5c1e881a53
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>
68 lines
2.2 KiB
GDScript
68 lines
2.2 KiB
GDScript
extends SceneTree
|
|
## Thrown-spear hit test. The bull's body sits on collision layer BULL, so a spear whose mask
|
|
## only covered WORLD flew straight through it — every throw whiffed, even against a stationary
|
|
## bull. This launches a spear dead-on at a still fake bull and asserts the projectile masks BULL
|
|
## and actually lands the hit. Run: godot --headless --script res://tests/matador_spear_test.gd
|
|
|
|
# physics_layers.gd is pure constants (safe to preload); spear_projectile.gd references the
|
|
# Settings autoload, whose global identifier isn't registered when a --script entry compiles its
|
|
# preloads — so it's loaded at runtime inside _run instead, once the autoloads exist.
|
|
const PhysicsLayers = preload("res://physics_layers.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:
|
|
# Stationary fake bull at the origin, on the BULL layer like the real one.
|
|
var bull := CharacterBody3D.new()
|
|
bull.collision_layer = PhysicsLayers.BULL
|
|
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 = 0.6
|
|
bshape.height = 1.4
|
|
bcs.shape = bshape
|
|
bull.add_child(bcs)
|
|
root.add_child(bull)
|
|
bull.global_position = Vector3.ZERO
|
|
await physics_frame
|
|
|
|
# Launch a spear flat, dead-on from 3 m out; low gravity so the short flight stays level.
|
|
var spear_script := load("res://spear_projectile.gd")
|
|
var mesh := (load("res://Spear.tscn") as PackedScene).instantiate() as Node3D
|
|
root.add_child(mesh)
|
|
var origin := Vector3(0.0, 0.0, -3.0)
|
|
var spear := spear_script.launch(root, mesh, origin, Vector3(0.0, 0.0, 12.0), 0.05) as RigidBody3D
|
|
|
|
_ok(spear.collision_mask & PhysicsLayers.BULL != 0, "spear masks the BULL layer (can collide with the bull)")
|
|
|
|
for i in 90:
|
|
await physics_frame
|
|
if bull.hits >= 1:
|
|
break
|
|
|
|
_ok(bull.hits >= 1, "thrown spear hits a stationary bull")
|
|
|
|
_finish()
|
|
|
|
|
|
func _finish() -> void:
|
|
print("Results: %d passed, %d failed" % [_pass, _fail])
|
|
quit(1 if _fail > 0 else 0)
|