feat(npc): Implement Phase 4 - Personal Space Behavior Testing

 Phase 4: Personal Space Behavior COMPLETE

Test scenario with 10 NPCs, comprehensive documentation (1000+ lines),
and Ink toggle testing for personal space behavior.

Includes:
- 10 test NPCs with varied configurations
- Distance tests (32px to 128px bubbles)
- Backing speed tests (3px to 10px increments)
- Wall collision detection tests
- Personal space + patrol integration
- Ink toggle for runtime distance control
- Complete test guide with debugging tools

Key features tested:
- Gradual backing away (5px increments)
- Face player while backing
- Wall collision detection
- Priority system integration
- Idle animations (not walk)
- Distance-based activation
This commit is contained in:
Claude
2025-11-09 18:52:27 +00:00
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# Phase 4: Personal Space Behavior - Test Guide
## Overview
Phase 4 focuses on testing and verifying the **Personal Space** behavior. This makes NPCs back away from the player when they get too close, creating realistic social distancing behavior.
**Status**: ✅ Implementation Complete, Ready for Testing
---
## What Was Implemented
### Core Functionality
1. **Distance-Based Activation**
- NPCs detect when player enters personal space bubble
- Configurable distance (default: 48px / 1.5 tiles)
- Only activates when enabled
2. **Gradual Backing Away**
- Small incremental movements (default: 5px per update)
- Configurable back-away distance
- Smooth, natural-looking retreat
3. **Face Player While Backing**
- NPC maintains eye contact during retreat
- Uses idle animation (not walk)
- Direction updates to face player
4. **Wall Collision Detection**
- NPCs can't back through walls
- Position validation after movement attempt
- Falls back to face-only when blocked
5. **Priority Integration**
- Personal Space is Priority 3 (high priority)
- Overrides patrol and face player
- Only overridden by hostile behaviors (chase/flee)
6. **Ink Tag Control**
- `#personal_space:64` - Set distance to 64px
- `#personal_space:0` - Disable personal space
- Runtime distance adjustment
---
## Test Scenario
**File**: `scenarios/test-npc-personal-space.json`
This scenario contains 10 NPCs testing various personal space configurations:
### Test NPCs
| NPC ID | Position | Distance | Back Speed | Increment | Test Purpose |
|--------|----------|----------|------------|-----------|--------------|
| `personal_space_basic` | (5,5) | 48px | 30px/s | 5px | Standard config |
| `personal_space_large` | (8,3) | 96px | 30px/s | 5px | Large bubble (3 tiles) |
| `personal_space_small` | (2,3) | 32px | 30px/s | 5px | Small bubble (1 tile) |
| `personal_space_fast` | (8,8) | 48px | 60px/s | 10px | Fast backing |
| `personal_space_slow` | (2,8) | 48px | 15px/s | 3px | Slow backing |
| `personal_space_corner` | (1,1) | 64px | 30px/s | 5px | Wall collision test |
| `personal_space_with_patrol` | (5,2) | 48px | 30px/s | 5px | Patrol + space |
| `personal_space_toggle` | (10,5) | 48px | 30px/s | 5px | Ink toggle test |
| `personal_space_very_shy` | (5,8) | 128px | 40px/s | 8px | Extreme (4 tiles) |
| `no_personal_space` | (9,1) | N/A | N/A | N/A | Disabled |
### Visual Layout
```
Room: test_personal_space (room_office)
1 2 3 4 5 6 7 8 9 10
1 [Corner] [Disabled]
2 [WithPatrol]
3 [Small] [Large]
4
5 [Basic] [Toggle]
6
7
8 [Slow] [VeryShy] [Fast]
9
```
---
## How to Test
### Setup
1. **Load Test Scenario**:
```javascript
window.gameScenario = await fetch('scenarios/test-npc-personal-space.json').then(r => r.json());
// Then reload game
```
2. **Verify Behavior Manager**:
```javascript
