tests & can charge up thrust
This commit is contained in:
@@ -0,0 +1,259 @@
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extends SceneTree
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## Gameplay regression test — runs the full scene, captures a motion frame strip,
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## and asserts that physics/IK stays within sane bounds.
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##
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## Run (headless, assertions only — screenshots will be blank):
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## godot --headless --script tests/gameplay_test.gd
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##
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## Run (with display for real screenshots):
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## godot --script tests/gameplay_test.gd
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##
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## Outputs: tests/output/gameplay/*.png + tests/output/gameplay/report.txt
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## Exit code 0 = all assertions passed, 1 = any failure.
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const OUTPUT_DIR := "res://tests/output/gameplay"
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# Tail bone names mirrored from bull_legs.gd — update both if rig changes.
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const TAIL_BONES: Array[StringName] = [
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&"tail_1", &"tail_2", &"tail_3", &"tail_4",
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&"tail_5", &"tail_6", &"tail_tip_1", &"tail_tip_2",
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]
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var _passed: int = 0
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var _failed: int = 0
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var _report: PackedStringArray = []
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func _init() -> void:
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_run.call_deferred()
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func _run() -> void:
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DirAccess.make_dir_recursive_absolute(OUTPUT_DIR)
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var scene_res := load("res://scene.tscn")
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if not scene_res:
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push_error("gameplay_test: failed to load scene.tscn")
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quit(1)
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return
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var scene: Node = scene_res.instantiate()
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root.add_child(scene)
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# Let physics, AI, and IK warm up.
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await create_timer(0.5).timeout
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# Capture 5 frames ~0.4 s apart (covers roughly one wander step and walk cycle).
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for i in range(5):
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_capture_frame("motion_%02d.png" % i)
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await create_timer(0.4).timeout
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# After ~2.5 s the tail Verlet chain and IK should be stable.
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_check_tail_integrity()
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# Trigger ragdoll on the first matador and check that bones don't explode.
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var matadors := get_nodes_in_group(&"matador")
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if matadors.size() > 0:
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var mat: Node3D = matadors[0] as Node3D
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var start_pos: Vector3 = mat.global_position
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mat._enter_ragdoll(Vector3(0.0, 0.0, 1.0), 10.0)
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_capture_frame("ragdoll_trigger.png")
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await create_timer(0.8).timeout
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_capture_frame("ragdoll_result.png")
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_check_ragdoll_sanity(mat, start_pos)
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else:
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_note("ragdoll check skipped — no matadors found in scene")
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_finish()
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# ── Tail integrity ────────────────────────────────────────────────────────────
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func _check_tail_integrity() -> void:
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print("\n-- check_tail_integrity --")
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var players := get_nodes_in_group(&"player")
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if players.is_empty():
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_note("tail check: no player in scene")
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return
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# Prefer reading from the live Verlet chain in the legs node.
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var legs: Node = _find_legs_node(players[0])
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if legs:
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_check_tail_verlet(legs)
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return
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# Fallback: sample bone global poses from Skeleton3D.
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var skel: Skeleton3D = _find_skeleton(players[0]) as Skeleton3D
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if not skel:
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_note("tail check: no Skeleton3D found under player")
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return
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_check_tail_skeleton(skel)
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func _check_tail_verlet(legs: Node) -> void:
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var chain: Array = legs._tail_world
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if chain.size() < 2:
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_note("tail Verlet: chain has fewer than 2 nodes — skipping")
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return
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for i in range(chain.size()):
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var p: Vector3 = chain[i]
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_assert_true(p.is_finite(), "tail Verlet node %d is finite" % i)
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for i in range(1, chain.size()):
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var dist: float = (chain[i] as Vector3).distance_to(chain[i - 1])
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_assert_true(dist > 0.005,
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"tail Verlet segment %d–%d not collapsed (%.4f m)" % [i - 1, i, dist])
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var span: float = (chain[0] as Vector3).distance_to(chain[-1])
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_assert_true(span > 0.05,
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"tail chain root-to-tip span non-zero (%.3f m)" % span)
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# Verify no two nodes are at exactly the same position (bunching symptom).
