Two proper venues off the real Ipswich pair, both built in code. Willowbank Dragway (levels/willowbank_dragway): a true 402 m dual-lane strip -- concrete launch pad, FLUX-rubbered lanes, crowd grandstand with canopy, red control tower, distance boards at 60ft/eighth/1000ft, checkered finish under a scoreboard gantry, sand trap and tyre wall, smashable SL_ light towers and a staging paddock of parked fleet cars. Between the lanes: a working christmas tree, six bulbs driven by game.gd through material_override emission. Drag mode grew the event around it. Every drag now stages at the tree (three ambers, green at 2.7 s); rolling >2 m early is a RED LIGHT that bogs your launch. The opposition is a six-rung ladder of preset locals (Nanna's Shopping Run through The Willowbank Widowmaker), each with its own fleet car, power and reaction time. Beating your current rung climbs the ladder and pays an escalating purse ($250-$1600, top dog repeats); crossing at all pays $50; and every car keeps a persistent quarter-mile PB worth $150 when beaten. Losing no longer ends the run early -- you still cross for your ET, with a 10 s grace if you dawdle. Ladder rung and PBs persist in the garage save (schema extended compatibly). Queensland Raceway (levels/qld_raceway): the National Circuit digitised from the official track map and scaled to its exact 3126 m lap. The road is one generated quad strip with trimesh collision; kerbs, gravel traps and tyre stacks derive automatically from centreline curvature, sponsor hoardings space themselves down the straights, and the SF straight gets the checkered line, gantry, pit wall and the mandatory red pit complex. Plus the pond. Race/cruise/rage all run on its RacePath. Trap for the diary: Godot front faces wind CLOCKWISE. The first cut of the road ribbon wound CCW and rendered invisible from above while colliding perfectly -- the smoke suite passed and the screenshot showed four cars gridded on open grass. Three new FLUX textures (crowd, dragstrip, sand; the sand prompt tripped Cloudflare's NSFW filter, of all things, and fell back to local). Smoke suite covers tree staging, the held rival, rung-0 identity, green-bulb emission, red-light innocence, PB/rung persistence and the 3126 m lap. Also swept stale shot_*.png.import debris and ignored the pattern. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
294 lines
13 KiB
GDScript
294 lines
13 KiB
GDScript
extends SceneTree
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## Headless smoke test:
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## /Applications/Godot.app/Contents/MacOS/Godot --headless --path . --script tests/smoke.gd
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## Registry finds content; each mode boots and simulates; the car drives; traffic
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## gets smashed when driven through.
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func _initialize() -> void:
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_run()
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func _run() -> void:
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var cars := Registry.cars()
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var levels := Registry.levels()
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_check(not cars.is_empty(), "no cars found")
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_check(not levels.is_empty(), "no levels found")
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for p in cars.values():
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var s: CarStats = load(p)
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_check(s != null and s.engine_power > 0.0, "bad stats: %s" % p)
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if s.model_path != "":
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_check(load(s.model_path) is PackedScene, "bad model: %s" % s.model_path)
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# datto is procedural (has det_* parts); imported models legitimately have none
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Game.car_path = cars.get("datto_120y", cars.values()[0])
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# the carpark is the controlled arena; city levels have walls that complicate the ram test
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Game.level_path = levels.get("woolies_carpark", levels.values()[0])
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# garage economy: scratch save (NEVER the real one), earn/buy roundtrip,
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# stats + bolt-ons applied to the player, then reset so later stages run stock
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print(" .. garage")
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Garage.save_path = "user://garage_smoketest.save"
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Garage._reset_for_test()
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_check(Garage.bucks() == 0, "scratch garage not empty")
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Garage.earn(4000)
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_check(Garage.bucks() == 4000, "earn didn't bank")
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_check(Garage.buy("datto_120y", "spoiler"), "couldn't buy the wing")
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_check(Garage.buy("datto_120y", "turbo"), "couldn't buy the turbo")
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_check(not Garage.buy("datto_120y", "spoiler"), "bought the same wing twice")
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_check(not Garage.buy("datto_120y", "exhaust"), "bought a $2000 pipe with $500")
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_check(Garage.bucks() == 500, "change is wrong (%d)" % Garage.bucks())
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var base_power: float = (load("res://cars/datto_120y/stats.tres") as CarStats).engine_power
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var gg: Game = await _boot("cruise")
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_check(gg.car.stats.engine_power > base_power * 1.15, "turbo didn't boost power")
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_check(gg.car.stats.grip > (load("res://cars/datto_120y/stats.tres") as CarStats).grip + 0.5,
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"wing added no grip")
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_check(gg.car.stats.resource_path == "", "upgrades mutated the SHARED stats resource")
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gg.free()
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# the shed: tunes are gated on tools, and retorque hardens the panels
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Garage.earn(2000)
