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@@ -691,3 +691,126 @@ tooling **53/53**.
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`OPENROUTER_API_KEY` by hand.
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- [x] Verified every reference is 1280x720, reviewed the new images visually, and confirmed
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`list` reports 19 designs (12 kept, 7 new).
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## Staged Captures For The New Screens
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Completed 2026-11-01 (v0.3.3). `screen_designs.py compare` reports **9 good / 0 bad**;
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vision judge: wand **match** (0.90), timeline **match** (1.00), escalation **review**, 0 diff.
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Python tooling **53/53**, headless **182/182**.
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- [x] `capture_screenshots.gd` now continues past the night set: switches to The Joke Shop,
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stages a guest, retries the wand until it alerts (falls back to the documented keys
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false alarm), applies formal warning + blocking, and opens the body-camera timeline.
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- [x] New captures `07-wand-screening.png`, `08-escalation-hud.png`, `09-body-camera-timeline.png`
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added to `docs/screenshots/` and to the README gallery.
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- [x] Wired `ref` for `wand_screening`, `escalation_hud` and `body_camera_timeline` so
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`compare` and `judge` include them (9 of 19 screens now have a staged capture).
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- [x] Regenerated the escalation HUD mockup as a third-person over-the-shoulder night shot so
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the reference matches the game camera.
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- [x] Added `Hud.clear_log()` so staged captures drop target-cycling noise; the escalation shot
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keeps the real reaction lines.
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## Prop Collision And Placement
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Completed 2026-11-01 (v0.4.0). Headless **187/187**, Python tooling **53/53**, the new
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`smoke_props.gd` passes windowed, and `screen_designs.py compare` still reports 9 good / 0 bad.
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- [x] Every generated prop now gets a fitted static collider: a cylinder for bollard, bin, and
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hydrant, a box for everything else. The collider is computed from the model's mesh bounds in
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holder-local space, so placement rotation and variant scale carry over.
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- [x] Added `smoke_props.gd` (windowed): the guard walks into a bench and stops instead of passing
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through it; a guest heading for a point beyond the same bench routes around it with
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navigation avoidance and never ends up inside the collider.
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- [x] Props publish a `NavigationObstacle3D` footprint, and `NpcAvatar` enables agent avoidance with
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a `velocity_computed` callback. The navmesh stays a flat walkable plane; avoidance does the
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steering around street furniture.
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- [x] Replaced the hard-coded prop calls with `WorldBuilder.PROP_PLACEMENTS`, grouped by entrance,
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mid-block, and curb zones, with a static `placement_problems()` validator for bounds,
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overlap/min-spacing, duplicates, and the door/steps/guest-lane exclusions.
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- [x] Deterministic variants per placement (`variant_for`): yaw jitter, subtle scale, and optional
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procedural clutter (bag by the bin, crate by the newspaper boxes, cone by the hydrant), so
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repeated props stop looking cloned.
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- [x] Fallback primitive props go through the same bounds fit, so a missing `.glb` cannot silently
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remove collision; a unit test covers the fallback body, shape, width, and navigation obstacle.
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- [x] Tests: placement validation and its failure modes, variant determinism/range, colliders on
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every placed prop (including obstacle presence), and the fallback collider path.
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## Prop Pipeline Checks
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Completed 2026-11-01. Python tooling **56/56**, headless **188/188**, prop gallery **match**
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(0.90) in the vision judge, `compare` **10 good / 0 bad**.
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- [x] `audit_glb()` now decodes positions/UVs/indices and enforces the art budget
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(`MAX_TRIANGLES = 400`, `MAX_VERTICES = 600`), rejects degenerate triangles, UVs outside
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`[0, 1]`, a prop that floats above or sinks below the ground (`min y ~= 0`), and the
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single-material/atlas contract. The newspaper box sat 3 cm high; its catalogue parts moved
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down so it rests on y = 0.
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- [x] Added `capture_prop_gallery.gd`: renders all six props on a studio backdrop (two rows on a
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display platform) to `docs/screenshots/10-prop-gallery.png`, with a `prop_gallery`
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catalogue entry and AI mockup, so `compare`/`judge` cover close-range prop art.
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- [x] Confirmed instances share the imported atlas material (headless test) and documented the
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triangle/vertex budget in the pipeline docstring.
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- [x] README lists the gallery capture command and image; the pipeline docstring and audit docs
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describe the budget checks.
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## Better NPC Characters
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Completed 2026-11-01 (v0.5.0). Headless suite **208/208**; NPC budget smoke reports 16 avatars,
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534 meshes, ~6.9 ms average frame time; PLAN-verb, crowd, emergency, and timeline smokes pass.
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- [x] Replaced the rigid capsules with an articulated rig: hip -> thigh -> knee -> shin -> shoe and
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shoulder -> upper arm -> elbow -> forearm -> hand, with knee/elbow pivots driven by the walk
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cycle and the seated pose.
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- [x] Layered clothing (`layer_for`): jacket, hi-vis vest, coat, and dress over the base outfit,
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with role-appropriate defaults and deterministic colourways.
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- [x] Extended accessories and hand items: bag, umbrella, phone, camera, clipboard, cup, plus the
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existing cap/hood/backpack/sunglasses/lanyard. Hand items attach to the right hand socket.
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- [x] Face and hair variety: ears, brows, mouth, five hair silhouettes (long, bun, beard, bald,
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short), height range, and deterministic per-seed appearance.
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- [x] Added idle behaviour layers (`idle_style_for`): breathing, weight shift, look-around, phone,
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clipboard, and crossed arms; escalation gestures raise both hands (L3+) or point (L2), and
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noticed NPCs turn their head toward the guard.
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- [x] Walk cycle now swings hips/shoulders, bends knees and elbows, and uses a faster, longer
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stride when fleeing.
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- [x] Door queue staging: GameManager sorts waiting guests and assigns spaced `queue_slot_for`
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offsets, so one person is at the door and the rest wait behind without overlapping.
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- [x] Reaction readability: a billboarded symbol above the head (`!!` panic, `?!` watching, `!`
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blocked, `?` warned) updates from the reaction/escalation state.
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- [x] Three LOD tiers with hysteresis: full detail, simplified (props/shadows off), and a
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billboard impostor; `apply_lod` is tested for the swap.
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- [x] Re-measured the live-NPC budget with the full rig (16 avatars, 534 meshes) and added
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`smoke_npc_budget.gd`, which fails above the documented 50 ms frame budget.
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- [x] Tests: deterministic layers/hand items/hair, role layers, queue slot spacing, LOD
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thresholds/hysteresis, reaction labels, articulated pivots, mesh budget, and the
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walk-to-idle animation transition.
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## Better Player Movement
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Completed 2026-11-01 (v0.5.0). Windowed `smoke_movement.gd` passes; headless tests cover surface
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lookup, constants, gamepad bindings, and settings persistence.
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- [x] Split acceleration and braking (`accel` 22, `decel` 30 m/s²) so stopping is snappier than
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starting, and fixed the inverted forward axis found while staging the movement smoke: W now
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walks toward the camera's forward vector instead of moonwalking.
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- [x] Step-up assist (0.32 m) climbs kerbs and the entrance steps, with wall sliding left to
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`move_and_slide`; the smoke walks the guard from the sidewalk onto the landing.
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- [x] Camera feel: speed-scaled head bob, a landing dip, and a precision-walk FOV change, all
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gated by the new "Head bob and camera motion" setting; a motion-sickness toggle persists.
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- [x] Precision walk shows a HUD chip and plays a short tick when it engages, in addition to the
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slower speed.
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- [x] Surface-aware footsteps (concrete/asphalt/stone) synced to stride distance, plus a landing
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cue; both have observable counters for tests.
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- [x] Gamepad support: left-stick movement, right-stick look with deadzone, A/B/X/Y face buttons,
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LB slow, RB wand; bindings are added at runtime and the control legend swaps to gamepad
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hints when a pad event is seen.
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- [x] Moved the remaining hard-coded gameplay keys (Q/F/G/L/B/V, Tab cycle) onto named InputMap
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actions, and the panel allow/deny keys onto movement actions.
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- [x] Key/button remapping in the settings panel: click a binding, press a key or pad button,
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persisted as `input_bindings` through `Save`; `InputBindings.apply` rewrites only key/button
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events and leaves mouse and gamepad axes alone.
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- [x] Added invert-Y and head-bob settings (with save/load round-trip tests) alongside the
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existing look sensitivity.
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- [x] Tests: surface lookup, step/stride/precision constants, gamepad binding presence and
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deadzone, remap descriptor/apply/labels, and settings persistence for camera and bindings.
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- [x] Added `smoke_movement.gd` (windowed) and `11-precision-walk.png` with a movement catalogue
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entry, AI mockup, and compare coverage.
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@@ -41,6 +41,35 @@ Session memory for durable decisions, state, and gotchas. Keep concise, remove o
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catalogue screens. Only the six staged captures (01–06) are compared/judged; the other 13
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have no `capture`, so adding staged captures for the wand panel, timeline and escalation HUD
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would extend automated visual checks. `generate` now calls `_load_env_file()`.
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- **Staged captures (v0.3.3):** `capture_screenshots.gd` now emits nine shots. States 7–10 switch
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to The Joke Shop at elapsed 620 s (EVENING has routine spawns; LATE has none), retry the wand
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until it alerts, then jump to 760 s after staging for night lighting. The timeline needs
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`recorder.close_all_open()`, because `to_dict()` only lists closed incidents. The escalation
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HUD mockup is third-person now; `judge` still classes it `review` (no diff).
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- **Prop collision (v0.4.0):** `_add_prop_model()` fits a `StaticBody3D` from the model bounds
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(cylinder for bollard/bin/hydrant, box otherwise) and adds a `NavigationObstacle3D`; NPC agents
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enable avoidance and move with the safe velocity from `velocity_computed`. The navmesh stays a
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flat plane, so avoidance (not a baked mesh) routes guests around props. Placements live in
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`PROP_PLACEMENTS` with `placement_problems()` validation; variants come from `variant_for(index)`.
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`smoke_props.gd` must be windowed because the guard reads captured-mouse input.
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- **Prop pipeline (done):** audit enforces 400 tris / 600 verts, ground contact, UV range, no
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degenerate tris, one material. `capture_prop_gallery.gd` writes `10-prop-gallery.png` (3x2 studio
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line-up, back row on a platform) and the `prop_gallery` catalogue entry compares it.
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- **NPC character pass (v0.5.0):** Rig is articulated (`Rig/Hip* -> Knee`, `Shoulder -> Elbow ->
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Hand`); `outfit_for` adds layer/hair_style/hand_item; `_idle_layer` drives phone/clipboard/crossed
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and escalation gestures; `_reaction_tag` shows `!!`, `?!`, `!`, `?`; `apply_lod` swaps to a
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billboard impostor at 26 m (hysteresis 1.5 m); GameManager `_refresh_queue` assigns queue offsets.
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Perf: 16 avatars = 534 meshes, ~6.9 ms headless.
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- **Player movement (v0.5.0):** **W was inverted** (`get_axis(forward, back)` is negative for W and
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the code multiplied it directly); now `forward * -input_dir.y`. Step-up uses test_move + a raised
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copy (0.32 m). Guard emits footstep/landed/precision_changed; GameManager forwards them to
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AudioFeedback and the HUD. Gamepad actions are added at runtime by
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`GuardController._ensure_gamepad_bindings`; remaps persist via `Save` `input_bindings` and are
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applied by `InputBindings.apply` (key/button events only). Windowed `smoke_movement.gd` guards it.
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- **Scheduled TODO pass complete:** only the optional Future ideas remain (live replay, extra
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venues, voice audio, image-to-mesh). Grounding facts: the
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NPC rig is rigid capsules with a whole-limb swing, and `guard_controller.gd` uses one `accel`
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value. Each task should get its own windowed smoke or capture where it changes feel/looks.
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- **Backlog complete:** every planned TODO section is done and moved to `DONE.md`; `TODO.md`
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now only lists optional future ideas (live 3D replay, NPC LOD, more venues, real audio, prop
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atlas, AI mockups for the new catalogue entries, image-to-mesh props). GUT was consciously not
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@@ -13,8 +13,11 @@ The central design goal is simple:
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|  |  |
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|  |  |
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|  |  |
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|  |  |
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|  |  |
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|  | |
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*Screenshots are generated by [`src/test/capture_screenshots.gd`](src/test/capture_screenshots.gd) from the current build — day and late-night shifts.*
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*Screenshots are generated by [`src/test/capture_screenshots.gd`](src/test/capture_screenshots.gd) and [`src/test/capture_prop_gallery.gd`](src/test/capture_prop_gallery.gd) from the current build — day, late-night, wand screening, escalation, shift-review timeline, precision walk, and the prop lineup.*
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## ⬇️ Downloads
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@@ -32,7 +35,7 @@ The central design goal is simple:
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> Downloads are public (no sign-in required) since the host's instance-wide
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> `REQUIRE_SIGNIN_VIEW` was disabled on 2026-10-31.
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>
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> **Latest: v0.3.2** — every screen in the design catalogue now has an AI reference mockup.
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> **Latest: v0.5.0** — articulated NPC characters with LOD and idle behaviour, plus movement feel, gamepad support, and key remapping.
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> Releases are built automatically when a `vX.Y.Z` tag is pushed
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> (see [`docs/RELEASING.md`](docs/RELEASING.md)); manual builds use
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> `./tools/build_releases.sh`. Installer/AppImage packaging runs in the same pipeline
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@@ -246,6 +249,9 @@ python3 tools/screen_designs.py generate --draft --only wand --force
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# (requires OPENROUTER_API_KEY)
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python3 tools/screen_designs.py generate
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# Prop gallery (studio line-up) for close-range prop checks
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godot --path . --script res://src/test/capture_prop_gallery.gd
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# Compare docs/screenshots/*.png against the designs
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python3 tools/screen_designs.py compare
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python3 tools/screen_designs.py compare --json
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@@ -258,11 +264,11 @@ python3 tools/screen_designs.py judge --only 03- # one capture
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python3 tools/screen_designs.py judge --dry-run # build requests, no network
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```
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The catalogue covers 19 screens: the six README captures plus the start menu,
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The catalogue covers 21 screens: the eleven README captures plus the start menu,
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pause overlay, settings, shift review, radial menu, emergency radio, wand
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screening, Joke Shop queue, TV Studio arrival, crowd panic, responder arrival,
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body-camera timeline, and the escalation HUD. All 19 have an AI reference in
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`docs/screens/designs/`; the six screens with staged captures are also compared
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`docs/screens/designs/`; the eleven screens with staged captures are also compared
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or judged against the running game.
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`compare` flags gross drift: wrong aspect ratio, undersized frame, near-blank
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@@ -311,6 +317,15 @@ godot --headless --path . --script res://src/test/smoke_session_shell.gd
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# PLAN-verb smoke: recognize, request reason, body camera, warning, blocking
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godot --headless --path . --script res://src/test/smoke_plan_verbs.gd
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# Prop-collision smoke (windowed): guard stops at a bench, guest routes around it
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godot --path . --script res://src/test/smoke_props.gd
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# NPC budget smoke: 16 full-rig avatars against the documented frame budget
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godot --headless --path . --script res://src/test/smoke_npc_budget.gd
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# Movement smoke (windowed): steps, precision walk, footsteps and landing
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godot --path . --script res://src/test/smoke_movement.gd
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# Crowd smoke: rubbernecking on aggression, panic clearing the entrance
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godot --headless --path . --script res://src/test/smoke_crowd.gd
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@@ -331,6 +346,11 @@ The unit test runner is the project's own lightweight harness (no editor plugin
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### Controls
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Keyboard and mouse are the default; a gamepad works without configuration (left stick moves,
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right stick looks, A opens/confirms the wheel, B cancels, X inspects, Y calls the radio, LB walks
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slowly, RB uses the wand). Keys and pad buttons can be rebound in Settings, and the remaps persist
|
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in `user://settings.json`. The HUD legend switches to gamepad hints when a pad event arrives.