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for i in range(1, chain.size()):
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for j in range(i + 1, chain.size()):
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var d: float = (chain[i] as Vector3).distance_to(chain[j])
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_assert_true(d > 0.001,
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"tail nodes %d and %d are distinct (%.4f m apart)" % [i, j, d])
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_note("tail Verlet: %d nodes, span %.3f m" % [chain.size(), span])
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func _check_tail_skeleton(skel: Skeleton3D) -> void:
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var positions: Array[Vector3] = []
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for bone_name: StringName in TAIL_BONES:
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var idx: int = skel.find_bone(bone_name)
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if idx == -1:
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continue
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positions.append(skel.to_global(skel.get_bone_global_pose(idx).origin))
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if positions.size() < 2:
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_note("tail skeleton: fewer than 2 bones found")
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return
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for i in range(positions.size()):
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_assert_true(positions[i].is_finite(), "tail bone %d finite" % i)
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for i in range(1, positions.size()):
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var dist: float = positions[i].distance_to(positions[i - 1])
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_assert_true(dist > 0.005,
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"tail bone segment %d–%d not collapsed (%.4f m)" % [i - 1, i, dist])
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_note("tail skeleton: %d bones checked" % positions.size())
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# ── Ragdoll sanity ────────────────────────────────────────────────────────────
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func _check_ragdoll_sanity(matador: Node3D, start_pos: Vector3) -> void:
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print("\n-- check_ragdoll_sanity --")
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var sim: Node = _find_class_recursive(matador, "PhysicalBoneSimulator3D")
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if not sim:
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_note("ragdoll: no PhysicalBoneSimulator3D — check skipped")
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return
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var checked := 0
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var all_at_origin := true
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for child in sim.get_children():
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if not (child is PhysicalBone3D):
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continue
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var bone := child as PhysicalBone3D
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var bp: Vector3 = bone.global_position
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checked += 1
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if bp.distance_to(Vector3.ZERO) > 0.1:
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all_at_origin = false
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_assert_true(bp.is_finite(),
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"ragdoll '%s' position finite" % bone.bone_name)
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if bp.is_finite():
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var dist: float = bp.distance_to(start_pos)
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# 6 m: impulse + 0.8 s of movement should stay inside this.
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# Regression guard: bodies stuck at world origin fail (spawn is 10-20 m away).
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_assert_true(dist < 6.0,
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"ragdoll '%s' near spawn (%.1f m)" % [bone.bone_name, dist])
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_assert_true(bp.y > -1.0,
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"ragdoll '%s' above floor (y = %.2f)" % [bone.bone_name, bp.y])
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_assert_true(bp.y < 3.0,
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"ragdoll '%s' settled below 3 m (y = %.2f)" % [bone.bone_name, bp.y])
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if checked == 0:
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_note("ragdoll: simulator has no PhysicalBone3D children")
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elif all_at_origin:
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_note("ragdoll: all bones at world origin — physics may not have simulated (headless?)")
