Files
Cinderwild/tests/test_boundary.gd
Paul Bailey 12f7fd677d M0.5: detailed scenery, mountain/sea-cliff boundary, Godot 4.7
Scenery (all procedural, seeded, no imported assets):
- Terrain shader: grass/dry grass/dirt/sand/rock strata/snow + detail normals
- 5 tree types, faceted mossy rocks, cliff outcrops, sea stacks, bushes,
  logs and stumps, batched as MultiMesh per 48 m cell
- Wind-animated grass and flowers streamed in tiles around the player
- Lake (depth-shaded water with shore foam), ocean to the horizon,
  cloud sky shader, volumetric fog, glow, softer shadows
- Swimming: float at the surface, swim-jump to climb out

World bounds:
- Steep mountain rim with an invisible wall partway up; one side opens to
  a sheer sea cliff with the wall 1 m inside the edge; whole chunk is an
  island so the mesh edge is never visible
- Respawn safety net if the player leaves the walkable area or the map
- Fix: the cliff edge now tracks the wall in the headlands (it used to
  drop away inside the wall, leaving a pit with lake water hanging over it)

Tests: tests/test_boundary.gd (24-direction escape attempt) and
tests/test_terrain_edges.gd (no ground below waterline near the wall).

Upgrades the project to Godot 4.7 (project.godot rewritten by the 4.7
importer, .uid files added) and documents it in the setup guide.
2026-11-03 23:49:39 +00:00

58 lines
2.2 KiB
GDScript

extends SceneTree
## Boundary test: tries to escape the valley in several directions by walking
## and spamming jump at the mountain rim, and fails if the player ever gets past
## the invisible wall, falls off the map, or ends up stuck below the waterline
## (in a pit near the edge).
##
## Run: godot --headless --path . --fixed-fps 30 --script res://tests/test_boundary.gd
const DIRECTIONS := 24
const SECONDS_PER_TRY := 25.0
func _initialize() -> void:
var world: Node3D = load("res://scenes/world.tscn").instantiate()
root.add_child(world)
_run.call_deferred(world)
func _run(world: Node3D) -> void:
for _i in range(10):
await physics_frame
var terrain: Node3D = world.get_node("Terrain")
var player: CharacterBody3D = world.get_node("Player")
var failures := 0
var tick := 1.0 / Engine.physics_ticks_per_second
for i in range(DIRECTIONS):
var ang := TAU * i / DIRECTIONS
var out := Vector3(cos(ang), 0.0, sin(ang))
var start: Vector3 = out * (terrain.play_radius - 12.0)
start.y = terrain.sample_height(start.x, start.z) + 1.0
player.global_position = start
player.velocity = Vector3.ZERO
player.rotation = Vector3(0.0, atan2(-out.x, -out.z), 0.0)
Input.action_press("move_forward")
var escaped := false
var max_d := 0.0
var frames := int(SECONDS_PER_TRY / tick)
for f in range(frames):
if f % 12 == 0:
Input.action_press("jump")
elif f % 12 == 1:
Input.action_release("jump")
await physics_frame
var p := player.global_position
max_d = maxf(max_d, Vector2(p.x, p.z).length())
if not terrain.inside_boundary(p.x, p.z, -1.5) or p.y < terrain.min_height - 5.0:
escaped = true
break
Input.action_release("move_forward")
Input.action_release("jump")
var p := player.global_position
if not escaped and p.y < terrain.water_level - 0.5:
escaped = true # stuck in a pit below the waterline
print("dir %2d (%3d deg): %s max radius %.1f final (%.1f, %.1f, %.1f)" % [
i, int(rad_to_deg(ang)), "FAILED" if escaped else "held", max_d, p.x, p.y, p.z])
if escaped:
failures += 1
print("RESULT: %s (%d/%d directions held)" % ["PASS" if failures == 0 else "FAIL", DIRECTIONS - failures, DIRECTIONS])
quit(1 if failures > 0 else 0)