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_check(not Garage.buy_tune("datto_120y", "retorque"), "tuned without owning the tool")
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_check(Garage.buy_tool("sockets"), "couldn't buy the socket set")
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_check(Garage.buy_tune("datto_120y", "retorque"), "tool owned but tune refused")
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_check(not Garage.buy_tune("datto_120y", "retorque"), "same tune sold twice")
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gg = await _boot("cruise")
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_check(gg.car.part_dv > Car.PART_DV + 1.0, "retorque didn't harden panels (%.1f)" % gg.car.part_dv)
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gg.free()
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# raceday persistence: ladder rung and per-car quarter-mile PBs
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_check(Garage.drag_rung() == 0, "fresh save not on ladder rung 0")
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Garage.drag_advance()
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_check(Garage.drag_rung() == 1, "ladder didn't advance")
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_check(Garage.record_drag_pb("datto_120y", 14.5), "first ET not a PB")
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_check(not Garage.record_drag_pb("datto_120y", 15.0), "slower ET counted as a PB")
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_check(Garage.record_drag_pb("datto_120y", 13.9), "faster ET refused as PB")
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_check(absf(Garage.drag_pb("datto_120y") - 13.9) < 0.01, "PB not stored")
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Garage._reset_for_test() # later stages must run stock
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# cruise: throttle 3s, car must move
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print(" .. cruise")
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var game: Game = await _boot("cruise")
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if game.car.stats.model_path != "":
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_check(game.car._parts.size() >= 8, "model has no detachable det_* parts")
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var start: Vector3 = game.car.global_position
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Input.action_press("throttle")
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for i in 180:
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await physics_frame
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var dist := start.distance_to(game.car.global_position)
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_check(dist > 5.0, "car didn't move (%.1f m)" % dist)
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Input.action_release("throttle")
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game.free()
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# crash mode: traffic spawned, ram the nearest one, score must rise
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print(" .. crash")
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game = await _boot("crash")
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_check(game.traffic.size() == Game.TRAFFIC_COUNT["crash"], "traffic missing")
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var victim: TrafficCar = game.traffic[0]
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await physics_frame # traffic takes position on its first physics tick
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Input.action_press("throttle")
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for attempt in 8: # re-aim: victim keeps moving along the loop
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if not victim.live:
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break
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var to_victim := (victim.global_position - game.car.global_position)
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game.car.global_position = victim.global_position - victim.global_basis.z * 8.0
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game.car.look_at(victim.global_position)
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to_victim = (victim.global_position - game.car.global_position).normalized()
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game.car.linear_velocity = to_victim * 18.0
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for i in 30:
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await physics_frame
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if not victim.live:
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break
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Input.action_release("throttle")
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_check(not victim.live, "rammed traffic never went dynamic")
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_check(game.score > 0.0, "crash mode scored nothing")
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var crash_score := game.score
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game.free()
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# junction: convoys spawn, driving straight in causes the crash -> settle ->
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# crashbreaker -> tally
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var jcts := Registry.junctions().filter(func(j): return j.level_id == "woolies_carpark")
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_check(not jcts.is_empty(), "no woolies junction event")
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Game.junction = jcts[0].data
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print(" .. junction")
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game = await _boot("junction")
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_check(game.traffic.size() >= 8, "junction convoys missing (%d)" % game.traffic.size())
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Input.action_press("throttle")
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for i in 950:
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await physics_frame
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if game.jstate == "settle" and not game.breaker_used:
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Input.action_release("throttle")
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Input.action_press("boost")
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elif game.breaker_used:
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Input.action_release("boost")
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if game.over:
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break
