Three new modes, all our own code: - Pursuit (Simpsons Hit & Run's meter): smashing in cruise fills heat, at full the police hunt you. Open 250 m for 6 s to escape, get pinned 4 s to be busted. Heat decays, so picking a fight is a choice not a timer. - Drag (NFSU2's): the gearbox IS the event. The builder finds each level's longest genuinely straight run of wide road (442-628 m across the five OSM levels) and drops DragStart/DragEnd, so no level needs hand-authored coords. - Derby: five opponents in the carpark, last one running. Reuses the pursuit AI, each hunting a different car so it's a brawl not a mob. Crash damage now shows: total control-point travel drives paint dulling, roughness and a scratch layer, so scuffs and crumple can never disagree. Junction generator fixes, all found by measurement rather than inspection: - streams[:6] truncated after street A's ways, so junctions where A yielded 3+ usable ways shipped with ZERO cross traffic. Interleaved before capping; every event now has 2-4 crossing streams. - RADIUS 170 -> 95 spread the convoy over a 340 m window, so you threaded the intersection through a 20 m gap. Margaret x Edward was unwinnable: 27 convoy cars alive, zero collisions, $0. - Launch points now walk the street to exactly SPAWN_DIST and pick the busiest shared node, and _clear_spawn() unblocks a buried start. Albert x Adelaide went from $0 (drove 1 m into a building) to $91k. - build_all_junctions.sh records the street pairs, which existed nowhere before. Fixes from an adversarial review (23 confirmed findings), the worst being: - Derby could only ever be LOST: wrecked opponents un-wrecked 2.2 s later via Car._recover, so "last one running" was unreachable and the kill bounty could be farmed to the boost cap off one revived car. They now hold their wreck. - Drag reported WON to a beaten player: the AI's lookahead wrapped on a 2-point path, U-turning before the line so its distance-to-finish grew again. - The scratch layer used BLEND_MODE_MIX, whose mask defaults to white -- it replaced the paint entirely rather than scuffing it. Now MUL. - Drag on a level with no strip left the car at the origin, half-buried, unable to end. Cop spawns used an unflattened basis. Stale "WANTED" HUD text. Test harness: smoke covers all seven modes, and failures now exit instead of hanging -- a failed assert in a headless SceneTree halts the script but leaves the tree spinning, which cost 53 minutes of wall clock to notice. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
199 lines
7.7 KiB
GDScript
199 lines
7.7 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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# 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: needs a level with DragStart/DragEnd, so not the code-built carpark
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Game.level_path = levels["southbank"]
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print(" .. drag")
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game = await _boot("drag")
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_check(game.drag_len > 100.0, "no drag strip found (%.0f m)" % game.drag_len)
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_check(game.rivals.size() == 1, "drag had no opponent")
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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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# race: rivals spawn and make progress along the path
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print(" .. race")
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game = await _boot("race")
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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 | drag shifts | derby %d cars | 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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