Files
Papay-Shooter/debug/test_level_builder.gd
T
Nicholas ButzkeandClaude Opus 5 f1a4f7df52 feat(emotes): five dances, built like animation, behind a radial dial
The shared clip library ships exactly one `Dance_Loop`, and five copies of one
clip is not five dances. What the runtime does have is a procedural pose layer
over a real skeleton with spring-driven hair and cloth, which is enough — if
the motion is constructed the way an animator would construct it rather than
the way a programmer reaches for first.

Wiring sine waves to bones is that first reach, and everyone can tell. A raw
sine moves fastest through the middle and slowest at the ends by the same
amount on every channel, all in phase, forever. It floats. It has no weight, no
accent, and no sense that one part of the body is driving and the rest is
following. Four principles fix it, and all four are cheap:

  OVERLAP        the body is a chain. Hips lead, spine follows a beat later,
                 head last. One subtraction — `beat - lag * i` — and the spring
                 solver then carries it out through the hair and skirt for free,
                 because the dance layer runs before it.
  ACCENT         a dance HITS poses. `shape` bends the wave so it hangs at the
                 extremes and snaps between them, which is what a key-and-
                 breakdown pass produces by hand.
  WEIGHT         the HIPS translate, not just rotate. A body that never leaves
                 its own axis reads as a puppet on a stick.
  CONTRAST       Robot deliberately breaks all of the above — zero lag,
                 quantised motion — and reads as mechanical precisely because
                 the other four do not.

Spin spots its head: it holds a heading against the turn and whips round to
catch up, which is what a real dancer does to keep from getting dizzy and the
most recognisable thing about a turn.

The dial is a radial menu because every option is then the SAME DISTANCE from
where the pointer starts — the choice is a direction, and a direction becomes
muscle memory in a way "the fourth row down" does not. Selection is by ANGLE
alone, so a flick and a careful nudge do the same thing. HOLD to open, release
to commit; a tap too short to have aimed replays the last emote, which is what
the button did before, so the old habit still works. Pressing while already
dancing just stops — having to aim at something in order to STOP would be the
most annoying possible way to build this.

debug/dance_check.gd asserts the overlap, and getting it to measure that took
four wrong measurements, each of which is now a comment where it was made:

  - correlating the hips' TRANSLATION against the head's position relative to
    them compared two different quantities at different periods; it ranked the
    Robot, whose lag is zero by construction, as the most overlapped routine.
  - a signed scalar `angle * sign of the axis's largest component` is
    DISCONTINUOUS — as a rocking bone passes back through rest the axis flips —
    so smooth Two-Step measured a full-range jump per frame, which is exactly
    what quantised motion looks like.
  - a bone's GLOBAL rotation carries every ancestor's, so the head correlates
    with the hips at lag zero however delayed the head itself is.
  - and the hips and head are driven by different channels anyway.

Measuring two links of the SAME chain, as local rotation vectors, agrees with
the authored lag: Spin measures 9 frames against 8.4 authored, Two-Step 7
against 6.6, Robot 0. The Robot is checked on the property it actually has —
its jump per frame is 0.41 of its range against 0.03-0.06 for the others.

RigRoles is pulled out of ShooterPoseModifier so the dance layer resolves bones
the same way rather than carrying a second copy. Two copies is how a rig ends up
animating correctly under one modifier and not the other.

spawn smoke 0 failures, 11/11 movement, 21/21 weapon-hold pairs, contrast 108/108.