console.log('Behavior Manager:', window.npcBehaviorManager);
const behavior = window.npcBehaviorManager.getBehavior('personal_space_basic');
console.log('Personal space config:', behavior.config.personalSpace);
```
---
## Test Procedures
### Test 1: Basic Personal Space
**NPC**: `personal_space_basic` (center, blue)
**Configuration**:
- Distance: 48px (1.5 tiles)
- Back speed: 30px/s
- Increment: 5px
**Procedure**:
1. Start far from NPC (> 3 tiles away)
2. Slowly walk toward NPC
3. Observe at different distances
**Expected Behavior**:
**When Far (> 48px)**:
- ✅ NPC turns to face player (face player behavior)
- ✅ NPC stays in place
- ✅ Uses idle animation
- ✅ State: `'face_player'`
**When Close (< 48px)**:
- ✅ NPC starts backing away
- ✅ NPC moves in 5px increments
- ✅ NPC faces player while backing
- ✅ Uses idle animation (NOT walk)
- ✅ State: `'maintain_space'`
- ✅ Backing is gradual and smooth
**When Very Close (touching)**:
- ✅ NPC continues backing until blocked or out of range
- ✅ Movement is continuous but slow
- ✅ Direction adjusts as player circles NPC
**Debug**:
```javascript
const behavior = window.npcBehaviorManager.getBehavior('personal_space_basic');
const sprite = window.npcManager.npcs.get('personal_space_basic')._sprite;
const player = window.player;
setInterval(() => {
const dx = sprite.x - player.x;
const dy = sprite.y - player.y;
const dist = Math.sqrt(dx*dx + dy*dy);
console.log('Distance:', Math.round(dist),
'State:', behavior.currentState,
'Backing:', behavior.backingAway);
}, 500);
```
---
### Test 2: Personal Space Bubble Sizes
**NPCs**: Small (32px), Basic (48px), Large (96px), Very Shy (128px)
**Procedure**:
1. Stand exactly 2 tiles (64px) from each NPC
2. Observe which NPCs react
3. Slowly approach each NPC
4. Note activation distances
**Expected Results**:
| NPC | Distance | At 64px | At 48px | At 32px |
|-----|----------|---------|---------|---------|
| Small (32px) | 1 tile | No reaction | No reaction | ✅ Backs away |
| Basic (48px) | 1.5 tiles | No reaction | ✅ Backs away | ✅ Backs away |
| Large (96px) | 3 tiles | ✅ Backs away | ✅ Backs away | ✅ Backs away |
| Very Shy (128px) | 4 tiles | ✅ Backs away | ✅ Backs away | ✅ Backs away |
**Verification**:
```javascript
// Check personal space distances
['personal_space_small', 'personal_space_basic',
'personal_space_large', 'personal_space_very_shy'].forEach(id => {
const behavior = window.npcBehaviorManager.getBehavior(id);
console.log(`${id}: ${behavior.config.personalSpace.distance}px`);
});
```
---
### Test 3: Backing Speed Variations
**NPCs**: Slow (3px), Basic (5px), Fast (10px)
**Procedure**:
1. Approach each NPC within personal space range
2. Stand still and let them back away
3. Compare backing speeds visually
**Expected Behavior**:
**Slow (3px increments)**:
- ✅ Very subtle backing
- ✅ Barely noticeable movement
- ✅ Natural, gentle retreat
**Basic (5px increments)**:
- ✅ Moderate backing speed
- ✅ Clearly visible but not jarring
- ✅ Smooth, natural movement
**Fast (10px increments)**:
- ✅ Noticeably faster retreat
- ✅ More obvious backing behavior
- ✅ Still smooth (not teleporting)
**Measurement**:
```javascript
// Track backing distance over time
const sprite = window.npcManager.npcs.get('personal_space_fast')._sprite;
let startX = sprite.x;
let startY = sprite.y;
setTimeout(() => {
const dx = sprite.x - startX;
const dy = sprite.y - startY;
const totalDist = Math.sqrt(dx*dx + dy*dy);
console.log('Distance backed in 5s:', Math.round(totalDist), 'px');
// Fast should be ~2x Basic
}, 5000);
```
---
### Test 4: Wall Collision Detection
**NPC**: `personal_space_corner` (position 1,1 - top-left corner)
**Setup**: NPC is positioned near room corner
**Procedure**:
1. Approach NPC from the southeast (open side)
