a4d18e4928
The bull's kick/dash/slam/roll and movement particles were ~112 lines of hand-built CPUParticles3D in player.gd, bypassing the Fx system entirely (Fx.spawn had zero callers) — so Siim couldn't author them in the inspector. - Add six inspector-editable effect scenes (bull_slam/kick/dash one-shots + bull_hoof_dust/charge_trail/roll_sparks continuous); wire player.gd to Fx.spawn() / new Fx.attach(); register them + the gallery + smoke test. - Extract the coded, non-particle slam rings + kick flash into a new bull_impact_fx.gd component (bull_legs.gd pattern). - Drop 12 now-obsolete DP dust look-params (the .tscn owns the look now). - Trim god-file comment noise: rewrite an AI-placeholder barrel block to typed code, drop dead commented-out bounce/topple code, fix stale post-reorg file paths (Assets/… → art/…, PascalCase scene names → snake_case). - Document the Siim workflow in systems/fx/README.md; update CLAUDE.md. player.gd 1307 → 944 lines. Full suite green. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
52 lines
1.8 KiB
GDScript
52 lines
1.8 KiB
GDScript
extends SceneTree
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## Smoke test for the FX library: every registered effect instantiates and attaches without error,
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## and an unknown name fails soft (returns null, no crash). Catches a broken effect .tscn before it
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## ships. Run: godot --headless --script tests/fx_gallery_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(cond: bool, msg: String) -> void:
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if cond:
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_pass += 1
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print(" PASS: ", msg)
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else:
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_fail += 1
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print(" FAIL: ", msg)
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func _run() -> void:
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var fx: Node = root.get_node("/root/Fx")
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var host := Node3D.new()
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root.add_child(host)
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current_scene = host
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for id: StringName in [&"blood_burst", &"slam_dust", &"spark", &"hit_flash",
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&"bull_slam", &"bull_kick", &"bull_dash"]:
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var inst: Node = fx.call("spawn", id, Transform3D.IDENTITY, host)
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_ok(inst != null and is_instance_valid(inst), "spawns %s" % id)
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# Continuous bull effects are held (attach), not fired-and-forgotten (spawn).
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for id: StringName in [&"bull_hoof_dust", &"bull_charge_trail", &"bull_roll_sparks"]:
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var inst: Node = fx.call("attach", id, host)
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_ok(inst != null and is_instance_valid(inst), "attaches %s" % id)
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var missing: Node = fx.call("spawn", &"does_not_exist", Transform3D.IDENTITY, host)
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_ok(missing == null, "unknown effect returns null instead of crashing")
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# The preview gallery scene is wired (has its controller script + label).
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var gallery: Node = load("res://systems/fx/effect_gallery.tscn").instantiate()
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_ok(gallery.get_script() != null, "gallery scene keeps its controller script")
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host.add_child(gallery)
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await process_frame
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_ok(gallery.get_node_or_null("UI/Label") != null, "gallery scene has its name label")
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await process_frame
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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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