extends SceneTree ## Headless smoke test: ## /Applications/Godot.app/Contents/MacOS/Godot --headless --path . --script tests/smoke.gd ## Registry finds content; each mode boots and simulates; the car drives; traffic ## gets smashed when driven through. func _initialize() -> void: _run() func _run() -> void: var cars := Registry.cars() var levels := Registry.levels() assert(not cars.is_empty(), "no cars found") assert(not levels.is_empty(), "no levels found") for p in cars.values(): var s: CarStats = load(p) assert(s != null and s.engine_power > 0.0, "bad stats: %s" % p) if s.model_path != "": assert(load(s.model_path) is PackedScene, "bad model: %s" % s.model_path) # datto is procedural (has det_* parts); imported models legitimately have none Game.car_path = cars.get("datto_120y", cars.values()[0]) # the carpark is the controlled arena; city levels have walls that complicate the ram test Game.level_path = levels.get("woolies_carpark", levels.values()[0]) # cruise: throttle 3s, car must move var game: Game = await _boot("cruise") if game.car.stats.model_path != "": assert(game.car._parts.size() >= 8, "model has no detachable det_* parts") var start: Vector3 = game.car.global_position Input.action_press("throttle") for i in 180: await physics_frame var dist := start.distance_to(game.car.global_position) assert(dist > 5.0, "car didn't move (%.1f m)" % dist) Input.action_release("throttle") game.free() # crash mode: traffic spawned, ram the nearest one, score must rise game = await _boot("crash") assert(game.traffic.size() == Game.TRAFFIC_COUNT["crash"], "traffic missing") var victim: TrafficCar = game.traffic[0] await physics_frame # traffic takes position on its first physics tick Input.action_press("throttle") for attempt in 8: # re-aim: victim keeps moving along the loop if not victim.live: break var to_victim := (victim.global_position - game.car.global_position) game.car.global_position = victim.global_position - victim.global_basis.z * 8.0 game.car.look_at(victim.global_position) to_victim = (victim.global_position - game.car.global_position).normalized() game.car.linear_velocity = to_victim * 18.0 for i in 30: await physics_frame if not victim.live: break Input.action_release("throttle") assert(not victim.live, "rammed traffic never went dynamic") assert(game.score > 0.0, "crash mode scored nothing") var crash_score := game.score game.free() # junction: convoys spawn, driving straight in causes the crash -> settle -> # crashbreaker -> tally var jcts := Registry.junctions().filter(func(j): return j.level_id == "woolies_carpark") assert(not jcts.is_empty(), "no woolies junction event") Game.junction = jcts[0].data game = await _boot("junction") assert(game.traffic.size() >= 8, "junction convoys missing (%d)" % game.traffic.size()) Input.action_press("throttle") for i in 950: await physics_frame if game.jstate == "settle" and not game.breaker_used: Input.action_release("throttle") Input.action_press("boost") elif game.breaker_used: Input.action_release("boost") if game.over: break Input.action_release("throttle") Input.action_release("boost") assert(game.jstate != "run", "never crashed into the convoy") assert(game.breaker_used, "crashbreaker never fired") assert(game.over and game.score > 0.0, "junction never tallied (score %d)" % int(game.score)) var jct_score := game.score Game.junction = {} game.free() # race: rivals spawn and make progress along the path game = await _boot("race") assert(game.rivals.size() == Game.RIVAL_COUNT, "rivals missing") var p0: float = game.rivals[0].progress for i in 240: await physics_frame var moved := false for r in game.rivals: if absf(r.progress - p0) > 3.0 or r.linear_velocity.length() > 3.0: moved = true assert(moved, "no rival is driving") game.free() print("smoke ok: %d cars, %d levels | cruise %.1f m | crash $%d | junction $%d | race AI driving" % [cars.size(), levels.size(), dist, int(crash_score), int(jct_score)]) quit(0) func _boot(mode: String) -> Game: Game.mode = mode var game: Game = (load("res://src/game.tscn") as PackedScene).instantiate() root.add_child(game) await process_frame # _ready is deferred until the main loop runs return game