some other tests
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50
tests/player/interactions/PlayerInteractionsTest.cs
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50
tests/player/interactions/PlayerInteractionsTest.cs
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using System.Threading.Tasks;
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using Godot;
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using GodotStateCharts;
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namespace Movementtests.tests;
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using GdUnit4;
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using static GdUnit4.Assertions;
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[TestSuite, RequireGodotRuntime]
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public class PlayerInteractionsTest
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{
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private ISceneRunner _runner;
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private Node _scene;
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private PlayerController _player;
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private readonly float _tolerance = 0.01f;
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private readonly Vector3 _vectorTolerance = new Vector3(0.01f, 0.01f, 0.01f);
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[BeforeTest]
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public void SetupTest()
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{
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_runner = ISceneRunner.Load("res://tests/player/interactions/player_interactions_scene.tscn");
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_scene = _runner.Scene()!;
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var player = _scene.FindChild("Player") as PlayerController;
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_player = player!;
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}
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[AfterTest]
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public void CleanupTest() {}
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[TestCase("BaseLocation")]
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public async Task PlayerMoveForward(string markerName)
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{
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var marker = _scene.FindChild(markerName) as Marker3D;
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AssertObject(marker).IsNotNull();
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_player.GlobalPosition = marker!.GlobalPosition;
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await _runner.AwaitIdleFrame();
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var startPos = _player.GlobalPosition;
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_runner.SimulateKeyPress(Key.W);
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await _runner.AwaitMillis(300);
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_runner.SimulateKeyRelease(Key.W);
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var endPos = _player.GlobalPosition;
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var direction = startPos.DirectionTo(endPos);
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AssertVector(direction).IsEqualApprox(Vector3.Forward, _vectorTolerance);
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}
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}
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