extends SceneTree var _failures: Array[String] = [] func _initialize() -> void: call_deferred("_run") func _expect(condition: bool, message: String) -> void: if not condition: _failures.append(message) func _run() -> void: var host := Node3D.new() root.add_child(host) var jets := PlayerJetVFX.new() host.add_child(jets) await process_frame _expect(jets.get_flame_count() == 4, "jet rig must contain exactly four flames") jets.burst_double_jump() jets._process(0.016) var up_exhaust := jets.get_exhaust_direction() _expect(up_exhaust.y < -0.95, "double-jump exhaust must point mostly down") _expect(up_exhaust.z > 0.0, "double-jump exhaust needs a slight rear cant") _expect(jets.visible, "double-jump burst must reveal the flames") jets.set_dash(true, Vector2(0.0, 1.0)) jets._process(0.016) var dash_exhaust := jets.get_exhaust_direction() _expect(dash_exhaust.z > 0.90, "forward dash exhaust must point backward") _expect(dash_exhaust.y < 0.0, "dash exhaust keeps a slight downward cant") var humanoid := HumanoidModel.new() host.add_child(humanoid) await process_frame humanoid.set_locomotion(0.0, -1.0, 0.0) humanoid.update_state("ground", 9.0) humanoid._process(0.1) _expect(humanoid.root_pivot.rotation.x > 0.0, "fallback model must lean backward while backpedalling") humanoid.update_state("ground", 5.0) humanoid._process(0.1) _expect(humanoid._brake_left > 0.0, "deceleration must arm the braking pose") _expect(absf(humanoid.thigh_r_pivot.rotation.x) > 0.05, "braking pose must plant a lead foot") if _failures.is_empty(): print("JET_POSE_TEST PASS: four flames, directional thrust, reverse lean, brake pose") quit(0) else: for failure in _failures: push_error("JET_POSE_TEST FAIL: " + failure) quit(1)