Co-Authored-By: Claude Opus 5 <[email protected]>
2026-07-28 12:20:33 -04:00

415 lines
16 KiB
GDScript

extends Node3D
class_name TestLevelBuilder
## Builds a full test environment from code — parkour geometry, lighting, player, HUD.
## Attach to TestLevel root, press F5.
var _player: CharacterBody3D
func _ready() -> void:
# Hide mouse
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
_build_materials()
_build_geometry()
# Multiplayer Spawning
var spawner = MultiplayerSpawner.new()
spawner.name = "PlayerSpawner"
spawner.spawn_path = "." # Spawn directly as children of the level
spawner.spawn_function = _spawn_player
add_child(spawner)
var nm = get_node_or_null("/root/NetworkManager")
if nm and nm.multiplayer.is_server():
# Spawn existing players
for pid in nm.player_stats.keys():
spawner.spawn(pid)
# Spawn late joiners
nm.player_connected.connect(func(pid):
spawner.spawn(pid)
)
# Despawn on disconnect
nm.player_disconnected.connect(func(pid):
var p = get_node_or_null(str(pid))
if p:
p.queue_free()
)
func _build_materials() -> void:
pass
func _build_geometry() -> void:
_build_environment()
_build_floor()
_build_walls_arena()
_build_ramps()
_build_platforms()
_build_wall_run_corridor()
_build_speed_corridor()
_build_target_dummy()
_build_lighting()
# ── Utility ───────────────────────────────────────────────────────────────────
func _box_static(pos: Vector3, size: Vector3, color: Color, node_name: String = "",
acoustic: String = "") -> StaticBody3D:
var body := StaticBody3D.new()
body.name = node_name if not node_name.is_empty() else "Static_%s" % str(pos)
body.position = pos
if acoustic != "":
body.set_meta("acoustic_material", acoustic)
add_child(body)
var shape := CollisionShape3D.new()
shape.shape = BoxShape3D.new()
shape.shape.size = size
body.add_child(shape)
var mesh := MeshInstance3D.new()
mesh.mesh = BoxMesh.new()
mesh.mesh.size = size
mesh.mesh.surface_set_material(0, LevelMaterials.tinted(color))
body.add_child(mesh)
return body
func _ramp_static(pos: Vector3, size: Vector3, rot_deg: Vector3, color: Color, node_name: String = "",
acoustic: String = "") -> StaticBody3D:
var body := _box_static(pos, size, color, node_name, acoustic)
body.rotation_degrees = rot_deg
return body
# ── Environment ───────────────────────────────────────────────────────────────
func _build_environment() -> void:
# Shared stylized environment (anime sky, bloom, cel color grade).
# Also creates the Sun/FillLight pair since none exists yet.
LevelEnvironment.add_to(self)
# ── Floor ─────────────────────────────────────────────────────────────────────
func _build_floor() -> void:
# Main arena floor (80x80)
_box_static(Vector3(0, -0.5, 0), Vector3(80, 1.0, 80), Color(0.22, 0.22, 0.25), "Floor_Main")
# ── Arena Walls ───────────────────────────────────────────────────────────────
func _build_walls_arena() -> void:
var wall_color := Color(0.35, 0.28, 0.22)
var wall_height := 10.0
# North
_box_static(Vector3(0, wall_height * 0.5, -40), Vector3(80, wall_height, 0.5), wall_color, "Wall_North", "brick")
# South
_box_static(Vector3(0, wall_height * 0.5, 40), Vector3(80, wall_height, 0.5), wall_color, "Wall_South", "brick")
# East
_box_static(Vector3(40, wall_height * 0.5, 0), Vector3(0.5, wall_height, 80), wall_color, "Wall_East", "brick")
# West
_box_static(Vector3(-40, wall_height * 0.5, 0), Vector3(0.5, wall_height, 80), wall_color, "Wall_West", "brick")
# ── Ramps ─────────────────────────────────────────────────────────────────────
func _build_ramps() -> void:
var ramp_color := Color(0.6, 0.35, 0.15) # Orange-brown
# Gentle ramp (15 degrees)
_ramp_static(Vector3(-25, 1.0, -25), Vector3(8, 0.4, 12), Vector3(15, 0, 0), ramp_color, "Ramp_Gentle")