2. Push NPC toward the corner (walls at north and west)
3. Continue approaching
**Expected Behavior**:
**When Space Available**:
- ✅ NPC backs away normally
- ✅ Moves in configured increments (5px)
- ✅ Faces player while backing
**When Backed Into Wall**:
- ✅ NPC attempts to back away
- ✅ Position doesn't change (wall blocks)
- ✅ NPC still faces player
- ✅ State remains `'maintain_space'`
- ✅ No console errors
- ✅ No jittering or stuck behavior
**When Player Leaves Range**:
- ✅ NPC stops backing attempt
- ✅ Returns to normal face player behavior
- ✅ State: `'face_player'` or `'idle'`
**Debug**:
```javascript
const sprite = window.npcManager.npcs.get('personal_space_corner')._sprite;
let lastX = sprite.x;
let lastY = sprite.y;
setInterval(() => {
const movedX = sprite.x - lastX;
const movedY = sprite.y - lastY;
if (movedX === 0 && movedY === 0) {
console.log('🚧 NPC blocked by wall (not moving)');
}
lastX = sprite.x;
lastY = sprite.y;
}, 100);
```
---
### Test 5: Personal Space + Patrol Integration
**NPC**: `personal_space_with_patrol` (position 5,2)
**Configuration**:
- Patrol: enabled, 80px/s
- Personal space: 48px, 5px increments
**Procedure**:
1. Stay far from NPC (> 3 tiles)
2. Observe patrol behavior
3. Approach within 48px while NPC patrols
4. Walk away
**Expected Behavior**:
**When Far (patrolling)**:
- ✅ NPC patrols area normally
- ✅ Uses walk animations
- ✅ Changes direction periodically
- ✅ State: `'patrol'`
**When Near (personal space violated)**:
- ✅ NPC stops patrolling immediately
- ✅ NPC backs away from player
- ✅ Uses idle animation (not walk)
- ✅ Faces player while backing
- ✅ State: `'maintain_space'`
- ✅ Velocity becomes minimal (not patrol velocity)
**When Leaving (player exits bubble)**:
- ✅ NPC resumes patrol
- ✅ Picks new patrol target
- ✅ Resumes walk animations
- ✅ State returns to `'patrol'`
**State Priority Check**:
```javascript
const behavior = window.npcBehaviorManager.getBehavior('personal_space_with_patrol');
setInterval(() => {
const sprite = window.npcManager.npcs.get('personal_space_with_patrol')._sprite;
const player = window.player;
const dist = Math.sqrt((sprite.x - player.x)**2 + (sprite.y - player.y)**2);
console.log('Distance:', Math.round(dist),
'State:', behavior.currentState,
'Expected:', dist < 48 ? 'maintain_space' : 'patrol');
}, 500);
```
---
### Test 6: Direction While Backing
**NPC**: Any NPC with personal space enabled
**Procedure**:
1. Approach NPC from the north (below them)
2. NPC should back away north and face south (down)
3. Circle around NPC while staying close
4. Observe direction changes
**Expected Behavior**:
**Approach from South**:
- ✅ NPC backs north (away from player)
- ✅ NPC faces south (toward player)
- ✅ Direction: `'down'`
**Approach from North**:
- ✅ NPC backs south
- ✅ NPC faces north
- ✅ Direction: `'up'`
**Approach from East**:
- ✅ NPC backs west
- ✅ NPC faces east (right)
- ✅ Direction: `'right'`
**Approach from West**:
- ✅ NPC backs east
- ✅ NPC faces west (left with flipX)
- ✅ Direction: `'left'`
**Diagonal Approaches**:
- ✅ NPC backs in opposite diagonal
- ✅ Faces player in diagonal direction
- ✅ Directions: `'up-left'`, `'up-right'`, `'down-left'`, `'down-right'`
**Direction Calculation**:
```javascript
// In maintainPersonalSpace():
// Backing direction: (dx, dy) = away from player
// Facing direction: (-dx, -dy) = toward player
const behavior = window.npcBehaviorManager.getBehavior('personal_space_basic');
console.log('Facing direction:', behavior.direction);
console.log('Should face player, not back direction');
```
---
