Win, lose screen. Game version info. Matador a lot more aggressive/wins easier (tweaks needed). No more score/combo/waves

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2026-07-30 12:39:51 +03:00
parent ebb6ec6335
commit bf7a454ad0
28 changed files with 1229 additions and 451 deletions
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@@ -96,8 +96,22 @@ godot --headless --script tests/gameplay_test.gd # full scene, bone sanity,
# Gameplay test with real rendering (inspect frame strip visually):
godot --script tests/gameplay_test.gd # opens a window, saves real screenshots
# Output: tests/output/gameplay/motion_00..04.png, ragdoll_trigger.png, ragdoll_result.png
# Difficulty simulation (balance tool, ~2 min):
godot --headless --script tests/difficulty_sim.gd # drives a bot bull vs one matador
```
### Difficulty simulation (`tests/difficulty_sim.gd`)
A balance tool, not a pass/fail test. It drives a kinematic "bot bull" against one
real matador across behaviour profiles (CHARGER / KITER / PASSIVE) and reports the
matador's win rate (how often it gores the bull). Use it to tune matador difficulty
from data. The bot bull has NO abilities (it only kills by ramming), so it can't use
roll/slam/kick — real skilled play beats the matador more than these numbers imply;
read the rates as "how well the matador threatens each movement pattern." A rough
target is CHARGER high (blind charging is punished), KITER moderate (throws are a
dodgeable threat), PASSIVE high (standing still dies). Note: as a `--script` entry it
reads the `DP` autoload via `/root/DP`, not the global identifier.
### What the gameplay test catches
| Check | What it detects |
|---|---|