder.scale = Vector3.ONE * float(variant["scale"])
|
||||
var accessory := str(entry.get("accessory", ""))
|
||||
if accessory != "":
|
||||
_add_prop_accessory(holder, accessory)
|
||||
|
||||
## Place one generated prop. Falls back to simple primitives when the `.glb` is
|
||||
## missing (fresh checkout before `godot --import`) so the world still builds.
|
||||
## A static collider is fitted from the model bounds (cylinder for round props,
|
||||
## box for everything else), so props block the guard and NPCs.
|
||||
func _add_prop_model(parent: Node3D, prop: String, pos: Vector3,
|
||||
rot_y_deg: float = 0.0, variant_index: int = -1) -> Node3D:
|
||||
var holder := Node3D.new()
|
||||
holder.name = "Prop_%s_%d" % [prop, parent.get_child_count()]
|
||||
holder.position = pos
|
||||
holder.rotation_degrees.y = rot_y_deg
|
||||
var model := _load_prop_scene(prop)
|
||||
if model != null:
|
||||
holder.add_child(model)
|
||||
loaded_models.append(prop)
|
||||
else:
|
||||
var fallback := _fallback_prop(prop)
|
||||
holder.add_child(fallback)
|
||||
fallback_props.append(prop)
|
||||
model = fallback
|
||||
parent.add_child(holder)
|
||||
_add_prop_collision(holder, prop, model)
|
||||
return holder
|
||||
|
||||
## Fit a simple collider to the prop's meshes (in holder-local space, so the
|
||||
## placement scale and rotation carry over).
|
||||
func _add_prop_collision(holder: Node3D, prop: String, model: Node3D) -> void:
|
||||
var bounds := _model_bounds(model, holder)
|
||||
if bounds.size == Vector3.ZERO:
|
||||
return
|
||||
var body := StaticBody3D.new()
|
||||
body.name = "Collision"
|
||||
var collider := CollisionShape3D.new()
|
||||
collider.name = "Shape"
|
||||
var round_props := ["bollard", "trash_bin", "fire_hydrant"]
|
||||
if prop in round_props:
|
||||
var cylinder := CylinderShape3D.new()
|
||||
cylinder.radius = maxf(bounds.size.x, bounds.size.z) * 0.5
|
||||
cylinder.height = bounds.size.y
|
||||
collider.shape = cylinder
|
||||
else:
|
||||
var box := BoxShape3D.new()
|
||||
box.size = bounds.size
|
||||
collider.shape = box
|
||||
collider.position = bounds.get_center()
|
||||
body.add_child(collider)
|
||||
holder.add_child(body)
|
||||
# Publish the footprint to NavigationServer so guest avoidance steers around
|
||||
# the prop even though the navmesh itself is a flat walkable plane.
|
||||
var obstacle := NavigationObstacle3D.new()
|
||||
obstacle.name = "Avoidance"
|
||||
obstacle.radius = maxf(bounds.size.x, bounds.size.z) * 0.5 + 0.25
|
||||
obstacle.height = maxf(bounds.size.y, 0.5)
|
||||
obstacle.position = Vector3(bounds.get_center().x, 0.0, bounds.get_center().z)
|
||||
holder.add_child(obstacle)
|
||||
|
||||
## AABB of every mesh under `model`, expressed relative to `ancestor`.
|
||||
func _model_bounds(model: Node3D, ancestor: Node3D) -> AABB:
|
||||
var bounds := AABB()
|
||||
var found := false
|
||||
for node in model.find_children("*", "MeshInstance3D", true, false):
|
||||
var mi := node as MeshInstance3D
|
||||
if mi.mesh == null:
|
||||
continue
|
||||
var xform := _transform_to_ancestor(mi, ancestor)
|
||||
var box: AABB = xform * mi.mesh.get_aabb()
|
||||
bounds = box if not found else bounds.merge(box)
|
||||
found = true
|
||||
return bounds
|
||||
|
||||
func _transform_to_ancestor(node: Node, ancestor: Node) -> Transform3D:
|
||||
var xform := Transform3D.IDENTITY
|
||||
var current := node
|
||||
while current != null and current != ancestor:
|
||||
if current is Node3D:
|
||||
xform = (current as Node3D).transform * xform
|
||||
current = current.get_parent()
|
||||
return xform
|
||||
|
||||
## Small deterministic clutter next to a prop: a bag by the bin, a crate by the
|
||||
## newspaper boxes, a cone by the hydrant.
|
||||
func _add_prop_accessory(holder: Node3D, kind: String) -> void:
|
||||
match kind:
|
||||
"bag":
|
||||
var bag := MeshInstance3D.new()
|
||||
var sphere := SphereMesh.new()
|
||||
sphere.radius = 0.22
|
||||
sphere.height = 0.5
|
||||
bag.mesh = sphere
|
||||
bag.material_override = Materials.flat(Color(0.10, 0.11, 0.13), "rubber")
|
||||
bag.position = Vector3(0.38, 0.22, 0.06)
|
||||
holder.add_child(bag)
|
||||
_add_box(holder, Vector3(0.12, 0.10, 0.12), Vector3(0.38, 0.48, 0.06),
|
||||
Color(0.16, 0.17, 0.20), false, null, Vector2.ONE, "rubber")
|
||||
"crate":
|
||||
_add_box(holder, Vector3(0.46, 0.40, 0.40), Vector3(0.48, 0.20, 0.08),
|
||||
Color(0.45, 0.31, 0.18), true, null, Vector2.ONE, "wood")
|
||||
_add_box(holder, Vector3(0.48, 0.03, 0.42), Vector3(0.48, 0.41, 0.08),
|
||||
Color(0.35, 0.23, 0.13), false, null, Vector2.ONE, "wood")
|
||||
"cone":
|
||||
_add_cylinder_mesh(holder, 0.16, 0.55, Vector3(-0.42, 0.28, 0.10),
|
||||
Color(0.95, 0.36, 0.10), "painted_metal")
|
||||
_add_box(holder, Vector3(0.38, 0.05, 0.38), Vector3(-0.42, 0.03, 0.10),
|
||||
Color(0.12, 0.12, 0.14), false, null, Vector2.ONE, "rubber")
|
||||
_add_cylinder_mesh(holder, 0.11, 0.08, Vector3(-0.42, 0.34, 0.10),
|
||||
Color(0.92, 0.92, 0.9), "painted_metal")
|
||||
|
||||
func _load_prop_scene(prop: String) -> Node3D:
|
||||
var path := MODEL_DIR + prop + ".glb"
|
||||
if not ResourceLoader.exists(path):
|
||||
return null
|
||||
var res: Resource = ResourceLoader.load(path)
|
||||
if res is PackedScene:
|
||||
var node: Node = (res as PackedScene).instantiate()
|
||||
if node is Node3D:
|
||||
return node as Node3D
|
||||
node.queue_free()
|
||||
return null
|
||||
|
||||
## Rough primitive stand-in per prop, used only when the model is unavailable.
|
||||
func _fallback_prop(prop: String) -> Node3D:
|
||||
var node := Node3D.new()
|
||||
match prop:
|
||||
"bollard":
|
||||
_add_cylinder_mesh(node, 0.09, 0.92, Vector3(0, 0.46, 0), Color(0.16, 0.17, 0.19), "metal")
|
||||
"bench":
|
||||
_add_box(node, Vector3(1.8, 0.08, 0.5), Vector3(0, 0.46, 0), Color(0.42, 0.28, 0.17), true, null, Vector2.ONE, "wood")
|
||||
_add_box(node, Vector3(1.8, 0.42, 0.07), Vector3(0, 0.72, -0.22), Color(0.42, 0.28, 0.17), true, null, Vector2.ONE, "wood")
|
||||
for x in [-0.72, 0.72]:
|
||||
_add_box(node, Vector3(0.09, 0.46, 0.46), Vector3(x, 0.23, 0), Color(0.16, 0.17, 0.19), true, null, Vector2.ONE, "metal")
|
||||
"trash_bin":
|
||||
_add_cylinder_mesh(node, 0.27, 0.78, Vector3(0, 0.39, 0), Color(0.22, 0.30, 0.24), "painted_metal")
|
||||
_add_cylinder_mesh(node, 0.29, 0.06, Vector3(0, 0.81, 0), Color(0.16, 0.17, 0.19), "metal")
|
||||
"planter_box":
|
||||
_add_box(node, Vector3(0.96, 0.54, 0.96), Vector3(0, 0.27, 0), Color(0.52, 0.51, 0.48), true, null, Vector2.ONE, "stone")
|
||||
_add_cylinder_mesh(node, 0.30, 0.55, Vector3(0, 0.86, 0), Color(0.18, 0.42, 0.20), "foliage")
|
||||
"newspaper_box":
|
||||
_add_box(node, Vector3(0.42, 0.72, 0.34), Vector3(0, 0.49, 0), Color(0.16, 0.27, 0.45), true, null, Vector2.ONE, "painted_metal")
|
||||
_add_box(node, Vector3(0.44, 0.10, 0.36), Vector3(0, 0.90, 0), Color(0.85, 0.72, 0.28), true, null, Vector2.ONE, "painted_metal")
|
||||
"fire_hydrant":
|
||||
_add_cylinder_mesh(node, 0.15, 0.62, Vector3(0, 0.31, 0), Color(0.6, 0.12, 0.12), "painted_metal")
|
||||
_add_box(node, Vector3(0.52, 0.10, 0.12), Vector3(0, 0.42, 0), Color(0.75, 0.74, 0.70), true, null, Vector2.ONE, "metal")
|
||||
_:
|
||||
_add_box(node, Vector3(0.5, 0.5, 0.5), Vector3(0, 0.25, 0), Color(0.5, 0.5, 0.5))
|
||||
return node
|
||||
|
||||
func _add_cylinder_mesh(parent: Node3D, radius: float, height: float,
|
||||
pos: Vector3, color: Color, role: String = "metal") -> MeshInstance3D:
|
||||
var mi := MeshInstance3D.new()
|
||||
var mesh := CylinderMesh.new()
|
||||
mesh.top_radius = radius
|
||||
mesh.bottom_radius = radius
|
||||
mesh.height = height
|
||||
mesh.radial_segments = 12
|
||||
mi.mesh = mesh
|
||||
mi.position = pos
|
||||
mi.material_override = Materials.flat(color, role)
|
||||
mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_ON
|
||||
parent.add_child(mi)
|
||||
return mi
|
||||
|
||||
func _build_crosswalk() -> void:
|
||||
# White crosswalk stripes in front of the entrance on the street.
|
||||
for i in 8:
|
||||
@@ -305,24 +606,24 @@ func set_night_mode(night: bool) -> void:
|
||||
for mat in _lamp_bulb_mats:
|
||||
mat.emission_energy_multiplier = (2.0 if night else 0.0)
|
||||
for omni in _lamp_omni:
|
||||
omni.light_energy = (3.0 if night else 0.0)
|
||||
# Two lamps at full energy washed the whole sidewalk grey; keep visible
|
||||
# pools of light instead of flat night-time brightness.
|
||||
omni.light_energy = (1.8 if night else 0.0)
|
||||
for mat in _marquee_emissive:
|
||||
mat.emission_energy_multiplier = (2.0 if night else 0.2)
|
||||
# Light most, not all, of the windows: a fully lit grid reads as a light box
|
||||
# instead of an occupied building.
|
||||
for i in _window_mats.size():
|
||||
var lit := night and i % 3 != 2
|
||||
_window_mats[i].emission_energy_multiplier = (1.1 if lit else 0.0)
|
||||
if marquee_label:
|
||||
marquee_label.modulate.a = (1.0 if night else 0.9)
|
||||
|
||||
func _emissive_material(color: Color) -> StandardMaterial3D:
|
||||
var mat := StandardMaterial3D.new()
|
||||
mat.albedo_color = color
|
||||
mat.emission_enabled = true
|
||||
mat.emission = color
|
||||
mat.emission_energy_multiplier = 1.0
|
||||
return mat
|
||||
return Materials.emissive(color)
|
||||
|
||||
func _plain_material(color: Color) -> StandardMaterial3D:
|
||||
var mat := StandardMaterial3D.new()
|
||||
mat.albedo_color = color
|
||||
return mat
|
||||
func _plain_material(color: Color, role: String = "concrete") -> StandardMaterial3D:
|
||||
return Materials.flat(color, role)
|
||||
|
||||
func _build_guard_spawn() -> void:
|
||||
var marker := Marker3D.new()
|
||||
|
||||
@@ -13,6 +13,7 @@ var state := 0
|
||||
var state_frames := 0
|
||||
var targeted := false
|
||||
var camera_staged := false
|
||||
var wand_attempts := 0
|
||||
|
||||
func _initialize() -> void:
|
||||
root.size = Vector2i(1280, 720)
|
||||
@@ -89,7 +90,7 @@ func _advance() -> void:
|
||||
if gm != null:
|
||||
gm.radio_panel.hide()
|
||||
gm.hud.set_action_hint("")
|
||||
gm.coordinator.elapsed_s = 750.0
|
||||
gm.coordinator.elapsed_s = 620.0
|
||||
state = 5
|
||||
state_frames = 0
|
||||
5:
|
||||
@@ -110,9 +111,101 @@ func _advance() -> void:
|
||||
gm.call("_toggle_flashlight")
|
||||
if state_frames >= 30:
|
||||
_shoot("06-night-flashlight.png")
