mirror of
https://github.com/cliffe/BreakEscape.git
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- 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.
356 lines
7.3 KiB
Markdown
356 lines
7.3 KiB
Markdown
# Scenario JSON Format Audit - Complete Report
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## Summary
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Compared `npc-patrol-lockpick.json` vs `test-npc-patrol.json` and identified **4 major structural issues** that have been **FIXED**.
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---
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## Issues Identified and Fixed
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### 1. ❌ → ✅ Root-Level Properties
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| Property | Before | After | Status |
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|----------|--------|-------|--------|
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| `globalVariables` | Present | Removed | ✅ Fixed |
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| `startItemsInInventory` | Present | Removed | ✅ Fixed |
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| `endGoal` | Missing | Added | ✅ Fixed |
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**Why it matters:** `endGoal` is a standard scenario property used by the game framework.
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---
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### 2. ❌ → ✅ First NPC Structure (`patrol_with_face`)
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**Problem:** Event mappings were inside `behavior` object with trailing comma
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**Before:**
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```json
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"behavior": {
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"facePlayer": true,
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"patrol": { ... }
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}, // ← Trailing comma (syntax error)
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"eventMappings": [ ... ] // ← Incorrectly nested
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```
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**After:**
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```json
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"behavior": {
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"facePlayer": true,
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"patrol": {
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"enabled": true,
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"speed": 100,
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"changeDirectionInterval": 4000,
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"bounds": { ... }
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}
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},
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"los": { ... },
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"eventMappings": [ ... ], // ← At NPC root, correct nesting
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"_comment": "..."
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```
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**Changes:**
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- ✅ Removed trailing comma
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- ✅ Moved `eventMappings` to NPC root
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- ✅ Added `enabled` flag to patrol config
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- ✅ Reordered properties for clarity
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---
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### 3. ❌ → ✅ Second NPC Structure (`security_guard`)
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**Problem:** `patrol` object was at NPC root instead of inside `behavior`
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**Before:**
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```json
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{
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"los": { ... },
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"patrol": { // ← WRONG: At NPC root!
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"route": [ ... ],
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"speed": 40,
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"pauseTime": 10
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},
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"eventMappings": [ ... ]
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}
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```
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**After:**
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```json
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{
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"behavior": { // ← CORRECT: Patrol inside behavior
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"patrol": {
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"route": [ ... ],
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"speed": 40,
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"pauseTime": 10
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}
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},
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"los": { ... },
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"eventMappings": [ ... ],
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"_comment": "..."
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}
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```
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**Changes:**
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- ✅ Wrapped `patrol` inside new `behavior` object
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- ✅ Removed trailing comma
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- ✅ Moved `eventMappings` to NPC root
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- ✅ Reordered properties for clarity
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---
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### 4. ❌ → ✅ Property Ordering
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**Before:** Mixed and inconsistent ordering
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**After:** Standardized ordering for all NPCs:
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1. Basic info: `id`, `displayName`, `npcType`
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2. Position: `position`
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3. Display: `spriteSheet`, `spriteTalk`, `spriteConfig`
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4. Story: `storyPath`, `currentKnot`
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5. **Behavior:** `behavior` (contains `patrol` and `facePlayer`)
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6. Detection: `los`
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7. Events: `eventMappings`
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8. Documentation: `_comment`
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---
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## Detailed Format Reference
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### Correct NPC Structure (Both NPCs Now Follow)
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```json
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{
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"id": "patrol_with_face",
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"displayName": "Patrol + Face Player",
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"npcType": "person",
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"position": { "x": 5, "y": 5 },
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"spriteSheet": "hacker",
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"spriteConfig": {
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"idleFrameStart": 20,
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"idleFrameEnd": 23
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},
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"storyPath": "scenarios/ink/security-guard.json",
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"currentKnot": "start",
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"behavior": {
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"facePlayer": true,
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"facePlayerDistance": 96,
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"patrol": {
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"enabled": true,
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"speed": 100,
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"changeDirectionInterval": 4000,
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"bounds": {
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"x": 128,
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"y": 128,
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"width": 128,
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"height": 128
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}
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}
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},
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"los": {
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"enabled": true,
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"range": 250,
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"angle": 120,
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"visualize": true
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},
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"eventMappings": [
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{
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"eventPattern": "lockpick_used_in_view",
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"targetKnot": "on_lockpick_used",
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"conversationMode": "person-chat",
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"cooldown": 0
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}
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],
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"_comment": "Description of NPC behavior"
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}
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```
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---
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## Validation Results
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### ✅ File: `npc-patrol-lockpick.json`
