extends SceneTree ## Headless smoke test for the PC2 test level scene. ## ## Run with: ## godot --headless --path . --script res://scripts/smoke_test_test_level.gd ## ## Loads the test level scene, asserts: ## (a) it loads without error, ## (b) it contains a Marker3D named "PlayerSpawn", ## (c) PlayerSpawn is positioned >= 1.0 m above the ground top surface. ## Exits 0 on success, 1 on failure. func _initialize() -> void: _run() func _run() -> void: var level_path: String = "res://scenes/worlds/test_level.tscn" # Load the scene file var level_resource: PackedScene = load(level_path) if level_resource == null: printerr("SMOKE RESULT: FAIL — could not load ", level_path) quit(1) return print("SMOKE: test_level.tscn loaded successfully") # Instantiate the scene root var level_instance: Node3D = level_resource.instantiate() as Node3D if level_instance == null: printerr("SMOKE RESULT: FAIL — could not instantiate ", level_path) quit(1) return # Add to tree so find_child works add_child(level_instance) await process_frame # (b) Find the PlayerSpawn marker var spawn_marker: Node3D = level_instance.find_child("PlayerSpawn", true, false) as Node3D if spawn_marker == null: printerr("SMOKE RESULT: FAIL — no Marker3D named 'PlayerSpawn' found in test level") level_instance.queue_free() quit(1) return print("SMOKE: found PlayerSpawn at ", spawn_marker.global_position) # (c) Verify PlayerSpawn is >= 1.0 m above ground top # The ground top surface is at y = 0 (Ground StaticBody3D centered at y = -0.5 # with height 1.0, so top face is at y = 0). var spawn_y: float = spawn_marker.global_position.y if spawn_y < 1.0: printerr("SMOKE RESULT: FAIL — PlayerSpawn y = ", spawn_y, " is below the required minimum of 1.0 m above ground top (y=0)") level_instance.queue_free() quit(1) return print("SMOKE: PlayerSpawn y = ", spawn_y, " >= 1.0 m — PASS") # Additional check: verify Ground StaticBody3D exists var ground: StaticBody3D = level_instance.find_child("Ground", true, false) as StaticBody3D if ground == null: printerr("SMOKE RESULT: FAIL — no StaticBody3D named 'Ground' found") level_instance.queue_free() quit(1) return print("SMOKE: found Ground StaticBody3D") # Verify Ground top face is at y = 0 var ground_shape: CollisionShape3D = ground.find_child("CollisionShape3D", true, false) as CollisionShape3D if ground_shape != null and ground_shape.shape is BoxShape3D: var box_shape: BoxShape3D = ground_shape.shape as BoxShape3D var ground_top: float = ground.global_position.y + box_shape.size.y / 2.0 if abs(ground_top - 0.0) > 0.01: printerr("SMOKE RESULT: FAIL — Ground top face at y = ", ground_top, " expected ~0.0") level_instance.queue_free() quit(1) return print("SMOKE: Ground top face at y = ", ground_top, " — PASS") # Verify props exist (3-5 StaticBody3D children under Props node) var props_node: Node3D = level_instance.find_child("Props", true, false) as Node3D if props_node != null: var prop_count: int = 0 for child in props_node.get_children(): if child is StaticBody3D: prop_count += 1 if prop_count < 3: printerr("SMOKE RESULT: FAIL — only ", prop_count, " props found, need >= 3") level_instance.queue_free() quit(1) return print("SMOKE: found ", prop_count, " props — PASS") else: printerr("SMOKE RESULT: FAIL — no 'Props' Node3D found") level_instance.queue_free() quit(1) return # Verify lighting exists var sun: DirectionalLight3D = level_instance.find_child("Sun", true, false) as DirectionalLight3D if sun == null: printerr("SMOKE RESULT: FAIL — no DirectionalLight3D named 'Sun' found") level_instance.queue_free() quit(1) return print("SMOKE: found Sun DirectionalLight3D") var env: WorldEnvironment = level_instance.find_child("Environment", true, false) as WorldEnvironment if env == null: printerr("SMOKE RESULT: FAIL — no WorldEnvironment named 'Environment' found") level_instance.queue_free() quit(1) return print("SMOKE: found WorldEnvironment") # All checks passed print("SMOKE RESULT: PASS") level_instance.queue_free() quit(0)