|
||||
# Move to The Joke Shop for the wand/shift-review set, and keep
|
||||
# the late-night phase so the UI sits on the night scene.
|
||||
if gm != null:
|
||||
gm.call("_toggle_flashlight")
|
||||
gm.switch_scenario("joke_shop")
|
||||
gm.coordinator.elapsed_s = 620.0
|
||||
state = 7
|
||||
state_frames = 0
|
||||
7:
|
||||
# Wand screening: wait for guests and keep re-targeting until one
|
||||
# accepts the screen (some authored Joke Shop guests refuse it).
|
||||
if state_frames > 40 and state_frames % 20 == 0 and gm != null and gm.npcs.size() > 0:
|
||||
# Prefer a guest whose items make the wand alert, so the panel
|
||||
# shows the interesting case instead of "Alert: none".
|
||||
if gm.wand_open:
|
||||
if _wand_alerts():
|
||||
state = 8
|
||||
state_frames = 0
|
||||
elif wand_attempts >= 6:
|
||||
# Nobody nearby carried an alerting item: stage the documented
|
||||
# false-alarm case (keys) on this guest and re-open the panel.
|
||||
var guest: Object = gm.call("_targeted_controller")
|
||||
if guest != null and guest.profile != null:
|
||||
var false_alarm: Array[String] = ["keys"]
|
||||
guest.profile.carried_items = false_alarm
|
||||
gm.call("_toggle_wand_screening")
|
||||
gm.call("_toggle_wand_screening")
|
||||
state = 8
|
||||
state_frames = 0
|
||||
else:
|
||||
gm.call("_toggle_wand_screening")
|
||||
wand_attempts += 1
|
||||
else:
|
||||
gm.call("_cycle_nearby_target")
|
||||
_face_target()
|
||||
gm.call("_toggle_wand_screening")
|
||||
wand_attempts += 1
|
||||
elif state_frames > 600 and gm != null:
|
||||
# Fallback: real controller, panel shown directly.
|
||||
var controller: Object = gm.call("_targeted_controller")
|
||||
if controller != null and controller.profile != null:
|
||||
gm.hud.show_wand(controller, gm.wand_screener.screen(controller.profile.carried_items))
|
||||
state = 8
|
||||
state_frames = 0
|
||||
8:
|
||||
if state_frames == 1 and gm != null:
|
||||
gm.hud.clear_log()
|
||||
_stage_closeup()
|
||||
if state_frames >= 45:
|
||||
_shoot("07-wand-screening.png")
|
||||
if gm != null:
|
||||
if gm.wand_open:
|
||||
gm.call("_toggle_wand_screening")
|
||||
# Real escalation path: formal warning arms the body camera
|
||||
# (a timeline row), then blocking raises the meter to L3.
|
||||
gm.call("_apply_interaction", 2, "formal warning")
|
||||
gm.call("_apply_interaction", 3, "blocking")
|
||||
state = 9
|
||||
state_frames = 0
|
||||
9:
|
||||
if state_frames == 1 and gm != null:
|
||||
# Jump into the late phase now that guests exist: LATE has no
|
||||
# routine spawn pool, so this happens after staging the target.
|
||||
gm.coordinator.elapsed_s = 760.0
|
||||
_stage_closeup()
|
||||
if state_frames >= 45:
|
||||
_shoot("08-escalation-hud.png")
|
||||
if gm != null and gm.coordinator != null:
|
||||
# Close the open incident so the recorder's review includes it
|
||||
# (to_dict only lists closed incidents).
|
||||
gm.coordinator.recorder.close_all_open("unresolved")
|
||||
gm.call("_open_timeline", {"incidents": gm.coordinator.recorder.to_dict()})
|
||||
state = 10
|
||||
state_frames = 0
|
||||
10:
|
||||
if state_frames >= 30:
|
||||
_shoot("09-body-camera-timeline.png")
|
||||
quit(0)
|
||||
|
||||
## Put the guard a couple of steps in front of the target so a staged UI capture
|
||||
## frames the person the panel is about.
|
||||
func _wand_alerts() -> bool:
|
||||
if gm == null or gm.hud == null or gm.hud.wand_text == null:
|
||||
return false
|
||||
return gm.hud.wand_text.text.contains("Alert: YES")
|
||||
|
||||
func _stage_closeup() -> void:
|
||||
var target: Node3D = gm.targeted_npc
|
||||
if target == null or not is_instance_valid(target):
|
||||
return
|
||||
gm.guard.global_position = target.global_position + Vector3(0, -0.4, 2.2)
|
||||
gm.guard.global_position.y = 0.1
|
||||
_face_target()
|
||||
gm.guard.head.rotation.x = deg_to_rad(1.0)
|
||||
|
||||
func _face_target() -> void:
|
||||
var target: Node3D = gm.targeted_npc
|
||||
if target == null:
|
||||
|
||||
@@ -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)
|
||||
@@ -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
|
||||
@@ -93,8 +93,53 @@ func _advance() -> void:
|
||||
if state_frames >= 5:
|
||||
if gm.radial.is_open:
|
||||
_fail("action wheel did not close on cancel")
|
||||
state = 4
|
||||
state_frames = 0
|
||||
4:
|
||||
# Aim-free selection (ADR-0011): the cycled target stays pinned, the
|
||||
# HUD reports how many people can be cycled, and the mouse wheel is
|
||||
# bound to the same ring.
|
||||
if state_frames >= 5:
|
||||
if gm.targeted_npc == null:
|
||||
_fail("target lost after the wheel closed")
|
||||
if not gm.guard.target_pinned:
|
||||
_fail("cycled target was not pinned")
|
||||
if gm.hud.nearby_label.text == "":
|
||||
_fail("nearby hint empty while people are in range")
|
||||
_wheel(true)
|
||||
state = 5
|
||||
state_frames = 0
|
||||
5:
|
||||
if state_frames >= 5:
|
||||
if gm.targeted_npc == null:
|
||||
_fail("mouse wheel dropped the target")
|
||||
elif not gm.guard.target_pinned:
|
||||
_fail("mouse wheel did not pin the cycled target")
|
||||
print("smoke: wheel cycled to %s" % gm.targeted_npc.name)
|
||||
# Right click with nothing open returns to cone focus.
|
||||
gm.call("_handle_cancel", true)
|
||||
state = 6
|
||||
state_frames = 0
|
||||
6:
|
||||
if state_frames >= 5:
|
||||
if gm.targeted_npc != null:
|
||||
_fail("right click did not clear the target")
|
||||
if gm.guard.target_pinned:
|
||||
_fail("clearing the target left it pinned")
|
||||
_finish()
|
||||
|
||||
## Synthesised mouse-wheel event, fed through the real handler so the input-map
|
||||
## binding is exercised as well as the cycling logic.
|
||||
func _wheel(down: bool) -> void:
|
||||
var ev := InputEventMouseButton.new()
|
||||
ev.button_index = MOUSE_BUTTON_WHEEL_DOWN if down else MOUSE_BUTTON_WHEEL_UP
|
||||
ev.pressed = true
|
||||
ev.position = Vector2(640, 360)
|
||||
ev.global_position = ev.position
|
||||
if not ev.is_action_pressed("cycle_target_next"):
|
||||
_fail("cycle_target_next is not bound to the mouse wheel")
|
||||
gm.call("_handle_mouse_button", ev)
|
||||
|
||||
func _stage_target() -> void:
|
||||
if stage_npc == null or not is_instance_valid(stage_npc):
|
||||
stage_npc = gm.npcs[0] if gm.npcs.size() > 0 else null
|
||||
@@ -127,7 +172,7 @@ 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 + aim-free cycling")
|
||||
quit(0)
|
||||
else:
|
||||
for message in failures:
|
||||
|
||||
@@ -0,0 +1,165 @@
|
||||
extends SceneTree
|
||||
## Prop-collision smoke: proves the guard and an NPC cannot walk through street
|
||||
## furniture, and that a guest slides around a bench instead of passing through
|
||||
## it. Windowed (the guard reads captured-mouse input):
|
||||
##
|
||||
## godot --path . --script res://src/test/smoke_props.gd
|
||||
##
|
||||
## Exit code 0 = pass, 1 = failure.
|
||||
|
||||
const MAX_FRAMES := 1800
|
||||
const GUARD_PUSH_FRAMES := 100
|
||||
|
||||
var frame := 0
|
||||
var gm: Node = null
|
||||
var started := false
|
||||
var step := 0
|
||||
var step_frame := 0
|
||||
var failures: Array[String] = []
|
||||
var bench: Node3D = null
|
||||
var bench_center := Vector3.ZERO
|
||||
var bench_body: StaticBody3D = null
|
||||
var guard_start := Vector3.ZERO
|
||||
var npc: Node3D = null
|
||||
var npc_start := Vector3.ZERO
|
||||
|
||||
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")
|
||||
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
|
||||
started = true
|
||||
return false
|
||||
if frame > MAX_FRAMES:
|
||||
_fail("timeout before the collision checks finished")
|
||||
return true
|
||||
step_frame += 1
|
||||
match step:
|
||||
0:
|
||||
_find_bench()
|
||||
if bench == null:
|
||||
return false
|
||||
# Stand a couple of metres in front of the bench and walk into it.
|
||||
var start := bench_center + Vector3(0, 0, 2.2)
|
||||
start.y = 0.1
|
||||
gm.guard.global_position = start
|
||||
# Face the bench (-z): with the guard's basis, forward input at yaw PI
|
||||
# walks toward lower z.
|
||||
gm.guard.rotation.y = PI
|
||||
guard_start = start
|
||||
Input.action_press("move_forward")
|
||||
step = 1
|
||||
step_frame = 0
|
||||
1:
|
||||
if step_frame >= GUARD_PUSH_FRAMES:
|
||||
Input.action_release("move_forward")
|
||||
_check(guard_start.z - gm.guard.global_position.z > 0.5,
|
||||
"guard walked toward the bench")
|
||||
_check(gm.guard.global_position.z > bench_center.z + 0.25,
|
||||
"guard stopped at the bench instead of passing through it")
|
||||
_check(not _inside_bench(gm.guard.global_position),
|
||||
"guard is not inside the bench collider")
|
||||
# Step the guard aside so the guest test hits the bench, not the player.
|
||||
gm.guard.global_position = bench_center + Vector3(4.0, -0.08, 2.2)
|
||||
_stage_npc()
|
||||
step = 2
|
||||
step_frame = 0
|
||||
2:
|
||||
if step_frame % 120 == 0 and npc != null and is_instance_valid(npc):
|
||||
print("npc dbg pos=%s vel=%s arrived=%s wait=%s" % [str(npc.global_position), str(npc.velocity), str(npc.arrived), str(npc.awaiting_interaction)])
|
||||
if npc == null or not is_instance_valid(npc):
|
||||
_stage_npc()
|
||||
return false
|
||||
if _npc_finished():
|
||||
_check(npc.global_position.z < bench_center.z - 0.4,
|
||||
"guest reached the far side of the bench")
|
||||
_check(not _inside_bench(npc.global_position),
|
||||
"guest is not inside the bench collider")
|
||||
_check(npc_start.distance_to(npc.global_position) > 1.0,
|
||||
"guest moved while routing around the prop")
|
||||
_finish()
|
||||
return true
|
||||
return false
|
||||
|
||||
func _find_bench() -> void:
|
||||
var detail := gm.get_node_or_null("World/StreetDetail")
|
||||
if detail == null:
|
||||
# The world root name differs between scene builds; search instead.
|
||||
detail = root.find_child("StreetDetail", true, false)
|
||||
if detail == null:
|
||||
_fail("StreetDetail not found")
|
||||
return
|
||||
for child in detail.get_children():
|
||||
if str(child.name).begins_with("Prop_bench"):
|
||||
bench = child as Node3D
|
||||
break
|
||||
if bench == null:
|
||||
_fail("no bench prop placed")
|
||||
return
|
||||
bench_center = bench.global_position
|
||||
bench_body = bench.get_node_or_null("Collision") as StaticBody3D
|
||||
if bench_body == null:
|
||||
_fail("bench has no static collider")
|
||||
|
||||
func _stage_npc() -> void:
|
||||
if gm.npcs.is_empty():
|
||||
step = 0
|
||||
step_frame = 0
|
||||
return
|
||||
npc = gm.npcs[0]
|
||||
npc_start = bench_center + Vector3(0, 0.5, 2.5)
|
||||
npc.global_position = npc_start
|
||||
npc.velocity = Vector3.ZERO
|
||||
npc.arrived = false
|
||||
npc.awaiting_interaction = false
|
||||
npc.lifetime_s = 999.0
|
||||
npc.reaction_mode = ""
