Files
Bullosseum/tests/bear_fx_test.gd
T
richard 5c1e881a53 Combat overhaul: charge/gore, bear ram, matador taunt reactions
Bull charge damage:
- Tunnel-proof swept detection (prev→now segment) for matador gore and bear
  ram, so a 66 m/s dash no longer skips clean over the thin HitArea.
- Horns-first cone (bull_gore_arc): running into an enemy only wounds it when
  charging roughly at it, not a sideways brush.
- Dash is a committed lunge: bypasses the horns cone AND the survival roll, so a
  dash connect is a guaranteed kill. Cruise charges keep a speed-scaled roll
  (mat_charge_pierce). Roll ability defers to its own pop (is_rolling guard).

Bear:
- Horns-first swept ram detection (edge-triggered: one charge = one wound);
  a tunnelling or point-blank charge now lands where body_entered wouldn't.
- Overhead smash lane extends faster (0.1s) and further (20 m).
- Leap slam launches the bull from anywhere in the circle (ring_frac 0).
- Removed stray-quote syntax errors that broke the script.

Matador:
- Collider-driven stab (BladeHitbox) with recovery beat + taunt-after-hit so it
  stops machine-gunning the bull.
- A taunting matador answers a charge: spear from range, sword up close.

Spear projectile masks the BULL layer so throws connect.

Tests: matador_charge/stab/spear/taunt_react, bear_ram/hitbox/fx (+ unified
_fake_bull stand-in). Trimmed verbose comments.

Note: bear claw-emitter/death work is still WIP (3 bear_boss_test failures).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-09-03 01:01:42 +03:00

99 lines
3.4 KiB
GDScript

extends SceneTree
## Bear attack-FX test. The four attack effects (crater, smash debris, left/right claw slash)
## live in Assets/fx/Bear_FX.glb as meshes that rest at scale 0 at Siim's baked positions. The
## GLB carries its own AnimationPlayer whose clips scale one mesh up at its strike frame and
## back to 0 (self-hiding) while pinning the others at 0. bear.gd fires the matching clip on
## each strike (see _play_fx). This asserts each clip pops its own mesh, self-hides by the end,
## and never leaves another effect on-screen — so a mis-wired trigger or a broken clip is caught
## headlessly. Run: godot --headless --script res://tests/bear_fx_test.gd
var _pass := 0
var _fail := 0
var _fx_player: AnimationPlayer = null
var _fx: Dictionary = {} # short name -> Node3D
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 _run() -> void:
var bear := (load("res://Bear.tscn") as PackedScene).instantiate()
root.add_child(bear)
await physics_frame
var fx_root := bear.find_child("Bear_FX", true, false)
_ok(fx_root != null, "Bear_FX instanced in the scene")
if fx_root == null:
_finish()
return
_fx_player = fx_root.get_node_or_null("AnimationPlayer") as AnimationPlayer
_ok(_fx_player != null, "found the Bear_FX AnimationPlayer")
if _fx_player == null:
_finish()
return
for n: String in ["jump_smash", "smash_hit", "claw_attack_R", "claw_attack_L"]:
_fx[n] = bear.find_child("Bear_fx_" + n, true, false)
_ok(_fx[n] != null, "found Bear_fx_" + n)
if _fx.values().has(null):
_finish()
return
_ok(not _vis("jump_smash") and not _vis("smash_hit")
and not _vis("claw_attack_R") and not _vis("claw_attack_L"),
"all FX hidden at rest (scale 0)")
# Each clip pops only its own mesh at the strike, then self-hides, leaving nothing stale.
await _check_clip("Bear_fx_claw_attack_L", "claw_attack_L")
await _check_clip("Bear_fx_claw_attack_R", "claw_attack_R")
await _check_clip("Bear_fx_smash_hit", "smash_hit")
await _check_clip("Bear_fx_jump_smash", "jump_smash")
_finish()
# Play a clip to completion in real process mode (so bear.gd's animation_finished hide runs):
# the clip's own mesh scales up somewhere in the middle, every other mesh stays hidden, and the
# mesh is back to scale 0 once the clip has finished.
func _check_clip(clip: String, owner_key: String) -> void:
_fx_player.play(clip)
_fx_player.seek(0.0, true)
var peak := 0.0
var others_clean := true
var frames := 0
while _fx_player.is_playing() and frames < 600:
await process_frame
frames += 1
peak = maxf(peak, (_fx[owner_key] as Node3D).scale.length())
for k: String in _fx.keys():
if k != owner_key and _vis(k):
others_clean = false
# Hide happens on animation_finished (immediately for most, after a linger for the crater),
# so poll a bounded window rather than assume it's gone on the very next frame.
var settle := 0
while _vis(owner_key) and settle < 600:
await process_frame
settle += 1
_ok(peak > 0.05, clip + ": its mesh pops during the clip")
_ok(others_clean, clip + ": no other effect shows while it plays")
_ok(not _vis(owner_key), clip + ": hidden again after the clip ends")
func _vis(n: String) -> bool:
return (_fx[n] as Node3D).scale.length() > 0.05
func _finish() -> void:
print("Results: %d passed, %d failed" % [_pass, _fail])
quit(1 if _fail > 0 else 0)