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| Input | Action |
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| --- | --- |
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| W/A/S/D + mouse | Move and look |
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@@ -379,7 +399,7 @@ Implemented so far:
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- Godot 4.3 project scaffold, input map, procedural world builder
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- Venue-driven simulation core: `ShiftCoordinator`, `VenueScenario`, `EventScheduler`, `NPCController` + FSM, `AccessVerifier`, `EscalationManager`, `RadioSystem`, `IncidentRecorder`, `ReputationEvaluator`, `CrowdSystem`
|
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- Three authored scenarios (Hollywood Boulevard building, The Joke Shop, Late Night TV Studio) with access policies, NPC archetypes, and event pools
|
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- Headless unit tests: **182 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)
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||||
- Headless unit tests: **208 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, input remaps, 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, player movement, NPC character layers/LOD/queue, input bindings)
|
||||
- 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
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- 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
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- 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`)
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@@ -402,6 +422,9 @@ Implemented so far:
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||||
- 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)
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- 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
|
||||
- NPC characters (v0.5.0): articulated limb rigs, layered outfits, hand items, face/hair variety, idle behaviour (phone, clipboard, crossed arms, look-around), escalation gestures, readable reaction symbols, door-queue offsets, and three LOD tiers with a billboard impostor
|
||||
- Player movement (v0.5.0): separate acceleration/braking, step-up assist, head bob and landing dip (toggleable), precision-walk FOV/chip/tick, surface-aware footsteps, gamepad support, and persistent key/button remapping in settings
|
||||
- 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
|
||||
|
||||
@@ -1,15 +1,15 @@
|
||||
# TODO
|
||||
|
||||
Godot 4.3 prototype. Latest release **v0.3.2** (mockup set). Headless suite **182/182** plus
|
||||
**53** Python tooling tests; the session, PLAN-verb, crowd, emergency, timeline, audio, scenario-content, and
|
||||
windowed focus/radial smokes pass. Anonymous downloads are enabled on the host.
|
||||
Godot 4.3 prototype. Latest release **v0.5.0** (NPC characters and player movement). Headless
|
||||
suite **208/208** plus **56** Python tooling tests; the session, PLAN-verb, crowd, emergency,
|
||||
timeline, audio, scenario-content, props, NPC-budget, movement, and windowed focus/radial smokes
|
||||
pass. Anonymous downloads are enabled on the host.
|
||||
|
||||
All planned backlog sections are complete (see `DONE.md`). Optional future ideas live below.
|
||||
The scheduled presentation pass is complete (see `DONE.md`). Only optional future ideas remain.
|
||||
|
||||
## Future ideas (optional, not scheduled)
|
||||
|
||||
- [ ] Live 3D body-camera replay (the timeline is text-only today).
|
||||
- [ ] LOD/culling for NPCs if `MAX_LIVE_NPCS` grows past the measured 16-avatar budget.
|
||||
- [ ] Additional venues or seasonal events authored from the new `.tres` files.
|
||||
- [ ] Real voice/dialogue audio (the crowd bed and radio crackle are procedural).
|
||||
- [ ] Swap the primitive prop builder for an image-to-mesh model API behind the same
|
||||
|
||||
@@ -86,5 +86,7 @@
|
||||
"timeline.close": "Close",
|
||||
"timeline.hint": "Left/Right step through events · Esc closes · no live replay yet",
|
||||
"review.timeline_button": "Body camera timeline",
|
||||
"hud.nearby": "%d nearby · Tab or mouse wheel cycles targets"
|
||||
"hud.nearby": "%d nearby · Tab or mouse wheel cycles targets",
|
||||
"hud.precision": "Precision walk (Shift)",
|
||||
"hud.controls_gamepad": "Left stick move · Right stick look · A wheel/confirm · B cancel · X inspect · Y radio · LB slow · RB wand"
|
||||
}
|
||||
|
Before Width: | Height: | Size: 1.4 MiB After Width: | Height: | Size: 1.1 MiB |
|
After Width: | Height: | Size: 1.1 MiB |
|
After Width: | Height: | Size: 1.1 MiB |
|
Before Width: | Height: | Size: 1.2 MiB After Width: | Height: | Size: 1.2 MiB |
|
Before Width: | Height: | Size: 1.1 MiB After Width: | Height: | Size: 1.1 MiB |
|
Before Width: | Height: | Size: 1.1 MiB After Width: | Height: | Size: 1.1 MiB |
|
Before Width: | Height: | Size: 838 KiB After Width: | Height: | Size: 836 KiB |
|
Before Width: | Height: | Size: 1.0 MiB After Width: | Height: | Size: 1.2 MiB |
|
Before Width: | Height: | Size: 1.3 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: 531 KiB |
|
After Width: | Height: | Size: 41 KiB |
|
After Width: | Height: | Size: 958 KiB |
@@ -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="0.3.2"
|
||||
config/version="0.5.0"
|
||||
run/main_scene="res://scenes/main.tscn"
|
||||
config/features=PackedStringArray("4.3", "GL Compatibility")
|
||||
|
||||
|
||||
@@ -43,6 +43,9 @@ func save_shift_result(result: Dictionary) -> Error:
|
||||
const DEFAULT_SETTINGS := {
|
||||
"look_sensitivity": 0.0022,
|
||||
"hud_font_scale": 1.0,
|
||||
"invert_y": false,
|
||||
"head_bob": true,
|
||||
"input_bindings": {},
|
||||
"ai_difficulty": "normal",
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,67 @@
|
||||
class_name InputBindings
|
||||
extends RefCounted
|
||||
## Key/button remaps persisted through the settings panel. Games keep working
|
||||
## with the defaults in `project.godot`; only actions the player rebinds are
|
||||
## rewritten, and remaps never remove mouse or gamepad axis events.
|
||||
|
||||
const REMAPPABLE := [
|
||||
"move_forward", "move_back", "move_left", "move_right",
|
||||
"walk_slow", "inspect", "wand", "radio_emergency", "action_menu",
|
||||
]
|
||||
|
||||
## Turn an input event into a storable descriptor, or {} when it is not a key or
|
||||
## pad button (mouse buttons and axes are deliberately not remappable here).
|
||||
static func descriptor_from_event(event: InputEvent) -> Dictionary:
|
||||
if event is InputEventKey:
|
||||
var key := event as InputEventKey
|
||||
var code := key.physical_keycode if key.physical_keycode != 0 else key.keycode
|
||||
if code == 0:
|
||||
return {}
|
||||
return {"type": "key", "code": int(code)}
|
||||
if event is InputEventJoypadButton:
|
||||
return {"type": "joy", "button": int((event as InputEventJoypadButton).button_index)}
|
||||
return {}
|
||||
|
||||
static func label_for(descriptor: Dictionary) -> String:
|
||||
match str(descriptor.get("type", "")):
|
||||
"key":
|
||||
return OS.get_keycode_string(int(descriptor.get("code", 0)))
|
||||
"joy":
|
||||
return "Pad %d" % int(descriptor.get("button", 0))
|
||||
_:
|
||||
return ""
|
||||
|
||||
## First key/button currently bound to the action, used to label the UI.
|
||||
static func current_descriptor(action: String) -> Dictionary:
|
||||
if not InputMap.has_action(action):
|
||||
return {}
|
||||
for event in InputMap.action_get_events(action):
|
||||
var descriptor := descriptor_from_event(event)
|
||||
if not descriptor.is_empty():
|
||||
return descriptor
|
||||
return {}
|
||||
|
||||
## Rewrite the actions present in `bindings`. Existing key/button events for
|
||||
## those actions are replaced; mouse and joypad-axis events are left alone.
|
||||
static func apply(bindings: Dictionary) -> void:
|
||||
for action in bindings.keys():
|
||||
if not InputMap.has_action(action):
|
||||
continue
|
||||
var descriptor: Dictionary = bindings[action]
|
||||
if descriptor.is_empty():
|
||||
continue
|
||||
for event in InputMap.action_get_events(action):
|
||||
if event is InputEventKey or event is InputEventJoypadButton:
|
||||
InputMap.action_erase_event(action, event)
|
||||
InputMap.action_add_event(action, event_for(descriptor))
|
||||
|
||||
static func event_for(descriptor: Dictionary) -> InputEvent:
|
||||
match str(descriptor.get("type", "")):
|
||||
"joy":
|
||||
var button := InputEventJoypadButton.new()
|
||||
button.button_index = int(descriptor.get("button", 0))
|
||||
return button
|
||||
_:
|
||||
var key := InputEventKey.new()
|
||||
key.physical_keycode = int(descriptor.get("code", 0))
|
||||
return key
|
||||
@@ -13,6 +13,9 @@ var _bed_player: AudioStreamPlayer = null
|
||||
var crowd_level: float = 0.0
|
||||
var bed_playing := false
|
||||
var radio_crackles := 0
|
||||
var footsteps := 0
|
||||
var landings := 0
|
||||
var precision_ticks := 0
|
||||
|
||||
func _ready() -> void:
|
||||
# Pre-create a few players so overlapping cues don't cut each other off.
|
||||
@@ -72,6 +75,30 @@ func play_radio_close() -> void:
|
||||
radio_crackles += 1
|
||||
_play_noise(0.06, 0.25, 1400.0)
|
||||
|
||||
## Surface-aware footstep: a short filtered burst, lower on asphalt, brighter on
|
||||
## the stone entrance steps.
|
||||
func play_footstep(surface: String) -> void:
|
||||
footsteps += 1
|
||||
var cutoff := 2600.0
|
||||
match surface:
|
||||
"asphalt":
|
||||
cutoff = 1500.0
|
||||
"stone":
|
||||
cutoff = 3400.0
|
||||
_:
|
||||
cutoff = 2400.0
|
||||
_play_noise(0.045, 0.22, cutoff)
|
||||
|
||||
## Landing thump after a step or drop.
|
||||
func play_land() -> void:
|
||||
landings += 1
|
||||
_play_tone(92.0, 0.09, 0.4)
|
||||
|
||||
## Quiet tick when the precision-walk modifier engages.
|
||||
func play_precision_tick() -> void:
|
||||
precision_ticks += 1
|
||||
_play_tone(1180.0, 0.035, 0.22)
|
||||
|
||||
## Play a denial/error cue (low buzz).
|
||||
func play_deny() -> void:
|
||||
_play_tone(220.0, 0.20, 0.5)
|
||||
|
||||
@@ -17,6 +17,7 @@ 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 InputBindings := preload("res://src/core/input_bindings.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")
|
||||
@@ -84,6 +85,8 @@ var pause_overlay: PauseOverlay = null
|
||||
var settings_panel: SettingsPanel = null
|
||||
var event_timeline: EventTimeline = null
|
||||
var _timeline_from_review := false
|
||||
var _queue_tick := 0.0
|
||||
var _input_device := "keyboard"
|
||||
var _shift_running := false
|
||||
var player_settings: Dictionary = {}
|
||||
var _focused_avatar: Node3D = null
|
||||
@@ -122,6 +125,7 @@ var _door_rng := RandomNumberGenerator.new()
|
||||
const MAX_LIVE_NPCS := 16
|
||||
|
||||
func _ready() -> void:
|
||||
_ensure_action_bindings()
|
||||
_door_rng.randomize()
|
||||
player_settings = Save.load_settings() if Save else {}
|
||||
scene_root = Node3D.new()
|
||||
@@ -195,8 +199,25 @@ func _build_guard() -> GuardController:
|
||||
collider.position = Vector3(0, 0.85, 0)
|
||||
g.add_child(collider)
|
||||
g.add_to_group("guard")
|
||||
g.footstep.connect(_on_guard_footstep)
|
||||
g.landed.connect(_on_guard_landed)
|
||||
g.precision_changed.connect(_on_precision_changed)
|
||||
return g
|
||||
|
||||
func _on_guard_footstep(surface: String) -> void:
|
||||
if audio:
|
||||
audio.play_footstep(surface)
|
||||
|
||||
func _on_guard_landed() -> void:
|
||||
if audio:
|
||||
audio.play_land()
|
||||
|
||||
func _on_precision_changed(active: bool) -> void:
|
||||
if hud:
|
||||
hud.set_precision(active)
|
||||
if audio and active:
|
||||
audio.play_precision_tick()
|
||||
|
||||
func _build_scenario(id: String) -> VenueScenario:
|
||||
match id:
|
||||
"joke_shop":
|
||||
@@ -282,6 +303,9 @@ func _apply_settings(settings: Dictionary) -> void:
|
||||
player_settings = settings
|
||||
if guard:
|
||||
guard.look_sensitivity = float(settings.get("look_sensitivity", 0.0022))
|
||||
guard.invert_y = bool(settings.get("invert_y", false))
|
||||
guard.head_bob_enabled = bool(settings.get("head_bob", true))
|
||||
InputBindings.apply(settings.get("input_bindings", {}))
|
||||
if hud and hud.has_method("set_font_scale"):
|
||||
hud.set_font_scale(float(settings.get("hud_font_scale", 1.0)))
|
||||
|
||||
@@ -651,6 +675,33 @@ func _on_shift_ended(review: Dictionary) -> void:
|
||||
shift_review_panel.show_review(review, selected_scenario, Save.load_shift_results() if Save else [])
|
||||
_refresh_freeze()
|
||||
|
||||
## Keep the people waiting at the door in a deterministic queue: nearest first,
|
||||
## lateral slots behind the door, so they do not stack on one point.
|
||||
func _process(delta: float) -> void:
|
||||
if coordinator == null or npcs.is_empty():
|
||||
return
|
||||
_queue_tick -= delta
|
||||
if _queue_tick > 0.0:
|
||||
return
|
||||
_queue_tick = 0.3
|
||||
_refresh_queue()
|
||||
|
||||
func _refresh_queue() -> void:
|
||||
var waiting: Array = []
|
||||
for node in npcs:
|
||||
if not is_instance_valid(node) or node.npc == null:
|
||||
continue
|
||||
if node.awaiting_interaction and not node.npc.leave_requested:
|
||||
waiting.append(node)
|
||||
else:
|
||||
node.set_queue_offset(Vector3.ZERO)
|
||||
waiting.sort_custom(func(a, b) -> bool:
|
||||
var da: float = a.global_position.distance_to(a.door_position)
|
||||
var db: float = b.global_position.distance_to(b.door_position)
|
||||
return da < db)
|
||||
for index in waiting.size():
|
||||
waiting[index].set_queue_offset(NpcAvatar.queue_slot_for(index))
|
||||
|
||||
func _on_guard_target(target: Node3D) -> void:
|
||||
targeted_npc = target
|
||||
_set_focused_avatar(target)
|
||||
@@ -699,9 +750,43 @@ func _begin_incident(avatar: Node3D) -> void:
|
||||
hint = "Likely authorized. Press E to verify access."
|
||||
hud.set_action_hint(hint)
|
||||
|
||||
## Bind the remaining gameplay keys as named actions, so remaps can target them
|
||||
## (and gamepads can grow onto them). Existing actions are left untouched.
|
||||
static func _ensure_action_bindings() -> void:
|
||||
var defaults := {
|
||||
"polite_direction": KEY_Q,
|
||||
"toggle_debug": KEY_F,
|
||||
"toggle_flashlight": KEY_G,
|
||||
"door_lock": KEY_L,
|
||||
"body_camera": KEY_B,
|
||||
"cycle_venue": KEY_V,
|
||||
}
|
||||
for action in defaults.keys():
|
||||
if not InputMap.has_action(action):
|
||||
InputMap.add_action(action)
|
||||
var has_key := false
|
||||
for event in InputMap.action_get_events(action):
|
||||
if event is InputEventKey:
|
||||
has_key = true
|
||||
if has_key:
|
||||
continue
|
||||
var key := InputEventKey.new()
|
||||
key.physical_keycode = defaults[action]
|
||||
InputMap.action_add_event(action, key)
|
||||
if InputMap.has_action("cycle_target_next"):
|
||||
var has_tab := false
|
||||
for event in InputMap.action_get_events("cycle_target_next"):
|
||||
if event is InputEventKey and event.physical_keycode == KEY_TAB:
|
||||
has_tab = true
|
||||
if not has_tab:
|
||||
var tab := InputEventKey.new()
|
||||
tab.physical_keycode = KEY_TAB
|
||||
InputMap.action_add_event("cycle_target_next", tab)
|
||||
|
||||
# ------------------------------------------------------------------ input ---
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
_track_input_device(event)
|
||||
if event is InputEventKey and event.echo:
|
||||
return
|
||||
if event.is_action_pressed("cancel"):
|
||||
@@ -713,6 +798,20 @@ func _unhandled_input(event: InputEvent) -> void:
|
||||
if event is InputEventKey and event.pressed:
|
||||
_handle_key(event)
|
||||
|
||||
## Switch the control legend when the player picks up a gamepad or goes back to
|
||||
## mouse/keyboard. Cheap: only the legend text changes.
|
||||
func _track_input_device(event: InputEvent) -> void:
|
||||
var device := ""
|
||||
if event is InputEventJoypadButton or event is InputEventJoypadMotion:
|
||||
device = "gamepad"
|
||||
elif event is InputEventKey or event is InputEventMouse:
|
||||
device = "keyboard"
|
||||
if device == "" or device == _input_device:
|
||||
return
|
||||
_input_device = device
|
||||
if hud:
|
||||
hud.set_input_device(device)
|
||||
|
||||
func _handle_mouse_button(event: InputEventMouseButton) -> void:
|
||||
if event.is_action_pressed("cycle_target_next"):
|
||||
_cycle_nearby_target(1)
|
||||
@@ -760,53 +859,58 @@ func _handle_key(event: InputEvent) -> void:
|
||||
if targeted_npc != null and not inspection_open and not wand_open:
|
||||
_toggle_wand_screening()
|
||||
return
|
||||
match keycode:
|
||||
KEY_Q:
|
||||
if targeted_npc != null and not inspection_open:
|
||||
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "polite direction")
|
||||
KEY_TAB:
|
||||
_cycle_nearby_target()
|
||||
KEY_F:
|
||||
hud.toggle_debug()
|
||||
KEY_G:
|
||||
_toggle_flashlight()
|
||||
KEY_L:
|
||||
_toggle_door_lock()
|
||||
KEY_B:
|
||||
_toggle_body_camera()
|
||||
KEY_V:
|
||||
_cycle_venue()
|
||||
_:
|
||||
_handle_action_key(keycode)
|
||||
if event.is_action_pressed("polite_direction"):
|
||||
if targeted_npc != null and not inspection_open:
|
||||
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "polite direction")
|
||||
return
|
||||
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.is_action_pressed("toggle_debug"):
|
||||
hud.toggle_debug()
|
||||
return
|
||||
if event.is_action_pressed("toggle_flashlight"):
|
||||
_toggle_flashlight()
|
||||
return
|
||||
if event.is_action_pressed("door_lock"):
|
||||
_toggle_door_lock()
|
||||
return
|
||||
if event.is_action_pressed("body_camera"):
|
||||
_toggle_body_camera()
|
||||
return
|
||||
if event.is_action_pressed("cycle_venue"):
|
||||
_cycle_venue()
|
||||
return
|
||||
_handle_action_key(event)
|
||||
|
||||
func _handle_action_key(keycode: Key) -> void:
|
||||
match keycode:
|
||||
KEY_1:
|
||||
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "raise hand")
|
||||
KEY_2:
|
||||
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "point")
|
||||
KEY_3:
|
||||
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "head shake")
|
||||
KEY_4:
|
||||
_apply_interaction(Rules.Level.FORMAL_WARNING, "formal warning")
|
||||
KEY_5:
|
||||
_apply_interaction(Rules.Level.BLOCKING, "blocking")
|
||||
KEY_6:
|
||||
_open_radio(false)
|
||||
KEY_R:
|
||||
_open_radio(true)
|
||||
KEY_A:
|
||||
if inspection_open:
|
||||
decide_access(true)
|
||||
elif wand_open:
|
||||
decide_wand(true)
|
||||
KEY_D:
|
||||
if inspection_open:
|
||||
decide_access(false)
|
||||
elif wand_open:
|
||||
decide_wand(false)
|
||||
_:
|
||||
pass
|
||||
func _handle_action_key(event: InputEvent) -> void:
|
||||
if event.is_action_pressed("gesture_raise_hand"):
|
||||
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "raise hand")
|
||||
elif event.is_action_pressed("gesture_point"):
|
||||
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "point")
|
||||
elif event.is_action_pressed("gesture_head_shake"):
|
||||
_apply_interaction(Rules.Level.SIMPLE_DETERRENCE, "head shake")
|
||||
elif event.is_action_pressed("escalate_warning"):
|
||||
_apply_interaction(Rules.Level.FORMAL_WARNING, "formal warning")
|
||||
elif event.is_action_pressed("escalate_block"):
|
||||
_apply_interaction(Rules.Level.BLOCKING, "blocking")
|
||||
elif event.is_action_pressed("radio_assist"):
|
||||
_open_radio(false)
|
||||
elif event.is_action_pressed("radio_emergency"):
|
||||
_open_radio(true)
|
||||
elif event.is_action_pressed("move_left"):
|
||||
if inspection_open:
|
||||
decide_access(true)
|
||||
elif wand_open:
|
||||
decide_wand(true)
|
||||
elif event.is_action_pressed("move_right"):
|
||||
if inspection_open:
|
||||
decide_access(false)
|
||||
elif wand_open:
|
||||
decide_wand(false)
|
||||
|
||||
## `cancel` (Esc, RMB) closes the top modal. With nothing open, Esc pauses the
|
||||
## shift (or resumes it when paused); RMB does nothing so it never grabs the
|
||||
|
||||
@@ -4,12 +4,21 @@ extends CharacterBody3D
|
||||
|
||||
signal picked_target(target: Node)
|
||||
signal cleared_target()
|
||||
signal footstep(surface: String)
|
||||
signal landed()
|
||||
signal precision_changed(active: bool)
|
||||
|
||||
const NpcFocus := preload("res://src/game/npc_focus.gd")
