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5 Commits

Author SHA1 Message Date
5da2aa31ab basic forge setup and refactored for some warning
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2026-02-24 10:27:57 +01:00
4f64139d61 removed useless stuff
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2026-02-23 15:29:08 +01:00
de41bbeb8d some other tests
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2026-02-23 15:22:57 +01:00
a4873f183c back with more tests 2026-02-22 17:25:45 +01:00
d37ae8d26c remove tests from ci for now because the loading of the runtime is broken and 2dog might change that, but when it's available 2026-02-22 17:24:12 +01:00
45 changed files with 1018 additions and 1829 deletions

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@@ -39,48 +39,47 @@ jobs:
INITIAL_VERSION: 0.1.0
DEFAULT_BUMP: patch
Test:
runs-on: godot
# env:
# RUNNER_TOOL_CACHE: /toolcache # Runner Tool Cache
steps:
- name: Checkout with LFS
uses: https://git.game-dev.space/minimata/checkout-with-lfs.git@main
- name: Setup Godot
id: setup-godot
uses: https://git.game-dev.space/minimata/setup-godot.git@main
with:
godot-version: ${GODOT_VERSION}
dotnet-version: ${DOTNET_VERSION}
- name: Run C# Tests
env:
GODOT_BIN: ${{ steps.setup-godot.outputs.godot_bin }}
shell: bash
run: |
dotnet test --no-build --settings .runsettings --results-directory ./reports --logger "console;verbosity=normal" --logger "trx;LogFileName=results.xml" -- GdUnit4.Parameters="--verbose --headless --import"
# - name: Run tests
# uses: godot-gdunit-labs/gdUnit4-action@v1
# Test:
# runs-on: godot
## env:
## RUNNER_TOOL_CACHE: /toolcache # Runner Tool Cache
# steps:
# - name: Checkout with LFS
# uses: https://git.game-dev.space/minimata/checkout-with-lfs.git@main
#
# - name: Setup Godot
# id: setup-godot
# uses: https://git.game-dev.space/minimata/setup-godot.git@main
# with:
# godot-version: ${GODOT_VERSION}
# godot-net: true
# godot-force-mono: true
# dotnet-version: ${DOTNET_VERSION}
# paths: |
# res://tests/
# publish-report: false
# upload-report: false
# console-verbosity: 'normal'
# arguments: "--verbose --headless --import"
- name: Upload test report
uses: actions/upload-artifact@v3-node20
with:
name: Test Report
path: ${{ github.workspace }}/reports/test-result.html
#
# - name: Run C# Tests
# env:
# GODOT_BIN: ${{ steps.setup-godot.outputs.godot_bin }}
# shell: bash
# run: |
# dotnet test --no-build --settings .runsettings --results-directory ./reports --logger "console;verbosity=normal" --logger "trx;LogFileName=results.xml" -- GdUnit4.Parameters="--verbose --headless --import"
#
## - name: Run tests
## uses: godot-gdunit-labs/gdUnit4-action@v1
## with:
## godot-version: ${GODOT_VERSION}
## godot-net: true
## godot-force-mono: true
## dotnet-version: ${DOTNET_VERSION}
## paths: |
## res://tests/
## publish-report: false
## upload-report: false
## console-verbosity: 'normal'
## arguments: "--verbose --headless --import"
#
# - name: Upload test report
# uses: actions/upload-artifact@v3-node20
# with:
# name: Test Report
# path: ${{ github.workspace }}/reports/test-result.html
Export:
runs-on: godot

7
.gitignore vendored
View File

@@ -16,3 +16,10 @@
*.translation
.output.txt
*.suo
*.user
_ReSharper.*
bin
obj
packages

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@@ -156,4 +156,5 @@
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
</ItemGroup>
</Project>

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@@ -1,131 +0,0 @@
<Project Sdk="Godot.NET.Sdk/4.4.1">
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
<RootNamespace>Movementtests</RootNamespace>
</PropertyGroup>
<ItemGroup>
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<Content Include="menus\assets\git_logo\Git-Logo-2Color.png.import" />
<Content Include="menus\assets\git_logo\LICENSE.txt" />
<Content Include="menus\assets\godot_engine_logo\LICENSE.txt" />
<Content Include="menus\assets\godot_engine_logo\logo_vertical_color_dark.png" />
<Content Include="menus\assets\godot_engine_logo\logo_vertical_color_dark.png.import" />
<Content Include="menus\assets\icon.png" />
<Content Include="menus\assets\icon.png.import" />
<Content Include="menus\ATTRIBUTION.md" />
<Content Include="menus\resources\themes\expedition.tres" />
<Content Include="menus\resources\themes\gravity.tres" />
<Content Include="menus\resources\themes\grow.tres" />
<Content Include="menus\resources\themes\lab.tres" />
<Content Include="menus\resources\themes\lore.tres" />
<Content Include="menus\resources\themes\steal_this_theme.tres" />
<Content Include="menus\scenes\credits\scrollable_credits.gd" />
<Content Include="menus\scenes\credits\scrollable_credits.gd.uid" />
<Content Include="menus\scenes\credits\scrollable_credits.tscn" />
<Content Include="menus\scenes\credits\scrolling_credits.gd" />
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<Content Include="menus\scenes\credits\scrolling_credits.tscn" />
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<Content Include="menus\scenes\end_credits\end_credits.tscn" />
<Content Include="menus\scenes\game_scene\configurable_sub_viewport.gd" />
<Content Include="menus\scenes\game_scene\configurable_sub_viewport.gd.uid" />
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<Content Include="menus\scenes\game_scene\levels\level_1.tscn" />
<Content Include="menus\scenes\game_scene\levels\level_2.tscn" />
<Content Include="menus\scenes\game_scene\levels\level_3.tscn" />
<Content Include="menus\scenes\game_scene\tutorials\tutorial_1.tscn" />
<Content Include="menus\scenes\game_scene\tutorials\tutorial_2.tscn" />
<Content Include="menus\scenes\game_scene\tutorials\tutorial_3.tscn" />
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<Content Include="menus\scenes\menus\options_menu\audio\audio_options_menu.gd.uid" />
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<Content Include="menus\scenes\menus\options_menu\game\game_options_menu.gd.uid" />
<Content Include="menus\scenes\menus\options_menu\game\game_options_menu.tscn" />
<Content Include="menus\scenes\menus\options_menu\game\reset_game_control\reset_game_control.gd" />
<Content Include="menus\scenes\menus\options_menu\game\reset_game_control\reset_game_control.gd.uid" />
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<Content Include="menus\scenes\menus\options_menu\input\input_extras_menu.tscn" />
<Content Include="menus\scenes\menus\options_menu\input\input_options_menu.gd" />
<Content Include="menus\scenes\menus\options_menu\input\input_options_menu.gd.uid" />
<Content Include="menus\scenes\menus\options_menu\input\input_options_menu.tscn" />
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<Content Include="menus\scenes\menus\options_menu\video\video_options_menu_with_extras.tscn" />
<Content Include="menus\scenes\opening\opening.gd" />
<Content Include="menus\scenes\opening\opening.gd.uid" />
<Content Include="menus\scenes\opening\opening.tscn" />
<Content Include="menus\scenes\opening\opening_with_logo.tscn" />
<Content Include="menus\scenes\overlaid_menus\game_won_menu.gd" />
<Content Include="menus\scenes\overlaid_menus\game_won_menu.gd.uid" />
<Content Include="menus\scenes\overlaid_menus\game_won_menu.tscn" />
<Content Include="menus\scenes\overlaid_menus\level_lost_menu.gd" />
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<Content Include="menus\scenes\overlaid_menus\level_lost_menu.tscn" />
<Content Include="menus\scenes\overlaid_menus\level_won_menu.gd" />
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<Content Include="menus\scenes\overlaid_menus\level_won_menu.tscn" />
<Content Include="menus\scenes\overlaid_menus\mini_options_overlaid_menu.tscn" />
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<Content Include="menus\scenes\overlaid_menus\overlaid_menu.tscn" />
<Content Include="menus\scenes\overlaid_menus\overlaid_menu_container.gd" />
<Content Include="menus\scenes\overlaid_menus\overlaid_menu_container.gd.uid" />
<Content Include="menus\scenes\overlaid_menus\overlaid_menu_container.tscn" />
<Content Include="menus\scenes\overlaid_menus\pause_menu.gd" />
<Content Include="menus\scenes\overlaid_menus\pause_menu.gd.uid" />
<Content Include="menus\scenes\overlaid_menus\pause_menu.tscn" />
<Content Include="menus\scripts\game_state.gd" />
<Content Include="menus\scripts\game_state.gd.uid" />
<Content Include="menus\scripts\level_list_and_state_manager.gd" />
<Content Include="menus\scripts\level_list_and_state_manager.gd.uid" />
<Content Include="menus\scripts\level_state.gd" />
<Content Include="menus\scripts\level_state.gd.uid" />
</ItemGroup>
<ItemGroup>
<Folder Include="addons\" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="RustyOptions" Version="0.10.1" />
</ItemGroup>
</Project>

