class_name WorldBuilder ## Procedurally assembles a minimal Hollywood Boulevard entrance prototype: const Materials := preload("res://src/game/materials.gd") const Rules := preload("res://src/core/rules.gd") const PICK_DIR := "res://assets/textures/ai/game_ready/v2/picks/" const T_BRICK := preload(PICK_DIR + "brick_facade.png") const T_CONCRETE := preload(PICK_DIR + "sidewalk_pavers.png") const T_ASPHALT := preload(PICK_DIR + "asphalt.png") const T_AWNING := preload(PICK_DIR + "awning_canvas.png") const T_LIMESTONE := preload(PICK_DIR + "stone_steps.png") ## One skyline panorama per shift phase (realism pass): hazy daylight, warm dusk ## with lit windows, and a night city. The old single strip was a black silhouette. const T_SKYLINE_DAY := preload(PICK_DIR + "skyline_day.png") const T_SKYLINE_DUSK := preload(PICK_DIR + "skyline_dusk.png") const T_SKYLINE_NIGHT := preload(PICK_DIR + "skyline_night.png") ## Height of each backdrop plane (metres); the bases sit on the ground plane. const SKYLINE_HEIGHT := 90.0 const SKYLINE_BY_PHASE := { Rules.Phase.EARLY: {"texture": T_SKYLINE_DAY, "tint": Color(0.98, 1.0, 1.04), "haze": Color(0.62, 0.71, 0.82), "haze_strength": 0.36}, Rules.Phase.MIDDAY: {"texture": T_SKYLINE_DAY, "tint": Color(1.02, 1.04, 1.08), "haze": Color(0.66, 0.75, 0.85), "haze_strength": 0.34}, Rules.Phase.EVENING: {"texture": T_SKYLINE_DUSK, "tint": Color(0.9, 0.92, 1.0), "haze": Color(0.55, 0.43, 0.40), "haze_strength": 0.30}, Rules.Phase.LATE: {"texture": T_SKYLINE_NIGHT, "tint": Color(1.5, 1.55, 1.65), "haze": Color(0.07, 0.09, 0.14), "haze_strength": 0.22}, } ## steps, building facade, restricted door, sidewalk, pavement, and street edge. ## Surfaces use the shared PBR profiles in `src/game/materials.gd`; street ## furniture comes from the generated GLB props (tools/model_pipeline.py) with a ## procedural fallback so a headless checkout without imports still builds. ## Generated prop models, one `.glb` per street-furniture piece. const MODEL_DIR := "res://assets/models/generated/" const BLENDER_PROP_DIR := "res://assets/models/blender/props/" const MODEL_PROPS := ["bollard", "bench", "trash_bin", "planter_box", "newspaper_box", "fire_hydrant"] ## Library props loaded in place of the generated set, plus new street dressing. const LIBRARY_PROPS := ["bollard", "bench", "trash_bin", "planter_box", "newspaper_box", "fire_hydrant", "street_lamp", "street_tree", "traffic_cone", "palm_tree", "round_planter", "a_frame_sign", "crowd_barrier", "stanchion", "security_podium"] var root: Node3D = null ## Door lock indicator mesh near the handle; toggled by GameManager. var door_indicator: MeshInstance3D = null var _door_indicator_mat: StandardMaterial3D = null ## Street lamps and signage so night mode can switch them on. var _street_lamps: Array[MeshInstance3D] = [] var _lamp_omni: Array[OmniLight3D] = [] ## Low-energy practical washes on the hero facade; kept separate from the street ## lamps so a close omni does not blow out the limestone at night. var _accent_omni: Array[OmniLight3D] = [] var _ovation_sign: Label3D = null var _lamp_bulb_mats: Array[StandardMaterial3D] = [] var marquee_label: Label3D = null var _marquee_emissive: Array[StandardMaterial3D] = [] ## Facade windows that light up after dark. var _window_mats: Array[StandardMaterial3D] = [] ## Names of the generated props that actually loaded (procedural fallbacks are ## not listed), so tests and the debug overlay can report real model usage. var loaded_models: Array[String] = [] var fallback_props: Array[String] = [] ## Props that came from the Blender library rather than the generated set. var library_props: Array[String] = [] var library_nodes: Array[Node3D] = [] ## Total triangle budget for the Blender library pieces placed in the world. const LIBRARY_TRIANGLE_BUDGET := 60000 ## Per-venue geometry data. The Hollywood values are the fallback: every field ## here defaults to the long-standing boulevard layout, so adding a venue cannot ## silently regress the original scene. Joke Shop and TV Studio override the ## facade/street measurements and feature flags; their bespoke dressing lands in ## the following tasks. const VENUE_SPECS := { "hollywood_building": { "display_name": "Hollywood Boulevard — El Capitan Entertainment Centre", ## The real 6840 Hollywood Blvd building: a 29.6 m wide, 14.5 m high ## Neoclassical temple facade with six Ionic columns, eight stone steps, ## a recessed central entrance and two street-level side doors. "architecture": "masonic", "facade_width": 29.6, "facade_height": 14.5, "facade_depth": 8.0, "facade_center_z": -8.0, "facade_texture": T_LIMESTONE, "facade_tint": Color(0.88, 0.86, 0.82), "facade_role": "stone", "window_columns": [], "window_rows": [], "stair_width": 12.0, "stair_count": 8, "stair_tread": 0.38, "stair_height": 0.10, "landing_depth": 4.0, "landing_center_z": -1.8, "sidewalk_width": 34.0, "sidewalk_depth": 12.0, "street_width": 120.0, "street_depth": 26.0, "street_front_z": 12.0, "nav_min": Vector2(-18.0, -0.6), "nav_max": Vector2(18.0, 20.0), "guard_spawn": Vector3(0.0, 1.0, -2.0), "features": { "marquee": false, "skyline": true, "handrail": false, "sedan": false, "wall_lanterns": true, "palms": true, "street_trees": false, "street_lamps": true, "crosswalk": true, "bulb_canopy": false, "masonic_facade": true, "walk_of_fame": true, "neighbours": true, "opposite_block": true, "hollywood_lane_markings": true, }, "street_lamp_positions": [ Vector3(-13.2, 0.18, 10.9), Vector3(13.2, 0.18, 10.9), ], "prop_placements": [ {"zone": "entrance", "prop": "bollard", "x": -7.2, "z": 5.5}, {"zone": "entrance", "prop": "bollard", "x": -8.6, "z": 5.5}, {"zone": "entrance", "prop": "bollard", "x": 7.2, "z": 5.5}, {"zone": "entrance", "prop": "bollard", "x": 8.6, "z": 5.5}, {"zone": "entrance", "prop": "trash_bin", "x": -9.8, "z": 5.8, "accessory": "bag"}, {"zone": "entrance", "prop": "trash_bin", "x": 9.8, "z": 5.8}, {"zone": "mid_block", "prop": "bench", "x": -10.9, "z": 8.1, "rot": 180.0}, {"zone": "mid_block", "prop": "bench", "x": 10.9, "z": 8.1, "rot": 180.0}, {"zone": "mid_block", "prop": "planter_box", "x": -12.1, "z": 9.5}, {"zone": "mid_block", "prop": "planter_box", "x": 12.1, "z": 9.5}, {"zone": "curb", "prop": "newspaper_box", "x": -11.4, "z": 11.2, "rot": -12.0}, {"zone": "curb", "prop": "newspaper_box", "x": -10.7, "z": 11.2, "rot": -12.0, "accessory": "crate"}, {"zone": "curb", "prop": "fire_hydrant", "x": 10.2, "z": 11.3, "accessory": "cone"}, {"zone": "mid_block", "prop": "palm_tree", "x": -13.2, "z": 9.7, "rot": 10.0}, {"zone": "mid_block", "prop": "palm_tree", "x": 13.2, "z": 9.7, "rot": -10.0}, {"zone": "mid_block", "prop": "round_planter", "x": -12.8, "z": 7.0}, {"zone": "mid_block", "prop": "round_planter", "x": 12.8, "z": 7.0}, {"zone": "curb", "prop": "a_frame_sign", "x": -9.8, "z": 7.0, "rot": 15.0}, {"zone": "curb", "prop": "traffic_cone", "x": 9.6, "z": 10.0}, {"zone": "curb", "prop": "crowd_barrier", "x": 3.0, "z": 10.9}, {"zone": "curb", "prop": "stanchion", "x": -2.6, "z": 10.9}, {"zone": "entrance", "prop": "security_podium", "x": 8.0, "z": 6.1, "rot": -15.0}, ], }, "joke_shop": { "display_name": "The Joke Shop", ## A fictional stand-in for The Comedy Store at 8433 Sunset Blvd. The ## playable frontage is 27 m: the real parcel's 47 m footprint includes ## the rear rooms and the hillside lot, which are not walkable here. "architecture": "comedy_store", "facade_width": 27.0, "facade_height": 8.4, "facade_depth": 12.0, "facade_center_z": -8.0, "facade_texture": T_CONCRETE, "facade_tint": Color(0.13, 0.13, 0.14), "facade_role": "concrete", "window_columns": [], "window_rows": [], "pilaster_columns": [], "stair_width": 4.4, "stair_count": 1, "stair_tread": 1.2, "stair_height": 0.14, "sidewalk_width": 38.0, "sidewalk_depth": 14.0, "curb_z": 11.9, "street_width": 90.0, "street_depth": 24.0, "street_front_z": 12.0, "nav_min": Vector2(-15.0, -0.6), "nav_max": Vector2(15.0, 14.0), "guard_spawn": Vector3(-4.8, 0.1, 1.4), "sedan_position": Vector3(9.4, 0.1, 15.0), "sedan_rotation": 90.0, "street_lamp_positions": [ Vector3(-13.4, 0.18, 10.8), Vector3(13.4, 0.18, 10.8), ], "features": { "marquee": false, "skyline": false, "handrail": false, "sedan": true, "wall_lanterns": false, "palms": false, "street_trees": false, "street_lamps": true, "crosswalk": true, "bulb_canopy": false, "comedy_store": true, "sunset_hillside": true, "sunset_neighbours": true, "sunset_across_street": true, "hollywood_lane_markings": true, }, "prop_placements": [ {"zone": "entrance", "prop": "security_podium", "x": 6.8, "z": 5.8, "rot": -15.0}, {"zone": "entrance", "prop": "crowd_barrier", "x": 2.2, "z": 9.0}, {"zone": "entrance", "prop": "stanchion", "x": -3.0, "z": 9.4}, {"zone": "entrance", "prop": "stanchion", "x": 3.0, "z": 9.4}, {"zone": "mid_block", "prop": "palm_tree", "x": -13.0, "z": 8.0, "rot": 8.0}, {"zone": "mid_block", "prop": "palm_tree", "x": 13.0, "z": 8.0, "rot": -8.0}, {"zone": "mid_block", "prop": "trash_bin", "x": -11.5, "z": 7.2, "accessory": "bag"}, {"zone": "mid_block", "prop": "trash_bin", "x": 10.5, "z": 7.2}, {"zone": "mid_block", "prop": "planter_box", "x": -12.0, "z": 9.7}, {"zone": "mid_block", "prop": "round_planter", "x": 8.5, "z": 7.3}, {"zone": "curb", "prop": "a_frame_sign", "x": 5.0, "z": 7.8, "rot": 18.0}, {"zone": "curb", "prop": "newspaper_box", "x": 11.0, "z": 10.6, "rot": -12.0}, {"zone": "curb", "prop": "newspaper_box", "x": 11.7, "z": 10.6, "rot": -12.0}, {"zone": "curb", "prop": "fire_hydrant", "x": -13.2, "z": 10.9, "accessory": "cone"}, ], }, "tv_studio": { "display_name": "Late Night TV Studio", "facade_width": 30.0, "facade_height": 15.0, "facade_depth": 4.0, "facade_center_z": -6.0, "facade_texture": T_CONCRETE, "facade_tint": Color(0.58, 0.57, 0.55), "facade_role": "stone", "window_columns": [-11.0, -7.2, 7.2, 11.0], "pilaster_columns": [-13.2, -9.0, -5.0, 5.0, 9.0, 13.2], "window_rows": [10.5], "stair_width": 7.0, "stair_count": 3, "stair_tread": 0.6, "stair_height": 0.16, "sidewalk_width": 28.0, "sidewalk_depth": 7.0, "street_width": 100.0, "street_depth": 24.0, "nav_min": Vector2(-14.0, -0.6), "nav_max": Vector2(14.0, 18.0), "guard_spawn": Vector3(0.0, 0.1, -1.8), "sedan_position": Vector3(5.4, 0.1, 8.8), "sedan_rotation": 90.0, "features": { "marquee": false, "skyline": true, "handrail": true, "sedan": true, "wall_lanterns": false, "palms": false, "street_trees": true, "street_lamps": true, "crosswalk": true, "bulb_canopy": true, }, "prop_placements": [ {"zone": "entrance", "prop": "stanchion", "x": -2.8, "z": 4.4}, {"zone": "entrance", "prop": "stanchion", "x": 2.8, "z": 4.4}, {"zone": "entrance", "prop": "crowd_barrier", "x": -5.2, "z": 4.2}, {"zone": "entrance", "prop": "crowd_barrier", "x": 5.2, "z": 4.2}, {"zone": "curb", "prop": "security_podium", "x": 4.6, "z": 5.9, "rot": -15.0}, ], }, } const DEFAULT_VENUE := "hollywood_building" var venue_id := DEFAULT_VENUE var spec: Dictionary = VENUE_SPECS[DEFAULT_VENUE] func _init(root_node: Node3D, id: String = DEFAULT_VENUE) -> void: root = root_node set_venue(id) ## Select the geometry spec before `build()`. Unknown ids fall back to the ## boulevard so old callers and tests keep working. func set_venue(id: String) -> void: venue_id = id if VENUE_SPECS.has(id) else DEFAULT_VENUE spec = VENUE_SPECS[venue_id] func _feature(name: String) -> bool: return bool((spec.get("features", {}) as Dictionary).get(name, false)) func build() -> void: _build_ground() if _feature("sunset_hillside"): _build_sunset_hillside() if _feature("masonic_facade"): _build_masonic_building() elif _feature("comedy_store"): _build_comedy_store_building() else: _build_building() if _feature("skyline"): _build_skyline_backdrop() if _feature("marquee"): _build_marquee() if _feature("bulb_canopy"): _build_bulb_canopy() if not _feature("comedy_store"): _build_steps() _build_sidewalk() if _feature("walk_of_fame"): _build_walk_of_fame() if _feature("neighbours"): _build_neighbour_blocks() if _feature("opposite_block"): _build_opposite_block() if _feature("sunset_neighbours"): _build_sunset_neighbours() if _feature("sunset_across_street"): _build_sunset_across_street() _build_street() if _feature("hollywood_lane_markings"): _build_hollywood_lane_markings() if _feature("crosswalk"): _build_crosswalk() _build_street_furniture() _build_street_detail() _build_library_dressing() if venue_id == "joke_shop" and not _feature("comedy_store"): _build_alley_dressing() _build_guard_spawn() _build_navmesh() set_night_mode(false) func _add_box(parent: Node3D, size: Vector3, pos: Vector3, color: Color, cast_shadow: bool = false, texture: Texture2D = null, uv_scale: Vector2 = Vector2(1, 1), role: String = "concrete") -> MeshInstance3D: var mesh := BoxMesh.new() mesh.size = size var mat: StandardMaterial3D if texture: mat = Materials.textured(texture, color, uv_scale, role) else: mat = Materials.flat(color, role) mesh.material = mat var mi := MeshInstance3D.new() mi.mesh = mesh mi.position = pos mi.cast_shadow = (1 if cast_shadow else 0) as GeometryInstance3D.ShadowCastingSetting parent.add_child(mi) return mi func _build_ground() -> void: var ground := StaticBody3D.new() ground.name = "Ground" # Large enough that