|
||||
# Target well past the bench forces a straight line through it, and stays
|
||||
# beyond the controller's 3 m "arrived" shortcut so the guest must route.
|
||||
npc.target_position = Vector3(bench_center.x, 0.5, bench_center.z - 5.0)
|
||||
|
||||
func _npc_finished() -> bool:
|
||||
if npc == null or not is_instance_valid(npc):
|
||||
return false
|
||||
return npc.global_position.z < bench_center.z - 0.4 \
|
||||
or npc.global_position.distance_to(npc.target_position) < 0.9
|
||||
|
||||
func _inside_bench(point: Vector3) -> bool:
|
||||
if bench_body == null:
|
||||
return false
|
||||
var collider := bench_body.get_node_or_null("Shape") as CollisionShape3D
|
||||
if collider == null or not (collider.shape is BoxShape3D):
|
||||
return false
|
||||
var box := collider.shape as BoxShape3D
|
||||
var half := box.size * 0.5
|
||||
var center := collider.global_position
|
||||
half.x += 0.1
|
||||
half.z += 0.1
|
||||
return absf(point.x - center.x) < half.x and absf(point.z - center.z) < half.z
|
||||
|
||||
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:
|
||||
Input.action_release("move_forward")
|
||||
if failures.is_empty():
|
||||
print("SMOKE OK: props block the guard and guests route around them")
|
||||
quit(0)
|
||||
else:
|
||||
for message in failures:
|
||||
printerr("SMOKE FAIL: " + message)
|
||||
quit(1)
|
||||
@@ -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)
|
||||
@@ -0,0 +1,64 @@
|
||||
extends RefCounted
|
||||
## Accessibility: escalation cues that survive grayscale (shape + level, not hue
|
||||
## alone) and the HUD font scale from settings.
|
||||
|
||||
const Hud := preload("res://src/game/ui/hud.gd")
|
||||
const Rules := preload("res://src/core/rules.gd")
|
||||
|
||||
func test_meter_shape_and_level() -> bool:
|
||||
var a := TestUtils.check_eq(Hud.escalation_meter(0), "[-----] L0/5", "calm shows an empty meter")
|
||||
var b := TestUtils.check_eq(Hud.escalation_meter(3), "[###--] L3/5", "three filled blocks at blocking")
|
||||
var c := TestUtils.check_eq(Hud.escalation_meter(5), "[#####] L5/5", "emergency fills the meter")
|
||||
var d := TestUtils.check_eq(Hud.escalation_meter(99), "[#####] L5/5", "levels clamp at 5")
|
||||
var e := TestUtils.check_eq(Hud.escalation_meter(-2), "[-----] L0/5", "levels clamp at 0")
|
||||
return a and b and c and d and e
|
||||
|
||||
func test_meter_is_not_hue_only() -> bool:
|
||||
## Every level must differ in shape/text, independent of colour.
|
||||
var seen: Array[String] = []
|
||||
for level in 6:
|
||||
var meter: String = Hud.escalation_meter(level)
|
||||
if seen.has(meter):
|
||||
return TestUtils.fail("levels %d and %d share a meter" % [level, seen.find(meter)])
|
||||
seen.append(meter)
|
||||
return TestUtils.check(seen.size() == 6, "all six levels have distinct meters")
|
||||
|
||||
func test_escalation_label_includes_meter_and_name() -> bool:
|
||||
var hud: Node = Hud.new()
|
||||
hud.set_escalation(Rules.Level.FORMAL_WARNING)
|
||||
var text: String = hud.escalation_label.text
|
||||
var a := TestUtils.check(text.contains("Formal Warning"), "label names the level")
|
||||
var b := TestUtils.check(text.contains("[##---]"), "label shows the shape meter")
|
||||
var c := TestUtils.check(text.contains("L2/5"), "label shows the numeric level")
|
||||
hud.free()
|
||||
return a and b and c
|
||||
|
||||
func test_font_scale_applies_to_core_labels() -> bool:
|
||||
var hud: Node = Hud.new()
|
||||
var base_top: int = hud.top_label.get_theme_font_size("font_size")
|
||||
var base_log: int = hud.log_label.get_theme_font_size("font_size")
|
||||
var base_esc: int = hud.escalation_label.get_theme_font_size("font_size")
|
||||
var base_mode: int = hud.mode_label.get_theme_font_size("font_size")
|
||||
hud.set_font_scale(1.4)
|
||||
var a := TestUtils.check(hud.top_label.get_theme_font_size("font_size") > base_top, "top label grows")
|
||||
var b := TestUtils.check(hud.log_label.get_theme_font_size("font_size") > base_log, "log grows")
|
||||
var c := TestUtils.check(hud.escalation_label.get_theme_font_size("font_size") > base_esc, "escalation label grows")
|
||||
var d := TestUtils.check(hud.mode_label.get_theme_font_size("font_size") > base_mode, "mode label grows")
|
||||
# Scaling is by font size, not Control.scale, so anchored labels keep layout.
|
||||
var e := TestUtils.check(is_equal_approx(hud.top_label.scale.x, 1.0), "labels are not Control-scaled")
|
||||
hud.set_font_scale(9.0)
|
||||
var capped: int = hud.top_label.get_theme_font_size("font_size")
|
||||
var f := TestUtils.check(capped <= int(round(float(base_top) * 1.75)) + 1, "scale clamps at 1.75")
|
||||
hud.free()
|
||||
return a and b and c and d and e and f
|
||||
|
||||
func test_settings_font_scale_is_applied_after_ui_exists() -> bool:
|
||||
## The HUD is created after settings load, so the manager must re-apply.
|
||||
var src := FileAccess.get_file_as_string("res://src/game/game_manager.gd")
|
||||
var a := TestUtils.check(src.contains("_apply_settings(player_settings)"), "settings are applied on boot")
|
||||
var build_idx := src.find("_build_ui()")
|
||||
var apply_idx := src.find("_apply_settings(player_settings)", build_idx)
|
||||
var b := TestUtils.check(apply_idx > build_idx, "the second apply happens after the HUD is built")
|
||||
var c := TestUtils.check(src.contains("hud.set_font_scale(float(settings.get("),
|
||||
"settings drive the HUD font scale")
|
||||
return a and b and c
|
||||
@@ -0,0 +1,78 @@
|
||||
extends RefCounted
|
||||
## Audio feedback: a looping crowd bed that follows the crowd mood, and radio
|
||||
## crackle on open/close. All procedural, no audio assets, headless-safe.
|
||||
|
||||
const AudioFeedback := preload("res://src/game/audio_feedback.gd")
|
||||
const CrowdSystem := preload("res://src/core/crowd_system.gd")
|
||||
|
||||
func test_bed_volume_follows_mood() -> bool:
|
||||
var quiet: float = AudioFeedback._level_to_db(0.0)
|
||||
var loud: float = AudioFeedback._level_to_db(1.0)
|
||||
var mid: float = AudioFeedback._level_to_db(0.5)
|
||||
var a := TestUtils.check(quiet < -30.0, "a calm street keeps the bed quiet")
|
||||
var b := TestUtils.check(loud > quiet, "panic raises the bed")
|
||||
var c := TestUtils.check(mid > quiet and mid < loud, "the rise is gradual")
|
||||
return a and b and c
|
||||
|
||||
func test_crowd_level_is_clamped() -> bool:
|
||||
var audio: Node = AudioFeedback.new()
|
||||
audio.set_crowd_level(-1.0)
|
||||
var a := TestUtils.check_eq(audio.crowd_level, 0.0, "negative mood clamps to 0")
|
||||
audio.set_crowd_level(3.0)
|
||||
var b := TestUtils.check_eq(audio.crowd_level, 1.0, "over-unity mood clamps to 1")
|
||||
audio.free()
|
||||
return a and b
|
||||
|
||||
func test_crowd_stream_loops() -> bool:
|
||||
var audio: Node = AudioFeedback.new()
|
||||
var stream: AudioStreamWAV = audio._build_crowd_stream()
|
||||
var a := TestUtils.check(stream != null, "a crowd stream is generated")
|
||||
var b := TestUtils.check_eq(stream.loop_mode, AudioStreamWAV.LOOP_FORWARD, "the bed loops")
|
||||
var c := TestUtils.check(stream.data.size() > 1000, "the bed has audio data")
|
||||
var d := TestUtils.check(stream.data.size() == stream.loop_end * 2, "loop covers the whole buffer")
|
||||
audio.free()
|
||||
return a and b and c and d
|
||||
|
||||
func test_crowd_bed_is_headless_safe() -> bool:
|
||||
# No tree, no audio server: none of these may crash.
|
||||
var audio: Node = AudioFeedback.new()
|
||||
audio.start_crowd_bed()
|
||||
var a := TestUtils.check(audio.bed_playing, "start marks the bed as playing")
|
||||
audio.set_crowd_level(0.78)
|
||||
var b := TestUtils.check(is_equal_approx(audio.crowd_level, 0.78), "level is stored")
|
||||
audio.stop_crowd_bed()
|
||||
var c := TestUtils.check(not audio.bed_playing, "stop clears the playing flag")
|
||||
audio.free()
|
||||
return a and b and c
|
||||
|
||||
func test_radio_crackle_methods() -> bool:
|
||||
var audio: Node = AudioFeedback.new()
|
||||
audio.play_radio_open()
|
||||
audio.play_radio_close()
|
||||
var a := TestUtils.check_eq(audio.radio_crackles, 2, "open and close each count a crackle")
|
||||
var b := TestUtils.check(audio._free_player() == null, "no players exist before _ready, and that is safe")
|
||||
audio.free()
|
||||
return a and b
|
||||
|
||||
func test_game_manager_wires_audio() -> bool:
|
||||
var src := FileAccess.get_file_as_string("res://src/game/game_manager.gd")
|
||||
var a := TestUtils.check(src.contains("audio.start_crowd_bed()"), "the bed starts with the shift")
|
||||
var b := TestUtils.check(src.contains("audio.set_crowd_level(float(payload.get("),
|
||||
"crowd events drive the bed")
|
||||
var c := TestUtils.check(src.contains("audio.stop_crowd_bed()"), "the bed stops at shift end")
|
||||
var d := TestUtils.check(src.contains("audio.play_radio_open()"), "opening the radio crackles")
|
||||
var e := TestUtils.check(src.contains("audio.play_radio_close()"), "closing the radio crackles")
|
||||
return a and b and c and d and e
|
||||
|
||||
func test_mood_events_reach_the_bed() -> bool:
|
||||
## The bed level is fed from the same payload the crowd reactions use.
|
||||
var crowd := CrowdSystem.new()
|
||||
var seen: Array = []
|
||||
crowd.changed.connect(func(_p): pass)
|
||||
crowd.apply_event("aggressive_behavior")
|
||||
seen.append(crowd.mood)
|
||||
crowd.apply_event("emergency_responder")
|
||||
seen.append(crowd.mood)
|
||||
var a := TestUtils.check(seen[1] > seen[0], "mood rises with a responder arrival")
|
||||
crowd = null
|
||||
return a
|
||||
@@ -0,0 +1,196 @@
|
||||
extends RefCounted
|
||||
## Headless tests for the generated prop models (tools/model_pipeline.py) and
|
||||
## their placement in the procedural world.
|
||||
|
||||
const WorldBuilder := preload("res://src/game/world_builder.gd")
|
||||
const MODEL_DIR := "res://assets/models/generated/"
|
||||
|
||||
func test_prop_glb_files_exist() -> bool:
|
||||
var missing: Array[String] = []
|
||||
for prop in WorldBuilder.MODEL_PROPS:
|
||||
if not FileAccess.file_exists(MODEL_DIR + str(prop) + ".glb"):
|
||||
missing.append(str(prop))
|
||||
return TestUtils.check(missing.is_empty(), "all prop models built (missing: %s)" % str(missing))
|
||||
|
||||
func test_prop_glb_files_are_imported_scenes() -> bool:
|
||||
## `load()` only returns a PackedScene once Godot has imported the `.glb`;
|
||||
## a null here means the checkout is missing the import or the model is invalid.
|
||||
var problems: Array[String] = []
|
||||
for prop in WorldBuilder.MODEL_PROPS:
|
||||
var path := MODEL_DIR + str(prop) + ".glb"
|
||||
var packed := ResourceLoader.load(path) as PackedScene
|
||||
if packed == null:
|
||||
problems.append("%s not imported as a scene" % prop)
|
||||
elif not FileAccess.file_exists(path + ".import"):
|
||||
problems.append("%s has no .import file" % prop)
|
||||
return TestUtils.check(problems.is_empty(), "prop models import as scenes (%s)" % str(problems))
|
||||
|
||||
func test_prop_scenes_instantiate_with_meshes() -> bool:
|
||||
var problems: Array[String] = []
|
||||
for prop in WorldBuilder.MODEL_PROPS:
|
||||
var packed := ResourceLoader.load(MODEL_DIR + str(prop) + ".glb") as PackedScene
|
||||
if packed == null:
|
||||
problems.append("%s: no scene" % prop)
|
||||
continue
|
||||
var instance := packed.instantiate()
|
||||
var meshes := instance.find_children("*", "MeshInstance3D", true, false)
|
||||
if meshes.is_empty():
|
||||
problems.append("%s: no mesh instances" % prop)
|
||||
instance.free()
|
||||
return TestUtils.check(problems.is_empty(), "every prop scene has geometry (%s)" % str(problems))
|
||||
|
||||
func test_prop_scenes_share_one_atlas_material() -> bool:
|
||||
## All parts of a prop share one material backed by the colour atlas, so a
|
||||
## prop is a single draw material instead of one per part.
|
||||
var problems: Array[String] = []
|
||||
for prop in WorldBuilder.MODEL_PROPS:
|
||||
var packed := ResourceLoader.load(MODEL_DIR + str(prop) + ".glb") as PackedScene
|
||||
if packed == null:
|
||||
problems.append("%s: no scene" % prop)
|
||||
continue
|
||||
var instance := packed.instantiate()
|
||||
var meshes := instance.find_children("*", "MeshInstance3D", true, false)
|
||||
var materials := {}
|
||||
var surfaces := 0
|
||||
for node in meshes:
|
||||
var mesh: Mesh = (node as MeshInstance3D).mesh
|
||||
if mesh == null:
|
||||
continue
|
||||
for index in mesh.get_surface_count():
|
||||
surfaces += 1
|
||||
var material := mesh.surface_get_material(index)
|
||||
if material != null:
|
||||
materials[material.get_instance_id()] = true
|
||||
if surfaces == 0:
|
||||
problems.append("%s: no surfaces" % prop)
|
||||
elif materials.size() != 1:
|
||||
problems.append("%s: %d materials (expected 1)" % [prop, materials.size()])
|
||||
instance.free()
|
||||
return TestUtils.check(problems.is_empty(), "one atlas material per prop (%s)" % str(problems))
|
||||
|
||||
func test_world_places_generated_props() -> bool:
|
||||
var root := Node3D.new()
|
||||
var builder := WorldBuilder.new(root)
|
||||
builder.build()
|
||||
var detail := root.get_node_or_null("StreetDetail")
|
||||
var a := TestUtils.check(detail != null, "StreetDetail exists")
|
||||
var placed: int = detail.get_child_count() if detail else 0
|
||||
var b := TestUtils.check(placed >= 10, "street furniture placed (%d)" % placed)
|
||||
var c := TestUtils.check(builder.loaded_models.size() >= WorldBuilder.MODEL_PROPS.size(),
|
||||
"generated models loaded instead of fallbacks")
|
||||
var d := TestUtils.check(builder.fallback_props.is_empty(),
|
||||
"no procedural fallback used (fallbacks: %s)" % str(builder.fallback_props))
|
||||
root.free()
|
||||
return a and b and c and d
|
||||
|
||||
func test_prop_placements_are_valid() -> bool:
|
||||
var problems := WorldBuilder.placement_problems()
|
||||
return TestUtils.check(problems.is_empty(),
|
||||
"prop placements keep the door, steps and approach lane clear (%s)" % str(problems))
|
||||
|
||||
func test_placement_validator_catches_problems() -> bool:
|
||||
var bad: Array = WorldBuilder.PROP_PLACEMENTS.duplicate(true)
|
||||
bad.append({"zone": "test", "prop": "bench", "x": 0.0, "z": 2.0})
|
||||
bad.append({"zone": "test", "prop": "bench", "x": 0.0, "z": 2.0})
|
||||
var problems := WorldBuilder.placement_problems(bad)
|
||||
var a := TestUtils.check(not problems.is_empty(), "validator rejects bad placements")
|
||||
var joined := " ".join(problems)
|
||||
var b := TestUtils.check(joined.contains("steps and door"),
|
||||
"validator reports the door/steps exclusion")
|
||||
var c := TestUtils.check(joined.contains("duplicate"), "validator reports a duplicate")
|
||||
return a and b and c
|
||||
|
||||
func test_prop_variants_are_deterministic() -> bool:
|
||||
var first := WorldBuilder.variant_for(3, 180.0)
|
||||
var second := WorldBuilder.variant_for(3, 180.0)
|
||||
var other := WorldBuilder.variant_for(4, 180.0)
|
||||
var a := TestUtils.check(is_equal_approx(first["rotation"], second["rotation"])
|
||||
and is_equal_approx(first["scale"], second["scale"]),
|
||||
"the same placement always gets the same variant")
|
||||
var b := TestUtils.check(not is_equal_approx(first["rotation"], other["rotation"]),
|
||||
"different placements get different rotations")
|
||||
var c := TestUtils.check(first["scale"] >= 0.95 and first["scale"] <= 1.05,
|
||||
"variant scale stays subtle")
|
||||
var d := TestUtils.check(absf(first["rotation"] - 180.0) <= 2.01,
|
||||
"variant rotation stays near the authored angle")
|
||||
return a and b and c and d
|
||||
|
||||
func test_every_prop_has_a_collider() -> bool:
|
||||
var root := Node3D.new()
|
||||
var builder := WorldBuilder.new(root)
|
||||
builder.build()
|
||||
var detail := root.get_node_or_null("StreetDetail")
|
||||
var problems: Array[String] = []
|
||||
if detail == null:
|
||||
problems.append("no StreetDetail")
|
||||
else:
|
||||
for holder in detail.get_children():
|
||||
var body := holder.get_node_or_null("Collision")
|
||||
if body == null or not (body is StaticBody3D):
|
||||
problems.append("%s has no StaticBody3D" % holder.name)
|
||||
continue
|
||||
var collider := body.get_node_or_null("Shape") as CollisionShape3D
|
||||
if collider == null or collider.shape == null:
|
||||
problems.append("%s has no collision shape" % holder.name)
|
||||
continue
|
||||
var size: Vector3
|
||||
if collider.shape is BoxShape3D:
|
||||
size = (collider.shape as BoxShape3D).size
|
||||
elif collider.shape is CylinderShape3D:
|
||||
var cylinder := collider.shape as CylinderShape3D
|
||||
size = Vector3(cylinder.radius * 2.0, cylinder.height, cylinder.radius * 2.0)
|
||||
else:
|
||||
problems.append("%s uses an unexpected shape" % holder.name)
|
||||
continue
|
||||
if size.x <= 0.05 or size.y <= 0.05 or size.z <= 0.05:
|
||||
problems.append("%s has a degenerate collider" % holder.name)
|
||||
if collider.position.y + size.y * 0.5 <= 0.05:
|
||||
problems.append("%s collider sits below the ground" % holder.name)
|
||||
if holder.get_node_or_null("Avoidance") == null:
|
||||
problems.append("%s has no navigation obstacle" % holder.name)
|
||||
root.free()
|
||||
return TestUtils.check(problems.is_empty(), "every prop has a static collider (%s)" % str(problems))
|
||||
|
||||
func test_fallback_props_get_the_same_collider() -> bool:
|
||||
## A missing `.glb` must not silently remove collision: fallback primitives go
|
||||
## through the same bounds fit as the imported models.
|
||||
var root := Node3D.new()
|
||||
var builder := WorldBuilder.new(root)
|
||||
var holder := Node3D.new()
|
||||
var fallback := builder._fallback_prop("bench")
|
||||
holder.add_child(fallback)
|
||||
builder._add_prop_collision(holder, "bench", fallback)
|
||||
var body := holder.get_node_or_null("Collision") as StaticBody3D
|
||||
var a := TestUtils.check(body != null, "fallback bench gets a static body")
|
||||
var collider := body.get_node_or_null("Shape") as CollisionShape3D if body else null
|
||||
var b := TestUtils.check(collider != null and collider.shape is BoxShape3D,
|
||||
"fallback bench gets a box shape")
|
||||
var width: float = (collider.shape as BoxShape3D).size.x if b else 0.0
|
||||
var c := TestUtils.check(width > 1.0, "fallback collider follows the bench width (%.2f)" % width)
|
||||
var d := TestUtils.check(holder.get_node_or_null("Avoidance") is NavigationObstacle3D,
|
||||
"fallback bench publishes a navigation obstacle")
|
||||
holder.free()
|
||||
root.free()
|
||||
return a and b and c and d
|
||||
|
||||
func test_world_facade_windows_light_at_night() -> bool:
|
||||
var root := Node3D.new()
|
||||
var builder := WorldBuilder.new(root)
|
||||
builder.build()
|
||||
var a := TestUtils.check(builder._window_mats.size() >= 8, "window panes built")
|
||||
builder.set_night_mode(true)
|
||||
var lit: bool = builder._window_mats[0].emission_energy_multiplier > 0.0
|
||||
builder.set_night_mode(false)
|
||||
var dark: bool = is_zero_approx(builder._window_mats[0].emission_energy_multiplier)
|
||||
root.free()
|
||||
return a and TestUtils.check(lit, "windows light up at night") and TestUtils.check(dark, "windows are dark by day")
|
||||
|
||||
func test_fallback_prop_is_usable() -> bool:
|
||||
var root := Node3D.new()
|
||||
var builder := WorldBuilder.new(root)
|
||||
var fallback := builder._fallback_prop("bench")
|
||||
var meshes := fallback.find_children("*", "MeshInstance3D", true, false)
|
||||
var ok := TestUtils.check(meshes.size() >= 3, "fallback bench has geometry")
|
||||
fallback.free()
|
||||
root.free()
|
||||
return ok
|
||||
@@ -0,0 +1,77 @@
|
||||
extends RefCounted
|
||||
## Headless tests for the shared surface/environment recipes (ADR-0012).
|
||||
|
||||
const Materials := preload("res://src/game/materials.gd")
|
||||
const GameManager := preload("res://src/game/game_manager.gd")
|
||||
const Rules := preload("res://src/core/rules.gd")
|
||||
|
||||
func test_every_profile_has_physical_values() -> bool:
|
||||
var ok := true
|
||||
for role in ["brick", "concrete", "asphalt", "awning", "stone", "metal",
|
||||
"painted_metal", "wood", "cloth", "skin", "glass", "rubber"]:
|
||||
var profile: Dictionary = Materials.profile(role)
|
||||
var roughness: float = float(profile.get("roughness", -1.0))
|
||||
var metallic: float = float(profile.get("metallic", -1.0))
|
||||
if roughness < 0.0 or roughness > 1.0:
|
||||
ok = false
|
||||
if metallic < 0.0 or metallic > 1.0:
|
||||
ok = false
|
||||
return TestUtils.check(ok, "all roles have roughness/metallic in 0..1")
|
||||
|
||||
func test_textured_recipes_keep_their_texture_and_profile() -> bool:
|
||||
var brick := Materials.brick()
|
||||
var concrete := Materials.concrete()
|
||||
var asphalt := Materials.asphalt()
|
||||
var awning := Materials.awning()
|
||||
var a := TestUtils.check(brick.albedo_texture != null, "brick keeps its texture")
|
||||
var b := TestUtils.check(concrete.uv1_scale.x > 1.0, "concrete tiles across the sidewalk")
|
||||
var c := TestUtils.check(asphalt.roughness < brick.roughness, "asphalt is smoother than brick")
|
||||
var d := TestUtils.check(awning.albedo_texture != null, "awning keeps its texture")
|
||||
var e := TestUtils.check(Materials.flat(Color.RED, "metal").metallic > 0.5, "metal role is metallic")
|
||||
return a and b and c and d and e
|
||||
|
||||
func test_glass_and_emissive_recipes() -> bool:
|
||||
var glass := Materials.glass()
|
||||
var pane := Materials.window_pane()
|
||||
var bar := Materials.emissive(Color(1.0, 0.35, 0.75), 2.5)
|
||||
var a := TestUtils.check(glass.transparency == BaseMaterial3D.TRANSPARENCY_ALPHA,
|
||||
"glass is alpha blended")
|
||||
var b := TestUtils.check(glass.roughness < 0.2, "glass is smooth")
|
||||
var c := TestUtils.check(pane.emission_enabled, "window panes can light up")
|
||||
var d := TestUtils.check(is_equal_approx(pane.emission_energy_multiplier, 0.0),
|
||||
"window panes start dark")
|
||||
var e := TestUtils.check(is_equal_approx(bar.emission_energy_multiplier, 2.5),
|
||||
"emissive energy is applied")
|
||||
return a and b and c and d and e
|
||||
|
||||
func test_environment_tuning_applies_phase_values() -> bool:
|
||||
var env := Environment.new()
|
||||
var late: Dictionary = GameManager.PHASE_LIGHTING[Rules.Phase.LATE]
|
||||
Materials.configure_environment(env, late)
|
||||
var a := TestUtils.check(env.tonemap_mode == Environment.TONE_MAPPER_ACES,
|
||||
"ACES tonemapping")
|
||||
var b := TestUtils.check(env.glow_enabled, "glow enabled for the marquee")
|
||||
var c := TestUtils.check(env.fog_enabled, "fog enabled for distance haze")
|
||||
var d := TestUtils.check(env.fog_density > 0.0, "fog has a density")
|
||||
var e := TestUtils.check(env.adjustment_enabled, "colour grading enabled")
|
||||
var f := TestUtils.check(
|
||||
env.fog_light_color.is_equal_approx(late["fog_color"]),
|
||||
"phase fog colour is used")
|
||||
return a and b and c and d and e and f
|
||||
|
||||
func test_every_phase_has_environment_keys() -> bool:
|
||||
var ok := true
|
||||
for phase in [Rules.Phase.EARLY, Rules.Phase.MIDDAY, Rules.Phase.EVENING, Rules.Phase.LATE]:
|
||||
var cfg: Dictionary = GameManager.PHASE_LIGHTING.get(phase, {})
|
||||
for key in ["exposure", "glow", "fog_color", "fog_density", "fog_energy",
|
||||
"contrast", "saturation"]:
|
||||
if not cfg.has(key):
|
||||
ok = false
|
||||
return TestUtils.check(ok, "all phases set exposure/glow/fog/grading")
|
||||
|
||||
func test_night_phases_are_night() -> bool:
|
||||
var evening: Dictionary = GameManager.PHASE_LIGHTING[Rules.Phase.EVENING]
|
||||
var late: Dictionary = GameManager.PHASE_LIGHTING[Rules.Phase.LATE]
|
||||
var early: Dictionary = GameManager.PHASE_LIGHTING[Rules.Phase.EARLY]
|
||||
return TestUtils.check(bool(evening["night"]) and bool(late["night"]) and not bool(early["night"]),
|
||||
"night flag matches the phase")