|
||||
|
||||
var move_speed: float = 3.2
|
||||
var look_sensitivity: float = 0.0022
|
||||
var accel: float = 12.0
|
||||
var accel: float = 22.0
|
||||
## Separate braking rate: stopping is snappier than starting so the guard does
|
||||
## not ice-skate into a panel or the door.
|
||||
var decel: float = 30.0
|
||||
var invert_y := false
|
||||
var head_bob_enabled := true
|
||||
var gamepad_look_sensitivity := 2.6
|
||||
var is_ready := false
|
||||
var targeted_npc: Node3D = null
|
||||
var input_locked := false
|
||||
@@ -28,21 +37,91 @@ var focus_suppress_s := 0.0
|
||||
const FOCUS_SUPPRESS_S := 0.75
|
||||
## Radius used by aim-free cycling.
|
||||
const NEARBY_RADIUS := 12.0
|
||||
## Maximum kerb/step height the guard can walk up without jumping.
|
||||
const STEP_HEIGHT := 0.32
|
||||
## Distance walked per footstep cue.
|
||||
const STRIDE_LENGTH := 0.85
|
||||
const GAMEPAD_DEADZONE := 0.2
|
||||
|
||||
@onready var camera: Camera3D = $Head/Camera3D
|
||||
@onready var head: Node3D = $Head
|
||||
|
||||
var _camera_base_y := 0.0
|
||||
var _base_fov := 75.0
|
||||
var _bob_phase := 0.0
|
||||
var _stride := 0.0
|
||||
var _land_dip := 0.0
|
||||
var _was_on_floor := true
|
||||
var _precision := false
|
||||
|
||||
func _ready() -> void:
|
||||
floor_snap_length = 0.3
|
||||
floor_snap_length = 0.45
|
||||
_camera_base_y = camera.position.y
|
||||
_base_fov = camera.fov
|
||||
_ensure_gamepad_bindings()
|
||||
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
|
||||
is_ready = true
|
||||
|
||||
## Add gamepad axes/buttons to the named actions if they are not bound yet. Keeps
|
||||
## `project.godot` keyboard-first while making a controller plug-and-play.
|
||||
static func _ensure_gamepad_bindings() -> void:
|
||||
var axes := {
|
||||
"move_forward": [JOY_AXIS_LEFT_Y, -1.0],
|
||||
"move_back": [JOY_AXIS_LEFT_Y, 1.0],
|
||||
"move_left": [JOY_AXIS_LEFT_X, -1.0],
|
||||
"move_right": [JOY_AXIS_LEFT_X, 1.0],
|
||||
"look_left": [JOY_AXIS_RIGHT_X, -1.0],
|
||||
"look_right": [JOY_AXIS_RIGHT_X, 1.0],
|
||||
"look_up": [JOY_AXIS_RIGHT_Y, -1.0],
|
||||
"look_down": [JOY_AXIS_RIGHT_Y, 1.0],
|
||||
}
|
||||
for action in axes.keys():
|
||||
if not InputMap.has_action(action):
|
||||
InputMap.add_action(action, GAMEPAD_DEADZONE)
|
||||
elif InputMap.action_get_deadzone(action) > GAMEPAD_DEADZONE:
|
||||
InputMap.action_set_deadzone(action, GAMEPAD_DEADZONE)
|
||||
var axis: int = axes[action][0]
|
||||
var value: float = axes[action][1]
|
||||
var bound := false
|
||||
for event in InputMap.action_get_events(action):
|
||||
if event is InputEventJoypadMotion and event.axis == axis \
|
||||
and is_equal_approx(event.axis_value, value):
|
||||
bound = true
|
||||
if bound:
|
||||
continue
|
||||
var motion := InputEventJoypadMotion.new()
|
||||
motion.axis = axis
|
||||
motion.axis_value = value
|
||||
InputMap.action_add_event(action, motion)
|
||||
var buttons := {
|
||||
"action_menu": JOY_BUTTON_A,
|
||||
"cancel": JOY_BUTTON_B,
|
||||
"inspect": JOY_BUTTON_X,
|
||||
"radio_assist": JOY_BUTTON_Y,
|
||||
"walk_slow": JOY_BUTTON_LEFT_SHOULDER,
|
||||
"wand": JOY_BUTTON_RIGHT_SHOULDER,
|
||||
}
|
||||
for action in buttons.keys():
|
||||
if not InputMap.has_action(action):
|
||||
InputMap.add_action(action)
|
||||
var button: int = buttons[action]
|
||||
var bound := false
|
||||
for event in InputMap.action_get_events(action):
|
||||
if event is InputEventJoypadButton and event.button_index == button:
|
||||
bound = true
|
||||
if not bound:
|
||||
var press := InputEventJoypadButton.new()
|
||||
press.button_index = button
|
||||
press.pressed = false
|
||||
InputMap.action_add_event(action, press)
|
||||
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if input_locked:
|
||||
return
|
||||
if event is InputEventMouseMotion and Input.get_mouse_mode() == Input.MOUSE_MODE_CAPTURED:
|
||||
rotate_y(-event.relative.x * look_sensitivity)
|
||||
head.rotate_x(-event.relative.y * look_sensitivity)
|
||||
var pitch_sign := 1.0 if invert_y else -1.0
|
||||
head.rotate_x(pitch_sign * event.relative.y * look_sensitivity)
|
||||
head.rotation.x = clampf(head.rotation.x, deg_to_rad(-80.0), deg_to_rad(80.0))
|
||||
|
||||
func _physics_process(_delta: float) -> void:
|
||||
@@ -64,28 +143,104 @@ func _physics_process(_delta: float) -> void:
|
||||
right.y = 0.0
|
||||
right = right.normalized()
|
||||
|
||||
_update_gamepad_look(_delta)
|
||||
var input_dir := Vector2(
|
||||
Input.get_axis("move_left", "move_right"),
|
||||
Input.get_axis("move_forward", "move_back")
|
||||
)
|
||||
if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
|
||||
input_dir = Vector2.ZERO
|
||||
var desired := (forward * input_dir.y + right * input_dir.x)
|
||||
# get_axis(forward, back) is negative when W is held, so negate it to walk
|
||||
# toward the camera's forward vector instead of moonwalking.
|
||||
var desired := (forward * -input_dir.y + right * input_dir.x)
|
||||
if desired.length() > 1.0:
|
||||
desired = desired.normalized()
|
||||
var precision := Input.is_action_pressed("walk_slow")
|
||||
if precision != _precision:
|
||||
_precision = precision
|
||||
precision_changed.emit(_precision)
|
||||
var speed := move_speed
|
||||
if Input.is_action_pressed("walk_slow"):
|
||||
if precision:
|
||||
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)
|
||||
var braking := desired.length() < 0.01
|
||||
var rate := decel if braking else accel
|
||||
velocity.x = move_toward(velocity.x, desired.x, rate * _delta)
|
||||
velocity.z = move_toward(velocity.z, desired.z, rate * _delta)
|
||||
if is_on_floor():
|
||||
velocity.y = 0.0
|
||||
_try_step_up(Vector3(velocity.x, 0.0, velocity.z) * _delta)
|
||||
else:
|
||||
velocity.y -= 9.8 * _delta
|
||||
move_and_slide()
|
||||
_update_feedback(_delta, speed)
|
||||
_update_target()
|
||||
|
||||
## Right-stick look, polled so it keeps turning while held.
|
||||
func _update_gamepad_look(delta: float) -> void:
|
||||
if Input.get_mouse_mode() != Input.MOUSE_MODE_CAPTURED:
|
||||
return
|
||||
if not InputMap.has_action("look_left"):
|
||||
return
|
||||
var look := Vector2(
|
||||
Input.get_axis("look_left", "look_right"),
|
||||
Input.get_axis("look_up", "look_down")
|
||||
)
|
||||
if look.length() < GAMEPAD_DEADZONE:
|
||||
return
|
||||
rotate_y(-look.x * gamepad_look_sensitivity * delta)
|
||||
head.rotate_x((1.0 if invert_y else -1.0) * look.y * gamepad_look_sensitivity * delta)
|
||||
head.rotation.x = clampf(head.rotation.x, deg_to_rad(-80.0), deg_to_rad(80.0))
|
||||
|
||||
## Walk up kerbs and the entrance steps without jumping. Tests the blocked
|
||||
## motion first, then a raised copy, and only commits when the step is short.
|
||||
func _try_step_up(motion: Vector3) -> void:
|
||||
if motion.length() < 0.001 or not is_on_floor():
|
||||
return
|
||||
var start := global_transform
|
||||
if not test_move(start, motion):
|
||||
return
|
||||
var up := Vector3.UP * STEP_HEIGHT
|
||||
if test_move(start, up):
|
||||
return
|
||||
var raised := start.translated(up)
|
||||
if test_move(raised, motion):
|
||||
return
|
||||
global_transform = raised
|
||||
if not test_move(global_transform, -up):
|
||||
global_transform = global_transform.translated(-up)
|
||||
|
||||
## Landing dip, head bob, precision FOV and stride-synced footsteps.
|
||||
func _update_feedback(delta: float, speed: float) -> void:
|
||||
var on_floor := is_on_floor()
|
||||
if on_floor and not _was_on_floor:
|
||||
_land_dip = 0.055
|
||||
landed.emit()
|
||||
_was_on_floor = on_floor
|
||||
var horizontal := Vector2(velocity.x, velocity.z).length()
|
||||
if on_floor and horizontal > 0.4:
|
||||
_bob_phase += delta * (5.0 + horizontal)
|
||||
_stride += horizontal * delta
|
||||
var stride := STRIDE_LENGTH * (1.35 if _precision else 1.0)
|
||||
if _stride >= stride:
|
||||
_stride = 0.0
|
||||
footstep.emit(_surface_at(global_position))
|
||||
_land_dip = move_toward(_land_dip, 0.0, delta * 0.55)
|
||||
var bob := 0.0
|
||||
if head_bob_enabled and on_floor:
|
||||
bob = sin(_bob_phase * 2.0) * 0.018 * clampf(horizontal / move_speed, 0.0, 1.0)
|
||||
camera.position.y = _camera_base_y + bob - _land_dip
|
||||
var target_fov := _base_fov - (6.0 if _precision and horizontal > 0.1 else 0.0)
|
||||
camera.fov = lerpf(camera.fov, target_fov, minf(1.0, delta * 8.0))
|
||||
|
||||
## Rough surface under the guard for the footstep cue.
|
||||
func _surface_at(pos: Vector3) -> String:
|
||||
if pos.z < 4.3 and absf(pos.x) < 5.0:
|
||||
return "stone"
|
||||
if pos.z < 12.2:
|
||||
return "concrete"
|
||||
return "asphalt"
|
||||
|
||||
func _update_target() -> void:
|
||||
if camera == null:
|
||||
return
|
||||
|
||||
@@ -26,6 +26,11 @@ var _reaction_timer := 0.0
|
||||
const RUBBERNECK_S := 12.0
|
||||
const FLEE_S := 20.0
|
||||
const FLEE_SPEED := 2.4
|
||||
## LOD distances in metres. Hysteresis keeps the tier from flickering at a
|
||||
## boundary; the impostor is used far enough away that the silhouette is all
|
||||
## that reads.
|
||||
const LOD_TIERS := [14.0, 26.0]
|
||||
const LOD_HYSTERESIS := 1.5
|
||||
var agent: NavigationAgent3D = null
|
||||
## Set once the nav agent proves it has a path; direct movement is the fallback.
|
||||
var _nav_usable := false
|
||||
@@ -64,7 +69,9 @@ func setup(profile: NpcProfile, intent: String, seed_value: int, p_spawn: Vector
|
||||
position = p_spawn
|
||||
npc.fsm.state_changed.connect(_on_state_changed)
|
||||
add_to_group("npc")
|
||||
_idle_style = idle_style_for(profile.npc_type, seed_value)
|
||||
_build_body(profile.npc_type)
|
||||
_build_impostor()
|
||||
_nav_usable = false
|
||||
_nav_try_frames = 0
|
||||
agent = NavigationAgent3D.new()
|
||||
@@ -73,6 +80,15 @@ 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.
|
||||
@@ -95,9 +111,24 @@ 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 _legs: Array[Node3D] = []
|
||||
var _arms: Array[Node3D] = []
|
||||
var _knees: Array[Node3D] = []
|
||||
var _elbows: Array[Node3D] = []
|
||||
var _hands: Array[Node3D] = []
|
||||
var _theater_t := 0.0
|
||||
var _idle_t := 0.0
|
||||
var _idle_style := "breathe"
|
||||
var _reaction_tag: Label3D = null
|
||||
var _impostor: Node3D = null
|
||||
var _detail_nodes: Array[Node3D] = []
|
||||
var _lod_tier := 0
|
||||
var _lod_check_s := 0.0
|
||||
var _queue_offset := Vector3.ZERO
|
||||
var _height_scale := 1.0
|
||||
var _shirt_color := Color(0.7, 0.7, 0.7)
|
||||
var _skin_color := Color(0.88, 0.72, 0.60)
|
||||
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)
|
||||
@@ -122,6 +153,50 @@ const ACCESSORIES := {
|
||||
Rules.NpcType.CONFUSED_VISITOR: "none",
|
||||
}
|
||||
|
||||
const HAIR_STYLES := ["short", "long", "bun", "beard", "bald", "short"]
|
||||
const HAND_ITEMS := ["phone", "cup", "clipboard", "umbrella", "camera", "none"]
|
||||
|
||||
## Outer layer per role/seed. Pure so the same person always dresses the same.
|
||||
static func layer_for(npc_type: int, seed_value: int) -> String:
|
||||
match npc_type:
|
||||
Rules.NpcType.RESPONDER:
|
||||
return "vest"
|
||||
Rules.NpcType.DELIVERY:
|
||||
return "vest"
|
||||
Rules.NpcType.AUTHORIZED_STAFF:
|
||||
return "jacket"
|
||||
Rules.NpcType.INFLUENCER:
|
||||
return "coat"
|
||||
Rules.NpcType.PERFORMER:
|
||||
return "dress" if seed_value % 2 == 0 else "coat"
|
||||
Rules.NpcType.PROTESTER:
|
||||
return "jacket"
|
||||
Rules.NpcType.AUTHORIZED_GUEST:
|
||||
return "jacket" if seed_value % 3 == 0 else "none"
|
||||
Rules.NpcType.TRESPASSER, Rules.NpcType.VIOLENT_THREAT:
|
||||
return "coat"
|
||||
_:
|
||||
return "none"
|
||||
|
||||
## Deterministic hand item so silhouettes differ without changing the role read.
|
||||
static func hand_item_for(npc_type: int, seed_value: int) -> String:
|
||||
match npc_type:
|
||||
Rules.NpcType.AUTHORIZED_STAFF, Rules.NpcType.DELIVERY:
|
||||
return "clipboard"
|
||||
Rules.NpcType.TOURIST:
|
||||
return "camera"
|
||||
Rules.NpcType.INFLUENCER:
|
||||
return "phone"
|
||||
Rules.NpcType.AUTHORIZED_GUEST:
|
||||
return "phone" if seed_value % 4 == 0 else "none"
|
||||
Rules.NpcType.CONFUSED_VISITOR:
|
||||
return "cup"
|
||||
Rules.NpcType.PERFORMER, Rules.NpcType.PROTESTER:
|
||||
return "none"
|
||||
_:
|
||||
return HAND_ITEMS[(seed_value * 5 + 1) % 3 + 3] \
|
||||
if seed_value % 5 == 0 else "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:
|
||||
@@ -132,17 +207,70 @@ static func outfit_for(npc_type: int, seed_value: int) -> Dictionary:
|
||||
# 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()
|
||||
var style_index := (seed_value * 13 + npc_type * 3) % HAIR_STYLES.size()
|
||||
return {
|
||||
"shirt": shirt,
|
||||
"sleeves": shirt.darkened(0.16),
|
||||
"pants": pants,
|
||||
"hair": HAIR_COLORS[hair_index],
|
||||
"hair_style": HAIR_STYLES[style_index],
|
||||
"skin": SKIN_TONE.darkened(frac * 0.18),
|
||||
"accessory": ACCESSORIES.get(npc_type, "none"),
|
||||
"layer": layer_for(npc_type, seed_value),
|
||||
"hand_item": hand_item_for(npc_type, seed_value),
|
||||
"height_scale": 0.92 + 0.16 * frac,
|
||||
"blend": frac,
|
||||
}
|
||||
|
||||
## Idle behaviour style: someone chatting on a phone, arms crossed, looking
|
||||
## around, or just breathing. Pure so it is deterministic and testable.
|
||||
static func idle_style_for(npc_type: int, seed_value: int) -> String:
|
||||
match npc_type:
|
||||
Rules.NpcType.INFLUENCER, Rules.NpcType.TOURIST:
|
||||
return "phone"
|
||||
Rules.NpcType.PROTESTER, Rules.NpcType.MENTAL_CRISIS:
|
||||
return "look"
|
||||
Rules.NpcType.AUTHORIZED_STAFF, Rules.NpcType.DELIVERY:
|
||||
return "clipboard"
|
||||
Rules.NpcType.TRESPASSER, Rules.NpcType.VIOLENT_THREAT:
|
||||
return "look"
|
||||
_:
|
||||
if seed_value % 3 == 0:
|
||||
return "crossed"
|
||||
return "breathe"
|
||||
|
||||
## Queue slot behind the door for the nth person waiting, so arrivals stack
|
||||
## instead of sharing one point.
|
||||
static func queue_slot_for(index: int) -> Vector3:
|
||||
var slots := [
|
||||
Vector3(0.0, 0.0, 0.0),
|
||||
Vector3(0.85, 0.0, 0.45),
|
||||
Vector3(-0.85, 0.0, 0.45),
|
||||
Vector3(0.85, 0.0, 1.15),
|
||||
Vector3(-0.85, 0.0, 1.15),
|
||||
Vector3(0.0, 0.0, 1.85),
|
||||
]
|
||||
return slots[clampi(index, 0, slots.size() - 1)]
|
||||
|
||||
static func lod_tier_for_distance(distance: float) -> int:
|
||||
if distance < LOD_TIERS[0]:
|
||||
return 0
|
||||
if distance < LOD_TIERS[1]:
|
||||
return 1
|
||||
return 2
|
||||
|
||||
## Short reaction symbol shown above the head: readable crowd state at a glance.
|
||||
static func reaction_label(mode: String, escalation: int) -> String:
|
||||
if mode == "flee":
|
||||
return "!!"