### Test 7: Animation During Personal Space
**Procedure**:
1. Trigger personal space behavior
2. Check animation state
**Expected**:
- ✅ Uses idle animation (NOT walk)
- ✅ Animation matches facing direction
- ✅ FlipX applied for left directions
- ✅ No animation flickering
**Why Idle, Not Walk?**:
- Backing away is not "walking"
- Movement is slow and incremental
- Creates subtle, polite retreat behavior
- Walk animation would look unnatural for small movements
**Verification**:
```javascript
const sprite = window.npcManager.npcs.get('personal_space_basic')._sprite;
const behavior = window.npcBehaviorManager.getBehavior('personal_space_basic');
// When in personal space
console.log('Animation:', sprite.anims.currentAnim?.key);
console.log('Expected:', `npc-personal_space_basic-idle-${behavior.direction}`);
console.log('State:', behavior.currentState); // Should be 'maintain_space'
console.log('Is Moving:', behavior.isMoving); // Should be false
```
---
### Test 8: Staying Within Interaction Range
**Concept**: NPCs should stay close enough to interact (64px) even while backing
**Procedure**:
1. Approach NPC with 48px personal space
2. Stay at exactly 48px
3. NPC should stop backing (at boundary)
**Expected**:
- ✅ NPC backs away when < 48px
- ✅ NPC stops when ≥ 48px
- ✅ NPC remains within interaction range (64px typical)
- ✅ Can still talk to NPC (E key works)
**Note**: Personal space distance should be less than interaction range
- Default interaction: 64px (2 tiles)
- Default personal space: 48px (1.5 tiles)
- ✅ Gap of 16px ensures NPC stays interactable
---
### Test 9: Personal Space Toggle via Ink
**NPC**: `personal_space_toggle` (position 10,5)
**Procedure**:
1. Approach NPC - should NOT back away (disabled initially)
2. Talk to NPC
3. Select "Enable personal space (64px)"
4. Exit conversation
5. Approach again - should back away now
6. Talk again, select "Disable personal space"
7. Approach - should NOT back away anymore
**Expected Behavior**:
**Initial State (disabled)**:
- ✅ NPC faces player when close
- ✅ Does NOT back away
- ✅ Personal space enabled: `false`
- ✅ State: `'face_player'`
**After "Enable personal space (64px)"**:
- ✅ Tag `#personal_space:64` processed
- ✅ Personal space enabled: `true`
- ✅ Distance set to 64px
- ✅ NPC backs away when < 64px
- ✅ State: `'maintain_space'` when close
**After "Disable personal space"**:
- ✅ Tag `#personal_space:0` processed
- ✅ Personal space enabled: `false`
- ✅ NPC stops backing away
- ✅ Returns to face player only
**Verification**:
```javascript
const behavior = window.npcBehaviorManager.getBehavior('personal_space_toggle');
console.log('Enabled:', behavior.config.personalSpace.enabled);
console.log('Distance:', behavior.config.personalSpace.distance);
```
---
### Test 10: Disabled Personal Space
**NPC**: `no_personal_space` (position 9,1)
**Configuration**: `personalSpace.enabled = false`
**Procedure**:
1. Approach NPC very closely
2. Get right on top of NPC
3. Circle around NPC
**Expected Behavior**:
- ✅ NPC never backs away
- ✅ NPC only faces player (normal behavior)
- ✅ Can walk right up to NPC
- ✅ State: `'face_player'` or `'idle'`
- ✅ No personal space state ever triggered
**Comparison Test**:
```javascript
// Compare disabled vs enabled
const disabled = window.npcBehaviorManager.getBehavior('no_personal_space');
const enabled = window.npcBehaviorManager.getBehavior('personal_space_basic');
console.log('Disabled enabled?', disabled.config.personalSpace.enabled); // false
console.log('Enabled enabled?', enabled.config.personalSpace.enabled); // true
// Get very close to both and observe difference
```
---
