ual1.glb (120 clips) + ual2.glb (134) replace the free-tier subsets; CharacterVisual loads both under explicit library names with lib/Clip exact addressing (bare names keep cross-library search). Gait table re-pointed; two new one-shot overlays in the gait machine: stance transitions (Sprint/Crouch Enter/Exit, destination-Enter priority, clip-length timer, movement never stalls) and turn-in-place (Turn90/180 L/R from shortest-arc sign, >=60/135 deg idle yaw jumps, retrigger-guarded). All clip names verified by dumping the imported GLBs. 70 gait tests + live smoke green (both libraries load with exact counts). S9 live-tune list: turn handedness (unverified headless — one-line swap), TURN_SPEED_SCALE=2.0 compromise vs the snappy yaw ease, turn-on-stop feel. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
653 lines
26 KiB
GDScript
653 lines
26 KiB
GDScript
## LocomotionAnim gait machine tests (T-1088 design §6, §10.4).
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##
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## Two layers:
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## 1. END-TO-END CLIP GUARD — every SandboxConstants.GAIT_CLIP cell must exist in a
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## real headless CharacterVisual's get_animation_list(). play_animation() is a
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## case-sensitive exact-name search that fails with only a warning, so a typo'd
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## or renamed clip is a SILENT miss in production — this test is the tripwire,
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## end-to-end against the imported GLB, not against a constant copy.
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## 2. State-machine logic on stubs — edge-triggered transitions, the §6.3 blend
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## table, §6.2 cadence sync, phase preservation + skip_phase_seek, teleport
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## hard reset, and the gait_changed (Q-063) signal.
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class_name TestGaitTable
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extends GdUnitTestSuite
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const EPS := 0.000001
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# =============================================================================
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# Stubs — duck-typed against the §4.0 rig getters and §6.3 CharacterVisual API
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# =============================================================================
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class StubRig:
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extends RefCounted
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var stance: String = "Walk"
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var is_moving: bool = false
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var current_speed: float = 0.0
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var yaw_target: float = 0.0 # idle turn-jump detector input (rad)
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class StubAnimPlayer:
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extends RefCounted
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## Clip lengths mirror the verified import dump (2026-07-06), keyed by the explicit
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## "lib/Clip" address (D-248). Values only matter for phase/one-shot-timer arithmetic,
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## not for clip existence (layer 1 covers that against the real GLB).
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const LENGTHS := {
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"ual1/Idle": 2.5, "ual1/Walk": 1.33, "ual1/Walk_Formal": 1.33,
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"ual1/Sprint": 0.67, "ual1/Crouch_Idle": 2.93, "ual1/Crouch_Fwd": 2.0,
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# stance-transition + turn one-shots
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"ual1/Sprint_Enter": 0.87, "ual1/Sprint_Exit": 1.67,
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"ual1/Crouch_Enter": 0.83, "ual1/Crouch_Exit": 0.83,
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"ual1/Turn90_L": 2.0, "ual1/Turn90_R": 2.0,
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"ual2/Turn180_L": 1.67, "ual2/Turn180_R": 1.67,
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}
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var speed_scale: float = 1.0
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var current_animation: String = ""
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var current_animation_position: float = 0.0
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var current_animation_length: float = 0.0
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var seeks: Array = [] # [seconds, update] per seek() call
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func get_animation(clip_name: StringName) -> Animation:
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var anim := Animation.new()
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anim.length = float(LENGTHS.get(String(clip_name), 1.0))
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return anim
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func seek(seconds: float, update: bool = false, _update_only: bool = false) -> void:
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seeks.append([seconds, update])
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current_animation_position = seconds
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class StubVisual:
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extends RefCounted
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var player := StubAnimPlayer.new()
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var plays: Array = [] # [{"name": String, "blend": float}] per play_animation call
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func play_animation(anim_name: String, blend_time: float = -1.0) -> void:
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plays.append({"name": anim_name, "blend": blend_time})
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player.current_animation = anim_name
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player.current_animation_length = float(StubAnimPlayer.LENGTHS.get(anim_name, 1.0))
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player.current_animation_position = 0.0
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func get_animation_player() -> StubAnimPlayer:
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return player
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## Machine wired to fresh stubs; returns [anim, rig, visual].