View File

@@ -1,142 +0,0 @@
<Project Sdk="Godot.NET.Sdk/4.5.0">
<PropertyGroup>
<TargetFramework>net9.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
<RootNamespace>Movementtests</RootNamespace>
</PropertyGroup>
<ItemGroup>
<Content Include=".runsettings" />
<Content Include="export_presets.cfg" />
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<Content Include="menus\assets\git_logo\Git-Logo-2Color.png.import" />
<Content Include="menus\assets\git_logo\LICENSE.txt" />
<Content Include="menus\assets\godot_engine_logo\LICENSE.txt" />
<Content Include="menus\assets\godot_engine_logo\logo_vertical_color_dark.png" />
<Content Include="menus\assets\godot_engine_logo\logo_vertical_color_dark.png.import" />
<Content Include="menus\assets\icon.png" />
<Content Include="menus\assets\icon.png.import" />
<Content Include="menus\ATTRIBUTION.md" />
<Content Include="menus\resources\themes\expedition.tres" />
<Content Include="menus\resources\themes\gravity.tres" />
<Content Include="menus\resources\themes\grow.tres" />
<Content Include="menus\resources\themes\lab.tres" />
<Content Include="menus\resources\themes\lore.tres" />
<Content Include="menus\resources\themes\steal_this_theme.tres" />
<Content Include="menus\scenes\credits\scrollable_credits.gd" />
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<Content Include="menus\scenes\credits\scrolling_credits.gd" />
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<Content Include="menus\scenes\credits\scrolling_credits.tscn" />
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</ItemGroup>
<ItemGroup>
<Folder Include="addons\" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="RustyOptions" Version="0.10.1" />
</ItemGroup>
<!-- gdUnit4 package dependencies -->
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View File

@@ -1,4 +1,5 @@
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View File

@@ -10,7 +10,7 @@ public interface IHealthable
event Action<IHealthable, HealthChangedRecord> HealthChanged;
event Action<IHealthable> HealthDepleted;
[Export] RHealth RHealth { get; set; }
[Export] RHealth? RHealth { get; set; }
float CurrentHealth { get; set; }

View File

@@ -6,7 +6,7 @@ public record KnockbackRecord(DamageRecord DamageRecord, float ForceMultiplier =
public interface IKnockbackable
{
[Export] RKnockback RKnockback { get; set;}
[Export] RKnockback? RKnockback { get; set;}
public void RegisterKnockback(KnockbackRecord record);
public Vector3 ComputeKnockback();

View File

@@ -1,79 +0,0 @@
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View File

@@ -1,25 +0,0 @@
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<NuGetToolVersion Condition=" '$(NuGetToolVersion)' == '' ">6.14.0</NuGetToolVersion>
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View File

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View File

@@ -30,6 +30,7 @@ Shaker="*uid://c7flmumgr5w3u"
CsgToolkitAutoload="*uid://w8ad8q4lneis"
"Forge Bootstrap"="*uid://ba8fquhtwu5mu"
GlobalHelpers="*uid://dqcm83o8e66a2"
ForgeManager="*uid://c75tpswl62eew"
[display]

