destroyulator/game/scripts/Main.gd
Monster Robot Party 0e80d393c1 LANE9: the grocer is still again — settle sweep + parked scale pans
probe_levels was red (0.15-0.48 m/s residual, grocer): the pin-jointed scale pans
hang neutrally balanced so the joint solve re-wakes them forever, and 310 packed
bodies (bottles on shelves, nested fruit) trade contact micro-jitter for seconds.
Two mechanisms, both one-shot at spawn, neither touching gameplay feel:

- scale pans PARK frozen once the joint has resolved (plain .sleeping doesn't stick
  — the joint re-wakes its island every frame) and unfreeze the first time the
  player comes within 1.7 m. You cannot see a pan swing from further than that.
- a settle sweep the frame the spawn-guard window closes: bodies drifting slower
  than 0.5 m/s are put to bed. Anything faster is left for the guard to name —
  a real mis-spawn still fails loudly.

probe_levels also names the culprit properly now ([class, parent] — name-collided
siblings all render as @RigidBody3D@N, which is how three different scale pans
masqueraded as one mystery body across runs).

All six sites: 0.00 m/s. probe_overlap: CLEAN.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-03 23:57:25 +10:00

987 lines
38 KiB
GDScript

extends Node3D
## Destroyulator — LEVEL 01, the office.
##
## Main is the glue: it builds the level shell (Office), spawns everything SMASHABLE into
## it, owns score/tally, and routes each Smashable's three outcomes (break / dent /
## futile) to Juice and the HUD.
##
## Two things it still proves, from the prototype days:
## THE DAY-0 GATE: press B to rain 500 rigid bodies and watch the FPS hold.
## THE CASCADE: smash a frozen desk -> the monitor on it falls; smash a crate ->
## the records spill -> a record cracks a beat later when it lands.
##
## Controls: see KEYS_LINE below, or the Dev HUD (H cycles HUD styles).
@onready var _cam: Camera3D
var _world: Node3D # everything smashable/debris lives here so reset is one line
var _hud: Hud
var _smash_count := 0
var _score := 0
var _tally := {} # material -> how many of it you've destroyed (work-order HUD)
## Score per material. Steel is worth the most because it's the hardest to break, which
## is what makes the sledgehammer worth its cooldown.
const POINTS := {
"paper": 5, "cardboard": 10, "plastic": 20, "vinyl": 25,
"wood": 30, "glass": 40, "steel": 60,
}
var _juice: Juice
var _player: Player # kept so GameMode can reach player.grab
var _records: Array[Record] = [] # the live records, handed to GameMode each round
var _game_mode: GameMode
var _plan: Floorplan # the level shell: walls, fittings, lighting — see Levels.gd
var _level_id := "scranton"
var _rage: Rage # the tilt meter — see Rage.gd
var _rage_hud: RageOverlay
var _tasks: Tasks
var _shift: CubicleHell
var _env_node: WorldEnvironment
var _ambience: Ambience
var _modes: Modes
var _gauntlet: Gauntlet
var _dust: Dust
var _backrooms: Backrooms
var _splat: Splat
func _ready() -> void:
randomize()
_setup_world()
_juice = Juice.new()
add_child(_juice)
_juice.setup(_cam) # _setup_world() set _cam to the player's camera
_populate()
_spawn_guard = SPAWN_GUARD_TIME
# --- CUBICLE HELL: the tilt meter, the job, and the payslip that scores both ---
_rage = Rage.new()
add_child(_rage)
_rage_hud = RageOverlay.new()
_rage_hud.setup(_rage)
add_child(_rage_hud)
_tasks = Tasks.new()
add_child(_tasks)
_tasks.setup(_player, _rage)
_register_stations()
_player.tasks = _tasks
_shift = CubicleHell.new()
add_child(_shift)
_shift.setup(_rage, _tasks)
_shift.begin()
# the provocations you can't play around: flickering tube, fish in the microwave
_ambience = Ambience.new()
add_child(_ambience)
_modes = Modes.new()
add_child(_modes)
_modes.changed.connect(_on_mode_changed)
_gauntlet = Gauntlet.new()
add_child(_gauntlet)
_dust = Dust.new()
add_child(_dust)
_backrooms = Backrooms.new()
add_child(_backrooms)
_splat = Splat.new()
add_child(_splat)
# rules layer: the record modes still exist behind M
_game_mode = GameMode.new()
add_child(_game_mode)
_game_mode.setup(_player.grab)
_game_mode.begin_free_play(_records)
_setup_hud()
_ambience.setup(_rage, _hud)
_ambience.adopt_lights(_plan)
_gauntlet.setup(_player, _hud)
_player.gauntlet = _gauntlet
_splat.setup(self, _player)
_player.splat = _splat
_dust.setup(_player, _cam, _rage, _hud)
_player.dust = _dust
_backrooms.setup(_player, _cam, _hud, _rage, _dust, self)
_dust.heard_by = _backrooms
_apply_site_horror()
_modes.begin(get_tree().get_nodes_in_group("smashable").size())