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func _make_machine() -> Array:
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var rig := StubRig.new()
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var visual := StubVisual.new()
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var anim := LocomotionAnim.new()
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anim.setup(rig, visual)
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return [anim, rig, visual]
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func _last_play(visual: StubVisual) -> Dictionary:
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return {} if visual.plays.is_empty() else visual.plays[-1]
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# =============================================================================
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# 1. End-to-end clip guard — real headless CharacterVisual (§6.1)
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# =============================================================================
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func test_every_gait_cell_exists_in_imported_animation_list() -> void:
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# §2.1 order is load-bearing: .new() -> add_child() -> load_descriptor().
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# In-tree first, because _ready() loads the toon/outline shaders. A default
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# descriptor is enough — only the mandatory skeleton + animation library matter.
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var visual: CharacterVisual = auto_free(CharacterVisual.new())
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add_child(visual)
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visual.load_descriptor(CharacterVisualDescriptor.new())
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var player: AnimationPlayer = visual.get_animation_player()
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assert_object(player).override_failure_message(
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"get_animation_player() must return the AnimPlayer after load_descriptor()"
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+ " — null means the skeleton or the ual1/ual2 GLBs failed to load"
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).is_not_null()
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if player == null:
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return
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var clips := player.get_animation_list()
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assert_bool(clips.is_empty()).override_failure_message(
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"imported animation list is empty — ual1.glb/ual2.glb library copy failed"
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).is_false()
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# Both explicit libraries must have registered (D-248 lib/Clip addressing).
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var libs := player.get_animation_library_list()
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assert_bool(libs.has(&"ual1") and libs.has(&"ual2")).override_failure_message(
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"expected explicit libraries 'ual1' and 'ual2' — got %s" % [libs]
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).is_true()
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for stance: String in SandboxConstants.GAIT_CLIP:
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var row: Dictionary = SandboxConstants.GAIT_CLIP[stance]
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for cell: String in row:
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var clip := String(row[cell])
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assert_bool(clips.has(clip)).override_failure_message(
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(
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"GAIT_CLIP[%s][%s] = '%s' not in the imported animation list —"
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+ " play_animation() would miss SILENTLY (case-sensitive; explicit"
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+ " 'lib/Clip' addressing, '_Loop' stripped by the importer). List: %s"
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) % [stance, cell, clip, clips]
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).is_true()
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func test_transition_and_turn_clips_exist_in_imported_animation_list() -> void:
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# The stance-transition (Sprint/Crouch Enter/Exit) and turn-in-place (Turn90/Turn180
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# L/R) name tables must resolve in the real headless CharacterVisual — same silent-miss
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# tripwire as the gait table, for the one-shot overlays (T-1088).
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var visual: CharacterVisual = auto_free(CharacterVisual.new())
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add_child(visual)
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visual.load_descriptor(CharacterVisualDescriptor.new())
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var player: AnimationPlayer = visual.get_animation_player()
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assert_object(player).is_not_null()
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if player == null:
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return
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var clips := player.get_animation_list()
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var expected: Array = []
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expected.append_array(SandboxConstants.STANCE_ENTER_CLIP.values())
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expected.append_array(SandboxConstants.STANCE_EXIT_CLIP.values())
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expected.append_array(SandboxConstants.TURN_CLIP.values())
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for clip: StringName in expected:
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assert_bool(clips.has(String(clip))).override_failure_message(
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"one-shot clip '%s' not in the imported animation list — %s" % [clip, clips]
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).is_true()
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func test_gait_table_covers_all_four_stances() -> void:
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# The wire stance enum (D-053/D-055): every variant must have both cells.