View File

@@ -19,28 +19,26 @@ public partial class DashSystem: Node3D
public Vector3 TargetLocation { get; set; }
public Vector3 CollisionPoint { get; set; }
public Vector3 CollisionNormal { get; set; }
public GodotObject CollidedObject { get; set; }
public GodotObject? CollidedObject { get; set; }
public Vector3 PlannedLocation { get; set; }
public bool ShouldMantle { get; set; }
public Vector3 PlannedMantleLocation { get; set; }
public MantleSystem MantleSystem { get; set; }
public MantleSystem MantleSystem { get; set; } = null!;
internal HeadSystem _head;
public ShapeCast3D DashCast3D;
internal Camera3D _camera;
internal Vector3 _dashDirection = Vector3.Zero;
internal HeadSystem Head = null!;
public ShapeCast3D DashCast3D = null!;
internal Camera3D Camera = null!;
internal Vector3 DashDirection = Vector3.Zero;
internal ShapeCast3D _dashCastDrop;
internal MeshInstance3D _dashDropIndicator;
internal MeshInstance3D _dashDropLocationIndicator;
internal ShapeCast3D DashCastDrop = null!;
internal MeshInstance3D DashDropIndicator = null!;
internal MeshInstance3D DashDropLocationIndicator = null!;
internal MeshInstance3D DashTarget = null!;
internal CpuParticles3D DashIndicator = null!;
internal AnimationPlayer DashIndicatorAnim = null!;
internal MeshInstance3D _dashTarget;
internal CpuParticles3D _dashIndicator;
internal AnimationPlayer _dashIndicatorAnim;
[Export]
public PackedScene DashIndicatorScene { get; set; }
[Export] public PackedScene DashIndicatorScene { get; set; } = null!;
[Signal]
public delegate void DashStartedEventHandler();
@@ -59,22 +57,22 @@ public partial class DashSystem: Node3D
var dashShape = DashCast3D.GetShape() as SphereShape3D;
DashCastRadius = dashShape!.Radius;
_dashCastDrop = GetNode<ShapeCast3D>("DashCastDrop");
_dashDropIndicator = GetNode<MeshInstance3D>("DashDropIndicator");
_dashDropIndicator.Visible = false;
_dashDropLocationIndicator = GetNode<MeshInstance3D>("DashDropLocationIndicator");
_dashDropLocationIndicator.Visible = false;
DashCastDrop = GetNode<ShapeCast3D>("DashCastDrop");
DashDropIndicator = GetNode<MeshInstance3D>("DashDropIndicator");
DashDropIndicator.Visible = false;
DashDropLocationIndicator = GetNode<MeshInstance3D>("DashDropLocationIndicator");
DashDropLocationIndicator.Visible = false;
_head = head;
_camera = camera;
Head = head;
Camera = camera;
MantleSystem = GetNode<MantleSystem>("MantleSystem");
MantleSystem.Init();
_dashTarget = GetNode<MeshInstance3D>("DashTarget");
_dashTarget.SetVisible(false);
_dashIndicator = GetNode<CpuParticles3D>("DashIndicator");
_dashIndicatorAnim = GetNode<AnimationPlayer>("DashIndicator/AnimationPlayer");
DashTarget = GetNode<MeshInstance3D>("DashTarget");
DashTarget.SetVisible(false);
DashIndicator = GetNode<CpuParticles3D>("DashIndicator");
DashIndicatorAnim = GetNode<AnimationPlayer>("DashIndicator/AnimationPlayer");
}
internal DashLocation ComputeDashLocation()
@@ -98,13 +96,13 @@ public partial class DashSystem: Node3D
public void PrepareDash()
{
DashCast3D.SetRotation(_head.GetGlobalLookRotation());
DashCast3D.SetRotation(Head.GetGlobalLookRotation());
(HasHit, PlannedLocation, CollisionPoint, CollisionNormal, CollidedObject) = ComputeDashLocation();
CanDashThroughTarget = false;
if (CollidedObject is ITargetable targetable)
if (CollidedObject is ITargetable)
{
_dashTarget.SetVisible(false);
DashTarget.SetVisible(false);
CanDashThroughTarget = true;
return;
}
@@ -112,7 +110,7 @@ public partial class DashSystem: Node3D
MantleSystem.SetGlobalPosition(PlannedLocation);
MantleSystem.SetRotation(new Vector3(
MantleSystem.Rotation.X,
_head.Rotation.Y,
Head.Rotation.Y,
MantleSystem.Rotation.Z));
MantleSystem.ProcessMantle(false);
ShouldMantle = MantleSystem.IsMantlePossible;
@@ -120,41 +118,18 @@ public partial class DashSystem: Node3D
// Setup dash target
var targetColor = HasHit ? new Color(1f, 0.2f, 0.2f) : new Color(1f, 1f, 1f);
targetColor = ShouldMantle ? new Color(0.2f, 0.2f, 1f) : targetColor;
var targetMaterial = (StandardMaterial3D) _dashTarget.GetSurfaceOverrideMaterial(0);
var targetMaterial = (StandardMaterial3D) DashTarget.GetSurfaceOverrideMaterial(0);
targetMaterial.SetAlbedo(targetColor);
_dashTarget.SetVisible(true);
DashTarget.SetVisible(true);
var targetLocation = ShouldMantle ? MantleSystem.FirstMantleProfilePoint : PlannedLocation;
_dashTarget.SetGlobalPosition(targetLocation);
return;
var shouldShowDropIndicator = !HasHit && !ShouldMantle;
_dashDropIndicator.SetVisible(shouldShowDropIndicator);
_dashDropLocationIndicator.SetVisible(shouldShowDropIndicator);
if (shouldShowDropIndicator)
{
_dashCastDrop.GlobalPosition = targetLocation; // Place drop indication cast at dash location
var startDropLocation = targetLocation; // Start of the drop is the dash target location
// End of the drop is either max cast distance or first collision
var hasDropLocationHit = _dashCastDrop.IsColliding();
var endDropLocation = hasDropLocationHit ? _dashCastDrop.GetCollisionPoint(0) : _dashCastDrop.ToGlobal(DashCast3D.TargetPosition);
// Only show drop location indicator if drop cast has hit
_dashDropLocationIndicator.SetVisible(hasDropLocationHit);
_dashDropLocationIndicator.SetGlobalPosition(endDropLocation);
var dropLength = (endDropLocation - startDropLocation).Length();
var dropDirection = (endDropLocation - startDropLocation).Normalized();
_dashDropIndicator.SetScale(new Vector3(1, dropLength, 1));
_dashDropIndicator.SetGlobalPosition(startDropLocation + dropDirection * dropLength * 0.5f);
}
DashTarget.SetGlobalPosition(targetLocation);
}
public void StopPreparingDash()
{
CanDashThroughTarget = false;
_dashTarget.SetVisible(false);
_dashDropIndicator.SetVisible(false);
_dashDropLocationIndicator.SetVisible(false);
DashTarget.SetVisible(false);
DashDropIndicator.SetVisible(false);
DashDropLocationIndicator.SetVisible(false);
}
}

View File

@@ -22,12 +22,11 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer
[Export(PropertyHint.Range, "0,0.2,0.01,or_greater")]
public float StraightThrowDuration { get; set; } = 0.1f;
private StateChart _weaponState;
public StateChartState InHandState;
public StateChartState FlyingState;
public StateChartState PlantedState;
private ShapeCast3D _dashCast3D;
private StateChart _weaponState = null!;
public StateChartState InHandState = null!;
public StateChartState FlyingState = null!;
public StateChartState PlantedState = null!;
private ShapeCast3D _dashCast3D = null!;
private Transform3D _startTransform;
private Vector3 _startMeshRotation;
@@ -35,11 +34,11 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer
private Vector3 _throwDirection;
public Vector3 PlantLocation { get; set; }
public Vector3 PlantNormal { get; set; }
public Node PlantObject { get; set; }
public Node? PlantObject { get; set; }
public MeshInstance3D WeaponLocationIndicator { get; set; }
public StandardMaterial3D WeaponLocationIndicatorMaterial { get; set; }
public MeshInstance3D WeaponMesh { get; set; }
public MeshInstance3D WeaponLocationIndicator { get; set; } = null!;
public StandardMaterial3D WeaponLocationIndicatorMaterial { get; set; } = null!;
public MeshInstance3D WeaponMesh { get; set; } = null!;
public void Init()
{
@@ -50,7 +49,7 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer
WeaponLocationIndicator = GetNode<MeshInstance3D>("WeaponLocationIndicator");
WeaponLocationIndicator.Visible = false;
WeaponLocationIndicatorMaterial = WeaponLocationIndicator.GetActiveMaterial(0) as StandardMaterial3D;
WeaponLocationIndicatorMaterial = (WeaponLocationIndicator.GetActiveMaterial(0) as StandardMaterial3D)!;
WeaponMesh = GetNode<MeshInstance3D>("Weapon");
_startMeshRotation = WeaponMesh.Rotation;
@@ -100,7 +99,6 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer
var tween = GetTree().CreateTween();
tween.SetParallel(true);
tween.TweenProperty(this, "global_position", end, StraightThrowDuration);
if (hasHit)
{

View File

@@ -0,0 +1,20 @@
using Gamesmiths.Forge.Attributes;
namespace Movementtests.scenes.player_controller.scripts;
public class PlayerAttributeSet : AttributeSet
{
public EntityAttribute Health { get; }
public EntityAttribute Mana { get; }
public EntityAttribute Strength { get; }
public EntityAttribute Speed { get; }
public PlayerAttributeSet()
{
// Initialize the attributes with the current, min and max values.
Health = InitializeAttribute(nameof(Health), 100, 0, 150);
Mana = InitializeAttribute(nameof(Mana), 100, 0, 100);
Strength = InitializeAttribute(nameof(Strength), 10, 0, 99);
Speed = InitializeAttribute(nameof(Speed), 5, 0, 10);
}
}