|
||||
@@ -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
|
||||
@@ -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 := [
|
||||
|
||||
@@ -0,0 +1,88 @@
|
||||
extends RefCounted
|
||||
## Headless tests for focus ranking, aim-free cycling helpers, and the NPC
|
||||
## outfit/gait helpers added in the control re-evaluation (ADR-0011).
|
||||
|
||||
const NpcFocus := preload("res://src/game/npc_focus.gd")
|
||||
const NpcAvatar := preload("res://src/game/npc_avatar.gd")
|
||||
const Rules := preload("res://src/core/rules.gd")
|
||||
|
||||
func test_rank_orders_by_angle_then_distance() -> bool:
|
||||
var origin := Vector3.ZERO
|
||||
var forward := Vector3(0, 0, -1)
|
||||
# Index 2 is dead ahead and near, index 0 dead ahead but far, index 1 off to
|
||||
# the side. Ranking must be angle first, then distance.
|
||||
var heads := [Vector3(0, 0, -9), Vector3(0.9, 0, -6), Vector3(0, 0, -5)]
|
||||
var ranked: Array = NpcFocus.rank_indices(origin, forward, heads)
|
||||
var a := TestUtils.check_eq(ranked, [2, 0, 1], "angle first, then distance")
|
||||
var b := TestUtils.check_eq(NpcFocus.pick_index(origin, forward, heads), 2,
|
||||
"pick_index returns the best-ranked head")
|
||||
return a and b
|
||||
|
||||
func test_rank_excludes_out_of_cone_and_range() -> bool:
|
||||
var origin := Vector3.ZERO
|
||||
var forward := Vector3(0, 0, -1)
|
||||
var heads := [
|
||||
Vector3(0, 0, 40), # too far
|
||||
Vector3(8, 0, -5), # too wide
|
||||
Vector3(0, 0, 6), # behind the camera
|
||||
Vector3(0.2, 0, -7), # valid
|
||||
]
|
||||
var ranked: Array = NpcFocus.rank_indices(origin, forward, heads)
|
||||
return TestUtils.check_eq(ranked, [3], "only the in-cone head is ranked")
|
||||
|
||||
func test_rank_is_empty_when_nobody_is_in_the_cone() -> bool:
|
||||
var ranked: Array = NpcFocus.rank_indices(
|
||||
Vector3.ZERO, Vector3(0, 0, -1), [Vector3(0, 0, 30)])
|
||||
var picked := NpcFocus.pick_index(Vector3.ZERO, Vector3(0, 0, -1), [Vector3(0, 0, 30)])
|
||||
return TestUtils.check(ranked.is_empty() and picked == -1, "empty ranking and -1 pick")
|
||||
|
||||
func test_limb_swing_is_opposite_per_side() -> bool:
|
||||
var left := NpcAvatar.limb_swing(PI / 2.0, 0, 1.0)
|
||||
var right := NpcAvatar.limb_swing(PI / 2.0, 1, 1.0)
|
||||
var still := NpcAvatar.limb_swing(0.0, 0, 1.0)
|
||||
var a := TestUtils.check(absf(left - 1.0) < 0.001, "left limb swings to +amplitude")
|
||||
var b := TestUtils.check(absf(right + 1.0) < 0.001, "right limb swings the other way")
|
||||
var c := TestUtils.check(absf(still) < 0.001, "phase 0 is the neutral pose")
|
||||
return a and b and c
|
||||
|
||||
func test_outfit_is_deterministic_per_seed() -> bool:
|
||||
var first: Dictionary = NpcAvatar.outfit_for(Rules.NpcType.TOURIST, 991)
|
||||
var second: Dictionary = NpcAvatar.outfit_for(Rules.NpcType.TOURIST, 991)
|
||||
var a := TestUtils.check(first["shirt"] == second["shirt"], "same seed, same shirt")
|
||||
var b := TestUtils.check(first["pants"] == second["pants"], "same seed, same trousers")
|
||||
var c := TestUtils.check(first["accessory"] == second["accessory"], "same seed, same accessory")
|
||||
return a and b and c
|
||||
|
||||
func test_outfit_varies_across_seeds() -> bool:
|
||||
var shirts := {}
|
||||
var pants := {}
|
||||
for seed_value in [1, 2, 3, 4, 5, 6, 7, 8]:
|
||||
var outfit: Dictionary = NpcAvatar.outfit_for(Rules.NpcType.TOURIST, seed_value * 977)
|
||||
shirts[outfit["shirt"]] = true
|
||||
pants[outfit["pants"]] = true
|
||||
var a := TestUtils.check(shirts.size() > 1, "shirt colour varies between people")
|
||||
var b := TestUtils.check(pants.size() > 1, "trouser colour varies between people")
|
||||
return a and b
|
||||
|
||||
func test_accessories_follow_the_role() -> bool:
|
||||
var a := TestUtils.check_eq(
|
||||
NpcAvatar.outfit_for(Rules.NpcType.RESPONDER, 5)["accessory"], "cap",
|
||||
"responders wear a cap")
|
||||
var b := TestUtils.check_eq(
|
||||
NpcAvatar.outfit_for(Rules.NpcType.TRESPASSER, 5)["accessory"], "hood",
|
||||
"trespassers wear a hood")
|
||||
var c := TestUtils.check_eq(
|
||||
NpcAvatar.outfit_for(Rules.NpcType.AUTHORIZED_GUEST, 5)["accessory"], "lanyard",
|
||||
"guests wear a lanyard")
|
||||
var d := TestUtils.check_eq(
|
||||
NpcAvatar.outfit_for(Rules.NpcType.INTOXICATED, 5)["accessory"], "none",
|
||||
"roles without an accessory say none")
|
||||
return a and b and c and d
|
||||
|
||||
func test_height_scale_stays_human() -> bool:
|
||||
var ok := true
|
||||
for seed_value in range(1, 40):
|
||||
var scale_y: float = float(NpcAvatar.outfit_for(Rules.NpcType.TOURIST, seed_value * 131)["height_scale"])
|
||||
if scale_y < 0.9 or scale_y > 1.1:
|
||||
ok = false
|
||||
return TestUtils.check(ok, "avatar height scale stays between 0.9 and 1.1")
|
||||
@@ -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
|
||||
@@ -0,0 +1,65 @@
|
||||
extends RefCounted
|
||||
## Web export target: the preset exists, uses the non-threaded template (so it
|
||||
## runs on plain static hosting without COOP/COEP headers), and the release
|
||||
## scripts build and publish it.
|
||||
|
||||
func _preset() -> String:
|
||||
## Return the `[preset.N]` block whose name is Web plus its `.options` block.
|
||||
var lines := FileAccess.get_file_as_string("res://export_presets.cfg").split("\n")
|
||||
var sections := {}
|
||||
var current := ""
|
||||
var web_id := ""
|
||||
for line in lines:
|
||||
if line.begins_with("[") and line.ends_with("]"):
|
||||
current = line
|
||||
sections[current] = PackedStringArray()
|
||||
continue
|
||||
if sections.has(current):
|
||||
# PackedStringArray is a value type: mutate a local and write it back.
|
||||
var block: PackedStringArray = sections[current]
|
||||
block.append(line)
|
||||
sections[current] = block
|
||||
if line == 'name="Web"':
|
||||
web_id = current.trim_prefix("[").trim_suffix("]")
|
||||
if web_id == "":
|
||||
return ""
|
||||
var out: PackedStringArray = []
|
||||
out.append("[%s]" % web_id)
|
||||
out.append_array(sections.get("[%s]" % web_id, PackedStringArray()))
|
||||
var options := "[%s.options]" % web_id
|
||||
if sections.has(options):
|
||||
out.append(options)
|
||||
out.append_array(sections[options])
|
||||
return "\n".join(out)
|
||||
|
||||
func test_web_preset_exists() -> bool:
|
||||
var preset := _preset()
|
||||
var a := TestUtils.check(preset != "", "a Web export preset exists")
|
||||
var b := TestUtils.check(preset.contains('platform="Web"'), "preset targets the Web platform")
|
||||
var c := TestUtils.check(preset.contains('export_path="build/web/index.html"'), "preset writes build/web/index.html")
|
||||
return a and b and c
|
||||
|
||||
func test_web_preset_is_static_hosting_friendly() -> bool:
|
||||
var preset := _preset()
|
||||
return TestUtils.check(preset.contains("variant/thread_support=false"),
|
||||
"threads are disabled so no COOP/COEP headers are required")
|
||||
|
||||
func test_release_scripts_build_the_web_zip() -> bool:
|
||||
var build := FileAccess.get_file_as_string("res://tools/build_releases.sh")
|
||||
var a := TestUtils.check(build.contains('--export-release "Web"'), "build script exports Web")
|
||||
var b := TestUtils.check(build.contains("step-line-web-${VERSION}.zip"), "build script names the web zip")
|
||||
var publish := FileAccess.get_file_as_string("res://tools/publish_release.sh")
|
||||
var c := TestUtils.check(publish.contains("step-line-web-$VERSION.zip"), "publish script uploads the web zip")
|
||||
return a and b and c
|
||||
|
||||
func test_web_build_files_present_when_exported() -> bool:
|
||||
## Only asserts shape if a web build exists in build/web (created by the
|
||||
## release script); missing build output is not a test failure by itself.
|
||||
var index := "res://build/web/index.html"
|
||||
if not FileAccess.file_exists(index):
|
||||
return true
|
||||
var html := FileAccess.get_file_as_string(index)
|
||||
var a := TestUtils.check(html.contains("index.js"), "index.html loads index.js")
|
||||
var b := TestUtils.check(FileAccess.file_exists("res://build/web/index.wasm"), "wasm payload exists")
|
||||
var c := TestUtils.check(FileAccess.file_exists("res://build/web/index.pck"), "pck payload exists")
|
||||
return a and b and c
|
||||
@@ -10,6 +10,7 @@
|
||||
# build/step-line-linux-<version>.x86_64
|
||||
# build/step-line-windows-<version>.exe
|
||||
# build/step-line-macos-<version>.zip
|
||||
# build/step-line-web-<version>.zip (Godot web build: static hosting, no threads)
|
||||
#
|
||||
set -euo pipefail
|
||||
|
||||
@@ -28,6 +29,26 @@ echo "==> Exporting Windows Desktop"
|
||||
echo "==> Exporting macOS"
|
||||
"$GODOT" --headless --export-release "macOS" "build/step-line-macos-${VERSION}.zip"
|
||||
|
||||
echo "==> Exporting Web (no threads, static-hosting friendly)"
|
||||
rm -rf build/web
|
||||
mkdir -p build/web
|
||||
"$GODOT" --headless --export-release "Web" "build/web/index.html"
|
||||
# Ship the web build as a single zip so it can be downloaded and served as-is.
|
||||
rm -f "build/step-line-web-${VERSION}.zip"
|
||||
if command -v zip >/dev/null 2>&1; then
|
||||
(cd build/web && zip -q -r "../step-line-web-${VERSION}.zip" .)
|
||||
else
|
||||
python3 - "$PWD/build/web" "$PWD/build/step-line-web-${VERSION}.zip" <<'PYZIP'
|
||||
import os, sys, zipfile
|
||||
src, out = sys.argv[1], sys.argv[2]
|
||||
with zipfile.ZipFile(out, "w", zipfile.ZIP_DEFLATED) as archive:
|
||||
for root, _dirs, files in os.walk(src):
|
||||
for name in files:
|
||||
path = os.path.join(root, name)
|
||||
archive.write(path, os.path.relpath(path, src))
|
||||
PYZIP
|
||||
fi
|
||||
|
||||
echo ""
|
||||
echo "Artifacts:"
|
||||
ls -la build/*"${VERSION}"*
|
||||
|
||||
@@ -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)
|
||||
@@ -0,0 +1,846 @@
|
||||
#!/usr/bin/env python3
|
||||
"""Build the low-poly prop models used in the Step Line street scene.
|
||||
|
||||
The scene needs street furniture (bollards, benches, bins, planters, newspaper
|
||||
boxes, a hydrant) that reads as solid geometry instead of flat boxes. This tool
|
||||
keeps that art direction in one place:
|
||||
|
||||
* every prop is described as a small list of boxes and cylinders, so the
|
||||
build is deterministic and runs offline in CI;
|
||||
* an optional AI concept image per prop (OpenRouter, the same backend as
|
||||
`generate_textures.py`) supplies the colour palette, so a model can look
|
||||
like the concept without a 3D-model API;
|
||||
* `build` writes standard glTF binary (`.glb`) files that Godot 4 imports as
|
||||
`PackedScene`s, and `audit` checks the files are structurally valid.
|
||||
|
||||
Commands (run from the repo root):
|
||||
|
||||
python3 tools/model_pipeline.py list
|
||||
python3 tools/model_pipeline.py build
|
||||
python3 tools/model_pipeline.py audit
|
||||
python3 tools/model_pipeline.py concept # needs OPENROUTER_API_KEY
|
||||
python3 tools/model_pipeline.py concept --only bench
|
||||
|
||||
The concept step is optional: `build` never needs the network. If
|
||||
`assets/models/concepts/<prop>.png` exists, its dominant colours replace the
|
||||
role colours from the catalogue, which is the only AI influence on the mesh.