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for stance: String in ["Sprint", "Walk", "Careful", "Crouch"]:
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assert_bool(SandboxConstants.GAIT_CLIP.has(stance)).override_failure_message(
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"GAIT_CLIP missing wire stance '%s'" % stance
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).is_true()
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var row: Dictionary = SandboxConstants.GAIT_CLIP[stance]
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assert_bool(row.has("idle") and row.has("moving")).override_failure_message(
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"GAIT_CLIP[%s] must have both 'idle' and 'moving' cells" % stance
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).is_true()
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# =============================================================================
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# 2. Pure gait() lookup (§6.1)
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# =============================================================================
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func test_gait_returns_table_cells() -> void:
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assert_str(String(LocomotionAnim.gait("Walk", false))).is_equal("ual1/Idle")
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assert_str(String(LocomotionAnim.gait("Walk", true))).is_equal("ual1/Walk")
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assert_str(String(LocomotionAnim.gait("Careful", true))).is_equal("ual1/Walk_Formal")
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assert_str(String(LocomotionAnim.gait("Sprint", true))).is_equal("ual1/Sprint")
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assert_str(String(LocomotionAnim.gait("Crouch", false))).is_equal("ual1/Crouch_Idle")
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assert_str(String(LocomotionAnim.gait("Crouch", true))).is_equal("ual1/Crouch_Fwd")
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func test_gait_unknown_stance_falls_back_to_walk_row() -> void:
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# Mirrors the wire default (player_stance serde-defaults to Walk).
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assert_str(String(LocomotionAnim.gait("Prone", true))).is_equal("ual1/Walk")
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assert_str(String(LocomotionAnim.gait("Prone", false))).is_equal("ual1/Idle")
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# =============================================================================
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# 2b. bare() basename helper + one-shot name tables (§ T-1088)
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# =============================================================================
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func test_bare_strips_library_prefix() -> void:
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assert_str(LocomotionAnim.bare(&"ual1/Walk")).is_equal("Walk")
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assert_str(LocomotionAnim.bare(&"ual2/Turn180_L")).is_equal("Turn180_L")
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# Unqualified names pass through unchanged (back-compat).
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assert_str(LocomotionAnim.bare(&"Crouch_Fwd")).is_equal("Crouch_Fwd")
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func test_transition_clip_table() -> void:
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# Destination Enter / source Exit, verified imported names (UAL1).
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assert_str(String(LocomotionAnim.transition_clip_for("Walk", "Sprint"))).is_equal("ual1/Sprint_Enter")
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assert_str(String(LocomotionAnim.transition_clip_for("Sprint", "Walk"))).is_equal("ual1/Sprint_Exit")
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assert_str(String(LocomotionAnim.transition_clip_for("Walk", "Crouch"))).is_equal("ual1/Crouch_Enter")
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assert_str(String(LocomotionAnim.transition_clip_for("Crouch", "Walk"))).is_equal("ual1/Crouch_Exit")
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# Walk<->Careful have no Enter/Exit clips — plain gait blend, no one-shot.
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assert_str(String(LocomotionAnim.transition_clip_for("Walk", "Careful"))).is_equal("")
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assert_str(String(LocomotionAnim.transition_clip_for("Careful", "Walk"))).is_equal("")
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# Same stance -> no transition.
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assert_str(String(LocomotionAnim.transition_clip_for("Sprint", "Sprint"))).is_equal("")
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# Both apply (Crouch<->Sprint) -> destination Enter wins.
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assert_str(String(LocomotionAnim.transition_clip_for("Crouch", "Sprint"))).is_equal("ual1/Sprint_Enter")
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assert_str(String(LocomotionAnim.transition_clip_for("Sprint", "Crouch"))).is_equal("ual1/Crouch_Enter")
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func test_turn_clip_table() -> void:
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# Below TURN_TRIGGER_DEG -> no clip (the rig's yaw ease handles it).
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assert_str(String(LocomotionAnim.turn_clip_for(deg_to_rad(45.0)))).is_equal("")
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# 90 deg: sign picks L (positive) / R (negative), Turn90 lives in UAL1.
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assert_str(String(LocomotionAnim.turn_clip_for(deg_to_rad(90.0)))).is_equal("ual1/Turn90_L")
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assert_str(String(LocomotionAnim.turn_clip_for(deg_to_rad(-90.0)))).is_equal("ual1/Turn90_R")
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# >= TURN_180_DEG: Turn180 lives in UAL2.
