Feat/14 movement overhaul #20
@@ -22,8 +22,11 @@ class_name MovementParams
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# ── Air Strafe (Quake-style) ──────────────────────────────────────────────────
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# Classic accelerate: only the velocity component along wish_dir is capped, so
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# turning while strafing genuinely gains speed (up to max_air_speed overall).
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@export var air_strafe_accel: float = 55.0
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@export var air_wish_speed_cap: float = 1.2 # per-tick projection cap (m/s), quake-style
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@export var air_strafe_accel: float = 90.0
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@export var air_wish_speed_cap: float = 2.5 # per-tick projection cap (m/s), quake-style
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# Direct steering: bends existing horizontal velocity toward the input without
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# changing its magnitude, so air direction changes feel light and responsive.
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@export var air_steer_rate: float = 5.0
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# ── Bunny Hop ─────────────────────────────────────────────────────────────────
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@export var bunny_hop_impulse: float = 1.1
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@@ -82,7 +85,8 @@ class_name MovementParams
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# ── Dash ──────────────────────────────────────────────────────────────────────
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@export var dash_speed: float = 13.0
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@export var dash_duration: float = 0.18
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@export var dash_cooldown: float = 2.0
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@export var dash_charges: int = 2 # dashes available before recharging
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@export var dash_cooldown: float = 2.0 # seconds to regain ONE charge
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@export var dash_invulnerability_time: float = 0.1
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# ── Landing feel ──────────────────────────────────────────────────────────────
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@@ -48,7 +48,8 @@ var last_ground_time: float = 0.0
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var jump_buffer_time: float = 0.0
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var coyote_timer: float = 0.0
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var jump_cooldown_timer: float = 0.0
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var dash_cooldown_timer: float = 0.0
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var dash_charges: int = -1 # -1 = initialize from params on first tick
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var dash_recharge_timer: float = 0.0
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var current_jump_count: int = 0
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var chain_timer: float = 0.0
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var chain_count: int = 0
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@@ -103,10 +104,18 @@ func _physics_process(delta: float) -> void:
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# Update timers
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jump_cooldown_timer = maxf(jump_cooldown_timer - delta, 0.0)
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dash_cooldown_timer = maxf(dash_cooldown_timer - delta, 0.0)
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slide_cooldown_timer = maxf(slide_cooldown_timer - delta, 0.0)
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wall_cooldown_timer = maxf(wall_cooldown_timer - delta, 0.0)
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# Dash charges: regain one per dash_cooldown while below max
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if dash_charges < 0:
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dash_charges = params.dash_charges
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if dash_charges < params.dash_charges:
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dash_recharge_timer -= delta
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if dash_recharge_timer <= 0.0:
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dash_charges += 1
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dash_recharge_timer = params.dash_cooldown if dash_charges < params.dash_charges else 0.0
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# Update chain timer
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if chain_timer > 0.0 and on_ground:
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chain_timer -= delta
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@@ -401,5 +410,26 @@ func get_crouch_factor() -> float:
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/ (original_capsule_height * 0.5), 0.0, 1.0)
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func can_dash() -> bool:
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return dash_charges != 0 # -1 (uninitialized) counts as ready
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## Spend one dash charge and start the recharge clock if it isn't running.
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func consume_dash_charge() -> void:
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if dash_charges < 0:
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dash_charges = params.dash_charges
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dash_charges = maxi(dash_charges - 1, 0)
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if dash_recharge_timer <= 0.0:
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dash_recharge_timer = params.dash_cooldown
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## Seconds until the NEXT dash is available (0 when a charge is banked).
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## HUDs also read get_dash_charges() to draw pips.
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func get_dash_cooldown_remaining() -> float:
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return dash_cooldown_timer
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if dash_charges != 0:
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return 0.0
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return maxf(dash_recharge_timer, 0.0)
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func get_dash_charges() -> int:
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return dash_charges if dash_charges >= 0 else params.dash_charges
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@@ -45,9 +45,21 @@ func update(delta: float) -> void:
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# Quake's trick: cap per-tick projection so sharp turns give the gain
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accel_speed = minf(accel_speed, params.air_wish_speed_cap)
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hvel += wish_dir * accel_speed
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# Direct steering: bend existing velocity toward the input WITHOUT
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# changing its magnitude, so airborne direction changes feel light.
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# Skipped when input opposes travel (braking is the accel path's job,
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# and lerping through zero would flip the heading unstably).
