diff --git a/Movement tests.sln.DotSettings.user b/Movement tests.sln.DotSettings.user
index 8a1bb742..f3230b19 100644
--- a/Movement tests.sln.DotSettings.user
+++ b/Movement tests.sln.DotSettings.user
@@ -5,12 +5,8 @@
ForceIncluded
ForceIncluded
ForceIncluded
- <SessionState ContinuousTestingMode="0" IsActive="True" Name="Junie Session" xmlns="urn:schemas-jetbrains-com:jetbrains-ut-session">
- <TestAncestor>
- <TestId>VsTest::22FEBE6E-769C-4716-A687-A0AC8F3EF84A::net9.0::executor://gdunit4.testadapter/#Movementtests.tests.PlayerControllerUnitTest</TestId>
- </TestAncestor>
-</SessionState>
- <SessionState ContinuousTestingMode="0" Name="All tests from Solution" xmlns="urn:schemas-jetbrains-com:jetbrains-ut-session">
+
+ <SessionState ContinuousTestingMode="0" IsActive="True" Name="All tests from Solution" xmlns="urn:schemas-jetbrains-com:jetbrains-ut-session">
<Solution />
</SessionState>
D:\Godot\Projects\movement-tests\.runsettings
diff --git a/maps/levels/tuto_enemies.tscn b/maps/levels/tuto_enemies.tscn
index 43f94cbf..8405211b 100644
--- a/maps/levels/tuto_enemies.tscn
+++ b/maps/levels/tuto_enemies.tscn
@@ -32,7 +32,6 @@ HealthInputs = ExtResource("7_ucbss")
DamageInputs = ExtResource("8_2brdd")
Target = NodePath("../Player")
SpawnInterval = 5.0
-IsActiveOnStart = false
[node name="GroundedSpawner2" parent="." index="9" unique_id=1026317919 node_paths=PackedStringArray("Target") instance=ExtResource("4_jaqjx")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 46.5, 11.5, -34.5)
@@ -42,7 +41,6 @@ HealthInputs = ExtResource("7_ucbss")
DamageInputs = ExtResource("8_2brdd")
Target = NodePath("../Player")
SpawnInterval = 5.0
-IsActiveOnStart = false
[node name="GroundedSpawner3" parent="." index="10" unique_id=241829575 node_paths=PackedStringArray("Target") instance=ExtResource("4_jaqjx")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 44.5, 0, -3)
@@ -52,7 +50,6 @@ HealthInputs = ExtResource("7_ucbss")
DamageInputs = ExtResource("8_2brdd")
Target = NodePath("../Player")
SpawnInterval = 5.0
-IsActiveOnStart = false
[node name="FlyingSpawner" parent="." index="11" unique_id=962840208 node_paths=PackedStringArray("Target") instance=ExtResource("4_jaqjx")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 16.5, 19, -19.5)
@@ -62,7 +59,6 @@ HealthInputs = ExtResource("11_5jlg7")
DamageInputs = ExtResource("12_pjgox")
Target = NodePath("../Player")
SpawnInterval = 5.0
-IsActiveOnStart = false
[node name="FlyingSpawner2" parent="." index="12" unique_id=365997644 node_paths=PackedStringArray("Target") instance=ExtResource("4_jaqjx")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 45.5, 25.5, -42.5)
@@ -72,7 +68,6 @@ HealthInputs = ExtResource("11_5jlg7")
DamageInputs = ExtResource("12_pjgox")
Target = NodePath("../Player")
SpawnInterval = 5.0
-IsActiveOnStart = false
[node name="Targets" type="Node3D" parent="." index="13" unique_id=1620747784]
diff --git a/scenes/components/damage/RDamageModifier.cs b/scenes/components/damage/RDamageModifier.cs
index b421b409..29bebc7b 100644
--- a/scenes/components/damage/RDamageModifier.cs
+++ b/scenes/components/damage/RDamageModifier.cs
@@ -7,7 +7,7 @@ using Movementtests.systems.damage;
[GlobalClass]
public partial class RDamageModifier : Resource, IDamageable
{
- public event Action DamageTaken;
+ public event Action DamageTaken = null!;
[Export]
public EDamageTypes DamageType { get; set;}
diff --git a/scenes/components/health/CHealth.cs b/scenes/components/health/CHealth.cs
index f07ec474..ea6b6f25 100644
--- a/scenes/components/health/CHealth.cs
+++ b/scenes/components/health/CHealth.cs
@@ -5,11 +5,11 @@ using Movementtests.interfaces;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/white/icon_heart.png")]
public partial class CHealth : Node, IHealthable
{
- public event Action HealthChanged;
- public event Action HealthDepleted;
+ public event Action HealthChanged = null!;
+ public event Action HealthDepleted = null!;
[Export]
- public RHealth RHealth { get; set; }
+ public RHealth RHealth { get; set; } = null!;
public float CurrentHealth { get; set; }
diff --git a/scenes/components/knockback/CKnockback.cs b/scenes/components/knockback/CKnockback.cs
index a2ca9c9b..b631b29b 100644
--- a/scenes/components/knockback/CKnockback.cs
+++ b/scenes/components/knockback/CKnockback.cs
@@ -5,9 +5,9 @@ using Movementtests.interfaces;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_wind.png")]
public partial class CKnockback : Node3D, IKnockbackable
{
- [Export] public RKnockback RKnockback { get; set;}
-
- private KnockbackRecord _knockbackRecord = null;
+ [Export] public RKnockback RKnockback { get; set;} = null!;
+
+ private KnockbackRecord _knockbackRecord = null!;
public void RegisterKnockback(KnockbackRecord knockbackRecord)
{
@@ -20,7 +20,7 @@ public partial class CKnockback : Node3D, IKnockbackable
var knockbackDirection = GlobalPosition - _knockbackRecord.DamageRecord.SourceLocation;
