Gate library prop collision coverage across venues
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zwitschi committed 2026-11-03 11:58:00 +01:00
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@@ -296,3 +296,61 @@ func test_door_indicator_built() -> bool:
return a and b and c
root.free()
return a
## 3D review gate: a placed prop that people can walk into must publish both a
## static body and a navigation-avoidance footprint. A prop whose bounds are
## empty (broken GLB/fallback) used to lose its collider silently.
func test_every_placed_prop_has_a_collider_and_avoidance() -> bool:
var problems: Array[String] = []
for venue in ["hollywood_building", "joke_shop", "tv_studio"]:
var root := Node3D.new()
var builder := WorldBuilder.new(root, venue)
builder.build()
var holders := root.find_children("Prop_*", "Node3D", true, false)
if holders.size() < 8:
problems.append("%s places only %d props" % [venue, holders.size()])
for holder in holders:
var body := holder.get_node_or_null("Collision") as StaticBody3D
var shape := body.get_node_or_null("Shape") as CollisionShape3D if body != null else null
var obstacle := holder.get_node_or_null("Avoidance") as NavigationObstacle3D
if body == null or shape == null or shape.shape == null:
problems.append("%s/%s has no collision shape" % [venue, holder.name])
if obstacle == null or obstacle.radius <= 0.0:
problems.append("%s/%s has no avoidance radius" % [venue, holder.name])
root.free()
return TestUtils.check(problems.is_empty(),
"placed props are covered: %s" % ", ".join(problems.slice(0, 6)))
## Library dressing must either publish a walk-blocking body or be on the
## documented mounted/decorative list. The check also proves the metadata that
## ties a node to its catalogue asset is present.
func test_library_dressing_collision_matches_the_documented_exemptions() -> bool:
var problems: Array[String] = []
for venue in ["hollywood_building", "joke_shop", "tv_studio"]:
var root := Node3D.new()
var builder := WorldBuilder.new(root, venue)
builder.build()
if builder.library_nodes.is_empty():
problems.append("%s placed no library dressing" % venue)
for node in builder.library_nodes:
if not is_instance_valid(node):
continue
var prop := str(node.get_meta("library_prop", ""))
if prop == "":
problems.append("%s/%s has no library_prop metadata" % [venue, node.name])
continue
if WorldBuilder.NON_BLOCKING_LIBRARY.has(prop):
continue
if _walk_blocking_body(node) == null:
problems.append("%s/%s (%s) blocks walking without a body" % [venue, node.name, prop])
root.free()
return TestUtils.check(problems.is_empty(),
"library dressing is covered: %s" % ", ".join(problems.slice(0, 6)))
func _walk_blocking_body(node: Node) -> StaticBody3D:
for child in node.find_children("*", "StaticBody3D", true, false):
var body := child as StaticBody3D
for shape in body.find_children("*", "CollisionShape3D", true, false):
if (shape as CollisionShape3D).shape != null:
return body
return null