Files
zombie-fps/tools/test_grenade.gd
T

176 lines
6.8 KiB
GDScript

extends SceneTree
## Real physics contacts + blast regression + original sprite playback, no public API.
const Grenade = preload("res://scripts/grenade.gd")
const Explosion = preload("res://scripts/grenade_explosion.gd")
var checks := 0
var failures := 0
var detonations := 0
var impact_time := 0
func _initialize() -> void:
call_deferred("run_test")
func check(ok: bool, label: String) -> void:
checks += 1
if not ok:
failures += 1
print("PASS: " if ok else "FAIL: ", label)
func body(world: Node3D, at: Vector3, size: Vector3, layer: int = 1) -> StaticBody3D:
var result := StaticBody3D.new()
result.position = at
result.collision_layer = layer
result.collision_mask = 16
var shape := CollisionShape3D.new()
var box := BoxShape3D.new()
box.size = size
shape.shape = box
result.add_child(shape)
world.add_child(result)
return result
func projectile(world: Node3D, at: Vector3, speed: Vector3) -> RigidBody3D:
var grenade := Grenade.new()
grenade.position = at
world.add_child(grenade)
grenade.linear_velocity = speed
grenade.detonated.connect(func():
detonations += 1
impact_time = Time.get_ticks_msec())
return grenade
func contact_case(label: String, at: Vector3, size: Vector3, layer: int,
start: Vector3, speed: Vector3) -> void:
var world := Node3D.new()
root.add_child(world)
var obstacle: Node3D
if layer == 8:
var area := Area3D.new()
area.position = at
area.collision_layer = 8
area.collision_mask = 0
var shape := CollisionShape3D.new()
var box := BoxShape3D.new()
box.size = size
shape.shape = box
area.add_child(shape)
world.add_child(area)
obstacle = area
else:
obstacle = body(world, at, size, layer)
if layer == 4:
obstacle.set_script(load("res://tools/grenade_test_target.gd"))
obstacle.add_to_group("live_zombies")
await physics_frame
detonations = 0
var started := Time.get_ticks_msec()
var grenade := projectile(world, start, speed)
for i in range(120):
await physics_frame
if not is_instance_valid(grenade):
break
check(not is_instance_valid(grenade) and detonations == 1,
label + ": esplode una sola volta al contatto")
check(impact_time - started < 1500 and detonations == 1,
label + ": nessuna attesa della vecchia miccia")
if layer == 4:
check(obstacle.get("damage_taken") > 0, "nemico colpito: riceve il danno esplosivo")
world.queue_free()
await process_frame
func run_test() -> void:
await contact_case("pavimento", Vector3(0, -0.1, 0), Vector3(20, 0.2, 20), 1,
Vector3(0, 1.2, 0), Vector3(0, -5, 0))
await contact_case("scrivania", Vector3(0, 0.7, -2), Vector3(2, 1.4, 1), 1,
Vector3(0, 1.2, 0), Vector3(0, 0, -12))
await contact_case("parete sottile / CCD", Vector3(0, 1.2, -2), Vector3(4, 4, 0.05), 1,
Vector3(0, 1.2, 0), Vector3(0, 0, -80))
await contact_case("nemico", Vector3(0, 0.9, -2), Vector3(0.7, 1.8, 0.7), 4,
Vector3(0, 1.2, 0), Vector3(0, 0, -12))
await contact_case("vetro Area3D / attraversamento rapido", Vector3(0, 1.2, -2),
Vector3(4, 4, 0.03), 8, Vector3(0, 1.2, 0), Vector3(0, 0, -80))
var world := Node3D.new()
root.add_child(world)
body(world, Vector3(0, -0.1, 0), Vector3(30, 0.2, 30))
var player = load("res://scripts/player.gd").new()
player.position = Vector3(0, 0.1, 4)
world.add_child(player)
player.hp = 10000
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
await physics_frame
var grenade: RigidBody3D = player.throw_grenade()
var started := Time.get_ticks_msec()
check(grenade != null and player.throw_grenade() == null
and is_equal_approx(player.grenade_cooldown, 15), "lancio e cooldown 15s invariati")
check(grenade.contact_monitor and grenade.max_contacts_reported > 0
and grenade.continuous_cd and grenade.physics_material_override.bounce == 0,
"contatti abilitati, CCD e nessun rimbalzo")
var start := grenade.global_position
await create_timer(0.15).timeout
check(is_instance_valid(grenade) and grenade.position.distance_to(start) > 1
and grenade.linear_velocity.y < 3, "ignora il tiratore; moto e gravità invariati")