var finalKnockback = knockbackDirection.Normalized() * RKnockback.Modifier * _knockbackRecord.ForceMultiplier;
- _knockbackRecord = null;
+ _knockbackRecord = null!;
return finalKnockback;
}
}
diff --git a/scenes/components/movement/CGroundedMovement.cs b/scenes/components/movement/CGroundedMovement.cs
index 3168e4aa..bd804fca 100644
--- a/scenes/components/movement/CGroundedMovement.cs
+++ b/scenes/components/movement/CGroundedMovement.cs
@@ -6,10 +6,9 @@ namespace Movementtests.scenes.movement;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_path_follow.png")]
public partial class CGroundedMovement : Node3D, IMoveable
{
- [Export] public RMovement RMovement { get; set; }
+ [Export] public RMovement RMovement { get; set; } = null!;
- [Export]
- public RayCast3D WallInFrontRayCast { get; set; }
+ [Export] public RayCast3D WallInFrontRayCast { get; set; } = null!;
public Vector3 ComputeVelocity(MovementInputs inputs)
diff --git a/scenes/enemies/Enemy.cs b/scenes/enemies/Enemy.cs
index 831daf27..9b86f798 100644
--- a/scenes/enemies/Enemy.cs
+++ b/scenes/enemies/Enemy.cs
@@ -16,36 +16,37 @@ public partial class Enemy : CharacterBody3D,
IStunnable
{
// Signals and events
- public event Action DamageTaken;
- public event Action HealthChanged;
- public event Action HealthDepleted;
+ public event Action DamageTaken = null!;
+ public event Action HealthChanged = null!;
+ public event Action HealthDepleted = null!;
// Public export components
[Export]
- public Node3D Target { get; set; }
+ public Node3D Target { get; set; } = null!;
+
[Export]
public float EnemyHeight { get; set; } = 1f;
[ExportGroup("Health")]
[Export]
- public RHealth RHealth { get; set; }
+ public RHealth RHealth { get; set; } = null!;
[Export]
- public RDeathEffect[] DeathEffects { get; set; }
- public IHealthable CHealth { get; set; }
+ public RDeathEffect[] DeathEffects { get; set; } = null!;
+ public IHealthable CHealth { get; set; } = null!;
[ExportGroup("Damage")]
[Export]
- public RDamage RDamage { get; set; }
- public IDamageable CDamageable { get; set; }
+ public RDamage RDamage { get; set; } = null!;
+ public IDamageable CDamageable { get; set; } = null!;
[Export]
- public RKnockback RKnockback { get; set; }
- public IKnockbackable CKnockback { get; set; }
+ public RKnockback RKnockback { get; set; } = null!;
+ public IKnockbackable CKnockback { get; set; } = null!;
[ExportGroup("Movement")]
[Export]
- public RMovement RMovement { get; set; }
- public IMoveable CMovement { get; set; }
+ public RMovement RMovement { get; set; } = null!;
+ public IMoveable CMovement { get; set; } = null!;
// Public stuff
public float CurrentHealth
@@ -55,9 +56,9 @@ public partial class Enemy : CharacterBody3D,
}
// Private stuff
- private Area3D _damageBox;
- private Node3D _target;
- private Healthbar _healthbar;
+ private Area3D _damageBox = null!;
+ internal Node3D _target = null!;
+ private Healthbar _healthbar = null!;
public override void _Ready()
{
@@ -70,34 +71,28 @@ public partial class Enemy : CharacterBody3D,
_damageBox = GetNode("DamageBox");
_target = GetNode("CTarget");
- CDamageable = GetNode("CDamageable") as IDamageable;
- CMovement = GetNode("CMovement") as IMoveable;
- CHealth = GetNode("CHealth") as IHealthable;
- CKnockback = GetNode("CKnockback") as IKnockbackable;
- if (CDamageable is null) GD.PrintErr("This node needs a 'CDamage' child of type IDamageable!");
- if (CMovement is null) GD.PrintErr("This node needs a 'CMovement' child of type IMoveable!");
- if (CHealth is null) GD.PrintErr("This node needs a 'CHealth' child of type IHealthable!");
- if (CKnockback is null) GD.PrintErr("This node needs a 'CKnockback' child of type IKnockbackable!");
+ CDamageable = (GetNode("CDamageable") as IDamageable)!;
+ CMovement = (GetNode("CMovement") as IMoveable)!;
+ CHealth = (GetNode("CHealth") as IHealthable)!;
+ CKnockback = (GetNode("CKnockback") as IKnockbackable)!;
_healthbar = GetNode("CHealthBar").Healthbar;
- if (RMovement != null) CMovement!.RMovement = RMovement;
- if (RHealth != null)
- {
- CHealth!.RHealth = RHealth;
- CHealth.CurrentHealth = RHealth.StartingHealth;
- }
- if (RKnockback != null) CKnockback!.RKnockback = RKnockback;
- _healthbar.Initialize(CHealth!.CurrentHealth);
+ CMovement.RMovement = RMovement;
+ CHealth.RHealth = RHealth;
+ CHealth.CurrentHealth = RHealth.StartingHealth;
+ CKnockback.RKnockback = RKnockback;
+
+ _healthbar.Initialize(CHealth.CurrentHealth);
}
public void SetupSignals()
{
// Anonymous function call to erase return values of ReduceHealth
CDamageable.DamageTaken += (source, record) => ReduceHealth(source, record);
- CDamageable.DamageTaken += (source, record) => RegisterKnockback(new KnockbackRecord(record));
+ CDamageable.DamageTaken += (_, record) => RegisterKnockback(new KnockbackRecord(record));
CHealth.HealthDepleted += Kill;
- HealthChanged += (source, record) => _healthbar.SetHealth(record.CurrentHealth);
