Files
settled-reach/client/tests/unit/test_gait_table.gd
T
jpmschweitzerandClaude Fable 5 c82ea3ec92 feat(client): purchased UAL tiers wired — lib/Clip addressing, stance enter/exits, turn-in-place (T-1088)
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>
2026-07-06 21:53:35 +02:00

653 lines
26 KiB
GDScript

## LocomotionAnim gait machine tests (T-1088 design §6, §10.4).
##
## Two layers:
## 1. END-TO-END CLIP GUARD — every SandboxConstants.GAIT_CLIP cell must exist in a
## real headless CharacterVisual's get_animation_list(). play_animation() is a
## case-sensitive exact-name search that fails with only a warning, so a typo'd
## or renamed clip is a SILENT miss in production — this test is the tripwire,
## end-to-end against the imported GLB, not against a constant copy.
## 2. State-machine logic on stubs — edge-triggered transitions, the §6.3 blend
## table, §6.2 cadence sync, phase preservation + skip_phase_seek, teleport
## hard reset, and the gait_changed (Q-063) signal.
class_name TestGaitTable
extends GdUnitTestSuite
const EPS := 0.000001
# =============================================================================
# Stubs — duck-typed against the §4.0 rig getters and §6.3 CharacterVisual API
# =============================================================================
class StubRig:
extends RefCounted
var stance: String = "Walk"
var is_moving: bool = false
var current_speed: float = 0.0
var yaw_target: float = 0.0 # idle turn-jump detector input (rad)
class StubAnimPlayer:
extends RefCounted
## Clip lengths mirror the verified import dump (2026-07-06), keyed by the explicit
## "lib/Clip" address (D-248). Values only matter for phase/one-shot-timer arithmetic,
## not for clip existence (layer 1 covers that against the real GLB).
const LENGTHS := {
"ual1/Idle": 2.5, "ual1/Walk": 1.33, "ual1/Walk_Formal": 1.33,
"ual1/Sprint": 0.67, "ual1/Crouch_Idle": 2.93, "ual1/Crouch_Fwd": 2.0,
# stance-transition + turn one-shots
"ual1/Sprint_Enter": 0.87, "ual1/Sprint_Exit": 1.67,
"ual1/Crouch_Enter": 0.83, "ual1/Crouch_Exit": 0.83,
"ual1/Turn90_L": 2.0, "ual1/Turn90_R": 2.0,
"ual2/Turn180_L": 1.67, "ual2/Turn180_R": 1.67,
}
var speed_scale: float = 1.0
var current_animation: String = ""
var current_animation_position: float = 0.0
var current_animation_length: float = 0.0
var seeks: Array = [] # [seconds, update] per seek() call
func get_animation(clip_name: StringName) -> Animation:
var anim := Animation.new()
anim.length = float(LENGTHS.get(String(clip_name), 1.0))
return anim
func seek(seconds: float, update: bool = false, _update_only: bool = false) -> void:
seeks.append([seconds, update])
current_animation_position = seconds
class StubVisual:
extends RefCounted
var player := StubAnimPlayer.new()
var plays: Array = [] # [{"name": String, "blend": float}] per play_animation call
func play_animation(anim_name: String, blend_time: float = -1.0) -> void:
plays.append({"name": anim_name, "blend": blend_time})
player.current_animation = anim_name
player.current_animation_length = float(StubAnimPlayer.LENGTHS.get(anim_name, 1.0))
player.current_animation_position = 0.0
func get_animation_player() -> StubAnimPlayer:
return player
## Machine wired to fresh stubs; returns [anim, rig, visual].
func _make_machine() -> Array:
var rig := StubRig.new()
var visual := StubVisual.new()
var anim := LocomotionAnim.new()
anim.setup(rig, visual)
return [anim, rig, visual]
func _last_play(visual: StubVisual) -> Dictionary:
return {} if visual.plays.is_empty() else visual.plays[-1]
# =============================================================================
# 1. End-to-end clip guard — real headless CharacterVisual (§6.1)
# =============================================================================
func test_every_gait_cell_exists_in_imported_animation_list() -> void:
# §2.1 order is load-bearing: .new() -> add_child() -> load_descriptor().
# In-tree first, because _ready() loads the toon/outline shaders. A default
# descriptor is enough — only the mandatory skeleton + animation library matter.
var visual: CharacterVisual = auto_free(CharacterVisual.new())
add_child(visual)
visual.load_descriptor(CharacterVisualDescriptor.new())
var player: AnimationPlayer = visual.get_animation_player()
assert_object(player).override_failure_message(
"get_animation_player() must return the AnimPlayer after load_descriptor()"
+ " — null means the skeleton or the ual1/ual2 GLBs failed to load"
).is_not_null()
if player == null:
return
var clips := player.get_animation_list()
assert_bool(clips.is_empty()).override_failure_message(
"imported animation list is empty — ual1.glb/ual2.glb library copy failed"
).is_false()
# Both explicit libraries must have registered (D-248 lib/Clip addressing).
var libs := player.get_animation_library_list()
assert_bool(libs.has(&"ual1") and libs.has(&"ual2")).override_failure_message(
"expected explicit libraries 'ual1' and 'ual2' — got %s" % [libs]
).is_true()
for stance: String in SandboxConstants.GAIT_CLIP:
var row: Dictionary = SandboxConstants.GAIT_CLIP[stance]
for cell: String in row:
var clip := String(row[cell])
assert_bool(clips.has(clip)).override_failure_message(
(
"GAIT_CLIP[%s][%s] = '%s' not in the imported animation list —"
+ " play_animation() would miss SILENTLY (case-sensitive; explicit"
+ " 'lib/Clip' addressing, '_Loop' stripped by the importer). List: %s"
) % [stance, cell, clip, clips]
).is_true()
func test_transition_and_turn_clips_exist_in_imported_animation_list() -> void:
# The stance-transition (Sprint/Crouch Enter/Exit) and turn-in-place (Turn90/Turn180
# L/R) name tables must resolve in the real headless CharacterVisual — same silent-miss
# tripwire as the gait table, for the one-shot overlays (T-1088).
var visual: CharacterVisual = auto_free(CharacterVisual.new())
add_child(visual)
visual.load_descriptor(CharacterVisualDescriptor.new())
var player: AnimationPlayer = visual.get_animation_player()
assert_object(player).is_not_null()
if player == null:
return
var clips := player.get_animation_list()
var expected: Array = []
expected.append_array(SandboxConstants.STANCE_ENTER_CLIP.values())
expected.append_array(SandboxConstants.STANCE_EXIT_CLIP.values())
expected.append_array(SandboxConstants.TURN_CLIP.values())
for clip: StringName in expected:
assert_bool(clips.has(String(clip))).override_failure_message(
"one-shot clip '%s' not in the imported animation list — %s" % [clip, clips]
).is_true()
func test_gait_table_covers_all_four_stances() -> void:
# The wire stance enum (D-053/D-055): every variant must have both cells.
for stance: String in ["Sprint", "Walk", "Careful", "Crouch"]:
assert_bool(SandboxConstants.GAIT_CLIP.has(stance)).override_failure_message(
"GAIT_CLIP missing wire stance '%s'" % stance
).is_true()
var row: Dictionary = SandboxConstants.GAIT_CLIP[stance]
assert_bool(row.has("idle") and row.has("moving")).override_failure_message(
"GAIT_CLIP[%s] must have both 'idle' and 'moving' cells" % stance
).is_true()
# =============================================================================
# 2. Pure gait() lookup (§6.1)
# =============================================================================
func test_gait_returns_table_cells() -> void:
assert_str(String(LocomotionAnim.gait("Walk", false))).is_equal("ual1/Idle")
assert_str(String(LocomotionAnim.gait("Walk", true))).is_equal("ual1/Walk")
assert_str(String(LocomotionAnim.gait("Careful", true))).is_equal("ual1/Walk_Formal")
assert_str(String(LocomotionAnim.gait("Sprint", true))).is_equal("ual1/Sprint")
assert_str(String(LocomotionAnim.gait("Crouch", false))).is_equal("ual1/Crouch_Idle")
assert_str(String(LocomotionAnim.gait("Crouch", true))).is_equal("ual1/Crouch_Fwd")
func test_gait_unknown_stance_falls_back_to_walk_row() -> void:
# Mirrors the wire default (player_stance serde-defaults to Walk).
assert_str(String(LocomotionAnim.gait("Prone", true))).is_equal("ual1/Walk")
assert_str(String(LocomotionAnim.gait("Prone", false))).is_equal("ual1/Idle")
# =============================================================================
# 2b. bare() basename helper + one-shot name tables (§ T-1088)
# =============================================================================
func test_bare_strips_library_prefix() -> void:
assert_str(LocomotionAnim.bare(&"ual1/Walk")).is_equal("Walk")
assert_str(LocomotionAnim.bare(&"ual2/Turn180_L")).is_equal("Turn180_L")