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else:
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_note("ragdoll: %d bones checked" % checked)
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# ── Frame capture ─────────────────────────────────────────────────────────────
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func _capture_frame(filename: String) -> void:
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var img: Image = root.get_viewport().get_texture().get_image()
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if img == null:
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_note("frame capture failed: %s" % filename)
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return
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var path := OUTPUT_DIR + "/" + filename
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img.save_png(path)
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_note("captured %s (%d×%d)" % [filename, img.get_width(), img.get_height()])
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# ── Scene helpers ─────────────────────────────────────────────────────────────
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func _find_legs_node(player: Node) -> Node:
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for child in player.get_children():
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var s: Script = child.get_script() as Script
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if s and s.resource_path.ends_with("bull_legs.gd"):
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return child
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return null
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func _find_skeleton(node: Node) -> Node:
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if node is Skeleton3D:
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return node
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for child in node.get_children():
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var r := _find_skeleton(child)
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if r:
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return r
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return null
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func _find_class_recursive(node: Node, class_name_str: String) -> Node:
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if node.get_class() == class_name_str:
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return node
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for child in node.get_children():
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var r := _find_class_recursive(child, class_name_str)
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if r:
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return r
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return null
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# ── Assertions & report ───────────────────────────────────────────────────────
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func _assert_true(condition: bool, desc: String) -> void:
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if condition:
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_passed += 1
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print(" PASS: %s" % desc)
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_report.append("PASS: " + desc)
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else:
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_failed += 1
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print(" FAIL: %s" % desc)
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_report.append("FAIL: " + desc)
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func _note(msg: String) -> void:
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print(" NOTE: %s" % msg)
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_report.append("NOTE: " + msg)
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func _finish() -> void:
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var f := FileAccess.open(OUTPUT_DIR + "/report.txt", FileAccess.WRITE)
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if f:
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f.store_string("\n".join(Array(_report)))
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f.close()
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print("")
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print("=".repeat(60))
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print("GAMEPLAY TESTS: %d passed, %d failed" % [_passed, _failed])
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print("Frame strip: %s" % OUTPUT_DIR)
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print("=".repeat(60))
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quit(1 if _failed > 0 else 0)
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@@ -0,0 +1,286 @@
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extends SceneTree
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## Headless logic tests — validates game logic without visuals.
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## Run: godot --headless --script tests/logic_test.gd
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##
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## Exit code 0 = all passed, 1 = any failure.
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var _passed: int = 0
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var _failed: int = 0
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func _init() -> void:
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_run.call_deferred()
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func _run() -> void:
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print("=" .repeat(60))
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print("LOGIC TESTS")
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print("=" .repeat(60))
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test_debug_params_defaults()
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test_debug_params_clamp_values()
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test_debug_params_save_load_cycle()
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test_matador_spawn_positions()
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test_matador_wander_target_in_bounds()
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test_matador_state_transitions()
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test_roll_damping()
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test_velocity_capping()
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test_kick_spread()
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test_gait_phase_crossing()
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test_tail_verlet_constraint()
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print("=" .repeat(60))
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print("Results: %d passed, %d failed" % [_passed, _failed])
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print("=" .repeat(60))
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quit(1 if _failed > 0 else 0)
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# ── Test helpers ──────────────────────────────────────────────────────────────
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func _assert_true(condition: bool, desc: String) -> void:
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if condition:
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_passed += 1
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print(" PASS: %s" % desc)
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else:
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_failed += 1
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print(" FAIL: %s" % desc)
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func _assert_eq(a: Variant, b: Variant, desc: String) -> void:
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_assert_true(a == b, "%s (got %s, expected %s)" % [desc, str(a), str(b)])
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# ── Player physics math ───────────────────────────────────────────────────────
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func test_roll_damping() -> void:
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print("\n-- test_roll_damping --")
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var damping := 0.15 # default roll_damping
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var retain := pow(damping, 1.0 / 60.0)
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# One frame at 60 fps should retain ~96-99% of speed.
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_assert_in_range(retain, 0.90, 0.999, "single-frame retain factor is reasonable")
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# After exactly 1 s, speed should equal starting_speed * damping (pow identity).
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# With damping=0.15: pow(0.15, 1/60)^60 = 0.15, so 30 × 0.15 = 4.5.
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var speed := 30.0
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for _i: int in 60:
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speed *= pow(damping, 1.0 / 60.0)
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var expected := 30.0 * damping
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_assert_in_range(speed, expected * 0.95, expected * 1.05,
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"speed after 1 s equals starting_speed × damping (±5%%)")
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# Lower damping value damps more aggressively per frame.
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var fast_retain := pow(0.01, 1.0 / 60.0)
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_assert_true(fast_retain < retain, "damping=0.01 retains less per frame than damping=0.15")
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func test_velocity_capping() -> void:
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print("\n-- test_velocity_capping --")
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var max_speed := 30.0
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var impulse := 18.0
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# Thrust from rest: should never exceed max_speed.