View File

@@ -0,0 +1 @@
uid://budtqogrwod6w

View File

@@ -1,11 +1,17 @@
using System;
using System.Collections.Generic;
using Gamesmiths.Forge.Core;
using Gamesmiths.Forge.Effects;
using Gamesmiths.Forge.Events;
using Gamesmiths.Forge.Tags;
using Godot;
using GodotStateCharts;
using Movementtests.addons.godot_state_charts.csharp;
using Movementtests.interfaces;
using Movementtests.systems;
using Movementtests.player_controller.Scripts;
using Movementtests.scenes.player_controller.scripts;
using Movementtests.tools;
using RustyOptions;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_character.png")]
@@ -13,7 +19,8 @@ public partial class PlayerController : CharacterBody3D,
IDamageable,
IDamageDealer,
IHealthable,
IKnockbackable
IKnockbackable,
IForgeEntity
{
// Enums
public enum AllowedInputs
@@ -42,39 +49,45 @@ public partial class PlayerController : CharacterBody3D,
[Signal]
public delegate void PlayerDiedEventHandler();
public event Action<IDamageable, DamageRecord> DamageTaken;
public event Action<IHealthable, HealthChangedRecord> HealthChanged;
public event Action<IHealthable> HealthDepleted;
public event Action<IDamageable, DamageRecord> DamageTaken = null!;
public event Action<IHealthable, HealthChangedRecord> HealthChanged = null!;
public event Action<IHealthable> HealthDepleted = null!;
///////////////////////////
// Public stuff //
///////////////////////////
public HeadSystem HeadSystem;
public StairsSystem StairsSystem;
public MantleSystem MantleSystem;
public DashSystem DashSystem;
public CollisionShape3D StandingCollider;
public CollisionShape3D SlideCollider;
public WeaponSystem WeaponSystem;
public WallHugSystem WallHugSystem;
public PlayerUi PlayerUi;
public TextureRect DashIndicator;
public ColorRect PowerCooldownIndicator;
public Node3D DashIndicatorNode;
public MeshInstance3D DashIndicatorMesh;
public CylinderMesh DashIndicatorMeshCylinder;
public RayCast3D WallRunSnapper;
public ShapeCast3D GroundDetector;
public ShapeCast3D CeilingDetector;
public RayCast3D DirectGroundDetector;
public Area3D WeaponHitbox;
public AudioStreamPlayer3D SfxPlayer;
public HeadSystem HeadSystem = null!;
public StairsSystem StairsSystem = null!;
public MantleSystem MantleSystem = null!;
public DashSystem DashSystem = null!;
public CollisionShape3D StandingCollider = null!;
public CollisionShape3D SlideCollider = null!;
public WeaponSystem WeaponSystem = null!;
public WallHugSystem WallHugSystem = null!;
public PlayerUi PlayerUi = null!;
public TextureRect DashIndicator = null!;
public ColorRect PowerCooldownIndicator = null!;
public Node3D DashIndicatorNode = null!;
public MeshInstance3D DashIndicatorMesh = null!;
public CylinderMesh DashIndicatorMeshCylinder = null!;
public RayCast3D WallRunSnapper = null!;
public ShapeCast3D GroundDetector = null!;
public ShapeCast3D CeilingDetector = null!;
public RayCast3D DirectGroundDetector = null!;
public Area3D WeaponHitbox = null!;
public AudioStreamPlayer3D SfxPlayer = null!;
public ShapeCast3D DashDamageDetector;
public Area3D SlidingEnemyDetector;
public ShapeCast3D DashDamageDetector = null!;
public Area3D SlidingEnemyDetector = null!;
public EntityAttributes Attributes { get; set; } = null!;
public EntityTags Tags { get; set; } = null!;
public EffectsManager EffectsManager { get; set; } = null!;
public EntityAbilities Abilities { get; set; } = null!;
public EventManager Events { get; set; } = null!;
// Inspector stuff
[Export] public Marker3D TutorialWeaponTarget;
[Export] public Marker3D TutorialWeaponTarget = null!;
[Export] public bool TutorialDone { get; set; }
[Export] public bool HasSword { get; set; } = true;
[Export] public bool HasParry { get; set; } = true;
@@ -89,10 +102,9 @@ public partial class PlayerController : CharacterBody3D,
[Export(PropertyHint.Range, "0,10f,0.1,or_greater")]
public float AimAssistReductionStartDistance { get; set; } = 10f;
[ExportGroup("Damage")]
[Export] public RDamage RDamage { get; set; }
[Export] public RKnockback RKnockback { get; set; }
[Export] public RHealth RHealth { get; set; }
[ExportGroup("Damage")] [Export] public RDamage RDamage { get; set; } = null!;
[Export] public RKnockback? RKnockback { get; set; } = null!;
[Export] public RHealth? RHealth { get; set; } = null!;
[ExportGroup("Targeting")]
[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
@@ -102,7 +114,7 @@ public partial class PlayerController : CharacterBody3D,
[ExportGroup("Instantiation")]
[Export]
public PackedScene Explosion { get; set; }
public PackedScene Explosion { get; set; } = null!;
// Movement stuff
[ExportCategory("Movement")]
@@ -129,7 +141,7 @@ public partial class PlayerController : CharacterBody3D,
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float MantleTime { get; set; } = 0.1f;
[Export]
public PackedScene MantlePath { get; set; }
public PackedScene MantlePath { get; set; } = null!;
[Export(PropertyHint.Range, "0,50,0.1")]
public float MantleDashStrength { get; set; } = 15f;
@@ -254,8 +266,8 @@ public partial class PlayerController : CharacterBody3D,
// Stairs and shit
private float _lastFrameWasOnFloor = -Mathf.Inf;
private const int NumOfHeadCollisionDetectors = 4;
private RayCast3D[] _headCollisionDetectors;
private AudioStreamPlaybackInteractive _audioStream;
private RayCast3D[] _headCollisionDetectors = null!;
private AudioStreamPlaybackInteractive _audioStream = null!;
// Basic movement
private bool _movementEnabled = true;
@@ -265,8 +277,8 @@ public partial class PlayerController : CharacterBody3D,
private float _inputRotateFloorplane;
// Basic falling
internal float _targetSpeed;
internal float _gravity;
internal float TargetSpeed;
internal float Gravity;
// Jump stuff
private int _currentInputBufferFrames;
@@ -276,10 +288,10 @@ public partial class PlayerController : CharacterBody3D,
// Mantle stuff
private bool _shouldMantleOnDashEnded;
private Path _mantlePath;
private Path? _mantlePath;
private bool _customMantle;
private Transform3D _customMantleStartTransform;
private Curve3D _customMantleCurve;
private Curve3D _customMantleCurve = null!;
private Vector3 _mantleStartPosition;
private Vector3 _velocityOnMantleStarted = Vector3.Zero;
@@ -290,7 +302,7 @@ public partial class PlayerController : CharacterBody3D,
private Vector3 _currentWallContactPoint = Vector3.Zero;
// Dash stuff
internal bool _canDash = true;
internal bool CanDash = true;
private bool _canDashAirborne = true;
private float _playerHeight;
private float _playerRadius;
@@ -316,61 +328,61 @@ public partial class PlayerController : CharacterBody3D,
private float _aimAssistMultiplier = 1.0f;
// Timers
private Timer _timeScaleAimInAirTimer;
private Timer _weaponThrowUncatchableTimer;
private Timer _simpleDashCooldownTimer;
private Timer _airborneDashCooldownTimer;
private Timer _powerCooldownTimer;
private Timer _invincibilityTimer;
private Timer _attackCooldown;
private Timer _timeScaleAimInAirTimer = null!;
private Timer _weaponThrowUncatchableTimer = null!;
private Timer _simpleDashCooldownTimer = null!;
private Timer _airborneDashCooldownTimer = null!;
private Timer _powerCooldownTimer = null!;
private Timer _invincibilityTimer = null!;
private Timer _attackCooldown = null!;
// State chart
private StateChart _playerState;
private StateChart _playerState = null!;
private StateChartState _aiming;
private StateChartState _powerExpired;
private StateChartState _powerRecharging;
private StateChartState _powerFull;
private StateChartState _aiming = null!;
private StateChartState _powerExpired = null!;
private StateChartState _powerRecharging = null!;
private StateChartState _powerFull = null!;
private StateChartState _grounded;
private StateChartState _airborne;
private StateChartState _coyoteEnabled;
private StateChartState _jumping;