## Every desk is a spreadsheet you have to fill in; the copier is the copier.
func _register_stations() -> void:
var i := 1
for t in _plan.desk_spots():
# alternating, so walking to "a desk" isn't always the same minigame
if i % 2 == 1:
_tasks.register(Tasks.Kind.SPREADSHEET, (t as Transform3D).origin,
"work at desk %d" % i)
else:
_tasks.register(Tasks.Kind.STAPLES, (t as Transform3D).origin,
"de-staple the bundle on desk %d" % i)
i += 1
if _plan.has_copier():
_tasks.register(Tasks.Kind.COPIER, _plan.copier_spot().origin,
"use the photocopier")
# anything the site declared outright, by name
const KINDS := {"bags": Tasks.Kind.BAGS, "copier": Tasks.Kind.COPIER,
"spreadsheet": Tasks.Kind.SPREADSHEET, "staples": Tasks.Kind.STAPLES,
"guillotine": Tasks.Kind.GUILLOTINE}
for st in _plan.spec.get("stations", []):
var sd: Dictionary = st
_tasks.register(int(KINDS.get(String(sd["kind"]), Tasks.Kind.SPREADSHEET)),
sd["at"], String(sd.get("label", "work")))
# a station wherever the site put a guillotine
for e in _plan.smashables():
var d: Dictionary = e
if String(d.get("glb", "")) == "guillotine":
var a: Vector2 = d["at"]
_tasks.register(Tasks.Kind.GUILLOTINE, Vector3(a.x, 0.9, a.y),
"trim the ream")
# ---------------------------------------------------------------- world / camera
func _setup_world() -> void:
# The level shell: floor, walls, ceiling, windows, fittings and ALL the lighting.
# It owns the environment too, because interior lighting and the ambient/tonemap
# settings are one decision, not two.
_plan = Floorplan.new()
add_child(_plan)
_plan.build(Levels.get_level(_level_id))
_env_node = WorldEnvironment.new()
var env := Environment.new()
_plan.configure_environment(env)
_env_node.environment = env
add_child(_env_node)
# First-person player. add_child() runs its _ready() synchronously, so player.camera
# and player.grab exist on the next line; we reuse them.
_player = Player.new()
add_child(_player)
_player.global_position = _plan.spawn_point()
_player.rotation.y = _plan.spawn_yaw()
_cam = _player.camera
_world = Node3D.new()
_world.name = "World"
add_child(_world)
# ---------------------------------------------------------------- the store
# Real Monster Robot Party assets: wooden racks (frozen backdrop you can smash) and
# crates of records in front. Colliders auto-size to each GLB's mesh AABB and every
# piece is dropped so its bottom rests exactly on the floor — no hardcoded dimensions.
const RACK_GLB := "res://assets/store/rack.glb"
const CRATE_GLB := "res://assets/store/crate.glb"
const RECORD_GLB := "res://assets/store/record.glb"
# Lane 2 hero props (each ships a .fractured.glb sibling → real shard-by-shard smashing)
const DESK_GLB := "res://assets/store/office-desk.glb"
const PRINTER_GLB := "res://assets/store/office-printer.glb"
const CRT_GLB := "res://assets/store/crt-monitor.glb"
const CABINET_GLB := "res://assets/store/filing-cabinet.glb"
const COOLER_GLB := "res://assets/store/water-cooler.glb"
const BOX_GLB := "res://assets/store/cardboard-box.glb"
const TURNTABLE_GLB := "res://assets/store/turntable.glb"
const CHAIR_GLB := "res://assets/store/office-chair.glb"
const P := "res://assets/store/"
## Mass by material, so a thrown record can't tip a filing cabinet but a sledgehammer
## still can. Everything defaulted to 1 kg before, which is why the level fell over.
const MASSES := {
"paper": 0.3, "cardboard": 1.2, "plastic": 6.0, "vinyl": 0.6,
"wood": 18.0, "glass": 12.0, "steel": 40.0,
}
# Generated sleeve art (Nano Banana): each file is a 3x3 sheet of nine original
# fictional album covers. A record picks one tile at random via uv1 scale/offset —
# one texture in VRAM, eighteen different-looking records on the floor.
const SLEEVE_ATLASES: Array[String] = [
"res://assets/art/sleeves_a.jpg",
"res://assets/art/sleeves_b.jpg",
]
var _sleeve_textures: Array[Texture2D] = []
var _records_skinned := 0
## Fill the office with the SMASHABLE half of the level. The Office class owns the shell
## and the static fittings; everything spawned here is a rigid body you can wreck.
func _populate() -> void:
_records.clear() # stale refs from the freed world; repopulated by _place_record
# --- the bullpen: a desk at every cluster spot, each with a monitor on it ---
var spots := _plan.desk_spots()
for i in spots.size():
var t: Transform3D = spots[i]
var xz := Vector2(t.origin.x, t.origin.z)
var desk := _glb_piece(DESK_GLB, "wood", xz, true, 0.0, t.basis.get_euler().y)
var top: float = desk["top"]
var crt := _glb_piece(CRT_GLB, "glass", xz + Vector2(0.0, 0.10), false, top)
(desk["piece"] as Smashable).supports.append(crt["piece"])