|
||||
"""
|
||||
|
||||
import argparse
|
||||
import json
|
||||
import math
|
||||
import os
|
||||
import struct
|
||||
import sys
|
||||
from pathlib import Path
|
||||
|
||||
ROOT = Path(__file__).resolve().parent.parent
|
||||
MODELS_DIR = ROOT / "assets" / "models" / "generated"
|
||||
CONCEPTS_DIR = ROOT / "assets" / "models" / "concepts"
|
||||
|
||||
# Reuse the validated OpenRouter image backend; keep the import lazy so `list`,
|
||||
# `build` and `audit` work without Pillow installed? Pillow is needed for the
|
||||
# concept palette step, so it stays a normal import inside those functions.
|
||||
DEFAULT_CONCEPT_MODEL = "openai/gpt-5-image-mini"
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Catalogue. `role` names the palette slot a part uses:
|
||||
# body / accent / metal / wood / foliage / stone / glass
|
||||
# `concept` prompts ask for a single object on a plain background.
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
PROPS = [
|
||||
{
|
||||
"name": "bollard",
|
||||
"concept": ("product photo of a single short black steel street bollard "
|
||||
"with a reflective band, plain light grey studio background"),
|
||||
"parts": [
|
||||
{"shape": "cylinder", "radius": 0.09, "height": 0.92,
|
||||
"at": [0, 0.46, 0], "segments": 12, "role": "metal"},
|
||||
{"shape": "cylinder", "radius": 0.095, "height": 0.07,
|
||||
"at": [0, 0.80, 0], "segments": 12, "role": "accent"},
|
||||
{"shape": "cylinder", "radius": 0.10, "height": 0.05,
|
||||
"at": [0, 0.94, 0], "segments": 12, "role": "metal"},
|
||||
],
|
||||
},
|
||||
{
|
||||
"name": "bench",
|
||||
"concept": ("product photo of a single park bench with wooden slats and "
|
||||
"dark metal legs, plain light grey studio background"),
|
||||
"parts": [
|
||||
{"shape": "box", "size": [1.80, 0.08, 0.52],
|
||||
"at": [0, 0.46, 0], "role": "wood"},
|
||||
{"shape": "box", "size": [1.80, 0.42, 0.07],
|
||||
"at": [0, 0.72, -0.22], "role": "wood"},
|
||||
{"shape": "box", "size": [0.09, 0.46, 0.46],
|
||||
"at": [-0.72, 0.23, 0], "role": "metal"},
|
||||
{"shape": "box", "size": [0.09, 0.46, 0.46],
|
||||
"at": [0.72, 0.23, 0], "role": "metal"},
|
||||
{"shape": "box", "size": [0.07, 0.40, 0.07],
|
||||
"at": [-0.72, 0.72, -0.20], "role": "metal"},
|
||||
{"shape": "box", "size": [0.07, 0.40, 0.07],
|
||||
"at": [0.72, 0.72, -0.20], "role": "metal"},
|
||||
],
|
||||
},
|
||||
{
|
||||
"name": "trash_bin",
|
||||
"concept": ("product photo of a single dark green cylindrical street "
|
||||
"litter bin with a domed lid, plain light grey studio background"),
|
||||
"parts": [
|
||||
{"shape": "cylinder", "radius": 0.27, "height": 0.78,
|
||||
"at": [0, 0.39, 0], "segments": 14, "role": "body"},
|
||||
{"shape": "cylinder", "radius": 0.29, "height": 0.06,
|
||||
"at": [0, 0.81, 0], "segments": 14, "role": "metal"},
|
||||
{"shape": "cylinder", "radius": 0.24, "height": 0.04,
|
||||
"at": [0, 0.86, 0], "segments": 14, "role": "accent"},
|
||||
],
|
||||
},
|
||||
{
|
||||
"name": "planter_box",
|
||||
"concept": ("product photo of a single square concrete planter box with a "
|
||||
"small green shrub, plain light grey studio background"),
|
||||
"parts": [
|
||||
{"shape": "box", "size": [0.96, 0.54, 0.96],
|
||||
"at": [0, 0.27, 0], "role": "stone"},
|
||||
{"shape": "box", "size": [0.84, 0.04, 0.84],
|
||||
"at": [0, 0.55, 0], "role": "body"},
|
||||
{"shape": "cylinder", "radius": 0.30, "height": 0.55,
|
||||
"at": [0, 0.86, 0], "segments": 9, "role": "foliage"},
|
||||
{"shape": "cylinder", "radius": 0.22, "height": 0.42,
|
||||
"at": [-0.18, 1.10, 0.10], "segments": 8, "role": "foliage"},
|
||||
{"shape": "cylinder", "radius": 0.18, "height": 0.34,
|
||||
"at": [0.20, 1.06, -0.12], "segments": 8, "role": "foliage"},
|
||||
],
|
||||
},
|
||||
{
|
||||
"name": "newspaper_box",
|
||||
"concept": ("product photo of a single blue newspaper vending box on a "
|
||||
"short stand, plain light grey studio background"),
|
||||
"parts": [
|
||||
{"shape": "box", "size": [0.44, 0.10, 0.38],
|
||||
"at": [0, 0.08, 0], "role": "metal"},
|
||||
{"shape": "box", "size": [0.42, 0.72, 0.34],
|
||||
"at": [0, 0.49, 0], "role": "body"},
|
||||
{"shape": "box", "size": [0.34, 0.30, 0.03],
|
||||
"at": [0, 0.60, 0.18], "role": "glass"},
|
||||
{"shape": "box", "size": [0.44, 0.10, 0.36],
|
||||
"at": [0, 0.90, 0], "role": "accent"},
|
||||
],
|
||||
},
|
||||
{
|
||||
"name": "fire_hydrant",
|
||||
"concept": ("product photo of a single red fire hydrant with silver caps, "
|
||||
"plain light grey studio background"),
|
||||
"parts": [
|
||||
{"shape": "cylinder", "radius": 0.15, "height": 0.62,
|
||||
"at": [0, 0.31, 0], "segments": 12, "role": "body"},
|
||||
{"shape": "cylinder", "radius": 0.17, "height": 0.06,
|
||||
"at": [0, 0.65, 0], "segments": 12, "role": "accent"},
|
||||
{"shape": "cylinder", "radius": 0.19, "height": 0.09,
|
||||
"at": [0, 0.05, 0], "segments": 12, "role": "metal"},
|
||||
{"shape": "box", "size": [0.52, 0.10, 0.12],
|
||||
"at": [0, 0.42, 0], "role": "metal"},
|
||||
],
|
||||
},
|
||||
]
|
||||
|
||||
# Default palette per role (linear-ish sRGB values the GLB stores directly).
|
||||
PALETTE = {
|
||||
"body": [0.22, 0.30, 0.24],
|
||||
"accent": [0.85, 0.72, 0.28],
|
||||
"metal": [0.16, 0.17, 0.19],
|
||||
"wood": [0.42, 0.28, 0.17],
|
||||
"foliage": [0.18, 0.42, 0.20],
|
||||
"stone": [0.52, 0.51, 0.48],
|
||||
"glass": [0.35, 0.48, 0.62],
|
||||
}
|
||||
|
||||
PBR = {
|
||||
"metal": (0.75, 0.35),
|
||||
"wood": (0.0, 0.75),
|
||||
"foliage": (0.0, 0.9),
|
||||
"stone": (0.0, 0.85),
|
||||
"glass": (0.1, 0.12),
|
||||
"body": (0.15, 0.65),
|
||||
"accent": (0.25, 0.5),
|
||||
}
|
||||
|
||||
DIRECTORY_BY_NAME = {prop["name"]: prop for prop in PROPS}
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Geometry helpers. Every quad/triangle is wound so its geometric normal agrees
|
||||
# with the intended outward normal — Godot culls back faces, so this matters.
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
def _sub(a, b):
|
||||
return (a[0] - b[0], a[1] - b[1], a[2] - b[2])
|
||||
|
||||
|
||||
def _cross(a, b):
|
||||
return (a[1] * b[2] - a[2] * b[1],
|
||||
a[2] * b[0] - a[0] * b[2],
|
||||
a[0] * b[1] - a[1] * b[0])
|
||||
|
||||
|
||||
def _dot(a, b):
|
||||
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2]
|
||||
|
||||
|
||||
def _normalize(v):
|
||||
length = math.sqrt(_dot(v, v))
|
||||
if length <= 1e-9:
|
||||
return (0.0, 1.0, 0.0)
|
||||
return (v[0] / length, v[1] / length, v[2] / length)
|
||||
|
||||
|
||||
class MeshData:
|
||||
"""Accumulates one flat-shaded, indexed triangle list."""
|
||||
|
||||
def __init__(self):
|
||||
self.positions = []
|
||||
self.normals = []
|
||||
self.indices = []
|
||||
|
||||
def triangle_count(self) -> int:
|
||||
return len(self.indices) // 3
|
||||
|
||||
def add_quad(self, corners, want_normal):
|
||||
a, b, c = corners[0], corners[1], corners[2]
|
||||
normal = _cross(_sub(b, a), _sub(c, a))
|
||||
if _dot(normal, want_normal) < 0.0:
|
||||
corners = [corners[0], corners[3], corners[2], corners[1]]
|
||||
normal = (-normal[0], -normal[1], -normal[2])
|
||||
normal = _normalize(normal)
|
||||
base = len(self.positions)
|
||||
for corner in corners:
|
||||
self.positions.append(corner)
|
||||
self.normals.append(normal)
|
||||
self.indices.extend([base, base + 1, base + 2,
|
||||
base, base + 2, base + 3])
|
||||
|
||||
def add_triangle(self, v0, v1, v2, want_normal):
|
||||
normal = _cross(_sub(v1, v0), _sub(v2, v0))
|
||||
if _dot(normal, want_normal) < 0.0:
|
||||
v1, v2 = v2, v1
|
||||
normal = (-normal[0], -normal[1], -normal[2])
|
||||
normal = _normalize(normal)
|
||||
base = len(self.positions)
|
||||
for vertex in (v0, v1, v2):
|
||||
self.positions.append(vertex)
|
||||
self.normals.append(normal)
|
||||
self.indices.extend([base, base + 1, base + 2])
|
||||
|
||||
|
||||
def _add_box(mesh: MeshData, size, at):
|
||||
hx, hy, hz = size[0] / 2.0, size[1] / 2.0, size[2] / 2.0
|
||||
cx, cy, cz = at
|
||||
faces = [
|
||||
((0, 0, 1), [(-hx, -hy, hz), (hx, -hy, hz),
|
||||
(hx, hy, hz), (-hx, hy, hz)]),
|
||||
((0, 0, -1), [(hx, -hy, -hz), (-hx, -hy, -hz),
|
||||
(-hx, hy, -hz), (hx, hy, -hz)]),
|
||||
((1, 0, 0), [(hx, -hy, hz), (hx, -hy, -hz),
|
||||
(hx, hy, -hz), (hx, hy, hz)]),
|
||||
((-1, 0, 0), [(-hx, -hy, -hz), (-hx, -hy, hz),
|
||||
(-hx, hy, hz), (-hx, hy, -hz)]),
|
||||
((0, 1, 0), [(-hx, hy, hz), (hx, hy, hz),
|
||||
(hx, hy, -hz), (-hx, hy, -hz)]),
|
||||
((0, -1, 0), [(-hx, -hy, -hz), (hx, -hy, -hz),
|
||||
(hx, -hy, hz), (-hx, -hy, hz)]),
|
||||
]
|
||||
for normal, corners in faces:
|
||||
mesh.add_quad([(cx + x, cy + y, cz + z)
|
||||
for x, y, z in corners], normal)
|
||||
|
||||
|
||||
def _add_cylinder(mesh: MeshData, radius, height, at, segments=12, top_radius=None):
|
||||
r0 = float(radius)
|
||||
r1 = r0 if top_radius is None else float(top_radius)
|
||||
cx, cy, cz = at
|
||||
y0 = cy - height / 2.0
|
||||
y1 = cy + height / 2.0
|
||||
segments = max(3, int(segments))
|
||||
for i in range(segments):
|
||||
t0 = 2.0 * math.pi * i / segments
|
||||
t1 = 2.0 * math.pi * (i + 1) / segments
|
||||
b0 = (cx + r0 * math.cos(t0), y0, cz + r0 * math.sin(t0))
|
||||
b1 = (cx + r0 * math.cos(t1), y0, cz + r0 * math.sin(t1))
|
||||
u1 = (cx + r1 * math.cos(t1), y1, cz + r1 * math.sin(t1))
|
||||
u0 = (cx + r1 * math.cos(t0), y1, cz + r1 * math.sin(t0))
|
||||
want = ((math.cos(t0) + math.cos(t1)) * 0.5, 0.0,
|
||||
(math.sin(t0) + math.sin(t1)) * 0.5)
|
||||
mesh.add_quad([b0, b1, u1, u0], want)
|
||||
bottom_center = (cx, y0, cz)
|
||||
top_center = (cx, y1, cz)
|
||||
mesh.add_triangle(bottom_center, b0, b1, (0.0, -1.0, 0.0))
|
||||
mesh.add_triangle(top_center, u0, u1, (0.0, 1.0, 0.0))
|
||||
|
||||
|
||||
def build_part_mesh(part: dict) -> MeshData:
|
||||
"""Geometry for a single part. Each part becomes one glTF primitive so it
|
||||
can carry its own material."""
|
||||
mesh = MeshData()
|
||||
if part["shape"] == "box":
|
||||
_add_box(mesh, part["size"], part["at"])
|
||||
elif part["shape"] == "cylinder":
|
||||
_add_cylinder(mesh, part["radius"], part["height"], part["at"],
|
||||
part.get("segments", 12), part.get("top_radius"))
|
||||
else:
|
||||
raise ValueError(f"unknown shape {part['shape']!r}")
|
||||
return mesh
|
||||
|
||||
|
||||
def build_prop_mesh(prop: dict) -> MeshData:
|
||||
"""All parts merged into one mesh (stats and tests; the GLB keeps them
|
||||
separate so each part keeps its material)."""
|
||||
merged = MeshData()
|
||||
for part in prop["parts"]:
|
||||
mesh = build_part_mesh(part)
|
||||
base = len(merged.positions)
|
||||
merged.positions.extend(mesh.positions)
|
||||
merged.normals.extend(mesh.normals)
|
||||
merged.indices.extend(index + base for index in mesh.indices)
|
||||
return merged
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# AI concept palette (optional). The image only supplies colours.
