feat: add witnessed knowledge and wind ambience
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@@ -37,20 +37,23 @@ func _run() -> void:
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"NPC presentation should use a readable multi-part villager silhouette"
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)
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_check(
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visual.get_node("ProfessionProp").mesh != null
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and profession_definition.display_name in visual.get_node("ProfessionLabel").text,
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(
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visual.get_node("ProfessionProp").mesh != null
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and profession_definition.display_name in visual.get_node("ProfessionLabel").text
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),
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"NPC visual should expose a profession prop and readable label"
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)
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visual.set_task_presentation(SimulationIds.ACTION_GATHER_FOOD, SimNPC.TASK_STATE_TRAVELING)
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_check(
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visual.get_node("TaskGlyphRoot").visible
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and visual.get_node("TaskGlyphRoot/TaskGlyph").mesh is SphereMesh,
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(
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visual.get_node("TaskGlyphRoot").visible
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and visual.get_node("TaskGlyphRoot/TaskGlyph").mesh is SphereMesh
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),
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"NPC visual should expose a compact task glyph for cinematic readability"
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)
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visual.set_debug_overlay_visible(false)
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_check(
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not visual.get_node("ProfessionLabel").visible
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and visual.get_node("TaskGlyphRoot").visible,
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not visual.get_node("ProfessionLabel").visible and visual.get_node("TaskGlyphRoot").visible,
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"Cinematic mode should hide debug labels while preserving task glyphs"
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)
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visual.set_debug_overlay_visible(true)
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@@ -68,12 +71,9 @@ func _run() -> void:
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)
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manager.latest_decisions[npc.id] = test_decision
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manager.emit_signal("npc_decision_recorded", npc, test_decision)
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var inspector_label: Label = ui.get_node(
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"NpcInspectorPanel/MarginContainer/NpcInspectorLabel"
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)
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var inspector_label: Label = ui.get_node("NpcInspectorPanel/MarginContainer/NpcInspectorLabel")
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_check(
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"Test shortage reason" in inspector_label.text
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and npc.npc_name in inspector_label.text,
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"Test shortage reason" in inspector_label.text and npc.npc_name in inspector_label.text,
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"NPC inspector should show the selected villager's real decision reason"
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)
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_check(
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