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Author SHA1 Message Date
c9738d9c61 bis
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2026-02-22 16:49:58 +01:00
f3eea3f171 trying to fix CI
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2026-02-22 16:25:17 +01:00
96b4fa7197 trying to fix CI
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2026-02-22 16:06:04 +01:00
8d2fe1001e trying to fix CI
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2026-02-22 15:25:15 +01:00
25aec40d03 trying to fix CI
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2026-02-21 10:56:07 +01:00
80306bd095 trying to fix CI
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2026-02-20 18:08:16 +01:00
9207295a99 basic tests for a wider variety of files
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2026-02-20 16:58:17 +01:00
4474ba22fa added xunit and a few tests with gdunit 2026-02-20 15:41:43 +01:00
6101406f45 trying out something to fix CI
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2026-02-17 23:22:03 +01:00
c792c98ad2 fixed a flaky test and let the godot bin be defined by env variable
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2026-02-17 23:08:10 +01:00
74876a9a5d started proper testing
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2026-02-17 22:51:58 +01:00
6423 changed files with 1699 additions and 140391 deletions

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@@ -55,9 +55,10 @@ jobs:
dotnet-version: 'net9.0'
paths: |
res://tests/
timeout: 1
publish-report: false
upload-report: false
console-verbosity: 'normal'
arguments: "--verbose --headless --import"
- name: Upload test report
uses: actions/upload-artifact@v3-node20
@@ -89,7 +90,6 @@ jobs:
run: |
mkdir -v -p build/windows
${{ steps.setup-godot.outputs.godot_bin }} --headless --verbose --export-release "Windows Desktop" build/windows/${{ env.GAME_NAME }}.exe
zip -r Windows.zip build/windows
# - name: Setup Butler
# shell: bash

4
.gitignore vendored
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@@ -13,4 +13,6 @@
/communication
# Imported translations (automatically generated from CSV files)
*.translation
*.translation
.output.txt

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@@ -6,9 +6,6 @@
<TargetFrameworks>net8.0;net9.0</TargetFrameworks>
<TestSessionTimeout>180000</TestSessionTimeout>
<TreatNoTestsAsError>true</TreatNoTestsAsError>
<EnvironmentVariables>
<GODOT_BIN>d:\development\Godot_v4.5-stable_mono_win64\Godot_v4.5-stable_mono_win64.exe</GODOT_BIN>
</EnvironmentVariables>
</RunConfiguration>
<LoggerRunSettings>

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@@ -5,139 +5,155 @@
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### Project Overview: Godot C# Movement Tests
This project is a high-performance 3D character controller for Godot 4.x using C# 13 and .NET 9. It focuses on modular movement systems (Dash, Mantle, Stairs) and robust combat mechanics (Damage, Health, Knockback) decoupled through interfaces.
### Core Architecture
- **Modular Systems**: The `PlayerController.cs` acts as a central hub for multiple specialized "Systems" (e.g., `DashSystem`, `MantleSystem`, `HeadSystem`, `StairsSystem`).
- **State Management**: Uses `GodotStateCharts` for complex movement and action states. Look for state transitions and triggers within the system scripts.
- **Interface-Driven Design**: Located in `/interfaces/`, these define how objects interact (e.g., `IDamageable`, `IHealthable`, `IKnockbackable`). Always implement these interfaces for new interactable entities.
- **Node Composition**: Most systems are attached to the `PlayerController` scene as child nodes and initialized via their respective `Init()` methods or exported fields.
### Key Directories
- `/scenes/player_controller/`: Contains the main player scene, the central `PlayerController.cs`, and its sub-systems.
- `/scenes/player_controller/components/`: Modular logic for specific features like Dash, Mantle, and Weapons.
- `/interfaces/`: Core C# interfaces and shared records (e.g., `DamageRecord`, `HealthChangedRecord`).
- `/tests/`: Automated unit and integration tests using `GdUnit4` and `xUnit`.
### Coding Standards & Idioms
- **C# 13 & .NET 9**: Use modern C# features (records, primary constructors, collection expressions).
- **Godot Partial Classes**: All Godot scripts must be `partial` and use `[GlobalClass]` where appropriate for editor visibility.
- **RustyOptions**: The project uses `RustyOptions` for safer null handling and result types (`Option<T>`, `Result<T, E>`).
- **Signals**: Use `[Signal]` and the `EventHandler` pattern for Godot signals.
- **Dependency Injection**: Systems are typically assigned to fields in `PlayerController` via the editor or `GetNode<T>()` in `_Ready()`.
### LLM Interaction Tips
1. **Partial Classes**: When suggesting changes to `PlayerController.cs` or systems, remember they are `partial`. Large files like `PlayerController.cs` (2500+ lines) are often split or contain many regions.
2. **Node Hierarchy**: Always check `PlayerController.tscn` or system scenes (`head_system.tscn`) when dealing with node references (`GetNode`).
3. **GdUnit4**: For testing, follow the pattern in `tests/PlayerMovementTest.cs`. Use `ISceneRunner` to simulate inputs and await frames/milliseconds.
4. **Vector Operations**: Use Godot's built-in `Vector3` methods for movement logic. The project often uses `GlobalPosition` and `DirectionTo`.
5. **Boilerplate**: When creating new systems, mirror the `Init()` and `_PhysicsProcess` patterns found in existing systems like `DashSystem.cs` or `MantleSystem.cs`.

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