+ HealthChanged += (_, record) => _healthbar.SetHealth(record.CurrentHealth);
}
public override void _PhysicsProcess(double delta)
@@ -187,24 +182,21 @@ public partial class Enemy : CharacterBody3D,
public void RegisterKnockback(KnockbackRecord knockbackRecord)
{
- if (CKnockback is null) return;
CKnockback.RegisterKnockback(knockbackRecord);
}
public Vector3 ComputeKnockback()
{
- if (CKnockback is null) return Vector3.Zero;
return CKnockback.ComputeKnockback();
}
public Vector3 GetTargetGlobalPosition()
{
- if (_target is null) return GlobalPosition;
- return _target.GlobalPosition;
+ return _target == null ? GlobalPosition : _target.GlobalPosition;
}
// Stun management
- public bool IsStunned { get; set; } = false;
+ public bool IsStunned { get; set; }
[Export(PropertyHint.Range, "0.1, 2, 0.1, or_greater")]
public float StunDuration { get; set; } = 1f;
diff --git a/scenes/player_controller/PlayerUi.cs b/scenes/player_controller/PlayerUi.cs
index 746ef740..bb9bf0f0 100644
--- a/scenes/player_controller/PlayerUi.cs
+++ b/scenes/player_controller/PlayerUi.cs
@@ -5,7 +5,7 @@ using Movementtests.interfaces;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_text_panel.png")]
public partial class PlayerUi : Control
{
- private TextureRect[] _dashIcons = new TextureRect[3];
+ internal TextureRect[] _dashIcons = new TextureRect[3];
private TextureRect _enemyTarget;
private Healthbar _healthbar;
diff --git a/scenes/player_controller/components/dash/DashSystem.cs b/scenes/player_controller/components/dash/DashSystem.cs
index 0ebecc6a..686c0125 100644
--- a/scenes/player_controller/components/dash/DashSystem.cs
+++ b/scenes/player_controller/components/dash/DashSystem.cs
@@ -26,18 +26,18 @@ public partial class DashSystem: Node3D
public Vector3 PlannedMantleLocation { get; set; }
public MantleSystem MantleSystem { get; set; }
- private HeadSystem _head;
+ internal HeadSystem _head;
public ShapeCast3D DashCast3D;
- private Camera3D _camera;
- private Vector3 _dashDirection = Vector3.Zero;
+ internal Camera3D _camera;
+ internal Vector3 _dashDirection = Vector3.Zero;
- private ShapeCast3D _dashCastDrop;
- private MeshInstance3D _dashDropIndicator;
- private MeshInstance3D _dashDropLocationIndicator;
+ internal ShapeCast3D _dashCastDrop;
+ internal MeshInstance3D _dashDropIndicator;
+ internal MeshInstance3D _dashDropLocationIndicator;
- private MeshInstance3D _dashTarget;
- private CpuParticles3D _dashIndicator;
- private AnimationPlayer _dashIndicatorAnim;
+ internal MeshInstance3D _dashTarget;
+ internal CpuParticles3D _dashIndicator;
+ internal AnimationPlayer _dashIndicatorAnim;
[Export]
public PackedScene DashIndicatorScene { get; set; }
@@ -77,7 +77,7 @@ public partial class DashSystem: Node3D
_dashIndicatorAnim = GetNode("DashIndicator/AnimationPlayer");
}
- private DashLocation ComputeDashLocation()
+ internal DashLocation ComputeDashLocation()
{
var targetLocation = DashCast3D.ToGlobal(DashCast3D.TargetPosition);
var hasHit = DashCast3D.IsColliding();
diff --git a/scenes/player_controller/components/head/HeadSystem.cs b/scenes/player_controller/components/head/HeadSystem.cs
index 9e883ad9..50653503 100644
--- a/scenes/player_controller/components/head/HeadSystem.cs
+++ b/scenes/player_controller/components/head/HeadSystem.cs
@@ -39,10 +39,10 @@ public partial class HeadSystem : Node3D
float BobbingMultiplier,
float FovMultiplier);
- private Camera3D _camera;
- private Marker3D _cameraAnchor;
- private AnimationPlayer _animationPlayer;
- private AnimationTree _animationTree;
+ internal Camera3D _camera;
+ internal Marker3D _cameraAnchor;
+ internal AnimationPlayer _animationPlayer;
+ internal AnimationTree _animationTree;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float LookSensitivity { get; set; } = 1f;
@@ -63,11 +63,11 @@ public partial class HeadSystem : Node3D
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float SlidingJitterAmplitude { get; set; } = 0.1f;
- private FastNoiseLite _slidingNoise = new FastNoiseLite();
+ internal FastNoiseLite _slidingNoise = new FastNoiseLite();
[ExportGroup("Bobbing")]
- private float _bobbingAccumulator; // Constantly increases when player moves in X or/and Z axis
+ internal float _bobbingAccumulator; // Constantly increases when player moves in X or/and Z axis
[Export(PropertyHint.Range, "0,10,0.01,or_greater")]
public float BobbingFrequency { set; get; } = 2.4f;
[Export(PropertyHint.Range, "0,0.4,0.01,or_greater")]
@@ -84,11 +84,11 @@ public partial class HeadSystem : Node3D
public float FovMaxedOutSpeed { get; set; } = 20f;
[ExportGroup("First Person rig")]
- private Node3D _fpRig;
- private Node3D _rightHandedWeapon;
- private Node3D _leftHandedWeapon;
- private Node3D _fpDisplacedRig;
- private Vector3 _fpDisplacedRigInitialRotation;
+ internal Node3D _fpRig;
+ internal Node3D _rightHandedWeapon;
+ internal Node3D _leftHandedWeapon;
+ internal Node3D _fpDisplacedRig;