# Unqualified names pass through unchanged (back-compat).
assert_str(LocomotionAnim.bare(&"Crouch_Fwd")).is_equal("Crouch_Fwd")
func test_transition_clip_table() -> void:
# Destination Enter / source Exit, verified imported names (UAL1).
assert_str(String(LocomotionAnim.transition_clip_for("Walk", "Sprint"))).is_equal("ual1/Sprint_Enter")
assert_str(String(LocomotionAnim.transition_clip_for("Sprint", "Walk"))).is_equal("ual1/Sprint_Exit")
assert_str(String(LocomotionAnim.transition_clip_for("Walk", "Crouch"))).is_equal("ual1/Crouch_Enter")
assert_str(String(LocomotionAnim.transition_clip_for("Crouch", "Walk"))).is_equal("ual1/Crouch_Exit")
# Walk<->Careful have no Enter/Exit clips — plain gait blend, no one-shot.
assert_str(String(LocomotionAnim.transition_clip_for("Walk", "Careful"))).is_equal("")
assert_str(String(LocomotionAnim.transition_clip_for("Careful", "Walk"))).is_equal("")
# Same stance -> no transition.
assert_str(String(LocomotionAnim.transition_clip_for("Sprint", "Sprint"))).is_equal("")
# Both apply (Crouch<->Sprint) -> destination Enter wins.
assert_str(String(LocomotionAnim.transition_clip_for("Crouch", "Sprint"))).is_equal("ual1/Sprint_Enter")
assert_str(String(LocomotionAnim.transition_clip_for("Sprint", "Crouch"))).is_equal("ual1/Crouch_Enter")
func test_turn_clip_table() -> void:
# Below TURN_TRIGGER_DEG -> no clip (the rig's yaw ease handles it).
assert_str(String(LocomotionAnim.turn_clip_for(deg_to_rad(45.0)))).is_equal("")
# 90 deg: sign picks L (positive) / R (negative), Turn90 lives in UAL1.
assert_str(String(LocomotionAnim.turn_clip_for(deg_to_rad(90.0)))).is_equal("ual1/Turn90_L")
assert_str(String(LocomotionAnim.turn_clip_for(deg_to_rad(-90.0)))).is_equal("ual1/Turn90_R")
# >= TURN_180_DEG: Turn180 lives in UAL2.
assert_str(String(LocomotionAnim.turn_clip_for(deg_to_rad(180.0)))).is_equal("ual2/Turn180_L")
assert_str(String(LocomotionAnim.turn_clip_for(deg_to_rad(-135.0)))).is_equal("ual2/Turn180_R")
# =============================================================================
# 3. Blend table (§6.3) — pure blend_for
# =============================================================================
func test_blend_idle_to_gait() -> void:
var b := LocomotionAnim.blend_for(&"Idle", &"Walk", false, true)
assert_float(b).is_equal_approx(SandboxConstants.BLEND["idle_to_gait"], EPS)
func test_blend_gait_to_idle() -> void:
var b := LocomotionAnim.blend_for(&"Walk", &"Idle", true, false)
assert_float(b).is_equal_approx(SandboxConstants.BLEND["gait_to_idle"], EPS)
func test_blend_gait_to_gait() -> void:
var b := LocomotionAnim.blend_for(&"Walk", &"Sprint", true, true)
assert_float(b).is_equal_approx(SandboxConstants.BLEND["gait_to_gait"], EPS)
func test_blend_crouch_overrides_all_edges() -> void:
# "<->Crouch_*" takes the crouch blend regardless of the idle/gait edge kind.
# Uses explicit "lib/Clip" names to prove the crouch detection is addressing-agnostic
# (blend_for() strips the library prefix via bare()).
var crouch: float = SandboxConstants.BLEND["crouch"]
assert_float(LocomotionAnim.blend_for(&"ual1/Walk", &"ual1/Crouch_Fwd", true, true)) \
.is_equal_approx(crouch, EPS)
assert_float(LocomotionAnim.blend_for(&"ual1/Crouch_Fwd", &"ual1/Walk", true, true)) \
.is_equal_approx(crouch, EPS)
assert_float(LocomotionAnim.blend_for(&"ual1/Idle", &"ual1/Crouch_Idle", false, false)) \
.is_equal_approx(crouch, EPS)
assert_float(LocomotionAnim.blend_for(&"ual1/Crouch_Idle", &"ual1/Crouch_Fwd", false, true)) \
.is_equal_approx(crouch, EPS)
assert_float(LocomotionAnim.blend_for(&"ual1/Crouch_Fwd", &"ual1/Crouch_Idle", true, false)) \
.is_equal_approx(crouch, EPS)
# =============================================================================
# 4. Edge-triggered transitions on the stubbed player
# =============================================================================
func test_first_update_plays_idle_with_hard_cut() -> void:
var m := _make_machine()
var anim: LocomotionAnim = m[0]
var visual: StubVisual = m[2]
anim.update(0.016)
assert_int(visual.plays.size()).is_equal(1)
assert_str(_last_play(visual)["name"]).is_equal("ual1/Idle")
# First-ever play: -1.0 rides play_animation's default hard-cut path.
assert_float(_last_play(visual)["blend"]).is_equal_approx(-1.0, EPS)
func test_unchanged_state_never_retriggers_play() -> void:
# Loops never restart mid-cycle: same state across frames = exactly one play call.
var m := _make_machine()
var anim: LocomotionAnim = m[0]
var visual: StubVisual = m[2]
for i in 5:
anim.update(0.016)
assert_int(visual.plays.size()).is_equal(1)
func test_idle_to_walk_uses_idle_to_gait_blend() -> void:
var m := _make_machine()
var anim: LocomotionAnim = m[0]
var rig: StubRig = m[1]
var visual: StubVisual = m[2]
anim.update(0.016) # settle into Idle
rig.is_moving = true
rig.current_speed = 1.25
anim.update(0.016)
assert_str(_last_play(visual)["name"]).is_equal("ual1/Walk")
assert_float(_last_play(visual)["blend"]) \
.is_equal_approx(SandboxConstants.BLEND["idle_to_gait"], EPS)
func test_walk_to_idle_uses_gait_to_idle_blend() -> 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)
rig.is_moving = false
rig.current_speed = 0.0
anim.update(0.016)
assert_str(_last_play(visual)["name"]).is_equal("ual1/Idle")
assert_float(_last_play(visual)["blend"]) \
.is_equal_approx(SandboxConstants.BLEND["gait_to_idle"], EPS)
func test_stance_toggle_between_transitionless_stances_keeps_shared_idle_clip() -> void:
# Walk-idle and Careful-idle share the Idle cell AND have no Enter/Exit clip — the
# clip identity is the edge, so no re-play and no gait_changed re-emit on the flip.
# (Sprint/Crouch now DO fire an Enter/Exit one-shot — see the transition tests.)
var m := _make_machine()
var anim: LocomotionAnim = m[0]
var rig: StubRig = m[1]
var visual: StubVisual = m[2]
anim.update(0.016)
rig.stance = "Careful"
anim.update(0.016)
assert_int(visual.plays.size()).is_equal(1)
func test_gait_changed_emitted_once_per_edge() -> void:
# Q-063 seam: one emission per transition, carrying the clip now playing.
var m := _make_machine()
var anim: LocomotionAnim = m[0]
var rig: StubRig = m[1]
var emitted: Array = []
anim.gait_changed.connect(func(clip: StringName) -> void: emitted.append(String(clip)))
anim.update(0.016) # -> Idle
anim.update(0.016) # no edge
rig.is_moving = true
rig.current_speed = 1.25
anim.update(0.016) # -> Walk
anim.update(0.016) # no edge
assert_array(emitted).is_equal(["ual1/Idle", "ual1/Walk"])
# =============================================================================
# 5. Cadence sync (§6.2)
# =============================================================================
func test_speed_scale_matches_speed_over_native_mps() -> 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 # Walk cardinal leg: 0.5 m / 0.4 s
anim.update(0.016)
assert_float(visual.player.speed_scale) \
.is_equal_approx(1.25 / SandboxConstants.NATIVE_MPS["Walk"], EPS)
func test_speed_scale_clamped_at_catchup_burst() -> 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 = 10.0 # 3x catch-up burst far beyond native
anim.update(0.016)
assert_float(visual.player.speed_scale) \
.is_equal_approx(SandboxConstants.SPEED_SCALE_CLAMP.y, EPS)
func test_speed_scale_clamped_at_floor() -> void:
# Hysteresis window: at-target (speed 0) but still "moving" — clamp floor, not 0.
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 = 0.0
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