145 lines
5.2 KiB
GDScript
145 lines
5.2 KiB
GDScript
# eterngrn_polish_test —— EterGrnLib 对齐打磨(项 3/5/6)的 headless 自检。
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# godot --headless --path project --script eterngrn_polish_test.gd
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# 项 1/2/4(材质 flag / LOD 淡入 / ease 曲线)是 C++ 内部 + 渲染,离线看不出,走目视。
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extends SceneTree
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const CharShadow = preload("res://ui/char_shadow.gd")
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const PlayerCtl = preload("res://player_controller.gd")
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var _fail := 0
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func _ck(c: bool, m: String) -> void:
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if not c:
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_fail += 1
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printerr("FAIL: " + m)
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func _init() -> void:
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_run()
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if _fail == 0:
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print("PASS: eterngrn_polish_test")
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quit(0)
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else:
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printerr("%d check(s) failed" % _fail)
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quit(1)
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func _run() -> void:
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# ---- 5. CharShadow:Decal + 强制 cast_shadow ----
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var root := Node3D.new()
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get_root().add_child(root)
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var mi := MeshInstance3D.new()
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mi.mesh = BoxMesh.new()
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mi.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF # 模拟被 world OFF 波及
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root.add_child(mi)
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CharShadow.attach(root, 1.4)
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_ck(mi.cast_shadow == GeometryInstance3D.SHADOW_CASTING_SETTING_ON,
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"CharShadow 把 mesh cast_shadow 拉回 ON")
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var blob := root.get_node_or_null("BlobShadow")
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_ck(blob != null and blob is Decal, "CharShadow 加了 BlobShadow Decal")
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_ck(blob != null and blob.texture_albedo != null, "Decal 有径向渐变贴图")
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_ck(blob != null and absf(blob.size.x - 1.4) < 0.01, "Decal 足印尺寸 = footprint")
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CharShadow.attach(root, 1.4) # 幂等
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var n_blob := 0
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for c in root.get_children():
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if c.name == "BlobShadow": n_blob += 1
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_ck(n_blob == 1, "CharShadow.attach 幂等,不重复加 Decal")
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# ---- 6. player_controller._ray_pick_t:射线 vs 网格世界 AABB ----
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var pc = PlayerCtl.new()
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get_root().add_child(pc)
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var ent := Node3D.new()
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ent.position = Vector3(0, 0, -10)
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get_root().add_child(ent)
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var emi := MeshInstance3D.new()
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var bm := BoxMesh.new()
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bm.size = Vector3(2, 2, 2)
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emi.mesh = bm
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emi.position = Vector3(0, 1, 0) # 盒中心 (0,1,-10)
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ent.add_child(emi)
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await process_frame
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# 从原点朝 -Z 打,正中盒子
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var t_hit: float = pc._ray_pick_t(Vector3.ZERO, Vector3(0, 0, -1), ent)
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_ck(t_hit > 8.0 and t_hit < 10.0, "_ray_pick_t 命中:进入 t≈9 (got %.2f)" % t_hit)
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# 朝 +X 打,不该命中
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var t_miss: float = pc._ray_pick_t(Vector3.ZERO, Vector3(1, 0, 0), ent)
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_ck(t_miss < 0.0, "_ray_pick_t 未命中返回 -1 (got %.2f)" % t_miss)
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# 擦边未命中(偏 5m)
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var t_edge: float = pc._ray_pick_t(Vector3(5, 1, 0), Vector3(0, 0, -1), ent)
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_ck(t_edge < 0.0, "_ray_pick_t 偏 5m 不命中")
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# 无网格 → 回退胶囊近似(PICK_RADIUS 内命中)
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var ent2 := Node3D.new()
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ent2.position = Vector3(0, 0, -6)
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get_root().add_child(ent2)
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var t_cap: float = pc._ray_pick_t(Vector3.ZERO, Vector3(0, 0, -1), ent2)
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_ck(t_cap > 0.0, "_ray_pick_t 无网格 → 胶囊近似仍能命中 (got %.2f)" % t_cap)
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# ---- 3. game_scene._on_local_motion_event 分派 ----
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var GS = load("res://game_scene.gd")
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var gs = GS.new()
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get_root().add_child(gs)
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# 桩:cam.shake / fx.spawn_at / _audio.play_at / ui
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var calls := {"shake": 0, "spawn": [], "sound": []}
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var fake_cam := Camera3D.new()
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fake_cam.set_script(_inline_stub("""
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extends Camera3D
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var log
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func shake(s, d=8.0): log["shake"] += 1
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"""))
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fake_cam.set("log", calls)
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var fake_fx = RefCounted.new()
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fake_fx.set_script(_inline_stub("""
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extends RefCounted
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var log
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func spawn_at(n, p, gp, o=true): log["spawn"].append(n); return null
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"""))
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fake_fx.set("log", calls)
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var fake_audio := Node.new()
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fake_audio.set_script(_inline_stub("""
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extends Node
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var log
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func play_at(rel, pos, parent=null): log["sound"].append(rel)
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"""))
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fake_audio.set("log", calls)
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gs.cam = fake_cam
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gs.fx = fake_fx
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gs._audio = fake_audio
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gs.player = Node3D.new()
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gs._mount = Node3D.new()
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var fake_client := Node.new()
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fake_client.set_script(_inline_stub("""
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extends Node
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var shots := []
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func shoot(skill): shots.append(skill); return true
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"""))
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get_root().add_child(fake_client)
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gs.client = fake_client
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get_root().add_child(gs._mount)
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gs.ui = CanvasLayer.new()
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get_root().add_child(gs.ui)
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gs.hud = Node.new()
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gs._on_local_motion_event(5, "", "sfx/hit.wav", Vector3.ZERO)
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_ck(calls["sound"] == ["sfx/hit.wav"], "motion_event: sound → play_at")
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gs._on_local_motion_event(1, "effect/sword_trail.mse", "", Vector3(0, 100, 0))
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_ck(calls["spawn"] == ["sword_trail"], "motion_event: effect → fx.spawn_at(basename)")
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gs._on_local_motion_event(2, "", "", Vector3.ZERO) # SCREEN_WAVING
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_ck(calls["shake"] == 1, "motion_event: type 2 → cam.shake")
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gs._on_local_motion_event(3, "", "", Vector3.ZERO) # SCREEN_FLASHING
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await process_frame
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_ck(gs.ui.get_node_or_null("ColorRect") != null or gs._flash_rect != null,
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"motion_event: type 3 → 屏闪 ColorRect")
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gs._queue_shot(77)
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gs._queue_shot(78)
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gs._on_local_motion_event(6, "", "", Vector3.ZERO)
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_ck(fake_client.shots == [77], "motion_event: FLY → FIFO pop 一发 CG_SHOOT")
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gs._on_local_motion_event(6, "", "", Vector3.ZERO)
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_ck(fake_client.shots == [77, 78], "motion_event: FLY 连射按序 pop(AutoClear)")
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gs._on_local_motion_event(6, "", "", Vector3.ZERO)
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_ck(fake_client.shots == [77, 78], "motion_event: FLY 队列空 → 不再发")
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gs.queue_free()
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func _inline_stub(src: String) -> GDScript:
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var s := GDScript.new()
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s.source_code = src
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s.reload()
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return s
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