|
||||
if mode == "watch":
|
||||
return "?!"
|
||||
if escalation >= 3:
|
||||
return "!"
|
||||
if escalation >= 2:
|
||||
return "?"
|
||||
return ""
|
||||
|
||||
func _build_body(npc_type: int) -> void:
|
||||
_rig = Node3D.new()
|
||||
_rig.name = "Rig"
|
||||
@@ -153,53 +281,184 @@ func _build_body(npc_type: int) -> void:
|
||||
var pants: Color = outfit["pants"]
|
||||
var skin: Color = outfit["skin"]
|
||||
var hair: Color = outfit["hair"]
|
||||
_rig.scale.y = float(outfit["height_scale"])
|
||||
_height_scale = float(outfit["height_scale"])
|
||||
_rig.scale.y = _height_scale
|
||||
_shirt_color = shirt
|
||||
_skin_color = skin
|
||||
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).
|
||||
# Hips and torso, with a shoulder block so the silhouette is not a tube.
|
||||
_add_box_mesh(_rig, Vector3(0.42, 0.64, 0.27), Vector3(0, 1.05, 0), shirt, "cloth")
|
||||
_add_box_mesh(_rig, Vector3(0.50, 0.13, 0.26), Vector3(0, 1.38, 0), shirt, "cloth")
|
||||
_add_box_mesh(_rig, Vector3(0.38, 0.20, 0.25), Vector3(0, 0.70, 0), pants, "cloth")
|
||||
_add_layer(str(outfit["layer"]), shirt)
|
||||
# Articulated legs: hip pivot -> thigh -> knee -> shin -> shoe.
|
||||
for side in [-1.0, 1.0]:
|
||||
var hip := Node3D.new()
|
||||
hip.name = "Hip%s" % ("L" if side < 0.0 else "R")
|
||||
hip.position = Vector3(0.13 * side, 0.64, 0)
|
||||
_rig.add_child(hip)
|
||||
_add_capsule(hip, 0.105, 0.36, Vector3(0, -0.17, 0), pants, 0.0, "cloth")
|
||||
var knee := Node3D.new()
|
||||
knee.name = "Knee"
|
||||
knee.position = Vector3(0, -0.34, 0)
|
||||
hip.add_child(knee)
|
||||
_add_capsule(knee, 0.09, 0.32, Vector3(0, -0.15, 0), pants, 0.0, "cloth")
|
||||
_add_box_mesh(knee, Vector3(0.16, 0.10, 0.30),
|
||||
Vector3(0, -0.33, 0.05), Color(0.12, 0.12, 0.14), "rubber")
|
||||
_legs.append(hip)
|
||||
_knees.append(knee)
|
||||
# Articulated arms: shoulder pivot -> upper arm -> elbow -> forearm -> hand.
|
||||
for side in [-1.0, 1.0]:
|
||||
var shoulder := Node3D.new()
|
||||
shoulder.name = "Shoulder%s" % ("L" if side < 0.0 else "R")
|
||||
shoulder.position = Vector3(0.33 * side, 1.38, 0)
|
||||
_rig.add_child(shoulder)
|
||||
_add_capsule(shoulder, 0.075, 0.32, Vector3(0, -0.15, 0), limbs_color, 0.0, "cloth")
|
||||
var elbow := Node3D.new()
|
||||
elbow.name = "Elbow"
|
||||
elbow.position = Vector3(0, -0.30, 0)
|
||||
shoulder.add_child(elbow)
|
||||
_add_capsule(elbow, 0.065, 0.28, Vector3(0, -0.14, 0), limbs_color, 0.0, "cloth")
|
||||
var hand := Node3D.new()
|
||||
hand.name = "Hand"
|
||||
hand.position = Vector3(0, -0.30, 0.02)
|
||||
elbow.add_child(hand)
|
||||
_add_sphere(hand, 0.065, Vector3.ZERO, skin, "skin")
|
||||
_arms.append(shoulder)
|
||||
_elbows.append(elbow)
|
||||
_hands.append(hand)
|
||||
# Neck, head, face, hair, so the body reads as a person (ADR-0010).
|
||||
_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, "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")
|
||||
_add_ears(_head, skin)
|
||||
_add_face(_head)
|
||||
_add_hair(_head, str(outfit["hair_style"]), hair)
|
||||
_rig.add_child(_head)
|
||||
_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)
|
||||
_add_hand_item(str(outfit["hand_item"]), skin)
|
||||
_build_focus_circle()
|
||||
_add_props(npc_type)
|
||||
|
||||
## Outer layer: jacket, hi-vis vest, coat, or dress over the base shirt.
|
||||
func _add_layer(kind: String, shirt: Color) -> void:
|
||||
match kind:
|
||||
"jacket":
|
||||
_add_box_mesh(_rig, Vector3(0.46, 0.54, 0.31), Vector3(0, 1.08, 0),
|
||||
shirt.darkened(0.28), "cloth")
|
||||
_add_box_mesh(_rig, Vector3(0.05, 0.48, 0.02), Vector3(0, 1.12, 0.165),
|
||||
shirt.darkened(0.42), "cloth")
|
||||
"vest":
|
||||
_add_box_mesh(_rig, Vector3(0.45, 0.44, 0.30), Vector3(0, 1.06, 0),
|
||||
Color(0.92, 0.72, 0.12), "cloth")
|
||||
_add_box_mesh(_rig, Vector3(0.48, 0.06, 0.31), Vector3(0, 0.84, 0),
|
||||
Color(0.82, 0.82, 0.84), "cloth")
|
||||
"coat":
|
||||
_add_box_mesh(_rig, Vector3(0.47, 0.80, 0.33), Vector3(0, 1.01, 0),
|
||||
shirt.darkened(0.35), "cloth")
|
||||
_add_box_mesh(_rig, Vector3(0.54, 0.08, 0.30), Vector3(0, 1.41, 0),
|
||||
shirt.darkened(0.42), "cloth")
|
||||
_add_box_mesh(_rig, Vector3(0.04, 0.60, 0.02), Vector3(0, 1.02, 0.17),
|
||||
shirt.darkened(0.5), "cloth")
|
||||
"dress":
|
||||
var skirt := CylinderMesh.new()
|
||||
skirt.top_radius = 0.24
|
||||
skirt.bottom_radius = 0.38
|
||||
skirt.height = 0.52
|
||||
var mi := MeshInstance3D.new()
|
||||
mi.mesh = skirt
|
||||
mi.position = Vector3(0, 0.82, 0)
|
||||
mi.material_override = _material(shirt.darkened(0.1), "cloth")
|
||||
_rig.add_child(mi)
|
||||
_:
|
||||
pass
|
||||
|
||||
func _add_ears(head: Node3D, skin: Color) -> void:
|
||||
for side in [-1.0, 1.0]:
|
||||
_add_sphere(head, 0.045, Vector3(0.165 * side, 0.0, 0.0), skin, "skin")
|
||||
|
||||
func _add_face(head: Node3D) -> void:
|
||||
var eye := Color(0.08, 0.08, 0.1)
|
||||
for side in [-1.0, 1.0]:
|
||||
_add_sphere(head, 0.032, Vector3(0.06 * side, 0.02, 0.145), eye, "glass")
|
||||
_add_box_mesh(head, Vector3(0.07, 0.015, 0.02),
|
||||
Vector3(0.06 * side, 0.075, 0.152), Color(0.16, 0.12, 0.10), "cloth")
|
||||
_add_box_mesh(head, Vector3(0.09, 0.015, 0.02), Vector3(0, -0.075, 0.15),
|
||||
Color(0.42, 0.22, 0.20), "cloth")
|
||||
|
||||
func _add_hair(head: Node3D, style: String, color: Color) -> void:
|
||||
match style:
|
||||
"long":
|
||||
_add_sphere(head, 0.185, Vector3(0, 0.07, -0.02), color, "cloth")
|
||||
_add_box_mesh(head, Vector3(0.30, 0.36, 0.12), Vector3(0, -0.14, -0.11),
|
||||
color, "cloth")
|
||||
"bun":
|
||||
_add_sphere(head, 0.185, Vector3(0, 0.07, -0.02), color, "cloth")
|
||||
_add_sphere(head, 0.09, Vector3(0, 0.20, -0.10), color, "cloth")
|
||||
"beard":
|
||||
_add_sphere(head, 0.185, Vector3(0, 0.07, -0.02), color, "cloth")
|
||||
_add_box_mesh(head, Vector3(0.22, 0.14, 0.10), Vector3(0, -0.11, 0.09),
|
||||
color.darkened(0.1), "cloth")
|
||||
"bald":
|
||||
pass
|
||||
_:
|
||||
_add_sphere(head, 0.185, Vector3(0, 0.07, -0.02), color, "cloth")
|
||||
|
||||
## Hand-held item attached to the right hand socket: phone, cup, clipboard,
|
||||
## umbrella, camera, or nothing.
|
||||
func _add_hand_item(kind: String, skin: Color) -> void:
|
||||
if _hands.size() < 2:
|
||||
return
|
||||
var hand: Node3D = _hands[1]
|
||||
match kind:
|
||||
"phone":
|
||||
_detail(_add_box_mesh(hand, Vector3(0.055, 0.11, 0.012), Vector3(0, -0.03, 0.02),
|
||||
Color(0.10, 0.11, 0.14), "glass"))
|
||||
"cup":
|
||||
_detail(_add_capsule(hand, 0.035, 0.10, Vector3(0, -0.05, 0.02),
|
||||
Color(0.90, 0.88, 0.82), 0.0, "cloth"))
|
||||
"clipboard":
|
||||
_detail(_add_box_mesh(hand, Vector3(0.22, 0.28, 0.02), Vector3(0, -0.08, 0.05),
|
||||
Color(0.55, 0.40, 0.22), "wood"))
|
||||
_detail(_add_box_mesh(hand, Vector3(0.16, 0.02, 0.01), Vector3(0, 0.05, 0.07),
|
||||
Color(0.85, 0.85, 0.88), "metal"))
|
||||
"umbrella":
|
||||
_detail(_add_capsule(hand, 0.014, 0.85, Vector3(0, -0.30, 0.02),
|
||||
Color(0.15, 0.16, 0.20), 0.0, "metal"))
|
||||
var canopy := CylinderMesh.new()
|
||||
canopy.top_radius = 0.02
|
||||
canopy.bottom_radius = 0.34
|
||||
canopy.height = 0.22
|
||||
var mi := MeshInstance3D.new()
|
||||
mi.mesh = canopy
|
||||
mi.position = Vector3(0, 0.12, 0.02)
|
||||
mi.material_override = _material(skin.lerp(Color(0.2, 0.25, 0.4), 0.7), "cloth")
|
||||
hand.add_child(mi)
|
||||
_detail(mi)
|
||||
"camera":
|
||||
_detail(_add_box_mesh(hand, Vector3(0.16, 0.10, 0.09), Vector3(0, -0.04, 0.02),
|
||||
Color(0.10, 0.10, 0.12), "metal"))
|
||||
_detail(_add_sphere(hand, 0.045, Vector3(0, -0.02, 0.08), Color(0.2, 0.35, 0.5), "glass"))
|
||||
|
||||
## 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")
|
||||
_detail(_add_sphere(_head, 0.175, Vector3(0, 0.12, 0), shirt.darkened(0.15), "cloth"))
|
||||
_detail(_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")
|
||||
_detail(_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")
|
||||
_detail(_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"))
|
||||
_detail(_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")
|
||||
_detail(_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")
|
||||
_detail(_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"))
|
||||
_detail(_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"))
|
||||
_detail(_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
|
||||
|
||||
@@ -233,6 +492,14 @@ func _build_focus_circle() -> void:
|
||||
_name_tag.modulate = Color(0.95, 0.95, 0.9, 0.9)
|
||||
_name_tag.visible = false
|
||||
_head.add_child(_name_tag)
|
||||
_reaction_tag = Label3D.new()
|
||||
_reaction_tag.name = "ReactionTag"
|
||||
_reaction_tag.font_size = 72
|
||||
_reaction_tag.pixel_size = 0.005
|
||||
_reaction_tag.billboard = BaseMaterial3D.BILLBOARD_ENABLED
|
||||
_reaction_tag.position = Vector3(0, 2.05, 0)
|
||||
_reaction_tag.visible = false
|
||||
_rig.add_child(_reaction_tag)
|
||||
|
||||
func set_focus_visual(focused: bool, menu_open: bool = false) -> void:
|
||||
if _focus_circle:
|
||||
@@ -258,7 +525,7 @@ func _add_capsule(parent: Node3D, radius: float, height: float, pos: Vector3,
|
||||
return mi
|
||||
|
||||
func _add_sphere(parent: Node3D, radius: float, pos: Vector3, color: Color,
|
||||
role: String = "skin") -> void:
|
||||
role: String = "skin") -> MeshInstance3D:
|
||||
var mi := MeshInstance3D.new()
|
||||
var mesh := SphereMesh.new()
|
||||
mesh.radius = radius
|
||||
@@ -267,6 +534,12 @@ func _add_sphere(parent: Node3D, radius: float, pos: Vector3, color: Color,
|
||||
mi.position = pos
|
||||
mi.material_override = _material(color, role)
|
||||
parent.add_child(mi)
|
||||
return mi
|
||||
|
||||
## Register a small dress detail so the mid-distance LOD can hide it.
|
||||
func _detail(node: Node3D) -> Node3D:
|
||||
_detail_nodes.append(node)
|
||||
return node
|
||||
|
||||
func _add_box_mesh(parent: Node3D, size: Vector3, pos: Vector3, color: Color,
|
||||
role: String = "cloth") -> MeshInstance3D:
|
||||
@@ -389,6 +662,12 @@ func _face_reaction_point(delta: float) -> void:
|
||||
func _physics_process(delta: float) -> void:
|
||||
if npc == null or npc.fsm == null:
|
||||
return
|
||||
_tick_lod(delta)
|
||||
if awaiting_interaction and _queue_offset != Vector3.ZERO:
|
||||
var queued := door_position + _queue_offset
|
||||
if target_position.distance_to(queued) > 0.05:
|
||||
target_position = queued
|
||||
arrived = false
|
||||
_advance_fsm(delta)
|
||||
_tick_reaction(delta)
|
||||
if reaction_mode == "watch":
|
||||
@@ -449,20 +728,32 @@ func _animate(delta: float) -> void:
|
||||
return
|
||||
var speed := Vector2(velocity.x, velocity.z).length()
|
||||
var pose := theater_pose()
|
||||
var escalation: int = npc.highest_escalation_received if npc != null else 0
|
||||
var crouch := crouch_for_pose(pose)
|
||||
if speed > 0.3:
|
||||
_bob_phase += delta * (6.0 + speed)
|
||||
_rig.position.y = sin(_bob_phase) * 0.035
|
||||
_rig.rotation.x = sin(_bob_phase * 0.5) * 0.04
|
||||
_idle_t = 0.0
|
||||
_bob_phase += delta * (6.0 + speed * 1.7)
|
||||
var urgency := 1.35 if reaction_mode == "flee" else 1.0
|
||||
var stride := clampf(0.36 + speed * 0.10, 0.42, 0.7) * urgency
|
||||
_rig.position.y = sin(_bob_phase * 2.0) * 0.03
|
||||
_rig.position.x = 0.0
|
||||
_rig.rotation.x = sin(_bob_phase) * 0.03
|
||||
_rig.rotation.z = sin(_bob_phase) * 0.02
|
||||
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)
|
||||
var swing := limb_swing(_bob_phase, i, stride)
