basic tests for a wider variety of files
Some checks failed
Create tag and build when new code gets to main / BumpTag (push) Successful in 20s
Create tag and build when new code gets to main / Test (push) Failing after 7m29s
Create tag and build when new code gets to main / Export (push) Successful in 8m18s

This commit is contained in:
2026-02-20 16:58:17 +01:00
parent 4474ba22fa
commit 9207295a99
28 changed files with 545 additions and 140 deletions

View File

@@ -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();
}
}

View File

@@ -0,0 +1 @@
uid://pv570go4cxws

View File

@@ -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);
}
}

View File

@@ -0,0 +1 @@
uid://bp0xn8k3dmfkg

View File

@@ -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));
}

View 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();
}
}

View File

@@ -0,0 +1 @@
uid://vkv8aderakcb