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