Files
mtgodot-poc/project/race_motion_assembly_test.gd
T

48 lines
1.9 KiB
GDScript

extends SceneTree
const PlayerView = preload("res://ui/player_view.gd")
const EquipModel = preload("res://ui/equip_model.gd")
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("run")
func check(ok: bool, message: String) -> void:
if not ok:
failures.append(message)
printerr(message)
func run() -> void:
for race in 8:
var pv := PlayerView.new()
root.add_child(pv)
if not pv.build(AssetRoot.path(), race):
check(false, "race %d failed to build" % race)
pv.queue_free()
continue
pv.anim.set_process(false)
pv.anim.set("blend_time", 0.0)
var equip := EquipModel.new()
pv.add_child(equip)
equip.setup_remote(null, func() -> Node: return pv, AssetRoot.path(), race, [0, 0, 0, 0])
# MSM is an independent asset authority for the equipped body's gender.
var body_dir := String(pv.model.get("gr2_path")).get_base_dir().to_lower()
check(body_dir == pv.motion_dir.get_base_dir().to_lower(),
"race %d: MSM body and animation directories differ" % race)
check(String(pv.model.get("hair_gr2")).to_lower().begins_with(body_dir + "/"),
"race %d: hair is from a different resource family" % race)
for motion in ["wait", "walk", "run", "attack", "damage", "dead"]:
pv.set_anim_state(motion)
check(String(pv.anim.get("anim_path")).get_file() == motion + ".msa",
"race %d: missing %s motion" % [race, motion])
for fraction in [0.0, 0.5, 1.0]:
pv.anim.set("time", float(pv.anim.call("get_duration")) * fraction)
for mi in pv.model.find_children("*", "MeshInstance3D", true, false):
var bounds: AABB = mi.get_aabb()
check(bounds.position.is_finite() and bounds.size.is_finite() and bounds.size.length() > 0,
"race %d: invalid bounds in %s" % [race, motion])
pv.queue_free()
await process_frame
print("race_motion_assembly_test: failures=", failures.size(), " (8 races, 6 motions, 3 samples)")
quit(0 if failures.is_empty() else 1)