saumwacht-godot/tools/verify_arbeiter.gd
Martin Stickelbroeck c2b447610c Baseline: Saumwacht 0.15.0 (Phase 20A) vor dem Umbau zu Champions of Luneraria
Unveränderter Ausgangsstand inklusive Masterprompt und Konzeptbildern
unter assets/. .godot/ und docs/screenshots/ bleiben laut .gitignore
unversioniert; letztere sind unter ../backups gesichert.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-09-27 20:00:36 +02:00

77 lines
3.6 KiB
GDScript

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("worker")
var b: Node3D = AssetLibrary.instantiate_fighter("worker")
add_child(a)
add_child(b)
check(a.skeleton.get_bone_count() == 27, "27 imported bones")
check(a.player != b.player and a.skeleton != b.skeleton, "independent skeleton and playback")
for clip: String in ["idle", "start", "walk", "stop", "strike", "pickup", "deposit", "return", "hit", "death"]:
check(a.clips.has(clip), "imported clip " + clip)
check(a.clip_length(clip) > .25, "clip duration " + clip)
var hand: int = a.skeleton.find_bone("Hand.L")
var rest: Quaternion = b.skeleton.get_bone_pose_rotation(hand)
a.preview("strike", .80)
check(a.skeleton.get_bone_pose_rotation(hand).angle_to(rest) > .05, "strike deforms weighted arm")
a.preview("pickup", .40)
var spine: int = a.skeleton.find_bone("Spine")
check(a.skeleton.get_bone_pose_rotation(spine).angle_to(Quaternion.IDENTITY) > .05, "pickup crouches spine")
a.preview("deposit", .60)
check(a.current_clip == "deposit" or a.clips.has("deposit"), "deposit clip available")
a.preview("idle", 0)
check(a.skeleton.get_bone_pose_rotation(hand).is_equal_approx(b.skeleton.get_bone_pose_rotation(hand)), "idle restores hands after work")
# Work cycle advances through tool contact, gather, deposit and return.
var seen: Dictionary = {}
for i in range(400):
a.update_work(1.0 / 60, 0.0)
seen[a.current_clip] = true
check(seen.has("strike") and seen.has("pickup") and seen.has("deposit") and seen.has("return"), "full work cycle plays")
check(seen.has("idle"), "idle gap between work steps")
# Render cadence and worker phase offsets must not duplicate contact effects.
for fps: int in [30, 60, 144]:
for phase: float in [0.0, .83, 1.66]:
var worker: Node3D = AssetLibrary.instantiate_fighter("worker")
add_child(worker)
var contacts: int = 0
var extra_contact: bool = false
var elapsed: float = 0.0
var duration: float = worker.cycle_length() * 3.0
while elapsed < duration - .000001:
var step: float = minf(1.0 / fps, duration - elapsed)
worker.update_work(step, phase)
elapsed += step
if worker.consume_strike_contact():
contacts += 1
worker.update_work(0.0, phase)
extra_contact = extra_contact or worker.consume_strike_contact()
check(contacts == 3 and not extra_contact, "%d FPS / phase %.2f: one contact per cycle, none while paused (contacts=%d, extra=%s)" % [fps, phase, contacts, extra_contact])
worker.free()
# Contact frame is on the strike clip, before follow-through.
a.preview("strike", 0)
var contact: float = .62 * a.clip_length("strike")
a.preview("strike", contact)
check(absf(a.player.current_animation_position - contact) < .02, "strike contact time is authored")
var core: Node3D = AssetLibrary.instantiate_fighter("core_team0")
add_child(core)
check(core.has_method("set_core_health") and core.has_method("trigger_activate"), "core exposes activation and health")
core.trigger_activate()
core.set_core_health(.4)
core.pose(0.5, false, 0, 0, 0, 1.0 / 60)
check(true, "core pose accepts damage state")
core.free()
a.free()
b.free()
var f := FileAccess.open("res://docs/phase12-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)