the ground meets the distant skyline ring (no gap of sky # under the buildings when looking down the boulevard). _add_box(root, Vector3(500, 0.5, 500), Vector3(0, -0.25, 20), Color(0.22, 0.24, 0.26), false, null, Vector2.ONE, "asphalt") var col := BoxShape3D.new() col.size = Vector3(500, 1, 500) var shape_owner := ground.create_shape_owner(ground) ground.shape_owner_add_shape(shape_owner, col) root.add_child(ground) func _build_building() -> void: var building := StaticBody3D.new() building.name = "Building" var w := float(spec["facade_width"]) var h := float(spec["facade_height"]) var d := float(spec["facade_depth"]) var cz := float(spec["facade_center_z"]) var front := cz + d * 0.5 # Main facade (brick on the boulevard/alley, stone on the studio) var facade_texture: Texture2D = spec.get("facade_texture", T_BRICK) var facade_tint: Color = spec.get("facade_tint", Color(0.86, 0.85, 0.83)) var facade_role := str(spec.get("facade_role", "brick")) _add_box(building, Vector3(w, h, d), Vector3(0, h * 0.5, cz), facade_tint, false, facade_texture, Vector2(w * 0.55, h * 0.55), facade_role) # Stone base course so the facade has a footing instead of meeting the steps dead-on. _add_box(building, Vector3(w, 0.8, 0.5), Vector3(0, 0.4, front + 0.22), Color(0.52, 0.5, 0.47), false, null, Vector2.ONE, "stone") # Facade depth, not a flat wall: a projecting plinth, a string course between # the window bands, a cornice under the roofline and pilasters at the bays. _add_box(building, Vector3(w, 0.34, 0.22), Vector3(0, 0.93, front + 0.1), Color(0.6, 0.58, 0.55), true, null, Vector2.ONE, "stone") _add_box(building, Vector3(w, 0.28, 0.28), Vector3(0, 7.6, front + 0.14), Color(0.6, 0.58, 0.55), true, null, Vector2.ONE, "stone") _add_box(building, Vector3(w, 0.5, 0.5), Vector3(0, h - 0.3, front + 0.25), Color(0.56, 0.54, 0.51), true, null, Vector2.ONE, "stone") _add_box(building, Vector3(w, 0.22, 0.2), Vector3(0, 10.9, front + 0.1), Color(0.58, 0.56, 0.53), true, null, Vector2.ONE, "stone") for bay in spec.get("pilaster_columns", [-15.3, -11.9, -8.5, -5.1, 5.1, 8.5, 11.9, 15.3]): _add_box(building, Vector3(0.5, 8.4, 0.24), Vector3(float(bay), 12.6, front + 0.1), Color(0.8, 0.78, 0.76), true, facade_texture, Vector2(0.3, 4.7), facade_role) # Entrance recess + door recess frame _add_box(building, Vector3(5.4, 6.4, 0.2), Vector3(0, 3.2, front + 0.1), Color(0.08, 0.08, 0.09), false, null, Vector2.ONE, "stone") # Door frame columns and lintel, so the entrance is framed rather than painted on. for side in [-1.55, 1.55]: _add_box(building, Vector3(0.28, 5.2, 0.42), Vector3(side, 2.9, front + 0.14), Color(0.30, 0.28, 0.26), true, null, Vector2.ONE, "stone") _add_box(building, Vector3(3.4, 0.3, 0.42), Vector3(0, 5.55, front + 0.14), Color(0.30, 0.28, 0.26), true, null, Vector2.ONE, "stone") # Door frame and dark door _add_box(building, Vector3(3.0, 5.2, 0.3), Vector3(0, 2.9, front + 0.02), Color(0.13, 0.12, 0.11), true, null, Vector2.ONE, "painted_metal") # Door glass (semi-transparent) var glass := _add_box(building, Vector3(1.8, 1.4, 0.34), Vector3(0, 3.8, front + 0.1), Color(0.6, 0.75, 0.9, 0.55)) glass.material_override = Materials.glass(Color(0.55, 0.7, 0.88, 0.55)) # Door handles: two slim metal bars where the guard reaches for the lock. for side in [-0.42, 0.42]: _add_box(building, Vector3(0.06, 0.5, 0.06), Vector3(side, 2.6, front + 0.21), Color(0.75, 0.74, 0.70), false, null, Vector2.ONE, "metal") # Door lock indicator (green = open, red = locked), placed beside the handle door_indicator = _add_box(building, Vector3(0.18, 0.18, 0.24), Vector3(-1.8, 1.7, front + 0.18), Color(0.1, 0.9, 0.3)) door_indicator.material_override = _lock_indicator_material(Color(0.1, 0.9, 0.3)) # Blender glazed double door in front of the recessed frame. var door_model := _load_prop_scene("double_door") if door_model != null: door_model.name = "LibraryDoubleDoor" door_model.position = Vector3(0, 0.0, front + 0.16) building.add_child(door_model) library_nodes.append(door_model) _apply_library_ao(door_model, "double_door") for material in _emissive_materials(door_model): if not _lamp_bulb_mats.has(material): _lamp_bulb_mats.append(material) _build_facade_windows(building) var col := BoxShape3D.new() col.size = Vector3(w, h, d) var so := building.create_shape_owner(building) building.shape_owner_add_shape(so, col) building.shape_owner_set_transform(so, Transform3D(Basis(), Vector3(0, h * 0.5, cz))) root.add_child(building) ## The Joke Shop is a fictional stand-in for The Comedy Store on the Sunset ## Strip: a low black hall with a deep signature-covered canopy, a circular ## blade sign, red velvet curtains and a dry hillside of houses behind it. ## The real venue's plan is an irregular L across several parcels; the game ## keeps the 27 m street frontage and compresses the rear rooms. func _build_comedy_store_building() -> void: var building := StaticBody3D.new() building.name = "Building" var w := float(spec["facade_width"]) var h := float(spec["facade_height"]) var d := float(spec["facade_depth"]) var cz := float(spec["facade_center_z"]) var front := cz + d * 0.5 var black := Color(0.105, 0.10, 0.105) var black_deep := Color(0.045, 0.045, 0.05) var signature := Color(0.58, 0.56, 0.52) var red := Color(0.42, 0.035, 0.045) # Main hall. The black stucco is the real building's dominant surface; the # concrete texture keeps it matte instead of turning it into glossy paint. _add_box(building, Vector3(w, h, d), Vector3(0, h * 0.5, cz), black, false, T_CONCRETE, Vector2(w * 0.42, h * 0.42), "concrete") # Low plinth and a thin parapet cap so the roofline reads against the hill. _add_box(building, Vector3(w, 0.30, 0.34), Vector3(0, 0.15, front + 0.05), Color(0.07, 0.07, 0.075), true, null, Vector2.ONE, "stone") _add_box(building, Vector3(w, 0.42, 0.48), Vector3(0, h + 0.10, front + 0.06), Color(0.08, 0.08, 0.085), true, null, Vector2.ONE, "painted_metal") # Roof plant behind the blade sign: the real hall has a taller rear volume. _add_box(building, Vector3(12.0, 1.5, 4.6), Vector3(5.5, h + 0.75, cz - 2.6), black, false, null, Vector2.ONE, "concrete") # Deep sloping canopy over the whole frontage. The outer edge drops about a # metre, as in the reference photographs. var canopy := _add_box(building, Vector3(w - 0.6, 0.22, 4.9), Vector3(0, 5.65, front + 2.35), black, true, T_CONCRETE, Vector2(w * 0.35, 1.5), "concrete") canopy.name = "SignatureCanopy" canopy.rotation_degrees.x = 11.0 # Outer fascia: the signature band that faces the street. _add_box(building, Vector3(w - 0.2, 0.92, 0.20), Vector3(0, 4.98, front + 4.76), black_deep, true, null, Vector2.ONE, "concrete") for side in [-1.0, 1.0]: _add_box(building, Vector3(0.20, 0.92, 4.9), Vector3(side * (w * 0.5 - 0.22), 4.98, front + 2.35), black_deep, true, null, Vector2.ONE, "concrete") # Signature scribbles on the fascia and the wall. Keeping them as a few # texture-free labels reads as handwriting at gameplay distance and costs # no extra draw calls compared with stamping dozens of decals. var scribbles := "Richard Pryor Robin Williams George Carlin\n" \ + "Dave Chappelle Bill Burr Ali Wong Marc Maron\n" \ + "Joan Rivers Sam Kinison Andrew Dice Clay Mitzi Shore" for side in [-1.0, 1.0]: var names := Label3D.new() names.name = "CanopySignatures_%s" % ("west" if side < 0.0 else "east") names.text = scribbles names.position = Vector3(side * 6.6, 4.98, front + 4.88) names.font_size = 22 names.pixel_size = 0.0043 names.modulate = signature names.outline_size = 0 names.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER building.add_child(names) var wall_names := Label3D.new() wall_names.name = "WallSignatures" wall_names.text = "The Comedy Store family\nEvery name written in chalk\nand paint since 1972" wall_names.position = Vector3(-3.8, 3.55, front + 0.18) wall_names.font_size = 20 wall_names.pixel_size = 0.0042 wall_names.modulate = Color(0.42, 0.40, 0.38) wall_names.outline_size = 0 wall_names.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER building.add_child(wall_names) # Front-of-house name on the fascia, matching the concept's white lettering. var fascia_name := Label3D.new() fascia_name.name = "FasciaName" fascia_name.text = "THE JOKE SHOP" fascia_name.position = Vector3(0.0, 4.96, front + 4.90) fascia_name.font_size = 64 fascia_name.pixel_size = 0.0042 fascia_name.modulate = Color(0.92, 0.90, 0.84) fascia_name.outline_size = 0 building.add_child(fascia_name) # Warm bulbs under the outer fascia. They are off in daylight and lit by # `set_night_mode` through `_marquee_emissive`. for index in 11: var bulb := MeshInstance3D.new() var bulb_mesh := SphereMesh.new() bulb_mesh.radius = 0.075 bulb_mesh.height = 0.15 bulb_mesh.radial_segments = 8 bulb_mesh.rings = 4 bulb.mesh = bulb_mesh bulb.position = Vector3(-11.0 + float(index) * 2.2, 5.48, front + 4.78) var bulb_mat := Materials.emissive(Color(1.0, 0.83, 0.52), 0.2) bulb.material_override = bulb_mat _marquee_emissive.append(bulb_mat) building.add_child(bulb) # Recessed entrance at the west end, with a low step and a red velvet door # curtain. The real door sits under the same deep canopy, not in the centre. var door_x := -8.8 _add_box(building, Vector3(4.2, 3.8, 0.18), Vector3(door_x, 1.9, front + 0.06), black_deep, false, null, Vector2.ONE, "concrete") _add_box(building, Vector3(2.45, 3.25, 0.12), Vector3(door_x, 1.63, front + 0.18), red, true, null, Vector2.ONE, "cloth") _add_box(building, Vector3(2.62, 0.16, 0.18), Vector3(door_x, 2.35, front + 0.26), Color(0.24, 0.02, 0.03), false, null, Vector2.ONE, "cloth") for side in [-1.0, 1.0]: _add_box(building, Vector3(0.16, 3.5, 0.30), Vector3(door_x + side * 1.32, 1.75, front + 0.14), Color(0.19, 0.18, 0.17), true, null, Vector2.ONE, "painted_metal") _add_box(building, Vector3(3.0, 0.20, 0.32), Vector3(door_x, 3.55, front + 0.14), Color(0.19, 0.18, 0.17), true, null, Vector2.ONE, "painted_metal") for side in [-0.42, 0.42]: _add_box(building, Vector3(0.06, 0.44, 0.06), Vector3(door_x + side, 1.45, front + 0.29), Color(0.75, 0.70, 0.55), false, null, Vector2.ONE, "metal") door_indicator = _add_box(building, Vector3(0.18, 0.18, 0.24), Vector3(door_x + 1.85, 1.70, front + 0.22), Color(0.1, 0.9, 0.3)) door_indicator.material_override = _lock_indicator_material(Color(0.1, 0.9, 0.3)) # Step and collision in front of the curtain. var step := _add_box(building, Vector3(4.4, 0.14, 1.25), Vector3(door_x, 0.07, front + 0.92), Color(0.24, 0.23, 0.21), true, T_CONCRETE, Vector2(2.0, 0.6), "concrete") step.name = "EntranceStep" var step_body := StaticBody3D.new() step_body.name = "EntranceStepCollision" var step_shape := BoxShape3D.new() step_shape.size = Vector3(4.4, 0.14, 1.25) var step_owner := step_body.create_shape_owner(step_body) step_body.shape_owner_add_shape(step_owner, step_shape) step_body.shape_owner_set_transform(step_owner, Transform3D(Basis(), Vector3(door_x, 0.07, front + 0.92))) root.add_child(step_body) # Red curtains hang between the entrance and the signature wall. Three # narrow folds and a tieback keep them from reading as flat red slabs. for x in [-3.2, 1.9, 7.0, 11.2]: for fold in [-0.27, 0.0, 0.27]: var fold_color := red.lightened(0.10 if fold > 0.0 else 0.0) _add_box(building, Vector3(0.24, 3.10, 0.18), Vector3(x + fold, 2.70, front + 4.56 + absf(fold) * 0.08), fold_color, true, null, Vector2.ONE, "cloth") _add_box(building, Vector3(0.96, 0.16, 0.22), Vector3(x, 2.13, front + 4.60), Color(0.24, 0.02, 0.03), false, null, Vector2.ONE, "cloth") _add_box(building, Vector3(1.06, 0.52, 0.20), Vector3(x, 1.34, front + 4.54), Color(0.34, 0.025, 0.035), false, null, Vector2.ONE, "cloth") # Small warm sconces along the black wall. Their bulbs are emissive and each # gets a low-energy practical so the facade is not a black hole after dark. for x in [-12.4, -6.2, 3.0, 9.4]: _add_box(building, Vector3(0.34, 0.62, 0.20), Vector3(x, 3.55, front + 0.18), Color(0.17, 0.16, 0.14), false, null, Vector2.ONE, "painted_metal") var sconce := _add_box(building, Vector3(0.22, 0.34, 0.14), Vector3(x, 3.55, front + 0.30), Color(1.0, 0.82, 0.52), false, null, Vector2.ONE, "metal") var sconce_mat := Materials.emissive(Color(1.0, 0.78, 0.45), 0.2) sconce.material_override = sconce_mat _marquee_emissive.append(sconce_mat) var sconce_light := OmniLight3D.new() sconce_light.name = "JokeSconce_%d" % int(x) sconce_light.position = Vector3(x, 3.35, front + 0.75) sconce_light.omni_range = 5.0 sconce_light.omni_attenuation = 1.0 sconce_light.light_energy = 0.0 sconce_light.light_color = Color(1.0, 0.73, 0.42) building.add_child(sconce_light) _accent_omni.append(sconce_light) # Small open sign above the entrance. var open_sign := Label3D.new() open_sign.name = "EntranceCopy" open_sign.text = "OPEN FOR COMEDY\nFOOD AND DRINKS" open_sign.position = Vector3(door_x, 4.15, front + 0.22) open_sign.font_size = 28 open_sign.pixel_size = 0.0035 open_sign.modulate = Color(0.82, 0.80, 0.72) open_sign.outline_size = 0 open_sign.