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var vel := Vector3.ZERO
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vel.x += impulse
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var flat := Vector2(vel.x, vel.z)
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if flat.length() > max_speed:
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vel.x *= max_speed / flat.length()
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vel.z *= max_speed / flat.length()
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_assert_in_range(Vector2(vel.x, vel.z).length(), 0.0, max_speed + 0.001,
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"thrust from rest: capped at max_speed")
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# Thrust while already at max_speed: still capped.
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vel = Vector3(max_speed, 0.0, 0.0)
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vel.x += impulse
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flat = Vector2(vel.x, vel.z)
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if flat.length() > max_speed:
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vel.x *= max_speed / flat.length()
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vel.z *= max_speed / flat.length()
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_assert_in_range(Vector2(vel.x, vel.z).length(), 0.0, max_speed + 0.001,
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"thrust from max_speed: still capped at max_speed")
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func test_kick_spread() -> void:
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print("\n-- test_kick_spread --")
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var max_deg := 10.0 # default kick_spread
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var forward := Vector3.FORWARD
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for _i: int in 100:
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var spread := deg_to_rad(randf_range(-max_deg, max_deg))
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var kick_dir := forward.rotated(Vector3.UP, spread)
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var angle_deg := rad_to_deg(forward.angle_to(kick_dir))
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_assert_in_range(angle_deg, 0.0, max_deg + 0.01,
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"kick direction stays within spread cone")
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func test_gait_phase_crossing() -> void:
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print("\n-- test_gait_phase_crossing --")
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# Wrap-around: phase 0.95 should be crossed when advancing from 0.9 → 0.1.
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_assert_true(_gait_phase_crossed(0.9, 0.1, 0.95),
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"wrap-around: 0.95 crossed from 0.9 to 0.1")
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# Normal advance: phase 0.05 is crossed from 0.0 → 0.1.
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_assert_true(_gait_phase_crossed(0.0, 0.1, 0.05),
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"normal: 0.05 crossed from 0.0 to 0.1")
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# Not crossed: target outside window.
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_assert_true(not _gait_phase_crossed(0.0, 0.1, 0.15),
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"not crossed: 0.15 outside window 0.0–0.1")
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_assert_true(not _gait_phase_crossed(0.9, 0.1, 0.5),
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"not crossed: 0.5 not in wrap range 0.9–>0.1")
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# All four leg phase offsets must be in [0, 1) and distinct.
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var phases := [0.0, 0.2, 0.5, 0.7] # LEG_PHASES values from bull_legs.gd
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var seen := {}
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for p: float in phases:
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_assert_in_range(p, 0.0, 0.9999, "leg phase in [0, 1)")
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_assert_true(not seen.has(p), "leg phase %.2f is unique" % p)
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seen[p] = true
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func _gait_phase_crossed(prev: float, curr: float, target: float) -> bool:
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if curr >= prev:
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return target >= prev and target < curr
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else:
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return target >= prev or target < curr
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func test_tail_verlet_constraint() -> void:
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print("\n-- test_tail_verlet_constraint --")
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var target_len := 0.3
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# Constraint should snap an over-extended segment to exactly target_len.
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var a := Vector3.ZERO
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var b := Vector3(5.0, 0.0, 0.0)
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var dir := b - a
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var result: Vector3 = a + dir * (target_len / dir.length())
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_assert_in_range(result.distance_to(a), target_len - 0.001, target_len + 0.001,
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"Verlet constraint enforces exact segment length")
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# Near-zero distance: code takes else branch — fallback should also be target_len.
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var b_near := Vector3(0.00005, 0.0, 0.0)
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var dir_near := b_near - a
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var fallback: Vector3
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if dir_near.length() > 0.0001:
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fallback = a + dir_near * (target_len / dir_near.length())
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else:
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fallback = a + Vector3(0.0, -target_len, 0.0)
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_assert_in_range(fallback.distance_to(a), target_len - 0.001, target_len + 0.001,
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"Verlet fallback (near-zero) preserves segment length")
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# Damping formula: velocity carries ~90-100% of a normal segment per step.
