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.
67 lines
3.2 KiB
JSON
67 lines
3.2 KiB
JSON
{
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"hud.controls": "LMB/Space wheel · A/D step · Space confirm · Esc cancel · R emergency · E inspect · C wand · Q polite · B camera · Tab cycle · G light · L lock · F debug",
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"radial.raise_hand": "Stop",
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"radial.eye_contact": "Look",
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"radial.point": "Point",
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"radial.head_shake": "No",
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"radial.polite": "Ask",
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"radial.inspect": "Inspect",
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"radial.wand": "Wand",
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"radial.warning": "Warn",
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"radial.block": "Block",
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"radial.reason": "Reason",
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"radial.recognize": "Recognize",
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"radial.radio": "Radio",
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"hud.escalation_prefix": "Escalation: %s",
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"hud.cooldown": "EMERGENCY RADIO COOLDOWN: %.0fs",
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"hud.aim_first": "Aim at someone first.",
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"hud.no_one_nearby": "No one nearby.",
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"hud.targeting": "Targeting %s (Tab to cycle).",
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"hud.no_wand": "No wand at this venue.",
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"hud.screen_first": "Screen this guest with the wand (C) before admitting them.",
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"access.granted": "Entry granted: %s",
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"access.denied": "Entry denied: %s",
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"access.policy_satisfied": "policy satisfied",
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"access.wrong_grant": "You granted entry despite verification failure!",
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"access.wrong_deny": "You denied entry despite valid verification!",
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"wand.admitted_prohibited": "You admitted %s with a prohibited item!",
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"wand.denied_false_alarm": "You denied %s over a harmless item.",
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"wand.cleared": "%s cleared the wand check.",
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"wand.refused": "%s refused entry after the wand check.",
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"radio.address_first": "Address someone first before calling.",
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"radio.blocked": "Radio blocked: %s",
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"radio.inaccurate": "Dispatch flags inaccuracies in your report (-%d).",
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"radio.received": "Dispatch received your report. Assistance en route.",
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"radio.emergency_dispatched": "Emergency responder dispatched.",
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"radio.easter_egg": "¿Dónde está la mota?",
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"responder.arrived": "Responder arrives and %ss the situation.",
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"react.comply": "%s complies and steps back.",
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"react.leave": "%s turns and leaves.",
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"react.argue": "%s argues with you.",
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"react.record": "%s starts filming you.",
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"react.ignore": "%s ignores you.",
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"react.threaten": "%s is threatening you. Emergency radio (R) is justified now.",
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"react.force_entry": "%s is forcing the door!",
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"react.return_later": "%s leaves but may come back.",
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"react.call_someone": "%s calls someone for help.",
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"react.none": "No reaction (yet).",
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"bodycam.on": "Body camera on.",
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"bodycam.off": "Body camera off.",
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"bodycam.warning": "Formal warning recorded on the body camera.",
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"recognition.declared": "You tell %s you recognize them. Logged as evidence.",
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"recognition.already": "You have already recognized %s this shift.",
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"reason.ask": "You ask %s why they are here.",
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"reason.reply": "%s: \"%s\"",
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"reason.silent": "%s says nothing and looks away.",
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"station.blocking": "You step between %s and the door.",
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"perception.near": "%s notices you standing close.",
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"perception.aware": "%s notices you watching.",
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"door.locked": "The door is now locked.",
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"door.unlocked": "The door is now unlocked.",
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"door.thwarted": "%s tries the locked door and fails.",
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"flashlight.on": "Flashlight on.",
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"flashlight.off": "Flashlight off.",
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"hud.venue_switched": "Venue: %s",
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"wand.recharge": "Wand scanner is recharging…"
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}
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