Files
security-game/src/test/smoke_crowd.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

115 lines
3.3 KiB
GDScript

extends SceneTree
## Crowd-presentation smoke: starts a shift, waits for bystanders to settle, then
## checks that an aggressive crowd event makes idle NPCs stop and watch, and that
## panic sends them away from the door.
##
## Usage:
## godot --headless --path . --script res://src/test/smoke_crowd.gd
## Exit code 0 = pass, 1 = failure.
const MAX_FRAMES := 2400
var frame := 0
var gm: Node = null
var started := false
var phase := 0
var failures: Array[String] = []
func _initialize() -> void:
root.size = Vector2i(1280, 720)
root.add_child(load("res://scenes/main.tscn").instantiate())
func _process(_delta: float) -> bool:
frame += 1
if gm == null:
gm = root.find_child("GameManager", true, false)
return false
if not started:
gm.call("_on_venue_selected", "hollywood_building")
started = true
return false
if frame > MAX_FRAMES:
_fail("timeout before crowd reactions were observed")
return true
match phase:
0:
if frame < 300:
return false
# Wait until at least one settled bystander is away from the door (someone
# waiting at the entrance is being dealt with and must not rubberneck).
if _bystander_count() == 0:
return false
gm.coordinator.crowd.apply_event("aggressive_behavior")
var watching := _count_mode("watch")
_check(watching > 0, "aggressive behavior makes idle NPCs watch (%d watching)" % watching)
phase = 1
1:
if frame < 320:
return false
var door: Vector3 = gm.selected_scenario._location_or_default("entrance", Vector3(0, 0.5, 1.2))
for npc in gm.npcs:
if is_instance_valid(npc) and npc.has_method("reaction_is_active"):
pass
gm.coordinator.crowd.apply_event("visible_weapon")
gm.coordinator.crowd.apply_event("aggressive_behavior")
gm.coordinator.crowd.apply_event("aggressive_behavior")
gm.coordinator.crowd.apply_event("emergency_responder")
_check(gm.coordinator.crowd.should_flee(), "stacked alarms panic the crowd")
var fleeing := _count_mode("flee")
_check(fleeing > 0, "panic sends NPCs away from the door (%d fleeing)" % fleeing)
var away_ok := true
for npc in gm.npcs:
if not is_instance_valid(npc) or npc.reaction_mode != "flee":
continue
if (npc.target_position - door).length() <= (npc.global_position - door).length():
away_ok = false
_check(away_ok, "every fleeing NPC targets a point farther from the door")
phase = 2
_:
_finish()
return true
return false
func _bystander_count() -> int:
var n := 0
for npc in gm.npcs:
if not is_instance_valid(npc) or not npc.arrived:
continue
if npc.awaiting_interaction and npc.global_position.distance_to(npc.door_position) < 3.0:
continue
n += 1
return n
func _settled_count() -> int:
var n := 0
for npc in gm.npcs:
if is_instance_valid(npc) and npc.arrived:
n += 1
return n
func _count_mode(mode: String) -> int:
var n := 0
for npc in gm.npcs:
if is_instance_valid(npc) and npc.reaction_mode == mode:
n += 1
return n
func _check(condition: bool, message: String) -> void:
if condition:
print("ok: " + message)
else:
_fail(message)
func _fail(message: String) -> void:
failures.append(message)
_finish()
func _finish() -> void:
if failures.is_empty():
print("SMOKE OK: crowd rubberneck and panic flee")
quit(0)
else:
for message in failures:
printerr("SMOKE FAIL: " + message)
quit(1)