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assert_str(String(LocomotionAnim.turn_clip_for(deg_to_rad(180.0)))).is_equal("ual2/Turn180_L")
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assert_str(String(LocomotionAnim.turn_clip_for(deg_to_rad(-135.0)))).is_equal("ual2/Turn180_R")
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# =============================================================================
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# 3. Blend table (§6.3) — pure blend_for
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# =============================================================================
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func test_blend_idle_to_gait() -> void:
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var b := LocomotionAnim.blend_for(&"Idle", &"Walk", false, true)
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assert_float(b).is_equal_approx(SandboxConstants.BLEND["idle_to_gait"], EPS)
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func test_blend_gait_to_idle() -> void:
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var b := LocomotionAnim.blend_for(&"Walk", &"Idle", true, false)
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assert_float(b).is_equal_approx(SandboxConstants.BLEND["gait_to_idle"], EPS)
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func test_blend_gait_to_gait() -> void:
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var b := LocomotionAnim.blend_for(&"Walk", &"Sprint", true, true)
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assert_float(b).is_equal_approx(SandboxConstants.BLEND["gait_to_gait"], EPS)
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func test_blend_crouch_overrides_all_edges() -> void:
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# "<->Crouch_*" takes the crouch blend regardless of the idle/gait edge kind.
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# Uses explicit "lib/Clip" names to prove the crouch detection is addressing-agnostic
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# (blend_for() strips the library prefix via bare()).
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var crouch: float = SandboxConstants.BLEND["crouch"]
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assert_float(LocomotionAnim.blend_for(&"ual1/Walk", &"ual1/Crouch_Fwd", true, true)) \
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.is_equal_approx(crouch, EPS)
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assert_float(LocomotionAnim.blend_for(&"ual1/Crouch_Fwd", &"ual1/Walk", true, true)) \
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.is_equal_approx(crouch, EPS)
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assert_float(LocomotionAnim.blend_for(&"ual1/Idle", &"ual1/Crouch_Idle", false, false)) \
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.is_equal_approx(crouch, EPS)
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assert_float(LocomotionAnim.blend_for(&"ual1/Crouch_Idle", &"ual1/Crouch_Fwd", false, true)) \
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.is_equal_approx(crouch, EPS)
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assert_float(LocomotionAnim.blend_for(&"ual1/Crouch_Fwd", &"ual1/Crouch_Idle", true, false)) \
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.is_equal_approx(crouch, EPS)
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# =============================================================================
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# 4. Edge-triggered transitions on the stubbed player
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# =============================================================================
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func test_first_update_plays_idle_with_hard_cut() -> void:
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var m := _make_machine()
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var anim: LocomotionAnim = m[0]
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var visual: StubVisual = m[2]
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anim.update(0.016)
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assert_int(visual.plays.size()).is_equal(1)
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assert_str(_last_play(visual)["name"]).is_equal("ual1/Idle")
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# First-ever play: -1.0 rides play_animation's default hard-cut path.
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assert_float(_last_play(visual)["blend"]).is_equal_approx(-1.0, EPS)
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func test_unchanged_state_never_retriggers_play() -> void:
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# Loops never restart mid-cycle: same state across frames = exactly one play call.
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var m := _make_machine()
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var anim: LocomotionAnim = m[0]
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var visual: StubVisual = m[2]
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for i in 5:
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anim.update(0.016)
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assert_int(visual.plays.size()).is_equal(1)
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func test_idle_to_walk_uses_idle_to_gait_blend() -> void:
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var m := _make_machine()
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var anim: LocomotionAnim = m[0]
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var rig: StubRig = m[1]
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var visual: StubVisual = m[2]
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anim.update(0.016) # settle into Idle
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rig.is_moving = true
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rig.current_speed = 1.25
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anim.update(0.016)
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assert_str(_last_play(visual)["name"]).is_equal("ual1/Walk")
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assert_float(_last_play(visual)["blend"]) \
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.is_equal_approx(SandboxConstants.BLEND["idle_to_gait"], EPS)
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func test_walk_to_idle_uses_gait_to_idle_blend() -> void:
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var m := _make_machine()
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var anim: LocomotionAnim = m[0]
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var rig: StubRig = m[1]
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var visual: StubVisual = m[2]
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rig.is_moving = true
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rig.current_speed = 1.25
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anim.update(0.016)
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rig.is_moving = false
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rig.current_speed = 0.0
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anim.update(0.016)
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assert_str(_last_play(visual)["name"]).is_equal("ual1/Idle")
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assert_float(_last_play(visual)["blend"]) \
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.is_equal_approx(SandboxConstants.BLEND["gait_to_idle"], EPS)
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func test_stance_toggle_between_transitionless_stances_keeps_shared_idle_clip() -> void:
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# Walk-idle and Careful-idle share the Idle cell AND have no Enter/Exit clip — the
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# clip identity is the edge, so no re-play and no gait_changed re-emit on the flip.