# Dispose flight before isolating blast LOS/range (no reliance on random bounces).
if is_instance_valid(grenade):
grenade.queue_free()
await process_frame
var targets: Array[Node3D] = []
for pos in [Vector3(0, 0, -2), Vector3(2, 0, 0), Vector3(0, 0, -7)]:
var target = load("res://tools/grenade_test_target.gd").new()
target.position = pos
world.add_child(target)
targets.append(target)
body(world, Vector3(1, 1.5, 0), Vector3(0.2, 3, 2))
await physics_frame
grenade = projectile(world, Vector3(0, 0.3, 0), Vector3.ZERO)
grenade.freeze = true
grenade.thrower = player
detonations = 0
grenade._request_detonation(grenade.global_position)
grenade._request_detonation(grenade.global_position)
await process_frame
await process_frame
check(detonations == 1, "richieste simultanee non duplicano esplosione e danni")
check(targets[0].damage_taken > 0 and targets[1].damage_taken == 0
and targets[2].damage_taken == 0, "danno, occlusione delle pareti e raggio 5m invariati")
check(player.hp < 10000, "il tiratore vicino subisce ancora danni")
# No fuse: an airborne grenade is not allowed to explode after four seconds.
grenade = projectile(world, Vector3(0, 8, 0), Vector3.ZERO)
grenade.freeze = true
detonations = 0
await create_timer(4.2).timeout
check(is_instance_valid(grenade) and not grenade.exploded and detonations == 0,
"nessuna detonazione in aria dopo 4s")
grenade.age = Grenade.MAX_LIFETIME
await physics_frame
await process_frame
check(not is_instance_valid(grenade) and detonations == 0,
"proiettile perso: cleanup senza esplosione")
var effect := Explosion.new()
world.add_child(effect)
effect.set_process(false)
check(effect.ATLAS.get_size() == Vector2(340, 204)
and effect.material.blend_mode == BaseMaterial3D.BLEND_MODE_ADD
and effect.material.billboard_mode == BaseMaterial3D.BILLBOARD_ENABLED,
"sprite originale: atlas con gutter, blending additivo, billboard")
effect._process(14.1 / Explosion.FPS)
check(effect.frame_index == 14 and effect.fireball.visible
and is_equal_approx(effect.material.uv1_offset.y, 138.0 / 204.0),
"15 fotogrammi a 15 FPS: ultimo frame e UV corretti")
effect._process(0.1)
check(not effect.fireball.visible, "animazione one-shot: sparisce dopo un secondo")
# Wait for the real countdown; never reset or accelerate the player's timer.
await create_timer(player.grenade_cooldown + 0.15).timeout
check(Time.get_ticks_msec() - started >= 15000
and player.grenade_cooldown == 0 and player.throw_grenade() != null,
"nuovo lancio disponibile dopo il cooldown")
var main = load("res://scripts/main.gd").new()
check(main.zombies_for_wave(1) == 6 and main.zombies_for_wave(11) == 26,
"regressione crescita ondate oltre 24 zombie")
main.free()
world.queue_free()
await process_frame
print(checks, " controlli superati: ", checks - failures, "; falliti: ", failures)
quit(1 if failures else 0)