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var speed_now := hvel.length()
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if speed_now > 1.0:
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var travel_dir := hvel / speed_now
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if travel_dir.dot(wish_dir) > -0.7:
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var steered := hvel.lerp(wish_dir * speed_now, params.air_steer_rate * delta)
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if steered.length_squared() > 0.01:
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hvel = steered.normalized() * speed_now
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else:
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# No input: slight air drag (very subtle)
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hvel *= (1.0 - 0.5 * delta)
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# No input: barely any drag — held momentum should carry
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hvel *= (1.0 - 0.15 * delta)
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vel.x = hvel.x
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vel.z = hvel.z
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@@ -127,6 +139,6 @@ func update(delta: float) -> void:
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return
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# ── Dash ──────────────────────────────────────────────────────────────
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if machine.input_dash and machine.dash_cooldown_timer <= 0.0:
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if machine.input_dash and machine.can_dash():
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machine.switch_to("dash")
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return
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@@ -16,7 +16,7 @@ var _dash_speed: float = 0.0
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func enter(_data: Dictionary = {}) -> void:
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elapsed = 0.0
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machine.dash_cooldown_timer = params.dash_cooldown
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machine.consume_dash_charge()
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var player := machine.player
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if player.dash_player:
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@@ -126,7 +126,7 @@ func update(delta: float) -> void:
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return
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# ── Dash ──────────────────────────────────────────────────────────────
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if machine.input_dash and machine.dash_cooldown_timer <= 0.0:
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if machine.input_dash and machine.can_dash():
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machine.switch_to("dash")
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return
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@@ -140,7 +140,7 @@ func update(delta: float) -> void:
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return
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# Dash out of slide
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if machine.input_dash and machine.dash_cooldown_timer <= 0.0:
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if machine.input_dash and machine.can_dash():
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machine.switch_to("dash")
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return
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@@ -0,0 +1 @@
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uid://d07u4xreb41rf
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@@ -0,0 +1 @@
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uid://dhu2es4slyh2i
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@@ -36,6 +36,7 @@ func run_all() -> void:
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"test_wall_run_preserves_fast_entry_speed",
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"test_wall_run_entry_keeps_some_upward_momentum",
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"test_dash_cooldown_is_per_machine",
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"test_dash_has_two_charges_then_recharges",
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"test_dash_adds_speed_to_forward_momentum",
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"test_chain_bonus_soft_caps",
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"test_notify_landed_emits_scaled_event",
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@@ -149,9 +150,10 @@ func test_dash_cooldown_is_per_machine() -> void:
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fake_player.velocity = Vector3(10, 0, 0)
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sm.wish_dir_world = Vector3(1, 0, 0)
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sm.switch_to("dash")
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_expect(sm.dash_cooldown_timer > 0.0, "dash arms this machine's cooldown")
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_expect(sm.get_dash_charges() == params.dash_charges - 1, "dash spends one charge")
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_expect(sm.dash_recharge_timer > 0.0, "dash arms this machine's recharge clock")
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# A second, independent machine must NOT share that cooldown (the old
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# A second, independent machine must NOT share that state (the old
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# implementation used a static var shared across all players).
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var player2 = load("res://movement/tests/fake_player.gd").new()
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add_child(player2)
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@@ -159,11 +161,36 @@ func test_dash_cooldown_is_per_machine() -> void:
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sm2.player = player2
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sm2.params = MovementParams.new()
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player2.add_child(sm2)
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_expect(sm2.dash_cooldown_timer == 0.0, "second player's dash must be ready")
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_expect(sm2.get_dash_charges() == sm2.params.dash_charges, "second player keeps full charges")
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remove_child(player2)
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player2.free()
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func test_dash_has_two_charges_then_recharges() -> void:
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params.dash_charges = 2
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sm.wish_dir_world = Vector3(1, 0, 0)
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fake_player.velocity = Vector3(10, 0, 0)
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_expect(sm.can_dash(), "first dash available")
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sm.switch_to("dash")
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sm.switch_to("air")
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_expect(sm.can_dash(), "second charge still banked — no cooldown wait")
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_eq(sm.get_dash_cooldown_remaining(), 0.0, "cooldown reads 0 while a charge is banked")
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sm.switch_to("dash")
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sm.switch_to("air")
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_expect(not sm.can_dash(), "both charges spent → dash blocked")
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_expect(sm.get_dash_cooldown_remaining() > 0.0, "cooldown now counts to next charge")
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# Simulate the recharge tick the machine runs each physics frame.
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# Blank the state so only machine bookkeeping runs (no state update /
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# move_and_slide outside a real physics frame).
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sm.current_state = ""
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sm.dash_recharge_timer = 0.0001
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sm._physics_process(0.016)
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_expect(sm.can_dash(), "one charge regained after recharge timer elapses")
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_expect(sm.dash_recharge_timer > 0.0, "recharge continues toward the second charge")
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func test_dash_adds_speed_to_forward_momentum() -> void:
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fake_player.velocity = Vector3(12, 0, 0)
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sm.wish_dir_world = Vector3(1, 0, 0)
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