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# (Sprint/Crouch now DO fire an Enter/Exit one-shot — see the transition tests.)
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var m := _make_machine()
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var anim: LocomotionAnim = m[0]
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var rig: StubRig = m[1]
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var visual: StubVisual = m[2]
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anim.update(0.016)
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rig.stance = "Careful"
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anim.update(0.016)
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assert_int(visual.plays.size()).is_equal(1)
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func test_gait_changed_emitted_once_per_edge() -> void:
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# Q-063 seam: one emission per transition, carrying the clip now playing.
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var m := _make_machine()
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var anim: LocomotionAnim = m[0]
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var rig: StubRig = m[1]
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var emitted: Array = []
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anim.gait_changed.connect(func(clip: StringName) -> void: emitted.append(String(clip)))
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anim.update(0.016) # -> Idle
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anim.update(0.016) # no edge
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rig.is_moving = true
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rig.current_speed = 1.25
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anim.update(0.016) # -> Walk
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anim.update(0.016) # no edge
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assert_array(emitted).is_equal(["ual1/Idle", "ual1/Walk"])
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# =============================================================================
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# 5. Cadence sync (§6.2)
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# =============================================================================
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func test_speed_scale_matches_speed_over_native_mps() -> void:
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var m := _make_machine()
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var anim: LocomotionAnim = m[0]
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var rig: StubRig = m[1]
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var visual: StubVisual = m[2]
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rig.is_moving = true
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rig.current_speed = 1.25 # Walk cardinal leg: 0.5 m / 0.4 s
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anim.update(0.016)
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assert_float(visual.player.speed_scale) \
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.is_equal_approx(1.25 / SandboxConstants.NATIVE_MPS["Walk"], EPS)
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func test_speed_scale_clamped_at_catchup_burst() -> void:
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var m := _make_machine()
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var anim: LocomotionAnim = m[0]
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var rig: StubRig = m[1]
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var visual: StubVisual = m[2]
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rig.is_moving = true
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rig.current_speed = 10.0 # 3x catch-up burst far beyond native
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anim.update(0.016)
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assert_float(visual.player.speed_scale) \
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.is_equal_approx(SandboxConstants.SPEED_SCALE_CLAMP.y, EPS)
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func test_speed_scale_clamped_at_floor() -> void:
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# Hysteresis window: at-target (speed 0) but still "moving" — clamp floor, not 0.
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var m := _make_machine()
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var anim: LocomotionAnim = m[0]
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var rig: StubRig = m[1]
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var visual: StubVisual = m[2]
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rig.is_moving = true
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rig.current_speed = 0.0
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anim.update(0.016)
|
|
assert_float(visual.player.speed_scale) \
|
|
.is_equal_approx(SandboxConstants.SPEED_SCALE_CLAMP.x, EPS)
|
|
|
|
|
|
func test_idle_runs_at_native_rate() -> void:
|
|
var m := _make_machine()
|
|
var anim: LocomotionAnim = m[0]
|
|
var rig: StubRig = m[1]
|
|
var visual: StubVisual = m[2]
|
|
rig.is_moving = true
|
|
rig.current_speed = 2.5
|
|
anim.update(0.016)
|
|
rig.is_moving = false
|
|
rig.current_speed = 0.0
|
|
anim.update(0.016)
|
|
assert_float(visual.player.speed_scale).is_equal_approx(1.0, EPS)
|
|
|
|
|
|
# =============================================================================
|
|
# 6. gait<->gait phase preservation (§6.3)
|
|
# =============================================================================
|
|
|
|
|
|
func test_gait_to_gait_preserves_phase() -> void:
|
|
# Walk -> Careful (Walk_Formal) is the transitionless gait<->gait pair (no Enter/Exit
|
|
# clip intervenes); Walk -> Sprint now routes through Sprint_Enter (see transitions).
|
|
var m := _make_machine()
|
|
var anim: LocomotionAnim = m[0]
|
|
var rig: StubRig = m[1]
|
|
var visual: StubVisual = m[2]