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
def _load_env_file(path=None):
|
||||
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 _hsv(rgb):
|
||||
"""Hue (0..1), saturation (0..1), value (0..1) for a 0..1 RGB triple."""
|
||||
r, g, b = rgb
|
||||
mx, mn = max(rgb), min(rgb)
|
||||
delta = mx - mn
|
||||
if mx <= 0.0:
|
||||
return 0.0, 0.0, 0.0
|
||||
sat = delta / mx
|
||||
if delta <= 1e-6:
|
||||
return 0.0, sat, mx
|
||||
if mx == r:
|
||||
hue = ((g - b) / delta) % 6.0
|
||||
elif mx == g:
|
||||
hue = (b - r) / delta + 2.0
|
||||
else:
|
||||
hue = (r - g) / delta + 4.0
|
||||
return hue / 6.0, sat, mx
|
||||
|
||||
|
||||
def _luminance(rgb):
|
||||
return 0.2126 * rgb[0] + 0.7152 * rgb[1] + 0.0722 * rgb[2]
|
||||
|
||||
|
||||
def dominant_colors(image, count=4):
|
||||
"""Most characteristic colours of the concept subject, 0..1 RGB triples.
|
||||
|
||||
A studio backdrop is a large grey gradient, so raw pixel frequency just
|
||||
returns the background. Two things fix that: read the centre of the frame
|
||||
(the subject), and rank colours by ``count * (0.25 + saturation)`` so a
|
||||
saturated wood or paint beats a big flat grey.
|
||||
"""
|
||||
source = image.convert("RGB")
|
||||
width, height = source.size
|
||||
box = (int(width * 0.22), int(height * 0.22),
|
||||
int(width * 0.78), int(height * 0.78))
|
||||
small = source.crop(box).resize((96, 96))
|
||||
quantized = small.quantize(colors=max(8, count * 4), method=2)
|
||||
palette = quantized.getpalette() or []
|
||||
scored = []
|
||||
for tally, index in (quantized.getcolors() or []):
|
||||
r, g, b = palette[index * 3:index * 3 + 3]
|
||||
rgb = [r / 255.0, g / 255.0, b / 255.0]
|
||||
_hue, sat, value = _hsv(rgb)
|
||||
if value > 0.96 and sat < 0.05:
|
||||
continue # white studio backdrop
|
||||
if value < 0.05:
|
||||
continue # pure shadow
|
||||
scored.append((tally * (0.25 + sat), rgb))
|
||||
scored.sort(key=lambda item: item[0], reverse=True)
|
||||
return [rgb for _score, rgb in scored[:count]]
|
||||
|
||||
|
||||
def assign_roles(colors, base=None):
|
||||
"""Map sampled colours onto material roles using their character.
|
||||
|
||||
Frequency alone cannot tell a black cast-iron leg from a darker wood slat.
|
||||
The bench concept has warm teak slats and near-black legs; the planter
|
||||
concept has grey concrete and a green shrub. Assign by hue and value
|
||||
instead: the darkest tone is metal, a warm saturated tone is wood, a light
|
||||
desaturated tone is stone, a green tone is foliage.
|
||||
"""
|
||||
palette = {role: list(rgb) for role, rgb in (base or PALETTE).items()}
|
||||
if not colors:
|
||||
return palette
|
||||
|
||||
def sat(rgb):
|
||||
return _hsv(rgb)[1]
|
||||
|
||||
def hue(rgb):
|
||||
return _hsv(rgb)[0]
|
||||
|
||||
darkest = min(colors, key=_luminance)
|
||||
if _luminance(darkest) < 0.35:
|
||||
palette["metal"] = darkest
|
||||
|
||||
warm = [c for c in colors
|
||||
if 0.02 <= hue(c) <= 0.16 and sat(c) >= 0.25
|
||||
and 0.06 <= _luminance(c) <= 0.8]
|
||||
if warm:
|
||||
palette["wood"] = max(warm, key=sat)
|
||||
|
||||
greens = [c for c in colors
|
||||
if 0.20 <= hue(c) <= 0.45 and sat(c) >= 0.2
|
||||
and _luminance(c) >= 0.10]
|
||||
if greens:
|
||||
palette["foliage"] = max(greens, key=sat)
|
||||
|
||||
greys = [c for c in colors
|
||||
if sat(c) < 0.18 and 0.08 <= _luminance(c) <= 0.85]
|
||||
if greys:
|
||||
# Clamp concrete: a near-white sample renders as a glowing crate under the
|
||||
# street lamps, so keep stone a believable mid grey.
|
||||
stone = max(greys, key=_luminance)
|
||||
palette["stone"] = [min(0.60, channel) for channel in stone]
|
||||
|
||||
candidates = [c for c in colors
|
||||
if sat(c) >= 0.12 and _luminance(c) >= 0.08]
|
||||
if candidates:
|
||||
body = max(candidates, key=lambda c: sat(c) * (0.3 + _luminance(c)))
|
||||
palette["body"] = body
|
||||
others = [c for c in candidates
|
||||
if c is not body and sat(c) > sat(body) + 0.05]
|
||||
if others:
|
||||
palette["accent"] = max(others, key=sat)
|
||||
else:
|
||||
palette["accent"] = [min(1.0, channel * 1.35 + 0.05)
|
||||
for channel in body]
|
||||
return palette
|
||||
|
||||
|
||||
def palette_for_prop(prop_name: str) -> dict:
|
||||
"""Role palette for a prop: defaults, refined by its AI concept image."""
|
||||
concept = CONCEPTS_DIR / f"{prop_name}.png"
|
||||
if not concept.is_file():
|
||||
return {role: list(rgb) for role, rgb in PALETTE.items()}
|
||||
try:
|
||||
from PIL import Image
|
||||
with Image.open(concept) as image:
|
||||
image.load()
|
||||
colors = dominant_colors(image)
|
||||
except Exception as exc: # noqa: BLE001 - a bad concept must not break build
|
||||
print(
|
||||
f"warning: could not read {concept.name}: {exc}", file=sys.stderr)
|
||||
return {role: list(rgb) for role, rgb in PALETTE.items()}
|
||||
return assign_roles(colors)
|
||||
|
||||
|
||||
def generate_concepts(only="", model=DEFAULT_CONCEPT_MODEL, size=1024,
|
||||
force=False) -> list:
|
||||
"""Ask the image model for one concept sheet per prop (needs API key)."""
|
||||
_load_env_file()
|
||||
import generate_textures
|
||||
CONCEPTS_DIR.mkdir(parents=True, exist_ok=True)
|
||||
written = []
|
||||
for prop in PROPS:
|
||||
if only and only not in prop["name"]:
|
||||
continue
|
||||
path = CONCEPTS_DIR / f"{prop['name']}.png"
|
||||
if path.is_file() and not force:
|
||||
print(f"skip concept {prop['name']} (exists; --force to replace)")
|
||||
continue
|
||||
print(f"concept {prop['name']} ...")
|
||||
image = generate_textures.generate_image(
|
||||
f"{prop['concept']}. Three-quarter view, soft studio lighting, "
|
||||
"no text, no watermark.", model, size, transparent=False)
|
||||
image.save(path)
|
||||
written.append(path)
|
||||
print(f"wrote {path.relative_to(ROOT)} {image.size}")
|
||||
return written
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# glTF binary writer.
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
ATLAS_CELL = 8
|
||||
|
||||
|
||||
def _next_pow2(value: int) -> int:
|
||||
size = 1
|
||||
while size < value:
|
||||
size *= 2
|
||||
return size
|
||||
|
||||
|
||||
def _png_bytes(width: int, height: int, rgba: bytearray) -> bytes:
|
||||
"""Encode raw RGBA rows as a PNG without requiring Pillow."""
|
||||
import zlib
|
||||
rows = bytearray()
|
||||
stride = width * 4
|
||||
for y in range(height):
|
||||
rows.append(0) # filter type 0
|
||||
rows.extend(rgba[y * stride:(y + 1) * stride])
|
||||
|
||||
def chunk(tag: bytes, payload: bytes) -> bytes:
|
||||
return (struct.pack(">I", len(payload)) + tag + payload +
|
||||
struct.pack(">I", zlib.crc32(tag + payload) & 0xFFFFFFFF))
|
||||
|
||||
header = struct.pack(">IIBBBBB", width, height, 8, 6, 0, 0, 0)
|
||||
return (b"\x89PNG\r\n\x1a\n" + chunk(b"IHDR", header) +
|
||||
chunk(b"IDAT", zlib.compress(bytes(rows), 9)) + chunk(b"IEND", b""))
|
||||
|
||||
|
||||
def atlas_for(prop: dict, palette: dict = None) -> dict:
|
||||
"""Pack every colour this prop uses into one tiny texture atlas.
|
||||
|
||||
Each part gets a constant UV pointing at its palette cell, so all parts can
|
||||
share a single material instead of one material per part. The same layout
|
||||
is written into a metallic/roughness atlas (glTF reads roughness from G and
|
||||
metallic from B), keeping the per-role surface response.
|
||||
"""
|
||||
palette = palette or PALETTE
|
||||
slots = {}
|
||||
for part in prop["parts"]:
|
||||
role = part.get("role", "body")
|
||||
colour = tuple(round(float(c), 5)
|
||||
for c in palette.get(role, PALETTE[role])[:3])
|
||||
metallic, roughness = PBR.get(role, PBR["body"])
|
||||
slots[role] = (colour, metallic, roughness)
|
||||
roles = sorted(slots.keys())
|
||||
grid = max(1, int(math.ceil(math.sqrt(len(roles)))))
|
||||
size = _next_pow2(grid * ATLAS_CELL)
|
||||
base = bytearray(size * size * 4)
|
||||
metal_rough = bytearray(size * size * 4)
|
||||
role_uv = {}
|
||||
for index, role in enumerate(roles):
|
||||
colour, metallic, roughness = slots[role]
|
||||
col = index % grid
|
||||
row = index // grid
|
||||
x0 = col * ATLAS_CELL
|
||||
y0 = row * ATLAS_CELL
|
||||
rgb = bytes((int(round(colour[0] * 255)), int(round(colour[1] * 255)),
|
||||
int(round(colour[2] * 255)), 255))
|
||||
mr = bytes((0, int(round(roughness * 255)), int(round(metallic * 255)), 255))
|
||||
for y in range(ATLAS_CELL):
|
||||
for x in range(ATLAS_CELL):
|
||||
offset = ((y0 + y) * size + (x0 + x)) * 4
|
||||
base[offset:offset + 4] = rgb
|
||||
metal_rough[offset:offset + 4] = mr
|
||||
role_uv[role] = ((x0 + ATLAS_CELL / 2.0) / size,
|
||||
(y0 + ATLAS_CELL / 2.0) / size)
|
||||
return {
|
||||
"size": size,
|
||||
"roles": roles,
|
||||
"role_uv": role_uv,
|
||||
"colours": {role: slots[role][0] for role in roles},
|
||||
"base_png": _png_bytes(size, size, base),
|
||||
"metal_rough_png": _png_bytes(size, size, metal_rough),
|
||||
}
|
||||
|
||||
|
||||
def _pad(data: bytes, fill: bytes) -> bytes:
|
||||
remainder = len(data) % 4
|
||||
return data if remainder == 0 else data + fill * (4 - remainder)
|
||||
|
||||
|
||||
def build_glb(prop: dict, palette: dict = None, atlas: dict = None) -> bytes:
|
||||
"""Serialise one prop as a self-contained .glb (glTF 2.0) file.
|
||||
|
||||
All parts share one material backed by a colour atlas and a
|
||||
metallic/roughness atlas, so the prop draws with a single material.