# Medium ramp (30 degrees)
_ramp_static(Vector3(-25, 2.0, -15), Vector3(8, 0.4, 10), Vector3(30, 0, 0), ramp_color, "Ramp_Medium")
# Steep ramp (45 degrees)
_ramp_static(Vector3(-25, 3.0, -5), Vector3(8, 0.4, 8), Vector3(45, 0, 0), ramp_color, "Ramp_Steep")
# Quarter pipe (curved ramp approximation)
for i in range(6):
var angle := float(i) * 15.0
var x_off := sin(deg_to_rad(angle)) * 5.0
var y_off := (1.0 - cos(deg_to_rad(angle))) * 5.0
_ramp_static(
Vector3(-25 + x_off, y_off + 0.2, 8 + float(i) * 0.5),
Vector3(8, 0.3, 2),
Vector3(angle, 0, 0),
Color(0.7, 0.4, 0.2),
"QuarterPipe_%d" % i
)
# ── Platforms ─────────────────────────────────────────────────────────────────
func _build_platforms() -> void:
var plat_color := Color(0.2, 0.45, 0.55) # Teal
# Low platforms (jump height test)
_box_static(Vector3(10, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_1", "wood")
_box_static(Vector3(16, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_2", "wood")
_box_static(Vector3(22, 0.6, -20), Vector3(4, 1.2, 4), plat_color, "Plat_Low_3", "wood")
# Medium platforms (double jump required)
var med_color := Color(0.25, 0.5, 0.4)
_box_static(Vector3(10, 2.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_1", "wood")
_box_static(Vector3(16, 3.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_2", "wood")
_box_static(Vector3(22, 4.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_3", "wood")
_box_static(Vector3(28, 5.5, -28), Vector3(3, 0.5, 3), med_color, "Plat_Med_4", "wood")
# High tower
_box_static(Vector3(28, 4.0, -20), Vector3(5, 8.0, 5), Color(0.3, 0.3, 0.5), "Tower_1")
# Floating platforms (dash required)
var dash_color := Color(0.6, 0.2, 0.5) # Purple
_box_static(Vector3(10, 5.0, -35), Vector3(2.5, 0.3, 2.5), dash_color, "Plat_Dash_1", "metal")
_box_static(Vector3(18, 5.0, -35), Vector3(2.5, 0.3, 2.5), dash_color, "Plat_Dash_2", "metal")
_box_static(Vector3(26, 5.0, -35), Vector3(2.5, 0.3, 2.5), dash_color, "Plat_Dash_3", "metal")
# ── Wall Run Corridor ────────────────────────────────────────────────────────
func _build_wall_run_corridor() -> void:
var wall_color := Color(0.45, 0.25, 0.55) # Purple walls
# Two parallel walls — spaced for wall running
# Left wall
_box_static(Vector3(-5, 5, 15), Vector3(0.5, 10, 25), wall_color, "WallRun_Left", "metal")
# Right wall
_box_static(Vector3(5, 5, 15), Vector3(0.5, 10, 25), wall_color, "WallRun_Right", "metal")
# Obstacles in corridor to jump over
_box_static(Vector3(0, 0.75, 10), Vector3(10, 1.5, 1), Color(0.6, 0.3, 0.3), "Obstacle_1", "wood")
_box_static(Vector3(0, 0.75, 20), Vector3(10, 1.5, 1), Color(0.6, 0.3, 0.3), "Obstacle_2", "wood")
# Gap in floor (forces wall run)
# Just raise the floor slightly on each side with a gap
_box_static(Vector3(-3, -0.75, 25), Vector3(4, 0.5, 4), Color(0.22, 0.22, 0.25), "WallRun_Floor_L")
_box_static(Vector3(3, -0.75, 25), Vector3(4, 0.5, 4), Color(0.22, 0.22, 0.25), "WallRun_Floor_R")
# Label pillar at entrance
_box_static(Vector3(0, 2, 2), Vector3(1, 4, 1), Color(0.55, 0.35, 0.65), "WallRun_Marker")
# ── Speed Corridor ────────────────────────────────────────────────────────────
func _build_speed_corridor() -> void:
# Long straight for sprint→slide→bhop chains
var corridor_color := Color(0.2, 0.35, 0.2) # Dark green
# Side rails
_box_static(Vector3(30, 1.5, 0), Vector3(0.3, 3, 60), corridor_color, "SpeedRail_Left", "metal")
_box_static(Vector3(38, 1.5, 0), Vector3(0.3, 3, 60), corridor_color, "SpeedRail_Right", "metal")
# Speed bumps (small obstacles to hop over)
for i in range(-25, 26, 10):
_box_static(Vector3(34, 0.15, float(i)), Vector3(8, 0.3, 0.5), Color(0.8, 0.8, 0.2), "SpeedBump_%d" % i)
