Files
security-game/src/core/crowd_system.gd
T
zwitschi 71b0b53705
Full build / Import + headless tests (push) Successful in 27s
Full build / Full desktop build + optional release (push) Failing after 3m37s
Add crowd presentation, fix NPC navigation, refresh screenshots
NPC navigation (previously dead in the live game)
- Only assign NavigationAgent3D.target_position when it changes: re-assigning every
  frame invalidated the path, so get_next_path_position() kept returning the current
  point and avatars never moved.
- Follow the first path point that is closer to the destination than the avatars are.
  Nav points sit on the navmesh plane (y=0) while bodies stand at y~0.5, so the old
  3D distance test always looked "already there"; path[0] is also the old start point,
  so a naive "far enough away" pick steered backwards and oscillated.
- Fix fsm.state -> fsm.current_state in the idle-lifetime check.

Crowd presentation
- Aggressive behavior, visible weapons, and responder arrivals make idle bystanders
  stop and face the incident for 12 s; someone waiting at the entrance keeps focus.
- Panic (mood >= 0.75) walks people away from the door at 2.4 m/s, then they despawn.
- Wire reactions to EventBus.crowd_changed: CrowdSystem.apply_event() emits on the bus,
  not on its own `changed` signal (the first wiring received nothing).
- Measured a 16-NPC entrance at ~1.2 ms/frame (824 fps, vsync off), so no LOD/culling.

World and HUD
- Skyline is now a ring of four alpha-scissored planes at 200 m instead of a single
  plane; PlaneMesh defaults to horizontal, which is why the backdrop rendered as a band
  overhead. Larger ground plane, mipmapped texture, scissor threshold 0.5 (0.3 left
  mip dashes in the sky), lifted albedo so the city is not pure black.
- Flashlight aims straight ahead and lights the person/door instead of the ground.
- Shorter HUD controls line so it stops overlapping itself.

Tests, tooling, docs
- Headless suite 98 -> 105 (new test_crowd_presentation.gd, 7 tests).
- New smoke_crowd.gd: rubbernecking, panic, and flee-target sanity.
- capture_screenshots.gd starts a shift from the venue menu and stages the night set
  properly; all six README screenshots regenerated.
- README, TODO/DONE (crowd section moved), MEMORY updated. Version 0.2.4.
2026-10-31 20:55:10 +01:00

68 lines
1.9 KiB
GDScript

class_name CrowdSystem
extends RefCounted
## Models crowd mood and public reaction (PLAN.md: Public Crowd Reaction).
const EventBus := preload("res://src/core/event_bus.gd")
## mood: 0.0 (calm) .. 1.0 (panic). attention: how many people are watching.
signal changed(payload: Dictionary)
var event_bus: EventBus = null
var mood: float = 0.05
var attention: float = 0.0
var crowd_panic := false
func set_event_bus(bus: EventBus) -> void:
event_bus = bus
## Apply a crowd event. type: "calm_professionalism", "aggressive_behavior",
## "visible_weapon", "emergency_responder", "de_escalation".
func apply_event(event_type: String) -> void:
match event_type:
"calm_professionalism":
attention = maxf(0.0, attention - 0.05)
mood = maxf(0.0, mood - 0.02)
"de_escalation":
mood = maxf(0.0, mood - 0.06)
attention = clampf(attention + 0.05, 0.0, 1.0)
"aggressive_behavior":
attention = clampf(attention + 0.20, 0.0, 1.0)
mood = clampf(mood + 0.12, 0.0, 1.0)
"visible_weapon":
attention = 1.0
mood = clampf(mood + 0.35, 0.0, 1.0)
"emergency_responder":
attention = 1.0
mood = clampf(mood + 0.25, 0.0, 1.0)
_:
pass
crowd_panic = mood >= 0.75
if event_bus:
event_bus.crowd_changed.emit({
"mood": mood,
"attention": attention,
"panic": crowd_panic,
"event": event_type,
})
## Presentation cue for the avatars after a crowd event (PLAN: Public Crowd
## Reaction). "watch" = rubberneck at the incident, "flee" = move away from the
## door, "" = no reaction. Pure so it is headless-testable.
static func reaction_for_event(event_type: String) -> String:
match event_type:
"aggressive_behavior", "visible_weapon", "emergency_responder":
return "watch"
_:
return ""
## True once the crowd is panicking hard enough that people should clear out.
func should_flee() -> bool:
return crowd_panic
func summary() -> Dictionary:
return {
"mood": mood,
"attention": attention,
"panic": crowd_panic,
}