Address review feedback: Implement Godot dedicated server scene + player spawning #51
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[gd_scene load_steps=3 format=3 uid="uid://game_scene_pc2"]
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[ext_resource type="PackedScene" uid="uid://c49a36fc7db_test_level" path="res://scenes/worlds/test_level.tscn" id="1_level"]
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[ext_resource type="PackedScene" uid="uid://player_scene_001" path="res://scenes/player.tscn" id="2_player"]
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[node name="Game" type="Node3D"]
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[node name="Level" parent="." instance=ExtResource("1_level")]
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[node name="Player" parent="." instance=ExtResource("2_player")]
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<<<<<<< HEAD
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Script" path="res://scripts/player_spawner.gd" id="1"]
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[node name="Player" type="CharacterBody3D"]
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script = ExtResource("1")
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=======
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[gd_scene load_steps=3 format=3 uid="uid://player_scene_001"]
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[ext_resource type="Script" path="res://scripts/player.gd" id="1_player"]
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[sub_resource type="CapsuleMesh" id="CapsuleMesh1"]
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radius = 0.35
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height = 1.6
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[sub_resource type="CapsuleShape3D" id="CapsuleShape1"]
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radius = 0.35
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height = 1.6
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[node name="Player" type="CharacterBody3D"]
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script = ExtResource("1_player")
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[node name="CollisionShape3D" type="CollisionShape3D" parent="."]
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shape = SubResource("CapsuleShape1")
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[node name="CapsuleMesh" type="MeshInstance3D" parent="."]
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mesh = SubResource("CapsuleMesh1")
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[node name="Camera3D" type="Camera3D" parent="."]
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transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.6, 0)
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current = true
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>>>>>>> origin/main
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class_name Player
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extends CharacterBody3D
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## The player character controller.
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##
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## A simple CharacterBody3D with WASD/arrow locomotion, gravity, jump, and a
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## first-person Camera3D with mouse-look. Reads the spawn point from the
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## current scene's `PlayerSpawn` Marker3D (see docs/architecture/pc2_test_level.md §3).
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##
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## No networking, no chunk code, no avatar UI — PC2 is local-only.
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# ---------------------------------------------------------------------------
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# Movement constants
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# ---------------------------------------------------------------------------
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const WALK_SPEED: float = 5.0
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const JUMP_VELOCITY: float = 4.5
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const GRAVITY: float = 9.8
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## Mouse-look sensitivity (radians per pixel of relative motion).
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const MOUSE_SENSITIVITY: float = 0.003
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## Camera pitch is clamped so the player can't flip past looking straight
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## up/down (which would otherwise let mouse-look invert on itself).
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const PITCH_LIMIT: float = deg_to_rad(89.0)
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# ---------------------------------------------------------------------------
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# Input state
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# ---------------------------------------------------------------------------
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var _input_direction := Vector2.ZERO
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var _camera_pitch: float = 0.0
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@onready var _camera: Camera3D = $Camera3D
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# ---------------------------------------------------------------------------
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# _ready — spawn at PlayerSpawn marker, capture the mouse for look
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# ---------------------------------------------------------------------------
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func _ready() -> void:
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# Per §3 of pc2_test_level.md: look up PlayerSpawn from the current
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# scene root. The lookup walks the full subtree (recursive=true) so
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# it finds the marker whether it is a direct child of the level or
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# nested deeper.
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#
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# current_scene is null in headless --script mode and in any scene
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# before the main scene is fully swapped in, so guard it rather than
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# blindly dereferencing.
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var current_scene: Node = get_tree().current_scene
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var spawn: Node = null
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if current_scene != null:
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spawn = current_scene.find_child("PlayerSpawn", true, false)
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if spawn is Node3D:
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global_position = (spawn as Node3D).global_position
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# Align player forward with spawn yaw (optional polish).
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var spawn_yaw := (spawn as Node3D).rotation.y
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rotation.y = spawn_yaw
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else:
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push_warning("player.gd: no PlayerSpawn marker found; spawning at origin")
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global_position = Vector3(0, 1.0, 0)
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# Capture the mouse for FPS-style look. Headless/test runs have no real
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# window to capture input for, so guard against that rather than error.
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if DisplayServer.get_name() != "headless":
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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# ---------------------------------------------------------------------------
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# _unhandled_input — capture keyboard / mouse for movement
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# ---------------------------------------------------------------------------
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventKey:
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var key := event as InputEventKey
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if key.pressed and not key.echo:
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_update_input_direction(key)
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elif not key.pressed:
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_clear_input_direction(key)
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# Release the mouse so the player can get back to a menu/cursor.
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if key.pressed and key.keycode == KEY_ESCAPE:
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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elif event is InputEventMouseButton and event.pressed:
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# Clicking back into the viewport re-captures the mouse.
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if Input.mouse_mode == Input.MOUSE_MODE_VISIBLE and DisplayServer.get_name() != "headless":
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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elif event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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_handle_mouse_look(event as InputEventMouseMotion)
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func _update_input_direction(key: InputEventKey) -> void:
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match key.keycode:
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KEY_W, KEY_UP:
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_input_direction.y += 1.0
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KEY_S, KEY_DOWN:
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_input_direction.y -= 1.0
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KEY_A, KEY_LEFT:
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_input_direction.x -= 1.0
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KEY_D, KEY_RIGHT:
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_input_direction.x += 1.0
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func _clear_input_direction(key: InputEventKey) -> void:
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match key.keycode:
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KEY_W, KEY_UP:
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_input_direction.y -= 1.0
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KEY_S, KEY_DOWN:
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_input_direction.y += 1.0
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KEY_A, KEY_LEFT:
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_input_direction.x += 1.0
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KEY_D, KEY_RIGHT:
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_input_direction.x -= 1.0
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func _handle_mouse_look(event: InputEventMouseMotion) -> void:
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# Yaw rotates the whole body (so movement direction turns with the
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# look direction); pitch only tilts the camera, so the capsule itself
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# never tips over.
