WIP checkpoint: PC2: Build a basic playable test level scene
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@@ -27,25 +27,29 @@ func _run() -> void:
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print("SMOKE: test_level.tscn loaded successfully")
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# Instantiate the scene root
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var level_instance: Node3D = level_resource.instantiate() as Node3D
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if level_instance == null:
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printerr("SMOKE RESULT: FAIL — could not instantiate ", level_path)
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# Change the running scene to our test level
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var err: int = change_scene_to_packed(level_resource)
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if err != OK:
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printerr("SMOKE RESULT: FAIL — change_scene_to_packed returned ", err)
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quit(1)
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return
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# Create a temporary root node and add it to the tree so find_child works
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var root_holder := Node3D.new()
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add_child(root_holder)
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root_holder.add_child(level_instance)
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# Wait for the scene_changed signal so current_scene is set
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await scene_changed
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var level_instance: Node3D = current_scene as Node3D
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if level_instance == null:
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printerr("SMOKE RESULT: FAIL — current_scene is not Node3D")
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quit(1)
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return
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# Give the tree one frame to fully initialize
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await process_frame
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# (b) Find the PlayerSpawn marker
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var spawn_marker: Node3D = level_instance.find_child("PlayerSpawn", true, false) as Node3D
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if spawn_marker == null:
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printerr("SMOKE RESULT: FAIL — no Marker3D named 'PlayerSpawn' found in test level")
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level_instance.queue_free()
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root_holder.queue_free()
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printerr("SMOKE RESULT: FAIL — no Node3D named 'PlayerSpawn' found in test level")
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quit(1)
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return
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@@ -58,8 +62,6 @@ func _run() -> void:
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if spawn_y < 1.0:
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printerr("SMOKE RESULT: FAIL — PlayerSpawn y = ", spawn_y,
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" is below the required minimum of 1.0 m above ground top (y=0)")
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level_instance.queue_free()
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root_holder.queue_free()
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quit(1)
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return
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@@ -69,8 +71,6 @@ func _run() -> void:
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var ground: StaticBody3D = level_instance.find_child("Ground", true, false) as StaticBody3D
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if ground == null:
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printerr("SMOKE RESULT: FAIL — no StaticBody3D named 'Ground' found")
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level_instance.queue_free()
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root_holder.queue_free()
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quit(1)
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return
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@@ -83,8 +83,6 @@ func _run() -> void:
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var ground_top: float = ground.global_position.y + box_shape.size.y / 2.0
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if abs(ground_top - 0.0) > 0.01:
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printerr("SMOKE RESULT: FAIL — Ground top face at y = ", ground_top, " expected ~0.0")
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level_instance.queue_free()
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root_holder.queue_free()
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quit(1)
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return
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print("SMOKE: Ground top face at y = ", ground_top, " — PASS")
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@@ -98,15 +96,11 @@ func _run() -> void:
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prop_count += 1
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if prop_count < 3:
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printerr("SMOKE RESULT: FAIL — only ", prop_count, " props found, need >= 3")
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level_instance.queue_free()
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root_holder.queue_free()
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quit(1)
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return
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print("SMOKE: found ", prop_count, " props — PASS")
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else:
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printerr("SMOKE RESULT: FAIL — no 'Props' Node3D found")
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level_instance.queue_free()
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root_holder.queue_free()
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quit(1)
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return
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@@ -114,8 +108,6 @@ func _run() -> void:
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var sun: DirectionalLight3D = level_instance.find_child("Sun", true, false) as DirectionalLight3D
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if sun == null:
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printerr("SMOKE RESULT: FAIL — no DirectionalLight3D named 'Sun' found")
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level_instance.queue_free()
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root_holder.queue_free()
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quit(1)
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return
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print("SMOKE: found Sun DirectionalLight3D")
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@@ -123,14 +115,10 @@ func _run() -> void:
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var env: WorldEnvironment = level_instance.find_child("Environment", true, false) as WorldEnvironment
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if env == null:
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printerr("SMOKE RESULT: FAIL — no WorldEnvironment named 'Environment' found")
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level_instance.queue_free()
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root_holder.queue_free()
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quit(1)
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return
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print("SMOKE: found WorldEnvironment")
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# All checks passed
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print("SMOKE RESULT: PASS")
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level_instance.queue_free()
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root_holder.queue_free()
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quit(0)
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