# Chair goes behind the desk, offset by the desk's OWN measured depth. Office.gd
# used to guess a constant here and kept putting chairs inside desks (or, once
# pushed out far enough to clear them, inside each other across the aisle).
var depth: float = (desk["aabb"] as AABB).size.z
var back := signf(t.origin.z - _plan.desk_cluster(i).y)
if is_zero_approx(back):
back = 1.0
_glb_piece(CHAIR_GLB, "plastic", xz + Vector2(0.0, back * (depth * 0.5 + 0.42)),
false, 0.0, t.basis.get_euler().y)
# --- the copier alcove: the PRINTER is the level boss, on its own desk ---
if _plan.has_copier():
var cs := _plan.copier_spot()
var cxz := Vector2(cs.origin.x, cs.origin.z)
var cdesk := _glb_piece(DESK_GLB, "wood", cxz, true, 0.0, cs.basis.get_euler().y)
var printer := _glb_piece(PRINTER_GLB, "steel", cxz, false, cdesk["top"])
var boss := printer["piece"] as Smashable
boss.is_boss = true
boss.toughness_scale = 5.0 # steel x5 — a real fight for anything but the sledge
boss.mass = 8.0 # heavy: hits rock it but don't shove it off the desk
(cdesk["piece"] as Smashable).supports.append(printer["piece"])
# --- everything else this site contains, straight from its spec ---
for e in _plan.smashables():
var d: Dictionary = e
_glb_piece(P + String(d["glb"]) + ".glb", String(d.get("kind", "wood")),
d["at"], bool(d.get("frozen", false)), float(d.get("sit_on", 0.0)),
float(d.get("yaw", 0.0)))
# --- crates of records, where the site has any. Records stand side by side ON the
# --- crate lid, offset by more than a sleeve is thick: they used to be stacked 3 cm
# --- apart vertically while being 30 cm TALL, so Jolt resolved 27 cm of
# --- interpenetration explosively on frame one.
for spot in _plan.spec.get("records", []):
var crate := _glb_piece(CRATE_GLB, "wood", spot, false)
var crate_top: float = crate["top"]
for i in range(3):
var rec := _place_record(spot + Vector2(randf_range(-0.02, 0.02),
(float(i) - 1.0) * 0.045), crate_top)
(crate["piece"] as Smashable).supports.append(rec)
# --- stacked produce: pyramids that collapse honestly ---
for st in _plan.spec.get("stacks", []):
_build_stack(st)
# --- hanging scales ---
for sc in _plan.spec.get("scales", []):
_build_scale(sc)
# --- chairs: the best thing in an office to send across the room ---
for t in _plan.chair_spots():
_glb_piece(CHAIR_GLB, "plastic", Vector2(t.origin.x, t.origin.z), false, 0.0,
t.basis.get_euler().y)
print("[art] records skinned with sleeve art: ", _records_skinned)
## Spawn one grabbable Record (sleeve + nested disc) resting on `sit_on`. Mirrors
## _glb_piece's "drop the AABB bottom onto sit_on" trick, but the Record builds its own
## visuals/colliders/disc in _ready, so we just skin the sleeve and place it.
func _place_record(xz: Vector2, sit_on: float) -> Record:
var rec := Record.new()
rec.name = "record"
rec.setup()
var g: String = GameMode.GENRES[randi() % GameMode.GENRES.size()]
rec.sleeve_genre = g
rec.disc_genre = g # matches until GameMode plants a mismatch
_world.add_child(rec) # _ready() splits record.glb, builds the disc
if rec.sleeve_visual != null:
_skin_record(rec.sleeve_visual) # random cover art on the jacket faces
var ab := _body_local_aabb(rec, rec.sleeve_visual) if rec.sleeve_visual != null else AABB()
rec.global_position = Vector3(xz.x, sit_on - ab.position.y, xz.y)
_wire(rec) # the empty sleeve breaking counts + juices
var disc := rec.disc_body()
if disc != null:
_wire(disc) # the cracked disc counts + juices too
_records.append(rec)
return rec
## A pyramid of produce, built bottom-up and left to settle.
##
## Nothing here is glued or frozen: it stands because it's stacked, which means pulling
## one out of the bottom row does exactly what you'd hope.
##
## The lattice is SPHERE geometry, not box geometry. Each fruit sits in the dimple
## between four below it, so for a row spacing of `step` the rise to the next row is
## sqrt(4r² - step²/2) — the height at which it touches all four. Guess that number and
## every row above the first spawns in mid-air, drops, and rolls the whole display onto
## the floor before you've got through the door.
func _build_stack(st: Dictionary) -> void:
var at: Vector3 = st["at"]
var item := String(st["item"])
var rows := int(st.get("rows", 4))
var glb := P + "produce-" + item + ".glb"
if not ResourceLoader.exists(glb):
return
# Radius MEASURED off the asset, not typed into a table. The table said a cabbage was
# 84 mm; the model is 213 mm, so the cabbage pyramid was built with every row driven
# a third of the way into the row below it.
var r: float = _glb_radius(glb)
# a hair tighter than touching, so a row is CARRIED by the four under it rather than
# balanced on them across a gap it can fall through
var step: float = r * 1.98
var lift: float = sqrt(maxf(4.0 * r * r - step * step * 0.5, 0.04 * r * r))
# The tray. A pyramid of spheres on a bare flat table cannot stand: nothing holds the
# bottom row in, so the weight above wedges it outward and the display walks itself
# apart in about a second. Every greengrocer on earth already solved this — the fruit
# sits in a shallow tray. Sized to the base row here rather than in the level spec,
# because only this function knows how big the fruit turned out to be.
var base: float = (float(rows) - 1.0) * step * 0.5 + r
_stack_tray(at, base + r * 0.30, r * 1.25)
for row in range(rows):
var n := rows - row
var y: float = at.y + r + row * lift
for i in range(n):
for j in range(n):
var x: float = at.x + (float(i) - (n - 1) * 0.5) * step
var z: float = at.z + (float(j) - (n - 1) * 0.5) * step
var s := _glb_piece(glb, "produce", Vector2(x, z), false, 0.0,
randf_range(0.0, TAU), true)
var body := s["piece"] as Smashable
body.global_position = Vector3(x, y, z)
body.set_meta("spawn_pos", body.global_position)
body.mass = maxf(r * r * r * 900.0, 0.08)
