7b6a141767
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
68 lines
2.2 KiB
GDScript
68 lines
2.2 KiB
GDScript
extends SceneTree
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## Thrown-spear hit test. The bull's body sits on collision layer BULL, so a spear whose mask
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## only covered WORLD flew straight through it — every throw whiffed, even against a stationary
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## bull. This launches a spear dead-on at a still fake bull and asserts the projectile masks BULL
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## and actually lands the hit. Run: godot --headless --script res://tests/matador_spear_test.gd
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# physics_layers.gd is pure constants (safe to preload); spear_projectile.gd references the
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# Settings autoload, whose global identifier isn't registered when a --script entry compiles its
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# preloads — so it's loaded at runtime inside _run instead, once the autoloads exist.
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const PhysicsLayers = preload("res://systems/combat/physics_layers.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 _run() -> void:
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# Stationary fake bull at the origin, on the BULL layer like the real one.
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var bull := CharacterBody3D.new()
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bull.collision_layer = PhysicsLayers.BULL
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bull.collision_mask = 0
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bull.add_to_group(&"player")
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bull.set_script(load("res://tests/_fake_bull.gd"))
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var bcs := CollisionShape3D.new()
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var bshape := CapsuleShape3D.new()
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bshape.radius = 0.6
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bshape.height = 1.4
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bcs.shape = bshape
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bull.add_child(bcs)
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root.add_child(bull)
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bull.global_position = Vector3.ZERO
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await physics_frame
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# Launch a spear flat, dead-on from 3 m out; low gravity so the short flight stays level.
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var spear_script := load("res://actors/matador/spear_projectile.gd")
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var mesh := (load("res://actors/matador/spear.tscn") as PackedScene).instantiate() as Node3D
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root.add_child(mesh)
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var origin := Vector3(0.0, 0.0, -3.0)
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var spear := spear_script.launch(root, mesh, origin, Vector3(0.0, 0.0, 12.0), 0.05) as RigidBody3D
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_ok(spear.collision_mask & PhysicsLayers.BULL != 0, "spear masks the BULL layer (can collide with the bull)")
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for i in 90:
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await physics_frame
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if bull.hits >= 1:
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break
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_ok(bull.hits >= 1, "thrown spear hits a stationary bull")
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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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