feat: add cinematic npc task glyphs
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@@ -32,6 +32,24 @@ func _run() -> void:
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and profession_definition.display_name in visual.get_node("ProfessionLabel").text,
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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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"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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"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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visual.set_task_presentation(SimulationIds.ACTION_WANDER, SimNPC.TASK_STATE_TRAVELING)
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_check(
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not visual.get_node("TaskGlyphRoot").visible,
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"Ambient wander should not display a task glyph"
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)
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var test_decision := ActionSelectionResult.new(
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SimulationIds.ACTION_GATHER_FOOD,
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-1.0,
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