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var damping_factor := 1.0 - clampf(0.08, 0.0, 0.99) # default tail_damping
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_assert_in_range(damping_factor, 0.85, 1.0, "tail damping factor is reasonable")
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# ── Shared helpers ────────────────────────────────────────────────────────────
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func _assert_in_range(val: float, lo: float, hi: float, desc: String) -> void:
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_assert_true(val >= lo and val <= hi,
|
||||
"%s (got %.4f, expected [%.4f, %.4f])" % [desc, val, lo, hi])
|
||||
|
||||
|
||||
# ── Debug params tests ───────────────────────────────────────────────────────
|
||||
|
||||
func test_debug_params_defaults() -> void:
|
||||
print("\n-- test_debug_params_defaults --")
|
||||
var dp: Node = root.get_node_or_null("/root/DP")
|
||||
if dp == null:
|
||||
_assert_true(false, "DP autoload should exist")
|
||||
return
|
||||
_assert_in_range(dp.f("mat_walk_speed"), 0.5, 10.0,
|
||||
"mat_walk_speed default in valid range")
|
||||
_assert_in_range(dp.f("mat_wander_radius"), 5.0, 50.0,
|
||||
"mat_wander_radius default in valid range")
|
||||
_assert_in_range(dp.f("mat_spawn_count"), 1.0, 30.0,
|
||||
"mat_spawn_count default in valid range")
|
||||
_assert_in_range(dp.f("mat_hit_threshold"), 1.0, 30.0,
|
||||
"mat_hit_threshold default in valid range")
|
||||
_assert_in_range(dp.f("mat_ragdoll_impulse"), 1.0, 50.0,
|
||||
"mat_ragdoll_impulse default in valid range")
|
||||
_assert_in_range(dp.f("mat_idle_min"), 0.0, 5.0,
|
||||
"mat_idle_min default in valid range")
|
||||
_assert_in_range(dp.f("mat_idle_max"), 0.5, 10.0,
|
||||
"mat_idle_max default in valid range")
|
||||
_assert_true(dp.f("mat_idle_min") <= dp.f("mat_idle_max"),
|
||||
"mat_idle_min <= mat_idle_max")
|
||||
|
||||
|
||||
func test_debug_params_clamp_values() -> void:
|
||||
print("\n-- test_debug_params_clamp_values --")
|
||||
var dp: Node = root.get_node_or_null("/root/DP")
|
||||
if dp == null:
|
||||
_assert_true(false, "DP autoload should exist")
|
||||
return
|
||||
var all_params: Dictionary = dp.get_all()
|
||||
for key: String in all_params:
|
||||
var p: Dictionary = all_params[key]
|
||||
if p["type"] == TYPE_FLOAT:
|
||||
var val: float = p["value"] as float
|
||||
_assert_in_range(val, p["min"] as float, p["max"] as float,
|
||||
"param '%s' value within [min, max]" % key)
|
||||
|
||||
|
||||
func test_debug_params_save_load_cycle() -> void:
|
||||
print("\n-- test_debug_params_save_load_cycle --")
|
||||
var dp: Node = root.get_node_or_null("/root/DP")
|
||||
if dp == null:
|
||||
_assert_true(false, "DP autoload should exist")