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Input.action_release("throttle")
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Input.action_release("boost")
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_check(game.jstate != "run", "never crashed into the convoy")
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_check(game.breaker_used, "crashbreaker never fired")
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_check(game.over and game.score > 0.0, "junction never tallied (score %d)" % int(game.score))
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var jct_score := game.score
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Game.junction = {}
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game.free()
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# outrun: roaming rivals exist in cruise; pulling alongside at speed arms the
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# duel, and the win path pays out and clears state
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game = await _boot("cruise")
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_check(game.rivals.size() == Game.ROAM_RIVALS, "no roaming rivals in cruise")
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var rr: Rival = game.rivals[0]
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await physics_frame
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game.car.global_position = rr.global_position + Vector3(3, 0.3, 0)
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game.car.linear_velocity = Vector3(0, 0, -12) # above the 8 m/s arming speed
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for i in 5:
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await physics_frame
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if game.outrun_rival != null:
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break
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_check(game.outrun_rival == rr, "outrun didn't arm on proximity")
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var bm0: float = game.car.boost_max
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game._outrun_end(true, "test")
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_check(game.outrun_rival == null and game.outruns_won == 1, "outrun win didn't settle")
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_check(game.car.boost_max > bm0, "outrun win paid no boost")
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_check(game.outrun_cd > 0.0, "no re-arm cooldown after outrun")
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game.free()
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# pursuit: smashing raises heat, heat summons cops, fleeing loses them
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print(" .. pursuit")
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game = await _boot("cruise")
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for i in 10:
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game.add_heat(Game.HEAT_PER_SMASH)
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_check(game.cops.size() >= Game.COPS_MIN, "heat didn't summon cops")
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game.car.global_position += Vector3(900, 0, 900)
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for i in 700:
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await physics_frame
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if game.cops.is_empty():
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break
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_check(game.escapes == 1 and game.cops.is_empty(), "escape never resolved")
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_check(game.heat_cd > 0.0, "no cooldown after escape")
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game.free()
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# drag: the Willowbank quarter mile -- tree staging, ladder rival, then the box
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Game.level_path = levels["willowbank_dragway"]
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print(" .. drag")
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game = await _boot("drag")
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_check(absf(game.drag_len - 402.0) < 5.0, "quarter mile measures %.0f m" % game.drag_len)
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_check(game.rivals.size() == 1, "drag had no opponent")
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_check(game.drag_state == "stage", "no tree staging phase")
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_check(game.drag_rung_now == 0, "fresh ladder not starting at rung 0")
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_check(game.rivals[0].stats.resource_path.contains("morry"),
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"rung 0 rival isn't Nanna (%s)" % game.rivals[0].stats.resource_path)
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_check(game._tree_bulbs.size() == 6, "christmas tree bulbs missing (%d)" % game._tree_bulbs.size())
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await physics_frame
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_check(game.rivals[0].power_scale == 0.0, "rival not held at the tree")
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# hold still like a disciplined launch: no red light, wait out the ambers
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var tree_spin := 0
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while game.drag_state != "run" and tree_spin < 400:
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await physics_frame
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tree_spin += 1
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_check(game.drag_state == "run", "tree never went green")
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_check(not game.jumped, "stationary car scored a red light")
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var green_m := (game._tree_bulbs["TreeGreen"] as MeshInstance3D).material_override as StandardMaterial3D
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_check(green_m.emission_enabled, "green bulb didn't light")
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Input.action_press("throttle")
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for i in 10:
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await physics_frame
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_check(game.revs > 0.0, "revs never climbed")
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var g0: int = game.gear
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# shift the moment revs enter the window. First gear redlines in ~1.6 s, so
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# idling here first pins revs at 1.0 and the shift correctly scores as blown.