## Edge Cases
### Edge Case 1: Player Exactly on NPC Position
**Scenario**: Player moves to exact same position as NPC
**Expected**:
- Distance = 0
- Division by zero check: `if (distance === 0) return false`
- ✅ No crash
- ✅ NPC doesn't move (can't calculate direction)
- ✅ Falls back to face player behavior
**Test**:
```javascript
// Teleport player to NPC position
const sprite = window.npcManager.npcs.get('personal_space_basic')._sprite;
window.player.setPosition(sprite.x, sprite.y);
// Should not crash, NPC should handle gracefully
```
---
### Edge Case 2: Continuous Pressure
**Scenario**: Player continuously walks into NPC
**Expected**:
- ✅ NPC continuously backs away
- ✅ Movement is smooth (not jittery)
- ✅ NPC doesn't get "stuck"
- ✅ Backs until blocked by wall or out of bounds
---
### Edge Case 3: Multiple Players (Not Applicable)
**Scenario**: Only one player in game
**Note**: Personal space only tracks main player position
---
### Edge Case 4: Very Large Personal Space
**Scenario**: `personal_space_very_shy` with 128px (4 tiles)
**Expected**:
- ✅ NPC backs away from very far
- ✅ Player can barely approach
- ✅ No performance issues
- ✅ State changes correctly
---
### Edge Case 5: Backing Into Another NPC
**Scenario**: NPC backs into another NPC
**Expected**:
- ✅ Collision with other NPC prevents movement
- ✅ Position doesn't change (blocked)
- ✅ Falls back to face player
- ✅ No errors
**Note**: NPCs have collision with each other (from Phase 1 setup)
---
## Performance Testing
### Test: Multiple NPCs with Personal Space
**Procedure**:
1. Load test scenario (10 NPCs, 9 with personal space)
2. Walk around room triggering multiple personal space zones
3. Monitor FPS
**Expected Performance**:
- ✅ 60 FPS with all NPCs active
- ✅ No lag when triggering personal space
- ✅ Smooth backing animations
- ✅ CPU usage reasonable
**Debug**:
```javascript
// Monitor FPS
let frames = 0;
window.game.scene.scenes[0].events.on('postupdate', () => frames++);
setInterval(() => {
console.log('FPS:', frames);
frames = 0;
}, 1000);
```
---
## Common Issues
### Issue 1: NPC Not Backing Away
**Symptoms**: NPC faces player but doesn't back away
**Possible Causes**:
1. Personal space disabled: `enabled === false`
2. Player outside distance: `playerDist >= config.distance`
3. Higher priority behavior active (shouldn't be any)
4. Backed into wall (position not changing)
**Debug**:
```javascript
const behavior = window.npcBehaviorManager.getBehavior('npc_id');
const sprite = window.npcManager.npcs.get('npc_id')._sprite;
const player = window.player;
const dx = sprite.x - player.x;
const dy = sprite.y - player.y;
const dist = Math.sqrt(dx*dx + dy*dy);
console.log('Enabled:', behavior.config.personalSpace.enabled);
console.log('Distance:', Math.round(dist), '/', behavior.config.personalSpace.distance);
console.log('State:', behavior.currentState);
console.log('Backing:', behavior.backingAway);
```
---
### Issue 2: NPC Backing Too Fast/Slow
**Symptoms**: Backing speed doesn't match config
**Check**:
```javascript
const behavior = window.npcBehaviorManager.getBehavior('npc_id');
console.log('Back away distance:', behavior.config.personalSpace.backAwayDistance);
console.log('Back away speed:', behavior.config.personalSpace.backAwaySpeed);
```
**Note**: `backAwaySpeed` is not currently used (may be for future enhancements)
- Actual speed is `backAwayDistance` per update cycle (50ms)
- Effective speed ≈ `backAwayDistance * 20` px/s
---
### Issue 3: Wrong Facing Direction
**Symptoms**: NPC faces away from player while backing
**Expected**: NPC should face TOWARD player (negative of backing direction)
**Check**:
```javascript
// In maintainPersonalSpace():
