Files
Bullosseum/tests/matador_stab_test.gd
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richard 7b6a141767 Reorganize the codebase into role-based folders (snake_case)
Move the 40-odd root-level scripts and scenes into a tree that groups by role,
per the approved roadmap (WS2/WS3): actors/{player,matador,bear}, systems/{combat,
fx,input,debug,render,crowd,config}, ui/, props/ (was tscn_s/). Rename the shell
scene.tscn -> levels/game_shell.tscn and every PascalCase scene to snake_case
(Player.tscn -> player.tscn, MainMenu.tscn -> main_menu.tscn, etc.) so the
case-insensitive web/macOS filesystems can't alias two files together.

Done as a scripted move: each file travels with its .uid; every quoted res:// path
across scenes, scripts, .tres, and project.godot's 9 autoloads is rewritten; the
.godot uid/class cache is rebuilt from scratch. Scenes still resolve by uid, so the
rewrite is belt-and-suspenders. Lint globs (run_tests.sh + both CI workflows) now
walk the new dirs; an orphan animation_tree.gd.uid and 7 pre-existing trailing-
whitespace lints (barrel/torch, never covered by the old root-only glob) are cleaned.

Full suite green on both sides. Asset consolidation (Assets/Animations/fonts ->
art/) is deferred — moving imported .glb/.png/.ttf is safer done in the editor.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017KoYBYQgRyY1zDHXMsXY3V
2026-09-06 00:04:41 +03:00

102 lines
4.2 KiB
GDScript

extends SceneTree
## Matador stab-reliability test. The matador runs in, plants at mat_stab_standoff, and its stab
## damages off the sword's own BladeHitbox collider (armed only during the thrust) — NOT a distance
## check. This drives the attack tick against a STATIONARY, real-sized bull placed beyond the
## standoff and asserts it (a) gores the bull when the thrust physically reaches it, (b) lands the
## hit during the thrust and not the wind-up/walk-up, and (c) plants at the standoff, not inside the
## bull, and (d) keeps landing on repeat stabs from the same spot (the blade re-arms each swing).
## Run: godot --headless --script res://tests/matador_stab_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 _run() -> void:
var dp := root.get_node("/root/DP")
var standoff: float = dp.f("mat_stab_standoff")
var strike_at: float = dp.f("mat_stab_strike_at")
# Stationary, real-sized bull beyond the standoff — the matador runs in, plants at the standoff,
# and its THRUST (not the walk-up) has to reach across the gap to gore it.
var bull := CharacterBody3D.new()
bull.collision_layer = 2
bull.collision_mask = 0
bull.add_to_group(&"player")
bull.set_script(load("res://tests/_fake_bull.gd"))
var bcs := CollisionShape3D.new()
var bshape := CapsuleShape3D.new()
bshape.radius = 0.75
bshape.height = 1.845
bcs.shape = bshape
bull.add_child(bcs)
root.add_child(bull)
bull.global_position = Vector3(0.0, 0.0, standoff + 3.0)
var mat := (load("res://actors/matador/matador.tscn") as PackedScene).instantiate() as CharacterBody3D
root.add_child(mat) # _ready acquires the bull from the "player" group
mat.global_position = Vector3.ZERO
mat.set_physics_process(false) # we drive the attack tick ourselves, isolated from the AI
await physics_frame
mat.call("_acquire_bull") # normally done in _physics_process, which we disabled
_ok(mat.get("_bull") == bull, "matador acquired the bull")
mat.call("_carry_sword", true) # actually draw into the hand so the BladeHitbox rides the thrust
mat.call("_start_attack")
dp.call("set_value", "mat_stab_followup_chance", 0.0) # isolate repeat stabs from the break-off roll
dp.call("set_value", "mat_stab_recovery", 0.0) # no recovery beat gating back-to-back stabs
dp.call("set_value", "mat_taunt_after_hit", 0.0) # don't break off to taunt after a landed hit
var min_dist := 999.0
var first_hit_phase := -1.0
var last_hits := 0
for i in 300: # several swings' worth of ticks (approach + repeated stabs)
mat.call("_tick_attack", 1.0 / 60.0)
var d := mat.global_position.distance_to(bull.global_position)
min_dist = minf(min_dist, d)
if bull.hits > last_hits:
if first_hit_phase < 0.0:
first_hit_phase = mat.call("_swing_phase") # phase on the frame the first hit landed
last_hits = bull.hits
await physics_frame
_ok(bull.hits >= 1, "the sword's thrust reaches across the standoff and gores the bull")
_ok(first_hit_phase >= strike_at - 0.1, "hit lands in the thrust, not the wind-up (phase %.2f)" % first_hit_phase)
_ok(bull.hits >= 2, "repeat stabs from the same spot keep landing (%d hits)" % bull.hits)
_ok(min_dist >= standoff - 0.5, "matador plants at the standoff, not inside the bull (closest %.2f m)" % min_dist)
# Anti-spam: once a stab CONNECTS, a high mat_taunt_after_hit must break the matador off ATTACK
# (into a taunt/retreat) instead of drilling the bull again. Force the roll and confirm it leaves.
dp.call("set_value", "mat_taunt_after_hit", 1.0)
bull.hits = 0
mat.call("_start_attack")
var broke_off := false
for i in 200:
mat.call("_tick_attack", 1.0 / 60.0)
if mat.call("ai_state_name") != "ATTACK":
broke_off = true
break
await physics_frame
_ok(broke_off, "a landed stab breaks the matador off ATTACK (taunt/retreat), not another thrust")
_ok(bull.hits >= 1, "the break-off only fires after the stab actually connected (%d hits)" % bull.hits)
_finish()
func _finish() -> void:
print("Results: %d passed, %d failed" % [_pass, _fail])
quit(1 if _fail > 0 else 0)