|
|
rig.is_moving = true
|
|
rig.current_speed = 1.25
|
|
anim.update(0.016) # -> Walk
|
|
# Mid-stride: half way through the Walk loop.
|
|
visual.player.current_animation_position = 0.5 * visual.player.current_animation_length
|
|
rig.stance = "Careful"
|
|
rig.current_speed = 1.2
|
|
anim.update(0.016) # -> Walk_Formal, gait<->gait
|
|
assert_str(_last_play(visual)["name"]).is_equal("ual1/Walk_Formal")
|
|
assert_int(visual.player.seeks.size()).is_equal(1)
|
|
# phase 0.5 into Walk_Formal's 1.33 s loop; update=false keeps the crossfade pose.
|
|
assert_float(visual.player.seeks[0][0]) \
|
|
.is_equal_approx(0.5 * StubAnimPlayer.LENGTHS["ual1/Walk_Formal"], EPS)
|
|
assert_bool(visual.player.seeks[0][1]).is_false()
|
|
|
|
|
|
func test_skip_phase_seek_flag_disables_the_seek() -> void:
|
|
# §6.3 caveat fallback: if seek-during-blend cancels the crossfade in the live
|
|
# scene, the flag drops the seek and the 0.15 s blend masks the resync.
|
|
var m := _make_machine()
|
|
var anim: LocomotionAnim = m[0]
|
|
var rig: StubRig = m[1]
|
|
var visual: StubVisual = m[2]
|
|
anim.skip_phase_seek = true
|
|
rig.is_moving = true
|
|
rig.current_speed = 1.25
|
|
anim.update(0.016)
|
|
visual.player.current_animation_position = 0.5 * visual.player.current_animation_length
|
|
rig.stance = "Careful"
|
|
rig.current_speed = 1.2
|
|
anim.update(0.016)
|
|
assert_str(_last_play(visual)["name"]).is_equal("ual1/Walk_Formal")
|
|
assert_int(visual.player.seeks.size()).is_equal(0)
|
|
|
|
|
|
func test_idle_transitions_do_not_phase_seek() -> void:
|
|
# Phase preservation is gait<->gait only — an idle edge starts the clip normally.
|
|
var m := _make_machine()
|
|
var anim: LocomotionAnim = m[0]
|
|
var rig: StubRig = m[1]
|
|
var visual: StubVisual = m[2]
|
|
anim.update(0.016) # -> Idle
|
|
visual.player.current_animation_position = 1.0
|
|
rig.is_moving = true
|
|
rig.current_speed = 1.25
|
|
anim.update(0.016) # Idle -> Walk
|
|
assert_int(visual.player.seeks.size()).is_equal(0)
|
|
|
|
|
|
# =============================================================================
|
|
# 7. Teleport hard reset (§6.3)
|
|
# =============================================================================
|
|
|
|
|
|
func test_teleport_replays_with_zero_blend_and_rewinds() -> void:
|
|
var m := _make_machine()
|
|
var anim: LocomotionAnim = m[0]
|
|
var rig: StubRig = m[1]
|
|
var visual: StubVisual = m[2]
|
|
rig.is_moving = true
|
|
rig.current_speed = 1.25
|
|
anim.update(0.016) # -> Walk, mid-session
|
|
visual.player.current_animation_position = 0.7
|
|
rig.is_moving = false # rig snapped at the teleport target
|
|
rig.current_speed = 0.0
|
|
anim.notify_teleport()
|
|
assert_str(_last_play(visual)["name"]).is_equal("ual1/Idle")
|
|
assert_float(_last_play(visual)["blend"]) \
|
|
.is_equal_approx(SandboxConstants.BLEND["teleport"], EPS)
|
|
# play() on an already-current clip does not rewind — the reset must seek 0.
|
|
assert_int(visual.player.seeks.size()).is_equal(1)
|
|
assert_float(visual.player.seeks[0][0]).is_equal_approx(0.0, EPS)
|
|
assert_float(visual.player.speed_scale).is_equal_approx(1.0, EPS)
|
|
|
|
|
|
func test_setup_connects_rig_teleported_signal_when_present() -> void:
|
|
# The rig contract (§4.0/§7) emits `teleported(pos_m)`; setup() auto-wires the
|
|
# reset. The stub signal signature mirrors locomotion_rig.gd:42.
|
|
var rig := SignallingStubRig.new()
|
|
var visual := StubVisual.new()
|
|
var anim := LocomotionAnim.new()
|
|
anim.setup(rig, visual)
|
|
rig.is_moving = true
|
|
rig.current_speed = 1.25
|
|
anim.update(0.016)
|
|
rig.is_moving = false
|
|
rig.current_speed = 0.0
|
|
rig.teleported.emit(Vector3(25.25, 0.0, 29.25))
|
|
assert_str(_last_play(visual)["name"]).is_equal("ual1/Idle")
|
|
assert_float(_last_play(visual)["blend"]) \
|
|
.is_equal_approx(SandboxConstants.BLEND["teleport"], EPS)
|
|
|
|
|
|
# =============================================================================
|
|
# 8. Stance-transition one-shots (T-1088)
|
|
# =============================================================================
|
|
|
|
|
|
func test_stance_change_triggers_transition_oneshot() -> void:
|
|
# Idle Walk -> Crouch fires the Crouch_Enter one-shot (loop=0) with the transition
|
|
# blend, while the rig keeps interpolating independently.
|
|
var m := _make_machine()
|
|
var anim: LocomotionAnim = m[0]
|
|
var rig: StubRig = m[1]
|
|
var visual: StubVisual = m[2]
|
|
anim.update(0.016) # seed baselines, idle
|
|
rig.stance = "Crouch"
|
|
anim.update(0.016)
|
|
assert_str(_last_play(visual)["name"]).is_equal("ual1/Crouch_Enter")
|
|
assert_float(_last_play(visual)["blend"]) \
|
|
.is_equal_approx(SandboxConstants.STANCE_TRANSITION_BLEND, EPS)
|
|
# One-shots play at native rate (no cadence scaling).
|
|
assert_float(visual.player.speed_scale).is_equal_approx(1.0, EPS)
|
|
|
|
|
|
func test_transition_holds_then_blends_into_target_loop() -> void:
|
|
# The one-shot owns the clip for its length (Crouch_Enter = 0.83 s @ 1.0x), then the
|
|
# next frame blends into the destination loop (idle -> Crouch_Idle).
|
|
var m := _make_machine()
|
|
var anim: LocomotionAnim = m[0]
|
|
var rig: StubRig = m[1]
|
|
var visual: StubVisual = m[2]
|
|
anim.update(0.016) # seed
|
|
rig.stance = "Crouch"
|
|
anim.update(0.016) # -> Crouch_Enter
|
|
var plays_at_trigger := visual.plays.size()
|
|
# Within the 0.83 s window: the clip is held, no new play.
|
|
anim.update(0.2)
|
|
assert_int(visual.plays.size()).is_equal(plays_at_trigger)
|
|
# Advance past the window: elapses and blends into Crouch_Idle the same frame.
|
|
anim.update(0.8)
|
|
assert_str(_last_play(visual)["name"]).is_equal("ual1/Crouch_Idle")
|
|
|
|
|
|
func test_transition_does_not_stall_movement_flag() -> void:
|
|
# Movement independence: even mid-transition the machine never blocks the rig — it
|
|
# only owns the CLIP. If movement is underway when the transition ends, it lands on
|
|
# the moving loop.
|
|
var m := _make_machine()
|
|
var anim: LocomotionAnim = m[0]
|
|
var rig: StubRig = m[1]
|
|
var visual: StubVisual = m[2]
|
|
rig.is_moving = true
|
|
rig.current_speed = 1.25
|
|
anim.update(0.016) # seed -> Walk
|
|
rig.stance = "Sprint"
|
|
rig.current_speed = 3.0
|
|
anim.update(0.016) # -> Sprint_Enter one-shot
|
|
assert_str(_last_play(visual)["name"]).is_equal("ual1/Sprint_Enter")
|
|
anim.update(1.0) # elapse (Sprint_Enter 0.87 s) -> Sprint moving loop
|
|
assert_str(_last_play(visual)["name"]).is_equal("ual1/Sprint")
|
|
|
|
|
|
# =============================================================================
|
|
# 9. Turn-in-place one-shots (T-1088)
|
|
# =============================================================================
|
|
|
|
|
|
func test_idle_yaw_jump_triggers_turn() -> void:
|
|
# A >= 60 deg idle yaw-target jump plays a Turn90 one-shot; +delta -> L.
|
|
var m := _make_machine()
|
|
var anim: LocomotionAnim = m[0]
|
|
var rig: StubRig = m[1]
|
|
var visual: StubVisual = m[2]
|
|
anim.update(0.016) # seed, yaw_target 0
|
|
rig.yaw_target = deg_to_rad(90.0)
|
|
anim.update(0.016)
|
|
assert_str(_last_play(visual)["name"]).is_equal("ual1/Turn90_L")
|
|
assert_float(_last_play(visual)["blend"]).is_equal_approx(SandboxConstants.TURN_BLEND, EPS)
|
|
assert_float(visual.player.speed_scale) \
|
|
.is_equal_approx(SandboxConstants.TURN_SPEED_SCALE, EPS)
|
|
|
|
|
|
func test_small_idle_yaw_change_does_not_turn() -> void:
|
|
# A 45 deg reface stays under TURN_TRIGGER_DEG — the rig's yaw ease handles it, no clip.
|
|
var m := _make_machine()
|
|
var anim: LocomotionAnim = m[0]
|
|
var rig: StubRig = m[1]
|
|
var visual: StubVisual = m[2]
|
|
anim.update(0.016) # seed -> Idle
|
|
rig.yaw_target = deg_to_rad(45.0)
|
|
anim.update(0.016)
|
|
assert_int(visual.plays.size()).is_equal(1) # only the seed idle play
|
|
|
|
|
|
func test_moving_yaw_change_does_not_turn() -> void:
|
|
# Turns are idle-only — while moving, the body yaw follows the legs (D-252).
|
|
var m := _make_machine()
|
|
var anim: LocomotionAnim = m[0]
|
|
var rig: StubRig = m[1]
|
|
var visual: StubVisual = m[2]
|
|
rig.is_moving = true
|
|
rig.current_speed = 1.25
|
|
anim.update(0.016) # seed -> Walk
|
|
rig.yaw_target = deg_to_rad(120.0)
|
|
anim.update(0.016)
|
|
assert_str(_last_play(visual)["name"]).is_equal("ual1/Walk") # no turn clip
|
|
|
|
|
|
func test_turn_retrigger_guarded_while_active() -> void:
|
|
# A second jump during an active turn does not start a new turn (retrigger guard).
|
|
var m := _make_machine()
|
|
var anim: LocomotionAnim = m[0]
|
|
var rig: StubRig = m[1]
|
|
var visual: StubVisual = m[2]
|
|
anim.update(0.016) # seed
|
|
rig.yaw_target = deg_to_rad(90.0)
|
|
anim.update(0.016) # -> Turn90_L (2.0 s / 2.0x = 1.0 s window)
|
|
var plays_at_turn := visual.plays.size()
|
|
rig.yaw_target = deg_to_rad(180.0) # another jump mid-turn
|
|
anim.update(0.1) # still within the window
|
|
assert_int(visual.plays.size()).is_equal(plays_at_turn) # guarded, no new play
|
|
|
|
|
|
func test_turn_abandoned_when_movement_starts() -> void:
|
|
# A turn is idle-only: if the rig starts moving mid-turn, abandon it and show the
|
|
# leg gait immediately (movement never stalls).
|
|
var m := _make_machine()
|
|
var anim: LocomotionAnim = m[0]
|
|
var rig: StubRig = m[1]
|
|
var visual: StubVisual = m[2]
|
|
anim.update(0.016) # seed idle
|
|
rig.yaw_target = deg_to_rad(90.0)
|
|
anim.update(0.016) # -> Turn90_L active
|
|
rig.is_moving = true
|
|
rig.current_speed = 1.25
|
|
anim.update(0.016) # movement -> abandon turn -> Walk
|
|
assert_str(_last_play(visual)["name"]).is_equal("ual1/Walk")
|
|
|
|
|
|
class SignallingStubRig:
|
|
extends RefCounted
|
|
signal teleported(pos_m: Vector3)
|
|
var stance: String = "Walk"
|
|
var is_moving: bool = false
|
|
var current_speed: float = 0.0
|
|
var yaw_target: float = 0.0
|