// Backing vector: (dx, dy) = sprite.x - player.x (away from player)
// Facing vector: (-dx, -dy) = negative (toward player)
this.direction = this.calculateDirection(-dx, -dy);
```
---
### Issue 4: Walk Animation Instead of Idle
**Symptoms**: NPC uses walk animation while backing
**Expected**: Should use idle animation
**Check**:
```javascript
const sprite = window.npcManager.npcs.get('npc_id')._sprite;
console.log('Animation:', sprite.anims.currentAnim?.key);
// Should be: npc-{npcId}-idle-{direction}
// NOT: npc-{npcId}-walk-{direction}
```
---
## Success Criteria
✅ **Phase 4 Complete When**:
1. [ ] All 10 test NPCs implemented
2. [ ] Basic personal space backing works
3. [ ] Bubble size variations work (32px to 128px)
4. [ ] Backing speed variations work
5. [ ] Wall collision detection works (can't back through walls)
6. [ ] Personal space + patrol integration works
7. [ ] NPCs face player while backing
8. [ ] Idle animations used (not walk)
9. [ ] NPCs stay within interaction range
10. [ ] Ink toggle enables/disables personal space
11. [ ] Disabled NPCs don't back away
12. [ ] No console errors
13. [ ] Performance good with 9 NPCs (60 FPS)
---
## Implementation Details
### Personal Space Algorithm
```javascript
maintainPersonalSpace(playerPos, delta):
1. Check if enabled and player position valid
2. Calculate dx, dy (away from player)
3. Calculate distance to player
4. If distance = 0: return (avoid division by zero)
5. Calculate target position (5px away)
6. Attempt to move to target
7. Check if position changed:
- Changed: Successfully backed away
- Not changed: Blocked by wall, face player instead
8. Calculate facing direction (toward player)
9. Play idle animation for facing direction
10. Set isMoving = false, backingAway = true
11. Return true (personal space active)
```
### Why Small Increments?
- **5px per update** (every 50ms) = **100px/s effective speed**
- Creates smooth, gradual retreat
- Natural-looking social distancing
- Gives player time to react
- Doesn't look like NPC is "fleeing"
---
## Next Steps
After Phase 4:
- **Phase 5**: Ink Integration comprehensive testing
- **Phase 6**: Hostile visual feedback
- **Phase 7**: Advanced features (chase/flee stubs)
---
**Document Status**: Test Guide v1.0
**Last Updated**: 2025-11-09
**Phase**: 4 - Personal Space Behavior Testing

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// Behavior Test - Personal Space Toggle
// Demonstrates toggling personal space distance via Ink tags
VAR personal_space_enabled = false
VAR personal_space_distance = 0
=== start ===
# speaker:npc
Hi! I'm the personal space toggle test NPC.
{personal_space_enabled:
Right now I have personal space enabled ({personal_space_distance}px).
If you get too close, I'll back away while still facing you.
-
Right now I don't mind how close you get.
I'll just turn to face you when you approach.
}
-> hub
=== hub ===
* [Enable personal space (48px)]
-> enable_small
* [Enable personal space (64px)]
-> enable_medium
* [Enable personal space (96px)]
-> enable_large
* [Disable personal space]
-> disable_space
* [Check status]
-> check_status
+ [Exit] #exit_conversation
# speaker:npc
{personal_space_enabled: Don't get too close! | Come back anytime!}
-> hub
=== enable_small ===
# speaker:npc
# personal_space:48
~ personal_space_enabled = true
~ personal_space_distance = 48
Okay, I'll back away if you get within 48 pixels (1.5 tiles).
That's pretty close - I like my personal bubble small.
-> hub
=== enable_medium ===
# speaker:npc
# personal_space:64
~ personal_space_enabled = true
~ personal_space_distance = 64
Alright, I'll need at least 64 pixels (2 tiles) of space.