# a sphere has no rolling resistance at all, so without this a pyramid
# creeps apart on its own micro-jitter. It still rolls when you hit it —
# it just doesn't wander off while you're looking somewhere else.
body.angular_damp = 2.2
## A shop scale: a dial bolted to a rod, and a brass pan swinging under it on a pin.
##
## The pan is a real RigidBody3D on a real PinJoint3D, not an animation. Walk into it and
## it swings. Hit it with the bat and it swings hard enough to wrap, and comes back, and
## the chains are the loudest thing in the shop. It is "steel", so it never breaks — the
## futile clank is the point. What you get instead is a heavy brass weight loose in a room
## full of stacked fruit.
const SCALE_DROP := 0.165 ## head origin -> the eye the pan hangs from
func _build_scale(at: Vector3) -> void:
var head_glb := P + "scale-head.glb"
var pan_glb := P + "scale-pan.glb"
if not ResourceLoader.exists(head_glb) or not ResourceLoader.exists(pan_glb):
return
# --- the fixed half: dial + rod, plus a drop rod up to the ceiling ---
var head := StaticBody3D.new()
head.name = "scale-head"
head.add_child((load(head_glb) as PackedScene).instantiate())
_world.add_child(head)
head.global_position = at
var ceil_h: float = float(_plan.spec.get("bounds", {}).get("h", 3.0))
var rod_from := at.y + 0.36 # where the head's own rod ends
if ceil_h > rod_from + 0.02:
var rod := MeshInstance3D.new()
var bm := BoxMesh.new()
bm.size = Vector3(0.018, ceil_h - rod_from, 0.018)
rod.mesh = bm
var mat := StandardMaterial3D.new()
mat.albedo_color = Color(0.34, 0.34, 0.36)
mat.metallic = 0.8
mat.roughness = 0.42
rod.material_override = mat
_world.add_child(rod)
rod.global_position = Vector3(at.x, (rod_from + ceil_h) * 0.5, at.z)
# --- the swinging half. `centred` because the pan is authored origin-at-pivot. ---
var pivot := Vector3(at.x, at.y - SCALE_DROP, at.z)
var res := _glb_piece(pan_glb, "steel", Vector2(at.x, at.z), false, pivot.y, 0.0, true)
var pan := res["piece"] as Smashable
pan.name = "scale-pan"
pan.mass = 1.4 # brass dish and three chains
pan.angular_damp = 0.25 # keeps swinging long after you hit it
pan.set_meta("spawn_pos", pan.global_position)
var joint := PinJoint3D.new()
_world.add_child(joint)
joint.global_position = pivot
joint.node_a = joint.get_path_to(head)
joint.node_b = joint.get_path_to(pan)
# The pan's origin sits AT the pivot, so it hangs near-neutral: no restoring torque
# ever kills the tiny kick the joint solve gives it at spawn, angular_damp is
# deliberately low (the long swing after a hit IS the feature), and plain .sleeping
# doesn't stick — the pin joint re-wakes its island every frame. So: once the joint
# has resolved, PARK the pan frozen (a pendulum at rest plumb is genuinely static),
# and unfreeze it the first time the player comes within reach. The swing feel is
# untouched — you can't see a pan swing from further than the wake radius anyway.
# Without this the grocer fails probe_levels at 0.15-0.48 m/s forever.
get_tree().create_timer(0.6, false, true).timeout.connect(func() -> void:
if is_instance_valid(pan) and not pan.is_broken() and not pan._released:
pan.linear_velocity = Vector3.ZERO
pan.angular_velocity = Vector3.ZERO
pan.freeze_mode = RigidBody3D.FREEZE_MODE_STATIC
pan.freeze = true)
var wake := Area3D.new()
wake.name = "scale-wake"
var wshape := CollisionShape3D.new()
var wsphere := SphereShape3D.new()
wsphere.radius = 1.7
wshape.shape = wsphere
wake.add_child(wshape)
_world.add_child(wake)
wake.global_position = pivot
wake.body_entered.connect(func(b: Node3D) -> void:
if b is CharacterBody3D and is_instance_valid(pan):
pan.freeze = false
pan.sleeping = false
wake.queue_free())
## Four low timber walls on the table top, framing one pyramid. Static — you can't smash
## the tray, you smash what's in it, and what's in it goes over the edge.
func _stack_tray(at: Vector3, half: float, h: float) -> void:
const T := 0.022
var col := Color(0.52, 0.36, 0.20)
var pal: Dictionary = _plan.spec.get("palette", {})
if pal.has("wood"):
col = pal["wood"]
var mat := StandardMaterial3D.new()
mat.albedo_color = col
mat.roughness = 0.86
for s in [Vector3(1, 0, 0), Vector3(-1, 0, 0), Vector3(0, 0, 1), Vector3(0, 0, -1)]:
var along_x: bool = absf(s.x) > 0.5
var size := Vector3(T, h, half * 2.0 + T * 2.0) if along_x \
else Vector3(half * 2.0 + T * 2.0, h, T)
var body := StaticBody3D.new()
body.name = "stack-tray"
var shape := CollisionShape3D.new()
var box := BoxShape3D.new()
box.size = size
shape.shape = box
body.add_child(shape)
var mi := MeshInstance3D.new()
var bm := BoxMesh.new()
bm.size = size
mi.mesh = bm
mi.material_override = mat
body.add_child(mi)
_world.add_child(body)
body.global_position = at + Vector3(s.x * (half + T * 0.5), h * 0.5,
s.z * (half + T * 0.5))