+ internal Vector3 _fpDisplacedRigInitialRotation;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float WeaponSway { get; set; } = 5f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
@@ -190,8 +190,8 @@ public partial class HeadSystem : Node3D
EmitSignalHitboxDeactivated();
}
- private bool _footstepEmitted;
- private bool _isPlayingForcingAnim;
+ internal bool _footstepEmitted;
+ internal bool _isPlayingForcingAnim;
public void ResetHeadBobbing()
{
diff --git a/scenes/player_controller/scripts/PlayerController.cs b/scenes/player_controller/scripts/PlayerController.cs
index 99393e03..abfe61b6 100644
--- a/scenes/player_controller/scripts/PlayerController.cs
+++ b/scenes/player_controller/scripts/PlayerController.cs
@@ -265,8 +265,8 @@ public partial class PlayerController : CharacterBody3D,
private float _inputRotateFloorplane;
// Basic falling
- private float _targetSpeed;
- private float _gravity;
+ internal float _targetSpeed;
+ internal float _gravity;
// Jump stuff
private int _currentInputBufferFrames;
@@ -290,7 +290,7 @@ public partial class PlayerController : CharacterBody3D,
private Vector3 _currentWallContactPoint = Vector3.Zero;
// Dash stuff
- private bool _canDash = true;
+ internal bool _canDash = true;
private bool _canDashAirborne = true;
private float _playerHeight;
private float _playerRadius;
diff --git a/tests/components/DamageComponentUnitTest.cs b/tests/components/DamageComponentUnitTest.cs
new file mode 100644
index 00000000..7baeaabd
--- /dev/null
+++ b/tests/components/DamageComponentUnitTest.cs
@@ -0,0 +1,59 @@
+using Godot;
+using GdUnit4;
+using static GdUnit4.Assertions;
+using Movementtests.interfaces;
+using Movementtests.systems.damage;
+
+namespace Movementtests.tests;
+
+[TestSuite, RequireGodotRuntime]
+public class DamageComponentUnitTest
+{
+ [TestCase]
+ public void DamageModifier_Applies_WhenTypeMatches()
+ {
+ var modifier = new RDamageModifier(EDamageTypes.Normal, 2.0f);
+ var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
+
+ var result = modifier.TakeDamage(input);
+ AssertFloat(result.Damage.DamageDealt).IsEqual(20.0f);
+ }
+
+ [TestCase]
+ public void DamageModifier_Ignores_WhenTypeDifferent()
+ {
+ var modifier = new RDamageModifier(EDamageTypes.Fire, 3.0f);
+ var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
+
+ var result = modifier.TakeDamage(input);
+ AssertFloat(result.Damage.DamageDealt).IsEqual(0.0f);
+ }
+
+ [TestCase]
+ public void CDamageable_Sums_All_Modifiers()
+ {
+ var mod1 = new RDamageModifier(EDamageTypes.Normal, 1.0f);
+ var mod2 = new RDamageModifier(EDamageTypes.Normal, 0.5f);
+
+ var cDamageable = new CDamageable();
+ cDamageable.DamageModifiers = new[] { mod1, mod2 };
+
+ var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
+ var result = cDamageable.TakeDamage(input);
+
+ // 10*1.0 + 10*0.5 = 15
+ AssertFloat(result.Damage.DamageDealt).IsEqual(15.0f);
+ }
+
+ [TestCase]
+ public void CDamageable_ComputeDamage_DoesNotEmit()
+ {
+ var mod = new RDamageModifier(EDamageTypes.Normal, 2.0f);
+ var cDamageable = new CDamageable();
+ cDamageable.DamageModifiers = new[] { mod };
+
+ var input = new DamageRecord(Vector3.Zero, new RDamage(5.0f, EDamageTypes.Normal));
+ var result = cDamageable.ComputeDamage(input);
+ AssertFloat(result.Damage.DamageDealt).IsEqual(10.0f);
+ }
+}
diff --git a/tests/components/DamageComponentUnitTest.cs.uid b/tests/components/DamageComponentUnitTest.cs.uid
new file mode 100644
index 00000000..1351834c
--- /dev/null
+++ b/tests/components/DamageComponentUnitTest.cs.uid
@@ -0,0 +1 @@
+uid://db6rva7uccppc
diff --git a/tests/components/HealthComponentUnitTest.cs b/tests/components/HealthComponentUnitTest.cs
new file mode 100644
index 00000000..c054ccd9
--- /dev/null
+++ b/tests/components/HealthComponentUnitTest.cs
@@ -0,0 +1,56 @@
+using Godot;
+using GdUnit4;
+using static GdUnit4.Assertions;
+using Movementtests.interfaces;
+using Movementtests.systems.damage;
+
+namespace Movementtests.tests;
+
+[TestSuite, RequireGodotRuntime]
+public class HealthComponentUnitTest
+{
+ [TestCase]
+ public void ReadyInitializesCurrentHealth()
+ {
+ var cHealth = new CHealth();
+ cHealth.RHealth = new RHealth(150.0f);
+ // Simulate Godot ready
+ cHealth._Ready();
+ AssertFloat(cHealth.CurrentHealth).IsEqual(150.0f);
+ }
+
+ [TestCase]
+ public void ReduceHealthDecreasesAndDoesNotDeplete()
+ {
+ var cHealth = new CHealth();
+ cHealth.RHealth = new RHealth(100.0f);
+ cHealth.CurrentHealth = 100.0f;
+
+ var damage = new DamageRecord(Vector3.Zero, new RDamage(25.0f, EDamageTypes.Normal));
+ var record = cHealth.ReduceHealth(source: null!, damageRecord: damage);
+
+ AssertFloat(cHealth.CurrentHealth).IsEqual(75.0f);
+ AssertFloat(record.CurrentHealth).IsEqual(75.0f);
+ AssertFloat(record.PreviousHealth).IsEqual(100.0f);
+ AssertFloat(record.MaxHealth).IsEqual(100.0f);
+ }
+
+ [TestCase]
+ public void ReduceHealthTriggersDepletionToZero()
+ {