# ── Dummies ───────────────────────────────────────────────────────────────────
func _build_target_dummy() -> void:
var dummy = load("res://entities/target_dummy.gd").new()
dummy.name = "TargetDummy"
# Place it somewhat centrally in the main arena, but out of the immediate spawn area
dummy.position = Vector3(0, 0, -10)
add_child(dummy)
var killable = load("res://entities/killable_dummy.gd").new()
killable.name = "KillableDummy"
killable.position = Vector3(5, 0, -10)
add_child(killable)
var walking = load("res://entities/walking_dummy.gd").new()
walking.name = "WalkingDummy"
walking.position = Vector3(15, 0, -10)
walking.point_a = Vector3(15, 0, -10)
walking.point_b = Vector3(15, 0, 10)
add_child(walking)
# ── Lighting ──────────────────────────────────────────────────────────────────
func _build_lighting() -> void:
# Sun and fill are created by LevelEnvironment.add_to in _build_environment;
# kept as a hook for subclasses that re-style them (see dust2).
pass
# ── Player ────────────────────────────────────────────────────────────────────
func _spawn_player(pid: int) -> CharacterBody3D:
var player := CharacterBody3D.new()
player.name = str(pid)
player.set_multiplayer_authority(pid)
# Use a slightly random spawn position to avoid exact overlapping
player.position = Vector3(randf_range(-2, 2), 2.0, randf_range(-2, 2))
# Server Synchronizer (Host is the ground truth)
var server_sync = MultiplayerSynchronizer.new()
server_sync.name = "ServerSynchronizer"
server_sync.set_multiplayer_authority(1) # Host always controls these
var server_rep_config = SceneReplicationConfig.new()
server_rep_config.add_property(":health")
server_rep_config.add_property(":shield")
server_rep_config.add_property(":is_dead")
server_sync.replication_config = server_rep_config
player.add_child(server_sync)
# Client Synchronizer (Client dictates their aim and loadout setup)
var client_sync = MultiplayerSynchronizer.new()
client_sync.name = "MultiplayerSynchronizer" # Keep original name for compatibility if needed elsewhere
client_sync.set_multiplayer_authority(pid)
var client_rep_config = SceneReplicationConfig.new()
client_rep_config.add_property(":synced_position")
client_rep_config.add_property(":synced_velocity")
client_rep_config.add_property(":rotation")
client_rep_config.add_property("HeadPivot:rotation")
client_rep_config.add_property(":synced_movement_state")
client_rep_config.add_property(":synced_movement_speed")
client_rep_config.add_property(":synced_is_crouching")
client_rep_config.add_property(":synced_is_ads")
client_rep_config.add_property(":synced_wall_side")
client_rep_config.add_property(":synced_is_dancing")
# Which of the five emotes, so other players see the one that was chosen.
client_rep_config.add_property(":synced_dance_index")
client_rep_config.add_property(":synced_grapple_point")
client_rep_config.add_property(":synced_is_grapple_shooting")
client_rep_config.add_property(":synced_skin_id")
client_rep_config.add_property(":synced_weapon_path")
client_rep_config.add_property(":synced_loadout_p1")
client_rep_config.add_property(":synced_loadout_p2")
client_rep_config.add_property(":synced_loadout_sp")
client_rep_config.add_property(":synced_loadout_melee")
client_rep_config.add_property(":synced_loadout_ready")
client_rep_config.add_property(":synced_action")
client_rep_config.add_property(":synced_action_seq")
client_rep_config.add_property(":synced_is_targeting")
client_rep_config.add_property(":synced_homing_target_pos")
client_sync.replication_config = client_rep_config
player.add_child(client_sync)
# Collision shape
var col_shape := CollisionShape3D.new()
col_shape.name = "CollisionShape3D"
