basic tests for a wider variety of files
This commit is contained in:
59
tests/components/DamageComponentUnitTest.cs
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59
tests/components/DamageComponentUnitTest.cs
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@@ -0,0 +1,59 @@
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using Godot;
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using GdUnit4;
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using static GdUnit4.Assertions;
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using Movementtests.interfaces;
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using Movementtests.systems.damage;
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namespace Movementtests.tests;
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[TestSuite, RequireGodotRuntime]
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public class DamageComponentUnitTest
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{
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[TestCase]
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public void DamageModifier_Applies_WhenTypeMatches()
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{
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var modifier = new RDamageModifier(EDamageTypes.Normal, 2.0f);
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var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
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var result = modifier.TakeDamage(input);
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AssertFloat(result.Damage.DamageDealt).IsEqual(20.0f);
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}
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[TestCase]
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public void DamageModifier_Ignores_WhenTypeDifferent()
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{
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var modifier = new RDamageModifier(EDamageTypes.Fire, 3.0f);
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var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
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var result = modifier.TakeDamage(input);
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AssertFloat(result.Damage.DamageDealt).IsEqual(0.0f);
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}
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[TestCase]
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public void CDamageable_Sums_All_Modifiers()
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{
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var mod1 = new RDamageModifier(EDamageTypes.Normal, 1.0f);
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var mod2 = new RDamageModifier(EDamageTypes.Normal, 0.5f);
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var cDamageable = new CDamageable();
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cDamageable.DamageModifiers = new[] { mod1, mod2 };
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var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
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var result = cDamageable.TakeDamage(input);
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// 10*1.0 + 10*0.5 = 15
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AssertFloat(result.Damage.DamageDealt).IsEqual(15.0f);
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}
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[TestCase]
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public void CDamageable_ComputeDamage_DoesNotEmit()
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{
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var mod = new RDamageModifier(EDamageTypes.Normal, 2.0f);
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var cDamageable = new CDamageable();
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cDamageable.DamageModifiers = new[] { mod };
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var input = new DamageRecord(Vector3.Zero, new RDamage(5.0f, EDamageTypes.Normal));
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var result = cDamageable.ComputeDamage(input);
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AssertFloat(result.Damage.DamageDealt).IsEqual(10.0f);
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}
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}
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1
tests/components/DamageComponentUnitTest.cs.uid
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1
tests/components/DamageComponentUnitTest.cs.uid
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@@ -0,0 +1 @@
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uid://db6rva7uccppc
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56
tests/components/HealthComponentUnitTest.cs
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56
tests/components/HealthComponentUnitTest.cs
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@@ -0,0 +1,56 @@
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using Godot;
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using GdUnit4;
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using static GdUnit4.Assertions;
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using Movementtests.interfaces;
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using Movementtests.systems.damage;
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namespace Movementtests.tests;
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[TestSuite, RequireGodotRuntime]
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public class HealthComponentUnitTest
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{
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[TestCase]
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public void ReadyInitializesCurrentHealth()
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{
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var cHealth = new CHealth();
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cHealth.RHealth = new RHealth(150.0f);
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// Simulate Godot ready
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cHealth._Ready();
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AssertFloat(cHealth.CurrentHealth).IsEqual(150.0f);
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}
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[TestCase]
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public void ReduceHealthDecreasesAndDoesNotDeplete()
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{
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var cHealth = new CHealth();
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cHealth.RHealth = new RHealth(100.0f);
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cHealth.CurrentHealth = 100.0f;
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var damage = new DamageRecord(Vector3.Zero, new RDamage(25.0f, EDamageTypes.Normal));
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var record = cHealth.ReduceHealth(source: null!, damageRecord: damage);
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AssertFloat(cHealth.CurrentHealth).IsEqual(75.0f);
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AssertFloat(record.CurrentHealth).IsEqual(75.0f);
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AssertFloat(record.PreviousHealth).IsEqual(100.0f);
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AssertFloat(record.MaxHealth).IsEqual(100.0f);
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}
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[TestCase]
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public void ReduceHealthTriggersDepletionToZero()
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{
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var cHealth = new CHealth();
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cHealth.RHealth = new RHealth(50.0f);
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cHealth.CurrentHealth = 50.0f;
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bool depleted = false;
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cHealth.HealthDepleted += _ => depleted = true;
