NEON-29: add implementation plan for district expansion
Planning doc for expanding the prototype client district to ~5× current footprint with terraces, step geometry, and extra obstacles for camera/nav stress QA.pull/41/head
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# NEON-29 Implementation Plan — Expand prototype client district for camera/nav stress QA
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## Story reference
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- **Key:** [NEON-29](https://neon-sprawl.atlassian.net/browse/NEON-29)
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- **Title:** E1.M2: Expand prototype client district for camera/nav stress QA
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- **Parent epic:** [NEON-1 — Epic 1 — Core Player Runtime](https://neon-sprawl.atlassian.net/browse/NEON-1)
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- **Labels:** E1, E1.M2, client-qa-district, decomposition
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---
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## Goal, scope, and out-of-scope
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### Goal
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Provide a **~5× footprint** (order-of-magnitude) prototype play space versus the current district, with **more obstacles** and **height-changing regions** (steps, terraces, bumps) so day-to-day client work can stress **motion, framing, and readability** for the camera, navigation, ground pick, and interaction systems.
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### Scope
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- `client/scenes/main.tscn`: expand walkable floor / nav source geometry; add props that participate in `NavigationRegion3D` bake and `walkable` picking as today; include elevated terrace/step platforms for vertical variation.
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- `client/README.md`: short runbook note covering district scale, intent, and any new designer-facing limits.
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- Optional: pointer in `docs/decomposition/modules/E1_M2_IsometricCameraController.md` that this geography is the default stress playground for client stories.
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### Out of scope
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- New camera features (zoom bands NEON-26, occlusion NEON-27) — geography may help test them, but this story does not implement them.
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- Server schema or MoveCommand contract changes unless existing NEON-7 step/bounds defaults visibly break on the larger map (in that case: document + minimal config tune only).
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- Production art pass or zone graph / Epic 4 content.
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---
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## Acceptance criteria checklist
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- [ ] Playable area is **materially larger** (~5× order of magnitude vs pre-change footprint) with **additional obstacles** and **vertical variation** usable with click-to-move.
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- [ ] **NavigationRegion3D** bakes successfully at startup; long clicks behave per existing NEON-8 tradeoffs (document if new geometry exposes new edge cases).
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- [ ] **Ground pick** and `walkable` grouping remain correct on new surfaces.
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- [ ] README updated for anyone running F5 + server.
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---
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## Technical approach
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### Current baseline
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The current `main.tscn` district is a single **20 × 20** unit flat floor (`BoxMesh_floor`, placed at Y = -0.1), giving an approximate playable area of ~400 sq units. Static props:
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- `PrototypeTerminal` (0.9 × 1 × 0.4) at origin
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- `MoveRejectPedestal` (1.5 × 2.5 × 1.5) at (7.5, 0, -6.5)
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- `MoveRejectFarPad` (2.5 × 0.12 × 2.5) at (9, 0.06, 9)
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- `Obstacle` (2 × 2 × 2, `occluder` group) at (6, 0, 5)
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- Player spawn at (-5, 0.9, -5)
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The `NavigationMesh` stored in the scene file is intentionally stale; `main.gd` calls `bake_navigation_mesh(false)` at startup so the live mesh always reflects actual collision geometry.
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### Expansion plan
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**Floor size:** Replace the 20 × 20 floor with a **45 × 45** unit floor, giving ~2025 sq units (~5× of 400). Keep floor mesh center at origin (X=0, Z=0) so spawn position and existing props stay roughly central.
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**Additional obstacles (nav stress + camera occlusion):** Add 3–4 extra `StaticBody3D` nodes in the `occluder` group, distributed across the expanded area — positioned so the follow camera must work around varying angles.
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**Vertical variation (terraces / steps):** Add 2–3 raised terrace platforms as `StaticBody3D` nodes in the `walkable` group, elevated ~0.5–2.5 m above the main floor, with ramp/step approach geometry. These are `StaticBody3D` siblings of `Floor` under `NavigationRegion3D` so the runtime bake includes them as nav sources. Each terrace:
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- Has its own `CollisionShape3D` (BoxShape3D).