var capsule := CapsuleShape3D.new()
capsule.radius = 0.4
capsule.height = 1.8
col_shape.shape = capsule
player.add_child(col_shape)
# Apply movement controller script
var mover_script = preload("res://movement/player_movement_controller.gd")
if mover_script:
player.set_script(mover_script)
# Humanoid Model for Player (Shadows only locally, visible to others)
var humanoid = load("res://characters/humanoid_model.gd").new()
humanoid.name = "HumanoidModel"
humanoid.color = Color(0.2, 0.4, 0.8) # Blueish for player
humanoid.shadows_only = (pid == multiplayer.get_unique_id())
humanoid.position = Vector3(0, -0.9, 0) # Offset from center to feet
player.add_child(humanoid)
# Movement State Machine
var sm := Node.new()
sm.name = "MovementStateMachine"
player.add_child(sm)
var sm_script = preload("res://movement/movement_state_machine.gd")
if sm_script:
sm.set_script(sm_script)
# Add all movement states
var state_scripts := {
"ground": "res://movement/states/state_ground.gd",
"air": "res://movement/states/state_air.gd",
"wall_run": "res://movement/states/state_wall_run.gd",
"wall_cling": "res://movement/states/state_wall_cling.gd",
"slide": "res://movement/states/state_slide.gd",
"dash": "res://movement/states/state_dash.gd",
}
for state_name in state_scripts:
var st := Node.new()
st.name = "state_" + state_name
sm.add_child(st)
var st_script = load(state_scripts[state_name])
if st_script:
st.set_script(st_script)
# FPS Camera Rig (HeadPivot → Camera3D)
var head_pivot := Node3D.new()
head_pivot.name = "HeadPivot"
head_pivot.position = Vector3(0, 0.7, 0) # Eye height
player.add_child(head_pivot)
var camera := Camera3D.new()
camera.name = "Camera3D"
camera.current = (pid == multiplayer.get_unique_id())
camera.fov = 90.0
head_pivot.add_child(camera)
# ── Weapon Setup ────────────────────────────────────────────────────────────
var wmanager_script = preload("res://weapons/weapon_manager.gd")
if wmanager_script:
var wman = wmanager_script.new()
wman.name = "WeaponManager"
wman.player = player
wman.camera = camera
camera.add_child(wman)
var rig_script = preload("res://characters/player/fps_camera_rig.gd")
if rig_script:
head_pivot.set_script(rig_script)
# Store original capsule height
sm.original_capsule_height = capsule.height
# ── Dependencies ────────────────────────────────────────────────────────
# Set references before the node enters the tree. Godot will call _ready()
# automatically when MultiplayerSpawner adds the node to the scene.
sm.player = player
sm.params = player.params
head_pivot.params = player.params
# Authority configuration
var is_local = (pid == multiplayer.get_unique_id())
if is_local:
_player = player
player.set_physics_process(true)
player.set_process(true)
sm.set_physics_process(true)
else:
# Disable physics processing/input for remote players
# but keep _process enabled so synced state updates the HumanoidModel
player.set_physics_process(false)
player.set_process(true)
player.set_process_input(false)
sm.set_physics_process(false)
sm.set_process(false)
sm.set_process_input(false)
head_pivot.set_process_input(false)
head_pivot.set_process(false)
head_pivot.set_physics_process(false)
var wman = camera.get_node_or_null("WeaponManager")
if wman:
wman.set_process_input(false)
wman.set_process(false)
wman.set_physics_process(false)
wman.visible = false
var cv = wman.get("canvas_layer")
if cv:
cv.visible = false
return player
# ── HUD ───────────────────────────────────────────────────────────────
#
# There is no HUD here any more, and no _process to drive one. See the note in
# scenes/maps/level_runtime.gd: everything that describes A PLAYER belongs to
# ui/player_hud.gd, which that player spawns for itself.