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var spin := 0
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while game.revs < Game.SHIFT_LO and spin < 600: # bounded: never hang the suite
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await physics_frame
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spin += 1
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_check(game.revs >= Game.SHIFT_LO and game.revs < Game.REDLINE,
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"revs %.2f not inside the shift window [%.2f, %.2f)" % [game.revs, Game.SHIFT_LO, Game.REDLINE])
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Input.action_press("boost")
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await physics_frame
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Input.action_release("boost")
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await physics_frame
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_check(game.gear == g0 + 1, "shift didn't change gear")
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_check(game.clean_shifts == 1 and game.blown_shifts == 0,
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"in-window shift scored as blown (%d/%d)" % [game.clean_shifts, game.blown_shifts])
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Input.action_release("throttle")
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game.free()
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Game.level_path = levels.get("woolies_carpark", levels.values()[0])
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# derby: opponents spawn in a ring and each hunts something
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print(" .. derby")
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game = await _boot("derby")
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_check(game.derby.size() == Game.DERBY_CARS, "derby field wrong size")
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await physics_frame
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for d in game.derby:
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_check(d.target != null and d.target != d, "derby car has no/self target")
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game.free()
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# road rage: rivals spawn, a takedown near the player counts and pays
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print(" .. rage")
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game = await _boot("rage")
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_check(game.rivals.size() == Game.RAGE_RIVALS, "rage field wrong size")
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var prey: Rival = game.rivals[0]
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await physics_frame
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game.car.global_position = prey.global_position + Vector3(3, 0.2, 0)
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await physics_frame
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prey.wreck_started.emit()
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_check(game.rage_downs == 1, "rage takedown didn't count (%d)" % game.rage_downs)
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game.time_left = 0.05
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for i in 10:
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await physics_frame
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_check(game.over, "rage never tallied")
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game.free()
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# oncoming: rolling against the road tangent at speed earns boost
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game = await _boot("cruise")
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await physics_frame
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var curve := game.race_path.curve
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var road_pt := game.race_path.to_global(curve.sample_baked(20.0))
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var tan := (game.race_path.to_global(curve.sample_baked(24.0)) - road_pt).normalized()
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# Teleport via the physics server: setting global_position on a
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# continuous_cd body SWEEPS it there, slamming through everything en route
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# -- the first version of this test wrecked the car before it could earn.
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var xf := Transform3D(Basis.looking_at(-tan, Vector3.UP), road_pt + Vector3.UP * 0.75)
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PhysicsServer3D.body_set_state(game.car.get_rid(), PhysicsServer3D.BODY_STATE_TRANSFORM, xf)
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game.car.wrecked = false
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game.car.boost = 0.0
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game.car._prev_lv = -tan * 16.0 # don't let the velocity jump read as a crash
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game.car.linear_velocity = -tan * 16.0
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for i in 45:
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await physics_frame
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game.car.linear_velocity = -tan * 16.0 # hold course against drag
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_check(game.car.boost > 0.05, "oncoming earned no boost (%.3f)" % game.car.boost)
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game.free()
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# race: grid up at Queensland Raceway -- the paperclip is ~3126 m of Path3D
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Game.level_path = levels["qld_raceway"]
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print(" .. race")
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game = await _boot("race")
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var lap: float = game.race_path.curve.get_baked_length()
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_check(absf(lap - 3126.0) < 60.0, "paperclip lap measures %.0f m" % lap)
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_check(game.rivals.size() == Game.RIVAL_COUNT, "rivals missing")
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var p0: float = game.rivals[0].progress
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for i in 240:
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await physics_frame
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var moved := false
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for r in game.rivals:
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if absf(r.progress - p0) > 3.0 or r.linear_velocity.length() > 3.0:
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moved = true
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_check(moved, "no rival is driving")
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game.free()
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print("smoke ok: %d cars, %d levels | cruise %.1f m | crash $%d | junction $%d | outrun arms+pays | pursuit spawns+escapes | quarter mile stages+shifts | derby %d cars | paperclip race AI driving" %
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[cars.size(), levels.size(), dist, int(crash_score), int(jct_score), Game.DERBY_CARS])
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quit(0)
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func _check(cond: bool, msg: String) -> void:
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## NOT assert(): a failed assert in a headless SceneTree script halts the
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## script but leaves the tree running, so the process spins forever instead
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## of failing. One bad assertion cost 53 minutes of wall clock before this.
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if cond:
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return
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push_error(msg)
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print("SMOKE FAIL: %s" % msg)
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quit(1)
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func _boot(mode: String) -> Game:
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Game.mode = mode
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var game: Game = (load("res://src/game.tscn") as PackedScene).instantiate()
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root.add_child(game)
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await process_frame # _ready is deferred until the main loop runs
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return game
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