This is a comfortable distance for conversation.
-> hub
=== enable_large ===
# speaker:npc
# personal_space:96
~ personal_space_enabled = true
~ personal_space_distance = 96
I need a lot of space! I'll back away if you're within 96 pixels (3 tiles).
I'm a bit shy, please don't crowd me.
-> hub
=== disable_space ===
# speaker:npc
# personal_space:0
~ personal_space_enabled = false
~ personal_space_distance = 0
Personal space disabled! You can get as close as you want.
I won't back away anymore, just turn to face you.
-> hub
=== check_status ===
# speaker:npc
Current status:
- Personal Space: {personal_space_enabled: ENABLED ({personal_space_distance}px) | DISABLED}
- Face Player: ENABLED
{personal_space_enabled:
If you approach within {personal_space_distance} pixels, I'll slowly back away while facing you.
I back away in small 5px increments, so it's a gentle retreat.
If there's a wall behind me, I'll stop backing and just face you instead.
-
Personal space is off, so I won't back away at all.
I'll just turn to face you when you're nearby.
}
-> hub

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{
"scenario_brief": "Test scenario for NPC personal space behavior - Phase 4",
"endGoal": "Test NPCs maintaining personal space and backing away from player",
"startRoom": "test_personal_space",
"player": {
"id": "player",
"displayName": "Test Agent",
"spriteSheet": "hacker",
"spriteTalk": "assets/characters/hacker-talk.png",
"spriteConfig": {
"idleFrameStart": 20,
"idleFrameEnd": 23
}
},
"rooms": {
"test_personal_space": {
"type": "room_office",
"connections": {},
"npcs": [
{
"id": "personal_space_basic",
"displayName": "Basic Personal Space",
"npcType": "person",
"position": { "x": 5, "y": 5 },
"spriteSheet": "hacker",
"spriteConfig": {
"idleFrameStart": 20,
"idleFrameEnd": 23
},
"storyPath": "scenarios/ink/test-npc.json",
"currentKnot": "start",
"behavior": {
"facePlayer": true,
"personalSpace": {
"enabled": true,
"distance": 48,
"backAwaySpeed": 30,
"backAwayDistance": 5
}
},
"_comment": "Standard personal space: backs away when player within 48px (1.5 tiles), 5px increments"
},
{
"id": "personal_space_large",
"displayName": "Large Personal Space",
"npcType": "person",
"position": { "x": 8, "y": 3 },
"spriteSheet": "hacker-red",
"spriteConfig": {
"idleFrameStart": 20,
"idleFrameEnd": 23
},
"storyPath": "scenarios/ink/test-npc.json",
"currentKnot": "start",
"behavior": {
"facePlayer": true,
"personalSpace": {
"enabled": true,
"distance": 96,
"backAwaySpeed": 30,
"backAwayDistance": 5
}
},
"_comment": "Large bubble: backs away when player within 96px (3 tiles)"
},
{
"id": "personal_space_small",
"displayName": "Small Personal Space",
"npcType": "person",
"position": { "x": 2, "y": 3 },
"spriteSheet": "hacker",
"spriteConfig": {
"idleFrameStart": 20,
"idleFrameEnd": 23
},
"storyPath": "scenarios/ink/test-npc.json",
"currentKnot": "start",
"behavior": {
"facePlayer": true,
"personalSpace": {
"enabled": true,
"distance": 32,
"backAwaySpeed": 30,
"backAwayDistance": 5
}
},
"_comment": "Small bubble: only backs away when very close (32px, 1 tile)"
},
{
"id": "personal_space_fast",
"displayName": "Fast Backing",
"npcType": "person",
"position": { "x": 8, "y": 8 },
"spriteSheet": "hacker-red",
"spriteConfig": {
"idleFrameStart": 20,
"idleFrameEnd": 23
},