+ var cHealth = new CHealth();
+ cHealth.RHealth = new RHealth(50.0f);
+ cHealth.CurrentHealth = 50.0f;
+
+ bool depleted = false;
+ cHealth.HealthDepleted += _ => depleted = true;
+
+ var damage = new DamageRecord(Vector3.Zero, new RDamage(100.0f, EDamageTypes.Normal));
+ var record = cHealth.ReduceHealth(source: null!, damageRecord: damage);
+
+ AssertBool(depleted).IsTrue();
+ AssertFloat(cHealth.CurrentHealth).IsEqual(0.0f);
+ AssertFloat(record.CurrentHealth).IsEqual(-50.0f);
+ AssertFloat(record.MaxHealth).IsEqual(50.0f);
+ }
+}
diff --git a/tests/components/HealthComponentUnitTest.cs.uid b/tests/components/HealthComponentUnitTest.cs.uid
new file mode 100644
index 00000000..00cee7a1
--- /dev/null
+++ b/tests/components/HealthComponentUnitTest.cs.uid
@@ -0,0 +1 @@
+uid://bd52i51hncgmf
diff --git a/tests/components/KnockbackComponentUnitTest.cs b/tests/components/KnockbackComponentUnitTest.cs
new file mode 100644
index 00000000..71ed316d
--- /dev/null
+++ b/tests/components/KnockbackComponentUnitTest.cs
@@ -0,0 +1,31 @@
+using Godot;
+using GdUnit4;
+using static GdUnit4.Assertions;
+using Movementtests.interfaces;
+
+namespace Movementtests.tests;
+
+[TestSuite, RequireGodotRuntime]
+public class KnockbackComponentUnitTest
+{
+ [TestCase]
+ public void RegisterAndComputeKnockback_Works_And_Resets()
+ {
+ var cKnock = new CKnockback();
+ cKnock.RKnockback = new RKnockback(2.0f);
+ cKnock.GlobalPosition = Vector3.Zero;
+
+ var damage = new DamageRecord(new Vector3(10, 0, 0), new RDamage(0, Movementtests.systems.damage.EDamageTypes.Normal));
+ var record = new KnockbackRecord(damage, 1.5f);
+
+ cKnock.RegisterKnockback(record);
+ var force = cKnock.ComputeKnockback();
+
+ // Direction from source(10,0,0) to target(0,0,0) is (-1,0,0), scaled by modifier(2) and multiplier(1.5) => (-3,0,0)
+ AssertVector(force).IsEqual(new Vector3(-3, 0, 0));
+
+ // Second call returns zero since internal state resets
+ var second = cKnock.ComputeKnockback();
+ AssertVector(second).IsEqual(Vector3.Zero);
+ }
+}
diff --git a/tests/components/KnockbackComponentUnitTest.cs.uid b/tests/components/KnockbackComponentUnitTest.cs.uid
new file mode 100644
index 00000000..c5795539
--- /dev/null
+++ b/tests/components/KnockbackComponentUnitTest.cs.uid
@@ -0,0 +1 @@
+uid://bv0eionbgbig5
diff --git a/tests/components/MovementSystemUnitTest.cs b/tests/components/MovementSystemUnitTest.cs
new file mode 100644
index 00000000..fc172e23
--- /dev/null
+++ b/tests/components/MovementSystemUnitTest.cs
@@ -0,0 +1,32 @@
+using Godot;
+using GdUnit4;
+using static GdUnit4.Assertions;
+using Movementtests.interfaces;
+using Movementtests.scenes.movement;
+
+namespace Movementtests.tests;
+
+[TestSuite, RequireGodotRuntime]
+public class MovementSystemUnitTest
+{
+ [TestCase]
+ public void GroundedMovement_Accelerates_And_Applies_Gravity()
+ {
+ var move = new CGroundedMovement();
+ move.RMovement = new RMovement(speed: 10.0f, acceleration: 1.0f, gravityModifier: 0.5f, targetHeight: 0.0f);
+ move.WallInFrontRayCast = new RayCast3D();
+ move.GlobalPosition = Vector3.Zero;
+
+ var inputs = new MovementInputs(
+ Velocity: Vector3.Zero,
+ TargetLocation: new Vector3(10, 0, 0),
+ isOnFloor: false,
+ gravity: Vector3.Down * 9.8f,
+ delta: 1.0
+ );
+
+ var v = move.ComputeVelocity(inputs);
+
+ AssertVector(v).IsEqualApprox(new Vector3(10, -4.9f, 0), new Vector3(0.0001f, 0.0001f, 0.0001f));
+ }
+}
diff --git a/tests/components/MovementSystemUnitTest.cs.uid b/tests/components/MovementSystemUnitTest.cs.uid
new file mode 100644
index 00000000..83493b96
--- /dev/null
+++ b/tests/components/MovementSystemUnitTest.cs.uid
@@ -0,0 +1 @@
+uid://cofj5s4x74ay
diff --git a/tests/enemies/EnemyUnitTest.cs b/tests/enemies/EnemyUnitTest.cs
new file mode 100644
index 00000000..dcdcc598
--- /dev/null
+++ b/tests/enemies/EnemyUnitTest.cs
@@ -0,0 +1,78 @@
+using Godot;
+using GdUnit4;
+using static GdUnit4.Assertions;
+using Movementtests.interfaces;
+using Movementtests.systems.damage;
+
+namespace Movementtests.tests;
+
+[TestSuite, RequireGodotRuntime]
+public class EnemyUnitTest
+{
+ [TestCase]
+ public void ComputeDamage_NoComponent_ReturnsZero()
+ {
+ var enemy = new Enemy();
+ var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
+
+ var result = enemy.ComputeDamage(input);
+ AssertFloat(result.Damage.DamageDealt).IsEqual(0.0f);
+ }
+
+ [TestCase]
+ public void TakeDamage_WithCDamageable_AggregatesDamage()
+ {
+ var enemy = new Enemy();
+ var cDamage = new CDamageable();
+ cDamage.DamageModifiers = new[]
+ {
+ new RDamageModifier(EDamageTypes.Normal, 1.0f),
+ new RDamageModifier(EDamageTypes.Normal, 2.0f)
+ };
+ enemy.CDamageable = cDamage;
+
+ var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
+ var result = enemy.TakeDamage(input);
+ AssertFloat(result.Damage.DamageDealt).IsEqual(30.0f);
+ }
+
+ [TestCase]
+ public void ReduceHealth_WithCHealth_Decreases()
+ {
+ var enemy = new Enemy();
