Merge pull request 'PC2: Build a basic playable test level scene' (#48) from agent/0c49a36fc7db into main
This commit was merged in pull request #48.
This commit is contained in:
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[gd_scene load_steps=1 format=3 uid="uid://c49a36fc7db_test_level"]
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[sub_resource type="BoxShape3D" id="BoxShape3D_ground"]
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size = Vector3(40, 1, 40)
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[sub_resource type="BoxMesh" id="BoxMesh_ground"]
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size = Vector3(40, 1, 40)
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[sub_resource type="BoxShape3D" id="BoxShape3D_prop1"]
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size = Vector3(2, 3, 2)
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[sub_resource type="BoxMesh" id="BoxMesh_prop1"]
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size = Vector3(2, 3, 2)
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[sub_resource type="BoxShape3D" id="BoxShape3D_prop2"]
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size = Vector3(3, 1, 3)
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[sub_resource type="BoxMesh" id="BoxMesh_prop2"]
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size = Vector3(3, 1, 3)
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[sub_resource type="CylinderShape3D" id="CylinderShape3D_prop3"]
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top_radius = 1.0
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height = 4.0
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[sub_resource type="CylinderMesh" id="CylinderMesh_prop3"]
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top_radius = 1.0
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bottom_radius = 1.0
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height = 4.0
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subdivisions_top_radius = 8
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[sub_resource type="SphereShape3D" id="SphereShape3D_prop4"]
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radius = 1.0
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[sub_resource type="SphereMesh" id="SphereMesh_prop4"]
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radius = 1.0
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subdivisions_ring = 12
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subdivisions_height = 12
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[sub_resource type="SphereShape3D" id="SphereShape3D_prop5"]
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radius = 0.5
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[sub_resource type="SphereMesh" id="SphereMesh_prop5"]
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radius = 0.5
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subdivisions_ring = 8
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subdivisions_height = 8
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[sub_resource type="Environment" id="WorldEnvironment_env"]
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background_mode = 1
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background_color = Color(0.4, 0.6, 0.8, 1)
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ambient_light_source = 1
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ambient_light_energy = 0.4
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ambient_light_sky_energy = 1.0
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[node name="TestLevel" type="Node3D"]
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[node name="Ground" type="StaticBody3D" parent="."]
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position = Vector3(0, -0.5, 0)
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Ground"]
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shape = SubResource("BoxShape3D_ground")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Ground"]
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mesh = SubResource("BoxMesh_ground")
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[node name="Props" type="Node3D" parent="."]
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[node name="Prop1_Box" type="StaticBody3D" parent="Props"]
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position = Vector3(8, 1.5, 8)
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop1_Box"]
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shape = SubResource("BoxShape3D_prop1")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop1_Box"]
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mesh = SubResource("BoxMesh_prop1")
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[node name="Prop2_Pedestal" type="StaticBody3D" parent="Props"]
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position = Vector3(-8, 0.5, 6)
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop2_Pedestal"]
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shape = SubResource("BoxShape3D_prop2")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop2_Pedestal"]
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mesh = SubResource("BoxMesh_prop2")
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[node name="Prop3_Column" type="StaticBody3D" parent="Props"]
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position = Vector3(6, 2.0, -8)
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop3_Column"]
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shape = SubResource("CylinderShape3D_prop3")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop3_Column"]
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mesh = SubResource("CylinderMesh_prop3")
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[node name="Prop4_Sphere" type="StaticBody3D" parent="Props"]
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position = Vector3(-6, 1.0, -6)
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop4_Sphere"]
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shape = SubResource("SphereShape3D_prop4")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop4_Sphere"]
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mesh = SubResource("SphereMesh_prop4")
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[node name="Prop5_SmallSphere" type="StaticBody3D" parent="Props"]
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position = Vector3(0, 0.5, 12)
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[node name="CollisionShape3D" type="CollisionShape3D" parent="Props/Prop5_SmallSphere"]
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shape = SubResource("SphereShape3D_prop5")
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[node name="MeshInstance3D" type="MeshInstance3D" parent="Props/Prop5_SmallSphere"]
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mesh = SubResource("SphereMesh_prop5")
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[node name="Sun" type="DirectionalLight3D" parent="."]