## Half the widest extent of a GLB, in metres. Instantiates once per asset and caches,
## so stack spacing always matches whatever the generator last exported.
var _radius_cache := {}
func _glb_radius(path: String) -> float:
if _radius_cache.has(path):
return float(_radius_cache[path])
var probe: Node3D = (load(path) as PackedScene).instantiate()
_world.add_child(probe)
var ab := _body_local_aabb(probe, probe)
probe.queue_free()
var r: float = maxf(ab.size.x, maxf(ab.size.y, ab.size.z)) * 0.5
if r <= 0.0:
r = 0.04
_radius_cache[path] = r
return r
## Instance a GLB as the VISUAL of a Smashable, give it a box collider auto-sized to
## the mesh AABB, and drop it so its bottom rests at height `sit_on`. Returns
## { piece: Smashable, top: float } so a caller can stack the next thing on top.
func _glb_piece(path: String, kind: String, xz: Vector2, frozen: bool, sit_on := 0.0,
yaw := 0.0, centred := false) -> Dictionary:
var s := Smashable.new()
s.kind = kind
s.start_frozen = frozen
s.mass = float(MASSES.get(kind, 5.0))
s.name = path.get_file().get_basename() # so physics diagnostics name the culprit
# real destruction: if Lane 2 shipped a <name>.fractured.glb next to this GLB, use it
var frac := path.get_basename() + ".fractured.glb"
if ResourceLoader.exists(frac):
s.fractured_scene = load(frac) as PackedScene
var packed := load(path) as PackedScene
var vis: Node3D = packed.instantiate()
s.add_child(vis)
if kind == "vinyl":
_skin_record(vis) # random sleeve art on the jacket faces
_world.add_child(s) # in-tree so transforms/AABBs resolve
# AABB is measured BEFORE yaw so the collider stays axis-aligned in body space; the
# body is then rotated as a whole, which keeps box/mesh in agreement.
var ab := _body_local_aabb(s, vis)
if ab.size == Vector3.ZERO:
ab = AABB(Vector3(-0.2, 0.0, -0.2), Vector3(0.4, 0.4, 0.4)) # fallback
var col := CollisionShape3D.new()
# Round produce gets a SPHERE. A box collider on an apple is why a pyramid needed
# hand-tuned lattice spacing to nest, and why nothing ever rolled: the corners hit
# first. Anything whose three extents agree to within a third is treated as round;
# a banana is not, and keeps its box.
var ex := ab.size
var big: float = maxf(ex.x, maxf(ex.y, ex.z))
var small: float = minf(ex.x, minf(ex.y, ex.z))
if kind == "produce" and big > 0.0 and small / big > 0.66:
var sph := SphereShape3D.new()
sph.radius = big * 0.5
col.shape = sph
else:
var box := BoxShape3D.new()
box.size = ex
col.shape = box
col.position = ab.get_center()
s.add_child(col)
s.rotation.y = yaw
# Round produce is authored CENTRED so it rolls properly, so it must not be dropped
# by its AABB bottom like everything else — _build_stack places it directly.
if centred:
s.global_position = Vector3(xz.x, sit_on, xz.y)
else:
s.global_position = Vector3(xz.x, sit_on - ab.position.y, xz.y) # bottom on sit_on
s.set_meta("spawn_pos", s.global_position) # for the spawn-guard warning
_wire(s)
return {"piece": s, "top": sit_on + ab.size.y, "aabb": ab}
## Give a record's sleeve faces a random cover from the generated 3x3 sheets.
## The record.glb sleeve cube carries M_Sleeve_Front / M_Sleeve_Back materials
## with real UVs — we duplicate them and window one tile of the atlas via
## uv1_scale/uv1_offset (no image slicing, one texture serves nine covers).
func _skin_record(vis: Node3D) -> void:
if _sleeve_textures.is_empty():
for p in SLEEVE_ATLASES:
var t := load(p) as Texture2D
if t != null:
_sleeve_textures.append(t)
if _sleeve_textures.is_empty():
return # art not imported yet — records stay plain
var tex: Texture2D = _sleeve_textures[randi() % _sleeve_textures.size()]
var tile_col := randi() % 3
var tile_row := randi() % 3
var mis: Array[MeshInstance3D] = []
_collect_meshes(vis, mis)
var did := false
for mi in mis:
if mi.mesh == null:
continue
for si in mi.mesh.get_surface_count():
var mat := mi.mesh.surface_get_material(si)
if mat == null or not (mat is BaseMaterial3D):
continue
var nm: String = mat.resource_name
if nm.contains("Sleeve_Front") or nm.contains("Sleeve_Back"):
var dup := mat.duplicate() as BaseMaterial3D
dup.albedo_color = Color.WHITE
dup.albedo_texture = tex
dup.uv1_scale = Vector3(1.0 / 3.0, 1.0 / 3.0, 1.0)
dup.uv1_offset = Vector3(tile_col / 3.0, tile_row / 3.0, 0.0)
mi.set_surface_override_material(si, dup)
did = true
if did:
_records_skinned += 1
## Combined AABB of every MeshInstance3D under `visual_root`, in `body`'s local space
## (independent of where `body` currently sits in the world).
func _body_local_aabb(body: Node3D, visual_root: Node3D) -> AABB:
var mis: Array[MeshInstance3D] = []
_collect_meshes(visual_root, mis)
var inv := body.global_transform.affine_inverse()
var acc := AABB()
var started := false
for mi in mis:
var a := mi.get_aabb()
var rel := inv * mi.global_transform
for i in range(8):
var corner := a.position + Vector3(
a.size.x * float(i & 1),
a.size.y * float((i >> 1) & 1),
a.size.z * float((i >> 2) & 1))
var p := rel * corner
if not started:
acc = AABB(p, Vector3.ZERO)
started = true
else:
acc = acc.expand(p)
return acc
func _collect_meshes(n: Node, acc: Array[MeshInstance3D]) -> void:
if n is MeshInstance3D:
acc.append(n)
for c in n.get_children():
_collect_meshes(c, acc)
func _piece(kind: String, size: Vector3, pos: Vector3, frozen: bool, cylinder := false) -> Smashable:
var s := Smashable.new()
s.kind = kind
s.start_frozen = frozen
var mat := StandardMaterial3D.new()
mat.albedo_color = Smashable.PROFILES[kind]["color"]
var mesh := MeshInstance3D.new()
mesh.material_override = mat
var col := CollisionShape3D.new()
if cylinder:
var cm := CylinderMesh.new()
cm.top_radius = size.x
cm.bottom_radius = size.x
cm.height = size.y
mesh.mesh = cm
var cs := CylinderShape3D.new()
cs.radius = size.x
cs.height = size.y
col.shape = cs
else:
var bm := BoxMesh.new()
bm.size = size
mesh.mesh = bm
var bs := BoxShape3D.new()
bs.size = size
col.shape = bs
s.add_child(mesh)
s.add_child(col)
_world.add_child(s) # _ready() runs here (kind + frozen already set)
s.global_position = pos
_wire(s)
return s
# ---------------------------------------------------------------- spawn guard
## A prop that spawns even slightly inside another collider gets depenetrated by Jolt,
## and depenetration is not gentle: a chair overlapping a table left the building at
## 450 m/s on frame one. Placing 30-odd props by formula means this WILL happen again
## the next time a room is re-laid-out, so it's handled systemically rather than by
## nudging coordinates until the symptom goes away.
##
## For the first fraction of a second, dynamic bodies are speed-limited — enough for a
## real overlap to push apart calmly, far too little to launch anything. Each offender
## is named once in a warning, so the underlying overlap stays visible and fixable
## instead of being silently papered over.
const SPAWN_GUARD_TIME := 0.75
const SPAWN_MAX_SPEED := 2.5
const SPAWN_MAX_SPIN := 10.0
var _spawn_guard := 0.0
var _guard_warned := {}
func _physics_process(dt: float) -> void:
if _spawn_guard <= 0.0:
return
_spawn_guard -= dt
if _spawn_guard <= 0.0:
_settle_sweep() # the window just closed — put residual drift to bed, once
return
for n in get_tree().get_nodes_in_group("smashable"):
var b := n as RigidBody3D
if b == null or b.freeze:
continue
var v := b.linear_velocity.length()
if v > SPAWN_MAX_SPEED:
if not _guard_warned.has(b):
_guard_warned[b] = true
# report where it was PLACED, not where it is now — at 500 m/s a body is
# already 8 m away by the time this runs, which points at nothing useful
var at = b.get_meta("spawn_pos", b.global_position)
push_warning("[spawn] %s (%s) placed overlapping something at %s (%.0f m/s) — clamped" % [
b.name, (b as Smashable).kind if b is Smashable else "?",
(at as Vector3).snappedf(0.01), v])
b.linear_velocity = b.linear_velocity.normalized() * SPAWN_MAX_SPEED
if b.angular_velocity.length() > SPAWN_MAX_SPIN:
b.angular_velocity = b.angular_velocity.normalized() * SPAWN_MAX_SPIN
## One pass, the frame the spawn-guard window closes: anything still DRIFTING —
## slower than you could ever have pushed it — is put to bed. 310 packed bodies
## (bottles touching bottles, fruit nested on fruit) trade micro-jitter through their
## contacts for many seconds otherwise, and a site should START at rest: the gate is
## probe_levels reading 0.00 m/s. A genuinely mis-spawned launcher is NOT masked —
## anything over the drift threshold is left alone for the guard warning to name.
const SETTLE_MAX_DRIFT := 0.5
func _settle_sweep() -> void:
for n in get_tree().get_nodes_in_group("smashable"):
var b := n as RigidBody3D
if b == null or b.freeze:
continue
if b.linear_velocity.length() < SETTLE_MAX_DRIFT and b.angular_velocity.length() < 2.0:
b.linear_velocity = Vector3.ZERO
b.angular_velocity = Vector3.ZERO
b.sleeping = true
func _on_smashed(kind: String, at: Vector3, shards: int) -> void:
_smash_count += 1
_tally[kind] = int(_tally.get(kind, 0)) + 1
if kind == "produce":
# Splat owns this one: pulp, a puddle that stays, a squelch, and litres. Juice's
# shard-and-crack voice is exactly the wrong sound for a tomato.
if _splat != null:
_splat.burst(at, _last_produce, self)
if _juice != null:
_juice.add_trauma(0.10)
elif _juice != null:
_juice.impact(kind, at, shards)
# score AFTER impact() so this break's own combo step is counted
_score += int(POINTS.get(kind, 15)) * maxi(_juice.combo(), 1)
else:
_score += int(POINTS.get(kind, 15))
