34dc5b026e
Bull's boulder roll now homes on and ploughs through lobby barrels, and the slam shockwave bursts them within its radius. HUD tallies barrels on load and fires a confetti "WOooOoW!" + two gold bonus HP pips when the last one breaks; gates open from run state as fights are cleared. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
502 lines
18 KiB
GDScript
502 lines
18 KiB
GDScript
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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var _matador_scene: PackedScene = null
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# Loaded lazily (not preloaded): as a --script SceneTree entry, a top-level
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# preload of a matador scene compiles matador.gd before the DP autoload binds.
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func _mat_scene() -> PackedScene:
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if _matador_scene == null:
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_matador_scene = load("res://Matador.tscn")
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return _matador_scene
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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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# The run now opens in the fightless lobby; force the matador arena so the scene loads
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# with live matadors for the checks below.
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var run: Node = root.get_node_or_null("/root/Run")
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if run != null:
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run.ensure_run() # build the run first — the shell's own ensure_run would wipe the override
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run.debug_level_override = run.get_level(&"arena")
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var scene: Node = scene_res.instantiate()
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root.add_child(scene)
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current_scene = scene # match runtime: game code (sword throw, overlays) uses current_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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# The matador is lethal on contact now, so a wandering one could end the match
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# during the non-combat checks below. Park the bull on a temp pad far out in the
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# void, well out of any matador's reach (the roll tests use this spot too).
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_isolate_bull(scene)
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_check_bull_animation()
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await _check_overlays()
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# The overlay check needed live matadors; now remove them. The aggressive matador
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# pursues the bull, and the ragdoll check spawns its own fresh one, so none should
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# be roaming during the capture / tail / roll phases.
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for m: Node in get_nodes_in_group(&"matador"):
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m.queue_free()
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await physics_frame
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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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# Roll first, in open space, before any matador dies (a kill ends the match).
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await _check_roll_ability(scene)
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await create_timer(0.1).timeout # let the roll pop-test's throwaway matador free
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# Ragdoll check on a FRESH matador spawned at the origin (the isolated bull is far
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# away, so this one can't reach it). Not wired to the spawner, so its death won't
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# trip the win screen. Ragdoll it immediately and check the bones don't explode.
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var mat_scene := _mat_scene()
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if mat_scene != null:
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var mat: Node3D = mat_scene.instantiate()
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scene.add_child(mat)
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mat.global_position = Vector3(0.0, 1.0, 0.0)
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await create_timer(0.3).timeout
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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 — Matador.tscn missing")
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# Last — a bull hit raises the lose screen and pauses the tree.
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await _check_game_over_wiring(scene)
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_finish()
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# Drop a small static floor at (-45, -45) and stand the bull on it — 60+ m from the
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# arena, so no matador can close the gap within the test window.
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func _isolate_bull(scene: Node) -> void:
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var pad := StaticBody3D.new()
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var cs := CollisionShape3D.new()
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var box := BoxShape3D.new()
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box.size = Vector3(20, 1, 20)
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cs.shape = box
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pad.add_child(cs)
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scene.add_child(pad)
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pad.global_position = Vector3(-45, -0.5, -45) # top surface at y = 0
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var players := get_nodes_in_group(&"player")
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if not players.is_empty():
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(players[0] as Node3D).global_position = Vector3(-45, 1, -45)
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# ── Roll ability (Rammus Powerball) ────────────────────────────────────────────
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# Two behaviours: the speed ramps up the longer the ball rolls (base → max), capped
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# at roll_max_speed with no wall-boost overshoot; and ramming a matador pops the ball
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# (the roll ends). Rolled in empty space so it doesn't touch the real match matadors.
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func _check_roll_ability(scene: Node) -> void:
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print("\n-- check_roll_ability --")
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var dp: Node = root.get_node_or_null("/root/DP")
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var players := get_nodes_in_group(&"player")
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if dp == null or players.is_empty():
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_note("roll check: DP / player missing")
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return
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var player: Node = players[0]
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var ap: AnimationPlayer = _find_anim_player(player)
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_assert_true(player.ability_cd.size() == 4, "bull has 4 ability slots (roll added)")
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var restore_dur: float = dp.f("roll_duration")
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var restore_ramp: float = dp.f("roll_rampup_time")
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dp.set_value("roll_duration", 1.2)
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dp.set_value("roll_rampup_time", 0.7)
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player.global_position = Vector3(-45, 1, -45) # empty void, away from the arena
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player.velocity = Vector3.ZERO
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player.cube_guy.rotation.y = 0.0
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player.ability_cd[3] = 0.0
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player._activate_roll()
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_assert_true(player._active_ability == 3, "roll activates in slot 3")
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if ap != null:
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_assert_true(ap.current_animation == &"Armature|ROLL", "roll plays the ROLL clip")
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var early := -1.0
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var peak := 0.0
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for n in 30:
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await create_timer(0.03).timeout
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var spd := Vector2(player.velocity.x, player.velocity.z).length()
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if n == 1:
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early = spd
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peak = maxf(peak, spd)
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_assert_true(peak > early + 5.0, "roll speed ramps up over time (Powerball)")
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_assert_true(peak <= dp.f("roll_max_speed") + 2.0, "roll speed caps at roll_max_speed (no wall boost)")
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dp.set_value("roll_duration", restore_dur)
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dp.set_value("roll_rampup_time", restore_ramp)
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await _check_roll_pop(scene, player)
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# Roll into a throwaway matador (not one of the match spawns, so its death doesn't
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# end the game) and confirm the ball pops: the roll ability ends on contact.
