feat: scale village queries and enrich Jajce center
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@@ -31,6 +31,11 @@ func _run() -> void:
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await process_frame
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_check(simulation_manager.npcs.size() == 6, "Baseline should create six NPCs")
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var runtime_player := main_scene.get_node("Player") as Node3D
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_check(
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runtime_player.is_in_group("grass_interactors"),
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"The real player transform should drive nearby grass response"
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)
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var inspector_label := (
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main_scene.get_node("UI/NpcInspectorPanel/MarginContainer/NpcInspectorLabel") as Label
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)
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@@ -60,6 +65,26 @@ func _run() -> void:
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"Runtime knowledge UI check should use a completed simulation transaction"
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)
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var world_view := main_scene.get_node("WorldViewManager")
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var all_npc_visuals_drive_grass := true
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for npc_visual in world_view.active_npc_visuals.values():
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all_npc_visuals_drive_grass = (
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all_npc_visuals_drive_grass and (npc_visual as Node3D).is_in_group("grass_interactors")
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)
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_check(
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all_npc_visuals_drive_grass,
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"Every active villager visual should drive local grass response"
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)
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var grass_material := (
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main_scene.get_node("JajceWorld/TerrainRoot/Terrain3D/CozyGrassField").get(
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"mesh_material_override"
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)
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as ShaderMaterial
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)
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var grass_interactor_count := int(grass_material.get_shader_parameter("interactor_count"))
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_check(
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grass_interactor_count in range(1, 9),
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"Grass shader should receive a bounded set of real nearby actor transforms"
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)
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var contributor_visual: Node3D = world_view.active_npc_visuals[contributor.id]
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var witness_visual: Node3D = world_view.active_npc_visuals[witness.id]
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var listener_visual: Node3D = world_view.active_npc_visuals[listener.id]
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