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rotation = Vector3(-0.785398, 0, 0)
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shadow_enabled = true
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[node name="WorldEnvironment" type="WorldEnvironment" parent="."]
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environment = SubResource("WorldEnvironment_env")
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[node name="PlayerSpawn" type="Marker3D" parent="."]
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position = Vector3(0, 1.5, 0)
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@@ -0,0 +1,125 @@
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extends SceneTree
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## Headless smoke test for the PC2 test level scene.
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##
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## Run with:
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## godot --headless --path . --script res://scripts/smoke_test_test_level.gd
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##
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## Loads the test level scene, asserts:
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## (a) it loads without error,
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## (b) it contains a Marker3D named "PlayerSpawn",
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## (c) PlayerSpawn is positioned >= 1.0 m above the ground top surface.
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## Exits 0 on success, 1 on failure.
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func _initialize() -> void:
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_run()
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func _run() -> void:
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var level_path: String = "res://scenes/worlds/test_level.tscn"
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# Load the scene file
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var level_resource: PackedScene = load(level_path)
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if level_resource == null:
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printerr("SMOKE RESULT: FAIL \u2014 could not load ", level_path)
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quit(1)
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return
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print("SMOKE: test_level.tscn loaded successfully")
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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 \u2014 change_scene_to_packed returned ", err)
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quit(1)
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return
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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 \u2014 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 \u2014 no Node3D named 'PlayerSpawn' found in test level")
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quit(1)
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return
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print("SMOKE: found PlayerSpawn at ", spawn_marker.global_position)
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# (c) Verify PlayerSpawn is >= 1.0 m above ground top
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# The ground top surface is at y = 0 (Ground StaticBody3D centered at y = -0.5
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# with height 1.0, so top face is at y = 0).
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var spawn_y: float = spawn_marker.global_position.y
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if spawn_y < 1.0:
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printerr("SMOKE RESULT: FAIL \u2014 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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quit(1)
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return
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print("SMOKE: PlayerSpawn y = ", spawn_y, " >= 1.0 m \u2014 PASS")
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# Additional check: verify Ground StaticBody3D exists
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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 \u2014 no StaticBody3D named 'Ground' found")
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quit(1)
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return
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print("SMOKE: found Ground StaticBody3D")
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# Verify Ground top face is at y = 0
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var ground_shape: CollisionShape3D = ground.find_child("CollisionShape3D", true, false) as CollisionShape3D
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if ground_shape != null and ground_shape.shape is BoxShape3D:
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var box_shape: BoxShape3D = ground_shape.shape as BoxShape3D
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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 \u2014 Ground top face at y = ", ground_top, " expected ~0.0")
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quit(1)
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return
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print("SMOKE: Ground top face at y = ", ground_top, " \u2014 PASS")
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# Verify props exist (3-5 StaticBody3D children under Props node)
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var props_node: Node3D = level_instance.find_child("Props", true, false) as Node3D
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if props_node != null:
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var prop_count: int = 0
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for child in props_node.get_children():
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if child is StaticBody3D:
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prop_count += 1
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if prop_count < 3:
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printerr("SMOKE RESULT: FAIL \u2014 only ", prop_count, " props found, need >= 3")
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quit(1)
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return
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print("SMOKE: found ", prop_count, " props \u2014 PASS")
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else:
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printerr("SMOKE RESULT: FAIL \u2014 no 'Props' Node3D found")
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quit(1)
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return
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# Verify lighting exists
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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 \u2014 no DirectionalLight3D named 'Sun' found")
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quit(1)
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return
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print("SMOKE: found Sun DirectionalLight3D")
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# Verify WorldEnvironment exists
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var env: WorldEnvironment = level_instance.find_child("WorldEnvironment", true, false) as WorldEnvironment
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if env == null:
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printerr("SMOKE RESULT: FAIL \u2014 no WorldEnvironment named 'WorldEnvironment' found")
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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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quit(0)
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