private StateChartState _simpleJump;
private StateChartState _doubleJump;
private StateChartState _mantling;
private StateChartState _simpleDash;
private StateChartState _aimedDash;
private StateChartState _weaponDash;
private StateChartState _sliding;
private StateChartState _groundSliding;
private StateChartState _airGliding;
private StateChartState _airGlidingDoubleJump;
private StateChartState _slideCanceled;
private StateChartState _slamming;
private StateChartState _onWall;
private StateChartState _onWallHugging;
private StateChartState _onWallHanging;
private StateChartState _onWallRunning;
private StateChartState _grounded = null!;
private StateChartState _airborne = null!;
private StateChartState _coyoteEnabled = null!;
private StateChartState _jumping = null!;
private StateChartState _simpleJump = null!;
private StateChartState _doubleJump = null!;
private StateChartState _mantling = null!;
private StateChartState _simpleDash = null!;
private StateChartState _aimedDash = null!;
private StateChartState _weaponDash = null!;
private StateChartState _sliding = null!;
private StateChartState _groundSliding = null!;
private StateChartState _airGliding = null!;
private StateChartState _airGlidingDoubleJump = null!;
private StateChartState _slideCanceled = null!;
private StateChartState _slamming = null!;
private StateChartState _onWall = null!;
private StateChartState _onWallHugging = null!;
private StateChartState _onWallHanging = null!;
private StateChartState _onWallRunning = null!;
private StateChartState _attackStandard;
private StateChartState _attackDash;
private StateChartState _parryStandard;
private StateChartState _parryDash;
private StateChartState _attackStandard = null!;
private StateChartState _attackDash = null!;
private StateChartState _parryStandard = null!;
private StateChartState _parryDash = null!;
private Transition _onJumpFromWall;
private Transition _onJumpFromWallFalling;
private Transition _onJumpFromWallRunning;
private Transition _onLeaveWallFromRun;
private Transition _onAirborneToGrounded;
private Transition _onJumpFromWall = null!;
private Transition _onJumpFromWallFalling = null!;
private Transition _onJumpFromWallRunning = null!;
private Transition _onLeaveWallFromRun = null!;
private Transition _onAirborneToGrounded = null!;
private Transition _onGroundSlideJump;
private Transition _onAirGlideDoubleJump;
private Transition _onGroundSlideJump = null!;
private Transition _onAirGlideDoubleJump = null!;
// Damage
public CDamageable CDamageable { get; set; }
public CHealth CHealth { get; set; }
public CKnockback CKnockback { get; set; }
public CDamageable? CDamageable { get; set; }
public CHealth? CHealth { get; set; }
public CKnockback? CKnockback { get; set; }
public float CurrentHealth { get; set; }
private bool _isInvincible;
@@ -383,9 +395,9 @@ public partial class PlayerController : CharacterBody3D,
private readonly List<IDamageable> _hitEnemies = new List<IDamageable>();
private ShapeCast3D _closeEnemyDetector;
private RayCast3D _aimAssisRayCast;
private Camera3D _camera;
private ShapeCast3D _closeEnemyDetector = null!;
private RayCast3D _aimAssisRayCast = null!;
private Camera3D _camera = null!;
public override void _Ready()
{
@@ -402,18 +414,39 @@ public partial class PlayerController : CharacterBody3D,
_aimAssisRayCast = GetNode<RayCast3D>("AimAssistRayCast");
_aimAssisRayCast.TargetPosition = _aimAssisRayCast.TargetPosition.Normalized() * (TargetingDistance*1.5f);
// Forge stuff
var forgeManager = GetTree().Root.GetNode<ForgeManager>("ForgeManager")!;
var baseTags = new TagContainer(
forgeManager.TagsManager,
[
Tag.RequestTag(forgeManager.TagsManager, "character.player"),
Tag.RequestTag(forgeManager.TagsManager, "class.warrior")
]);
Attributes = new EntityAttributes(new PlayerAttributeSet());
Tags = new EntityTags(baseTags);
EffectsManager = new EffectsManager(this, forgeManager.CuesManager);
Abilities = new(this);
Events = new();
var health = Attributes["PlayerAttributeSet.Health"].CurrentValue; // 100
var mana = Attributes["PlayerAttributeSet.Mana"].CurrentValue; // 100
var strength = Attributes["PlayerAttributeSet.Strength"].CurrentValue; // 10
var speed = Attributes["PlayerAttributeSet.Speed"].CurrentValue; // 5
GD.Print(health, mana, strength, speed);
// DashIndicator = GetNode<TextureRect>("%DashIndicator");
PowerCooldownIndicator = GetNode<ColorRect>("%DashCooldownIndicator");
PowerCooldownIndicator.Visible = false;
EmpoweredActionsLeft = MaxNumberOfEmpoweredActions;
_targetSpeed = WalkSpeed;
TargetSpeed = WalkSpeed;
DashIndicatorNode = GetNode<Node3D>("DashIndicator");
DashIndicatorMesh = GetNode<MeshInstance3D>("DashIndicator/DashIndicatorMesh");
DashIndicatorMeshCylinder = DashIndicatorMesh.Mesh as CylinderMesh;
DashIndicatorMeshCylinder = (DashIndicatorMesh.Mesh as CylinderMesh)!;
DashIndicatorMesh.Visible = false;
SfxPlayer = GetNode<AudioStreamPlayer3D>("SFXPlayer");
_audioStream = SfxPlayer.GetStreamPlayback() as AudioStreamPlaybackInteractive;
_audioStream = (SfxPlayer.GetStreamPlayback() as AudioStreamPlaybackInteractive)!;
// Camera stuff
HeadSystem = GetNode<HeadSystem>("HeadSystem");
@@ -539,7 +572,7 @@ public partial class PlayerController : CharacterBody3D,
// Movement stuff
// Getting universal setting from GODOT editor to be in sync
_gravity = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
Gravity = (float)ProjectSettings.GetSetting("physics/3d/default_gravity");
MantleSystem.Init();
StairsSystem.Init(stairsBelowRayCast3D, stairsAheadRayCast3D, cameraSmooth);
DashSystem.Init(HeadSystem, _camera);
@@ -701,7 +734,7 @@ public partial class PlayerController : CharacterBody3D,
public void SetPlayerHealthOverride(float newHealthValue)
{
RHealth.StartingHealth = newHealthValue;
CHealth.CurrentHealth = newHealthValue;
CHealth!.CurrentHealth = newHealthValue;
PlayerUi.Initialize(CHealth.CurrentHealth);
}
public void SetPlayerDamageOverride(float newDamageValue)
@@ -734,7 +767,7 @@ public partial class PlayerController : CharacterBody3D,
return;
}
_canDash = true;
CanDash = true;
_canDashAirborne = true;
_playerState.SendEvent("dash");
}
@@ -761,7 +794,7 @@ public partial class PlayerController : CharacterBody3D,
public void OnAirborneToGrounded()
{
HeadSystem.OnJumpEnded();
_audioStream!.SwitchToClipByName("land");
_audioStream.SwitchToClipByName("land");
}
public bool IsGroundLike()
@@ -968,7 +1001,7 @@ public partial class PlayerController : CharacterBody3D,
// Utilities //
///////////////////////////
public float CalculateGravityForce() => _gravity * Weight;
public float CalculateGravityForce() => Gravity * Weight;
// Camera stuff
private Vector2 ComputeAimAssist()
@@ -1031,8 +1064,8 @@ public partial class PlayerController : CharacterBody3D,
var acceleration = dir.Length() > 0 ? accelerationFactor : decelerationFactor;
float xAcceleration = Mathf.Lerp(Velocity.X, dir.X * _targetSpeed, delta * acceleration);
float zAcceleration = Mathf.Lerp(Velocity.Z, dir.Z * _targetSpeed, delta * acceleration);
float xAcceleration = Mathf.Lerp(Velocity.X, dir.X * TargetSpeed, delta * acceleration);
float zAcceleration = Mathf.Lerp(Velocity.Z, dir.Z * TargetSpeed, delta * acceleration);
return new Vector3(xAcceleration, 0, zAcceleration);
}
public Vector3 ComputeHVelocityGround(float delta)
@@ -1091,7 +1124,7 @@ public partial class PlayerController : CharacterBody3D,
///////////////////////////
public void DashCooldownTimeout()
{
_canDash = true;
CanDash = true;
}
public void AirborneDashCooldownTimeout()
{
@@ -1124,8 +1157,8 @@ public partial class PlayerController : CharacterBody3D,
return;
}
if (!_canDash) return;
_canDash = false;
if (!CanDash) return;
CanDash = false;
_simpleDashCooldownTimer.Start();
_playerState.SendEvent("dash");
