Mondherz-Ancients (Saumkern-Kristall als Herz, Sichelklingen, Ringe, Krone, Teamwappen, Energieadern) mit den Stufen stabil/instabil/kritisch, kurzem Zusammenbruch und bleibender Ruine; der Sieg wartet nie auf die Grafik. Turmfamilie aus einem Blender-Generator: Grenzwacht (Tower 1), Bastion (Tower 2), Kernwacht (Basisturm in der Formensprache des Ancients), mit Schadensstufen, Einsturz, Ruine und sichtbarem Angriff (Zielring, Aufladen, Bolzen, Einschlag) - der Schaden bleibt vollständig in der Simulation. Bossgrotte Mondschlund mit Tor, Treppe in die Tiefe, Altar, Säulen, Felsen und fünf Zuständen; der Generator hält Abstand zur Top-Lane, die Höhle braucht eine kleine Geländesenke (nur Darstellung). Superboss Schlundkrone mit 24 Knochen und 11 Clips (inkl. Brüllen und Sieg), Adern in Teamfarbe, dasselbe Modell für Grotte und Lane. Gemeinsame LN-Materialfamilie (Stein, Metall, Kristall, Rune, Stoff, Mondwasser, Kreaturenhaut), Occlusion-Fade ohne dithernde Schatten. Keine Regeländerung. Geprüft: verify_g2 245/245, verify_g1 443/443, Regeln 91/91 und 73/73, Stress 17/17, Balance 40 Partien identisch mit G1, verify_m1 38/38, verify_m2 14/14, Netz 43/43 und Loopback 12/12, Legacy 209 und 463. 21 Ansichten vorher/nachher (1920x1080), Videos Turmkampf und Bossbegegnung, Leistung G1/G2 auf demselben Mac (+0,5 ms in vollen Kampfansichten). Pakete 0.17.0-g2 für macOS (Universal, ad-hoc signiert), Windows x64/ARM64 und Linux; macOS nativ und unter Rosetta, beide Windows-Pakete in Windows 11 ARM (Parallels, OpenGL-Fallback) mit --lune-smoke bestanden. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
67 lines
2.9 KiB
GDScript
67 lines
2.9 KiB
GDScript
extends Node
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## Platform smoke test of an exported build (G2): starts an offline match, plays into the
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## combat at 4x, photographs planning, combat, grotto and Ancient, writes a short report and
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## quits. It only drives the normal game; nothing here changes rules or presentation.
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## Run: <exported binary> -- --lune-smoke[=<folder>] (default folder: user://smoke)
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var main: Node
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var folder: String = "user://smoke/"
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var report: Dictionary = {}
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func setup(entry: Node, target: String) -> void:
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main = entry
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if not target.is_empty():
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folder = target if target.ends_with("/") else target + "/"
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func _ready() -> void:
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call_deferred("run")
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func shot(label: String) -> void:
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await RenderingServer.frame_post_draw
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DirAccess.make_dir_recursive_absolute(folder if folder.begins_with("/") or folder.contains(":") else ProjectSettings.globalize_path(folder))
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var path: String = folder + label + ".png"
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get_viewport().get_texture().get_image().save_png(path)
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print("LUNE_SMOKE_SHOT ", ProjectSettings.globalize_path(path))
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func wait(seconds: float) -> void:
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await get_tree().create_timer(seconds).timeout
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func run() -> void:
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var started: int = Time.get_ticks_msec()
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await wait(1.5)
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await shot("00-menue")
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main.start_match({"seed": 7})
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await wait(2.0)
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var game: Node3D = main.game
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await shot("01-planung")
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game.hud._starter.pressed.emit()
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game._on_ready()
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game.speed_index = 2
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await wait(8.0)
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game.focus_lane("mid", true)
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await wait(1.5)
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await shot("02-kampf")
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var fps_combat: float = Engine.get_frames_per_second()
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game.focus_grotto(true)
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await wait(1.5)
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await shot("03-grotte")
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game.focus_base(true)
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await wait(1.5)
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await shot("04-ancient")
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report = {"engine": Engine.get_version_info().string, "os": OS.get_name(), "os_version": OS.get_version(),
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"architecture": Engine.get_architecture_name(), "renderer": RenderingServer.get_current_rendering_method(),
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"driver": RenderingServer.get_current_rendering_driver_name(), "adapter": RenderingServer.get_video_adapter_name(),
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"window": get_window().size, "fps_in_combat": fps_combat, "fps_at_end": Engine.get_frames_per_second(),
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"missing_assets": AssetLibrary.missing, "boss_model": AssetLibrary.has_model("schlundkrone"),
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"tower_views": game.world.tower_views.size(), "ancient_views": game.world.ancient_views.size(),
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"grotto_state": game.world.grotto_view.state_name(), "phase": game.match_state.phase,
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"combat_seconds": game.match_state.combat.elapsed if game.match_state.combat != null else 0.0,
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"seconds": (Time.get_ticks_msec() - started) / 1000.0}
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var ok: bool = AssetLibrary.missing.is_empty() and bool(report.boss_model) and int(report.tower_views) == 16 and int(report.ancient_views) == 2
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report["result"] = "PASS" if ok else "FAIL"
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var file := FileAccess.open(folder + "report.json", FileAccess.WRITE)
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if file != null:
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file.store_string(JSON.stringify(report, "\t"))
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file.close()
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print("LUNE_SMOKE_%s %s" % [report.result, JSON.stringify(report)])
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get_tree().quit(0 if ok else 1)
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