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var damage = new DamageRecord(Vector3.Zero, new RDamage(100.0f, EDamageTypes.Normal));
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var record = cHealth.ReduceHealth(source: null!, damageRecord: damage);
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AssertBool(depleted).IsTrue();
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AssertFloat(cHealth.CurrentHealth).IsEqual(0.0f);
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AssertFloat(record.CurrentHealth).IsEqual(-50.0f);
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AssertFloat(record.MaxHealth).IsEqual(50.0f);
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}
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}
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1
tests/components/HealthComponentUnitTest.cs.uid
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1
tests/components/HealthComponentUnitTest.cs.uid
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@@ -0,0 +1 @@
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uid://bd52i51hncgmf
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31
tests/components/KnockbackComponentUnitTest.cs
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31
tests/components/KnockbackComponentUnitTest.cs
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@@ -0,0 +1,31 @@
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using Godot;
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using GdUnit4;
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using static GdUnit4.Assertions;
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using Movementtests.interfaces;
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namespace Movementtests.tests;
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[TestSuite, RequireGodotRuntime]
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public class KnockbackComponentUnitTest
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{
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[TestCase]
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public void RegisterAndComputeKnockback_Works_And_Resets()
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{
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var cKnock = new CKnockback();
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cKnock.RKnockback = new RKnockback(2.0f);
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cKnock.GlobalPosition = Vector3.Zero;
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var damage = new DamageRecord(new Vector3(10, 0, 0), new RDamage(0, Movementtests.systems.damage.EDamageTypes.Normal));
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var record = new KnockbackRecord(damage, 1.5f);
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cKnock.RegisterKnockback(record);
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var force = cKnock.ComputeKnockback();
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// 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)
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AssertVector(force).IsEqual(new Vector3(-3, 0, 0));
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// Second call returns zero since internal state resets
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var second = cKnock.ComputeKnockback();
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AssertVector(second).IsEqual(Vector3.Zero);
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}
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}
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1
tests/components/KnockbackComponentUnitTest.cs.uid
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1
tests/components/KnockbackComponentUnitTest.cs.uid
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@@ -0,0 +1 @@
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uid://bv0eionbgbig5
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32
tests/components/MovementSystemUnitTest.cs
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32
tests/components/MovementSystemUnitTest.cs
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@@ -0,0 +1,32 @@
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using Godot;
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using GdUnit4;
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using static GdUnit4.Assertions;
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using Movementtests.interfaces;
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using Movementtests.scenes.movement;
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namespace Movementtests.tests;
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[TestSuite, RequireGodotRuntime]
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public class MovementSystemUnitTest
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{
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[TestCase]
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public void GroundedMovement_Accelerates_And_Applies_Gravity()
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{
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var move = new CGroundedMovement();
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move.RMovement = new RMovement(speed: 10.0f, acceleration: 1.0f, gravityModifier: 0.5f, targetHeight: 0.0f);
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move.WallInFrontRayCast = new RayCast3D();
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move.GlobalPosition = Vector3.Zero;
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var inputs = new MovementInputs(
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Velocity: Vector3.Zero,
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TargetLocation: new Vector3(10, 0, 0),
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isOnFloor: false,
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gravity: Vector3.Down * 9.8f,
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delta: 1.0
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);
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var v = move.ComputeVelocity(inputs);
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AssertVector(v).IsEqualApprox(new Vector3(10, -4.9f, 0), new Vector3(0.0001f, 0.0001f, 0.0001f));
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}
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}
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1
tests/components/MovementSystemUnitTest.cs.uid
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1
tests/components/MovementSystemUnitTest.cs.uid
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@@ -0,0 +1 @@
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uid://cofj5s4x74ay
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78
tests/enemies/EnemyUnitTest.cs
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78
tests/enemies/EnemyUnitTest.cs
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@@ -0,0 +1,78 @@
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using Godot;
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using GdUnit4;
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using static GdUnit4.Assertions;
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using Movementtests.interfaces;
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using Movementtests.systems.damage;
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namespace Movementtests.tests;
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[TestSuite, RequireGodotRuntime]
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public class EnemyUnitTest
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{
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[TestCase]
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public void ComputeDamage_NoComponent_ReturnsZero()
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{
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var enemy = new Enemy();
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var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
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var result = enemy.ComputeDamage(input);
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AssertFloat(result.Damage.DamageDealt).IsEqual(0.0f);
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}