# Rage drains a FLAT amount per object; the payslip bills each object at its own
# value. That gap is the whole decision during a meltdown — break a lot of cheap
# things fast, or take one expensive swing and pay for it.
if _rage != null:
_rage.on_smashed()
if _shift != null:
_shift.on_smashed(int(POINTS.get(kind, 15)))
if _modes != null:
_modes.on_smashed(int(POINTS.get(kind, 15)))
# LEVEL 0: the entity hunts sound, and breaking things is the objective. Playing well
# is what feeds it.
if _backrooms != null:
_backrooms.on_noise(at, 1.0)
if _game_mode != null:
_game_mode.on_smashed() # scores the mess during a FindMisfiled round
## A swing that couldn't hurt what it hit. No score, no combo — just the clank, plus a
## one-time nudge toward the right tool.
func _on_resisted(kind: String, at: Vector3) -> void:
if _juice != null:
_juice.resist(kind, at)
if _hud != null:
_hud.toast("%s shrugs it off — try a heavier tool" % kind.to_upper())
func _on_damaged(kind: String, at: Vector3, frac: float) -> void:
if _juice != null:
_juice.dent(kind, at, frac)
## Every Smashable routes its three outcomes here.
var _last_produce := "generic"
func _wire(s: Smashable) -> void:
if s.kind == "produce":
# `smashed` only carries the MATERIAL, and every fruit is "produce". Stash the
# specific item off the node name so Splat can pick the right colour and yield.
var item := Splat.kind_of(s)
s.smashed.connect(func(_k, _a, _n): _last_produce = item, CONNECT_DEFERRED)
s.smashed.connect(func(_k, _a, _n): _last_produce = item)
s.smashed.connect(_on_smashed)
s.resisted.connect(_on_resisted)
s.damaged.connect(_on_damaged)
# ---------------------------------------------------------------- input
func _unhandled_input(event: InputEvent) -> void:
# Swings, weapon slots (1-6 / wheel / Q), grab (E/G/drag) and Esc live in Player.gd.
# Number keys are the LOADOUT now, so game modes moved to M and the HUD cycles on H.
if event is InputEventKey and event.pressed and not event.echo:
match (event as InputEventKey).keycode:
KEY_B:
_rain(500)
KEY_R:
if _backrooms != null and _backrooms.dying:
_backrooms.revive()
_reset()
KEY_M:
if _modes != null:
_modes.cycle()
KEY_G:
if _modes != null and _modes.mode == Modes.M.GAUNTLET:
_start_gauntlet()
KEY_H:
if _hud != null:
_hud.cycle()
KEY_L:
_load_level(Levels.next_id(_level_id))
KEY_F:
if _game_mode != null:
_game_mode.report() # report the disc you're holding (FindMisfiled)
## Swap sites without restarting: tear down the shell and everything in it, build the
## new spec, and re-arm the shift. The player is moved to the new spawn because the old
## one is very likely now inside a wall.
func _load_level(id: String) -> void:
_level_id = id
for c in _world.get_children():
c.queue_free()
_plan.queue_free()
if _env_node != null:
_env_node.queue_free()
await get_tree().process_frame
_plan = Floorplan.new()
add_child(_plan)
_plan.build(Levels.get_level(_level_id))
_env_node = WorldEnvironment.new()
var env := Environment.new()
_plan.configure_environment(env)
_env_node.environment = env
add_child(_env_node)
_player.global_position = _plan.spawn_point()
_player.rotation.y = _plan.spawn_yaw()
_player.velocity = Vector3.ZERO
_smash_count = 0
_score = 0
_tally.clear()
_populate()
_spawn_guard = SPAWN_GUARD_TIME
_guard_warned.clear()
_tasks.clear_stations()
_register_stations()
if _ambience != null:
_ambience.adopt_lights(_plan)
_apply_site_horror()
if _game_mode != null:
_game_mode.begin_free_play(_records)
if _shift != null:
_shift.begin()
if _hud != null:
_hud.toast("%s%s" % [_plan.level_name(), _plan.subtitle()])
## Switching mode re-arms whatever that mode needs. Cubicle Hell and the Gauntlet are
## mutually exclusive — you cannot be doing your job and shredding the Henderson file at
## the same time — so entering one shuts the other down.
func _on_mode_changed(m: int) -> void:
var hell := m == Modes.M.CUBICLE_HELL
_shift.running = hell
_ambience.running = hell
_tasks.clear_stations()
if hell:
_register_stations()
_shift.begin()
_gauntlet.running = false
if m == Modes.M.GAUNTLET:
_start_gauntlet()
_modes.begin(get_tree().get_nodes_in_group("smashable").size())
if _hud != null:
_hud.toast(_modes.name_of())
## Build the cabinet bank in this site's records area and stand the player at the row.
## Placing it relative to wherever the player happened to be standing put it through
## walls and behind them; every level now nominates the spot.
func _start_gauntlet() -> void:
var g: Dictionary = _plan.spec.get("gauntlet", {})
var origin: Vector3 = g.get("at", _player.global_position
+ (-_player.global_transform.basis.z) * 3.4)
var yaw := float(g.get("yaw", _player.rotation.y + PI))
_gauntlet.begin(_world, origin, yaw, _wire, _find_shredder(g))
if g.has("stand"):
_player.global_position = g["stand"]
_player.velocity = Vector3.ZERO
_player.rotation.y = yaw + PI # face the row
## The level's perfect tool. Deliberately NOT signposted — see Gauntlet.gd.
func _find_shredder(g: Dictionary) -> Node3D:
for n in get_tree().get_nodes_in_group("smashable"):
if (n as Node).name.begins_with("shredder"):
return n as Node3D
# the site doesn't already have one, so put it where the spec says — in the room,
# in plain sight, and completely unremarked upon
var at: Vector3 = g.get("shredder", Vector3(
_player.global_position.x + 2.2, 0.0, _player.global_position.z - 2.6))
var res := _glb_piece(P + "shredder.glb", "plastic", Vector2(at.x, at.z), false)