}
@@ -1166,7 +1199,7 @@ public partial class PlayerController : CharacterBody3D,
if (MantleSystem.IsMantlePossible && IsPlayerInputtingForward())
{
// _bufferedAction = BufferedActions.MantleDash;
_canDash = true; // Restore dash ability
CanDash = true; // Restore dash ability
_playerState.SendEvent("mantle");
}
}
@@ -1203,7 +1236,7 @@ public partial class PlayerController : CharacterBody3D,
public void OnWallStarted()
{
if (_simpleDashCooldownTimer.IsStopped())
_canDash = true;
CanDash = true;
else
_simpleDashCooldownTimer.Start();
@@ -1452,7 +1485,7 @@ public partial class PlayerController : CharacterBody3D,
public void OnJumpStarted(float verticalVelocity)
{
HeadSystem.OnJumpStarted();
_audioStream!.SwitchToClipByName("jump");
_audioStream.SwitchToClipByName("jump");
_framesSinceJumpAtApex = 0;
var angle = GetFloorAngle();
@@ -1474,7 +1507,7 @@ public partial class PlayerController : CharacterBody3D,
}
public void OnDoubleJumpStarted()
{
_canDash = true;
CanDash = true;
// _canDashAirborne = true;
OnJumpStarted(DoubleJumpStartVelocity);
_bufferedAction = BufferedActions.None;
@@ -1559,7 +1592,7 @@ public partial class PlayerController : CharacterBody3D,
public void OnMantleStarted()
{
HeadSystem.OnMantle();
_audioStream!.SwitchToClipByName("mantle");
_audioStream.SwitchToClipByName("mantle");
_mantlePath = MantlePath.Instantiate() as Path;
if (_mantlePath == null)
@@ -1584,11 +1617,11 @@ public partial class PlayerController : CharacterBody3D,
}
public void HandleMantling(float delta)
{
GlobalPosition = _mantlePath.Target.GlobalPosition;
GlobalPosition = _mantlePath!.Target.GlobalPosition;
}
public void MantleFinished()
{
_mantlePath.Teardown();
_mantlePath!.Teardown();
// SetVelocity(_finalCurveDirection.Normalized() * _speedOverCurve);
@@ -1667,8 +1700,8 @@ public partial class PlayerController : CharacterBody3D,
}
public void SlideStarted()
{
_targetSpeed = Velocity.Length();
_audioStream!.SwitchToClipByName("glide");
TargetSpeed = Velocity.Length();
_audioStream.SwitchToClipByName("glide");
SetupSlideCollision();
SlidingEnemyDetector.Monitoring = true;
@@ -1741,7 +1774,7 @@ public partial class PlayerController : CharacterBody3D,
public void OnSlideCanceled()
{
SetupStandingCollision();
_targetSpeed = WalkSpeed;
TargetSpeed = WalkSpeed;
}
public void HandleSlideCanceled(float delta)
{
@@ -1802,8 +1835,8 @@ public partial class PlayerController : CharacterBody3D,
IsInvincible = false;
SetupStandingCollision();
_audioStream!.SwitchToClipByName("footsteps");
_targetSpeed = WalkSpeed;
_audioStream.SwitchToClipByName("footsteps");
TargetSpeed = WalkSpeed;
}
public void EnemyHitWhileSliding(Node enemy)
@@ -1836,7 +1869,7 @@ public partial class PlayerController : CharacterBody3D,
{
SetHorizontalVelocity(Vector2.Zero);
SetVerticalVelocity(-SlamSpeed);
_audioStream!.SwitchToClipByName("dash");
_audioStream.SwitchToClipByName("dash");
}
public void HandleSlam(float delta)
{
@@ -1845,7 +1878,7 @@ public partial class PlayerController : CharacterBody3D,
public void SlamEnded()
{
HeadSystem.OnGetHit();
_audioStream!.SwitchToClipByName("slam");
_audioStream.SwitchToClipByName("slam");
if (Explosion.Instantiate() is not Explosion explosion) return;
explosion.Radius = 10f;
@@ -1978,7 +2011,7 @@ public partial class PlayerController : CharacterBody3D,
_dashDirection = travel.Normalized();
var shouldRebound = false;
if (DashSystem.CanDashThroughTarget && DashSystem.CollidedObject is ITargetable targetable)
if (DashSystem is { CanDashThroughTarget: true, CollidedObject: ITargetable targetable })
{
var plannedDashLocation = targetable.GetTargetGlobalPosition() + Vector3.Down*_playerHeight/2;
travel = plannedDashLocation - GlobalPosition;
@@ -2063,7 +2096,7 @@ public partial class PlayerController : CharacterBody3D,
DashSystem.HasHit,
DashSystem.CollisionPoint,
DashSystem.CollisionNormal,
DashSystem.CollidedObject as Node);
(DashSystem.CollidedObject as Node)!);
}
public void RecoverWeapon()
{
@@ -2167,7 +2200,7 @@ public partial class PlayerController : CharacterBody3D,
WeaponSystem.PlantObject = null;
}
public void ManageAttackedEnemyPostDash(Node enemy)
public void ManageAttackedEnemyPostDash(Node? enemy)
{
if (enemy is IDamageable damageable)
{
@@ -2227,7 +2260,7 @@ public partial class PlayerController : CharacterBody3D,
private bool _isEnemyInDashAttackRange;
private Vector3 _targetHitLocation;
private Vector3 _targetLocation;
private Object _targetObject;
private Object? _targetObject;
public void HandleEnemyTargeting()
{
_isEnemyInDashAttackRange = false;
@@ -2235,7 +2268,7 @@ public partial class PlayerController : CharacterBody3D,
var enemyTargetState = PlayerUi.TargetState.NoTarget;
var positionOnScreen = Vector2.Zero;
if (DashSystem.CanDashThroughTarget && DashSystem.CollidedObject is ITargetable dashTarget)
if (DashSystem is { CanDashThroughTarget: true, CollidedObject: ITargetable dashTarget })
{
enemyTargetState = PlayerUi.TargetState.TargetWouldKill;
_targetLocation = dashTarget.GetTargetGlobalPosition();
@@ -2279,11 +2312,11 @@ public partial class PlayerController : CharacterBody3D,
if (IsInvincible)
return damageRecord with { Damage = new RDamage(0, damageRecord.Damage.DamageType) };
var finalDamage = CDamageable.TakeDamage(damageRecord);
var finalDamage = CDamageable!.TakeDamage(damageRecord);
DamageTaken?.Invoke(this, finalDamage);
HeadSystem.OnGetHit();
_audioStream!.SwitchToClipByName("damage_taken");
_audioStream.SwitchToClipByName("damage_taken");
TriggerHitstop();
OnHitInvincibility();
@@ -2292,7 +2325,7 @@ public partial class PlayerController : CharacterBody3D,
public DamageRecord ComputeDamage(DamageRecord damageRecord)
{
return CDamageable.ComputeDamage(damageRecord);
return CDamageable!.ComputeDamage(damageRecord);
}
public void OnHitInvincibility()
@@ -2305,24 +2338,24 @@ public partial class PlayerController : CharacterBody3D,
{
_attackCooldown.Start();
HeadSystem.OnHit();
_audioStream!.SwitchToClipByName("attacks");
_audioStream.SwitchToClipByName("attacks");
}
public void OnStandardParryStarted()
{
_attackCooldown.Start();
HeadSystem.OnParry();
_audioStream!.SwitchToClipByName("parry");
_audioStream.SwitchToClipByName("parry");
}
private PhysicsDirectSpaceState3D _spaceState;
private PhysicsDirectSpaceState3D _spaceState = null!;
public void StartDashAction(bool isParry)
{
if (isParry) HeadSystem.OnParry();
else HeadSystem.OnHit();
var streamName = isParry ? "parry" : "attacks";
_audioStream!.SwitchToClipByName(streamName);
_audioStream.SwitchToClipByName(streamName);
IsInvincible = true;
var plannedDashLocation = _targetLocation + Vector3.Down*_playerHeight/2;
@@ -2452,7 +2485,7 @@ public partial class PlayerController : CharacterBody3D,
_hitEnemies.Clear();
HeadSystem.OnHitTarget();
_audioStream!.SwitchToClipByName("hits");
_audioStream.SwitchToClipByName("hits");
TriggerHitstop();
}
@@ -2469,19 +2502,18 @@ public partial class PlayerController : CharacterBody3D,
}
public HealthChangedRecord ReduceHealth(IDamageable source, DamageRecord damageRecord)
{
GD.Print("That's NOT fine");
var record = CHealth.ReduceHealth(source, damageRecord);
var record = CHealth!.ReduceHealth(source, damageRecord);
HealthChanged?.Invoke(this, record);
return record;
}
public void RegisterKnockback(KnockbackRecord knockbackRecord)
{
CKnockback.RegisterKnockback(knockbackRecord);
CKnockback!.RegisterKnockback(knockbackRecord);
}
public Vector3 ComputeKnockback()
{
var kb = CKnockback.ComputeKnockback();
var kb = CKnockback!.ComputeKnockback();
return kb;
}
@@ -2500,10 +2532,9 @@ public partial class PlayerController : CharacterBody3D,
IsInvincible = false;
}
// Sound
public void OnFootStepped()
{
_audioStream!.SwitchToClipByName("footsteps");
_audioStream.SwitchToClipByName("footsteps");
}
}