|
||||
return
|
||||
var original: float = dp.f("mat_walk_speed")
|
||||
dp.set_value("mat_walk_speed", 7.77)
|
||||
_assert_eq(dp.f("mat_walk_speed"), 7.77, "set_value updates immediately")
|
||||
dp.set_value("mat_walk_speed", original)
|
||||
_assert_eq(dp.f("mat_walk_speed"), original, "restore original value")
|
||||
|
||||
|
||||
func test_matador_spawn_positions() -> void:
|
||||
print("\n-- test_matador_spawn_positions --")
|
||||
var dp: Node = root.get_node_or_null("/root/DP")
|
||||
if dp == null:
|
||||
_assert_true(false, "DP autoload should exist")
|
||||
return
|
||||
var radius: float = dp.f("mat_wander_radius")
|
||||
# Simulate the spawn logic from matador_spawn.gd
|
||||
for i: int in 50:
|
||||
var angle := randf() * TAU
|
||||
var dist := randf_range(6.0, radius)
|
||||
var pos := Vector3(cos(angle) * dist, 1.0, sin(angle) * dist)
|
||||
var horiz_dist := Vector2(pos.x, pos.z).length()
|
||||
_assert_in_range(horiz_dist, 5.0, radius + 1.0,
|
||||
"spawn %d horizontal dist within bounds" % i)
|
||||
_assert_eq(pos.y, 1.0, "spawn %d Y position is 1.0" % i)
|
||||
|
||||
|
||||
func test_matador_wander_target_in_bounds() -> void:
|
||||
print("\n-- test_matador_wander_target_in_bounds --")
|
||||
var dp: Node = root.get_node_or_null("/root/DP")
|
||||
if dp == null:
|
||||
_assert_true(false, "DP autoload should exist")
|
||||
return
|
||||
var radius: float = dp.f("mat_wander_radius")
|
||||
# Simulate _pick_wander_target logic from matador.gd
|
||||
for i: int in 100:
|
||||
var angle := randf() * TAU
|
||||
var dist := randf_range(2.0, radius)
|
||||
var target := Vector3(cos(angle) * dist, 0.0, sin(angle) * dist)
|
||||
var horiz_dist := Vector2(target.x, target.z).length()
|
||||
_assert_in_range(horiz_dist, 1.0, radius + 1.0,
|
||||
"wander target %d within radius" % i)
|
||||
|
||||
|
||||
func test_matador_state_transitions() -> void:
|
||||
print("\n-- test_matador_state_transitions --")
|
||||
# Verify that the State enum values match expected constants
|
||||
# Load the matador scene to check its script
|
||||
var matador_scene := load("res://Matador.tscn")
|
||||
if matador_scene == null:
|
||||
_assert_true(false, "Matador.tscn should load")
|
||||
return
|
||||
_assert_true(true, "Matador.tscn loads successfully")
|
||||
var matador: Node = matador_scene.instantiate()
|
||||
_assert_true(matador is CharacterBody3D,
|
||||
"Matador root is CharacterBody3D")
|
||||
_assert_true(matador.has_method("_physics_process"),
|
||||
"Matador has _physics_process")
|
||||
_assert_true(matador.has_method("_ready"),
|
||||
"Matador has _ready")
|
||||
# Check initial state
|
||||
_assert_eq(matador._state, 0, "initial state is WANDER (0)")
|
||||
matador.free()