+ var health = new CHealth { RHealth = new RHealth(100.0f), CurrentHealth = 100.0f };
+ enemy.CHealth = health;
+
+ var input = new DamageRecord(Vector3.Zero, new RDamage(25.0f, EDamageTypes.Normal));
+ var record = enemy.ReduceHealth(enemy, input);
+
+ AssertFloat(health.CurrentHealth).IsEqual(75.0f);
+ AssertFloat(record.CurrentHealth).IsEqual(75.0f);
+ }
+
+ [TestCase]
+ public void Knockback_Register_And_Compute()
+ {
+ var enemy = new Enemy();
+ var cKnock = new CKnockback { RKnockback = new RKnockback(1.0f) };
+ enemy.CKnockback = cKnock;
+ enemy.GlobalPosition = Vector3.Zero;
+ cKnock.GlobalPosition = Vector3.Zero;
+
+ var dmg = new DamageRecord(new Vector3(5, 0, 0), new RDamage(0, EDamageTypes.Normal));
+ var krec = new KnockbackRecord(dmg, 2.0f);
+ enemy.RegisterKnockback(krec);
+
+ var k = enemy.ComputeKnockback();
+ AssertVector(k).IsEqual(new Vector3(-2, 0, 0));
+ }
+
+ [TestCase]
+ public void Unstun_ResetsFlag()
+ {
+ var enemy = new Enemy();
+ enemy.IsStunned = true;
+ enemy.Unstun();
+ AssertBool(enemy.IsStunned).IsFalse();
+ }
+}
diff --git a/tests/enemies/EnemyUnitTest.cs.uid b/tests/enemies/EnemyUnitTest.cs.uid
new file mode 100644
index 00000000..1c82d5ec
--- /dev/null
+++ b/tests/enemies/EnemyUnitTest.cs.uid
@@ -0,0 +1 @@
+uid://cojxgcs6xqqoq
diff --git a/tests/player/DashSystemUnitTest.cs b/tests/player/DashSystemUnitTest.cs
new file mode 100644
index 00000000..30ba91d2
--- /dev/null
+++ b/tests/player/DashSystemUnitTest.cs
@@ -0,0 +1,55 @@
+using Godot;
+using GdUnit4;
+using static GdUnit4.Assertions;
+using Movementtests.systems;
+
+namespace Movementtests.tests;
+
+[TestSuite, RequireGodotRuntime]
+public class DashSystemUnitTest
+{
+ private DashSystem _dashSystem;
+
+ [BeforeTest]
+ public void SetupTest()
+ {
+ _dashSystem = new DashSystem();
+
+ _dashSystem.DashCast3D = new ShapeCast3D();
+ _dashSystem.AddChild(_dashSystem.DashCast3D);
+
+ _dashSystem._dashCastDrop = new ShapeCast3D();
+ _dashSystem.AddChild(_dashSystem._dashCastDrop);
+
+ _dashSystem._dashTarget = new MeshInstance3D();
+ _dashSystem.AddChild(_dashSystem._dashTarget);
+
+ _dashSystem._dashDropIndicator = new MeshInstance3D();
+ _dashSystem.AddChild(_dashSystem._dashDropIndicator);
+
+ _dashSystem._dashDropLocationIndicator = new MeshInstance3D();
+ _dashSystem.AddChild(_dashSystem._dashDropLocationIndicator);
+ }
+
+ [AfterTest]
+ public void CleanupTest()
+ {
+ _dashSystem?.Free();
+ }
+
+ [TestCase]
+ public void TestStopPreparingDash()
+ {
+ _dashSystem.CanDashThroughTarget = true;
+ _dashSystem._dashTarget.Visible = true;
+ _dashSystem._dashDropIndicator.Visible = true;
+ _dashSystem._dashDropLocationIndicator.Visible = true;
+
+ _dashSystem.StopPreparingDash();
+
+ AssertBool(_dashSystem.CanDashThroughTarget).IsFalse();
+ AssertBool(_dashSystem._dashTarget.Visible).IsFalse();
+ AssertBool(_dashSystem._dashDropIndicator.Visible).IsFalse();
+ AssertBool(_dashSystem._dashDropLocationIndicator.Visible).IsFalse();
+ }
+}
diff --git a/tests/player/DashSystemUnitTest.cs.uid b/tests/player/DashSystemUnitTest.cs.uid
new file mode 100644
index 00000000..545620a4
--- /dev/null
+++ b/tests/player/DashSystemUnitTest.cs.uid
@@ -0,0 +1 @@
+uid://pv570go4cxws
diff --git a/tests/player/HeadSystemUnitTest.cs b/tests/player/HeadSystemUnitTest.cs
new file mode 100644
index 00000000..07d06790
--- /dev/null
+++ b/tests/player/HeadSystemUnitTest.cs
@@ -0,0 +1,91 @@
+using Godot;
+using GdUnit4;
+using static GdUnit4.Assertions;
+using Movementtests.systems;
+
+namespace Movementtests.tests;
+
+[TestSuite, RequireGodotRuntime]
+public class HeadSystemUnitTest
+{
+ private HeadSystem _head;
+
+ [BeforeTest]
+ public void SetupTest()
+ {
+ _head = new HeadSystem();
+ _head._camera = new Camera3D();
+ _head.AddChild(_head._camera);
+
+ _head._cameraAnchor = new Marker3D();
+ _head.AddChild(_head._cameraAnchor);
+
+ _head._fpRig = new Node3D();
+ _head.AddChild(_head._fpRig);
+
+ _head._fpDisplacedRig = new Node3D();
+ _head.AddChild(_head._fpDisplacedRig);
+ }
+
+ [AfterTest]
+ public void CleanupTest()
+ {
+ _head?.Free();
+ }
+
+ [TestCase]
+ public void TestResetHeadBobbing()
+ {
+ _head._bobbingAccumulator = 10.0f;
+ _head.ResetHeadBobbing();
+ AssertFloat(_head._bobbingAccumulator).IsEqual(0.0f);
+ }
+
+ [TestCase]
+ public void TestComputeHowMuchInputForward()
+ {
+ Vector3 forwardInput = new Vector3(0, 0, -1);
+ AssertFloat(_head.ComputeHowMuchInputForward(forwardInput)).IsEqual(1.0f);
+
+ Vector3 backwardInput = new Vector3(0, 0, 1);
+ AssertFloat(_head.ComputeHowMuchInputForward(backwardInput)).IsEqual(-1.0f);
+ }
+
+ [TestCase]
+ public void TestComputeHowMuchInputSideways()
+ {
+ Vector3 rightInput = new Vector3(1, 0, 0);
+ AssertFloat(_head.ComputeHowMuchInputSideways(rightInput)).IsEqual(1.0f);
+
+ Vector3 leftInput = new Vector3(-1, 0, 0);
+ AssertFloat(_head.ComputeHowMuchInputSideways(leftInput)).IsEqual(-1.0f);
+ }
+
+ [TestCase]