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@@ -1 +0,0 @@
extends "res://tools/generate_collisions.gd"

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@@ -1 +0,0 @@
uid://nnccp057g34w

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@@ -0,0 +1,101 @@
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 DamageModifierAppliesWhenTypeMatches()
{
var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
var modifier = new RDamageModifier(EDamageTypes.Normal, 2.0f);
var signalTriggered = false;
modifier.DamageTaken += (_, _) => signalTriggered = true;
var result = modifier.TakeDamage(input);
AssertFloat(result.Damage.DamageDealt).IsEqual(20.0f);
AssertBool(signalTriggered).IsTrue();
}
[TestCase]
public void DamageModifierIgnoresWhenTypeDifferent()
{
var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
var modifier = new RDamageModifier(EDamageTypes.Fire, 3.0f);
var signalTriggered = false;
modifier.DamageTaken += (_, _) => signalTriggered = true;
var result = modifier.TakeDamage(input);
AssertFloat(result.Damage.DamageDealt).IsEqual(0.0f);
AssertBool(signalTriggered).IsFalse(); // No damage actually taken
}
[TestCase]
public void DamageableSumsAllModifiers()
{
var mod1 = new RDamageModifier(EDamageTypes.Normal, 1.0f);
var mod2 = new RDamageModifier(EDamageTypes.Normal, 0.5f);
var damageable = new CDamageable();
damageable.DamageModifiers = new[] { mod1, mod2 };
var signalTriggered = false;
damageable.DamageTaken += (_, _) => signalTriggered = true;
var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
var result = damageable.TakeDamage(input);
AssertFloat(result.Damage.DamageDealt).IsEqual(15.0f);
AssertBool(signalTriggered).IsTrue();
}
[TestCase]
public void ComputeDamageModifierAppliesWhenTypeMatches()
{
var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
var modifier = new RDamageModifier(EDamageTypes.Normal, 2.0f);
var signalTriggered = false;
modifier.DamageTaken += (_, _) => signalTriggered = true;
var result = modifier.ComputeDamage(input);
AssertFloat(result.Damage.DamageDealt).IsEqual(20.0f);
AssertBool(signalTriggered).IsFalse();
}
[TestCase]
public void ComputeDamageModifierIgnoresWhenTypeDifferent()
{
var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
var modifier = new RDamageModifier(EDamageTypes.Fire, 3.0f);
var signalTriggered = false;
modifier.DamageTaken += (_, _) => signalTriggered = true;
var result = modifier.ComputeDamage(input);
AssertFloat(result.Damage.DamageDealt).IsEqual(0.0f);
AssertBool(signalTriggered).IsFalse();
}
[TestCase]
public void ComputeDamageableSumsAllModifiers()
{
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 signalTriggered = false;
cDamageable.DamageTaken += (_, _) => signalTriggered = true;
var input = new DamageRecord(Vector3.Zero, new RDamage(10.0f, EDamageTypes.Normal));
var result = cDamageable.ComputeDamage(input);
AssertFloat(result.Damage.DamageDealt).IsEqual(15.0f);
AssertBool(signalTriggered).IsFalse();
}
}

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@@ -0,0 +1 @@
uid://db6rva7uccppc

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@@ -0,0 +1,55 @@
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);
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);
}
}

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uid://bd52i51hncgmf

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using Godot;
using GdUnit4;
using static GdUnit4.Assertions;
using Movementtests.interfaces;
using Movementtests.systems.damage;
namespace Movementtests.tests;
[TestSuite, RequireGodotRuntime]
public class KnockbackComponentUnitTest
{
[TestCase]
public void RegisterAndComputeKnockback()
{
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, 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);
}
}

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uid://bv0eionbgbig5

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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 GroundedMovementAcceleratesAndAppliesGravity()
{
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(0.001f, 0.001f, 0.001f));
}
}

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uid://cofj5s4x74ay

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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 ComputeDamageNoComponent()
{
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 Unstun()
{
var enemy = new Enemy();
enemy.IsStunned = true;
enemy.Unstun();
AssertBool(enemy.IsStunned).IsFalse();
}
}

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uid://cojxgcs6xqqoq

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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();
}
}

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uid://pv570go4cxws

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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);
}
}