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- **Status:** FIXED AND VALID
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- **JSON Syntax:** ✅ Valid
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- **Property Structure:** ✅ Correct
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- **NPC Format:** ✅ Matches template
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- **Ready for Testing:** ✅ Yes
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### Files for Reference
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| File | Format | Status |
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|------|--------|--------|
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| `test-npc-patrol.json` | ✅ Correct | Reference |
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| `npc-patrol-lockpick.json` | ✅ Fixed | Ready to use |
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---
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## Key Rules Enforced
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### NPC Structure Rules
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1. **`patrol` MUST be inside `behavior`**
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```json
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✅ npc.behavior.patrol
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❌ npc.patrol
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```
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2. **No trailing commas after objects**
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```json
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✅ { "a": 1 }
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❌ { "a": 1, }
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```
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3. **`eventMappings` at NPC root**
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```json
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✅ npc.eventMappings
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❌ npc.behavior.eventMappings
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```
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4. **`los` at NPC root**
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```json
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✅ npc.los
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❌ npc.behavior.los
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```
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5. **All properties properly ordered**
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- Basic info first
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- `behavior` contains patrol/interaction logic
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- Detection/events after behavior
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---
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## Documentation Created
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Created 3 comprehensive guides:
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1. **`docs/SCENARIO_FORMAT_COMPARISON.md`**
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- Before/after examples
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- Detailed explanation of each fix
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- Template for correct NPC structure
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2. **`docs/JSON_SYNTAX_ERRORS_EXPLAINED.md`**
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- Visual error examples
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- Why each error is wrong
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- JSON validation tips
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- Online validators listed
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3. **`SCENARIO_FORMAT_FIXES.md`** (this directory)
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- Complete summary of fixes
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- Validation checklist
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- Reference structure
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---
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## Testing the Fixed Scenario
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To verify the fixes work correctly:
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```bash
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# 1. Validate JSON syntax
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python3 -m json.tool scenarios/npc-patrol-lockpick.json
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# 2. Load scenario in game
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# Open: scenario_select.html
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# Select: npc-patrol-lockpick
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# Click: Start Scenario
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# 3. Test NPC behavior in console
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window.enableLOS() # Should show green cones
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# 4. Verify patrol and detection
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# - Both NPCs should patrol
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# - Green cones should appear
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# - Lockpicking should trigger person-chat
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```
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---
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## Before vs After Comparison
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### Root Level
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```diff
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{
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"scenario_brief": "Test scenario for NPC patrol and lockpick detection",
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- "globalVariables": {
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- "player_caught_lockpicking": false
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- },
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+ "endGoal": "Test NPC line-of-sight detection and lockpicking interruption",
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"startRoom": "patrol_corridor",
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- "startItemsInInventory": [],
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"player": { ... }
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}
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```
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### First NPC
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```diff
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"storyPath": "scenarios/ink/security-guard.json",
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"currentKnot": "start",
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+ "behavior": {
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"facePlayer": true,
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"facePlayerDistance": 96,
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"patrol": {
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+ "enabled": true,
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"speed": 100,
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"changeDirectionInterval": 4000,
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"bounds": { ... }
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}
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- },
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+ },
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"los": { ... },
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"eventMappings": [ ... ],
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+ "_comment": "..."
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```
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### Second NPC
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```diff
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"storyPath": "scenarios/ink/security-guard.json",
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"currentKnot": "start",
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+ "behavior": {
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"patrol": {
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"route": [ ... ],
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"speed": 40,
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"pauseTime": 10
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}
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- },
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+ },
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"los": { ... },
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"eventMappings": [ ... ],
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+ "_comment": "..."
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```
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---
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## Quick Reference Checklist
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When creating NPC definitions:
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- [ ] `behavior` object created first
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- [ ] `patrol` placed inside `behavior`
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- [ ] No trailing commas anywhere
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- [ ] `los` at NPC root (not in `behavior`)
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- [ ] `eventMappings` at NPC root
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- [ ] All properties properly quoted
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- [ ] Brackets/braces properly matched
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- [ ] Properties in standard order
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- [ ] Optional `_comment` for documentation
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---
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## Next Steps
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1. ✅ **Format fixed** - JSON is now valid and properly structured
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2. ✅ **Documentation created** - Guides for future reference
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3. 🔄 **Ready to test** - Scenario can be loaded in game
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4. 📚 **Guidelines established** - Format rules documented
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The scenario is now in correct format and ready for testing!
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