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BreakEscape/docs/achitechture/NPC_LOS_SYSTEM.md
Z. Cliffe Schreuders 47eaffa4c3 Scenario development WiP
2025-12-01 08:48:43 +00:00

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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