Implement Line-of-Sight (LOS) System for NPCs

- Added core LOS detection module (`js/systems/npc-los.js`) with functions for distance and angle checks, and debug visualization.
- Integrated LOS checks into NPC manager (`js/systems/npc-manager.js`) to enhance lockpicking interruption logic based on player visibility.
- Updated scenario configurations for NPCs to include LOS properties.
- Created comprehensive documentation covering implementation details, configuration options, and testing procedures.
- Enhanced debugging capabilities with console commands and visualization options.
- Established performance metrics and future enhancement plans for server-side validation and obstacle detection.
This commit is contained in:
Z. Cliffe Schreuders
2025-11-12 11:58:29 +00:00
parent cbb4c93725
commit 2707027de2
21 changed files with 5391 additions and 5 deletions

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# Scenario JSON Format Comparison
## File Structure Issues in `npc-patrol-lockpick.json`
### ❌ **Issue 1: Incorrect NPC `patrol` Property Placement**
**WRONG (npc-patrol-lockpick.json - second NPC):**
```json
"security_guard": {
"los": { ... },
"patrol": { // ← This is at NPC root level
"route": [ ... ],
"speed": 40,
"pauseTime": 10
},
"eventMappings": [ ... ]
}
```
**CORRECT (test-npc-patrol.json):**
```json
"patrol_with_face": {
"behavior": { // ← patrol should be INSIDE behavior
"facePlayer": true,
"patrol": {
"enabled": true,
"speed": 100,
"changeDirectionInterval": 4000,
"bounds": { ... }
}
},
"eventMappings": [ ... ]
}
```
**Why this matters:** The NPC manager expects `npc.behavior.patrol`, not `npc.patrol`. The current structure will cause the patrol system to not find the configuration.
---
### ❌ **Issue 2: Trailing Comma in `patrol` Object**
**WRONG (npc-patrol-lockpick.json - first NPC):**
```json
"patrol": {
"enabled": true,
"speed": 100,
"changeDirectionInterval": 4000,
"bounds": { ... }
}, // ← Trailing comma before eventMappings
"eventMappings": [ ... ]
```
**CORRECT (test-npc-patrol.json):**
```json
"patrol": {
"enabled": true,
"speed": 100,
"changeDirectionInterval": 4000,
"bounds": { ... }
} // ← No trailing comma - eventMappings should be after behavior closes
```
**Why this matters:** The `eventMappings` is at the wrong nesting level. It should be at the NPC root, not inside `behavior`.
---
### ❌ **Issue 3: Missing Root-Level Properties**
**WRONG (npc-patrol-lockpick.json):**
```json
{
"scenario_brief": "...",
"globalVariables": { ... },
"startRoom": "patrol_corridor",
"startItemsInInventory": [],
// Missing: "endGoal"
}
```
**CORRECT (test-npc-patrol.json):**
```json
{
"scenario_brief": "...",
"endGoal": "Test NPCs patrolling with various configurations and constraints",
"startRoom": "test_patrol",
// No unnecessary "globalVariables" or "startItemsInInventory" needed
}
```
**Why this matters:** `endGoal` is a standard scenario property used for game state and victory conditions.
---
### ✅ **Issue 4: Correct Structure for Multiple NPC Types**
The test file properly shows:
**Simple Patrol:**
```json
"behavior": {
"facePlayer": false,
"patrol": {
"enabled": true,
"speed": 100,
"changeDirectionInterval": 3000,
"bounds": { x, y, width, height }
}
}
```
**Patrol with Face Player:**
```json
"behavior": {
"facePlayer": true,
"facePlayerDistance": 96,
"patrol": {
"enabled": true,
"speed": 100,
"changeDirectionInterval": 4000,
"bounds": { x, y, width, height }
}
}
```
---
## Summary of Required Fixes for `npc-patrol-lockpick.json`
### For `security_guard` NPC:
**CURRENT (BROKEN):**
```json
{
"id": "security_guard",
"los": { ... },
"patrol": { // ← WRONG: at root level
"route": [ ... ],
"speed": 40,
"pauseTime": 10
},
"eventMappings": [ ... ]
}
```
**CORRECTED:**
```json
{
"id": "security_guard",
"displayName": "Security Guard",
"npcType": "person",
"position": { "x": 5, "y": 4 },
"spriteSheet": "hacker-red",
"spriteTalk": "assets/characters/hacker-red-talk.png",
"spriteConfig": {
"idleFrameStart": 20,
"idleFrameEnd": 23
},