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER building.add_child(open_sign) # Circular blade sign on the roof. It is deliberately the same silhouette as # the concept art: a white disc, black rim and black three-line wordmark. var sign_x := -10.8 # The pole stands on the roof just behind its front edge; the disc projects # forward but is not floating over the canopy. var sign_z := front + 0.35 var pole := MeshInstance3D.new() var pole_mesh := CylinderMesh.new() pole_mesh.top_radius = 0.10 pole_mesh.bottom_radius = 0.13 pole_mesh.height = 2.7 pole_mesh.radial_segments = 12 pole.mesh = pole_mesh pole.position = Vector3(sign_x, h + 1.2, sign_z) pole.material_override = Materials.flat(Color(0.12, 0.12, 0.13), "metal") building.add_child(pole) var rim := MeshInstance3D.new() var rim_mesh := CylinderMesh.new() rim_mesh.top_radius = 2.12 rim_mesh.bottom_radius = 2.12 rim_mesh.height = 0.16 rim_mesh.radial_segments = 48 rim.mesh = rim_mesh rim.position = Vector3(sign_x, h + 2.55, sign_z - 0.03) rim.rotation_degrees.x = 90.0 rim.material_override = Materials.flat(Color(0.06, 0.06, 0.07), "painted_metal") building.add_child(rim) var disc := MeshInstance3D.new() var disc_mesh := CylinderMesh.new() disc_mesh.top_radius = 1.96 disc_mesh.bottom_radius = 1.96 disc_mesh.height = 0.10 disc_mesh.radial_segments = 48 disc.mesh = disc_mesh disc.position = Vector3(sign_x, h + 2.55, sign_z + 0.05) disc.rotation_degrees.x = 90.0 # Slight self-illumination so the blade reads as a lit sign after dark; the # emission is low in daylight and switched with the other marquee materials. var disc_mat := Materials.emissive(Color(0.92, 0.90, 0.83), 0.22) disc.material_override = disc_mat building.add_child(disc) var sign_label := Label3D.new() sign_label.name = "ComedySignLabel" sign_label.text = "THE\nJOKE\nSHOP" sign_label.position = Vector3(sign_x, h + 2.55, sign_z + 0.12) sign_label.font_size = 150 sign_label.pixel_size = 0.0048 sign_label.modulate = Color(0.06, 0.06, 0.07) sign_label.outline_size = 0 sign_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER sign_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER building.add_child(sign_label) # Night practicals: one light on the blade sign, three under the canopy and # one at the entrance. Their energies are set in `set_night_mode`. for data in [ ["JokeSign", Vector3(sign_x, h + 2.5, sign_z + 1.2), 9.0, Color(1.0, 0.94, 0.78)], ["JokeCanopy_west", Vector3(-7.5, 4.55, front + 2.6), 8.0, Color(1.0, 0.78, 0.48)], ["JokeCanopy_mid", Vector3(0.0, 4.55, front + 2.6), 8.0, Color(1.0, 0.78, 0.48)], ["JokeCanopy_east", Vector3(7.5, 4.55, front + 2.6), 8.0, Color(1.0, 0.78, 0.48)], ["JokeEntrance", Vector3(door_x, 3.35, front + 1.1), 7.0, Color(1.0, 0.72, 0.42)], ["JokeGround_west", Vector3(-7.0, 0.7, front + 6.0), 10.0, Color(1.0, 0.68, 0.38)], ["JokeGround_mid", Vector3(0.0, 0.7, front + 6.0), 10.0, Color(1.0, 0.68, 0.38)], ["JokeGround_east", Vector3(7.0, 0.7, front + 6.0), 10.0, Color(1.0, 0.68, 0.38)], ]: var omni := OmniLight3D.new() omni.name = str(data[0]) omni.position = data[1] omni.omni_range = float(data[2]) omni.omni_attenuation = 1.0 omni.light_energy = 0.0 omni.light_color = data[3] building.add_child(omni) _accent_omni.append(omni) # Solid collision volume for the hall. var col := BoxShape3D.new() col.size = Vector3(w, h, d) var so := building.create_shape_owner(building) building.shape_owner_add_shape(so, col) building.shape_owner_set_transform(so, Transform3D(Basis(), Vector3(0, h * 0.5, cz))) root.add_child(building) ## A window with a dark reveal, a pane that lights at night and a sill. Used by ## the Sunset neighbours and the hillside houses, which have no bespoke facade ## geometry of their own. func _add_sunset_window(parent: Node3D, center: Vector3, size: Vector2) -> void: _add_box(parent, Vector3(size.x + 0.24, size.y + 0.24, 0.10), center, Color(0.16, 0.15, 0.14), false, null, Vector2.ONE, "stone") var pane := _add_box(parent, Vector3(size.x, size.y, 0.08), center + Vector3(0.0, 0.0, 0.09), Color(0.1, 0.12, 0.16), false, null, Vector2.ONE, "glass") var pane_mat := Materials.window_pane() pane.material_override = pane_mat _window_mats.append(pane_mat) _add_box(parent, Vector3(size.x + 0.36, 0.10, 0.20), center + Vector3(0.0, -size.y * 0.5 - 0.10, 0.08), Color(0.52, 0.49, 0.44), false, null, Vector2.ONE, "stone") ## Sunset Strip neighbours: a cream Mediterranean block west and a white ## commercial block east. Only their street-facing volumes are modelled; the ## playable map never leaves the sidewalk in front of the club. func _build_sunset_neighbours() -> void: var neighbours := Node3D.new() neighbours.name = "SunsetNeighbours" root.add_child(neighbours) # West: 15 m cream stucco block with a terracotta parapet and small balconies. var west := StaticBody3D.new() west.name = "WestMediterraneanBlock" var west_w := 15.0 var west_h := 11.0 var west_front := -3.2 _add_box(west, Vector3(west_w, west_h, 12.0), Vector3(-21.0, west_h * 0.5, -9.2), Color(0.80, 0.73, 0.60), false, T_CONCRETE, Vector2(6, 5), "concrete") _add_box(west, Vector3(west_w + 0.4, 1.0, 12.4), Vector3(-21.0, west_h + 0.35, -9.2), Color(0.42, 0.18, 0.11), true, null, Vector2.ONE, "stone") _add_box(west, Vector3(west_w, 0.26, 0.55), Vector3(-21.0, 3.35, west_front + 0.15), Color(0.44, 0.40, 0.33), true, null, Vector2.ONE, "stone") for row in 3: var y := 2.2 + float(row) * 2.9 for column in 4: var x := -26.6 + float(column) * 3.6 _add_sunset_window(west, Vector3(x, y, west_front + 0.10), Vector2(1.5, 1.9) if row > 0 else Vector2(1.8, 2.3)) # Ground-floor shopfront and a red canvas awning. _add_box(west, Vector3(8.6, 2.4, 0.12), Vector3(-22.6, 1.5, west_front + 0.08), Color(0.08, 0.10, 0.12), false, null, Vector2.ONE, "glass") # Keep the cream stripe: tinting the whole atlas dark red collapsed the # canvas into a flat band at portrait distance. _add_box(west, Vector3(9.2, 0.22, 1.3), Vector3(-22.6, 3.0, west_front + 0.65), Color(0.62, 0.62, 0.62), true, T_AWNING, Vector2(4, 1), "awning") # Balcony rails on the upper floor. for x in [-24.8, -21.2, -17.6]: _add_box(west, Vector3(2.4, 0.08, 0.85), Vector3(x, 5.6, west_front + 0.55), Color(0.31, 0.29, 0.26), true, null, Vector2.ONE, "painted_metal") _add_box(west, Vector3(2.4, 0.62, 0.05), Vector3(x, 5.9, west_front + 0.95), Color(0.24, 0.23, 0.21), false, null, Vector2.ONE, "painted_metal") var west_col := BoxShape3D.new() west_col.size = Vector3(west_w, west_h, 12.0) var west_owner := west.create_shape_owner(west) west.shape_owner_add_shape(west_owner, west_col) west.shape_owner_set_transform(west_owner, Transform3D(Basis(), Vector3(-21.0, west_h * 0.5, -9.2))) neighbours.add_child(west) # East: 15 m white block with a taller parapet, ribbon windows and a lit # ground-floor lobby. var east := StaticBody3D.new() east.name = "EastCommercialBlock" var east_w := 15.0 var east_h := 12.4 var east_front := -3.0 _add_box(east, Vector3(east_w, east_h, 12.0), Vector3(21.0, east_h * 0.5, -9.0), Color(0.84, 0.83, 0.79), false, T_CONCRETE, Vector2(6, 6), "concrete") _add_box(east, Vector3(east_w + 0.3, 0.55, 12.2), Vector3(21.0, east_h + 0.18, -9.0), Color(0.57, 0.55, 0.51), true, null, Vector2.ONE, "stone") for row in 3: var y := 2.8 + float(row) * 3.2 for column in 5: var x := 14.6 + float(column) * 3.2 _add_sunset_window(east, Vector3(x, y, east_front + 0.10), Vector2(2.1, 1.35)) _add_box(east, Vector3(10.0, 3.0, 0.12), Vector3(21.0, 1.65, east_front + 0.08), Color(0.08, 0.11, 0.14), false, null, Vector2.ONE, "glass") _add_box(east, Vector3(10.4, 0.18, 1.1), Vector3(21.0, 3.4, east_front + 0.55), Color(0.11, 0.11, 0.12), true, null, Vector2.ONE, "painted_metal") var east_col := BoxShape3D.new() east_col.size = Vector3(east_w, east_h, 12.0) var east_owner := east.create_shape_owner(east) east.shape_owner_add_shape(east_owner, east_col) east.shape_owner_set_transform(east_owner, Transform3D(Basis(), Vector3(21.0, east_h * 0.5, -9.0))) neighbours.add_child(east) ## Dry Hollywood Hills slope immediately behind the club, with a few stucco ## houses and palms. The plane starts at the rear wall so it cannot poke through ## the playable frontage, and the houses sit on the computed slope height. func _build_sunset_hillside() -> void: var hillside := Node3D.new() hillside.name = "SunsetHillside" root.add_child(hillside) # Hand-built 45-degree ramp instead of a rotated PlaneMesh: the front edge # meets the building's rear wall and the face points squarely at the street, # so the slope reads as a hill from ground level instead of disappearing # edge-on. The rear ridge is high enough to sit above the roofline. var plane := MeshInstance3D.new() plane.name = "DryHillside" var verts := PackedVector3Array([ Vector3(-55.0, 0.0, -14.0), Vector3(55.0, 0.0, -14.0), Vector3(55.0, 28.0, -30.0), Vector3(-55.0, 28.0, -30.0), ]) var normals := PackedVector3Array() var slope_normal := Vector3(0.0, 1.0, 1.0).normalized() for i in 4: normals.append(slope_normal) var uvs := PackedVector2Array([ Vector2(0.0, 0.0), Vector2(14.0, 0.0), Vector2(14.0, 7.0), Vector2(0.0, 7.0), ]) var arrays := [] arrays.resize(Mesh.ARRAY_MAX) arrays[Mesh.ARRAY_VERTEX] = verts arrays[Mesh.ARRAY_NORMAL] = normals arrays[Mesh.ARRAY_TEX_UV] = uvs arrays[Mesh.ARRAY_INDEX] = PackedInt32Array([0, 2, 1, 0, 3, 2]) var plane_mesh := ArrayMesh.new() plane_mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays) plane.mesh = plane_mesh # The hillside is background scenery. Like the skyline panorama it is # unshaded and fog-free: scene fog at 50 m washed a lit slope into the sky, # which read as a hole behind the roofline. var hill_shader := Shader.new() hill_shader.code = """ shader_type spatial; render_mode unshaded, cull_disabled, fog_disabled; uniform sampler2D hill_texture : source_color, repeat_enable, filter_linear_mipmap; uniform vec4 tint : source_color = vec4(1.0); void fragment() { ALBEDO = texture(hill_texture, UV * vec2(14.0, 7.0)).rgb * tint.rgb; } """ var hill_mat := ShaderMaterial.new() hill_mat.shader = hill_shader hill_mat.set_shader_parameter("hill_texture", T_CONCRETE) hill_mat.set_shader_parameter("tint", Color(0.48, 0.42, 0.29)) _hill_mat = hill_mat plane.material_override = hill_mat plane.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF hillside.add_child(plane) # A handful of low-poly shrubs break up the flat slope. for index in 14: var x := -40.0 + float(index) * 6.1 var z := -17.0 - float((index * 7) % 13) var height := _sunset_hill_height(z) var shrub := MeshInstance3D.new() var shrub_mesh := SphereMesh.new() shrub_mesh.radius = 0.9 + float(index % 3) * 0.25 shrub_mesh.height = 1.2 + float(index % 3) * 0.3 shrub_mesh.radial_segments = 7 shrub_mesh.rings = 4 shrub.mesh = shrub_mesh shrub.position = Vector3(x, height + 0.5, z) shrub.scale = Vector3(1.4, 0.7, 1.0) shrub.material_override = Materials.flat(Color(0.25, 0.26, 0.15), "concrete") shrub.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF hillside.add_child(shrub) # Houses at three heights along the slope. var houses := [ {"x": -23.0, "z": -18.0, "w": 8.0, "h": 4.8, "d": 7.0}, {"x": -5.0, "z": -22.0, "w": 10.0, "h": 5.2, "d": 8.0}, {"x": 15.0, "z": -20.0, "w": 7.0, "h": 4.2, "d": 6.0}, {"x": 31.0, "z": -27.0, "w": 9.0, "h": 5.0, "d": 7.0}, ] for house in houses: var hx := float(house["x"]) var hz := float(house["z"]) var hh := float(house["h"]) var base := _sunset_hill_height(hz) _add_box(hillside, Vector3(float(house["w"]), hh, float(house["d"])), Vector3(hx, base + hh * 0.5, hz), Color(0.78, 0.73, 0.63), false, T_CONCRETE, Vector2(3, 2.5), "concrete") _add_box(hillside, Vector3(float(house["w"]) + 0.4, 0.35, float(house["d"]) + 0.4), Vector3(hx, base + hh + 0.12, hz), Color(0.36, 0.20, 0.13), true, null, Vector2.ONE, "stone") # Front windows face the street (positive Z side of the house). for offset in [-1.7, 1.7]: _add_sunset_window(hillside, Vector3(hx + offset, base + hh * 0.58, hz + float(house["d"]) * 0.5 + 0.08), Vector2(1.35, 1.1)) # A porch bulb and small warm practical: the reference night shows a few # scattered house lights, not a uniformly black hill. var porch := _add_box(hillside, Vector3(0.22, 0.28, 0.14), Vector3(hx, base + 1.45, hz + float(house["d"]) * 0.5 + 0.12), Color(1.0, 0.82, 0.55), false, null, Vector2.ONE, "metal") var porch_mat := Materials.emissive(Color(1.0, 0.78, 0.46), 0.2) porch.material_override = porch_mat _marquee_emissive.append(porch_mat) var porch_light := OmniLight3D.new() porch_light.name = "HillPorch" porch_light.position = Vector3(hx, base + 1.35, hz + float(house["d"]) * 0.5 + 0.8) porch_light.omni_range = 5.0 porch_light.omni_attenuation = 1.0 porch_light.light_energy = 0.0 porch_light.light_color = Color(1.0, 0.72, 0.42) hillside.add_child(porch_light) _accent_omni.append(porch_light) # Tall palms on the slope; the library palm gives the same silhouette as the # street trees without another bespoke asset. for data in [ [-32.0, -17.0, 0.78], [9.0, -20.0, 0.9], [36.0, -24.0, 0.72], ]: var px := float(data[0]) var pz := float(data[1]) var palm := _add_prop_model(hillside, "palm_tree", Vector3(px, _sunset_hill_height(pz) - 0.1, pz), 20.0) palm.scale = Vector3.ONE * float(data[2]) palm.name = "HillsidePalm_%d" % int(px) func _sunset_hill_height(z: float) -> float: return 0.24 + maxf(0.0, -14.0 - z) * tan(deg_to_rad(60.0)) ## The opposite side of Sunset: a low retail row, a rooftop billboard and palms. ## It is background context; the navigable area stops at the near