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Author SHA1 Message Date
290f79afd4 removed null!
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2026-02-26 19:18:27 +01:00
5408f455af removed internal
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2026-02-26 18:56:50 +01:00
3a21f00528 removing tests because they might break the solution
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2026-02-26 18:42:46 +01:00
22e8c27878 trying somthing
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2026-02-26 18:36:18 +01:00
6c4454848a removed something that has nothing to do on the vcs
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2026-02-26 18:15:50 +01:00
175e67d2d6 export fix
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2026-02-26 17:55:02 +01:00
ab69fa9323 trying to fix export
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2026-02-26 17:36:33 +01:00
49 changed files with 752 additions and 1313 deletions

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@@ -105,6 +105,7 @@ jobs:
run: | run: |
mkdir -v -p build/windows mkdir -v -p build/windows
${{ steps.setup-godot.outputs.godot_bin }} --headless --verbose --export-release "Windows Desktop" build/windows/${{ env.GAME_NAME }}.exe ${{ steps.setup-godot.outputs.godot_bin }} --headless --verbose --export-release "Windows Desktop" build/windows/${{ env.GAME_NAME }}.exe
ls -la build/windows
# - name: Setup Butler # - name: Setup Butler
# shell: bash # shell: bash

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@@ -63,6 +63,7 @@ jobs:
run: | run: |
mkdir -v -p build/windows mkdir -v -p build/windows
${{ steps.setup-godot.outputs.godot_bin }} --headless --verbose --build-solutions --export-release "Windows Desktop" build/windows/${{ env.GAME_NAME }}.exe ${{ steps.setup-godot.outputs.godot_bin }} --headless --verbose --build-solutions --export-release "Windows Desktop" build/windows/${{ env.GAME_NAME }}.exe
ls -la build/windows
zip -r Windows.zip build/windows zip -r Windows.zip build/windows
- name: Upload Windows to itch.io - name: Upload Windows to itch.io
shell: bash shell: bash
@@ -79,7 +80,7 @@ jobs:
mkdir -v -p build/windowsArm mkdir -v -p build/windowsArm
${{ steps.setup-godot.outputs.godot_bin }} --headless --verbose --build-solutions --export-release "Windows ARM" build/windowsArm/${{ env.GAME_NAME }}.exe ${{ steps.setup-godot.outputs.godot_bin }} --headless --verbose --build-solutions --export-release "Windows ARM" build/windowsArm/${{ env.GAME_NAME }}.exe
zip -r WindowsArm.zip build/windowsArm zip -r WindowsArm.zip build/windowsArm
- name: Upload Windows to itch.io - name: Upload Windows ARM to itch.io
shell: bash shell: bash
env: env:
BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }} BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }}
@@ -94,7 +95,7 @@ jobs:
mkdir -v -p build/linux mkdir -v -p build/linux
${{ steps.setup-godot.outputs.godot_bin }} --headless --verbose --export-release "Linux/X11" build/linux/${{ env.GAME_NAME }}.x86_64 ${{ steps.setup-godot.outputs.godot_bin }} --headless --verbose --export-release "Linux/X11" build/linux/${{ env.GAME_NAME }}.x86_64
zip -r Linux.zip build/linux zip -r Linux.zip build/linux
- name: Upload Windows to itch.io - name: Upload Linux to itch.io
shell: bash shell: bash
env: env:
BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }} BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }}
@@ -109,7 +110,7 @@ jobs:
mkdir -v -p build/mac mkdir -v -p build/mac
${{ steps.setup-godot.outputs.godot_bin }} --headless --verbose --export-release "macOS" build/mac/${{ env.GAME_NAME }}.zip ${{ steps.setup-godot.outputs.godot_bin }} --headless --verbose --export-release "macOS" build/mac/${{ env.GAME_NAME }}.zip
zip -r Mac.zip build/mac zip -r Mac.zip build/mac
- name: Upload Windows to itch.io - name: Upload Mac to itch.io
shell: bash shell: bash
env: env:
BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }} BUTLER_API_KEY: ${{ secrets.BUTLER_TOKEN }}

1
.gitignore vendored
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@@ -20,6 +20,7 @@
*.suo *.suo
*.user *.user
_ReSharper.* _ReSharper.*
*.DotSettings.user
bin bin
obj obj
packages packages

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@@ -125,8 +125,6 @@
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<Folder Include="addons\" /> <Folder Include="addons\" />
<Folder Include="tests\components\" />
<Folder Include="tests\enemies\" />
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<PackageReference Include="RustyOptions" Version="0.10.1" /> <PackageReference Include="RustyOptions" Version="0.10.1" />