|
||||
_legs[i].rotation.x = swing
|
||||
# Bend the knee as the leg travels behind the body.
|
||||
var bend := maxf(0.0, -swing) * (1.7 if reaction_mode == "flee" else 1.15)
|
||||
_knees[i].rotation.x = lerpf(_knees[i].rotation.x, bend, 0.35)
|
||||
_arms[i].rotation.x = limb_swing(_bob_phase, i, -0.34 * urgency)
|
||||
_elbows[i].rotation.x = -0.18 - absf(swing) * 0.55
|
||||
elif pose != "idle" or not is_zero_approx(_rig.position.y):
|
||||
# Idle theater: seated, photographing, filming, or performing.
|
||||
_theater_t += delta
|
||||
_idle_t = 0.0
|
||||
_bob_phase = 0.0
|
||||
_rig.position.y = lerpf(_rig.position.y, crouch, 0.12)
|
||||
_rig.position.x = lerpf(_rig.position.x, 0.0, 0.2)
|
||||
_rig.rotation.x = lerpf(_rig.rotation.x, 0.0, 0.2)
|
||||
var lift := prop_lift_for_pose(pose, _theater_t)
|
||||
if _photo_prop:
|
||||
@@ -477,28 +768,182 @@ 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)
|
||||
var knee_angle := deg_to_rad(80.0) if pose == "sit" else 0.0
|
||||
_knees[0].rotation.x = lerpf(_knees[0].rotation.x, knee_angle, 0.12)
|
||||
_knees[1].rotation.x = lerpf(_knees[1].rotation.x, knee_angle, 0.12)
|
||||
for arm in _arms:
|
||||
arm.rotation.x = lerpf(arm.rotation.x, 0.0, 0.14)
|
||||
for elbow in _elbows:
|
||||
elbow.rotation.x = lerpf(elbow.rotation.x, -0.1, 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)
|
||||
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)
|
||||
_knees[i].rotation.x = lerpf(_knees[i].rotation.x, 0.0, 0.2)
|
||||
for i in _arms.size():
|
||||
_arms[i].rotation.x = lerpf(_arms[i].rotation.x, 0.0, 0.18)
|
||||
_elbows[i].rotation.x = lerpf(_elbows[i].rotation.x, -0.08, 0.18)
|
||||
_idle_t += delta
|
||||
_idle_layer(pose, escalation)
|
||||
# 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):
|
||||
_guard_ref = get_tree().get_first_node_in_group("guard") as Node3D
|
||||
if _guard_ref:
|
||||
var to_guard := (_guard_ref.global_position - global_position)
|
||||
to_guard.y = 0.0
|
||||
var world_yaw := atan2(to_guard.x, to_guard.z)
|
||||
var fwd := -_rig.global_transform.basis.z
|
||||
var parent_yaw := atan2(fwd.x, fwd.z)
|
||||
_head.rotation.y = lerp_angle(_head.rotation.y, world_yaw - parent_yaw, 0.1)
|
||||
if _head != null:
|
||||
if npc != null and npc.guard_noticed:
|
||||
if _guard_ref == null or not is_instance_valid(_guard_ref):
|
||||
_guard_ref = get_tree().get_first_node_in_group("guard") as Node3D
|
||||
if _guard_ref:
|
||||
var to_guard := (_guard_ref.global_position - global_position)
|
||||
to_guard.y = 0.0
|
||||
var world_yaw := atan2(to_guard.x, to_guard.z)
|
||||
var fwd := -_rig.global_transform.basis.z
|
||||
var parent_yaw := atan2(fwd.x, fwd.z)
|
||||
_head.rotation.y = lerp_angle(_head.rotation.y, world_yaw - parent_yaw, 0.1)
|
||||
elif speed <= 0.3 and pose == "idle":
|
||||
# Idle look-around, unless the person is already engaged.
|
||||
_head.rotation.y = lerpf(_head.rotation.y, sin(_idle_t * 0.45) * 0.3, 0.05)
|
||||
_update_reaction_label(escalation)
|
||||
|
||||
## Idle behaviour layered on top of the breathing pose: phone, clipboard,
|
||||
## crossed arms, or looking around, plus escalation body language.
|
||||
func _idle_layer(pose: String, escalation: int) -> void:
|
||||
if _rig == null:
|
||||
return
|
||||
# Breathing and a slow weight shift keep idle people from looking frozen.
|
||||
var breath := 1.0 + sin(_idle_t * 1.8) * 0.006
|
||||
_rig.scale.y = lerpf(_rig.scale.y, _height_scale * breath, 0.15)
|
||||
_rig.position.x = lerpf(_rig.position.x, sin(_idle_t * 0.7) * 0.015, 0.1)
|
||||
_rig.rotation.z = lerpf(_rig.rotation.z, sin(_idle_t * 0.7) * 0.015, 0.1)
|
||||
if pose != "idle" or _arms.size() < 2:
|
||||
return
|
||||
var right := _arms[1]
|
||||
var right_elbow := _elbows[1]
|
||||
if escalation >= 3:
|
||||
# Both hands up: the person is being blocked or warned.
|
||||
_arms[0].rotation.x = lerpf(_arms[0].rotation.x, -1.75, 0.14)
|
||||
right.rotation.x = lerpf(right.rotation.x, -1.75, 0.14)
|
||||
_elbows[0].rotation.x = lerpf(_elbows[0].rotation.x, -0.5, 0.14)
|
||||
right_elbow.rotation.x = lerpf(right_elbow.rotation.x, -0.5, 0.14)
|
||||
_rig.rotation.x = lerpf(_rig.rotation.x, -0.06, 0.1)
|
||||
return
|
||||
if escalation >= 2:
|
||||
# One arm out, pointing forward while arguing.
|
||||
right.rotation.x = lerpf(right.rotation.x, -1.15, 0.12)
|
||||
right_elbow.rotation.x = lerpf(right_elbow.rotation.x, -0.15, 0.12)
|
||||
return
|
||||
match _idle_style:
|
||||
"phone":
|
||||
# Phone held up near the head in bursts.
|
||||
var raise := 0.55 + maxf(0.0, sin(_idle_t * 0.6)) * 0.45
|
||||
right.rotation.x = lerpf(right.rotation.x, -1.35 * raise, 0.08)
|
||||
right_elbow.rotation.x = lerpf(right_elbow.rotation.x, -1.75 * raise, 0.1)
|
||||
"clipboard":
|
||||
_arms[0].rotation.x = lerpf(_arms[0].rotation.x, -0.55, 0.1)
|
||||
_elbows[0].rotation.x = lerpf(_elbows[0].rotation.x, -0.9, 0.1)
|
||||
right.rotation.x = lerpf(right.rotation.x, -0.45, 0.1)
|
||||
right_elbow.rotation.x = lerpf(right_elbow.rotation.x, -0.8, 0.1)
|
||||
"crossed":
|
||||
_arms[0].rotation.x = lerpf(_arms[0].rotation.x, -0.55, 0.1)
|
||||
right.rotation.x = lerpf(right.rotation.x, -0.55, 0.1)
|
||||
_elbows[0].rotation.x = lerpf(_elbows[0].rotation.x, -1.25, 0.1)
|
||||
right_elbow.rotation.x = lerpf(right_elbow.rotation.x, -1.25, 0.1)
|
||||
"look":
|
||||
pass
|
||||
_:
|
||||
pass
|
||||
|
||||
func _update_reaction_label(escalation: int) -> void:
|
||||
if _reaction_tag == null:
|
||||
return
|
||||
var text := reaction_label(reaction_mode, escalation)
|
||||
_reaction_tag.visible = text != ""
|
||||
if text == "":
|
||||
return
|
||||
_reaction_tag.text = text
|
||||
if reaction_mode == "flee":
|
||||
_reaction_tag.modulate = Color(1.0, 0.26, 0.2)
|
||||
elif reaction_mode == "watch":
|
||||
_reaction_tag.modulate = Color(1.0, 0.72, 0.2)
|
||||
elif escalation >= 3:
|
||||
_reaction_tag.modulate = Color(1.0, 0.35, 0.3)
|
||||
else:
|
||||
_reaction_tag.modulate = Color(1.0, 0.85, 0.4)
|
||||
|
||||
## Build the far-distance impostor: two billboard quads (body + head) in the
|
||||
## avatar's clothing colours.
|
||||
func _build_impostor() -> void:
|
||||
_impostor = Node3D.new()
|
||||
_impostor.name = "Impostor"
|
||||
_impostor.visible = false
|
||||
add_child(_impostor)
|
||||
var body := MeshInstance3D.new()
|
||||
var quad := QuadMesh.new()
|
||||
quad.size = Vector2(0.56, 1.15)
|
||||
body.mesh = quad
|
||||
body.position = Vector3(0, 0.95, 0)
|
||||
body.material_override = _billboard_material(_shirt_color)
|
||||
_impostor.add_child(body)
|
||||
var head := MeshInstance3D.new()
|
||||
var head_quad := QuadMesh.new()
|
||||
head_quad.size = Vector2(0.34, 0.34)
|
||||
head.mesh = head_quad
|
||||
head.position = Vector3(0, 1.63, 0)
|
||||
head.material_override = _billboard_material(_skin_color)
|
||||
_impostor.add_child(head)
|
||||
|
||||
func _billboard_material(color: Color) -> StandardMaterial3D:
|
||||
var material := StandardMaterial3D.new()
|
||||
material.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
material.albedo_color = color
|
||||
material.billboard_mode = BaseMaterial3D.BILLBOARD_ENABLED
|
||||
return material
|
||||
|
||||
## Apply a LOD tier: 0 full detail, 1 no small props/shadows, 2 impostor.
|
||||
func apply_lod(tier: int) -> void:
|
||||
_lod_tier = clampi(tier, 0, 2)
|
||||
if _rig != null:
|
||||
_rig.visible = _lod_tier < 2
|
||||
if _impostor != null:
|
||||
_impostor.visible = _lod_tier == 2
|
||||
for node in _detail_nodes:
|
||||
if is_instance_valid(node):
|
||||
node.visible = _lod_tier == 0
|
||||
var shadows := _lod_tier == 0
|
||||
for node in find_children("*", "MeshInstance3D", true, false):
|
||||
(node as MeshInstance3D).cast_shadow = \
|
||||
GeometryInstance3D.SHADOW_CASTING_SETTING_ON if shadows \
|
||||
else GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
|
||||
func _lod_tier_for(distance: float) -> int:
|
||||
# Hysteresis: stay in the current tier until the distance clears the edge.
|
||||
if _lod_tier == 0:
|
||||
return 1 if distance > LOD_TIERS[0] + LOD_HYSTERESIS else 0
|
||||
if _lod_tier == 1:
|
||||
if distance < LOD_TIERS[0] - LOD_HYSTERESIS:
|
||||
return 0
|
||||
return 2 if distance > LOD_TIERS[1] + LOD_HYSTERESIS else 1
|
||||
if distance < LOD_TIERS[1] - LOD_HYSTERESIS:
|
||||
return 1 if distance >= LOD_TIERS[0] else 0
|
||||
return 2
|
||||
|
||||
func set_queue_offset(offset: Vector3) -> void:
|
||||
_queue_offset = offset
|
||||
|
||||
func _tick_lod(delta: float) -> void:
|
||||
_lod_check_s -= delta
|
||||
if _lod_check_s > 0.0:
|
||||
return
|
||||
_lod_check_s = 0.5
|
||||
if not is_inside_tree():
|
||||
return
|
||||
var camera := get_viewport().get_camera_3d()
|
||||
if camera == null:
|
||||
return
|
||||
var distance := global_position.distance_to(camera.global_position)
|
||||
var desired := _lod_tier_for(distance)
|
||||
if desired != _lod_tier:
|
||||
apply_lod(desired)
|
||||
|
||||
func _advance_fsm(delta: float) -> void:
|
||||
# Routine traffic despawns after a while once it has finished its walk, so
|
||||
@@ -527,6 +972,7 @@ 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
|
||||
@@ -575,14 +1021,33 @@ 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()
|
||||
|
||||
@@ -45,6 +45,8 @@ var wand_panel: PanelContainer
|
||||
var wand_text: Label
|
||||
var wand_meta: Label
|
||||
var escalation_label: Label
|
||||
var precision_label: Label
|
||||
var _controls_label: Label
|
||||
|
||||
var _debug_enabled := false
|
||||
var _log_lines: Array[String] = []
|
||||
@@ -119,7 +121,9 @@ func _init() -> void:
|
||||
controls.text = Strings.lookup("hud.controls")
|
||||
controls.add_theme_font_size_override("font_size", 12)
|
||||
controls.modulate = Color(0.8, 0.8, 0.85)
|
||||
controls.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
|
||||
vbox.add_child(controls)
|
||||
_controls_label = controls
|
||||
|
||||
# --- emergency radio cooldown indicator ---
|
||||
radio_cooldown_label = Label.new()
|
||||
@@ -133,6 +137,12 @@ func _init() -> void:
|
||||
mode_label.text = "Door: open · Light: off"
|
||||
mode_label.add_theme_font_size_override("font_size", 13)
|
||||
mode_label.modulate = Color(0.85, 0.85, 0.9)
|
||||
precision_label = Label.new()
|
||||
precision_label.text = Strings.lookup("hud.precision")
|
||||
precision_label.add_theme_font_size_override("font_size", 12)
|
||||
precision_label.modulate = Color(0.55, 0.85, 1.0)
|
||||
precision_label.visible = false
|
||||
vbox.add_child(precision_label)
|
||||
vbox.add_child(mode_label)
|
||||
|
||||
# --- escalation level indicator (color-coded) ---
|
||||
@@ -371,6 +381,20 @@ func _add_corner_brackets(color: Color) -> void:
|
||||
func set_action_hint(text: String) -> void:
|
||||
hint_label.text = text
|
||||
|
||||
## Precision-walk state chip next to the door/light indicators.
|
||||
func set_precision(active: bool) -> void:
|
||||
if precision_label:
|
||||
precision_label.visible = active
|
||||
|
||||
## Swap the control legend for the device the player is actually using.
|
||||
func set_input_device(device: String) -> void:
|
||||
if _controls_label == null:
|
||||
return
|
||||
if device == "gamepad":
|
||||
_controls_label.text = Strings.lookup("hud.controls_gamepad")
|
||||
else:
|
||||
_controls_label.text = Strings.lookup("hud.controls")
|
||||
|
||||
|
||||
|
||||
## Color-coded escalation feedback (PLAN.md: Polish and Accessibility).
|
||||
@@ -402,6 +426,12 @@ 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:
|
||||
|
||||
@@ -6,6 +6,8 @@ extends CanvasLayer
|
||||
## Emits `applied(settings)` so the game manager can push values into the guard
|
||||
## and HUD as soon as the player confirms.
|
||||
|
||||
const InputBindings := preload("res://src/core/input_bindings.gd")
|
||||
|
||||
signal applied(settings: Dictionary)
|
||||
signal closed()
|
||||
|
||||
@@ -14,6 +16,10 @@ var _sensitivity: HSlider = null
|
||||
var _font_scale: HSlider = null
|
||||
var _sensitivity_value: Label = null
|
||||
var _font_scale_value: Label = null
|
||||
var _invert_y: CheckButton = null
|
||||
var _head_bob: CheckButton = null
|
||||
var _bind_buttons := {}
|
||||
var _listening_action := ""
|
||||
var settings: Dictionary = {}
|
||||
|
||||
func _ready() -> void:
|
||||
@@ -66,6 +72,37 @@ func _build() -> void:
|
||||
_font_scale = _add_slider(font_row, 0.75, 1.75, 0.05)
|
||||
_font_scale.value_changed.connect(_on_font_scale_changed)
|
||||
|
||||
_invert_y = CheckButton.new()
|
||||
_invert_y.text = "Invert vertical look"
|
||||
_invert_y.toggled.connect(_on_invert_y_toggled)
|
||||
column.add_child(_invert_y)
|
||||
|
||||
_head_bob = CheckButton.new()
|
||||
_head_bob.text = "Head bob and camera motion"
|
||||
_head_bob.toggled.connect(_on_head_bob_toggled)
|
||||
column.add_child(_head_bob)
|
||||
|
||||
var controls_title := Label.new()
|
||||
controls_title.text = "Controls (click a binding, then press a key or pad button)"
|
||||
controls_title.add_theme_font_size_override("font_size", 13)
|
||||
controls_title.modulate = Color(0.75, 0.8, 0.9)
|
||||
column.add_child(controls_title)
|
||||
var grid := GridContainer.new()
|
||||
grid.columns = 4
|
||||
grid.add_theme_constant_override("h_separation", 10)
|
||||
grid.add_theme_constant_override("v_separation", 6)
|
||||
column.add_child(grid)
|
||||
for action in InputBindings.REMAPPABLE:
|
||||
var label := Label.new()
|
||||
label.text = str(action).replace("_", " ").capitalize()
|
||||
label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||||
grid.add_child(label)
|
||||
var button := Button.new()
|
||||
button.custom_minimum_size = Vector2(130, 0)
|
||||
button.pressed.connect(_on_rebind.bind(action))
|
||||
grid.add_child(button)
|
||||
_bind_buttons[action] = button
|
||||
|
||||
var row := HBoxContainer.new()
|
||||
row.alignment = BoxContainer.ALIGNMENT_CENTER
|
||||
row.add_theme_constant_override("separation", 12)
|
||||
@@ -112,6 +149,12 @@ func open(current: Dictionary) -> void:
|
||||
_sensitivity.set_value_no_signal(clampf(sens, _sensitivity.min_value, _sensitivity.max_value))
|
||||
if _font_scale:
|
||||
_font_scale.set_value_no_signal(clampf(scale, _font_scale.min_value, _font_scale.max_value))
|
||||
if _invert_y:
|
||||
_invert_y.set_pressed_no_signal(bool(settings.get("invert_y", false)))
|
||||
if _head_bob:
|
||||
_head_bob.set_pressed_no_signal(bool(settings.get("head_bob", true)))
|
||||
_listening_action = ""
|
||||
_refresh_bind_buttons()
|
||||
_sync_labels()
|
||||
visible = true
|
||||
_root.visible = true
|
||||
@@ -135,6 +178,42 @@ func _on_font_scale_changed(value: float) -> void:
|
||||
settings["hud_font_scale"] = value
|
||||
_sync_labels()
|
||||
|
||||
func _on_invert_y_toggled(pressed: bool) -> void:
|
||||
settings["invert_y"] = pressed
|
||||
|
||||
func _on_head_bob_toggled(pressed: bool) -> void:
|
||||
settings["head_bob"] = pressed
|
||||
|
||||
func _refresh_bind_buttons() -> void:
|
||||
var remaps: Dictionary = settings.get("input_bindings", {})
|
||||
for action in _bind_buttons.keys():
|
||||
var button: Button = _bind_buttons[action]
|
||||
var descriptor: Dictionary = remaps.get(action, {})
|
||||
if descriptor.is_empty():
|
||||
descriptor = InputBindings.current_descriptor(action)
|
||||
button.text = InputBindings.label_for(descriptor)
|
||||
|
||||
func _on_rebind(action: String) -> void:
|
||||
_listening_action = action
|
||||
var button: Button = _bind_buttons.get(action)
|
||||
if button:
|
||||
button.text = "Press…"
|
||||
if button.is_inside_tree():
|
||||
button.grab_focus()
|
||||
|
||||
func _apply_remap(event: InputEvent) -> bool:
|
||||
if _listening_action == "":
|
||||
return false
|
||||
var descriptor := InputBindings.descriptor_from_event(event)
|
||||
if descriptor.is_empty():
|
||||
return false
|
||||
var remaps: Dictionary = settings.get("input_bindings", {})
|
||||
remaps[_listening_action] = descriptor
|
||||
settings["input_bindings"] = remaps
|
||||
_listening_action = ""
|
||||
_refresh_bind_buttons()
|
||||
return true
|
||||
|
||||
func _on_apply() -> void:
|
||||
if Save:
|
||||
Save.save_settings(settings)
|
||||
@@ -149,6 +228,12 @@ func _on_cancel() -> void:
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if not visible:
|
||||
return
|
||||
if _listening_action != "":
|
||||
var pressed: bool = (event is InputEventKey and event.pressed and not event.echo) \
|
||||
or (event is InputEventJoypadButton and event.pressed)
|
||||
if pressed and _apply_remap(event):
|
||||
get_viewport().set_input_as_handled()
|
||||
return
|
||||
if event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_ESCAPE:
|
||||
_on_cancel()
|
||||
get_viewport().set_input_as_handled()
|
||||
@@ -335,35 +335,112 @@ func _build_street_furniture() -> void:
|
||||
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, and every placement is fixed so