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- Is in the `walkable` group so ground-pick raycasts hit it correctly.
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- Has a small `StaticBody3D` ramp or step approach (also `walkable`) so `NavigationAgent3D` can route onto it within the NEON-8 step/climb parameters (`agent_max_climb = 0.35` in existing NavMesh settings — ramp grade must respect this, or use multi-step approach).
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**MoveReject props:** Keep `MoveRejectPedestal` and `MoveRejectFarPad` in place — they exercise NEON-7 reject behavior and must remain reachable. Shift `MoveRejectFarPad` outward if needed to stay within the expanded floor bounds and remain "far."
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**NavigationMesh settings:** No changes to agent parameters (height=1.0, radius=0.4, max_climb=0.35, cell_size=0.15) — they remain aligned with the player capsule per NEON-8. The stale baked mesh in the scene will update at runtime. The `geometry_collision_mask = 1` stays, so all collision-layer-1 bodies under the region contribute.
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**NEON-7 edge case check:** With a larger floor the server's `step_size` / `MaxDistance` defaults may now allow clicks that would previously have been out-of-range. Document in the README if this changes observed reject behavior; no server code change unless a new reject case is broken (not just shifted in range).
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---
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## Files to add
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None. All geometry lives in the existing scene file; no new GDScript logic is required.
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---
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## Files to modify
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| File | Rationale |
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|------|-----------|
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| `client/scenes/main.tscn` | Replace 20×20 floor with 45×45; add terrace/step platforms and extra obstacle props; update pre-baked `NavigationMesh` vertices (will be overwritten at runtime, but keeping a reasonable approximation avoids editor warnings). |
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| `client/README.md` | Add district runbook note: new footprint, vertical variation, intent as stress playground, updated manual-check geometry references. |
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| `docs/decomposition/modules/E1_M2_IsometricCameraController.md` | Optional lightweight pointer that this expanded geography is the default QA map for E1.M2 camera stories. |
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---
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## Tests
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No new automated GDScript tests are added for this story — there is no new GDScript logic. This story is pure scene geometry.
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**Manual verification replaces automated tests:**
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1. **F5** with server running: confirm player spawns and nav bake completes without errors in Output.
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2. Click-to-move across the expanded floor, up/down each terrace, and through obstacles — confirm `NavigationAgent3D` routes and `move_and_slide` behaves per NEON-8 tradeoffs.
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3. Ground-pick regression: click behind each new `occluder`-tagged obstacle with player in and out of occlusion fade range (per NEON-30 manual check in README).
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4. Confirm `MoveRejectPedestal` and `MoveRejectFarPad` still reject correctly.
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5. Follow camera: walk to far corners of the expanded floor — confirm `IsometricFollowCamera` tracks smoothly without snapping or losing the player (snap_distance not tripped by longer walks).
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6. Interaction radius: walk near `PrototypeTerminal` to confirm range indicators still work correctly.
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---
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## Open questions / risks
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- **NavMesh bake time:** A 45×45 floor with several terraces will bake more polygons than the 20×20 baseline. Expected to be negligible for `bake_navigation_mesh(false)` on desktop, but monitor Output for a perceptible pause.
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- **NEON-7 reject range change:** The server's `MaxDistance` is currently tuned for the old district. Clicks from the far corners of the new floor will be within server range (they're not "too far" in server terms — the server checks xz step size from _current_ position to _target_, not total map size). Confirm no new silent-reject edge cases; document if found.
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- **Agent climb on terraces:** `agent_max_climb = 0.35` limits single-step height. Ramps must grade gently enough for the bake to include them as traversable, or use stacked step geometry (~0.30 m rise per step). Verify in Godot editor nav mesh debug overlay before shipping.
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