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uid://bp0xn8k3dmfkg

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using Godot;
using GdUnit4;
using static GdUnit4.Assertions;
using Movementtests.interfaces;
using Movementtests.systems.damage;
namespace Movementtests.tests;
[TestSuite, RequireGodotRuntime]
public class PlayerControllerUnitTest
{
private PlayerController _player;
[BeforeTest]
public void SetupTest()
{
_player = new PlayerController();
_player.TargetSpeed = 7.0f;
_player.Gravity = 9.8f;
var rHealth = new RHealth(100.0f);
_player.RHealth = rHealth;
_player.CHealth = new CHealth { RHealth = rHealth, CurrentHealth = 100.0f };
}
[AfterTest]
public void CleanupTest()
{
_player?.Free();
}
[TestCase]
public void TestCalculateGravityForce()
{
_player.Weight = 3.0f;
// gravity is 9.8f
AssertFloat(_player.CalculateGravityForce()).IsEqualApprox(29.4f, 0.001f);
}
[TestCase]
public void TestIsPlayerInputtingForward()
{
// Test Keyboard Input
_player.InputDeviceChanged(false);
_player.OnInputMoveKeyboard(Vector3.Forward);
AssertBool(_player.IsPlayerInputtingForward()).IsTrue();
_player.OnInputMoveKeyboard(Vector3.Back);
AssertBool(_player.IsPlayerInputtingForward()).IsFalse();
// Test Gamepad Input
_player.InputDeviceChanged(true);
_player.OnInputMove(new Vector3(0, 0, -1));
AssertBool(_player.IsPlayerInputtingForward()).IsTrue();
}
[TestCase]
public void TestSetVerticalVelocity()
{
_player.Velocity = new Vector3(1, 0, 2);
_player.SetVerticalVelocity(5.0f);
AssertVector(_player.Velocity).IsEqual(new Vector3(1, 5, 2));
}
[TestCase]
public void TestComputeHVelocityGround()
{
_player.Velocity = Vector3.Zero;
_player.AccelerationFloor = 10.0f;
float delta = 0.1f;
Vector3 newVelocity = _player.ComputeHVelocity(delta, _player.AccelerationFloor, _player.DecelerationFloor, Vector3.Forward);
AssertVector(newVelocity).IsEqual(new Vector3(0, 0, -7.0f));
}
[TestCase]
public void TestComputeHVelocityAir()
{
_player.Velocity = new Vector3(5, 0, 0);
_player.AccelerationAir = 2.0f;
_player.DecelerationAir = 2.0f;
float delta = 0.5f;
Vector3 newVelocity = _player.ComputeHVelocity(delta, _player.AccelerationAir, _player.DecelerationAir, Vector3.Zero);
AssertVector(newVelocity).IsEqual(Vector3.Zero);
}
[TestCase]
public void TestReduceHealth()
{
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()
{
var mockUi = new PlayerUi();
var dashIcons = new TextureRect[3] { new TextureRect(), new TextureRect(), new TextureRect() };
mockUi._dashIcons = dashIcons;
_player.PlayerUi = mockUi;
_player.EmpoweredActionsLeft = 2;
AssertInt(_player.EmpoweredActionsLeft).IsEqual(2);
AssertBool(dashIcons[0].Visible).IsTrue();
AssertBool(dashIcons[1].Visible).IsTrue();
AssertBool(dashIcons[2].Visible).IsFalse();
}
[TestCase]
public void TestDashCooldownTimeout()
{
_player.CanDash = false;
_player.DashCooldownTimeout();
AssertBool(_player.CanDash).IsTrue();
}
[TestCase]
public void TestGetInputLocalHDirection()
{
_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));
}
[TestCase]
public void TestComputeKnockback()
{
var cKnockback = new CKnockback();
cKnockback.RKnockback = new RKnockback(10.0f);
_player.CKnockback = cKnockback;
var damageRecord = new DamageRecord(new Vector3(10, 0, 0), new RDamage(0, EDamageTypes.Normal));
var knockbackRecord = new KnockbackRecord(damageRecord, 1.0f);
_player.GlobalPosition = Vector3.Zero;
cKnockback.GlobalPosition = Vector3.Zero;
_player.RegisterKnockback(knockbackRecord);
Vector3 knockback = cKnockback.ComputeKnockback();
AssertVector(knockback).IsEqual(new Vector3(-10, 0, 0));
}
}

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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();
}
}

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uid://vkv8aderakcb

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

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uid://denedm5b8rmhh

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[gd_scene format=3 uid="uid://l0lflvsjbyvs"]
[ext_resource type="Material" uid="uid://31aulub2nqov" path="res://assets/materials/greybox/m_greybox.tres" id="1_dv0re"]
[ext_resource type="PackedScene" uid="uid://bei4nhkf8lwdo" path="res://scenes/player_controller/PlayerController.tscn" id="2_52d52"]
[node name="PlayerMovementScene" type="Node3D" unique_id=231040688]
[node name="CSGCombiner3D" type="CSGCombiner3D" parent="." unique_id=241909240]
use_collision = true
collision_layer = 256
collision_mask = 65553
[node name="Ground" type="CSGBox3D" parent="CSGCombiner3D" unique_id=432200143]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.5, -0.5, -3.25)
use_collision = true
collision_layer = 256
collision_mask = 65553
size = Vector3(1000, 1, 1000)
material = ExtResource("1_dv0re")
[node name="Ground2" type="CSGBox3D" parent="CSGCombiner3D" unique_id=854660236]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3.75, 0.5, -1.75)
use_collision = true
collision_layer = 256
collision_mask = 65553
size = Vector3(1.5, 1, 1.5)
material = ExtResource("1_dv0re")
[node name="Player" parent="." unique_id=709076448 instance=ExtResource("2_52d52")]
TutorialDone = true
[node name="BaseLocation" type="Marker3D" parent="." unique_id=1793710692]
[node name="MantleLocation1" type="Marker3D" parent="." unique_id=550080845]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 3.75, 0, 0)

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using System.Threading.Tasks;
using Godot;
using GodotStateCharts;
namespace Movementtests.tests;
@@ -44,7 +45,7 @@ public class PlayerMovementTest
var startPos = _player.GlobalPosition;
_runner.SimulateKeyPress(Key.W);
await _runner.AwaitMillis(300);
await _runner.AwaitMillis(100);
_runner.SimulateKeyRelease(Key.W);
var endPos = _player.GlobalPosition;
@@ -63,17 +64,24 @@ public class PlayerMovementTest
var startPos = _player.GlobalPosition;
_runner.SimulateKeyPress(Key.Space);
await _runner.AwaitMillis(100);
_runner.SimulateKeyRelease(Key.Space);
await _runner.AwaitIdleFrame();
var jumping = StateChartState.Of(_player.GetNode("StateChart/Root/Movement/Jump"));
AssertBool(jumping.Active).IsTrue();
_runner.SimulateKeyRelease(Key.Space);
await _runner.AwaitIdleFrame();
var endPos = _player.GlobalPosition;
var direction = startPos.DirectionTo(endPos);
AssertVector(direction).IsEqualApprox(Vector3.Up, _vectorTolerance);
AssertVector(_player.Velocity.Normalized()).IsEqualApprox(Vector3.Up, _vectorTolerance);
await _runner.AwaitMillis(500);
await _runner.AwaitMillis(600);
endPos = _player.GlobalPosition;
AssertVector(endPos - startPos).IsEqualApprox(Vector3.Zero, _vectorTolerance);
var grounded = StateChartState.Of(_player.GetNode("StateChart/Root/Movement/Grounded"));
AssertBool(grounded.Active).IsTrue();
}
[TestCase("MantleLocation1")]
@@ -88,6 +96,9 @@ public class PlayerMovementTest
_runner.SimulateKeyPress(Key.Space);
await _runner.AwaitMillis(100);
var mantling = StateChartState.Of(_player.GetNode("StateChart/Root/Movement/Mantling"));
AssertBool(mantling.Active).IsTrue();
_runner.SimulateKeyRelease(Key.Space);
await _runner.AwaitMillis(500);

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tools/ForgeManager.cs Normal file
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using Gamesmiths.Forge.Cues;
using Gamesmiths.Forge.Tags;
using Godot;
namespace Movementtests.tools;
public partial class ForgeManager : Node
{
public CuesManager CuesManager { get; private set; } = new CuesManager();
public TagsManager TagsManager { get; private set; } = new TagsManager(
[
"character.player",
"class.warrior",
"status.stunned",
"status.burning",
"status.enraged",
"status.immune.fire",
"cues.damage.fire",
"events.combat.damage",
"events.combat.hit",
"cooldown.fireball"
]);
public ForgeManager()
{
}
}

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uid://c75tpswl62eew