|
||||
## the street looks the same on every run.
|
||||
## 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)
|
||||
# Bollards flank the foot of the steps.
|
||||
for x in [-5.6, -4.2, 4.2, 5.6]:
|
||||
_add_prop_model(detail, "bollard", Vector3(x, 0.18, 4.7))
|
||||
# Benches face the boulevard.
|
||||
_add_prop_model(detail, "bench", Vector3(-8.8, 0.18, 6.4), 180.0)
|
||||
_add_prop_model(detail, "bench", Vector3(8.8, 0.18, 6.4), 180.0)
|
||||
# Bins where people leave the steps.
|
||||
_add_prop_model(detail, "trash_bin", Vector3(-6.6, 0.18, 4.9))
|
||||
_add_prop_model(detail, "trash_bin", Vector3(6.6, 0.18, 4.9))
|
||||
# Planters break up the long sidewalk run.
|
||||
_add_prop_model(detail, "planter_box", Vector3(-11.8, 0.18, 8.8))
|
||||
_add_prop_model(detail, "planter_box", Vector3(11.8, 0.18, 8.8))
|
||||
# Newspaper boxes and a hydrant along the curb.
|
||||
_add_prop_model(detail, "newspaper_box", Vector3(-9.6, 0.18, 11.0), -12.0)
|
||||
_add_prop_model(detail, "newspaper_box", Vector3(-8.9, 0.18, 11.0), -12.0)
|
||||
_add_prop_model(detail, "fire_hydrant", Vector3(8.4, 0.18, 11.2))
|
||||
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) -> Node3D:
|
||||
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
|
||||
@@ -373,11 +450,97 @@ func _add_prop_model(parent: Node3D, prop: String, pos: Vector3,
|
||||
holder.add_child(model)
|
||||
loaded_models.append(prop)
|
||||
else:
|
||||
holder.add_child(_fallback_prop(prop))
|
||||
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):
|
||||
|
||||
@@ -0,0 +1,104 @@
|
||||
extends SceneTree
|
||||
## Dev helper: render every generated prop side by side on a plain backdrop and
|
||||
## save user://screenshots/10-prop-gallery.png. The image feeds
|
||||
## `tools/screen_designs.py compare` so a prop regression is visible.
|
||||
##
|
||||
## Usage: godot --path . --script res://src/test/capture_prop_gallery.gd
|
||||
|
||||
const OUT_DIR := "user://screenshots"
|
||||
const MODEL_DIR := "res://assets/models/generated/"
|
||||
const PROPS := ["bollard", "bench", "trash_bin", "planter_box",
|
||||
"newspaper_box", "fire_hydrant"]
|
||||
const SPACING := 1.9
|
||||
|
||||
var frames := 0
|
||||
|
||||
func _initialize() -> void:
|
||||
root.size = Vector2i(1280, 720)
|
||||
_build_stage()
|
||||
|
||||
func _build_stage() -> void:
|
||||
var stage := Node3D.new()
|
||||
stage.name = "PropGallery"
|
||||
root.add_child(stage)
|
||||
|
||||
var environment := Environment.new()
|
||||
environment.background_mode = Environment.BG_COLOR
|
||||
environment.background_color = Color(0.52, 0.54, 0.58)
|
||||
environment.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
|
||||
environment.ambient_light_color = Color(0.78, 0.80, 0.84)
|
||||
environment.ambient_light_energy = 0.8
|
||||
var world_env := WorldEnvironment.new()
|
||||
world_env.environment = environment
|
||||
stage.add_child(world_env)
|
||||
|
||||
# Floor and a plain backdrop wall: a studio line-up with no street context.
|
||||
var floor_mesh := PlaneMesh.new()
|
||||
floor_mesh.size = Vector2(14, 8)
|
||||
var floor := MeshInstance3D.new()
|
||||
floor.mesh = floor_mesh
|
||||
floor.material_override = _flat(Color(0.50, 0.51, 0.54), 0.9)
|
||||
stage.add_child(floor)
|
||||
|
||||
var backdrop_mesh := BoxMesh.new()
|
||||
backdrop_mesh.size = Vector3(14, 6, 0.1)
|
||||
var backdrop := MeshInstance3D.new()
|
||||
backdrop.mesh = backdrop_mesh
|
||||
backdrop.material_override = _flat(Color(0.55, 0.57, 0.61), 0.95)
|
||||
backdrop.position = Vector3(0, 3.0, -3.4)
|
||||
stage.add_child(backdrop)
|
||||
|
||||
# Raised back row so both rows read in a single shot.
|
||||
var platform_mesh := BoxMesh.new()
|
||||
platform_mesh.size = Vector3(6.8, 0.8, 1.9)
|
||||
var platform := MeshInstance3D.new()
|
||||
platform.mesh = platform_mesh
|
||||
platform.material_override = _flat(Color(0.38, 0.39, 0.42), 0.85)
|
||||
platform.position = Vector3(0, 0.4, -2.1)
|
||||
stage.add_child(platform)
|
||||
|
||||
var light := DirectionalLight3D.new()
|
||||
light.rotation_degrees = Vector3(-48, -35, 0)
|
||||
light.light_energy = 0.85
|
||||
light.shadow_enabled = true
|
||||
stage.add_child(light)
|
||||
|
||||
var camera := Camera3D.new()
|
||||
camera.position = Vector3(0, 2.1, 6.2)
|
||||
camera.fov = 50.0
|
||||
camera.look_at_from_position(camera.position, Vector3(0, 0.75, -1.0))
|
||||
camera.current = true
|
||||
stage.add_child(camera)
|
||||
|
||||
# 3 x 2 grid: three props on the front row, three on the back row.
|
||||
var columns := [-1.95, 0.0, 1.95]
|
||||
for index in PROPS.size():
|
||||
var prop_name: String = PROPS[index]
|
||||
var packed := ResourceLoader.load(MODEL_DIR + prop_name + ".glb") as PackedScene
|
||||
if packed == null:
|
||||
continue
|
||||
var model := packed.instantiate() as Node3D
|
||||
var col: int = index % 3
|
||||
var row: int = index / 3
|
||||
model.position = Vector3(columns[col], 0.8 if row == 1 else 0.0, -2.1 * row)
|
||||
model.rotation_degrees.y = 14.0
|
||||
stage.add_child(model)
|
||||
|
||||
func _flat(color: Color, roughness: float) -> StandardMaterial3D:
|
||||
var material := StandardMaterial3D.new()
|
||||
material.albedo_color = color
|
||||
material.roughness = roughness
|
||||
return material
|
||||
|
||||
func _process(_delta: float) -> bool:
|
||||
frames += 1
|
||||
if frames < 20:
|
||||
return false
|
||||
var dir := DirAccess.open("user://")
|
||||
if dir == null or not dir.dir_exists("screenshots"):
|
||||
dir.make_dir_recursive("screenshots")
|
||||
var image := root.get_texture().get_image()
|
||||
var err := image.save_png(OUT_DIR.path_join("10-prop-gallery.png"))
|
||||
print("10-prop-gallery.png -> err=%d (%dx%d)" % [err, image.get_width(), image.get_height()])
|
||||
quit(0)
|
||||
return true
|
||||
@@ -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 +111,114 @@ 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")
|
||||
if gm != null:
|
||||
gm.event_timeline.close()
|
||||
gm.guard.global_position = Vector3(0, 0.1, 6.2)
|
||||
gm.guard.rotation.y = 0.0
|
||||
Input.action_press("move_forward")
|
||||
Input.action_press("walk_slow")
|
||||
state = 11
|
||||
state_frames = 0
|
||||
11:
|
||||
if state_frames >= 50:
|
||||
_shoot("11-precision-walk.png")
|
||||
Input.action_release("move_forward")
|
||||
Input.action_release("walk_slow")
|
||||
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 +1,117 @@
|
||||
extends SceneTree
|
||||
## Movement smoke (windowed): walks the guard to the entrance to check step-up,
|
||||
## measures precision-walk speed, and checks footstep/landing cues. The guard
|
||||
## reads captured-mouse input, so run it windowed:
|
||||
##
|
||||
## godot --path . --script res://src/test/smoke_movement.gd
|
||||
##
|
||||
## Exit code 0 = pass, 1 = failure.
|
||||
|
||||
const MAX_FRAMES := 1600
|
||||
var frame := 0
|
||||
var gm: Node = null
|
||||
var started := false
|
||||
var step := 0
|
||||
var step_frame := 0
|
||||
var failures: Array[String] = []
|
||||
var start_pos := Vector3.ZERO
|
||||
var normal_distance := 0.0
|
||||
var footsteps_before := 0
|
||||
|
||||
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 movement checks finished")
|
||||
return true
|
||||
step_frame += 1
|
||||
match step:
|
||||
0:
|
||||
if step_frame < 20:
|
||||
return false
|
||||
_place_guard(8.5)
|
||||
footsteps_before = gm.audio.footsteps
|
||||
start_pos = gm.guard.global_position
|
||||
Input.action_press("move_forward")
|
||||
step = 1
|
||||
step_frame = 0
|
||||
1:
|
||||
if step_frame >= 280:
|
||||
Input.action_release("move_forward")
|
||||
var moved := start_pos.distance_to(gm.guard.global_position)
|
||||
_check(moved > 2.0, "guard walked toward the entrance (%.1f m)" % moved)
|
||||
_check(gm.guard.global_position.y > 0.35,
|
||||
"guard climbed the steps (y=%.2f)" % gm.guard.global_position.y)
|
||||
_check(gm.guard.global_position.z < 4.2,
|
||||
"guard reached the steps (z=%.1f)" % gm.guard.global_position.z)
|
||||
_check(gm.audio.footsteps > footsteps_before,
|
||||
"footsteps are emitted while walking")
|
||||
step = 2
|
||||
step_frame = 0
|
||||
2:
|
||||
if step_frame < 45:
|
||||
return false
|
||||
_place_guard(8.5)
|
||||
normal_distance = 0.0
|
||||
start_pos = gm.guard.global_position
|
||||
Input.action_press("move_forward")
|
||||
Input.action_press("walk_slow")
|
||||
step = 3
|
||||
step_frame = 0
|
||||
3:
|
||||
if step_frame >= 120:
|
||||
Input.action_release("walk_slow")
|
||||
Input.action_release("move_forward")
|
||||
var moved := start_pos.distance_to(gm.guard.global_position)
|
||||
_check(moved > 1.0 and moved < 4.6,
|
||||
"precision walk covers less ground (%.1f m in 2 s)" % moved)
|
||||
var chip = gm.hud.precision_label
|
||||
_check(chip != null and chip.visible,
|
||||
"precision walk shows its HUD chip")
|
||||
step = 4
|
||||
step_frame = 0
|
||||
4:
|
||||
if gm.audio.landings == 0:
|
||||
gm.guard.global_position += Vector3(0, 1.2, 0)
|
||||
if step_frame >= 90:
|
||||
_check(gm.audio.landings > 0, "landing cue fires after a drop")
|
||||
_finish()
|
||||
return true
|
||||
return false
|
||||
|
||||
func _place_guard(z: float) -> void:
|
||||
gm.guard.global_position = Vector3(0, 0.1, z)
|
||||
gm.guard.rotation.y = 0.0
|
||||
gm.guard.velocity = Vector3.ZERO
|
||||
|
||||
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")
|
||||
Input.action_release("walk_slow")
|
||||
if failures.is_empty():
|
||||
print("SMOKE OK: movement feel (steps, precision walk, footsteps)")
|
||||
quit(0)
|
||||
else:
|
||||
for message in failures:
|
||||
printerr("SMOKE FAIL: " + message)
|
||||
quit(1)
|
||||
@@ -0,0 +1,57 @@
|
||||
extends SceneTree
|
||||
## NPC performance budget smoke: put the documented live-NPC count in the scene,
|
||||
## let the animations run, then report the average frame time. The budget is
|
||||
## 50 ms (20 FPS) so slow CI hardware does not fail on noise; the report is the
|
||||
## useful part when tuning the rig.
|
||||
##
|
||||
## Usage: godot --headless --path . --script res://src/test/smoke_npc_budget.gd
|
||||
|
||||
const NpcAvatar := preload("res://src/game/npc_avatar.gd")
|
||||
const NpcProfile := preload("res://src/core/npc_profile.gd")
|
||||
const Rules := preload("res://src/core/rules.gd")
|
||||
const COUNT := 16
|
||||
const WARMUP_FRAMES := 60
|
||||
const SAMPLE_FRAMES := 180
|
||||
const BUDGET_MS := 50.0
|
||||
|
||||
var frame := 0
|
||||
var avatars: Array = []
|
||||
var sample_ms := 0.0
|
||||
|
||||
func _initialize() -> void:
|
||||
root.size = Vector2i(1280, 720)
|
||||
var stage := Node3D.new()
|
||||
stage.name = "BudgetStage"
|
||||
root.add_child(stage)
|
||||
for index in COUNT:
|
||||
var profile := NpcProfile.new()
|
||||
profile.id = "budget_%d" % index
|
||||
profile.npc_type = Rules.NpcType.TOURIST
|
||||
profile.display_name = "Budget %d" % index
|
||||
var avatar := NpcAvatar.new()
|
||||
avatar.setup(profile, "roam", index + 1,
|
||||
Vector3(-6.0 + (index % 8) * 1.7, 0.5, 4.0 + (index / 8) * 2.0),
|
||||
Vector3(0, 0.5, 8.0), Vector3(0, 0.5, 1.2), profile.id)
|
||||
stage.add_child(avatar)
|
||||
avatars.append(avatar)
|
||||
|
||||
func _process(delta: float) -> bool:
|
||||
frame += 1
|
||||
if frame > WARMUP_FRAMES:
|
||||
sample_ms += delta * 1000.0
|
||||
if frame >= WARMUP_FRAMES + SAMPLE_FRAMES:
|
||||
var average := sample_ms / SAMPLE_FRAMES
|
||||
var meshes := 0
|
||||
for avatar in avatars:
|
||||
meshes += avatar.find_children("*", "MeshInstance3D", true, false).size()
|
||||
print("NPC budget: %d avatars, %d meshes, avg frame %.2f ms (budget %.0f ms)" % [
|
||||
COUNT, meshes, average, BUDGET_MS])
|
||||
if average > BUDGET_MS:
|
||||
printerr("SMOKE FAIL: frame time %.1f ms exceeds the %.0f ms budget" % [
|
||||
average, BUDGET_MS])
|
||||
quit(1)
|
||||
return true
|
||||
print("SMOKE OK: %d avatars stay inside the frame budget" % COUNT)
|
||||
quit(0)
|
||||
return true
|
||||
return false
|
||||
@@ -0,0 +1,164 @@
|
||||
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): yaw 0 looks down -z, so W walks toward it.
