Session shell - Startup venue menu (src/game/ui/start_menu.gd): keyboard + mouse, replaces the live-shift boot and V as the player-facing venue path (V stays a debug bind). - Pause overlay on Esc (src/game/ui/pause_overlay.gd): resume, restart shift, settings, quit to menu. - Settings panel (src/game/ui/settings_panel.gd): mouse look sensitivity and HUD font scale, persisted via Save into user://settings.json and loaded on boot. - Shift review "Run another shift" now returns to the venue menu. - New smoke: src/test/smoke_session_shell.gd (menu -> shift -> pause -> settings -> menu), passes headless and windowed. World and presentation - Skyline backdrop restored with a transparent asset and an alpha-scissor unshaded material; fixes the opaque black slab from the earlier attempt and the unimported texture path. - Steps and landing are a StaticBody3D with per-tread colliders, so the guard and NPCs walk up instead of clipping through. - Marquee Label3D scaled up (72 -> 160) so STEP LINE reads from the sidewalk. - Focus torus and name tag enlarged for 2-3 m readability. - Routine traffic despawns after an idle lifetime (NpcAvatar.ephemeral), so the 16-NPC cap no longer fills with standers; authored events stay for the shift. Docs and tests - PLAN.md test/CI section corrected to the custom headless runner and Gitea Actions. - README controls table, smoke checklist, test count, and status lists refreshed. - TODO/DONE/MEMORY updated; completed sections moved to DONE.md. - Headless suite 77 -> 88 passing (settings round-trip, step colliders, skyline alpha, session-shell UI behavior, traffic lifetime).
136 lines
4.1 KiB
GDScript
136 lines
4.1 KiB
GDScript
extends SceneTree
|
||
## Windowed smoke helper for the ADR-0007–0010 control pass (focus ring + action
|
||
## wheel). Boots the real main scene, stages one NPC in front of the guard, opens
|
||
## the wheel, and saves two PNGs to user://screenshots/. Exits 1 if the focus or
|
||
## radial state did not come up, so it can be used as a smoke check.
|
||
## Usage: godot --path . --script res://src/test/smoke_focus_radial.gd
|
||
|
||
const OUT_DIR := "user://screenshots"
|
||
const MAX_FRAMES := 1800
|
||
const STAGE_DISTANCE := 2.4
|
||
|
||
var frames := 0
|
||
var gm: Node = null
|
||
var state := 0
|
||
var state_frames := 0
|
||
var stage_npc: Node3D = null
|
||
var failures: Array[String] = []
|
||
var _shift_started := false
|
||
|
||
func _initialize() -> void:
|
||
root.size = Vector2i(1280, 720)
|
||
var packed: PackedScene = load("res://scenes/main.tscn")
|
||
root.add_child(packed.instantiate())
|
||
|
||
## The game now boots into the venue menu, so the smoke starts a shift first.
|
||
func _start_shift_if_needed() -> void:
|
||
if _shift_started or gm == null:
|
||
return
|
||
var menu = gm.get("start_menu")
|
||
if menu != null and menu.visible:
|
||
gm.call("_on_venue_selected", "hollywood_building")
|
||
_shift_started = true
|
||
print("smoke: started hollywood_building shift from the menu")
|
||
|
||
func _process(_delta: float) -> bool:
|
||
frames += 1
|
||
if gm == null:
|
||
gm = root.find_child("GameManager", true, false)
|
||
if gm == null:
|
||
if frames > 600:
|
||
_fail("GameManager not found")
|
||
return false
|
||
if frames > MAX_FRAMES:
|
||
_fail("timeout before the radial state")
|
||
return true
|
||
_advance()
|
||
return false
|
||
|
||
func _advance() -> void:
|
||
state_frames += 1
|
||
match state:
|
||
0:
|
||
_start_shift_if_needed()
|
||
# Wait for the guard to settle on the ground, then grab one NPC.
|
||
if state_frames >= 40 and gm.npcs.size() > 0:
|
||
print("smoke: spawn guard_y=%.2f z=%.2f" % [
|
||
(gm.guard.global_position as Vector3).y,
|
||
(gm.guard.global_position as Vector3).z,
|
||
])
|
||
_shoot("smoke-00-spawn.png")
|
||
stage_npc = gm.npcs[0]
|
||
_hide_other_npcs(stage_npc)
|
||
state = 1
|
||
state_frames = 0
|
||
1:
|
||
# Keep the staged NPC in front of the guard so the ring is visible.
|
||
_stage_target()
|
||
if state_frames >= 20:
|
||
gm.call("_cycle_nearby_target")
|
||
if gm.targeted_npc == null:
|
||
_fail("no NPC focused")
|
||
elif gm.radial == null:
|
||
_fail("radial layer missing")
|
||
else:
|
||
print("smoke: guard_y=%.2f npc_y=%.2f" % [
|
||
(gm.guard.global_position as Vector3).y,
|
||
(gm.targeted_npc.global_position as Vector3).y,
|
||
])
|
||
_shoot("smoke-01-focus-ring.png")
|
||
gm.call("_open_radial")
|
||
state = 2
|
||
state_frames = 0
|
||
2:
|
||
if state_frames >= 20:
|
||
if not gm.radial.is_open:
|
||
_fail("action wheel did not open")
|
||
else:
|
||
_shoot("smoke-02-action-wheel.png")
|
||
gm.call("_cancel_radial")
|
||
state = 3
|
||
state_frames = 0
|
||
3:
|
||
if state_frames >= 5:
|
||
if gm.radial.is_open:
|
||
_fail("action wheel did not close on cancel")
|
||
_finish()
|
||
|
||
func _stage_target() -> void:
|
||
if stage_npc == null or not is_instance_valid(stage_npc):
|
||
stage_npc = gm.npcs[0] if gm.npcs.size() > 0 else null
|
||
if stage_npc == null:
|
||
return
|
||
_hide_other_npcs(stage_npc)
|
||
var guard_pos: Vector3 = gm.guard.global_position
|
||
var forward: Vector3 = -gm.guard.global_transform.basis.z
|
||
forward.y = 0.0
|
||
forward = forward.normalized()
|
||
stage_npc.global_position = guard_pos + forward * STAGE_DISTANCE + Vector3(0, 0.4, 0)
|
||
stage_npc.rotation.y = gm.guard.rotation.y + PI
|
||
|
||
func _hide_other_npcs(keep: Node3D) -> void:
|
||
for npc in gm.npcs:
|
||
if is_instance_valid(npc) and npc is Node3D and npc != keep:
|
||
(npc as Node3D).visible = false
|
||
|
||
func _shoot(file_name: String) -> void:
|
||
var dir := DirAccess.open("user://")
|
||
if dir == null or not dir.dir_exists("screenshots"):
|
||
dir.make_dir_recursive("screenshots")
|
||
var img: Image = root.get_texture().get_image()
|
||
var err: int = img.save_png(OUT_DIR.path_join(file_name))
|
||
print("%s -> err=%d (%dx%d)" % [file_name, err, img.get_width(), img.get_height()])
|
||
|
||
func _fail(message: String) -> void:
|
||
failures.append(message)
|
||
_finish()
|
||
|
||
func _finish() -> void:
|
||
if failures.is_empty():
|
||
print("SMOKE OK: focus ring + action wheel opened and cancelled")
|
||
quit(0)
|
||
else:
|
||
for message in failures:
|
||
printerr("SMOKE FAIL: " + message)
|
||
quit(1)
|