|
||||
"""
|
||||
palette = palette or PALETTE
|
||||
atlas = atlas or atlas_for(prop, palette)
|
||||
|
||||
positions = []
|
||||
normals = []
|
||||
uvs = []
|
||||
indices = []
|
||||
for part in prop["parts"]:
|
||||
mesh = build_part_mesh(part)
|
||||
base = len(positions)
|
||||
uv = atlas["role_uv"][part.get("role", "body")]
|
||||
for position, normal in zip(mesh.positions, mesh.normals):
|
||||
positions.append(position)
|
||||
normals.append(normal)
|
||||
uvs.append(uv)
|
||||
indices.extend(index + base for index in mesh.indices)
|
||||
|
||||
binary = bytearray()
|
||||
buffer_views = []
|
||||
accessors = []
|
||||
|
||||
def add_view(payload: bytes, target=None) -> int:
|
||||
view = {
|
||||
"buffer": 0,
|
||||
"byteOffset": len(binary),
|
||||
"byteLength": len(payload),
|
||||
}
|
||||
if target is not None:
|
||||
view["target"] = target
|
||||
buffer_views.append(view)
|
||||
binary.extend(_pad(payload, b"\x00"))
|
||||
return len(buffer_views) - 1
|
||||
|
||||
pos_payload = b"".join(struct.pack("<3f", *p) for p in positions)
|
||||
nrm_payload = b"".join(struct.pack("<3f", *n) for n in normals)
|
||||
uv_payload = b"".join(struct.pack("<2f", *uv) for uv in uvs)
|
||||
idx_payload = b"".join(struct.pack("<H", i) for i in indices)
|
||||
|
||||
pos_view = add_view(pos_payload, 34962)
|
||||
nrm_view = add_view(nrm_payload, 34962)
|
||||
uv_view = add_view(uv_payload, 34962)
|
||||
idx_view = add_view(idx_payload, 34963)
|
||||
|
||||
xs = [p[0] for p in positions] or [0.0]
|
||||
ys = [p[1] for p in positions] or [0.0]
|
||||
zs = [p[2] for p in positions] or [0.0]
|
||||
pos_accessor = len(accessors)
|
||||
accessors.append({"bufferView": pos_view, "componentType": 5126,
|
||||
"count": len(positions), "type": "VEC3",
|
||||
"min": [min(xs), min(ys), min(zs)],
|
||||
"max": [max(xs), max(ys), max(zs)]})
|
||||
nrm_accessor = len(accessors)
|
||||
accessors.append({"bufferView": nrm_view, "componentType": 5126,
|
||||
"count": len(normals), "type": "VEC3"})
|
||||
uv_accessor = len(accessors)
|
||||
accessors.append({"bufferView": uv_view, "componentType": 5126,
|
||||
"count": len(uvs), "type": "VEC2"})
|
||||
idx_accessor = len(accessors)
|
||||
accessors.append({"bufferView": idx_view, "componentType": 5123,
|
||||
"count": len(indices), "type": "SCALAR"})
|
||||
|
||||
base_view = add_view(atlas["base_png"])
|
||||
mr_view = add_view(atlas["metal_rough_png"])
|
||||
|
||||
gltf = {
|
||||
"asset": {"version": "2.0", "generator": "step-line model_pipeline"},
|
||||
"scene": 0,
|
||||
"scenes": [{"name": prop["name"], "nodes": [0]}],
|
||||
"nodes": [{"name": prop["name"], "mesh": 0}],
|
||||
"meshes": [{
|
||||
"name": prop["name"],
|
||||
"primitives": [{
|
||||
"attributes": {"POSITION": pos_accessor,
|
||||
"NORMAL": nrm_accessor,
|
||||
"TEXCOORD_0": uv_accessor},
|
||||
"indices": idx_accessor,
|
||||
"material": 0,
|
||||
}],
|
||||
}],
|
||||
"materials": [{
|
||||
"name": "prop_palette",
|
||||
"doubleSided": False,
|
||||
"pbrMetallicRoughness": {
|
||||
"baseColorTexture": {"index": 0},
|
||||
"metallicRoughnessTexture": {"index": 1},
|
||||
"metallicFactor": 1.0,
|
||||
"roughnessFactor": 1.0,
|
||||
},
|
||||
}],
|
||||
"textures": [
|
||||
{"sampler": 0, "source": 0},
|
||||
{"sampler": 0, "source": 1},
|
||||
],
|
||||
"samplers": [{
|
||||
"magFilter": 9728, # NEAREST, so a palette cell stays a flat colour
|
||||
"minFilter": 9728,
|
||||
"wrapS": 33071, # CLAMP_TO_EDGE
|
||||
"wrapT": 33071,
|
||||
}],
|
||||
"images": [
|
||||
{"bufferView": base_view, "mimeType": "image/png"},
|
||||
{"bufferView": mr_view, "mimeType": "image/png"},
|
||||
],
|
||||
"accessors": accessors,
|
||||
"bufferViews": buffer_views,
|
||||
"buffers": [{"byteLength": len(binary)}],
|
||||
}
|
||||
|
||||
json_chunk = _pad(json.dumps(gltf, separators=(",", ":")).encode("utf-8"),
|
||||
b" ")
|
||||
bin_chunk = _pad(bytes(binary), b"\x00")
|
||||
total = 12 + 8 + len(json_chunk) + 8 + len(bin_chunk)
|
||||
out = bytearray()
|
||||
out.extend(struct.pack("<III", 0x46546C67, 2, total))
|
||||
out.extend(struct.pack("<II", len(json_chunk), 0x4E4F534A))
|
||||
out.extend(json_chunk)
|
||||
out.extend(struct.pack("<II", len(bin_chunk), 0x004E4942))
|
||||
out.extend(bin_chunk)
|
||||
return bytes(out)
|
||||
|
||||
|
||||
def build(only="", quiet=False) -> list:
|
||||
MODELS_DIR.mkdir(parents=True, exist_ok=True)
|
||||
written = []
|
||||
for prop in PROPS:
|
||||
if only and only not in prop["name"]:
|
||||
continue
|
||||
palette = palette_for_prop(prop["name"])
|
||||
payload = build_glb(prop, palette)
|
||||
path = MODELS_DIR / f"{prop['name']}.glb"
|
||||
path.write_bytes(payload)
|
||||
written.append(path)
|
||||
if not quiet:
|
||||
mesh = build_prop_mesh(prop)
|
||||
print(f"wrote {path.relative_to(ROOT)} "
|
||||
f"{mesh.triangle_count()} tris {len(payload)} bytes")
|
||||
return written
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Audit.
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
def audit_glb(path: Path) -> dict:
|
||||
"""Check a .glb file's container, JSON chunk, and triangle count."""
|
||||
issues = []
|
||||
if not path.is_file():
|
||||
return {"path": str(path), "ok": False,
|
||||
"issues": ["missing file"], "triangles": 0}
|
||||
data = path.read_bytes()
|
||||
if len(data) < 20:
|
||||
return {"path": str(path), "ok": False,
|
||||
"issues": ["file too short"], "triangles": 0}
|
||||
magic, version, length = struct.unpack_from("<III", data, 0)
|
||||
if magic != 0x46546C67:
|
||||
issues.append("bad magic (not a glTF binary)")
|
||||
if version != 2:
|
||||
issues.append(f"unexpected glTF version {version}")
|
||||
if length != len(data):
|
||||
issues.append(f"header length {length} != file size {len(data)}")
|
||||
json_len, json_type = struct.unpack_from("<II", data, 12)
|
||||
if json_type != 0x4E4F534A:
|
||||
issues.append("first chunk is not JSON")
|
||||
gltf = {}
|
||||
try:
|
||||
gltf = json.loads(data[20:20 + json_len].decode("utf-8"))
|
||||
except (ValueError, UnicodeDecodeError) as exc:
|
||||
issues.append(f"unreadable JSON chunk: {exc}")
|
||||
triangles = 0
|
||||
for mesh in gltf.get("meshes", []):
|
||||
for primitive in mesh.get("primitives", []):
|
||||
indices = primitive.get("indices")
|
||||
if indices is None:
|
||||
issues.append("primitive without indices")
|
||||
continue
|
||||
try:
|
||||
triangles += gltf["accessors"][indices]["count"] // 3
|
||||
except (KeyError, IndexError, TypeError):
|
||||
issues.append("primitive references a missing accessor")
|
||||
if triangles <= 0:
|
||||
issues.append("no triangles")
|
||||
materials = gltf.get("materials", [])
|
||||
if not materials:
|
||||
issues.append("no materials")
|
||||
elif len(materials) != 1:
|
||||
issues.append(f"expected 1 shared material, found {len(materials)}")
|
||||
else:
|
||||
pbr = materials[0].get("pbrMetallicRoughness", {})
|
||||
if "baseColorTexture" not in pbr:
|
||||
issues.append("shared material has no baseColorTexture")
|
||||
if "metallicRoughnessTexture" not in pbr:
|
||||
issues.append("shared material has no metallicRoughnessTexture")
|
||||
if len(gltf.get("textures", [])) < 2:
|
||||
issues.append("expected colour and metallic/roughness textures")
|
||||
if len(gltf.get("images", [])) < 2:
|
||||
issues.append("expected colour and metallic/roughness atlas images")
|
||||
for mesh in gltf.get("meshes", []):
|
||||
for primitive in mesh.get("primitives", []):
|
||||
if "TEXCOORD_0" not in primitive.get("attributes", {}):
|
||||
issues.append("primitive has no atlas UVs (TEXCOORD_0)")
|
||||
for buffer in gltf.get("buffers", []):
|
||||
if int(buffer.get("byteLength", 0)) > len(data):
|
||||
issues.append("buffer larger than the file")
|
||||
return {"path": str(path), "ok": not issues, "issues": issues,
|
||||
"triangles": triangles}
|
||||
|
||||
|
||||
def audit(only="", as_json=False) -> int:
|
||||
results = []
|
||||
for prop in PROPS:
|
||||
if only and only not in prop["name"]:
|
||||
continue
|
||||
results.append(audit_glb(MODELS_DIR / f"{prop['name']}.glb"))
|
||||
if as_json:
|
||||
print(json.dumps(results, indent=2))
|
||||
else:
|
||||
for result in results:
|
||||
name = Path(result["path"]).name
|
||||
state = "OK " if result["ok"] else "BAD "
|
||||
print(f"{state} {name:24} tris={result['triangles']}")
|
||||
for issue in result["issues"]:
|
||||
print(f" - {issue}")
|
||||
return 0 if all(result["ok"] for result in results) else 1
|
||||
|
||||
|
||||
def list_props(args) -> int:
|
||||
for prop in PROPS:
|
||||
concept = CONCEPTS_DIR / f"{prop['name']}.png"
|
||||
built = MODELS_DIR / f"{prop['name']}.glb"
|
||||
mesh = build_prop_mesh(prop)
|
||||
print(f"{prop['name']:16} parts={len(prop['parts']):2} "
|
||||
f"tris={mesh.triangle_count():4} "
|
||||
f"glb={'yes' if built.is_file() else '- '} "
|
||||
f"concept={'yes' if concept.is_file() else '-'}")
|
||||
print(f"Total: {len(PROPS)} props")
|
||||
return 0
|
||||
|
||||
|
||||
def build_parser() -> argparse.ArgumentParser:
|
||||
parser = argparse.ArgumentParser(
|
||||
description="Build low-poly prop models for Step Line.")
|
||||
commands = parser.add_subparsers(dest="command", required=True)
|
||||
|
||||
listing = commands.add_parser("list", help="print the prop catalogue")
|
||||
listing.set_defaults(handler=list_props)
|
||||
|
||||
building = commands.add_parser(
|
||||
"build", help="write assets/models/generated/*.glb")
|
||||
building.add_argument("--only", default="",
|
||||
help="only build props whose name contains this text")
|
||||
building.set_defaults(handler=lambda args: 0 if build(args.only) else 1)
|
||||
|
||||
auditing = commands.add_parser(
|
||||
"audit", help="validate the built GLB files")
|
||||
auditing.add_argument("--only", default="")
|
||||
auditing.add_argument("--json", action="store_true")
|
||||
auditing.set_defaults(handler=lambda args: audit(args.only, args.json))
|
||||
|
||||
concept = commands.add_parser(
|
||||
"concept", help="generate concept images via OpenRouter")
|
||||
concept.add_argument("--only", default="")
|
||||
concept.add_argument("--model", default=DEFAULT_CONCEPT_MODEL)
|
||||
concept.add_argument("--size", type=int, default=1024)
|
||||
concept.add_argument("--force", action="store_true")
|
||||
concept.set_defaults(
|
||||
handler=lambda args: 0 if generate_concepts(
|
||||
args.only, args.model, args.size, args.force) is not None else 1)
|
||||
|
||||
return parser
|
||||
|
||||
|
||||
def main(argv=None) -> int:
|
||||
args = build_parser().parse_args(argv)
|
||||
try:
|
||||
return args.handler(args)
|
||||
except (OSError, ValueError) as exc:
|
||||
print(f"error: {exc}", file=sys.stderr)
|
||||
return 2
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
raise SystemExit(main())
|
||||
@@ -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 [[ ${#AUTH[@]} -eq 0 ]]; then
|
||||
echo "error: no credentials. Set GITEA_TOKEN, GITEA_AUTH_HEADER, or provide ~/.git-credentials." >&2
|
||||
exit 1
|
||||
fi
|
||||
|
||||
@@ -42,6 +66,7 @@ portables=(
|
||||
extras=(
|
||||
"build/step-line-setup-$VERSION.exe"
|
||||
"build/step-line-$VERSION-x86_64.AppImage"
|
||||
"build/step-line-web-$VERSION.zip"
|
||||
)
|
||||
all_artifacts=("${portables[@]}")
|
||||
for f in "${extras[@]}"; do
|
||||
@@ -75,8 +100,31 @@ 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"
|
||||