Win, lose screen. Game version info. Matador a lot more aggressive/wins easier (tweaks needed). No more score/combo/waves
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@@ -96,8 +96,22 @@ godot --headless --script tests/gameplay_test.gd # full scene, bone sanity,
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# Gameplay test with real rendering (inspect frame strip visually):
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godot --script tests/gameplay_test.gd # opens a window, saves real screenshots
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# Output: tests/output/gameplay/motion_00..04.png, ragdoll_trigger.png, ragdoll_result.png
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# Difficulty simulation (balance tool, ~2 min):
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godot --headless --script tests/difficulty_sim.gd # drives a bot bull vs one matador
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```
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### Difficulty simulation (`tests/difficulty_sim.gd`)
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A balance tool, not a pass/fail test. It drives a kinematic "bot bull" against one
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real matador across behaviour profiles (CHARGER / KITER / PASSIVE) and reports the
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matador's win rate (how often it gores the bull). Use it to tune matador difficulty
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from data. The bot bull has NO abilities (it only kills by ramming), so it can't use
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roll/slam/kick — real skilled play beats the matador more than these numbers imply;
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read the rates as "how well the matador threatens each movement pattern." A rough
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target is CHARGER high (blind charging is punished), KITER moderate (throws are a
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dodgeable threat), PASSIVE high (standing still dies). Note: as a `--script` entry it
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reads the `DP` autoload via `/root/DP`, not the global identifier.
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### What the gameplay test catches
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| Check | What it detects |
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|---|---|
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