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func _check_roll_pop(scene: Node, player: Node) -> void:
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var mat_scene := _mat_scene()
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if mat_scene == null:
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_note("roll pop: Matador.tscn missing")
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return
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var mat: Node3D = mat_scene.instantiate()
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scene.add_child(mat)
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mat.global_position = Vector3(-45, 1, -38) # ~7 m ahead of the bull along +Z
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await create_timer(0.2).timeout
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player.global_position = Vector3(-45, 1, -45)
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player.velocity = Vector3.ZERO
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player.cube_guy.rotation.y = 0.0 # face +Z, toward the matador
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player.ability_cd[3] = 0.0
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player._activate_roll()
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var popped := false
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for _n in 45:
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await create_timer(0.03).timeout
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if player._active_ability != 3:
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popped = true
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break
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_assert_true(popped, "roll pops (ends) on ramming a matador")
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if is_instance_valid(mat):
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mat.queue_free()
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# ── Bull animation ────────────────────────────────────────────────────────────
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# The bull sits idle in this test (no input), so it must be playing its looping
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# IDLE clip — guards the idle wiring and the KICK clip rename in player.gd.
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func _check_bull_animation() -> void:
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print("\n-- check_bull_animation --")
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var players := get_nodes_in_group(&"player")
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if players.is_empty():
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_note("bull anim check: no player in scene")
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return
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var ap: AnimationPlayer = _find_anim_player(players[0])
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if ap == null:
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_note("bull anim check: no AnimationPlayer under player")
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return
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_assert_true(ap.has_animation(&"Armature|IDLE"), "bull has IDLE clip")
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_assert_true(ap.has_animation(&"Armature|KICK"), "bull has KICK clip (not stale FOOTKICK)")
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_assert_true(ap.current_animation == &"Armature|IDLE", "bull plays IDLE at rest")
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if ap.has_animation(&"Armature|IDLE"):
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_assert_true(ap.get_animation(&"Armature|IDLE").loop_mode == Animation.LOOP_LINEAR,
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"bull IDLE clip loops")
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func _find_anim_player(node: Node) -> AnimationPlayer:
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if node is AnimationPlayer:
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return node
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for child in node.get_children():
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var r := _find_anim_player(child)
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if r != null:
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return r
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return null
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# ── Win / lose wiring ─────────────────────────────────────────────────────────
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# One clean sword hit must end the run in a loss, and the signal chain must be in
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# place for a win (spawner.all_defeated → HUD). Runs last: it pauses the tree.
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func _check_game_over_wiring(scene: Node) -> void:
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print("\n-- check_game_over_wiring --")
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var hud: Node = _find_hud(scene)
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var players := get_nodes_in_group(&"player")
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if hud == null or players.is_empty():
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_note("game over check: HUD / player missing")
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return
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var player: Node = players[0]
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_assert_true(player.has_signal(&"died"), "player exposes a died signal")
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var spawners := get_nodes_in_group(&"matador_spawn")
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_assert_true(spawners.is_empty() or spawners[0].has_signal(&"all_defeated"),
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"spawner exposes an all_defeated signal (win route)")
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# The bull now soaks bull_max_hp hits. Zero the i-frame window so the test can
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# land consecutive blades, then confirm it survives every hit but the last.
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var dp: Node = root.get_node_or_null("/root/DP")
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if dp != null:
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dp.set_value("bull_hit_iframes", 0.0)
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var max_hp: int = player.call(&"get_max_hp")
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for i: int in max_hp - 1:
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player.take_sword_hit()
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await create_timer(0.05).timeout
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_assert_true(not hud._game_over, "hit %d of %d does not end the run" % [i + 1, max_hp])
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_assert_true(player.call(&"get_hp") == 1, "bull sits at 1 HP before the killing blow")
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player.take_sword_hit()
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await create_timer(0.05).timeout
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_assert_true(hud._game_over, "draining the last HP raises the game-over screen")
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_assert_true(not hud._result_win, "a bull hit is a loss, not a win")
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func _find_hud(node: Node) -> Node:
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if node is CanvasLayer and node.has_method(&"_show_game_over"):
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return node
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for child in node.get_children():
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var r := _find_hud(child)
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if r != null:
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return r
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return null
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# ── Debug overlays ────────────────────────────────────────────────────────────
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# Turn on every DebugDraw overlay against the live scene, confirm it builds, then
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# turn them off and confirm it tears down — guards the reconcile bookkeeping.