+ public void TestGetForwardHorizontalVector()
+ {
+ Vector3 forward = _head.GetForwardHorizontalVector();
+ AssertVector(forward).IsEqualApprox(Vector3.Back, new Vector3(0.001f, 0.001f, 0.001f));
+ }
+
+ [TestCase]
+ public void TestLookAroundRotation()
+ {
+ var inputs = new HeadSystem.CameraParameters(
+ Delta: 0.016,
+ LookDir: new Vector2(1, 0),
+ PlayerInput: Vector3.Zero,
+ PlayerVelocity: Vector3.Zero,
+ WallContactPoint: Vector3.Zero,
+ SensitivitMultiplier: 1.0f,
+ WithCameraJitter: false,
+ WithCameraBobbing: false,
+ BobbingMultiplier: 1.0f,
+ FovMultiplier: 1.0f
+ );
+
+ float initialY = _head.Rotation.Y;
+ _head.LookAround(inputs);
+ AssertFloat(_head.Rotation.Y).IsEqual(initialY + 1.0f);
+ }
+}
diff --git a/tests/player/HeadSystemUnitTest.cs.uid b/tests/player/HeadSystemUnitTest.cs.uid
new file mode 100644
index 00000000..110c87c4
--- /dev/null
+++ b/tests/player/HeadSystemUnitTest.cs.uid
@@ -0,0 +1 @@
+uid://bp0xn8k3dmfkg
diff --git a/tests/player/PlayerControllerUnitTest.cs b/tests/player/PlayerControllerUnitTest.cs
index 947ecf14..3a82f4a8 100644
--- a/tests/player/PlayerControllerUnitTest.cs
+++ b/tests/player/PlayerControllerUnitTest.cs
@@ -1,4 +1,3 @@
-using System.Reflection;
using Godot;
using GdUnit4;
using static GdUnit4.Assertions;
@@ -16,12 +15,9 @@ public class PlayerControllerUnitTest
public void SetupTest()
{
_player = new PlayerController();
- // We don't call _Ready() to avoid node dependency issues,
- // but we need to initialize some private fields for unit testing.
- SetPrivateField(_player, "_targetSpeed", 7.0f);
- SetPrivateField(_player, "_gravity", 9.8f);
+ _player._targetSpeed = 7.0f;
+ _player._gravity = 9.8f;
- // Setup Combat/Health dependencies
var rHealth = new RHealth(100.0f);
_player.RHealth = rHealth;
_player.CHealth = new CHealth { RHealth = rHealth, CurrentHealth = 100.0f };
@@ -33,17 +29,11 @@ public class PlayerControllerUnitTest
_player?.Free();
}
- private void SetPrivateField(object obj, string fieldName, object value)
- {
- var field = typeof(PlayerController).GetField(fieldName, BindingFlags.NonPublic | BindingFlags.Instance);
- field?.SetValue(obj, value);
- }
-
[TestCase]
public void TestCalculateGravityForce()
{
_player.Weight = 3.0f;
- // _gravity is 9.8f
+ // gravity is 9.8f
AssertFloat(_player.CalculateGravityForce()).IsEqualApprox(29.4f, 0.001f);
}
@@ -51,15 +41,15 @@ public class PlayerControllerUnitTest
public void TestIsPlayerInputtingForward()
{
// Test Keyboard Input
- _player.InputDeviceChanged(false); // isUsingGamepad = false
- _player.OnInputMoveKeyboard(new Vector3(0, 0, -1)); // Forward is -Z in Godot
+ _player.InputDeviceChanged(false);
+ _player.OnInputMoveKeyboard(Vector3.Forward);
AssertBool(_player.IsPlayerInputtingForward()).IsTrue();
- _player.OnInputMoveKeyboard(new Vector3(0, 0, 1)); // Backward
+ _player.OnInputMoveKeyboard(Vector3.Back);
AssertBool(_player.IsPlayerInputtingForward()).IsFalse();
// Test Gamepad Input
- _player.InputDeviceChanged(true); // isUsingGamepad = true
+ _player.InputDeviceChanged(true);
_player.OnInputMove(new Vector3(0, 0, -1));
AssertBool(_player.IsPlayerInputtingForward()).IsTrue();
}
@@ -78,14 +68,8 @@ public class PlayerControllerUnitTest
_player.Velocity = Vector3.Zero;
_player.AccelerationFloor = 10.0f;
- // Moving forward
- Vector3 direction = Vector3.Forward; // (0, 0, -1)
float delta = 0.1f;
-
- // _targetSpeed is 7.0f
- // Expected velocity change: Lerp(0, -7.0, 0.1 * 10.0) -> Lerp(0, -7.0, 1.0) -> -7.0
- Vector3 newVelocity = _player.ComputeHVelocity(delta, _player.AccelerationFloor, _player.DecelerationFloor, direction);
-
+ Vector3 newVelocity = _player.ComputeHVelocity(delta, _player.AccelerationFloor, _player.DecelerationFloor, Vector3.Forward);
AssertVector(newVelocity).IsEqual(new Vector3(0, 0, -7.0f));
}
@@ -96,12 +80,8 @@ public class PlayerControllerUnitTest
_player.AccelerationAir = 2.0f;
_player.DecelerationAir = 2.0f;
- // No input direction (deceleration)
- Vector3 direction = Vector3.Zero;
float delta = 0.5f;
-
- // Expected velocity change: Lerp(5, 0, 0.5 * 2.0) -> Lerp(5, 0, 1.0) -> 0
- Vector3 newVelocity = _player.ComputeHVelocity(delta, _player.AccelerationAir, _player.DecelerationAir, direction);
+ Vector3 newVelocity = _player.ComputeHVelocity(delta, _player.AccelerationAir, _player.DecelerationAir, Vector3.Zero);
AssertVector(newVelocity).IsEqual(Vector3.Zero);
}
@@ -109,23 +89,17 @@ public class PlayerControllerUnitTest
[TestCase]
public void TestReduceHealth()
{
- // Initial health is 100
var damageRecord = new DamageRecord(Vector3.Zero, new RDamage(25.0f, EDamageTypes.Normal));
_player.ReduceHealth(_player, damageRecord);
-
AssertFloat(_player.CHealth.CurrentHealth).IsEqual(75.0f);
}
[TestCase]
public void TestEmpoweredActionsLeft()
{
- // EmpoweredActionsLeft setter calls PlayerUi.SetNumberOfDashesLeft
- // PlayerUi.SetNumberOfDashesLeft accesses _dashIcons array, which is null if _Ready() isn't called.