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rotation.y -= event.relative.x * MOUSE_SENSITIVITY
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_camera_pitch = clampf(_camera_pitch - event.relative.y * MOUSE_SENSITIVITY, -PITCH_LIMIT, PITCH_LIMIT)
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_camera.rotation.x = _camera_pitch
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# ---------------------------------------------------------------------------
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# Physics — gravity, jump, move_and_slide
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# ---------------------------------------------------------------------------
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func _physics_process(delta: float) -> void:
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# Apply gravity.
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if not is_on_floor():
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velocity.y -= GRAVITY * delta
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# Jump.
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if is_on_floor() and Input.is_action_just_pressed("ui_accept"):
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velocity.y = JUMP_VELOCITY
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# Build movement direction from input. Godot's local "forward" is -Z, not
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# +Z, so W (input.y = +1) must use -basis.z -- using +basis.z here would
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# move the player backward when pressing forward (confirmed by reading
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# Camera3D/Node3D's own convention: a node looks down its local -Z).
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var direction := (_input_direction.x * transform.basis.x -
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_input_direction.y * transform.basis.z).normalized()
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velocity.x = direction.x * WALK_SPEED
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velocity.z = direction.z * WALK_SPEED
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move_and_slide()
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extends SceneTree
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## Smoke test for the player character scene and its spawn behavior.
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##
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## Run with:
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## godot --headless --path . --script res://scripts/smoke_test_player.gd
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##
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## Loads the test level, verifies the player is present, spawned at the
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## PlayerSpawn marker, and has the expected CharacterBody3D structure.
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var _passed := 0
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var _failed := 0
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func _initialize() -> void:
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print("SMOKE: starting player smoke test")
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_run()
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func _run() -> void:
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await process_frame
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print("SMOKE: loading game scene")
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# Load scenes/game.tscn -- the real PC2 composition point (Level + Player
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# as siblings, per docs/architecture/pc2_test_level.md §4), not the level
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# scene directly. Use the same SceneTree API as the real game so
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# `current_scene` is populated before the scene is added and its
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# _ready() callbacks fire. That ordering is what the player's spawn
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# lookup (get_tree().current_scene) depends on.
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var packed: PackedScene = load("res://scenes/game.tscn")
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var result := change_scene_to_packed(packed)
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if result != OK:
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printerr("SMOKE: failed to change scene, error ", result)
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quit(1)
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return
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await scene_changed
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var game: Node3D = current_scene as Node3D
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print("SMOKE: game scene ready")
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# 1. Verify the player node exists in the scene tree.
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var player: Node = game.get_node("Player")
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_check("Player node exists in test level", player != null)
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_check("Player is a CharacterBody3D", player is CharacterBody3D)
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# 2. Verify the player has the expected child structure.
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var collision: Node = player.get_node("CollisionShape3D")
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_check("Player has CollisionShape3D", collision != null)
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_check("CollisionShape3D has a shape",
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collision is CollisionShape3D and (collision as CollisionShape3D).shape != null)
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var mesh: Node = player.get_node("CapsuleMesh")
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_check("Player has CapsuleMesh", mesh != null)
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_check("CapsuleMesh has a mesh",
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mesh is MeshInstance3D and (mesh as MeshInstance3D).mesh != null)
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# 3. Verify the player spawned at the PlayerSpawn marker position.
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var spawn_marker: Marker3D = game.get_node("Level/PlayerSpawn")
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_check("PlayerSpawn marker exists", spawn_marker != null)
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# The player's _ready() should have moved it to the spawn marker's
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# global position. Compare global positions directly (not local) since
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# Player and Level sit at different depths under Game.
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var expected_pos: Vector3 = spawn_marker.global_position
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_check("Player spawned at PlayerSpawn position",
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player.global_position == expected_pos)
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# 4. Verify the player script class_name is correct and has the
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# movement constants defined.
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var script: GDScript = player.get_script() as GDScript
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_check("Player has a script attached", script != null)
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var constants: Dictionary = script.get_script_constant_map()
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_check("Player has WALK_SPEED constant", constants.has("WALK_SPEED"))
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_check("Player has GRAVITY constant", constants.has("GRAVITY"))
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_check("Player has JUMP_VELOCITY constant", constants.has("JUMP_VELOCITY"))
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_check("JUMP_VELOCITY is positive (upward)", float(constants.get("JUMP_VELOCITY", -1.0)) > 0.0)
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# 5. Verify the player has a Camera3D so the game is actually viewable
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# from the player's perspective, not just a walking capsule with no view.
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var camera: Node = player.get_node_or_null("Camera3D")
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_check("Player has a Camera3D", camera is Camera3D)
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_check("Camera3D is current", camera is Camera3D and (camera as Camera3D).current)
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print("\n=== SMOKE RESULT: %d/%d passed ===" % [_passed, _passed + _failed])
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quit(0 if _failed == 0 else 1)
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func _check(description: String, condition: bool) -> void:
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if condition:
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print(" PASS: ", description)
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_passed += 1
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else:
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printerr(" FAIL: ", description)
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_failed += 1
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Reference in New Issue
Block a user