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[TestCase]
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public void TakeDamage_WithCDamageable_AggregatesDamage()
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{
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var enemy = new Enemy();
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var cDamage = new CDamageable();
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cDamage.DamageModifiers = new[]
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{
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new RDamageModifier(EDamageTypes.Normal, 1.0f),
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new RDamageModifier(EDamageTypes.Normal, 2.0f)
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};
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enemy.CDamageable = cDamage;
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var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
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var result = enemy.TakeDamage(input);
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AssertFloat(result.Damage.DamageDealt).IsEqual(30.0f);
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}
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[TestCase]
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public void ReduceHealth_WithCHealth_Decreases()
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{
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var enemy = new Enemy();
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var health = new CHealth { RHealth = new RHealth(100.0f), CurrentHealth = 100.0f };
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enemy.CHealth = health;
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var input = new DamageRecord(Vector3.Zero, new RDamage(25.0f, EDamageTypes.Normal));
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var record = enemy.ReduceHealth(enemy, input);
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AssertFloat(health.CurrentHealth).IsEqual(75.0f);
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AssertFloat(record.CurrentHealth).IsEqual(75.0f);
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}
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[TestCase]
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public void Knockback_Register_And_Compute()
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{
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var enemy = new Enemy();
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var cKnock = new CKnockback { RKnockback = new RKnockback(1.0f) };
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enemy.CKnockback = cKnock;
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enemy.GlobalPosition = Vector3.Zero;
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cKnock.GlobalPosition = Vector3.Zero;
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var dmg = new DamageRecord(new Vector3(5, 0, 0), new RDamage(0, EDamageTypes.Normal));
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var krec = new KnockbackRecord(dmg, 2.0f);
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enemy.RegisterKnockback(krec);
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var k = enemy.ComputeKnockback();
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AssertVector(k).IsEqual(new Vector3(-2, 0, 0));
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}
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[TestCase]
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public void Unstun_ResetsFlag()
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{
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var enemy = new Enemy();
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enemy.IsStunned = true;
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enemy.Unstun();
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AssertBool(enemy.IsStunned).IsFalse();
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}
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}
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1
tests/enemies/EnemyUnitTest.cs.uid
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1
tests/enemies/EnemyUnitTest.cs.uid
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@@ -0,0 +1 @@
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uid://cojxgcs6xqqoq
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55
tests/player/DashSystemUnitTest.cs
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55
tests/player/DashSystemUnitTest.cs
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@@ -0,0 +1,55 @@
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using Godot;
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using GdUnit4;
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using static GdUnit4.Assertions;
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using Movementtests.systems;
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namespace Movementtests.tests;
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[TestSuite, RequireGodotRuntime]
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public class DashSystemUnitTest
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{
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private DashSystem _dashSystem;
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[BeforeTest]
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public void SetupTest()
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{
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_dashSystem = new DashSystem();
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_dashSystem.DashCast3D = new ShapeCast3D();
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_dashSystem.AddChild(_dashSystem.DashCast3D);
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_dashSystem._dashCastDrop = new ShapeCast3D();
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_dashSystem.AddChild(_dashSystem._dashCastDrop);
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_dashSystem._dashTarget = new MeshInstance3D();
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_dashSystem.AddChild(_dashSystem._dashTarget);
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_dashSystem._dashDropIndicator = new MeshInstance3D();
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_dashSystem.AddChild(_dashSystem._dashDropIndicator);
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_dashSystem._dashDropLocationIndicator = new MeshInstance3D();
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_dashSystem.AddChild(_dashSystem._dashDropLocationIndicator);
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}
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[AfterTest]
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public void CleanupTest()
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{
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_dashSystem?.Free();
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}
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[TestCase]
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public void TestStopPreparingDash()
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{
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_dashSystem.CanDashThroughTarget = true;
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_dashSystem._dashTarget.Visible = true;
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_dashSystem._dashDropIndicator.Visible = true;
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_dashSystem._dashDropLocationIndicator.Visible = true;
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_dashSystem.StopPreparingDash();
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AssertBool(_dashSystem.CanDashThroughTarget).IsFalse();
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AssertBool(_dashSystem._dashTarget.Visible).IsFalse();
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AssertBool(_dashSystem._dashDropIndicator.Visible).IsFalse();
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AssertBool(_dashSystem._dashDropLocationIndicator.Visible).IsFalse();
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}
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}
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1
