09d4a60f43
Move every script and scene into role-based directories (actors/, systems/, ui/, levels/, props/) and all raw art under art/ (grouped by role, snake_case, Extract-Textures GLBs), dropping Blender version-suffix noise. Filenames are snake_case (PascalCase reserved for class_name) to avoid case-insensitive filesystem aliasing on the web/macOS targets. Routes the bull's hits through the typed DamageEvent pipeline and wires the bull's abilities to the Fx library. Updates CLAUDE.md's folder-layout overview to match. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
92 lines
3.3 KiB
GDScript
92 lines
3.3 KiB
GDScript
extends SceneTree
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## A taunting matador must answer a charge instead of posing through it: hurl a spear at a bull
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## barrelling in from range, or switch to the sword (brace/cite) to meet a closer rush. Drives
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## _tick_wander on a matador mid-taunt (_idle_timer > 0) against a bull charging straight at it and
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## asserts the state it breaks into by range; a slow / non-aimed bull leaves it taunting.
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## Run: godot --headless --script res://tests/matador_taunt_react_test.gd
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var _pass := 0
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var _fail := 0
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func _init() -> void:
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_run.call_deferred()
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func _ok(c: bool, m: String) -> void:
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if c:
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_pass += 1
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print(" PASS: ", m)
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else:
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_fail += 1
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print(" FAIL: ", m)
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func _make_bull() -> CharacterBody3D:
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var b := CharacterBody3D.new()
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b.collision_layer = 2
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b.collision_mask = 0
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b.add_to_group(&"player")
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var cs := CollisionShape3D.new()
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var shape := CapsuleShape3D.new()
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shape.radius = 0.75
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shape.height = 1.845
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cs.shape = shape
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b.add_child(cs)
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root.add_child(b)
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return b
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func _make_taunting_matador(_bull: CharacterBody3D) -> CharacterBody3D:
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var mat := (load("res://actors/matador/matador.tscn") as PackedScene).instantiate() as CharacterBody3D
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root.add_child(mat)
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mat.global_position = Vector3.ZERO
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mat.set_physics_process(false) # we drive _tick_wander ourselves, no brain
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await physics_frame
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mat.call("_acquire_bull")
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mat.set("_idle_timer", 5.0) # mid-taunt: standing and posturing
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mat.set("_throw_aim_cd", 0.0) # spear ready
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return mat
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# Park the bull at `dist` straight ahead (+Z) of the matador, charging back toward it at `speed`.
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func _charge_from(bull: CharacterBody3D, dist: float, speed: float) -> void:
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bull.global_position = Vector3(0.0, 0.0, dist)
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bull.velocity = Vector3(0.0, 0.0, -speed)
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func _run() -> void:
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var bull := _make_bull()
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# (a) Far charge (10 m, past brace range but within throw range) → get the spear off.
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var mat_a: CharacterBody3D = await _make_taunting_matador(bull)
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_charge_from(bull, 10.0, 30.0)
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mat_a.call("_tick_wander", 1.0 / 60.0)
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_ok(mat_a.call("ai_state_name") == "THROW", "a taunting matador hurls a spear at a charge from range")
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# (b) Closer rush (3 m, inside brace range) → switch to the sword and cite it.
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var mat_b: CharacterBody3D = await _make_taunting_matador(bull)
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_charge_from(bull, 3.0, 30.0)
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mat_b.call("_tick_wander", 1.0 / 60.0)
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_ok(mat_b.call("ai_state_name") == "BRACE", "a taunting matador switches to the sword for a closer rush")
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# (c) A slow bull (below charge speed) isn't a charge — keep taunting.
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var mat_c: CharacterBody3D = await _make_taunting_matador(bull)
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_charge_from(bull, 10.0, 3.0)
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mat_c.call("_tick_wander", 1.0 / 60.0)
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_ok(mat_c.call("ai_state_name") == "WANDER", "a taunting matador ignores a slow (non-charging) bull")
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# (d) A fast bull aimed AWAY from the matador isn't charging at it — keep taunting.
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var mat_d: CharacterBody3D = await _make_taunting_matador(bull)
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bull.global_position = Vector3(0.0, 0.0, 10.0)
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bull.velocity = Vector3(0.0, 0.0, 30.0) # heading further away, not at the matador
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mat_d.call("_tick_wander", 1.0 / 60.0)
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_ok(mat_d.call("ai_state_name") == "WANDER", "a taunting matador ignores a charge not aimed at it")
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_finish()
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func _finish() -> void:
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print("Results: %d passed, %d failed" % [_pass, _fail])
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quit(1 if _fail > 0 else 0)
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