Files
Papay-Shooter/debug/fp_movement_capture.gd
T
2026-08-02 02:20:02 -04:00

142 lines
4.4 KiB
GDScript

extends SceneTree
## Visual and structural gate for first-person movement handling.
##
## Run:
## godot --path . --resolution 1280x720 \
## --script res://debug/fp_movement_capture.gd -- <out_dir>
const DT := 1.0 / 60.0
const SETTLE_FRAMES := 42
var _out_dir := "."
var _frames := 0
var _booted := false
var _player: CharacterBody3D = null
var _machine: Node = null
var _manager: Node = null
var _case_index := 0
var _case_frame := 0
var _failures: Array[String] = []
# tag, state, velocity, wall side, crouching
var _cases := [
["idle", "idle", Vector3.ZERO, 0.0, false],
["jump", "air", Vector3(0.0, 9.0, -6.0), 0.0, false],
["fall", "air", Vector3(0.0, -11.0, -7.0), 0.0, false],
["dash", "dash", Vector3(0.0, 0.0, -18.0), 0.0, false],
["slide", "slide", Vector3(0.0, 0.0, -13.0), 0.0, true],
["wallrun_left", "wall_run", Vector3(0.0, 1.0, -11.0), -1.0, false],
["wallrun_right", "wall_run", Vector3(0.0, 1.0, -11.0), 1.0, false],
["wall_cling", "wall_cling", Vector3(0.0, 0.0, -2.0), -1.0, false],
["grapple", "grapple", Vector3(4.0, 5.0, -15.0), 0.0, false],
]
func _initialize() -> void:
var args := OS.get_cmdline_user_args()
if not args.is_empty():
_out_dir = args[0]
if not _out_dir.is_absolute_path():
_out_dir = ProjectSettings.globalize_path(_out_dir)
var mkdir_error := DirAccess.make_dir_recursive_absolute(_out_dir)
if mkdir_error != OK:
printerr("FP_MOVEMENT could not create '%s' (error %d)" % [
_out_dir, mkdir_error])
quit(mkdir_error)
return
change_scene_to_file("res://ui/main_menu/main_menu.tscn")
func _process(_delta: float) -> bool:
_frames += 1
if not _booted and _frames == 40:
_booted = true
var network = root.get_node_or_null("NetworkManager")
if network and network.has_method("start_singleplayer_match"):
network.start_singleplayer_match(GameMode.DEATHMATCH)
change_scene_to_file("res://scenes/maps/test_level/test_level.tscn")
return false
if _frames < 160:
return false
if _player == null:
if not _setup():
_finish()
return true
var entry: Array = _cases[_case_index]
_machine.current_state = entry[1]
_machine.wall_side = entry[3]
_machine.input_crouch = entry[4]
_player.velocity = entry[2]
_manager._process(DT)
_case_frame += 1
if _case_frame >= SETTLE_FRAMES:
_snap("fp_move_" + String(entry[0]))
var pose: Dictionary = _manager.movement_pose_debug()
var position: Vector3 = pose.get("position", Vector3.ZERO)
var rotation: Vector3 = pose.get("rotation", Vector3.ZERO)
if entry[0] != "idle" and position.length() < 0.012 \
and rotation.length() < 0.025:
_failures.append("%s did not produce a readable movement pose" % entry[0])
print("FP_MOVEMENT pose %s position=%s rotation_deg=%s" % [
entry[0], position, rotation * (180.0 / PI)])
_case_index += 1
_case_frame = 0
if _case_index >= _cases.size():
_finish()
return true
return false
func _setup() -> bool:
for candidate in root.find_children("*", "CharacterBody3D", true, false):
if candidate.has_method("get_visual_model") \
and candidate.is_multiplayer_authority():
_player = candidate
break
if _player == null:
_failures.append("local player was not created")
return false
_machine = _player.get_node_or_null("MovementStateMachine")
_manager = _player.get_node_or_null("HeadPivot/Camera3D/WeaponManager")
if _machine == null:
_failures.append("MovementStateMachine is missing")
if _manager == null:
_failures.append("WeaponManager is missing")
if not _failures.is_empty():
return false
_player.set_physics_process(false)
_machine.set_physics_process(false)
_manager.set_process(false)
_player.global_position = Vector3(0.0, 1.2, 14.0)
var obsolete := root.find_children(
"FirstPersonBody", "Node", true, false)
if not obsolete.is_empty():
_failures.append("obsolete first-person body/legs still exist")
if _manager.weapons.is_empty():
_failures.append("viewmodel weapon loadout is empty")
return _failures.is_empty()
func _snap(tag: String) -> void:
var image := root.get_viewport().get_texture().get_image()
var path := _out_dir.path_join(tag + ".png")
var error := image.save_png(path)
if error == OK:
print("FP_MOVEMENT saved ", path)
else:
_failures.append("could not save %s (error %d)" % [path, error])
func _finish() -> void:
if _failures.is_empty() and _case_index >= _cases.size():
print("FP_MOVEMENT PASS: %d authored poses, no first-person legs" \
% _cases.size())
quit(0)
else:
for failure in _failures:
push_error("FP_MOVEMENT FAIL: " + failure)
quit(1)