extends Node var checks: int = 0 var failures: Array[String] = [] func check(ok: bool, label: String) -> void: checks += 1 if not ok: failures.append(label) printerr("RIG_FAIL: ", label) func _ready() -> void: call_deferred("run") func run() -> void: var a: Node3D = AssetLibrary.instantiate_fighter("g06") var b: Node3D = AssetLibrary.instantiate_fighter("g06") add_child(a) add_child(b) check(a.skeleton.get_bone_count() == 20, "20 imported bones") check(a.player != b.player and a.skeleton != b.skeleton, "independent skeleton and playback") for clip: String in ["idle", "start", "walk", "stop", "attack_a", "attack_b", "hit", "ability", "death"]: check(a.clips.has(clip), "imported clip " + clip) check(a.clip_length(clip) > .3, "clip duration " + clip) var weapon: int = a.skeleton.find_bone("Weapon") var draw: int = a.skeleton.find_bone("Draw") var bolt: int = a.skeleton.find_bone("Bolt") var quarrel: int = a.skeleton.find_bone("Quarrel") var gear: int = a.skeleton.find_bone("Gear") var tip: int = a.skeleton.find_bone("LimbTip.L") var thigh: int = a.skeleton.find_bone("Thigh.L") var foot: int = a.skeleton.find_bone("Foot.L") check(weapon >= 0 and draw >= 0 and bolt >= 0 and quarrel >= 0 and gear >= 0 and tip >= 0, "ballista rig joints present") check(thigh >= 0 and a.skeleton.find_bone("Tarsus.L") >= 0 and foot >= 0, "digitigrade legs with feet") check(a.skeleton.find_bone("Head") < 0 and a.skeleton.find_bone("UpperArm.L") < 0, "headless walker without arms") check(a.skeleton.find_bone("Spine") >= 0, "turret joint receives the hit overlay") check(a.attack_cycle == ["attack_a", "attack_b", "attack_a", "ability"], "four-hit ballista cycle") var rest_tip: Quaternion = b.skeleton.get_bone_pose_rotation(tip) var rest_gear: Quaternion = b.skeleton.get_bone_pose_rotation(gear) var rest_quarrel: Quaternion = b.skeleton.get_bone_pose_rotation(quarrel) var rest_draw: Vector3 = b.skeleton.get_bone_pose_position(draw) var rest_bolt: Vector3 = b.skeleton.get_bone_pose_position(bolt) # Touchdown (foot ahead) and lift-off (foot behind) swing the thigh through the stride. a.preview("walk", 0) var reach: Quaternion = a.skeleton.get_bone_pose_rotation(thigh) a.preview("walk", .70) check(a.skeleton.get_bone_pose_rotation(thigh).angle_to(reach) > .1, "walk strides legs") # Left foot is planted from 0.10 s to 0.30 s: it slides back exactly with the 0.52 m stride. a.preview("walk", .10) var planted: Vector3 = a.skeleton.get_bone_global_pose(foot).origin a.preview("walk", .30) var later: Vector3 = a.skeleton.get_bone_global_pose(foot).origin check(absf((planted.z - later.z) - .52 / 1.2 * .2) < .003, "planted foot travels with the stride") check(absf(planted.y - later.y) < .002 and absf(planted.x - later.x) < .002, "planted foot keeps ground contact") a.preview("walk", .90) check(a.skeleton.get_bone_global_pose(foot).origin.y > planted.y + .05, "swing foot lifts off") a.preview("attack_a", .90) check(a.skeleton.get_bone_pose_position(draw).distance_to(rest_draw) < .01, "string still cocked at contact") a.preview("attack_a", .95) check(a.skeleton.get_bone_pose_position(draw).distance_to(rest_draw) > .2, "string snaps forward on release") check(a.skeleton.get_bone_pose_rotation(tip).angle_to(rest_tip) > .1, "crystal limbs spring forward") a.preview("attack_a", .97) check(a.skeleton.get_bone_pose_scale(bolt).x < .05, "bolt leaves the rail after contact") a.preview("attack_a", 1.10) check(a.skeleton.get_bone_pose_rotation(gear).angle_to(rest_gear) > .3, "crank winds during reload") a.preview("attack_a", 1.30) check(a.skeleton.get_bone_pose_scale(bolt).x > .99 and a.skeleton.get_bone_pose_position(bolt).distance_to(rest_bolt) < .005, "reloaded for the next shot") a.preview("ability", .80) check(a.skeleton.get_bone_pose_rotation(quarrel).angle_to(rest_quarrel) > .1, "charged shot spins quarrel") check(a.skeleton.get_bone_pose_scale(quarrel).x > 1.05, "charged quarrel swells") b.preview("idle", 0) a.preview("idle", 0) check(a.skeleton.get_bone_pose_rotation(weapon).is_equal_approx(b.skeleton.get_bone_pose_rotation(weapon)), "idle restores ballista hold") a.update_combat(1.0 / 60, 0, true, .6, 0, 0, 0, true) check(a.current_clip == "attack_a", "combat free shot") a.update_combat(1.0 / 60, 0, true, 0, 1, 0, 0, true) check(absf(a.player.current_animation_position - .9) < .001, "contact frame at 0.90 s") a.update_combat(1.0 / 60, 0, true, .65, 1, 0, 0, true) check(a.current_clip == "attack_b", "alternating braced shot") a.update_combat(1.0 / 60, 0, true, .65, 2, 0, 0, true) check(a.current_clip == "attack_a", "third shot free again") a.update_combat(1.0 / 60, 0, true, .65, 3, 0, 0, true) check(a.current_clip == "ability", "fourth hit is the armor-piercing shot") a.update_combat(1.0 / 60, 0, false, 0, 1, 0, 0, false) check(a.dead and a.current_clip == "death", "death clip") a.free() b.free() var f := FileAccess.open("res://docs/phase19-rig-verification.json", FileAccess.WRITE) f.store_string(JSON.stringify({"checks": checks, "failures": failures}, "\t")) f.close() print("RIG_PASS: ", checks, " checks; ", failures.size(), " failures") await Soundscape.quit_game(0 if failures.is_empty() else 1)