kerb. func _build_sunset_across_street() -> void: var across := Node3D.new() across.name = "SunsetAcrossStreet" root.add_child(across) _add_box(across, Vector3(90.0, 0.18, 6.0), Vector3(0.0, 0.09, 39.0), Color(0.53, 0.52, 0.50), false, T_CONCRETE, Vector2(26, 2), "concrete") _add_box(across, Vector3(90.0, 0.22, 0.5), Vector3(0.0, 0.11, 36.0), Color(0.60, 0.59, 0.56), false, null, Vector2.ONE, "stone") var buildings := [ {"x": -34.0, "w": 22.0, "h": 9.5, "d": 10.0, "color": Color(0.66, 0.58, 0.47)}, {"x": -10.0, "w": 24.0, "h": 12.5, "d": 10.0, "color": Color(0.74, 0.72, 0.66)}, {"x": 14.0, "w": 20.0, "h": 8.5, "d": 10.0, "color": Color(0.57, 0.50, 0.44)}, {"x": 34.0, "w": 16.0, "h": 10.5, "d": 10.0, "color": Color(0.70, 0.66, 0.59)}, ] for index in buildings.size(): var entry: Dictionary = buildings[index] var bx := float(entry["x"]) var bw := float(entry["w"]) var bh := float(entry["h"]) var bz := 47.0 _add_box(across, Vector3(bw, bh, float(entry["d"])), Vector3(bx, bh * 0.5, bz), entry["color"], false, T_CONCRETE, Vector2(8, 4), "concrete") _add_box(across, Vector3(bw + 0.35, 0.45, 10.3), Vector3(bx, bh + 0.18, bz), Color(0.34, 0.29, 0.23), true, null, Vector2.ONE, "stone") for row in 2: var y := 3.3 + float(row) * 3.1 for column in int(bw / 3.3): var x := bx - bw * 0.5 + 1.9 + float(column) * 3.3 _add_sunset_window(across, Vector3(x, y, 41.94), Vector2(1.8, 1.4)) # Ground-floor shop glass and a projecting awning. _add_box(across, Vector3(bw - 1.2, 2.5, 0.12), Vector3(bx, 1.55, 41.92), Color(0.08, 0.10, 0.13), false, null, Vector2.ONE, "glass") _add_box(across, Vector3(bw - 0.8, 0.16, 1.1), Vector3(bx, 3.05, 42.45), Color(0.26, 0.23, 0.22), true, null, Vector2.ONE, "awning") # Rooftop billboard on the central block. _add_box(across, Vector3(14.0, 6.0, 0.30), Vector3(-10.0, 15.5, 42.3), Color(0.13, 0.13, 0.14), false, null, Vector2.ONE, "painted_metal") for side in [-5.0, 5.0]: _add_box(across, Vector3(0.22, 7.0, 0.22), Vector3(-10.0 + side, 12.0, 42.4), Color(0.22, 0.21, 0.20), false, null, Vector2.ONE, "metal") var billboard := Label3D.new() billboard.name = "SunsetBillboard" billboard.text = "SUNSET\nLIVE" billboard.position = Vector3(-10.0, 15.5, 42.12) billboard.rotation.y = PI billboard.font_size = 120 billboard.pixel_size = 0.005 billboard.modulate = Color(0.86, 0.31, 0.45) billboard.outline_size = 0 billboard.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER across.add_child(billboard) var club_sign := Label3D.new() club_sign.name = "AcrossNeon" club_sign.text = "COMEDY" club_sign.position = Vector3(14.0, 7.0, 41.82) club_sign.rotation.y = PI club_sign.font_size = 110 club_sign.pixel_size = 0.0045 club_sign.modulate = Color(0.95, 0.38, 0.58) club_sign.outline_size = 12 club_sign.outline_modulate = Color(0.22, 0.03, 0.10) across.add_child(club_sign) for side in [-1.0, 1.0]: var palm := _add_prop_model(across, "palm_tree", Vector3(side * 26.0, 0.18, 37.8), 90.0 if side < 0.0 else -90.0) palm.name = "AcrossPalm_%s" % ("west" if side < 0.0 else "east") ## Regular window bands above the entrance. Panes are dark glass by day and ## light up after dark, which gives the facade depth at night. ## Real-world Hollywood Boulevard landmark: the El Capitan Entertainment ## Centre (the 1921 Hollywood Masonic Temple). The facade is a six-column ## Neoclassical portico with a recessed entrance, eight stone steps, a ## crosscut-grille transom, red event banners and the Masonic parapet motto. ## The two neighbours (El Capitan Theatre and the retail block) and the ## opposite Ovation Hollywood frontage give the block its real context. func _build_masonic_building() -> void: var building := StaticBody3D.new() building.name = "Building" var w := float(spec["facade_width"]) var h := float(spec["facade_height"]) var d := float(spec["facade_depth"]) var cz := float(spec["facade_center_z"]) var front := cz + d * 0.5 var stone := Color(0.86, 0.84, 0.80) var stone_dark := Color(0.61, 0.59, 0.55) var stone_light := Color(0.93, 0.91, 0.87) # Main stone mass. The real building is brick/concrete clad in a light # limestone-like render; granite/limestone keeps the block consistent with # the existing PBR surface library. var facade := _add_box(building, Vector3(w, h, d), Vector3(0, h * 0.5, cz), stone, false, T_LIMESTONE, Vector2(w * 0.22, h * 0.18), "stone") facade.name = "MasonicFacade" # Rusticated base and string courses. _add_box(building, Vector3(w + 0.3, 1.0, d + 0.3), Vector3(0, 0.5, cz + 0.12), stone_dark, true, T_LIMESTONE, Vector2(w * 0.22, 0.8), "stone") for y in [1.12, 1.48, 1.84, 2.20]: _add_box(building, Vector3(w, 0.055, 0.16), Vector3(0, y, front + 0.03), stone_light, false, null, Vector2.ONE, "stone") # Six engaged Ionic columns across the centre of the facade. var columns := Node3D.new() columns.name = "IonicColonnade" building.add_child(columns) for index in 6: var x := -12.4 + float(index) * 4.96 _add_masonic_column(columns, x, front) # Entablature, frieze and decorated parapet. _add_box(building, Vector3(w + 0.35, 0.5, 0.7), Vector3(0, 11.55, front + 0.22), stone_light, true, T_LIMESTONE, Vector2(w * 0.18, 0.55), "stone") _add_box(building, Vector3(w, 1.15, 0.45), Vector3(0, 12.35, front + 0.16), stone, true, T_LIMESTONE, Vector2(w * 0.18, 0.8), "stone") _add_box(building, Vector3(w + 0.55, 0.42, 0.9), Vector3(0, 13.16, front + 0.25), stone_light, true, null, Vector2.ONE, "stone") _add_box(building, Vector3(w + 0.2, 0.65, 0.45), Vector3(0, 13.70, front + 0.12), stone, true, T_LIMESTONE, Vector2(w * 0.18, 0.45), "stone") _add_box(building, Vector3(w + 0.4, 0.16, 0.58), Vector3(0, 14.10, front + 0.16), stone_light, true, null, Vector2.ONE, "stone") # A low balustrade above the cornice, matching the reference roofline. var balustrade := Node3D.new() balustrade.name = "ParapetBalustrade" building.add_child(balustrade) for index in 15: var x := -14.0 + float(index) * 2.0 _add_box(balustrade, Vector3(0.16, 0.62, 0.18), Vector3(x, 13.96, front + 0.34), stone_light, true, null, Vector2.ONE, "stone") _add_box(balustrade, Vector3(w, 0.12, 0.24), Vector3(0, 14.34, front + 0.34), stone_light, true, null, Vector2.ONE, "stone") # Two carved medallions flank the Masonic motto. for x in [-10.5, 10.5]: var disc := CylinderMesh.new() disc.top_radius = 0.44 disc.bottom_radius = 0.44 disc.height = 0.12 disc.radial_segments = 20 var medallion := MeshInstance3D.new() medallion.mesh = disc medallion.position = Vector3(x, 12.40, front + 0.61) medallion.rotation_degrees.x = 90.0 medallion.material_override = Materials.limestone(stone_dark, Vector2(0.8, 0.8)) building.add_child(medallion) var frieze := Label3D.new() frieze.name = "FriezeInscription" frieze.text = "FREEMASONRY BUILDS ITS TEMPLES\nAMONG THE NATIONS AND IN THE HEARTS OF MEN" frieze.position = Vector3(0, 12.45, front + 0.65) frieze.font_size = 68 frieze.pixel_size = 0.0080 frieze.modulate = Color(0.25, 0.23, 0.21) frieze.outline_size = 0 frieze.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER frieze.vertical_alignment = VERTICAL_ALIGNMENT_CENTER building.add_child(frieze) marquee_label = frieze # The continuous transom behind the banners: dark crosscut iron grilles. var transom := Node3D.new() transom.name = "TransomGrilles" building.add_child(transom) for index in 5: var x := -9.92 + float(index) * 4.96 _add_masonic_lattice(transom, x, 8.55, front + 0.20, 3.85, 2.1) # Three red event banners in the central bays, like the reference facade. var banners := Node3D.new() banners.name = "EventBanners" building.add_child(banners) var banner_texts := ["EL", "CAPITAN", "LIVE"] for index in 3: var x := -4.96 + float(index) * 4.96 _add_masonic_banner(banners, x, front, banner_texts[index]) # Central recessed double entrance and two street-level side doors. _add_masonic_door(building, 0.0, 4.2, 5.0, front) for side in [-1.0, 1.0]: _add_masonic_door(building, side * 9.92, 2.5, 4.4, front) # Display cases in the two remaining bays. for x in [-4.96, 4.96]: _add_box(building, Vector3(2.2, 3.2, 0.18), Vector3(x, 3.1, front + 0.16), Color(0.10, 0.10, 0.10), true, null, Vector2.ONE, "painted_metal") _add_box(building, Vector3(1.7, 2.2, 0.08), Vector3(x, 3.35, front + 0.27), Color(0.07, 0.08, 0.11), false, null, Vector2.ONE, "glass") _add_box(building, Vector3(2.4, 0.18, 0.28), Vector3(x, 4.75, front + 0.14), stone_light, true, null, Vector2.ONE, "stone") # Door lock indicator beside the central handle. door_indicator = _add_box(building, Vector3(0.16, 0.16, 0.22), Vector3(2.55, 3.32, front + 0.30), Color(0.1, 0.9, 0.3)) door_indicator.material_override = _lock_indicator_material(Color(0.1, 0.9, 0.3)) # Warm practical wash for the columns and entrance after dark. The lights # are off in daylight and set by `set_night_mode`, like the street lamps. for x in [-10.5, -5.5, 5.5, 10.5]: var wash := OmniLight3D.new() wash.name = "FacadeWash_%d" % int(x) wash.position = Vector3(x, 7.2, front + 2.2) wash.omni_range = 16.0 if Materials.modern_light_falloff() else 10.0 wash.omni_attenuation = 1.0 wash.light_energy = 0.0 wash.light_color = Color(1.0, 0.82, 0.56) building.add_child(wash) _accent_omni.append(wash) # A second, dimmer row higher up keeps the upper column shafts and capitals # from disappearing after dark. for x in [-10.5, -5.5, 5.5, 10.5]: var high := OmniLight3D.new() high.name = "UpperWash_%d" % int(x) high.position = Vector3(x, 10.4, front + 1.8) high.omni_range = 15.0 high.omni_attenuation = 1.0 high.light_energy = 0.0 high.light_color = Color(1.0, 0.78, 0.50) building.add_child(high) _accent_omni.append(high) # Stone collision volume behind the recessed doors. var col := BoxShape3D.new() col.size = Vector3(w, h, d) var so := building.create_shape_owner(building) building.shape_owner_add_shape(so, col) building.shape_owner_set_transform(so, Transform3D(Basis(), Vector3(0, h * 0.5, cz))) root.add_child(building) func _add_masonic_column(parent: Node3D, x: float, front: float) -> void: var z := front + 0.50 var stone := Color(0.9, 0.88, 0.84) _add_box(parent, Vector3(1.12, 0.48, 1.08), Vector3(x, 1.24, z), Color(0.78, 0.76, 0.72), true, T_LIMESTONE, Vector2(0.8, 0.5), "stone") _add_box(parent, Vector3(0.94, 0.34, 0.94), Vector3(x, 1.65, z), stone, true, null, Vector2.ONE, "stone") var shaft := CylinderMesh.new() shaft.top_radius = 0.34 shaft.bottom_radius = 0.43 shaft.height = 8.9 shaft.radial_segments = 14 shaft.rings = 4 var mesh := MeshInstance3D.new() mesh.name = "Column_%d" % int(round(x)) mesh.mesh = shaft mesh.position = Vector3(x, 6.27, z) mesh.material_override = Materials.limestone(stone, Vector2(1.4, 4.2)) mesh.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_ON parent.add_child(mesh) var capital := CylinderMesh.new() capital.top_radius = 0.54 capital.bottom_radius = 0.40 capital.height = 0.42 capital.radial_segments = 14 var cap := MeshInstance3D.new() cap.mesh = capital cap.position = Vector3(x, 10.93, z) cap.material_override = Materials.limestone(stone, Vector2(1.0, 0.6)) cap.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_ON parent.add_child(cap) _add_box(parent, Vector3(1.12, 0.20, 1.10), Vector3(x, 11.22, z), stone, true, null, Vector2.ONE, "stone") ## Dark crosscut iron grille panel. The bars are deliberately simple boxes: at ## gameplay distance they read as the reference transom without a texture cost. func _add_masonic_lattice(parent: Node3D, x: float, y: float, z: float, width: float, height: float) -> void: _add_box(parent, Vector3(width, height, 0.08), Vector3(x, y, z), Color(0.08, 0.08, 0.09), false, null, Vector2.ONE, "painted_metal") var columns := 6 for index in columns: var bar_x := x - width * 0.5 + (float(index) + 0.5) * width / float(columns) _add_box(parent, Vector3(0.055, height, 0.05), Vector3(bar_x, y, z + 0.07), Color(0.23, 0.22, 0.20), false, null, Vector2.ONE, "metal") for index in 4: var bar_y := y - height * 0.5 + (float(index) + 0.5) * height / 4.0 _add_box(parent, Vector3(width, 0.055, 0.05), Vector3(x, bar_y, z + 0.07), Color(0.23, 0.22, 0.20), false, null, Vector2.ONE, "metal") func _add_masonic_banner(parent: Node3D, x: float, front: float, text: String) -> void: var red := Color(0.58, 0.055, 0.065) _add_box(parent, Vector3(2.62, 5.55, 0.06), Vector3(x, 8.2, front + 0.73), red, true, null, Vector2.ONE, "cloth") for y in [5.55, 10.85]: _add_box(parent, Vector3(2.82, 0.10, 0.12), Vector3(x, y, front + 0.75), Color(0.78, 0.62, 0.28), true, null, Vector2.ONE, "metal") _add_box(parent, Vector3(0.10, 5.55, 0.10), Vector3(x - 1.28, 8.2, front + 0.78), Color(0.78, 0.62, 0.28), false, null, Vector2.ONE, "metal") _add_box(parent, Vector3(0.10, 5.55, 0.10), Vector3(x + 1.28, 8.2, front + 0.78), Color(0.78, 0.62, 0.28), false, null, Vector2.ONE, "metal") var label := Label3D.new() label.name = "Banner_%s" % text label.text = "\n".join(text.split("")) label.position = Vector3(x, 8.2, front + 0.80) label.font_size = 112 label.pixel_size = 0.0044 label.modulate = Color(1.0, 0.83, 0.47) label.outline_size = 0 label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER parent.add_child(label) func _add_masonic_door(parent: Node3D, x: float, width: float, height: float, front: float) -> void: var stone_light := Color(0.93, 0.91, 0.87) var bottom := 1.0 # Recessed stone