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func _check_overlays() -> void:
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print("\n-- check_overlays --")
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var dp: Node = root.get_node_or_null("/root/DP")
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var draw: Node = root.get_node_or_null("/root/DebugDraw")
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if dp == null or draw == null:
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_note("overlay check: DP / DebugDraw autoload missing")
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return
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var flags := [
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"show_states", "show_stats", "show_attacks", "show_hitboxes", "show_bones",
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"show_animation_name", "show_wireframe", "show_grid", "show_axes",
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]
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for flag: String in flags:
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dp.set_value(flag, true)
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await create_timer(0.3).timeout
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_assert_true(draw._state_labels.size() > 0, "overlay builds matador state labels")
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_assert_true(draw._overlays.size() > 0, "overlay builds collision meshes")
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_assert_true(draw._anim_labels.size() > 0, "overlay builds animation-name labels")
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_assert_true(draw._stats_layer != null and draw._stats_layer.visible, "stats overlay visible")
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_assert_true(not draw._stats_label.text.is_empty(), "stats overlay composes text")
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for flag: String in flags:
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dp.set_value(flag, false)
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await create_timer(0.3).timeout
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_assert_true(draw._state_labels.is_empty(), "overlay clears state labels when off")
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_assert_true(draw._overlays.is_empty(), "overlay clears collision meshes when off")
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_assert_true(draw._anim_labels.is_empty(), "overlay clears animation-name labels when off")
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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?)")
|
||
else:
|
||
_note("ragdoll: %d bones checked" % checked)
|
||
|
||
|
||
# ── Frame capture ─────────────────────────────────────────────────────────────
|
||
|
||
func _capture_frame(filename: String) -> void:
|
||
var img: Image = root.get_viewport().get_texture().get_image()
|
||
if img == null:
|
||
_note("frame capture failed: %s" % filename)
|
||
return
|
||
var path := OUTPUT_DIR + "/" + filename
|
||
img.save_png(path)
|
||
_note("captured %s (%d×%d)" % [filename, img.get_width(), img.get_height()])
|
||
|
||
|
||
# ── Scene helpers ─────────────────────────────────────────────────────────────
|
||
|
||
func _find_legs_node(player: Node) -> Node:
|
||
for child in player.get_children():
|
||
var s: Script = child.get_script() as Script
|
||
if s and s.resource_path.ends_with("bull_legs.gd"):
|
||
return child
|
||
return null
|
||
|
||
|
||
func _find_skeleton(node: Node) -> Node:
|
||
if node is Skeleton3D:
|
||
return node
|
||
for child in node.get_children():
|
||
var r := _find_skeleton(child)
|
||
if r:
|
||
return r
|
||
return null
|
||
|
||
|
||
func _find_class_recursive(node: Node, class_name_str: String) -> Node:
|
||
if node.get_class() == class_name_str:
|
||
return node
|
||
for child in node.get_children():
|
||
var r := _find_class_recursive(child, class_name_str)
|
||
if r:
|
||
return r
|
||
return null
|
||
|
||
|
||
# ── Assertions & report ───────────────────────────────────────────────────────
|
||
|
||
func _assert_true(condition: bool, desc: String) -> void:
|
||
if condition:
|
||
_passed += 1
|
||
print(" PASS: %s" % desc)
|
||
_report.append("PASS: " + desc)
|
||
else:
|
||
_failed += 1
|
||
print(" FAIL: %s" % desc)
|
||
_report.append("FAIL: " + desc)
|
||
|
||
|
||
func _note(msg: String) -> void:
|
||
print(" NOTE: %s" % msg)
|
||
_report.append("NOTE: " + msg)
|
||
|
||
|
||
func _finish() -> void:
|
||
var f := FileAccess.open(OUTPUT_DIR + "/report.txt", FileAccess.WRITE)
|
||
if f:
|
||
f.store_string("\n".join(Array(_report)))
|
||
f.close()
|
||
|
||
print("")
|
||
print("=".repeat(60))
|
||
print("GAMEPLAY TESTS: %d passed, %d failed" % [_passed, _failed])
|
||
print("Frame strip: %s" % OUTPUT_DIR)
|
||
print("=".repeat(60))
|
||
quit(1 if _failed > 0 else 0)
|