return res["piece"] as Node3D
## Turn the invisibility and the horror layer on or off for whatever site we just built.
## Both are LEVEL 0 only, and both have to be explicitly torn down on the way out or they
## leak into an ordinary Tuesday at the Scranton branch.
func _apply_site_horror() -> void:
if _splat != null:
_splat.reset()
var blind := bool(_plan.spec.get("invisible", false))
if _dust != null:
_dust.adopt(get_tree(), blind)
if _backrooms != null:
if blind:
_backrooms.enter(float((_plan.spec["bounds"] as Dictionary)["x1"]))
else:
_backrooms.leave()
if blind and _player != null:
_player.select(5) # you will need the extinguisher
# The Day-0 stress gate: rain N bodies, watch the FPS counter hold.
func _rain(n: int) -> void:
for i in n:
var b := RigidBody3D.new()
b.add_to_group("debris")
var mesh := MeshInstance3D.new()
var bm := BoxMesh.new()
bm.size = Vector3(0.12, 0.12, 0.12)
mesh.mesh = bm
b.add_child(mesh)
var col := CollisionShape3D.new()
var shape := BoxShape3D.new()
shape.size = bm.size
col.shape = shape
b.add_child(col)
_world.add_child(b)
b.global_position = Vector3(randf_range(-2.2, 2.2), randf_range(3.5, 8.0), randf_range(-2.2, 2.2))
func _reset() -> void:
for c in _world.get_children():
c.queue_free()
_smash_count = 0
_score = 0
_tally.clear()
await get_tree().process_frame
_populate()
_spawn_guard = SPAWN_GUARD_TIME
_guard_warned.clear()
if _shift != null:
_shift.begin()
# re-arm whatever mode we're in against the fresh set of records
if _game_mode != null:
if _game_mode.mode == GameMode.Mode.FIND_MISFILED:
_game_mode.begin_find_misfiled(_records)
else:
_game_mode.begin_free_play(_records)
## Switch mode and rebuild the store fresh so a round always starts clean.
func _switch_mode(m: int) -> void:
if _game_mode == null:
return
_game_mode.mode = m # _reset() reads this to pick begin_free_play/begin_find_misfiled
await _reset()
# ---------------------------------------------------------------- HUD
func _setup_hud() -> void:
_hud = Hud.new()
add_child(_hud)
if _player != null:
_player.weapon_changed.connect(_on_weapon_changed)
## Whichever mode is running gets the status line.
func _mode_line() -> String:
if _modes == null:
return ""
match _modes.mode:
Modes.M.CUBICLE_HELL:
return _shift.hud_line() if _shift != null else ""
Modes.M.GAUNTLET:
return _gauntlet.hud_line() if _gauntlet != null else ""
return _modes.hud_line()
func _on_weapon_changed(w: Weapon) -> void:
if _hud != null and w != null:
_hud.toast(w.display_name)
const KEYS_LINE := "WASD move · 1-6 / wheel weapon · Q swap · LMB swing · E grab · drag ←→ pull · G drop · F report · M mode · H hud · L site · B rain · R reset"
func _process(_dt: float) -> void:
if _hud == null:
return
var bodies := get_tree().get_nodes_in_group("smashable").size() \
+ get_tree().get_nodes_in_group("debris").size()
var w: Weapon = _player.weapon() if _player != null else null
if _tasks != null:
var slip := PackedStringArray()
if _modes != null and _modes.mode == Modes.M.CUBICLE_HELL \
and _shift != null and not _shift.running and _shift.time_left <= 0.0:
slip = _shift.payslip()
_hud.feed_work(_tasks.panel_state(), _tasks.prompt(), slip)
_hud.feed({
"fps": Engine.get_frames_per_second(),
"bodies": bodies,
"smashed": _smash_count,
"score": _score,
"tally": _tally,
"combo": _juice.combo() if _juice != null else 0,
"combo_decay": _juice.combo_decay() if _juice != null else 0.0,
"weapon": w.display_name if w != null else "-",
"weapon_blurb": w.blurb if w != null else "",
"weapon_stats": ("pow %.1f cd %.2fs reach %.1fm" % [w.power, w.cooldown, w.reach]) if w != null else "",
"slot": _player.slot() if _player != null else 0,
"mode_line": _mode_line()
+ ("\n" + _dust.hud_line() if _dust != null and _dust.active else "")
+ ("\n" + _backrooms.hud_line() if _backrooms != null
and _backrooms.active else "")
+ ("\n" + _splat.hud_line() if _splat != null
and _splat.hud_line() != "" else ""),
"mode_name": _modes.name_of() if _modes != null else "",
"headline": _modes.headline() if _modes != null else "",
"keys": KEYS_LINE,
"rage": _rage.value if _rage != null else 0.0,
"rage_state": _rage.state_name() if _rage != null else "",
"rage_status": _rage.status_line() if _rage != null else "",
"pay": _shift.wages() if _shift != null else 0,
"damages": _shift.damages if _shift != null else 0,
"net": _shift.net() if _shift != null else 0,
})