Add native room locks, jump stars and refined drones

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ElHombreAlex committed 2026-10-03 21:31:59 +02:00
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@@ -29,16 +29,18 @@ After installing the documented Python requirements, run from the repository roo
python -m unittest discover -s tools -p "test_*.py"
```
The current source passed **40 Python tests**, including empty native drone-list, portable-launcher and modal-HUD hook/preflight regressions. The tests exercise synthetic archive/layout/font extraction, bridge schema/input translation, native-pixel filtering, raw frame publication and launcher preflight/error handling. They do not launch FTL. Temporary fixture files are created by the tests. Godot suites and focused native checks are recorded in [STATUS](STATUS.md); physical headset coverage remains separate.
The current suite passed **44 Python tests**, including empty native drone-list, portable-launcher and modal-HUD hook/preflight regressions. The tests exercise synthetic archive/layout/font extraction, bridge schema/input translation, native-pixel filtering, raw frame publication and launcher preflight/error handling. They do not launch FTL. Temporary fixture files are created by the tests. Final Godot and fresh native-game checks for the latest targeting/jump/drone batch are pending; earlier results and focused drone fixture checks are recorded in [STATUS](STATUS.md). Physical headset coverage remains separate.
## Godot checks
Use a **separate development checkout or disposable local-data folder** with the required extracted assets. Some suites write screenshots/test frames under `local_game_data/`; do not run them over an active production bridge or package those outputs. Create the local output folder before graphical suites if it is missing.
The nine suites below passed for the preceding HUD/wheel/bar revision in the configured development environment. The latest clearance/menu correction reran focused Vulkan HUD-layout and input checks, plus native before/after capture checks. See [STATUS](STATUS.md) for evidence and limits. A fresh source checkout lacks game assets; model/input/font checks may fail until local extraction is complete.
The commands below list eleven suites, including the new target-lock and drone resource/variant checks. The preceding HUD/wheel/bar revision passed nine suites; the following clearance/menu correction reran focused Vulkan HUD-layout and input checks plus native before/after capture checks. The latest batch's final combined Godot run and fresh native proof are pending. See [STATUS](STATUS.md) for evidence and limits. A fresh source checkout lacks game assets; model/input/font checks may fail until local extraction is complete. Existing installations should also rerun [asset extraction](INSTALLATION.md#5-extract-local-presentation-assets) to import the eight placed reticle PNGs.
```powershell
godot --headless --xr-mode off --path . --script tools/test_combat.gd -- --demo
godot --headless --xr-mode off --path . --script tools/test_target_locks.gd
godot --headless --xr-mode off --path . --script tools/test_drones.gd
godot --headless --xr-mode off --path . --script tools/test_input.gd -- --demo --desktop
godot --headless --xr-mode off --path . --script tools/test_models.gd -- --demo --desktop
godot --headless --xr-mode off --path . --script tools/test_environment.gd -- --demo --desktop
@@ -51,6 +53,8 @@ godot --headless --xr-mode off --path . --script tools/test_damage_visuals.gd --
The UI/controller/transport suites use actual GPU rendering, so keep their graphical mode. Headless runs of them are not equivalent verification. These suites cover effects, room/beam picking, controller context/bindings, model/task distinctions, environmental presentation, original local fonts, UI priority/crops and the raw frame protocol. HUD-layout checks cover headset-relative placement, swept collision prevention and transformed ship/shield clearance. Controller checks include native empty/malformed equipment collections. Damage-visual checks cover permission-aware room colors, absence of floor status bars, native miss presentation and oxygen-dependent breach effects.
Target-lock checks cover numbered player-owned native targets, autofire color, beam endpoint direction, pinpoint beams, flak radius, transformed/pause attachment, receiver visibility and cleanup. Drone checks cover distinct Mk II hardware, shared immutable body/exhaust/emitter geometry and independent emission state. Combat checks include native drone muzzle/render-space placement, fixed bullet launch points, continuing beams and authoritative progress/pause/outcome handling. Jump checks use native `jumping` and arrival-dialog fixtures; the action-wheel context checks include resetting each opening to weapons/drones.
No test command above drives a native game or modifies its saves. Separate **live bridge checks** do run the game and can advance a run or change equipment/state.
## Native integration checks
@@ -87,6 +91,7 @@ Additional helpers:
|---|---|
| `tools/benchmark_effects.gd` | Renderer effect benchmark; desktop results only |
| `tools/capture_models.gd` | Local model/weapon gallery |
| `tools/capture_drones.gd` | Procedural drone gallery; `--shots` renders explicit native-schema laser/beam fixtures |
| `tools/capture_ship_details.gd` | Explicit visual fixture for door tiers, fire/breach effects and hull bar |
| `tools/capture_environment.gd` | Environmental presentation inspection |
| `tools/capture_native_models.gd` | Inspect models from an owner-local native snapshot |