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@@ -1,15 +0,0 @@
<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=22FEBE6E_002D769C_002D4716_002DA687_002DA0AC8F3EF84A_002Fd_003Ascenes_002Fd_003Aplayer_005Fcontroller_002Fd_003Ascripts_002Ff_003APlayerController_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AAction_00601_002Ecs_002Fl_003AC_0021_003FUsers_003FMinimata_003FAppData_003FRoaming_003FJetBrains_003FRider2025_002E1_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003F7c0f83388bfc4d2c9d09befcec9dd79bc90908_003Fb8_003F4d300c4d_003FAction_00601_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AAction_00602_002Ecs_002Fl_003AC_0021_003FUsers_003FMinimata_003FAppData_003FRoaming_003FJetBrains_003FRider2025_002E1_003Fresharper_002Dhost_003FDecompilerCache_003Fdecompiler_003F7c0f83388bfc4d2c9d09befcec9dd79bc90908_003F87_003Fded27e2d_003FAction_00602_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003AEnemy_005FScriptMethods_002Egenerated_002Ecs_002Fl_003AC_0021_003FUsers_003FMinimata_003FAppData_003FRoaming_003FJetBrains_003FRider2025_002E1_003Fresharper_002Dhost_003FSourcesCache_003F8e71dc81611862c01a2cb998a1f327de14747655_003FEnemy_005FScriptMethods_002Egenerated_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003ANode_002Ecs_002Fl_003AC_0021_003FUsers_003FMinimata_003FAppData_003FRoaming_003FJetBrains_003FRider2025_002E1_003Fresharper_002Dhost_003FSourcesCache_003F716d154fef5cbe863cd637bd32beda6e3cec5f12e8fed2dc5b2d8149a0d558ab_003FNode_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003ANode_002Ecs_002Fl_003AC_0021_003FUsers_003FMinimata_003FAppData_003FRoaming_003FJetBrains_003FRider2025_002E1_003Fresharper_002Dhost_003FSourcesCache_003Fdf73a4db74df89d59655c5fb6326406f47fbfa9af1fa81518fe0a07c49d34133_003FNode_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
<s:String x:Key="/Default/CodeInspection/ExcludedFiles/FilesAndFoldersToSkip2/=7020124F_002D9FFC_002D4AC3_002D8F3D_002DAAB8E0240759_002Ff_003ASceneTree_002Ecs_002Fl_003AC_0021_003FUsers_003FMinimata_003FAppData_003FRoaming_003FJetBrains_003FRider2025_002E1_003Fresharper_002Dhost_003FSourcesCache_003F8d6960554e939a669841b1ece03d27df4ab42f92bb80be3767eaec8cdaccf84b_003FSceneTree_002Ecs/@EntryIndexedValue">ForceIncluded</s:String>
<s:String x:Key="/Default/Environment/UnitTesting/UnitTestSessionStore/Sessions/=dd9a7ac6_002Dbb9b_002D4001_002Db145_002D15e6509b7e78/@EntryIndexedValue">&lt;SessionState ContinuousTestingMode="0" IsActive="True" Name="All tests from Solution" xmlns="urn:schemas-jetbrains-com:jetbrains-ut-session"&gt;&#xD;
&lt;Solution /&gt;&#xD;
&lt;/SessionState&gt;</s:String>
<s:String x:Key="/Default/Housekeeping/UnitTestingMru/UnitTestRunner/RunConfigurationFilename/@EntryValue">D:\Godot\Projects\movement-tests\.runsettings</s:String>
<s:Boolean x:Key="/Default/UserDictionary/Words/=floorplane/@EntryIndexedValue">True</s:Boolean></wpf:ResourceDictionary>

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@@ -8,7 +8,7 @@ namespace Gamesmiths.Forge.Godot.Core;
public class ForgeManagers public class ForgeManagers
{ {
public static ForgeManagers Instance { get; private set; } = null!; public static ForgeManagers Instance { get; private set; }
public TagsManager TagsManager { get; private set; } public TagsManager TagsManager { get; private set; }

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@@ -11,7 +11,7 @@ public partial class AttributeEditorProperty : EditorProperty
private const int ButtonSize = 26; private const int ButtonSize = 26;
private const int PopupSize = 300; private const int PopupSize = 300;
private Label _label = null!; private Label _label;
public override void _Ready() public override void _Ready()
{ {

