87f78b0226
checkpoint / checkpoint (push) Successful in 1m34s
You couldn't see your own character because the camera was first-person (inside the avatar's head), and the customize screen's 3D preview rendered nothing. - player.tscn: camera now hangs off a SpringArm3D on a CameraPivot, 4 m behind + above the player, pulled in on collision. player.gd: yaw still turns the body, pitch orbits the arm (starts tilted down to frame the avatar). - avatar_customization_ui.gd: the preview SubViewport had own_world_3d=false, so it shared the Control-only main world -- no scenario, nothing rendered. Set own_world_3d=true, add a WorldEnvironment with ambient fill + a key/fill light pair, make the camera current, tweak framing. - smoke_test_player: assert the third-person SpringArm rig (18/18). - smoke_test_enter_world: wait longer for the scene change -- a real POST /join spawns a dedicated server, which is slow (9/9). Client-side change -- rebuild the exe to get it. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015jtxAiu5dAW4WxCNdGkrkJ
100 lines
4.1 KiB
GDScript
100 lines
4.1 KiB
GDScript
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.find_child("Camera3D", true, false)
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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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# Third-person rig: the camera hangs off a SpringArm3D (so it pulls in
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# when a wall is behind the player) with real length.
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var arm: Node = player.find_child("SpringArm3D", true, false)
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_check("Camera is on a SpringArm3D (third-person)", arm is SpringArm3D)
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_check("SpringArm has real length", arm is SpringArm3D and (arm as SpringArm3D).spring_length >= 2.0)
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_check("Camera is a descendant of the SpringArm", camera != null and arm != null and arm.is_ancestor_of(camera))
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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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