OpenKKnD/scripts/smoke/headless_smoke.sh

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#!/usr/bin/env bash
# Headless Pitchwell smoke — no Godot GUI. Uses game.sim.match (20 Hz).
set -euo pipefail
ROOT="$(cd "$(dirname "$0")/../.." && pwd)"
N_TICKS="${1:-40}"
STUB="${ROOT}/assets/cinematics/first-contact/out/first-contact-stub.mp4"
fail() {
echo "SMOKE FAIL $*" >&2
exit 1
}
if [[ -f "${STUB}" ]]; then
if command -v ffprobe >/dev/null 2>&1; then
wh="$(ffprobe -v error -select_streams v:0 -show_entries stream=width,height -of csv=p=0 "${STUB}" || true)"
w="${wh%%,*}"; h="${wh##*,}"
if [[ "${w}" != "1280" || "${h}" != "720" ]]; then
fail "stub ${STUB} size ${w}x${h} want 1280x720"
fi
else
echo "SMOKE WARN ffprobe missing; skip stub size check" >&2
fi
fi
OUT="$(
N_TICKS="${N_TICKS}" python3 - <<'PY'
import os, sys
from pathlib import Path
ROOT = Path(__file__).resolve().parents[2] if "__file__" in dir() else Path.cwd()
# when stdin script, cwd is ROOT from caller
sys.path.insert(0, str(Path.cwd()))
from game.sim.catalog import FACTION_STAFF, HZ, START_PITCH
from game.sim.match import open_match
n = int(os.environ["N_TICKS"])
m = open_match()
staff = m.side(FACTION_STAFF)
# claim well via finished font so seep applies (match open alone has neutral well)
r = m.enqueue_building(FACTION_STAFF, "pitch_font", well_index=0)
if r != "ok":
print("enqueue font", r, file=sys.stderr)
sys.exit(1)
# finish 15s build
m.tick_hz(int(15 * HZ) + 1)
if not m.wells[0].claimed:
print("well not claimed", file=sys.stderr)
sys.exit(1)
before = staff.pitch
m.tick_hz(n)
# Staff harvest 0.85 * 0.4/s
expect_gain = n * (0.4 / HZ) * 0.85
got = staff.pitch - before
if abs(got - expect_gain) > 1e-6:
print(f"pitch gain {got} != expect {expect_gain}", file=sys.stderr)
sys.exit(1)
if not staff.hq_alive:
print("HQ missing", file=sys.stderr)
sys.exit(1)
print(f"ticks={n} hz={HZ} pitch={staff.pitch:.4f} hq=1 gain={got:.4f}")
PY
)" || fail "sim"
echo "SMOKE PASS headless ${OUT}"
exit 0