"storyPath": "scenarios/ink/security-guard.json",
"currentKnot": "start",
"los": {
"enabled": true,
"range": 300,
"angle": 140,
"visualize": true
},
"behavior": {
"patrol": { // ← CORRECT: inside behavior
"route": [
{ "x": 2, "y": 3 },
{ "x": 8, "y": 3 },
{ "x": 8, "y": 6 },
{ "x": 2, "y": 6 }
],
"speed": 40,
"pauseTime": 10
}
},
"eventMappings": [
{
"eventPattern": "lockpick_used_in_view",
"targetKnot": "on_lockpick_used",
"conversationMode": "person-chat",
"cooldown": 0
}
]
}
```
---
### For `patrol_with_face` NPC:
**CURRENT (MOSTLY CORRECT):**
```json
{
"id": "patrol_with_face",
"los": { ... },
"behavior": {
"facePlayer": true,
"facePlayerDistance": 96,
"patrol": { ... },
}, // ← Trailing comma here is OK since eventMappings is wrong nesting
"eventMappings": [ ... ]
}
```
**SHOULD BE:**
```json
{
"id": "patrol_with_face",
"behavior": {
"facePlayer": true,
"facePlayerDistance": 96,
"patrol": {
"enabled": true,
"speed": 100,
"changeDirectionInterval": 4000,
"bounds": { ... }
}
},
"los": { ... },
"eventMappings": [ ... ]
}
```
---
## Expected Format According to `test-npc-patrol.json`
```json
{
"scenario_brief": "...",
"endGoal": "...",
"startRoom": "...",
"player": { ... },
"rooms": {
"room_id": {
"type": "room_office",
"connections": { ... },
"npcs": [
{
"id": "npc_id",
"displayName": "...",
"npcType": "person",
"position": { "x": 5, "y": 5 },
"spriteSheet": "hacker",
"spriteConfig": { ... },
"storyPath": "scenarios/ink/...",
"currentKnot": "start",
"behavior": {
"facePlayer": false,
"patrol": {
"enabled": true,
"speed": 100,
"changeDirectionInterval": 3000,
"bounds": { x, y, width, height }
}
}
}
],
"objects": [ ... ]
}
}
}
```
---
## Key Takeaways
1. **`patrol` must be inside `behavior`** - not at NPC root
2. **All NPC-level properties should come before `behavior`** (displayName, spriteSheet, position, etc.)
3. **`eventMappings` is at NPC root level** - after `behavior` closes
4. **No trailing commas** - watch for syntax errors
5. **`endGoal` should be at scenario root** - describes mission objective
These are standard structure requirements for the NPC system to properly parse and initialize the patrol behavior.

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docs/NPC_LOS_SYSTEM.md Normal file
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# NPC Line-of-Sight (LOS) System Documentation
## Overview
The NPC Line-of-Sight (LOS) system allows NPCs to detect the player and events (like lockpicking) only when the player is within a configurable vision cone. This adds realism to NPC perception and prevents event triggering when NPCs can't "see" the player.
## Configuration
### NPC JSON Structure
Add a `los` property to any NPC definition:
```json
{
"id": "security_guard",
"npcType": "person",
"los": {
"enabled": true,
"range": 300,
"angle": 140,
"visualize": false
},
"eventMappings": [
{
"eventPattern": "lockpick_used_in_view",
"targetKnot": "on_lockpick_used",
"conversationMode": "person-chat",
"cooldown": 0
}
]
}
```
### LOS Properties
| Property | Type | Default | Description |
|----------|------|---------|-------------|
| `enabled` | boolean | true | Whether LOS detection is active |
| `range` | number | 300 | Detection range in pixels |
| `angle` | number | 120 | Field of view angle in degrees (120° = 60° on each side of facing direction) |
| `visualize` | boolean | false | Whether to render the LOS cone for debugging |
## How It Works
### Detection Algorithm
1. **Distance Check**: Player must be within `range` pixels of NPC
2. **Angle Check**: Player must be within `angle` degrees of NPC's facing direction
3. **Both conditions required**: Player must satisfy both distance AND angle constraints
### Facing Direction
The system automatically detects NPC facing direction from:
1. Explicit `facingDirection` property (if set on NPC instance)
2. Sprite rotation (converted from radians to degrees)
3. Direction property (0=down, 1=left, 2=up, 3=right)
4. Default: 270° (facing up)
For NPCs with patrol routes, the facing direction updates based on current movement direction.