- // We can initialize _dashIcons via reflection to allow the setter to work.
var mockUi = new PlayerUi();
var dashIcons = new TextureRect[3] { new TextureRect(), new TextureRect(), new TextureRect() };
- var field = typeof(PlayerUi).GetField("_dashIcons", BindingFlags.NonPublic | BindingFlags.Instance);
- field?.SetValue(mockUi, dashIcons);
+ mockUi._dashIcons = dashIcons;
_player.PlayerUi = mockUi;
@@ -139,23 +113,16 @@ public class PlayerControllerUnitTest
[TestCase]
public void TestDashCooldownTimeout()
{
- SetPrivateField(_player, "_canDash", false);
+ _player._canDash = false;
_player.DashCooldownTimeout();
- bool canDash = (bool)GetPrivateField(_player, "_canDash");
- AssertBool(canDash).IsTrue();
- }
-
- private object GetPrivateField(object obj, string fieldName)
- {
- var field = typeof(PlayerController).GetField(fieldName, BindingFlags.NonPublic | BindingFlags.Instance);
- return field?.GetValue(obj);
+ AssertBool(_player._canDash).IsTrue();
}
[TestCase]
public void TestGetInputLocalHDirection()
{
- _player.InputDeviceChanged(false); // Keyboard
- _player.OnInputMoveKeyboard(new Vector3(1, 0, 1)); // Diagonal
+ _player.InputDeviceChanged(false);
+ _player.OnInputMoveKeyboard(new Vector3(1, 0, 1));
Vector3 expected = new Vector3(1, 0, 1).Normalized();
AssertVector(_player.GetInputLocalHDirection()).IsEqualApprox(expected, new Vector3(0.001f, 0.001f, 0.001f));
@@ -168,7 +135,6 @@ public class PlayerControllerUnitTest
cKnockback.RKnockback = new RKnockback(10.0f);
_player.CKnockback = cKnockback;
- // Setup knockback record
var damageRecord = new DamageRecord(new Vector3(10, 0, 0), new RDamage(0, EDamageTypes.Normal));
var knockbackRecord = new KnockbackRecord(damageRecord, 1.0f);
@@ -177,10 +143,6 @@ public class PlayerControllerUnitTest
_player.RegisterKnockback(knockbackRecord);
- // Expected direction: GlobalPosition (0,0,0) - SourceLocation (10,0,0) = (-10,0,0)
- // Normalized: (-1, 0, 0)
- // finalKnockback: (-1, 0, 0) * 10.0 (Modifier) * 1.0 (ForceMultiplier) = (-10, 0, 0)
-
Vector3 knockback = cKnockback.ComputeKnockback();
AssertVector(knockback).IsEqual(new Vector3(-10, 0, 0));
}
diff --git a/tests/player/WeaponSystemUnitTest.cs b/tests/player/WeaponSystemUnitTest.cs
new file mode 100644
index 00000000..cd575190
--- /dev/null
+++ b/tests/player/WeaponSystemUnitTest.cs
@@ -0,0 +1,51 @@
+using Godot;
+using GdUnit4;
+using static GdUnit4.Assertions;
+using Movementtests.systems;
+using Movementtests.systems.damage;
+
+namespace Movementtests.tests;
+
+[TestSuite, RequireGodotRuntime]
+public class WeaponSystemUnitTest
+{
+ private WeaponSystem _weapon;
+
+ [BeforeTest]
+ public void SetupTest()
+ {
+ _weapon = new WeaponSystem();
+ _weapon.RDamage = new RDamage(5.0f, EDamageTypes.Normal);
+
+ _weapon.WeaponMesh = new MeshInstance3D();
+ _weapon.AddChild(_weapon.WeaponMesh);
+ _weapon.WeaponLocationIndicator = new MeshInstance3D();
+ _weapon.AddChild(_weapon.WeaponLocationIndicator);
+ }
+
+ [AfterTest]
+ public void CleanupTest()
+ {
+ _weapon?.Free();
+ }
+
+ [TestCase]
+ public void TestWeaponLeftAndBackVisibility()
+ {
+ _weapon.Visible = false;
+
+ _weapon.WeaponLeft();
+ AssertBool(_weapon.Visible).IsTrue();
+
+ _weapon.WeaponBack();
+ AssertBool(_weapon.Visible).IsFalse();
+ }
+
+ [TestCase]
+ public void TestThrowWeaponOnCurveSetsUnfrozen()
+ {
+ _weapon.Freeze = true;
+ _weapon.ThrowWeaponOnCurve();
+ AssertBool(_weapon.Freeze).IsFalse();
+ }
+}
diff --git a/tests/player/WeaponSystemUnitTest.cs.uid b/tests/player/WeaponSystemUnitTest.cs.uid
new file mode 100644
index 00000000..487b0dea
--- /dev/null
+++ b/tests/player/WeaponSystemUnitTest.cs.uid
@@ -0,0 +1 @@
+uid://vkv8aderakcb