extends SceneTree ## Bear ram test. Running the bull HORNS-FIRST into the bear should wound it. The bear detects this by ## sweeping the bull's actual travel (prev → now) against its body each frame (bear._sweep_bull_ram), ## gated by speed (bear_hit_threshold), reach (bear_ram_reach) and a horns-first cone (bull_gore_arc), ## and edge-triggered so one charge = one wound. This drives passes against a frozen bear and asserts: ## a horns-first charge (even one that tunnels / starts close) wounds it once; a charge moving AWAY ## (bear behind the horns), a pass out of reach, and a too-slow nudge all leave it unharmed. ## Run: godot --headless --script res://tests/bear_ram_test.gd var _pass := 0 var _fail := 0 func _init() -> void: _run.call_deferred() func _ok(c: bool, m: String) -> void: if c: _pass += 1 print(" PASS: ", m) else: _fail += 1 print(" FAIL: ", m) func _make_bull() -> CharacterBody3D: var b := CharacterBody3D.new() b.set_script(load("res://tests/_fake_bull.gd")) # exposes is_dashing()/is_rolling() b.collision_layer = 2 b.collision_mask = 0 b.add_to_group(&"player") var cs := CollisionShape3D.new() var shape := CapsuleShape3D.new() shape.radius = 0.75 shape.height = 1.845 cs.shape = shape b.add_child(cs) root.add_child(b) return b # Sweep the bull from `from` to `to` at `speed` (velocity along the travel), reseting the bear's ram # edge-state first so each pass is isolated. The prev → now segment is what the bear tests against. func _ram_pass(bear: Node, bull: CharacterBody3D, speed: float, from: Vector3, to: Vector3) -> void: bear.set("_bull_prev_seen", false) bear.set("_bull_ramming", false) var dir := to - from dir.y = 0.0 bull.velocity = dir.normalized() * speed if dir.length() > 0.01 else Vector3.ZERO bull.global_position = from bear.call("_sweep_bull_ram") bull.global_position = to bear.call("_sweep_bull_ram") func _run() -> void: var bull := _make_bull() var bear := (load("res://Bear.tscn") as PackedScene).instantiate() as Node3D root.add_child(bear) bear.global_position = Vector3.ZERO bear.set_physics_process(false) # freeze the AI; we drive the ram sweep ourselves await physics_frame bear.call("_acquire_bull") var dp := root.get_node("/root/DP") var reach: float = dp.f("bear_ram_reach") var thr: float = dp.f("bear_hit_threshold") _ok(bear.get("_bull") == bull, "bear acquired the bull") # (a) Horns-first charge straight through the bear — endpoints (3 m) sit outside the reach, so # only the swept test catches the pass-through. var hp0: int = bear.get("_hp") _ok(3.0 > reach, "test pass tunnels: endpoints (3 m) exceed the ram reach (%.2f m)" % reach) _ram_pass(bear, bull, 66.0, Vector3(-3, 0, 0), Vector3(3, 0, 0)) _ok(bear.get("_hp") == hp0 - 1, "a horns-first charge wounds the bear once") # (b) One charge = one wound: sweeping the same charge again without disengaging doesn't re-hit # mid-contact (edge-triggered). Re-seed as if the bull never left the ram — no reset. var hp1: int = bear.get("_hp") bull.velocity = Vector3(66, 0, 0) bull.global_position = Vector3(0.2, 0, 0) # still on top of the bear, still charging bear.call("_sweep_bull_ram") _ok(bear.get("_hp") == hp1, "a sustained charge doesn't drain the bear frame-by-frame") # (c) Charging AWAY (bear behind the horns) is not a horns-first ram, even up close. var hp2: int = bear.get("_hp") _ram_pass(bear, bull, 66.0, Vector3(0.5, 0, 0), Vector3(4, 0, 0)) _ok(bear.get("_hp") == hp2, "a charge moving away from the bear leaves it unharmed") # (d) A fast pass wide of the bear (out of reach) is spared. _ram_pass(bear, bull, 66.0, Vector3(-3, 0, 3), Vector3(3, 0, 3)) _ok(bear.get("_hp") == hp2, "a charge that passes wide of the bear is spared") # (e) A slow nudge below the hit threshold is shrugged off. _ram_pass(bear, bull, thr - 1.0, Vector3(-3, 0, 0), Vector3(3, 0, 0)) _ok(bear.get("_hp") == hp2, "a nudge below the hit threshold doesn't wound the bear") # (f) The DASH ability bypasses the horns-first cone: the same charge-away pass that (c) shrugged # off DOES wound the bear while dashing (a committed lunge rams on contact). var hp3: int = bear.get("_hp") bull.set("dashing", true) _ram_pass(bear, bull, 66.0, Vector3(0.5, 0, 0), Vector3(4, 0, 0)) _ok(bear.get("_hp") == hp3 - 1, "the dash ability rams the bear on contact even when not horns-first") bull.set("dashing", false) _finish() func _finish() -> void: print("Results: %d passed, %d failed" % [_pass, _fail]) quit(1 if _fail > 0 else 0)