|
||||
@@ -0,0 +1,83 @@
|
||||
/extends SceneTree
|
||||
## Ragdoll throw visual test — triggers ragdoll on the matador and captures a
|
||||
## frame strip so you can inspect the throw arc and settling.
|
||||
##
|
||||
## Run (needs a display for real screenshots):
|
||||
## godot --script tests/ragdoll_throw_test.gd
|
||||
##
|
||||
## Outputs: tests/output/ragdoll_throw/frame_00..09.png
|
||||
## Each frame is 0.2 s apart → strip covers 2 s of flight and tumble.
|
||||
|
||||
const OUTPUT_DIR := "res://tests/output/ragdoll_throw"
|
||||
const BULL_SPEED := 22.0 # simulate a solid charge
|
||||
|
||||
const TRACKED_BONES: Array[StringName] = [&"chest", &"head", &"COG"]
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
_run.call_deferred()
|
||||
|
||||
|
||||
func _run() -> void:
|
||||
DirAccess.make_dir_recursive_absolute(OUTPUT_DIR)
|
||||
|
||||
var scene_res := load("res://scene.tscn")
|
||||
if not scene_res:
|
||||
push_error("ragdoll_throw_test: failed to load scene.tscn")
|
||||
quit(1)
|
||||
return
|
||||
|
||||
var scene: Node = scene_res.instantiate()
|
||||
root.add_child(scene)
|
||||
|
||||
# Let physics and AI settle
|
||||
await create_timer(0.8).timeout
|
||||
|
||||
var matadors := get_nodes_in_group(&"matador")
|
||||
if matadors.is_empty():
|
||||
push_error("ragdoll_throw_test: no matadors in scene")
|
||||
quit(1)
|
||||
return
|
||||
|
||||
var mat := matadors[0] as Node3D
|
||||
var spawn := mat.global_position
|
||||
print("matador spawn: %s" % spawn)
|
||||
|
||||
# Throw toward +Z with a realistic charge speed
|
||||
mat.call(&"_enter_ragdoll", Vector3(0.0, 0.0, 1.0), BULL_SPEED)
|
||||
print("ragdoll triggered bull_speed=%.1f" % BULL_SPEED)
|
||||
|
||||
# Strip: 10 frames every 0.2 s
|
||||
for i: int in range(10):
|
||||
await create_timer(0.2).timeout
|
||||
var t := (i + 1) * 0.2
|
||||
|
||||
var img: Image = root.get_viewport().get_texture().get_image()
|
||||
if img:
|
||||
img.save_png(OUTPUT_DIR + "/frame_%02d.png" % i)
|
||||
|
||||
var sim: Node = _find_class_recursive(mat, "PhysicalBoneSimulator3D")
|
||||
var bone_info := ""
|
||||
if sim:
|
||||
for bone_name: StringName in TRACKED_BONES:
|
||||
for child: Node in sim.get_children():
|
||||
if child is PhysicalBone3D and \
|
||||
(child as PhysicalBone3D).bone_name == bone_name:
|
||||
var bp: Vector3 = (child as PhysicalBone3D).global_position
|
||||
var dist: float = bp.distance_to(spawn)
|
||||
bone_info += " %s y=%.2f dist=%.2f" % [bone_name, bp.y, dist]
|
||||
|
||||
print("t=%.1fs frame %02d%s" % [t, i, bone_info])
|
||||
|
||||
print("\nStrip saved → %s" % OUTPUT_DIR)
|
||||
quit(0)
|
||||
|
||||
|
||||
func _find_class_recursive(node: Node, class_name_str: String) -> Node:
|
||||
if node.get_class() == class_name_str:
|
||||
return node
|
||||
for child: Node in node.get_children():
|
||||
var r := _find_class_recursive(child, class_name_str)
|
||||
if r:
|
||||
return r
|
||||
return null
|
||||
@@ -0,0 +1,48 @@
|
||||
extends SceneTree
|
||||
## Headless screenshot test — captures a viewport frame after the scene loads.
|
||||
## Run: godot --headless --script tests/screenshot_test.gd
|
||||
##
|
||||
## Outputs: tests/output/screenshot.png
|
||||
## Exit code 0 = success, 1 = failure.
|
||||
|
||||
const OUTPUT_DIR := "res://tests/output"
|
||||
const SETTLE_TIME := 2.0 # seconds to let physics/animations settle
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
_run.call_deferred()
|
||||
|
||||
|
||||
func _run() -> void:
|
||||
# Ensure output directory exists
|
||||
DirAccess.make_dir_recursive_absolute(OUTPUT_DIR)
|
||||
|
||||
# Load and switch to the main scene
|
||||
var scene_res := load("res://scene.tscn")
|
||||
if scene_res == null:
|
||||
push_error("screenshot_test: Failed to load scene.tscn")
|
||||
quit(1)
|
||||
return
|
||||
|
||||
var scene_instance: Node = scene_res.instantiate()
|
||||
root.add_child(scene_instance)
|
||||
|
||||
# Wait for the scene to settle (physics, spawning, animations)
|
||||
await create_timer(SETTLE_TIME).timeout
|
||||
|
||||
# Capture viewport
|
||||
var img: Image = root.get_viewport().get_texture().get_image()
|
||||
if img == null:
|
||||
push_error("screenshot_test: Failed to capture viewport image")
|
||||
quit(1)
|
||||
return
|
||||
|
||||
var path := OUTPUT_DIR + "/screenshot.png"
|
||||
var err := img.save_png(path)
|
||||
if err != OK:
|
||||
push_error("screenshot_test: Failed to save PNG (error %d)" % err)
|
||||
quit(1)
|
||||
return
|
||||
|
||||
print("screenshot_test: Saved %s (%dx%d)" % [path, img.get_width(), img.get_height()])
|
||||
quit(0)
|
||||
Reference in New Issue
Block a user