surround and dark timber/iron door. _add_box(parent, Vector3(width + 0.55, height + 0.35, 0.18), Vector3(x, bottom + height * 0.5, front + 0.06), Color(0.33, 0.31, 0.28), true, null, Vector2.ONE, "stone") _add_box(parent, Vector3(width, height, 0.14), Vector3(x, bottom + height * 0.5, front + 0.14), Color(0.075, 0.065, 0.060), true, null, Vector2.ONE, "wood") for side in [-1.0, 1.0]: _add_box(parent, Vector3(0.10, height - 0.25, 0.08), Vector3(x + side * width * 0.28, bottom + height * 0.5, front + 0.22), Color(0.33, 0.25, 0.16), false, null, Vector2.ONE, "wood") _add_box(parent, Vector3(0.055, 0.55, 0.055), Vector3(x + side * 0.22, bottom + 2.55, front + 0.24), Color(0.72, 0.65, 0.45), false, null, Vector2.ONE, "metal") # Lit transom above the door (the reference has a continuous grille band). var pane := _add_box(parent, Vector3(width * 0.88, 0.72, 0.08), Vector3(x, bottom + height + 0.38, front + 0.15), Color(1, 1, 1)) var pane_mat := Materials.window_pane() pane.material_override = pane_mat _window_mats.append(pane_mat) for index in 3: _add_box(parent, Vector3(width * 0.88, 0.045, 0.04), Vector3(x, bottom + height + 0.10 + float(index) * 0.27, front + 0.20), Color(0.20, 0.19, 0.18), false, null, Vector2.ONE, "metal") ## Neighbouring El Capitan Theatre (6838) and the retail block east of the ## temple. They are deliberately simpler than the hero facade but preserve the ## street wall, marquee scale and the vertical theatre sign. func _build_neighbour_blocks() -> void: var group := Node3D.new() group.name = "NeighbourBlocks" root.add_child(group) # West neighbour: El Capitan Theatre. var theatre := StaticBody3D.new() theatre.name = "ElCapitanTheatre" _add_box(theatre, Vector3(17.6, 18.5, 7.0), Vector3(-24.1, 9.25, -7.5), Color(0.82, 0.74, 0.61), false, T_LIMESTONE, Vector2(6.0, 8.0), "stone") _add_box(theatre, Vector3(18.0, 0.34, 7.4), Vector3(-24.1, 6.4, -7.5), Color(0.63, 0.54, 0.43), true, null, Vector2.ONE, "stone") _add_box(theatre, Vector3(18.0, 0.48, 7.4), Vector3(-24.1, 18.2, -7.5), Color(0.56, 0.47, 0.38), true, null, Vector2.ONE, "stone") for x in [-30.0, -26.8, -23.6, -20.4, -17.2]: for y in [8.8, 12.6]: _add_box(theatre, Vector3(2.4, 2.4, 0.10), Vector3(x, y, -3.95), Color(0.09, 0.10, 0.12), false, null, Vector2.ONE, "glass") _add_box(theatre, Vector3(2.7, 0.18, 0.18), Vector3(x, y - 1.32, -3.90), Color(0.72, 0.64, 0.52), true, null, Vector2.ONE, "stone") # The theatre marquee projects over the sidewalk. _add_box(theatre, Vector3(10.5, 0.42, 2.3), Vector3(-23.4, 5.65, -3.30), Color(0.45, 0.035, 0.045), true, null, Vector2.ONE, "painted_metal") var marquee_trim := Materials.emissive(Color(1.0, 0.70, 0.36), 1.2) for index in 8: var bulb := MeshInstance3D.new() var sphere := SphereMesh.new() sphere.radius = 0.06 sphere.height = 0.12 bulb.mesh = sphere bulb.position = Vector3(-28.0 + float(index) * 1.35, 5.40, -2.20) bulb.material_override = marquee_trim theatre.add_child(bulb) if not _marquee_emissive.has(marquee_trim): _marquee_emissive.append(marquee_trim) var marquee_glow := OmniLight3D.new() marquee_glow.name = "MarqueeGlow" marquee_glow.position = Vector3(-23.4, 5.3, -2.4) marquee_glow.omni_range = 18.0 if Materials.modern_light_falloff() else 12.0 marquee_glow.omni_attenuation = 1.0 marquee_glow.light_energy = 0.0 marquee_glow.light_color = Color(1.0, 0.70, 0.38) theatre.add_child(marquee_glow) _accent_omni.append(marquee_glow) _add_box(theatre, Vector3(10.5, 0.08, 2.3), Vector3(-23.4, 5.87, -3.30), Color(0.95, 0.84, 0.58), false, null, Vector2.ONE, "stone") var theatre_label := Label3D.new() theatre_label.name = "ElCapitanMarqueeLabel" theatre_label.text = "EL CAPITAN" theatre_label.position = Vector3(-23.4, 5.66, -2.12) theatre_label.font_size = 110 theatre_label.pixel_size = 0.0040 theatre_label.modulate = Color(1.0, 0.78, 0.46) theatre_label.billboard = BaseMaterial3D.BILLBOARD_DISABLED theatre.add_child(theatre_label) # Vertical blade sign at the temple-side corner. _add_box(theatre, Vector3(0.92, 7.2, 0.26), Vector3(-16.1, 8.9, -3.18), Color(0.46, 0.035, 0.045), true, null, Vector2.ONE, "painted_metal") var blade := Label3D.new() blade.name = "ElCapitanBladeSign" blade.text = "EL\nCAP\nITAN" blade.position = Vector3(-16.1, 8.9, -3.02) blade.font_size = 82 blade.pixel_size = 0.0042 blade.modulate = Color(1.0, 0.88, 0.62) blade.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER blade.vertical_alignment = VERTICAL_ALIGNMENT_CENTER theatre.add_child(blade) var theatre_col := BoxShape3D.new() theatre_col.size = Vector3(17.6, 18.5, 7.0) var theatre_owner := theatre.create_shape_owner(theatre) theatre.shape_owner_add_shape(theatre_owner, theatre_col) theatre.shape_owner_set_transform(theatre_owner, Transform3D(Basis(), Vector3(-24.1, 9.25, -7.5))) group.add_child(theatre) # East neighbour: the modern retail block beside the temple. var retail := StaticBody3D.new() retail.name = "EastRetailBlock" _add_box(retail, Vector3(16.0, 13.2, 6.2), Vector3(24.6, 6.6, -7.0), Color(0.76, 0.74, 0.69), false, T_LIMESTONE, Vector2(6.0, 6.0), "stone") _add_box(retail, Vector3(16.2, 0.36, 6.6), Vector3(24.6, 13.0, -7.0), Color(0.61, 0.58, 0.52), true, null, Vector2.ONE, "stone") _add_box(retail, Vector3(15.2, 4.4, 0.12), Vector3(24.6, 2.4, -3.88), Color(0.08, 0.09, 0.11), false, null, Vector2.ONE, "glass") for x in [18.2, 21.8, 25.4, 29.0, 31.0]: _add_box(retail, Vector3(0.18, 4.4, 0.22), Vector3(x, 2.4, -3.82), Color(0.16, 0.16, 0.17), true, null, Vector2.ONE, "metal") for x in [18.2, 22.0, 25.8, 29.6]: for y in [7.4, 10.2]: _add_box(retail, Vector3(2.0, 1.8, 0.10), Vector3(x, y, -3.92), Color(0.10, 0.11, 0.13), false, null, Vector2.ONE, "glass") _add_box(retail, Vector3(2.3, 0.15, 0.17), Vector3(x, y - 1.0, -3.88), Color(0.66, 0.63, 0.56), true, null, Vector2.ONE, "stone") var retail_label := Label3D.new() retail_label.name = "EastRetailSign" retail_label.text = "ZARA" retail_label.position = Vector3(24.6, 5.4, -3.74) retail_label.font_size = 94 retail_label.pixel_size = 0.0044 retail_label.modulate = Color(0.10, 0.10, 0.10) retail.add_child(retail_label) var retail_col := BoxShape3D.new() retail_col.size = Vector3(16.0, 13.2, 6.2) var retail_owner := retail.create_shape_owner(retail) retail.shape_owner_add_shape(retail_owner, retail_col) retail.shape_owner_set_transform(retail_owner, Transform3D(Basis(), Vector3(24.6, 6.6, -7.0))) group.add_child(retail) ## A flat, front-facing arch panel used for the Ovation arcade. Both the stone ## surround and the dark opening use the same mesh at different sizes, which ## keeps the arch silhouette readable without a CSG or custom shader. func _arch_panel_mesh(width: float, height: float, segments: int = 18) -> ArrayMesh: var radius := width * 0.5 var spring := maxf(0.0, height - radius) var polygon := PackedVector2Array() polygon.append(Vector2(-radius, 0.0)) polygon.append(Vector2(radius, 0.0)) polygon.append(Vector2(radius, spring)) for index in range(1, segments): var angle := PI * float(index) / float(segments) polygon.append(Vector2(cos(angle) * radius, spring + sin(angle) * radius)) polygon.append(Vector2(-radius, spring)) var triangles := Geometry2D.triangulate_polygon(polygon) var vertices := PackedVector3Array() var normals := PackedVector3Array() for point in polygon: vertices.append(Vector3(point.x, point.y, 0.0)) normals.append(Vector3(0.0, 0.0, -1.0)) var arrays := [] arrays.resize(Mesh.ARRAY_MAX) arrays[Mesh.ARRAY_VERTEX] = vertices arrays[Mesh.ARRAY_NORMAL] = normals arrays[Mesh.ARRAY_INDEX] = PackedInt32Array(triangles) var mesh := ArrayMesh.new() mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays) return mesh ## The south side of Hollywood Boulevard: the Ovation Hollywood frontage ## across the four-lane street, with its deep retail podium and sign band. func _build_opposite_block() -> void: var opposite := Node3D.new() opposite.name = "OvationHollywood" root.add_child(opposite) # South sidewalk, separate from the north walk. _add_box(opposite, Vector3(96, 0.18, 6.0), Vector3(0, 0.09, 41.0), Color(0.55, 0.55, 0.54), false, T_CONCRETE, Vector2(28, 2.0), "concrete") _add_box(opposite, Vector3(98, 0.22, 0.5), Vector3(0, 0.11, 38.1), Color(0.62, 0.61, 0.58), false, null, Vector2.ONE, "stone") # Deep retail mass with a shaded arcade at street level. _add_box(opposite, Vector3(82, 21.0, 12.0), Vector3(0, 10.5, 50.5), Color(0.79, 0.75, 0.68), false, T_LIMESTONE, Vector2(12, 6), "stone") # Ground-floor arcade: seven tall arched openings with a stone surround. The # concept reference shows the Ovation frontage as a deep shaded arcade rather # than a blank glass strip. var arch_xs := [-24.0, -16.0, -8.0, 0.0, 8.0, 16.0, 24.0] for x in arch_xs: var surround := MeshInstance3D.new() surround.name = "OvationArchSurround" surround.mesh = _arch_panel_mesh(6.6, 6.4) surround.position = Vector3(x, 0.18, 44.28) surround.material_override = Materials.limestone(Color(0.90, 0.86, 0.78), Vector2(1.2, 1.0)) opposite.add_child(surround) var opening := MeshInstance3D.new() opening.name = "OvationArchOpening" opening.mesh = _arch_panel_mesh(5.5, 5.6) opening.position = Vector3(x, 0.18, 44.24) if int((x + 24.0) / 8.0) % 2 == 0: var shop_pane := Materials.window_pane() opening.material_override = shop_pane _window_mats.append(shop_pane) else: opening.material_override = Materials.glass(Color(0.08, 0.09, 0.11, 0.94)) opposite.add_child(opening) # Pilasters between the arcade bays and a string course above them break up # the long frontage instead of leaving one flat grey wall. for x in [-28.0, -20.0, -12.0, -4.0, 4.0, 12.0, 20.0, 28.0]: _add_box(opposite, Vector3(0.9, 6.4, 0.45), Vector3(x, 3.4, 44.22), Color(0.86, 0.82, 0.74), true, null, Vector2.ONE, "stone") _add_box(opposite, Vector3(82, 0.35, 0.40), Vector3(0, 6.9, 44.20), Color(0.84, 0.80, 0.72), true, null, Vector2.ONE, "stone") _add_box(opposite, Vector3(82, 0.38, 0.90), Vector3(0, 20.82, 44.10), Color(0.72, 0.68, 0.61), true, null, Vector2.ONE, "stone") # Upper ribbon windows and the sign band. for row_index in 3: var row: float = [9.0, 12.2, 15.4][row_index] for x in range(-34, 38, 8): var window := _add_box(opposite, Vector3(5.0, 1.25, 0.12), Vector3(float(x), row, 44.30), Color(0.09, 0.10, 0.12), false, null, Vector2.ONE, "glass") if (row_index + int((x + 34) / 8)) % 3 != 1: var pane_mat := Materials.window_pane() window.material_override = pane_mat _window_mats.append(pane_mat) _add_box(opposite, Vector3(82, 0.45, 0.70), Vector3(0, 18.0, 44.15), Color(0.60, 0.56, 0.49), true, null, Vector2.ONE, "stone") var ovation := Label3D.new() ovation.name = "OvationSign" ovation.text = "OVATION HOLLYWOOD" ovation.position = Vector3(0, 16.4, 44.05) ovation.font_size = 150 ovation.pixel_size = 0.0052 ovation.modulate = Color(0.16, 0.14, 0.12) ovation.outline_size = 0 ovation.outline_modulate = Color(0.90, 0.87, 0.80, 0.8) # The sign faces north across the boulevard, so its front points -Z. ovation.rotation.y = PI opposite.add_child(ovation) _ovation_sign = ovation # Practical wash across the boulevard so the opposite frontage reads after # dark instead of becoming a black slab. for x in [-24.0, 0.0, 24.0]: var wash := OmniLight3D.new() wash.name = "OvationWash_%d" % int(x) wash.position = Vector3(x, 6.0, 40.2) wash.omni_range = 18.0 if Materials.modern_light_falloff() else 12.0 wash.omni_attenuation = 1.0 wash.light_energy = 0.0 wash.light_color = Color(1.0, 0.84, 0.62) opposite.add_child(wash) _accent_omni.append(wash) # South-side palms frame the far sidewalk. for side in [-1.0, 1.0]: var palm := _add_prop_model(opposite, "palm_tree", Vector3(side * 18.0, 0.18, 41.2), 90.0 if side < 0.0 else -90.0) palm.name = "SouthPalm_%s" % ("west" if side < 0.0 else "east") ## Hollywood Walk of Fame: dark terrazzo band, brass star discs and coral ## five-point stars along the entrance sidewalk. func _build_walk_of_fame() -> void: var walk := Node3D.new() walk.name = "WalkOfFame" root.add_child(walk) # Reuse the paver map as a dark terrazzo: a flat colour read as a black # strip at close range, while the texture supplies the small aggregate. _add_box(walk, Vector3(30.0, 0.035, 1.75), Vector3(0, 0.198, 9.15), Color(0.34, 0.30, 0.27), false, T_CONCRETE, Vector2(18, 1.05), "concrete") var star_mesh := _star_mesh(0.40, 0.17) var brass := Materials.flat(Color(0.70, 0.55, 0.24), "metal") var coral := Materials.flat(Color(0.72, 0.30, 0.28), "stone") for index in 10: var x := -13.5 + float(index) * 3.0 _add_cylinder_mesh(walk, 0.55, 0.02, Vector3(x, 0.214, 9.15), Color(0.58, 0.49, 0.30), "metal") var star := MeshInstance3D.new() star.name = "WalkStar_%d" % index star.mesh = star_mesh star.position = Vector3(x, 0.226, 9.15) star.material_override = coral if index % 2 == 0 else brass walk.add_child(star) func _star_mesh(outer: float, inner: float) -> ArrayMesh: var vertices := PackedVector3Array() var normals := PackedVector3Array() var indices := PackedInt32Array() for index in 10: var angle := -PI * 0.5 + float(index) * PI / 5.0 var radius := outer if index % 2 == 0 else inner vertices.append(Vector3(cos(angle) * radius, 0.0, sin(angle) * radius)) normals.append(Vector3.UP) vertices.append(Vector3.ZERO) normals.append(Vector3.UP) var center := 10 for index in 10: indices.append(center) indices.append(index) indices.append((index + 1) % 10) var arrays := [] arrays.resize(Mesh.ARRAY_MAX) arrays[Mesh.ARRAY_VERTEX] = vertices arrays[Mesh.ARRAY_NORMAL] = normals arrays[Mesh.ARRAY_INDEX] = indices var mesh := ArrayMesh.new() mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arrays) return mesh ## Four-lane boulevard markings: double-yellow centre, broken white lane lines, ## and the red-painted kerb from the reference photographs. func _build_hollywood_lane_markings() -> void: var street_w := float(spec.get("street_width", 120.0)) var street_d := float(spec.get("street_depth", 26.0)) var front := float(spec.get("street_front_z", 12.0)) var center_z := front + street_d * 0.5 var yellow := Color(0.86, 0.70, 0.16) for offset in [-0.14, 0.14]: _add_box(root, Vector3(street_w * 0.92, 0.02, 0.09), Vector3(0, 0.115, center_z + offset), yellow, false, null, Vector2.ONE, "concrete") var white := Color(0.88, 0.87, 0.80) for offset in [-6.5, 6.5]: for x in range(-55, 56, 6): _add_box(root, Vector3(2.6, 0.02, 0.08), Vector3(float(x), 0.116, center_z + offset), white, false, null, Vector2.ONE, "concrete") # Red kerb paint: the painted face of the concrete kerb. _add_box(root, Vector3(street_w, 0.13, 0.055), Vector3(0, 0.19, front - 0.26), Color(0.58, 0.075, 0.055), false, null, Vector2.ONE, "painted_metal") func _build_facade_windows(parent: Node3D) -> void: var columns: Array = spec.get("window_columns", [-17.0, -13.6, -10.2, -6.8, 6.8, 10.2, 13.6, 17.0]) var rows: Array = spec.get("window_rows", [9.2, 12.4]) for value in rows: var y := float(value) for x_value in columns: var x := float(x_value) # Recessed reveal, then the pane: gives the window a dark frame edge. _add_box(parent, Vector3(1.96, 2.46, 0.1), Vector3(x, y, -3.99), Color(0.22, 0.21, 0.20), false, null, Vector2.ONE, "stone") var pane := _add_box(parent, Vector3(1.7, 2.2, 0.12), Vector3(x, y, -3.94), Color(1, 1, 1)) var pane_mat := Materials.window_pane() pane.material_override = pane_mat _window_mats.append(pane_mat) # Sill below the frame and glazing bars, so the pane reads as a window # rather than a dark hole. _add_box(parent, Vector3(2.1, 0.12, 0.3), Vector3(x, y - 1.3, -3.86), Color(0.55, 0.53, 0.50), false, null, Vector2.ONE, "stone") _add_box(parent, Vector3(0.06, 2.2, 0.05), Vector3(x, y, -3.9), Color(0.24, 0.23, 0.22), false, null, Vector2.ONE, "stone") _add_box(parent, Vector3(1.7, 0.06, 0.05), Vector3(x, y + 0.25, -3.9), Color(0.24, 0.23, 0.22), false, null, Vector2.ONE, "stone") func _build_steps() -> void: # Steps have collision so NPCs and the guard can walk up the entrance. # The ground and building provide the actual collision boundaries. var steps := StaticBody3D.new() steps.name = "Steps" var step_w := float(spec.get("stair_width", 8.0)) var tread := float(spec.get("stair_tread", 0.6)) var height := float(spec.get("stair_height", 0.16)) var count := int(spec.get("stair_count", 4)) for i in count: var y: float = i * height var z: float = float(count) * tread - i * tread var w: float = step_w - i * 0.35 var tread_box := _add_box(steps, Vector3(w, height, tread), Vector3(0, y + height / 2.0, z), Color(0.55, 0.52, 0.5)) if _feature("masonic_facade"): tread_box.material_override = Materials.limestone( Color(0.70, 0.67, 0.61), Vector2(w * 0.55, 0.55)) # Add collision shape to each tread var tread_col := BoxShape3D.new() tread_col.size = Vector3(w, height, tread) var owner_id := steps.create_shape_owner(steps) steps.shape_owner_add_shape(owner_id, tread_col) steps.shape_owner_set_transform(owner_id, Transform3D(Basis(), Vector3(0, y + height / 2.0, z))) # Landing at the top with collision. The depth/centre are spec-driven so the # eight-step Masonic entrance reaches the recessed doors. var landing_y: float = count * height + 0.1 var landing_w := step_w + 1.0 var landing_depth := float(spec.get("landing_depth", 3.0)) var landing_center_z := float(spec.get("landing_center_z", -1.5)) var landing_box := _add_box(steps, Vector3(landing_w, 0.2, landing_depth), Vector3(0, landing_y, landing_center_z), Color(0.5, 0.47, 0.45)) if _feature("masonic_facade"): landing_box.material_override = Materials.limestone( Color(0.70, 0.67, 0.61), Vector2(landing_w * 0.55, 1.0)) var landing_col := BoxShape3D.new() landing_col.size = Vector3(landing_w, 0.2, landing_depth) var landing_owner := steps.create_shape_owner(steps) steps.shape_owner_add_shape(landing_owner, landing_col) steps.shape_owner_set_transform(landing_owner, Transform3D(Basis(), Vector3(0, landing_y, landing_center_z))) root.add_child(steps) func _build_sidewalk() -> void: var sidewalk := StaticBody3D.new() sidewalk.name = "Sidewalk" var w := float(spec.get("sidewalk_width", 30.0)) var d := float(spec.get("sidewalk_depth", 8.0)) _add_box(sidewalk, Vector3(w, 0.18, d), Vector3(0, 0.09, d * 0.5), Color(0.55, 0.55, 0.54), false, T_CONCRETE, Vector2(w * 0.3, d * 0.3), "concrete") var col := BoxShape3D.new() col.size = Vector3(w, 0.36, d) var so := sidewalk.create_shape_owner(sidewalk) sidewalk.shape_owner_add_shape(so, col) sidewalk.shape_owner_set_transform(so, Transform3D(Basis(), Vector3(0, 0, d * 0.5))) root.add_child(sidewalk) func _build_street() -> void: var street := StaticBody3D.new() street.name = "Street" # The roadway reads darker than the sidewalk; the raw asphalt texture tinted # white looked like more pavement. # The street keeps its own material so night mode can switch to the wet # asphalt map (glossier, with lamp reflections) and back. var street_w := float(spec.get("street_width", 120.0)) var street_d := float(spec.get("street_depth", 26.0)) var curb_z := float(spec.get("curb_z", float(spec.get("sidewalk_depth", 8.0)) + 4.1)) # The default venues use the legacy 3.1 m overlap; the Hollywood block has an # explicit street frontage so the kerb, sidewalk and red paint line up. var street_front := float(spec.get("street_front_z", curb_z - 3.1)) var street_z := street_front + street_d * 0.5 _street_mat = Materials.asphalt(Color(0.62, 0.63, 0.66), Vector2(street_w * 0.25, street_d * 0.27)) var street_mesh := _add_box(street, Vector3(street_w, 0.1, street_d), Vector3(0, 0.05, street_z), Color(0.62, 0.63, 0.66), false, T_ASPHALT, Vector2(street_w * 0.25, street_d * 0.27), "asphalt") street_mesh.material_override = _street_mat # Legacy centre dashes. The Hollywood block replaces these with the proper # four-lane markings after the street is built. if not _feature("hollywood_lane_markings"): for i in range(-int(street_w / 3.0), int(street_w / 3.0) + 1, 4): _add_box(street, Vector3(0.2, 0.02, 1.2), Vector3(float(i), 0.11, street_z), Color(0.85, 0.85, 0.30), false, null, Vector2.ONE, "concrete") # Curb between the sidewalk and the roadway. _add_box(street, Vector3(street_w, 0.22, 0.5), Vector3(0, 0.11, curb_z), Color(0.62, 0.61, 0.58), false, null, Vector2.ONE, "concrete") var col := BoxShape3D.new() col.size = Vector3(street_w, 0.2, street_d) var so := street.create_shape_owner(street) street.shape_owner_add_shape(so, col) street.shape_owner_set_transform(so, Transform3D(Basis(), Vector3(0, 0, street_z))) root.add_child(street) func _build_navmesh() -> void: ## Flat navigation mesh over the walkable floor: landing strip, sidewalk, ## and street front. Hand-authored polygons; no runtime bake needed. var region := NavigationRegion3D.new() region.name = "NavRegion" var mesh := NavigationMesh.new() mesh.agent_radius = 0.4 mesh.agent_max_climb = 0.8 mesh.agent_max_slope = 45.0 mesh.cell_size = 0.25 var nav_min: Vector2 = spec.get("nav_min", Vector2(-18.0, -0.6)) var nav_max: Vector2 = spec.get("nav_max", Vector2(18.0, 20.0)) var verts := PackedVector3Array([ Vector3(nav_min.x, 0.0, nav_min.y), Vector3(nav_max.x, 0.0, nav_min.y), Vector3(nav_max.x, 0.0, nav_max.y), Vector3(nav_min.x, 0.0, nav_max.y), ]) mesh.set_vertices(verts) mesh.add_polygon(PackedInt32Array([0, 1, 2, 3])) region.navigation_mesh = mesh root.add_child(region) func _build_skyline_backdrop() -> void: ## Distant skyline surrounding the block. The texture's sky is transparent ## (alpha scissor), so only building silhouettes show. Four planes form a ## ring: a single plane placed behind the building reads as a floating black ## band from the sidewalk. var backdrop := Node3D.new() backdrop.name = "SkylineBackdrop" # A shader, not a StandardMaterial3D: the panorama already has its own # atmospheric haze baked in, and the scene fog at 200 m washed the towers out # to a white band (Godot 4.3 has no `fog_enabled` on StandardMaterial3D, so the # `fog_disabled` render mode does the job). Two UV repeats over the 400 m ring: # each repeat is ~200 x 90 m, close to the 2:1 panorama aspect, so the towers # keep their proportions instead of stretching into a wide band. var mat := ShaderMaterial.new() var shader := Shader.new() shader.code = SKYLINE_SHADER mat.shader = shader mat.set_shader_parameter("sky_texture", SKYLINE_BY_PHASE[_phase]["texture"]) mat.set_shader_parameter("tint", SKYLINE_BY_PHASE[_phase]["tint"]) mat.set_shader_parameter("haze_color", SKYLINE_BY_PHASE[_phase]["haze"]) mat.set_shader_parameter("haze_strength", SKYLINE_BY_PHASE[_phase]["haze_strength"]) mat.set_shader_parameter("repeats", 2.0) _skyline_mat = mat var mesh := PlaneMesh.new() # PlaneMesh defaults to a horizontal (XZ) plane; the skyline must stand up. mesh.orientation = PlaneMesh.FACE_Z # 90 m tall: at the 200 m ring distance the towers subtend a skyline band # instead of a thin strip on the horizon. mesh.size = Vector2(400, SKYLINE_HEIGHT) # Far enough that the skyline reads as background and its top edge stays out # of the middle of the sky. const DIST := 200.0 # The texture keeps its buildings in the lower part of the image, so the plane # center sits at half its height: the building bases meet the ground. const CENTER_Y := SKYLINE_HEIGHT / 2.0 var placements := [ [Vector3(0, CENTER_Y, -DIST), 0.0], [Vector3(0, CENTER_Y, DIST), 0.0], [Vector3(-DIST, CENTER_Y, 0), PI / 2.0], [Vector3(DIST, CENTER_Y, 0), PI / 2.0], ] for placement in placements: var plane := MeshInstance3D.new() plane.mesh = mesh plane.material_override = mat plane.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF plane.position = placement[0] plane.rotation.y = placement[1] backdrop.add_child(plane) root.add_child(backdrop) ## Backdrop shader: unshaded, alpha-scissored, and fog-free so the panorama's own ## haze shows instead of the scene fog bleaching it. const SKYLINE_SHADER := """ shader_type spatial; render_mode unshaded, cull_disabled, fog_disabled; uniform sampler2D sky_texture : source_color, repeat_enable, filter_linear_mipmap; uniform vec4 tint : source_color = vec4(1.0); uniform vec4 haze_color : source_color = vec4(0.62, 0.71, 0.82, 1.0); uniform float haze_strength = 0.36; uniform float repeats = 2.0; void fragment() { vec4 panorama = texture(sky_texture, vec2(UV.x * repeats, UV.y)); // Atmospheric perspective: blend the lower part of the panorama toward // the horizon colour so the towers sit in the distance instead of reading // as a crisp cardboard cut-out. float world_y = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).y; float horizon = clamp(1.0 - world_y / 42.0, 0.0, 1.0); ALBEDO = mix(panorama.rgb * tint.rgb, haze_color.rgb, horizon * haze_strength); ALPHA = panorama.a * tint.a; ALPHA_SCISSOR_THRESHOLD = 0.5; } """ var _skyline_mat: ShaderMaterial = null var _hill_mat: ShaderMaterial = null var _street_mat: StandardMaterial3D = null var _phase: int = Rules.Phase.EARLY func _build_marquee() -> void: ## Blender canopy + sign box above the door; the procedural striped awning and ## neon bars remain only as a fallback when the library asset is missing. var library := _load_prop_scene("marquee") if library != null: library.name = "LibraryMarquee" library.position = Vector3(0, 5.62, -3.9) root.add_child(library) library_nodes.append(library) _apply_library_ao(library, "marquee") for material in _emissive_materials(library): if not _marquee_emissive.has(material): _marquee_emissive.append(material) else: var awning := _add_box(root, Vector3(10.5, 0.08, 1.8), Vector3(0, 6.55, -3.7), Color(1, 1, 1), true, T_AWNING, Vector2(4, 1), "awning") awning.name = "Awning" var strip_parent := Node3D.new() strip_parent.name = "Marquee" for offset in [-2.2, 2.2]: var bar := _add_box(strip_parent, Vector3(0.25, 0.5, 0.5), Vector3(offset, 7.4, -3.6), Color(1, 0.35, 0.75)) var mat := _emissive_material(Color(1.0, 0.35, 0.75)) bar.material_override = mat _marquee_emissive.append(mat) root.add_child(strip_parent) marquee_label = Label3D.new() marquee_label.name = "MarqueeLabel" marquee_label.text = "GIG LINE" marquee_label.position = Vector3(0, 6.36, -1.9) marquee_label.modulate = Color(1, 0.6, 0.9) marquee_label.font_size = 160 marquee_label.pixel_size = 0.004 marquee_label.outline_size = 24 marquee_label.outline_modulate = Color(0.9, 0.15, 0.5) marquee_label.billboard = BaseMaterial3D.BILLBOARD_ENABLED marquee_label.no_depth_test = false root.add_child(marquee_label) ## Venue dressing that is not part of the sidewalk prop table: a stair handrail, ## a parked sedan, and wall lanterns. Kept separate so the placement validator ## only sees grounded sidewalk furniture. func _build_library_dressing() -> void: if _feature("handrail") and ResourceLoader.exists(BLENDER_PROP_DIR + "handrail.glb"): var rail := _load_prop_scene("handrail") if rail != null: rail.name = "LibraryHandrail" rail.position = Vector3(3.35, 0.2, 3.95) rail.rotation_degrees.y = 90.0 root.add_child(rail) library_nodes.append(rail) _apply_library_ao(rail, "handrail") if _feature("sedan") and ResourceLoader.exists(BLENDER_PROP_DIR + "sedan.glb"): var sedan_pos: Vector3 = spec.get("sedan_position", Vector3(6.0, 0.1, 17.0)) var sedan_rot := float(spec.get("sedan_rotation", 180.0)) var sedan := _add_prop_model(root, "sedan", sedan_pos, sedan_rot) sedan.name = "ParkedSedan" if venue_id == "tv_studio": _apply_car_paint(sedan) if not library_nodes.has(sedan): library_nodes.append(sedan) for material in _emissive_materials(sedan): if not _lamp_bulb_mats.has(material): _lamp_bulb_mats.append(material) if _feature("wall_lanterns") and ResourceLoader.exists(BLENDER_PROP_DIR + "wall_lantern.glb"): if venue_id == "joke_shop": _add_wall_lantern(Vector3(3.2, 3.3, -3.72), true) elif _feature("masonic_facade"): for side in [-13.6, 13.6]: _add_wall_lantern(Vector3(side, 3.4, -3.62), true) else: for side in [-4.9, 4.9]: _add_wall_lantern(Vector3(side, 3.3, -3.78), false) ## The TV studio entrance canopy: a dark metal slab with a row of warm bulbs, ## replacing the boulevard marquee. func _build_bulb_canopy() -> void: var front := float(spec["facade_center_z"]) + float(spec["facade_depth"]) * 0.5 var canopy := _add_box(root, Vector3(7.2, 0.22, 2.2), Vector3(0, 5.7, front + 1.0), Color(0.16, 0.16, 0.18), true, null, Vector2.ONE, "metal") canopy.name = "BulbCanopy" for x in [-3.0, 3.0]: _add_box(root, Vector3(0.12, 5.5, 0.12), Vector3(x, 2.75, front + 1.95), Color(0.20, 0.20, 0.22), true, null, Vector2.ONE, "metal") for x in [-2.8, -1.4, 0.0, 1.4, 2.8]: var bulb := MeshInstance3D.new() var sphere := SphereMesh.new() sphere.radius = 0.075 sphere.height = 0.15 bulb.mesh = sphere var mat := _emissive_material(Color(1.0, 0.78, 0.42)) bulb.material_override = mat bulb.position = Vector3(x, 5.53, front + 1.0) root.add_child(bulb) if not _marquee_emissive.has(mat): _marquee_emissive.append(mat) for x in [-2.2, 2.2]: var omni := OmniLight3D.new() omni.position = Vector3(x, 5.15, front + 1.4) omni.omni_range = 12.0 if Materials.modern_light_falloff() else 8.0 omni.omni_attenuation = 1.0 omni.light_energy = 0.0 omni.light_color = Color(1.0, 0.72, 0.36) root.add_child(omni) _lamp_omni.append(omni) ## Glossy black paint for the studio's parked car. The library sedan keeps its ## tintable slots; the studio overrides the body meshes with a single paint. func _apply_car_paint(holder: Node3D) -> void: var paint := StandardMaterial3D.new() paint.resource_name = "StudioCarPaint" paint.albedo_color = Color(0.018, 0.020, 0.024) paint.metallic = 0.85 paint.roughness = 0.12 paint.metallic_specular = 0.8 for node in holder.find_children("*", "MeshInstance3D", true, false): var mi := node as MeshInstance3D if mi != null: mi.material_override = paint ## One wall lantern plus an optional warm light. The Joke Shop uses a single ## lantern as its key light; the boulevard keeps two unlit visual lanterns. func _add_wall_lantern(pos: Vector3, with_light: bool) -> void: var lantern := _load_prop_scene("wall_lantern") if lantern == null: return lantern.name = "WallLantern" lantern.position = pos root.add_child(lantern) library_nodes.append(lantern) _apply_library_ao(lantern, "wall_lantern") for material in _emissive_materials(lantern): if not _lamp_bulb_mats.has(material): _lamp_bulb_mats.append(material) if with_light: var omni := OmniLight3D.new() omni.name = "LanternGlow" omni.position = pos + Vector3(0.0, -0.1, 0.45) omni.omni_range = 14.0 if Materials.modern_light_falloff() else 9.0 omni.omni_attenuation = 1.0 omni.light_energy = 0.0 omni.light_color = Color(1.0, 0.72, 0.38) root.add_child(omni) _lamp_omni.append(omni) ## The Joke Shop alley: two brick side walls frame a 12 m passage, with ## shutters, a recessed door step, a dumpster and wall-mounted AC boxes. func _build_alley_dressing() -> void: var front := float(spec["facade_center_z"]) + float(spec["facade_depth"]) * 0.5 var height := float(spec["facade_height"]) var wall_x := float(spec["facade_width"]) * 0.5 + 0.35 for side in [-1.0, 1.0]: var wall := _add_box(root, Vector3(0.7, height, 15.0), Vector3(side * wall_x, height * 0.5, front + 7.5), Color(0.72, 0.70, 0.68), true, T_BRICK, Vector2(8, 6), "brick") wall.name = "AlleyWall" _add_box(root, Vector3(0.9, 0.35, 15.0), Vector3(side * wall_x, 0.18, front + 7.5), Color(0.44, 0.42, 0.40), true, null, Vector2.ONE, "stone") # Shutters over the two upper windows. for x in [-3.8, 3.8]: _add_box(root, Vector3(2.0, 2.5, 0.12), Vector3(x, 8.2, front + 0.22), Color(0.18, 0.24, 0.21), true, null, Vector2.ONE, "painted_metal") for slat in range(-4, 5): _add_box(root, Vector3(1.9, 0.07, 0.04), Vector3(x, 8.2 + slat * 0.28, front + 0.30), Color(0.24, 0.31, 0.27), false, null, Vector2.ONE, "painted_metal") # The recessed door gets a low stone step into the alley. _add_box(root, Vector3(3.4, 0.16, 0.55), Vector3(0, 0.08, front + 0.75), Color(0.48, 0.45, 0.42), true, null, Vector2.ONE, "stone") # Dumpster and its lid; a solid body so guests and the guard walk around it. var dump := StaticBody3D.new() dump.name = "AlleyDumpster" dump.position = Vector3(-4.2, 0, front + 9.2) _add_box(dump, Vector3(1.9, 1.15, 1.25), Vector3(0, 0.58, 0), Color(0.16, 0.28, 0.21), true, null, Vector2.ONE, "painted_metal") _add_box(dump, Vector3(2.0, 0.08, 1.35), Vector3(0, 1.18, -0.02), Color(0.11, 0.19, 0.15), true, null, Vector2.ONE, "painted_metal") var dump_col := BoxShape3D.new() dump_col.size = Vector3(1.9, 1.2, 1.3) var owner_id := dump.create_shape_owner(dump) dump.shape_owner_add_shape(owner_id, dump_col) dump.shape_owner_set_transform(owner_id, Transform3D(Basis(), Vector3(0, 0.6, 0))) root.add_child(dump) # AC boxes on the inside faces of the walls, above head height. for side in [-1.0, 1.0]: for z in [front + 3.0, front + 7.0]: _add_box(root, Vector3(0.55, 0.8, 1.1), Vector3(side * (wall_x - 0.5), 5.8, z), Color(0.56, 0.57, 0.55), true, null, Vector2.ONE, "metal") _add_box(root, Vector3(0.08, 0.55, 0.8), Vector3(side * (wall_x - 0.78), 5.8, z), Color(0.22, 0.23, 0.22), false, null, Vector2.ONE, "metal") ## Emissive materials under a prop, used to tie library bulbs/LEDs to night mode. func _emissive_materials(holder: Node3D) -> Array[StandardMaterial3D]: var out: Array[StandardMaterial3D] = [] for node in holder.find_children("*", "MeshInstance3D", true, false): var mi := node as MeshInstance3D if mi.mesh == null: continue for index in mi.mesh.get_surface_count(): var standard := mi.mesh.surface_get_material(index) as StandardMaterial3D if standard != null and standard.emission_enabled \ and standard.emission_energy_multiplier > 0.0: out.append(standard) return out func _build_street_furniture() -> void: # Blender library street lamps (bulbs + omni lights, off by day). The lamp # arm points to local -X, so the left side is rotated 180 degrees to face # the sidewalk. if _feature("street_lamps"): var lamp_positions: Array = spec.get("street_lamp_positions", []) if lamp_positions.is_empty(): for side in [-7.5, 7.5]: lamp_positions.append(Vector3(side, 0.18, 8.5)) for index in lamp_positions.size(): var lamp_pos: Vector3 = lamp_positions[index] var holder := _add_prop_model(root, "street_lamp", lamp_pos, 180.0 if lamp_pos.x < 0.0 else 0.0) holder.name = "Lamp_%d" % index var omni := OmniLight3D.new() omni.position = Vector3(-0.85, 4.65, 0) omni.omni_range = 16.0 if Materials.modern_light_falloff() else 12.0 omni.omni_attenuation = 1.0 omni.light_energy = 0.0 omni.light_color = Color(1, 0.93, 0.75) holder.add_child(omni) _lamp_omni.append(omni) _collect_emissive(holder) # Blender library street trees replace the cone trees. Flank the walkway and # keep the sight line to the door clear. if _feature("street_trees"): for i in 6: var side := -1.0 if i % 2 == 0 else 1.0 var x := side * (6.5 + float(int(i / 2)) * 3.0) var z := 4.0 + float((i * 7) % 5) _add_prop_model(root, "street_tree", Vector3(x, 0.18, z), float((i * 37) % 360)) ## Total triangles in the whole venue, including procedural architecture. Used by ## the map audit to catch duplicate/hidden geometry after a rebuild. func world_triangle_count() -> int: var total := 0 for node in root.find_children("*", "MeshInstance3D", true, false): var mi := node as MeshInstance3D if mi == null or mi.mesh == null: continue for index in mi.mesh.get_surface_count(): var arrays := mi.mesh.surface_get_arrays(index) var indices: PackedInt32Array = arrays[Mesh.ARRAY_INDEX] if indices.size() > 0: total += indices.size() / 3 else: var vertices: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX] total += vertices.size() / 3 return total func world_mesh_count() -> int: return root.find_children("*", "MeshInstance3D", true, false).size() ## Total triangles across the placed Blender library pieces, for the draw budget ## test. Counts indices when present, otherwise the vertex stream. func library_triangle_count() -> int: var total := 0 for holder in library_nodes: if not is_instance_valid(holder): continue for node in holder.find_children("*", "MeshInstance3D", true, false): var mi := node as MeshInstance3D if mi.mesh == null: continue for index in mi.mesh.get_surface_count(): var arrays := mi.mesh.surface_get_arrays(index) var indices: PackedInt32Array = arrays[Mesh.ARRAY_INDEX] if indices.size() > 0: total += indices.size() / 3 else: var vertices: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX] total += vertices.size() / 3 return total ## Apply the baked AO map that sits next to a library prop GLB. func _apply_library_ao(model: Node3D, prop: String) -> void: var texture := Materials.load_ao(BLENDER_PROP_DIR + prop + "_ao.png") if texture == null: return for node in model.find_children("*", "MeshInstance3D", true, false): Materials.apply_ao(node as MeshInstance3D, texture) ## Register a library prop's emissive surfaces so night mode can switch them on. func _collect_emissive(holder: Node3D) -> void: for node in holder.find_children("*", "MeshInstance3D", true, false): var mi := node as MeshInstance3D if not _street_lamps.has(mi): _street_lamps.append(mi) for material in _emissive_materials(holder): if not _lamp_bulb_mats.has(material): _lamp_bulb_mats.append(material) ## 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"}, # Blender library dressing: palms frame the block, planters and a queue # barrier sit outside the guest lane. {"zone": "mid_block", "prop": "palm_tree", "x": -13.0, "z": 10.2, "rot": 10.0}, {"zone": "mid_block", "prop": "palm_tree", "x": 13.0, "z": 10.2, "rot": -10.0}, {"zone": "mid_block", "prop": "round_planter", "x": -12.6, "z": 6.2}, {"zone": "mid_block", "prop": "round_planter", "x": 12.6, "z": 6.2}, {"zone": "curb", "prop": "a_frame_sign", "x": -6.9, "z": 6.5, "rot": 15.0}, {"zone": "curb", "prop": "traffic_cone", "x": 9.6, "z": 9.8}, {"zone": "curb", "prop": "crowd_barrier", "x": 3.0, "z": 10.8}, {"zone": "curb", "prop": "stanchion", "x": -2.6, "z": 10.8}, {"zone": "entrance", "prop": "security_podium", "x": 3.2, "z": 5.6, "rot": -15.0}, ] ## The door, steps, and the lane guests walk in through stay clear of props. const PROP_EXCLUSIONS := [ {"name": "steps and door", "x0": -4.6, "x1": 4.6, "z0": -4.6, "z1": 4.55}, {"name": "guest approach lane", "x0": -1.4, "x1": 1.4, "z0": 4.55, "z1": 14.0}, ] const PROP_BOUNDS := {"x0": -14.0, "x1": 14.0, "z0": 4.55, "z1": 11.8} ## Two prop centres closer than this read as one blob (newspaper boxes are ## deliberately lined up, so this stays below their 0.7 m spacing). const PROP_MIN_SPACING := 0.6 static func _variant_seed(index: int) -> int: return index * 7919 + 13 ## Deterministic per-placement variation. The same index always gives the same ## rotation and scale, so the street is reproducible while repeats differ. static func variant_for(index: int, base_rotation: float = 0.0) -> Dictionary: var rng := RandomNumberGenerator.new() rng.seed = _variant_seed(index) return { "rotation": base_rotation + rng.randf_range(-2.0, 2.0), "scale": rng.randf_range(0.96, 1.04), "roll": rng.randf(), } ## Static validation used by tests: reject duplicate, out-of-bounds, or ## overlapping placements, and any prop inside the door/steps/approach lane. static func placement_problems(placements: Array = PROP_PLACEMENTS) -> Array[String]: var problems: Array[String] = [] var seen := {} for i in placements.size(): var entry: Dictionary = placements[i] var prop := str(entry.get("prop", "")) var x := float(entry.get("x", 0.0)) var z := float(entry.get("z", 0.0)) var key := "%s@%.2f,%.2f" % [prop, x, z] if seen.has(key): problems.append("duplicate placement %s" % key) seen[key] = true if x < float(PROP_BOUNDS["x0"]) or x > float(PROP_BOUNDS["x1"]) \ or z < float(PROP_BOUNDS["z0"]) or z > float(PROP_BOUNDS["z1"]): problems.append("%s at (%.1f, %.1f) is outside the sidewalk" % [prop, x, z]) for zone in PROP_EXCLUSIONS: if x > float(zone["x0"]) and x < float(zone["x1"]) \ and z > float(zone["z0"]) and z < float(zone["z1"]): problems.append("%s at (%.1f, %.1f) blocks %s" % [prop, x, z, zone["name"]]) for j in range(i): var other: Dictionary = placements[j] var dx := x - float(other.get("x", 0.0)) var dz := z - float(other.get("z", 0.0)) if Vector2(dx, dz).length() < PROP_MIN_SPACING: problems.append("%s and %s at (%.1f, %.1f) overlap" % [ prop, str(other.get("prop", "")), x, z]) return problems ## Street furniture built from the generated GLB props (tools/model_pipeline.py). ## The meshes are real 3D models (bollards, benches, bins, planters, newspaper ## boxes, a hydrant) rather than scaled boxes. Placements and their deterministic ## variants are fixed, so the street looks the same on every run. func _build_street_detail() -> void: var detail := Node3D.new() detail.name = "StreetDetail" root.add_child(detail) var placements: Array = spec.get("prop_placements", PROP_PLACEMENTS) for index in placements.size(): var entry: Dictionary = placements[index] var base_rot := float(entry.get("rot", 0.0)) var variant := variant_for(index, base_rot) var holder := _add_prop_model(detail, str(entry["prop"]), Vector3(float(entry["x"]), 0.18, float(entry["z"])), float(variant["rotation"]), index) holder.scale = Vector3.ONE * float(variant["scale"]) var accessory := str(entry.get("accessory", "")) if accessory != "": _add_prop_accessory(holder, accessory) ## Place one generated prop. Falls back to simple primitives when the `.glb` is ## missing (fresh checkout before `godot --import`) so the world still builds. ## A static collider is fitted from the model bounds (cylinder for round props, ## box for everything else), so props block the guard and NPCs. func _add_prop_model(parent: Node3D, prop: String, pos: Vector3, rot_y_deg: float = 0.0, variant_index: int = -1) -> Node3D: var holder := Node3D.new() holder.name = "Prop_%s_%d" % [prop, parent.get_child_count()] holder.position = pos holder.rotation_degrees.y = rot_y_deg var model := _load_prop_scene(prop) if model != null: holder.add_child(model) loaded_models.append(prop) if ResourceLoader.exists(BLENDER_PROP_DIR + prop + ".glb"): library_props.append(prop) library_nodes.append(holder) _apply_library_ao(model, prop) else: var fallback := _fallback_prop(prop) holder.add_child(fallback) fallback_props.append(prop) model = fallback parent.add_child(holder) _add_prop_collision(holder, prop, model) return holder ## Fit a simple collider to the prop's meshes (in holder-local space, so the ## placement scale and rotation carry over). func _add_prop_collision(holder: Node3D, prop: String, model: Node3D) -> void: var bounds := _model_bounds(model, holder) if bounds.size == Vector3.ZERO: return var body := StaticBody3D.new() body.name = "Collision" var collider := CollisionShape3D.new() collider.name = "Shape" var round_props := ["bollard", "trash_bin", "fire_hydrant"] if prop in round_props: var cylinder := CylinderShape3D.new() cylinder.radius = maxf(bounds.size.x, bounds.size.z) * 0.5 cylinder.height = bounds.size.y collider.shape = cylinder else: var box := BoxShape3D.new() box.size = bounds.size collider.shape = box collider.position = bounds.get_center() body.add_child(collider) holder.add_child(body) # Publish the footprint to NavigationServer so guest avoidance steers around # the prop even though the navmesh itself is a flat walkable plane. var obstacle := NavigationObstacle3D.new() obstacle.name = "Avoidance" obstacle.radius = maxf(bounds.size.x, bounds.size.z) * 0.5 + 0.25 obstacle.height = maxf(bounds.size.y, 0.5) obstacle.position = Vector3(bounds.get_center().x, 0.0, bounds.get_center().z) holder.add_child(obstacle) ## AABB of every mesh under `model`, expressed relative to `ancestor`. func _model_bounds(model: Node3D, ancestor: Node3D) -> AABB: var bounds := AABB() var found := false for node in model.find_children("*", "MeshInstance3D", true, false): var mi := node as MeshInstance3D if mi.mesh == null: continue var xform := _transform_to_ancestor(mi, ancestor) var box: AABB = xform * mi.mesh.get_aabb() bounds = box if not found else bounds.merge(box) found = true return bounds func _transform_to_ancestor(node: Node, ancestor: Node) -> Transform3D: var xform := Transform3D.IDENTITY var current := node while current != null and current != ancestor: if current is Node3D: xform = (current as Node3D).transform * xform current = current.get_parent() return xform ## Small deterministic clutter next to a prop: a bag by the bin, a crate by the ## newspaper boxes, a cone by the hydrant. func _add_prop_accessory(holder: Node3D, kind: String) -> void: match kind: "bag": var bag := MeshInstance3D.new() var sphere := SphereMesh.new() sphere.radius = 0.22 sphere.height = 0.5 bag.mesh = sphere bag.material_override = Materials.flat(Color(0.10, 0.11, 0.13), "rubber") bag.position = Vector3(0.38, 0.22, 0.06) holder.add_child(bag) _add_box(holder, Vector3(0.12, 0.10, 0.12), Vector3(0.38, 0.48, 0.06), Color(0.16, 0.17, 0.20), false, null, Vector2.ONE, "rubber") "crate": _add_box(holder, Vector3(0.46, 0.40, 0.40), Vector3(0.48, 0.20, 0.08), Color(0.45, 0.31, 0.18), true, null, Vector2.ONE, "wood") _add_box(holder, Vector3(0.48, 0.03, 0.42), Vector3(0.48, 0.41, 0.08), Color(0.35, 0.23, 0.13), false, null, Vector2.ONE, "wood") "cone": _add_cylinder_mesh(holder, 0.16, 0.55, Vector3(-0.42, 0.28, 0.10), Color(0.95, 0.36, 0.10), "painted_metal") _add_box(holder, Vector3(0.38, 0.05, 0.38), Vector3(-0.42, 0.03, 0.10), Color(0.12, 0.12, 0.14), false, null, Vector2.ONE, "rubber") _add_cylinder_mesh(holder, 0.11, 0.08, Vector3(-0.42, 0.34, 0.10), Color(0.92, 0.92, 0.9), "painted_metal") func _load_prop_scene(prop: String) -> Node3D: var path := BLENDER_PROP_DIR + prop + ".glb" if not ResourceLoader.exists(path): path = MODEL_DIR + prop + ".glb" if not ResourceLoader.exists(path): return null var res: Resource = ResourceLoader.load(path) if res is PackedScene: var node: Node = (res as PackedScene).instantiate() if node is Node3D: return node as Node3D node.queue_free() return null ## Rough primitive stand-in per prop, used only when the model is unavailable. func _fallback_prop(prop: String) -> Node3D: var node := Node3D.new() match prop: "bollard": _add_cylinder_mesh(node, 0.09, 0.92, Vector3(0, 0.46, 0), Color(0.16, 0.17, 0.19), "metal") "bench": _add_box(node, Vector3(1.8, 0.08, 0.5), Vector3(0, 0.46, 0), Color(0.42, 0.28, 0.17), true, null, Vector2.ONE, "wood") _add_box(node, Vector3(1.8, 0.42, 0.07), Vector3(0, 0.72, -0.22), Color(0.42, 0.28, 0.17), true, null, Vector2.ONE, "wood") for x in [-0.72, 0.72]: _add_box(node, Vector3(0.09, 0.46, 0.46), Vector3(x, 0.23, 0), Color(0.16, 0.17, 0.19), true, null, Vector2.ONE, "metal") "trash_bin": _add_cylinder_mesh(node, 0.27, 0.78, Vector3(0, 0.39, 0), Color(0.22, 0.30, 0.24), "painted_metal") _add_cylinder_mesh(node, 0.29, 0.06, Vector3(0, 0.81, 0), Color(0.16, 0.17, 0.19), "metal") "planter_box": _add_box(node, Vector3(0.96, 0.54, 0.96), Vector3(0, 0.27, 0), Color(0.52, 0.51, 0.48), true, null, Vector2.ONE, "stone") _add_cylinder_mesh(node, 0.30, 0.55, Vector3(0, 0.86, 0), Color(0.18, 0.42, 0.20), "foliage") "newspaper_box": _add_box(node, Vector3(0.42, 0.72, 0.34), Vector3(0, 0.49, 0), Color(0.16, 0.27, 0.45), true, null, Vector2.ONE, "painted_metal") _add_box(node, Vector3(0.44, 0.10, 0.36), Vector3(0, 0.90, 0), Color(0.85, 0.72, 0.28), true, null, Vector2.ONE, "painted_metal") "fire_hydrant": _add_cylinder_mesh(node, 0.15, 0.62, Vector3(0, 0.31, 0), Color(0.6, 0.12, 0.12), "painted_metal") _add_box(node, Vector3(0.52, 0.10, 0.12), Vector3(0, 0.42, 0), Color(0.75, 0.74, 0.70), true, null, Vector2.ONE, "metal") _: _add_box(node, Vector3(0.5, 0.5, 0.5), Vector3(0, 0.25, 0), Color(0.5, 0.5, 0.5)) return node func _add_cylinder_mesh(parent: Node3D, radius: float, height: float, pos: Vector3, color: Color, role: String = "metal") -> MeshInstance3D: var mi := MeshInstance3D.new() var mesh := CylinderMesh.new() mesh.top_radius = radius mesh.bottom_radius = radius mesh.height = height mesh.radial_segments = 12 mi.mesh = mesh mi.position = pos mi.material_override = Materials.flat(color, role) mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_ON parent.add_child(mi) return mi func _build_crosswalk() -> void: # White crosswalk stripes in front of the entrance on the street. for i in 8: _add_box(root, Vector3(0.8, 0.02, 0.5), Vector3(-2.8 + i * 0.85, 0.11, 17.0), Color(0.92, 0.92, 0.92)) _add_box(root, Vector3(0.8, 0.02, 0.5), Vector3(-2.8 + i * 0.85, 0.11, 19.0), Color(0.92, 0.92, 0.92)) ## Apply a shift phase: skyline panorama, dry/wet street, and night lighting. ## Called by GameManager on every phase change. func set_phase(phase: int) -> void: _phase = phase var entry: Dictionary = SKYLINE_BY_PHASE.get(phase, SKYLINE_BY_PHASE[Rules.Phase.EARLY]) if _skyline_mat != null: _skyline_mat.set_shader_parameter("sky_texture", entry["texture"]) _skyline_mat.set_shader_parameter("tint", entry["tint"]) _skyline_mat.set_shader_parameter("haze_color", entry["haze"]) _skyline_mat.set_shader_parameter("haze_strength", entry["haze_strength"]) var night: bool = phase == Rules.Phase.EVENING or phase == Rules.Phase.LATE set_night_mode(night) if _street_mat != null: var wet: bool = phase == Rules.Phase.LATE var dry: StandardMaterial3D = Materials.asphalt(Color(0.62, 0.63, 0.66), Vector2(30, 7)) var damp: StandardMaterial3D = Materials.asphalt(Color(0.52, 0.55, 0.6), Vector2(30, 7), true) var target: StandardMaterial3D = damp if wet else dry _street_mat.albedo_texture = target.albedo_texture _street_mat.normal_texture = target.normal_texture _street_mat.roughness = target.roughness _street_mat.metallic_specular = target.metallic_specular ## Switch street lamps and signage to night mode (emissive + lights on). func set_night_mode(night: bool) -> void: for mat in _lamp_bulb_mats: mat.emission_energy_multiplier = (2.0 if night else 0.0) for omni in _lamp_omni: # Two lamps at full energy washed the whole sidewalk grey; keep visible # pools of light instead of flat night-time brightness. The wall sconces # sit close to the stone, so they need far less energy than street lamps. var lamp_energy := 2.2 if omni.name == "LanternGlow": lamp_energy = 3.0 if venue_id == "joke_shop" else 1.3 omni.light_energy = (lamp_energy if night else 0.0) if _hill_mat != null: # The unshaded hillside has no real lighting, so its tint follows the # phase. Night keeps it as a dark silhouette behind the lit houses. var hill_tint := Color(0.48, 0.42, 0.29) if _phase == Rules.Phase.EVENING: hill_tint = Color(0.34, 0.29, 0.25) elif _phase == Rules.Phase.LATE: hill_tint = Color(0.22, 0.21, 0.23) _hill_mat.set_shader_parameter("tint", hill_tint) for omni in _accent_omni: # Keep the facade washes soft: the reference night reads as dark stone # with warm pools at the sconces, not a flooded yellow wall. var energy := 1.2 if omni.name.begins_with("FacadeWash"): energy = 0.50 elif omni.name.begins_with("UpperWash"): energy = 0.28 elif omni.name.begins_with("OvationWash"): energy = 0.75 elif omni.name == "JokeSign": energy = 1.25 elif omni.name.begins_with("JokeCanopy"): energy = 2.8 elif omni.name == "JokeEntrance": energy = 3.0 elif omni.name.begins_with("JokeSconce"): energy = 1.8 elif omni.name.begins_with("JokeGround"): energy = 1.35 elif omni.name == "HillPorch": energy = 0.75 omni.light_energy = (energy if night else 0.0) if _ovation_sign: _ovation_sign.modulate = Color(0.90, 0.84, 0.70) if night else Color(0.16, 0.14, 0.12) for mat in _marquee_emissive: mat.emission_energy_multiplier = (2.0 if night else 0.2) # Light most, not all, of the windows: a fully lit grid reads as a light box # instead of an occupied building. for i in _window_mats.size(): var lit := night and i % 3 != 2 _window_mats[i].emission_energy_multiplier = (0.65 if lit else 0.0) if marquee_label: marquee_label.modulate.a = (1.0 if night else 0.9) func _emissive_material(color: Color) -> StandardMaterial3D: return Materials.emissive(color) func _plain_material(color: Color, role: String = "concrete") -> StandardMaterial3D: return Materials.flat(color, role) func _build_guard_spawn() -> void: var marker := Marker3D.new() marker.name = "GuardSpawn" # Guard spawns on the landing at the top of the steps, facing the street. # The landing is at y=4*height+0.1 where height=0.16, so y=0.76 # The guard's head offset is 1.6m, so spawn at y=0.76-1.6=-0.84 to place feet on ground # But we want the guard at eye-level with the sidewalk, so adjust to y=0.1 for feet # Then the head will be at y=1.7 (1.6 offset + 0.1 base) marker.position = spec.get("guard_spawn", Vector3(0, 0.1, -2.0)) root.add_child(marker) func _lock_indicator_material(color: Color) -> StandardMaterial3D: var mat := StandardMaterial3D.new() mat.albedo_color = color mat.emission_enabled = true mat.emission = color mat.emission_energy_multiplier = 1.5 return mat ## Mirror the door lock state visually (green open, red locked). func set_door_locked(locked: bool) -> void: if door_indicator == null: return var color := Color(0.9, 0.15, 0.15) if locked else Color(0.1, 0.9, 0.3) if door_indicator.material_override is StandardMaterial3D: (door_indicator.material_override as StandardMaterial3D).albedo_color = color (door_indicator.material_override as StandardMaterial3D).emission = color