CI / headless-tests (push) Successful in 55s
- Fix LATE shift phase (start 700s) so the violent-threat event is reachable - Add PROTESTER archetype (rules, profile, colors, events in public venues) - Add CALL_SOMEONE reaction (FSM -> ARGUING, influencer/trespasser/protester weights) - Door lock: DoorState core class, L binding, red/green visual indicator, locked doors thwart FORCE_ENTRY - Flashlight: G binding, SpotLight3D, perception radius bonus at evening/late - Persistence: save shift results via Save autoload, history + best score on review screen, round-trip test - Navigation: flat NavigationRegion3D navmesh, NavigationAgent3D path following with direct-movement fallback; steps made visual-only so NPCs reach entrance - Localization: strings moved to content/strings.en.json (loader keeps lookup/fmt signatures; coverage test over all keys) - Distribution: export_presets.cfg (Linux/Windows/macOS), tools/build_releases.sh, docs/RELEASING.md, prominent README Downloads section - Remove stale signal_bus.gd (invalid static-signal experiment) - Tests: 53 passing across 9 suites
175 lines
5.5 KiB
GDScript
175 lines
5.5 KiB
GDScript
class_name NpcAvatar
|
|
extends CharacterBody3D
|
|
## Visual + navigation wrapper around a logic NPCController (ADR-0001).
|
|
## Gives the controller a body, color-coded by archetype, and simple movement.
|
|
|
|
const NPCController := preload("res://src/core/npc_controller.gd")
|
|
const Rules := preload("res://src/core/rules.gd")
|
|
|
|
var npc: NPCController = null
|
|
var spawn_position: Vector3 = Vector3.ZERO
|
|
var target_position: Vector3 = Vector3.ZERO
|
|
var door_position: Vector3 = Vector3(0, 0.5, 1.2)
|
|
var awaiting_interaction := false
|
|
var arrived := false
|
|
var agent: NavigationAgent3D = null
|
|
## Set once the nav agent proves it has a path; direct movement is the fallback.
|
|
var _nav_usable := false
|
|
var _nav_try_frames := 0
|
|
|
|
const TYPE_COLORS := {
|
|
Rules.NpcType.TOURIST: Color(0.90, 0.75, 0.55),
|
|
Rules.NpcType.PERFORMER: Color(0.80, 0.55, 0.90),
|
|
Rules.NpcType.INFLUENCER: Color(0.95, 0.55, 0.55),
|
|
Rules.NpcType.CONFUSED_VISITOR: Color(0.95, 0.85, 0.50),
|
|
Rules.NpcType.INTOXICATED: Color(0.60, 0.75, 0.50),
|
|
Rules.NpcType.TRESPASSER: Color(0.55, 0.55, 0.75),
|
|
Rules.NpcType.VIOLENT_THREAT: Color(0.85, 0.25, 0.25),
|
|
Rules.NpcType.MENTAL_CRISIS: Color(0.85, 0.65, 0.45),
|
|
Rules.NpcType.AUTHORIZED_STAFF: Color(0.45, 0.70, 0.90),
|
|
Rules.NpcType.AUTHORIZED_GUEST: Color(0.60, 0.85, 0.65),
|
|
Rules.NpcType.DELIVERY: Color(0.80, 0.70, 0.40),
|
|
Rules.NpcType.RESPONDER: Color(0.25, 0.30, 0.85),
|
|
Rules.NpcType.PROTESTER: Color(0.90, 0.40, 0.20),
|
|
}
|
|
|
|
func _init() -> void:
|
|
npc = NPCController.new()
|
|
|
|
func get_npc_controller() -> NPCController:
|
|
return npc
|
|
|
|
func setup(profile: NpcProfile, intent: String, seed_value: int, p_spawn: Vector3, p_target: Vector3, p_door: Vector3 = Vector3(0, 0.5, 1.2)) -> void:
|
|
npc.setup("npc_%d" % seed_value, profile, intent, seed_value)
|
|
spawn_position = p_spawn
|
|
target_position = p_target
|
|
door_position = p_door
|
|
position = p_spawn
|
|
npc.fsm.state_changed.connect(_on_state_changed)
|
|
_build_body(profile.npc_type)
|
|
_nav_usable = false
|
|
_nav_try_frames = 0
|
|
agent = NavigationAgent3D.new()
|
|
agent.name = "NavAgent"
|
|
agent.path_desired_distance = 0.4
|
|
agent.target_desired_distance = 4.0
|
|
agent.radius = 0.35
|
|
agent.height = 1.2
|
|
add_child(agent)