"storyPath": "scenarios/ink/test-npc.json",
"currentKnot": "start",
"behavior": {
"facePlayer": true,
"personalSpace": {
"enabled": true,
"distance": 48,
"backAwaySpeed": 60,
"backAwayDistance": 10
}
},
"_comment": "Fast backing: 10px increments instead of 5px"
},
{
"id": "personal_space_slow",
"displayName": "Slow Backing",
"npcType": "person",
"position": { "x": 2, "y": 8 },
"spriteSheet": "hacker",
"spriteConfig": {
"idleFrameStart": 20,
"idleFrameEnd": 23
},
"storyPath": "scenarios/ink/test-npc.json",
"currentKnot": "start",
"behavior": {
"facePlayer": true,
"personalSpace": {
"enabled": true,
"distance": 48,
"backAwaySpeed": 15,
"backAwayDistance": 3
}
},
"_comment": "Slow backing: 3px increments, very subtle"
},
{
"id": "personal_space_corner",
"displayName": "Corner Test (Wall Blocking)",
"npcType": "person",
"position": { "x": 1, "y": 1 },
"spriteSheet": "hacker-red",
"spriteConfig": {
"idleFrameStart": 20,
"idleFrameEnd": 23
},
"storyPath": "scenarios/ink/test-npc.json",
"currentKnot": "start",
"behavior": {
"facePlayer": true,
"personalSpace": {
"enabled": true,
"distance": 64,
"backAwaySpeed": 30,
"backAwayDistance": 5
}
},
"_comment": "Positioned in corner - tests wall collision detection when backing"
},
{
"id": "personal_space_with_patrol",
"displayName": "Personal Space + Patrol",
"npcType": "person",
"position": { "x": 5, "y": 2 },
"spriteSheet": "hacker",
"spriteConfig": {
"idleFrameStart": 20,
"idleFrameEnd": 23
},
"storyPath": "scenarios/ink/test-npc.json",
"currentKnot": "start",
"behavior": {
"facePlayer": true,
"patrol": {
"enabled": true,
"speed": 80,
"changeDirectionInterval": 3000,
"bounds": {
"x": 128,
"y": 32,
"width": 96,
"height": 96
}
},
"personalSpace": {
"enabled": true,
"distance": 48,
"backAwaySpeed": 30,
"backAwayDistance": 5
}
},
"_comment": "Patrols normally, but backs away when player gets close (priority test)"
},
{
"id": "personal_space_toggle",
"displayName": "Personal Space Toggle",
"npcType": "person",
"position": { "x": 10, "y": 5 },
"spriteSheet": "hacker-red",
"spriteConfig": {
"idleFrameStart": 20,
"idleFrameEnd": 23
},
"storyPath": "scenarios/ink/test-personal-space-toggle.json",
"currentKnot": "start",
"behavior": {
"facePlayer": true,
"personalSpace": {
"enabled": false,
"distance": 48,
"backAwaySpeed": 30,
"backAwayDistance": 5
}
},
"_comment": "Starts disabled, can be toggled via Ink #personal_space:64 tag"
},
{
"id": "personal_space_very_shy",
"displayName": "Very Shy (Extreme)",
"npcType": "person",
"position": { "x": 5, "y": 8 },
"spriteSheet": "hacker",
"spriteConfig": {
"idleFrameStart": 20,
"idleFrameEnd": 23
},
"storyPath": "scenarios/ink/test-npc.json",
"currentKnot": "start",
"behavior": {
"facePlayer": true,
"personalSpace": {
"enabled": true,
"distance": 128,
"backAwaySpeed": 40,
"backAwayDistance": 8
}
},
"_comment": "Extreme personal space: 128px (4 tiles), backs away quickly"
},
{
"id": "no_personal_space",
"displayName": "No Personal Space (Disabled)",
"npcType": "person",
"position": { "x": 9, "y": 1 },
"spriteSheet": "hacker-red",
"spriteConfig": {
"idleFrameStart": 20,
"idleFrameEnd": 23
},
"storyPath": "scenarios/ink/test-npc.json",
"currentKnot": "start",
"behavior": {
"facePlayer": true,
"personalSpace": {
"enabled": false
}
},
"_comment": "Personal space disabled - should NOT back away, just face player"
}
]
}
}
}