|
||||
gm.guard.rotation.y = 0.0
|
||||
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)
|
||||
@@ -5,6 +5,18 @@ extends RefCounted
|
||||
const AudioFeedback := preload("res://src/game/audio_feedback.gd")
|
||||
const CrowdSystem := preload("res://src/core/crowd_system.gd")
|
||||
|
||||
func test_footstep_and_landing_cues_count() -> bool:
|
||||
var audio := AudioFeedback.new()
|
||||
audio.play_footstep("concrete")
|
||||
audio.play_footstep("asphalt")
|
||||
audio.play_land()
|
||||
audio.play_precision_tick()
|
||||
var a := TestUtils.check_eq(audio.footsteps, 2, "footsteps are counted")
|
||||
var b := TestUtils.check_eq(audio.landings, 1, "landings are counted")
|
||||
var c := TestUtils.check_eq(audio.precision_ticks, 1, "precision ticks are counted")
|
||||
audio.free()
|
||||
return a and b and c
|
||||
|
||||
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)
|
||||
|
||||
@@ -68,6 +68,34 @@ func test_prop_scenes_share_one_atlas_material() -> bool:
|
||||
instance.free()
|
||||
return TestUtils.check(problems.is_empty(), "one atlas material per prop (%s)" % str(problems))
|
||||
|
||||
func test_prop_instances_share_the_imported_material() -> bool:
|
||||
## Instancing a prop must not duplicate its atlas material; every copy uses
|
||||
## the same resource, so many props stay cheap to draw.
|
||||
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 first := packed.instantiate()
|
||||
var second := packed.instantiate()
|
||||
var a := _first_material(first)
|
||||
var b := _first_material(second)
|
||||
if a == null or b == null:
|
||||
problems.append("%s: missing material" % prop)
|
||||
elif a.get_instance_id() != b.get_instance_id():
|
||||
problems.append("%s: material is duplicated per instance" % prop)
|
||||
first.free()
|
||||
second.free()
|
||||
return TestUtils.check(problems.is_empty(), "prop instances share materials (%s)" % str(problems))
|
||||
|
||||
func _first_material(instance: Node) -> Material:
|
||||
for node in instance.find_children("*", "MeshInstance3D", true, false):
|
||||
var mesh: Mesh = (node as MeshInstance3D).mesh
|
||||
if mesh != null and mesh.get_surface_count() > 0:
|
||||
return mesh.surface_get_material(0)
|
||||
return null
|
||||
|
||||
func test_world_places_generated_props() -> bool:
|
||||
var root := Node3D.new()
|
||||
var builder := WorldBuilder.new(root)
|
||||
@@ -83,6 +111,96 @@ func test_world_places_generated_props() -> bool:
|
||||
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)
|
||||
|
||||
@@ -0,0 +1,53 @@
|
||||
extends RefCounted
|
||||
## Headless tests for the key/button remap helper.
|
||||
|
||||
const InputBindings := preload("res://src/core/input_bindings.gd")
|
||||
|
||||
func test_descriptor_from_events() -> bool:
|
||||
var key := InputEventKey.new()
|
||||
key.physical_keycode = KEY_Z
|
||||
var a := TestUtils.check_eq(InputBindings.descriptor_from_event(key),
|
||||
{"type": "key", "code": int(KEY_Z)}, "keys store a code")
|
||||
var button := InputEventJoypadButton.new()
|
||||
button.button_index = JOY_BUTTON_Y
|
||||
var b := TestUtils.check_eq(InputBindings.descriptor_from_event(button),
|
||||
{"type": "joy", "button": int(JOY_BUTTON_Y)}, "pad buttons store an index")
|
||||
var c := TestUtils.check(
|
||||
InputBindings.descriptor_from_event(InputEventMouseButton.new()).is_empty(),
|
||||
"mouse buttons are not remappable")
|
||||
return a and b and c
|
||||
|
||||
func test_apply_rebinds_and_keeps_mouse_events() -> bool:
|
||||
var old := InputBindings.current_descriptor("inspect")
|
||||
var remap := {"inspect": {"type": "key", "code": int(KEY_Z)}}
|
||||
InputBindings.apply(remap)
|
||||
var rebound := InputBindings.current_descriptor("inspect")
|
||||
var a := TestUtils.check_eq(rebound, {"type": "key", "code": int(KEY_Z)},
|
||||
"inspect now uses the new key")
|
||||
var action_menu_mouse := 0
|
||||
for event in InputMap.action_get_events("action_menu"):
|
||||
if event is InputEventMouseButton:
|
||||
action_menu_mouse += 1
|
||||
var b := TestUtils.check(action_menu_mouse > 0,
|
||||
"remapping leaves mouse events alone")
|
||||
# Restore the original binding for later tests.
|
||||
if not old.is_empty():
|
||||
InputBindings.apply({"inspect": old})
|
||||
return a and b
|
||||
|
||||
func test_apply_accepts_pad_buttons() -> bool:
|
||||
var remap := {"wand": {"type": "joy", "button": int(JOY_BUTTON_RIGHT_SHOULDER)}}
|
||||
InputBindings.apply(remap)
|
||||
var a := TestUtils.check_eq(InputBindings.current_descriptor("wand"),
|
||||
{"type": "joy", "button": int(JOY_BUTTON_RIGHT_SHOULDER)},
|
||||
"actions can be rebound to a pad button")
|
||||
InputBindings.apply({"wand": {"type": "key", "code": int(KEY_C)}})
|
||||
return a
|
||||
|
||||
func test_labels_are_human_readable() -> bool:
|
||||
var a := TestUtils.check(InputBindings.label_for(
|
||||
{"type": "key", "code": int(KEY_W)}) == "W", "key label")
|
||||
var b := TestUtils.check(InputBindings.label_for(
|
||||
{"type": "joy", "button": 3}) == "Pad 3", "pad label")
|
||||
var c := TestUtils.check_eq(InputBindings.label_for({}), "", "empty label")
|
||||
return a and b and c
|
||||
@@ -0,0 +1,138 @@
|
||||
extends RefCounted
|
||||
## Headless tests for the character pass: layered outfits, hand items, idle
|
||||
## styles, queue slots, LOD tiers/labels, and the articulated rig structure.
|
||||
|
||||
const NpcAvatar := preload("res://src/game/npc_avatar.gd")
|
||||
const NpcProfile := preload("res://src/core/npc_profile.gd")
|
||||
const Rules := preload("res://src/core/rules.gd")
|
||||
|
||||
func _avatar(npc_type: int, seed_value: int) -> NpcAvatar:
|
||||
var profile := NpcProfile.new()
|
||||
profile.id = "char_test"
|
||||
profile.npc_type = npc_type
|
||||
profile.display_name = "Test Person"
|
||||
var avatar := NpcAvatar.new()
|
||||
avatar.setup(profile, "enter", seed_value,
|
||||
Vector3(0, 0.5, 6), Vector3(0, 0.5, 1.5), Vector3(0, 0.5, 1.2), "char_test")
|
||||
return avatar
|
||||
|
||||
func test_outfit_layers_and_items_are_deterministic() -> bool:
|
||||
var a: Dictionary = NpcAvatar.outfit_for(Rules.NpcType.TOURIST, 4242)
|
||||
var b: Dictionary = NpcAvatar.outfit_for(Rules.NpcType.TOURIST, 4242)
|
||||
return TestUtils.check(
|
||||
a["layer"] == b["layer"] and a["hand_item"] == b["hand_item"]
|
||||
and a["hair_style"] == b["hair_style"],
|
||||
"outfit layers, hand item and hair style follow the seed")
|
||||
|
||||
func test_layers_follow_roles() -> bool:
|
||||
var a := TestUtils.check_eq(
|
||||
NpcAvatar.layer_for(Rules.NpcType.RESPONDER, 1), "vest",
|
||||
"responders wear a hi-vis vest")
|
||||
var b := TestUtils.check_eq(
|
||||
NpcAvatar.layer_for(Rules.NpcType.INFLUENCER, 1), "coat",
|
||||
"influencers wear a coat")
|
||||
var c := TestUtils.check_eq(
|
||||
NpcAvatar.layer_for(Rules.NpcType.AUTHORIZED_STAFF, 1), "jacket",
|
||||
"staff wear a jacket")
|
||||
return a and b and c
|
||||
|
||||
func test_hand_items_are_known_and_deterministic() -> bool:
|
||||
var allowed := ["phone", "cup", "clipboard", "umbrella", "camera", "none"]
|
||||
var ok := true
|
||||
for seed_value in range(1, 30):
|
||||
var item := NpcAvatar.hand_item_for(Rules.NpcType.TOURIST, seed_value * 31)
|
||||
ok = ok and item in allowed
|
||||
ok = ok and item == NpcAvatar.hand_item_for(
|
||||
Rules.NpcType.TOURIST, seed_value * 31)
|
||||
return TestUtils.check(ok, "hand items stay in the catalogue and are deterministic")
|
||||
|
||||
func test_idle_styles_are_known() -> bool:
|
||||
var allowed := ["phone", "crossed", "look", "clipboard", "breathe"]
|
||||
var ok := true
|
||||
for seed_value in range(1, 30):
|
||||
var style := NpcAvatar.idle_style_for(Rules.NpcType.TOURIST, seed_value) \
|
||||
if seed_value > 1 else NpcAvatar.idle_style_for(Rules.NpcType.INFLUENCER, 1)
|
||||
ok = ok and style in allowed
|
||||
return TestUtils.check(ok, "idle styles stay in the catalogue")
|
||||
|
||||
func test_queue_slots_are_spaced_and_unique() -> bool:
|
||||
var seen := {}
|
||||
var ok := true
|
||||
var previous := NpcAvatar.queue_slot_for(0)
|
||||
for index in 6:
|
||||
var slot := NpcAvatar.queue_slot_for(index)
|
||||
ok = ok and not seen.has(slot)
|
||||
seen[slot] = true
|
||||
if index > 0:
|
||||
ok = ok and slot.distance_to(previous) > 0.3
|
||||
previous = slot
|
||||
return TestUtils.check(ok and NpcAvatar.queue_slot_for(0) == Vector3.ZERO,
|
||||
"queue slots are unique, spaced, and start at the door")
|
||||
|
||||
func test_lod_tiers_use_hysteresis() -> bool:
|
||||
var avatar := NpcAvatar.new()
|
||||
avatar._lod_tier = 0
|
||||
var a := TestUtils.check_eq(avatar._lod_tier_for(5.0), 0, "near stays full detail")
|
||||
var b := TestUtils.check_eq(avatar._lod_tier_for(16.0), 1,
|
||||
"past the hysteresis band switches to simplified")
|
||||
avatar._lod_tier = 1
|
||||
var c := TestUtils.check_eq(avatar._lod_tier_for(13.0), 1,
|
||||
"hysteresis keeps the simplified tier just inside the edge")
|
||||
var d := TestUtils.check_eq(avatar._lod_tier_for(12.0), 0,
|
||||
"clearing the hysteresis band returns to full detail")
|
||||
avatar._lod_tier = 1
|
||||
var e := TestUtils.check_eq(avatar._lod_tier_for(30.0), 2, "far uses the impostor")
|
||||
avatar.free()
|
||||
return a and b and c and d and e
|
||||
|
||||
func test_reaction_labels_match_state() -> bool:
|
||||
var a := TestUtils.check_eq(NpcAvatar.reaction_label("flee", 0), "!!", "panic label")
|
||||
var b := TestUtils.check_eq(NpcAvatar.reaction_label("watch", 0), "?!", "watching label")
|
||||
var c := TestUtils.check_eq(NpcAvatar.reaction_label("", 3), "!", "blocked label")
|
||||
var d := TestUtils.check_eq(NpcAvatar.reaction_label("", 0), "", "calm has no label")
|
||||
return a and b and c and d
|
||||
|
||||
func test_walk_to_idle_animation_transition() -> bool:
|
||||
var avatar := _avatar(Rules.NpcType.TOURIST, 21)
|
||||
var hip := avatar.find_child("HipL", true, false) as Node3D
|
||||
var a := TestUtils.check(hip != null, "rig has a hip pivot")
|
||||
avatar.velocity = Vector3(0, 0, 1.2)
|
||||
avatar._animate(0.016)
|
||||
var walking := absf(hip.rotation.x) > 0.01
|
||||
var b := TestUtils.check(walking, "walking swings the hip")
|
||||
avatar.velocity = Vector3.ZERO
|
||||
for i in 90:
|
||||
avatar._animate(0.016)
|
||||
var c := TestUtils.check(absf(hip.rotation.x) < 0.05,
|
||||
"stopping settles the hip back to the idle pose (%.3f)" % hip.rotation.x)
|
||||
avatar.free()
|
||||
return a and b and c
|
||||
|
||||
func test_rig_is_articulated() -> bool:
|
||||
var avatar := _avatar(Rules.NpcType.TOURIST, 77)
|
||||
var a := TestUtils.check(avatar.find_child("HipL", true, false) != null
|
||||
and avatar.find_child("Knee", true, false) != null,
|
||||
"legs have hip and knee pivots")
|
||||
var b := TestUtils.check(avatar.find_child("ShoulderR", true, false) != null
|
||||
and avatar.find_child("Elbow", true, false) != null
|
||||
and avatar.find_child("Hand", true, false) != null,
|
||||
"arms have shoulder, elbow and hand pivots")
|
||||
var c := TestUtils.check(avatar.get_node_or_null("Rig/Head") != null,
|
||||
"the focus code can still find Rig/Head")
|
||||
avatar.free()
|
||||
return a and b and c
|
||||
|
||||
func test_avatar_mesh_budget_and_lod_swap() -> bool:
|
||||
var avatar := _avatar(Rules.NpcType.TOURIST, 12)
|
||||
var meshes := avatar.find_children("*", "MeshInstance3D", true, false)
|
||||
var a := TestUtils.check(meshes.size() <= 40,
|
||||
"avatar stays inside the mesh budget (%d)" % meshes.size())
|
||||
avatar.apply_lod(2)
|
||||
var impostor := avatar.get_node_or_null("Impostor") as Node3D
|
||||
var rig := avatar.get_node_or_null("Rig") as Node3D
|
||||
var b := TestUtils.check(impostor != null and impostor.visible, "far LOD shows the impostor")
|
||||
var c := TestUtils.check(rig != null and not rig.visible, "far LOD hides the full rig")
|
||||
avatar.apply_lod(0)
|
||||
var d := TestUtils.check(rig.visible and not impostor.visible, "near LOD restores the rig")
|
||||
avatar.free()
|
||||
return a and b and c and d
|
||||
@@ -43,11 +43,45 @@ func test_settings_round_trip() -> bool:
|
||||
save.free()
|
||||
return a and b and c
|
||||
|
||||
func test_camera_settings_round_trip() -> bool:
|
||||
var save := _save_instance()
|
||||
var err: int = save.save_settings({
|
||||
"look_sensitivity": 0.0028, "hud_font_scale": 1.0,
|
||||
"invert_y": true, "head_bob": false,
|
||||
})
|
||||
var a := TestUtils.check_eq(err, OK, "camera settings save")
|
||||
var loaded: Dictionary = save.load_settings()
|
||||
var b := TestUtils.check_eq(bool(loaded.get("invert_y", false)), true,
|
||||
"invert_y survives the round trip")
|
||||
var c := TestUtils.check_eq(bool(loaded.get("head_bob", true)), false,
|
||||
"head_bob survives the round trip")
|
||||
save.save_settings(save.DEFAULT_SETTINGS)
|
||||
save.free()
|
||||
return a and b and c
|
||||
|
||||
func test_input_bindings_round_trip() -> bool:
|
||||
var save := _save_instance()
|
||||
var bindings := {"inspect": {"type": "key", "code": int(KEY_Z)}}
|
||||
var err: int = save.save_settings({"input_bindings": bindings})
|
||||
var a := TestUtils.check_eq(err, OK, "bindings save")
|
||||
var loaded: Dictionary = save.load_settings()
|
||||
var stored: Dictionary = loaded.get("input_bindings", {})
|
||||
var inspect: Dictionary = stored.get("inspect", {})
|
||||
var b := TestUtils.check_eq(int(inspect.get("code", 0)), int(KEY_Z),
|
||||
"bindings survive the settings round trip")
|
||||
var c := TestUtils.check_eq(str(inspect.get("type", "")), "key",
|
||||
"binding type survives the settings round trip")
|
||||
save.save_settings(save.DEFAULT_SETTINGS)
|
||||
save.free()
|
||||
return a and b and c
|
||||
|
||||
func test_settings_defaults_present() -> bool:
|
||||
var save := _save_instance()
|
||||
var defaults: Dictionary = save.load_settings()
|
||||
var ok := TestUtils.check(
|
||||
defaults.has("look_sensitivity") and defaults.has("hud_font_scale"),
|
||||
defaults.has("look_sensitivity") and defaults.has("hud_font_scale")
|
||||
and defaults.has("invert_y") and defaults.has("head_bob")
|
||||
and defaults.has("input_bindings"),
|
||||
"settings have documented defaults")
|
||||
save.free()
|
||||
return ok
|
||||
@@ -0,0 +1,54 @@
|
||||
extends RefCounted
|
||||
## Headless tests for movement constants, surface lookup, gamepad bindings, and
|
||||
## the settings that drive the camera feel.
|
||||
|
||||
const GuardController := preload("res://src/game/guard_controller.gd")
|
||||
|
||||
func test_surface_lookup_covers_the_block() -> bool:
|
||||
var guard := GuardController.new()
|
||||
var a := TestUtils.check_eq(guard._surface_at(Vector3(0, 0.2, 2.0)), "stone",
|
||||
"the entrance steps are stone")
|
||||
var b := TestUtils.check_eq(guard._surface_at(Vector3(3, 0.2, 8.0)), "concrete",
|
||||
"the sidewalk is concrete")
|
||||
var c := TestUtils.check_eq(guard._surface_at(Vector3(2, 0.1, 18.0)), "asphalt",
|
||||
"the roadway is asphalt")
|
||||
guard.free()
|
||||
return a and b and c
|
||||
|
||||
func test_step_and_stride_stay_modest() -> bool:
|
||||
var a := TestUtils.check(GuardController.STEP_HEIGHT <= 0.35,
|
||||
"step-up stays at kerb height")
|
||||
var b := TestUtils.check(GuardController.STRIDE_LENGTH >= 0.5
|
||||
and GuardController.STRIDE_LENGTH <= 1.2, "stride stays human-sized")
|
||||
var c := TestUtils.check(GuardController.SLOW_WALK_FACTOR < 1.0
|
||||
and GuardController.SLOW_WALK_FACTOR > 0.3, "precision walk is slower but usable")
|
||||
return a and b and c
|
||||
|
||||
func test_gamepad_bindings_are_added_once() -> bool:
|
||||
GuardController._ensure_gamepad_bindings()
|
||||
GuardController._ensure_gamepad_bindings()
|
||||
var expected := ["look_left", "look_right", "look_up", "look_down",
|
||||
"move_forward", "move_back", "move_left", "move_right"]
|
||||
var problems: Array[String] = []
|
||||
for action in expected:
|
||||
if not InputMap.has_action(action):
|
||||
problems.append("%s missing" % action)
|
||||
continue
|
||||
var motions := 0
|
||||
for event in InputMap.action_get_events(action):
|
||||
if event is InputEventJoypadMotion:
|
||||
motions += 1
|
||||
if motions == 0:
|
||||
problems.append("%s has no joypad axis" % action)
|
||||
if InputMap.action_get_deadzone(action) > 0.25:
|
||||
problems.append("%s deadzone too high" % action)
|
||||
var buttons := {"action_menu": JOY_BUTTON_A, "cancel": JOY_BUTTON_B,
|
||||
"inspect": JOY_BUTTON_X, "walk_slow": JOY_BUTTON_LEFT_SHOULDER}
|
||||
for action in buttons.keys():
|
||||
var found := false
|
||||
for event in InputMap.action_get_events(action):
|
||||
if event is InputEventJoypadButton and event.button_index == buttons[action]:
|
||||
found = true
|
||||
if not found:
|
||||
problems.append("%s has no gamepad button" % action)
|
||||
return TestUtils.check(problems.is_empty(), "gamepad actions bound (%s)" % str(problems))
|
||||
@@ -11,7 +11,9 @@ keeps that art direction in one place:
|
||||
`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.