|
|
|
|
# Normalize intent targets: approach the entrance, stop near the door.
|
|
var collider := CollisionShape3D.new()
|
|
var shape := CapsuleShape3D.new()
|
|
shape.radius = 0.35
|
|
shape.height = 1.6
|
|
collider.shape = shape
|
|
collider.position = Vector3(0, 0.8, 0)
|
|
add_child(collider)
|
|
|
|
func _build_body(npc_type: int) -> void:
|
|
var body := MeshInstance3D.new()
|
|
var capsule := CapsuleMesh.new()
|
|
capsule.radius = 0.35
|
|
capsule.height = 1.6
|
|
body.mesh = capsule
|
|
var mat := StandardMaterial3D.new()
|
|
mat.albedo_color = TYPE_COLORS.get(npc_type, Color(0.7, 0.7, 0.7))
|
|
body.material_override = mat
|
|
add_child(body)
|
|
var id_tag := MeshInstance3D.new()
|
|
var sphere := SphereMesh.new()
|
|
sphere.radius = 0.12
|
|
sphere.height = 0.24
|
|
var tag_mat := StandardMaterial3D.new()
|
|
tag_mat.albedo_color = Color(1, 1, 1)
|
|
id_tag.mesh = sphere
|
|
id_tag.material_override = tag_mat
|
|
id_tag.position = Vector3(0, 1.05, 0)
|
|
id_tag.scale = Vector3(1, 0.4, 1)
|
|
add_child(id_tag)
|
|
|
|
func _physics_process(delta: float) -> void:
|
|
if npc == null or npc.fsm == null:
|
|
return
|
|
_advance_fsm(delta)
|
|
_move_toward_target(delta)
|
|
|
|
func _advance_fsm(delta: float) -> void:
|
|
# Returning-trespasser: an NPC directed away may circle back to the door.
|
|
if npc.tick_return(delta):
|
|
arrived = false
|
|
awaiting_interaction = false
|
|
target_position = door_position
|
|
return
|
|
if npc.leave_requested:
|
|
var away := global_position + (global_position - spawn_position).normalized() * 40.0
|
|
away.y = 0.5
|
|
target_position = away
|
|
return
|
|
if arrived and not awaiting_interaction:
|
|
awaiting_interaction = true
|
|
|
|
func _move_toward_target(delta: float) -> void:
|
|
if agent == null:
|
|
_move_direct(delta)
|
|
return
|
|
agent.target_position = target_position
|
|
if agent.is_navigation_finished():
|
|
if (global_position - target_position).length() < 3.0:
|
|
_arrive()
|
|
else:
|
|
# Path finished but we are far away: navigation is unusable, fall back.
|
|
_move_direct(delta)
|
|
return
|
|
# Learn whether the navmesh actually serves this spot.
|
|
if not _nav_usable:
|
|
_nav_try_frames += 1
|
|
if agent.is_target_reachable():
|
|
_nav_usable = true
|
|
elif _nav_try_frames > 10:
|
|
_move_direct(delta)
|
|
return
|
|
var next := agent.get_next_path_position()
|
|
var dir := (next - global_position)
|
|
dir.y = 0.0
|
|
if dir.length() < 0.2:
|
|
velocity = Vector3.ZERO
|
|
return
|
|
dir = dir.normalized()
|
|
velocity.x = dir.x * 1.3
|
|
velocity.z = dir.z * 1.3
|
|
velocity.y -= 9.8 * delta
|
|
look_at(global_position + Vector3(dir.x, 0, dir.z), Vector3.UP)
|
|
move_and_slide()
|
|
|
|
## Fallback used when no navigation mesh is available (e.g. minimal scenes).
|
|
func _move_direct(delta: float) -> void:
|
|
var to_target := target_position - global_position
|
|
to_target.y = 0.0
|
|
var dist := to_target.length()
|
|
if dist < 0.7:
|
|
_arrive()
|
|
return
|
|
var dir := to_target.normalized()
|
|
velocity.x = dir.x * 1.3
|
|
velocity.z = dir.z * 1.3
|
|
velocity.y -= 9.8 * delta
|
|
look_at(global_position + Vector3(dir.x, 0, dir.z), Vector3.UP)
|
|
move_and_slide()
|
|
|
|
func _arrive() -> void:
|
|
arrived = true
|
|
velocity = Vector3.ZERO
|
|
if npc.intent == "enter" or npc.intent == "trespass" or npc.intent == "deliver" or npc.intent == "arrive":
|
|
target_position = door_position
|
|
if (global_position - door_position).length() < 0.8:
|
|
awaiting_interaction = true
|
|
|
|
func _on_state_changed(_node: Object, _from: String, to_state: String) -> void:
|
|
match to_state:
|
|
"LEAVING":
|
|
npc.leave_requested = true
|
|
"THREATENING", "FORCING_ENTRY":
|
|
# Advance toward the door posture; keep it simple for the prototype.
|
|
pass
|