## Implementation Details
### Files
- **`js/systems/npc-los.js`** - Core LOS detection and visualization
- `isInLineOfSight(npc, target, losConfig)` - Check if target is in LOS
- `drawLOSCone(scene, npc, losConfig)` - Render debug visualization
- `clearLOSCone(graphics)` - Clean up graphics
- **`js/systems/npc-manager.js`** - NPC manager integration
- `shouldInterruptLockpickingWithPersonChat(roomId, playerPosition)` - Check if any NPC can see the player attempting to lockpick
- `setLOSVisualization(enable, scene)` - Toggle LOS cone rendering
- `updateLOSVisualizations(scene)` - Update cone graphics (call from game loop)
- **`js/systems/unlock-system.js`** - Integration with lock system
- Passes player position when checking for NPC interruption
### Integration with Lockpicking
When a player attempts to lockpick:
```javascript
// unlock-system.js checks LOS before starting minigame
const playerPos = window.player.sprite.getCenter();
const interruptingNPC = window.npcManager.shouldInterruptLockpickingWithPersonChat(roomId, playerPos);
if (interruptingNPC) {
// NPC can see player - trigger person-chat instead of lockpicking
// emit lockpick_used_in_view event
return; // Don't start lockpicking
}
// Otherwise, proceed with normal lockpicking
```
## Usage
### Checking LOS in Code
```javascript
import { isInLineOfSight } from 'js/systems/npc-los.js';
const losConfig = {
range: 300,
angle: 120,
enabled: true
};
const canSee = isInLineOfSight(npc, playerPosition, losConfig);
if (canSee) {
console.log('NPC can see player!');
}
```
### Debugging with Visualization
Enable LOS cone rendering to visualize NPC vision:
```javascript
// In console or during game init
window.npcManager.setLOSVisualization(true, window.game.scene.scenes[0]);
// Then call from game loop (in update method)
window.npcManager.updateLOSVisualizations(window.game.scene.scenes[0]);
```
The visualization shows:
- **Green semi-transparent cone** = NPC's field of view
- **Cone origin** = NPC's position
- **Cone angle** = Configured `angle` property
- **Cone range** = Configured `range` property
### Server Migration Notes
Since this system is client-side only, consider:
- **Phase 1** (Current): Client-side LOS checks for cosmetic reactions
- **Phase 2** (Future): Server validates LOS before accepting unlock attempts
- **Migration Path**: Keep client-side system for immediate feedback, server validates actual event
## Testing
### Test Scenario
The file `scenarios/npc-patrol-lockpick.json` includes two NPCs with LOS configured:
```json
"security_guard": {
"los": {
"enabled": true,
"range": 300,
"angle": 140,
"visualize": false
},
...
}
```
### Test Cases
1. **In LOS**: Player stands in front of NPC within range → NPC reacts to lockpicking
2. **Out of Range**: Player stands far away → NPC does NOT react
3. **Behind NPC**: Player behind NPC's facing direction → NPC does NOT react
4. **Partial Angle**: Player at edge of FOV cone → Reacts only if within angle bounds
### Running Tests
```javascript
// Enable LOS visualization
window.npcManager.setLOSVisualization(true, window.game.scene.scenes[0]);
// Manually test LOS
const playerPos = window.player.sprite.getCenter();
const security_guard = window.npcManager.getNPC('security_guard');
const canSee = window.npcManager.shouldInterruptLockpickingWithPersonChat('patrol_corridor', playerPos);
console.log('Can NPC see player?', canSee !== null);
```
## Performance Considerations
- **LOS checks**: O(n) where n = number of NPCs in room (very fast)
- **Distance calculation**: Uses Phaser's `Distance.Between()` (optimized)
- **Visualization**: Only enabled for debugging, should be disabled in production
- **Angle calculation**: Minimal overhead, only done when needed
## Common Issues
### Issue: NPC always sees player
- **Check**: Verify `los.enabled: true` in NPC definition
- **Check**: Confirm `range` is large enough for test scenario
- **Check**: Verify `angle` value is correct (should be 120-180 for typical coverage)
### Issue: NPC never sees player
- **Check**: Player position is correct (check `window.player.sprite.getCenter()`)
- **Check**: NPC position is correct
- **Check**: NPC facing direction is correct (check `npc.direction` or `npc.facingDirection`)
- **Debug**: Enable visualization with `setLOSVisualization(true, scene)`
### Issue: Visualization cone not showing
- **Check**: `visualize` property is set to `true` (or always enabled via `setLOSVisualization`)
- **Check**: Scene is passed correctly to `updateLOSVisualizations()`
- **Check**: Call `updateLOSVisualizations()` from game's update loop
## Future Enhancements
1. **Obstacles**: Add wall/terrain blocking for more realistic LOS
2. **Hearing**: Add audio-based detection (separate system)
3. **Memory**: Add NPC memory of recent player sightings
4. **Alert Levels**: Different LOS ranges based on NPC alert state
5. **Dynamic Facing**: Update facing direction based on patrol waypoints