|
||||
`PackedScene`s, and `audit` checks the files are structurally valid and stay
|
||||
inside the art budget (<= 400 triangles, <= 600 vertices per prop, no
|
||||
degenerate triangles, UVs in the atlas, base at y ~= 0, one material).
|
||||
|
||||
Commands (run from the repo root):
|
||||
|
||||
@@ -118,13 +120,13 @@ PROPS = [
|
||||
"short stand, plain light grey studio background"),
|
||||
"parts": [
|
||||
{"shape": "box", "size": [0.44, 0.10, 0.38],
|
||||
"at": [0, 0.08, 0], "role": "metal"},
|
||||
"at": [0, 0.05, 0], "role": "metal"},
|
||||
{"shape": "box", "size": [0.42, 0.72, 0.34],
|
||||
"at": [0, 0.49, 0], "role": "body"},
|
||||
"at": [0, 0.46, 0], "role": "body"},
|
||||
{"shape": "box", "size": [0.34, 0.30, 0.03],
|
||||
"at": [0, 0.60, 0.18], "role": "glass"},
|
||||
"at": [0, 0.57, 0.18], "role": "glass"},
|
||||
{"shape": "box", "size": [0.44, 0.10, 0.36],
|
||||
"at": [0, 0.90, 0], "role": "accent"},
|
||||
"at": [0, 0.87, 0], "role": "accent"},
|
||||
],
|
||||
},
|
||||
{
|
||||
@@ -705,8 +707,58 @@ def build(only="", quiet=False) -> list:
|
||||
# Audit.
|
||||
# ---------------------------------------------------------------------------
|
||||
|
||||
MAX_TRIANGLES = 400
|
||||
MAX_VERTICES = 600
|
||||
_DEGENERATE_AREA2 = 1e-9
|
||||
|
||||
|
||||
def _read_float_accessor(gltf: dict, binary: bytes, index: int) -> list:
|
||||
"""Decode a float SCALAR/VEC2/VEC3 accessor into a list of tuples/values."""
|
||||
accessor = gltf["accessors"][index]
|
||||
count = int(accessor["count"])
|
||||
kind = accessor["type"]
|
||||
width = {"SCALAR": 1, "VEC2": 2, "VEC3": 3, "VEC4": 4}[kind]
|
||||
view = gltf["bufferViews"][accessor["bufferView"]]
|
||||
offset = int(view.get("byteOffset", 0)) + int(accessor.get("byteOffset", 0))
|
||||
stride = int(view.get("byteStride", width * 4))
|
||||
values = []
|
||||
for i in range(count):
|
||||
base = offset + i * stride
|
||||
row = struct.unpack_from("<" + "f" * width, binary, base)
|
||||
values.append(row[0] if width == 1 else row)
|
||||
return values
|
||||
|
||||
|
||||
def _read_index_accessor(gltf: dict, binary: bytes, index: int) -> list:
|
||||
accessor = gltf["accessors"][index]
|
||||
width = {5121: 1, 5123: 2, 5125: 4}.get(int(accessor["componentType"]), 2)
|
||||
fmt = {1: "B", 2: "H", 4: "I"}[width]
|
||||
view = gltf["bufferViews"][accessor["bufferView"]]
|
||||
offset = int(view.get("byteOffset", 0)) + int(accessor.get("byteOffset", 0))
|
||||
stride = int(view.get("byteStride", width))
|
||||
out = []
|
||||
for i in range(int(accessor["count"])):
|
||||
out.append(struct.unpack_from("<" + fmt, binary,
|
||||
offset + i * stride)[0])
|
||||
return out
|
||||
|
||||
|
||||
def _triangle_area2(a, b, c) -> float:
|
||||
ab = (b[0] - a[0], b[1] - a[1], b[2] - a[2])
|
||||
ac = (c[0] - a[0], c[1] - a[1], c[2] - a[2])
|
||||
cross = (ab[1] * ac[2] - ab[2] * ac[1],
|
||||
ab[2] * ac[0] - ab[0] * ac[2],
|
||||
ab[0] * ac[1] - ab[1] * ac[0])
|
||||
return cross[0] * cross[0] + cross[1] * cross[1] + cross[2] * cross[2]
|
||||
|
||||
|
||||
def audit_glb(path: Path) -> dict:
|
||||
"""Check a .glb file's container, JSON chunk, and triangle count."""
|
||||
"""Check a .glb file's container, JSON chunk, and mesh contract.
|
||||
|
||||
The mesh must stay in the prop budget, have no degenerate triangles, keep
|
||||
atlas UVs inside [0, 1], sit on the ground (min y ~= 0), and use exactly one
|
||||
atlas material.
|
||||
"""
|
||||
issues = []
|
||||
if not path.is_file():
|
||||
return {"path": str(path), "ok": False,
|
||||
@@ -765,6 +817,41 @@ def audit_glb(path: Path) -> dict:
|
||||
for buffer in gltf.get("buffers", []):
|
||||
if int(buffer.get("byteLength", 0)) > len(data):
|
||||
issues.append("buffer larger than the file")
|
||||
if triangles > MAX_TRIANGLES:
|
||||
issues.append(f"triangle budget exceeded ({triangles} > {MAX_TRIANGLES})")
|
||||
# Decode geometry for the deeper checks. A malformed buffer view is already
|
||||
# reported above, so skip quietly when the binary chunk is unusable.
|
||||
try:
|
||||
_, bin_len, _ = struct.unpack_from("<III", data, 12 + 8 + json_len)
|
||||
binary = data[12 + 8 + json_len + 8:12 + 8 + json_len + 8 + bin_len]
|
||||
vertices = 0
|
||||
for mesh in gltf.get("meshes", []):
|
||||
for primitive in mesh.get("primitives", []):
|
||||
attributes = primitive.get("attributes", {})
|
||||
positions = _read_float_accessor(
|
||||
gltf, binary, attributes["POSITION"])
|
||||
vertices += len(positions)
|
||||
if positions:
|
||||
min_y = min(p[1] for p in positions)
|
||||
if abs(min_y) > 0.02:
|
||||
issues.append(
|
||||
f"prop does not sit on the ground (min y {min_y:.3f})")
|
||||
uvs = _read_float_accessor(
|
||||
gltf, binary, attributes["TEXCOORD_0"])
|
||||
if any(not (0.0 <= u <= 1.0 and 0.0 <= v <= 1.0)
|
||||
for u, v in uvs):
|
||||
issues.append("atlas UV outside [0, 1]")
|
||||
indices = _read_index_accessor(
|
||||
gltf, binary, primitive["indices"])
|
||||
for tri in range(0, len(indices), 3):
|
||||
a, b, c = (positions[indices[tri + i]] for i in range(3))
|
||||
if _triangle_area2(a, b, c) < _DEGENERATE_AREA2:
|
||||
issues.append("degenerate triangle")
|
||||
break
|
||||
if vertices > MAX_VERTICES:
|
||||
issues.append(f"vertex budget exceeded ({vertices} > {MAX_VERTICES})")
|
||||
except (KeyError, IndexError, ValueError, struct.error) as exc:
|
||||
issues.append(f"unreadable geometry: {exc}")
|
||||
return {"path": str(path), "ok": not issues, "issues": issues,
|
||||
"triangles": triangles}
|
||||
|
||||
|
||||
@@ -342,7 +342,7 @@ SCREENS = [
|
||||
"kind": "ui",
|
||||
"title": "Wand screening",
|
||||
"source": "README screenshot gallery · PLAN The Joke Shop · src/core/wand_screener.gd",
|
||||
"ref": None,
|
||||
"ref": "07-wand-screening.png",
|
||||
"description": "Handheld wand screening panel for The Joke Shop: the alert "
|
||||
"result, the items the guest is carrying, and allow/deny "
|
||||
"buttons. A phone, keys or a belt buckle can raise a false "
|
||||
@@ -452,7 +452,7 @@ SCREENS = [
|
||||
"kind": "ui",
|
||||
"title": "Body-camera timeline",
|
||||
"source": "README screenshot gallery · ADR-0005 · src/game/ui/event_timeline.gd",
|
||||
"ref": None,
|
||||
"ref": "09-body-camera-timeline.png",
|
||||
"description": "The shift review's body-camera timeline: a text list of every "
|
||||
"recorded incident event stamped mm:ss with the person and the "
|
||||
"action or outcome, one row highlighted, and previous/next "
|
||||
@@ -475,22 +475,67 @@ SCREENS = [
|
||||
"kind": "ui",
|
||||
"title": "Escalation HUD",
|
||||
"source": "README accessibility note · Hud.escalation_meter (shape meter · level)",
|
||||
"ref": None,
|
||||
"ref": "08-escalation-hud.png",
|
||||
"description": "The in-shift HUD: a shape meter plus numeric escalation level "
|
||||
"(`Escalation: Blocking [###--] L3/5`), the targeted person's "
|
||||
"name, flashlight / door / body-camera indicators, shift clock, "
|
||||
"and the reaction log.",
|
||||
"prompt": (
|
||||
"Realistic 3D game screenshot with a minimal in-game HUD overlaid: an "
|
||||
"escalation meter drawn as a shape bar with the text Blocking and L3/5, "
|
||||
"a target name at the bottom centre, small indicator icons for flashlight, "
|
||||
"door lock and body camera, a shift clock at the top right and a short "
|
||||
"reaction log at the left, over a softly blurred daytime street"),
|
||||
"Third-person over-the-shoulder 3D game screenshot at night: a security "
|
||||
"guard in the foreground facing a guest in front of a venue entrance, "
|
||||
"with a minimal in-game HUD overlaid. Bottom left: an escalation meter "
|
||||
"drawn as a shape bar reading Escalation: Blocking [###--] L3/5. Centre: "
|
||||
"a small target name label above the guest. Top right: a shift clock, "
|
||||
"reputation and crowd percentage. Left: a short stacked reaction log. "
|
||||
"Bottom centre: a control hint bar. Realistic lighting, muted colours"),
|
||||
"regions": [
|
||||
(0.30, 0.02, 0.70, 0.10, "escalation shape meter"),
|
||||
(0.30, 0.86, 0.70, 0.96, "target name + hint"),
|
||||
(0.78, 0.02, 0.98, 0.14, "shift clock"),
|
||||
(0.02, 0.60, 0.26, 0.95, "reaction log"),
|
||||
(0.02, 0.80, 0.34, 0.95, "escalation shape meter"),
|
||||
(0.35, 0.28, 0.75, 0.40, "target name label"),
|
||||
(0.78, 0.02, 0.98, 0.16, "shift clock + crowd"),
|
||||
(0.02, 0.20, 0.36, 0.65, "reaction log"),
|
||||
(0.02, 0.94, 0.98, 0.99, "control hints"),
|
||||
],
|
||||
}, {
|
||||
"name": "movement_precision",
|
||||
"kind": "scene",
|
||||
"title": "Precision walk",
|
||||
"source": "src/game/guard_controller.gd · README controls",
|
||||
"ref": "11-precision-walk.png",
|
||||
"description": "First-person view at the venue steps while the guard uses the "
|
||||
"precision-walk modifier: a small Precision walk chip on the HUD, "
|
||||
"the doorway ahead, and a narrower field of view.",
|
||||
"prompt": (
|
||||
"First-person 3D game screenshot at night from a security guard standing at "
|
||||
"the bottom of venue steps, looking at a lit entrance door with a striped "
|
||||
"awning and STEP LINE sign. Subtle head-height view, brick facade, dark blue "
|
||||
"night sky, minimal HUD: a small cyan 'Precision walk (Shift)' chip at the "
|
||||
"bottom left, shift clock top right, thin control hint line at the bottom. "
|
||||
"Realistic lighting, muted colours, no people"),
|
||||
"regions": [
|
||||
(0.00, 0.80, 0.20, 0.88, "precision walk chip"),
|
||||
(0.30, 0.05, 0.70, 0.60, "entrance door and steps"),
|
||||
(0.78, 0.02, 0.98, 0.16, "shift clock"),
|
||||
],
|
||||
},
|
||||
{
|
||||
"name": "prop_gallery",
|
||||
"kind": "scene",
|
||||
"title": "Prop gallery",
|
||||
"source": "tools/model_pipeline.py · docs screenshot set",
|
||||
"ref": "10-prop-gallery.png",
|
||||
"description": "Line-up of the six generated street-furniture props — a bollard, "
|
||||
"bench, trash bin, planter box, newspaper box and fire hydrant — on "
|
||||
"a plain studio backdrop, used as a close-range art check.",
|
||||
"prompt": (
|
||||
"Product line-up photograph of six low-poly 3D street-furniture props on a "
|
||||
"plain light grey studio backdrop with a low display platform: a black steel "
|
||||
"bollard, a wooden bench with black legs, a dark green trash bin, a white "
|
||||
"planter box with a green hedge, a blue newspaper vending box and a red fire "
|
||||
"hydrant. Even soft studio lighting, straight-on wide shot, muted realistic "
|
||||
"colours, no people, no street context"),
|
||||
"regions": [
|
||||
(0.22, 0.14, 0.80, 0.47, "back row: planter, newspaper box, hydrant"),
|
||||
(0.22, 0.38, 0.80, 0.68, "front row: bollard, bench, bin"),
|
||||
],
|
||||
},
|
||||
]
|
||||
|
||||
@@ -195,6 +195,43 @@ class AuditTests(unittest.TestCase):
|
||||
self.assertFalse(result["ok"])
|
||||
self.assertTrue(result["issues"])
|
||||
|
||||
def test_audit_enforces_the_triangle_budget(self):
|
||||
old = model_pipeline.MAX_TRIANGLES
|
||||
model_pipeline.MAX_TRIANGLES = 10
|
||||
try:
|
||||
path = self.root / "bench.glb"
|
||||
path.write_bytes(model_pipeline.build_glb(prop("bench")))
|
||||
result = model_pipeline.audit_glb(path)
|
||||
finally:
|
||||
model_pipeline.MAX_TRIANGLES = old
|
||||
self.assertFalse(result["ok"])
|
||||
self.assertTrue(any("triangle budget" in issue for issue in result["issues"]),
|
||||
result["issues"])
|
||||
|
||||
def test_degenerate_triangle_helper(self):
|
||||
self.assertEqual(
|
||||
model_pipeline._triangle_area2((0, 0, 0), (1, 0, 0), (2, 0, 0)), 0.0)
|
||||
self.assertGreater(
|
||||
model_pipeline._triangle_area2((0, 0, 0), (1, 0, 0), (0, 1, 0)), 0.0)
|
||||
|
||||
def test_audit_reads_positions_and_uvs_from_the_binary(self):
|
||||
parsed = parse_glb(model_pipeline.build_glb(prop("bollard")))
|
||||
gltf, binary = parsed["gltf"], parsed["binary"]
|
||||
primitive = gltf["meshes"][0]["primitives"][0]
|
||||
positions = model_pipeline._read_float_accessor(
|
||||
gltf, binary, primitive["attributes"]["POSITION"])
|
||||
uvs = model_pipeline._read_float_accessor(
|
||||
gltf, binary, primitive["attributes"]["TEXCOORD_0"])
|
||||
indices = model_pipeline._read_index_accessor(
|
||||
gltf, binary, primitive["indices"])
|
||||
self.assertEqual(len(positions), gltf["accessors"][
|
||||
primitive["attributes"]["POSITION"]]["count"])
|
||||
self.assertEqual(len(uvs), len(positions))
|
||||
self.assertEqual(len(indices) % 3, 0)
|
||||
self.assertLess(min(p[1] for p in positions), 0.01)
|
||||
for u, v in uvs:
|
||||
self.assertTrue(0.0 <= u <= 1.0 and 0.0 <= v <= 1.0)
|
||||
|
||||
def test_build_writes_into_the_models_directory(self):
|
||||
old = model_pipeline.MODELS_DIR
|
||||
model_pipeline.MODELS_DIR = self.root
|
||||
|
||||