Files
security-game/src/test/smoke_focus_radial.gd
T
zwitschi afa1d6beec
Full build / Import + headless tests (push) Successful in 36s
Full build / Full desktop build + optional release (push) Successful in 4m17s
v0.3.0: rendering pass, generated props, selection model and Web build
Rendering and presentation
- Shared surface-material module (src/game/materials.gd) with per-surface
  roughness/metallic/uv profiles; ACES tonemapping, glow, fog and phase-driven sky
  energy. WorldBuilder rebuilt on those profiles with facade windows that light up,
  door trim/handles, curb, lane dashes, bollards, bench, bin and planter foliage.
- NPC silhouettes: per-role clothing palettes, caps/hoods/backpacks/sunglasses,
  hands and shoes, arm/leg walk swing.
- Six generated low-poly GLB props (bollards, bench, bin, planter, newspaper box,
  hydrant) built by tools/model_pipeline.py, loaded by WorldBuilder with a
  procedural fallback; ADR-0012.

Selection and movement
- Focus ranking by view angle then distance (NpcFocus.rank_indices); Tab and the
  mouse wheel cycle nearby people initially, right click clears focus with a
  re-acquire grace, HUD shows the candidate count, Shift walks at half speed.
  ADR-0011. Windowed smoke extended to cover wheel cycling and clearing.

QA tooling
- screen_designs.py catalogue grown to 19 screens (8 scene, 11 UI) plus a `list`
  subcommand; draft generation keeps existing AI references unless --force.

Web export
- New Web preset using the non-threaded Godot template (static hosting, no
  COOP/COEP). tools/build_releases.sh exports build/web and packages
  build/step-line-web-<ver>.zip; publish_release.sh uploads it with the desktop
  artifacts. test_web_export.gd covers the preset and release wiring.

Verification
- Headless suite 177 -> 181, Python tooling 53 tests, all eight smokes pass
  (including the windowed focus/wheel smoke). Web bundle serves index.html,
  index.wasm (35 MB) and index.pck (30 MB) with HTTP 200 from a static server.
- Version 0.3.0; README, PLAN, RELEASING, TODO/DONE and MEMORY updated.
2026-10-31 23:07:41 +01:00

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extends SceneTree
## Windowed smoke helper for the ADR-0007–0010 control pass (focus circle + action
## wheel). Boots the real main scene, stages one NPC in front of the guard, opens
## the wheel, and saves two PNGs to user://screenshots/. Exits 1 if the focus or
## radial state did not come up, so it can be used as a smoke check.
## 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-circle.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")
state = 4
state_frames = 0
4:
# Aim-free selection (ADR-0011): the cycled target stays pinned, the
# HUD reports how many people can be cycled, and the mouse wheel is
# bound to the same ring.
if state_frames >= 5:
if gm.targeted_npc == null:
_fail("target lost after the wheel closed")
if not gm.guard.target_pinned:
_fail("cycled target was not pinned")
if gm.hud.nearby_label.text == "":
_fail("nearby hint empty while people are in range")
_wheel(true)
state = 5
state_frames = 0
5:
if state_frames >= 5:
if gm.targeted_npc == null:
_fail("mouse wheel dropped the target")
elif not gm.guard.target_pinned:
_fail("mouse wheel did not pin the cycled target")
print("smoke: wheel cycled to %s" % gm.targeted_npc.name)
# Right click with nothing open returns to cone focus.
gm.call("_handle_cancel", true)
state = 6
state_frames = 0
6:
if state_frames >= 5:
if gm.targeted_npc != null:
_fail("right click did not clear the target")
if gm.guard.target_pinned:
_fail("clearing the target left it pinned")
_finish()
## Synthesised mouse-wheel event, fed through the real handler so the input-map
## binding is exercised as well as the cycling logic.
func _wheel(down: bool) -> void:
var ev := InputEventMouseButton.new()
ev.button_index = MOUSE_BUTTON_WHEEL_DOWN if down else MOUSE_BUTTON_WHEEL_UP
ev.pressed = true
ev.position = Vector2(640, 360)
ev.global_position = ev.position
if not ev.is_action_pressed("cycle_target_next"):
_fail("cycle_target_next is not bound to the mouse wheel")
gm.call("_handle_mouse_button", ev)
func _stage_target() -> void:
if stage_npc == null or not is_instance_valid(stage_npc):
stage_npc = gm.npcs[0] if gm.npcs.size() > 0 else null
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 circle + action wheel + aim-free cycling")
quit(0)
else:
for message in failures:
printerr("SMOKE FAIL: " + message)
quit(1)