tests/player/DashSystemUnitTest.cs.uid
Normal file
1
tests/player/DashSystemUnitTest.cs.uid
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@@ -0,0 +1 @@
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uid://pv570go4cxws
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91
tests/player/HeadSystemUnitTest.cs
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91
tests/player/HeadSystemUnitTest.cs
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@@ -0,0 +1,91 @@
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using Godot;
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using GdUnit4;
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using static GdUnit4.Assertions;
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using Movementtests.systems;
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namespace Movementtests.tests;
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[TestSuite, RequireGodotRuntime]
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public class HeadSystemUnitTest
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{
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private HeadSystem _head;
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[BeforeTest]
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public void SetupTest()
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{
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_head = new HeadSystem();
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_head._camera = new Camera3D();
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_head.AddChild(_head._camera);
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_head._cameraAnchor = new Marker3D();
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_head.AddChild(_head._cameraAnchor);
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_head._fpRig = new Node3D();
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_head.AddChild(_head._fpRig);
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_head._fpDisplacedRig = new Node3D();
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_head.AddChild(_head._fpDisplacedRig);
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}
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[AfterTest]
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public void CleanupTest()
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{
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_head?.Free();
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}
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||||
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[TestCase]
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public void TestResetHeadBobbing()
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{
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_head._bobbingAccumulator = 10.0f;
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_head.ResetHeadBobbing();
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AssertFloat(_head._bobbingAccumulator).IsEqual(0.0f);
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}
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[TestCase]
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public void TestComputeHowMuchInputForward()
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{
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Vector3 forwardInput = new Vector3(0, 0, -1);
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AssertFloat(_head.ComputeHowMuchInputForward(forwardInput)).IsEqual(1.0f);
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||||
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||||
Vector3 backwardInput = new Vector3(0, 0, 1);
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AssertFloat(_head.ComputeHowMuchInputForward(backwardInput)).IsEqual(-1.0f);
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||||
}
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||||
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||||
[TestCase]
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public void TestComputeHowMuchInputSideways()
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||||
{
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Vector3 rightInput = new Vector3(1, 0, 0);
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AssertFloat(_head.ComputeHowMuchInputSideways(rightInput)).IsEqual(1.0f);
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||||
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Vector3 leftInput = new Vector3(-1, 0, 0);
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AssertFloat(_head.ComputeHowMuchInputSideways(leftInput)).IsEqual(-1.0f);
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}
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||||
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||||
[TestCase]
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public void TestGetForwardHorizontalVector()
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||||
{
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Vector3 forward = _head.GetForwardHorizontalVector();
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AssertVector(forward).IsEqualApprox(Vector3.Back, new Vector3(0.001f, 0.001f, 0.001f));
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}
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||||
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||||
[TestCase]
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||||
public void TestLookAroundRotation()
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||||
{
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var inputs = new HeadSystem.CameraParameters(
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Delta: 0.016,
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||||
LookDir: new Vector2(1, 0),
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||||
PlayerInput: Vector3.Zero,
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||||
PlayerVelocity: Vector3.Zero,
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WallContactPoint: Vector3.Zero,
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||||
SensitivitMultiplier: 1.0f,
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||||
WithCameraJitter: false,
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||||
WithCameraBobbing: false,
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||||
BobbingMultiplier: 1.0f,
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FovMultiplier: 1.0f
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);
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||||
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||||
float initialY = _head.Rotation.Y;
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_head.LookAround(inputs);
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AssertFloat(_head.Rotation.Y).IsEqual(initialY + 1.0f);
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||||
}
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||||
}
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||||
1
tests/player/HeadSystemUnitTest.cs.uid
Normal file
1
tests/player/HeadSystemUnitTest.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://bp0xn8k3dmfkg
|
||||
@@ -1,4 +1,3 @@
|
||||
using System.Reflection;
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||||
using Godot;
|
||||
using GdUnit4;
|
||||
using static GdUnit4.Assertions;
|
||||
@@ -16,12 +15,9 @@ public class PlayerControllerUnitTest
|
||||
public void SetupTest()
|
||||
{
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||||
_player = new PlayerController();
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||||
// 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);
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||||
SetPrivateField(_player, "_gravity", 9.8f);
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||||
_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));
|
||||
}
|
||||
|
||||
51
tests/player/WeaponSystemUnitTest.cs
Normal file
51
tests/player/WeaponSystemUnitTest.cs
Normal file
@@ -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();
|
||||
}
|
||||
}
|
||||
1
tests/player/WeaponSystemUnitTest.cs.uid
Normal file
1
tests/player/WeaponSystemUnitTest.cs.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://vkv8aderakcb
|
||||
Reference in New Issue
Block a user