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@@ -14,7 +14,7 @@ namespace Gamesmiths.Forge.Godot.Editor.Attributes;
[Tool] [Tool]
public partial class AttributeSetClassEditorProperty : EditorProperty public partial class AttributeSetClassEditorProperty : EditorProperty
{ {
private OptionButton _optionButton = null!; private OptionButton _optionButton;
public override void _Ready() public override void _Ready()
{ {

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@@ -14,7 +14,7 @@ public partial class CueKeyEditorProperty : EditorProperty
private const int ButtonSize = 26; private const int ButtonSize = 26;
private const int PopupSize = 300; private const int PopupSize = 300;
private Label _label = null!; private Label _label;
public override void _Ready() public override void _Ready()
{ {

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@@ -15,13 +15,13 @@ public partial class TagContainerEditorProperty : EditorProperty
{ {
private readonly Dictionary<TreeItem, TagNode> _treeItemToNode = []; private readonly Dictionary<TreeItem, TagNode> _treeItemToNode = [];
private VBoxContainer _root = null!; private VBoxContainer _root;
private Button _containerButton = null!; private Button _containerButton;
private ScrollContainer _scroll = null!; private ScrollContainer _scroll;
private Tree _tree = null!; private Tree _tree;
private Texture2D _checkedIcon = null!; private Texture2D _checkedIcon;
private Texture2D _uncheckedIcon = null!; private Texture2D _uncheckedIcon;
private GodotStringArray _currentValue = []; private GodotStringArray _currentValue = [];

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@@ -13,13 +13,13 @@ public partial class TagEditorProperty : EditorProperty
{ {
private readonly Dictionary<TreeItem, TagNode> _treeItemToNode = []; private readonly Dictionary<TreeItem, TagNode> _treeItemToNode = [];
private VBoxContainer _root = null!; private VBoxContainer _root;
private Button _containerButton = null!; private Button _containerButton;
private ScrollContainer _scroll = null!; private ScrollContainer _scroll;
private Tree _tree = null!; private Tree _tree;
private Texture2D _checkedIcon = null!; private Texture2D _checkedIcon;
private Texture2D _uncheckedIcon = null!; private Texture2D _uncheckedIcon;
private string _currentValue = string.Empty; private string _currentValue = string.Empty;

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@@ -16,7 +16,7 @@ public partial class TagsEditor : VBoxContainer, ISerializationListener
{ {
private readonly Dictionary<TreeItem, TagNode> _treeItemToNode = []; private readonly Dictionary<TreeItem, TagNode> _treeItemToNode = [];
private TagsManager _tagsManager = null!; private TagsManager _tagsManager;
private ForgeData? _forgePluginData; private ForgeData? _forgePluginData;

View File

@@ -18,15 +18,15 @@ public partial class ForgeEntity : Node, IForgeEntity
[Export] [Export]
public ForgeTagContainer BaseTags { get; set; } = new(); public ForgeTagContainer BaseTags { get; set; } = new();
public EntityAttributes Attributes { get; set; } = null!; public EntityAttributes Attributes { get; set; }
public EntityTags Tags { get; set; } = null!; public EntityTags Tags { get; set; }
public EffectsManager EffectsManager { get; set; } = null!; public EffectsManager EffectsManager { get; set; }
public EntityAbilities Abilities { get; set; } = null!; public EntityAbilities Abilities { get; set; }
public EventManager Events { get; set; } = null!; public EventManager Events { get; set; }
public override void _Ready() public override void _Ready()
{ {

File diff suppressed because it is too large Load Diff

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@@ -451,6 +451,7 @@ MovementInputs = SubResource("Resource_pxspk")
HealthInputs = ExtResource("27_lgco8") HealthInputs = ExtResource("27_lgco8")
DamageInputs = ExtResource("28_51ivn") DamageInputs = ExtResource("28_51ivn")
Target = NodePath("../Player") Target = NodePath("../Player")
IsActiveOnStart = false
[node name="Spawner2" parent="." unique_id=717610670 node_paths=PackedStringArray("Target") instance=ExtResource("24_qwuk2")] [node name="Spawner2" parent="." unique_id=717610670 node_paths=PackedStringArray("Target") instance=ExtResource("24_qwuk2")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 31, 7.5, -88) transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 31, 7.5, -88)
@@ -459,6 +460,7 @@ MovementInputs = ExtResource("30_3w3wd")
HealthInputs = ExtResource("31_5hbxb") HealthInputs = ExtResource("31_5hbxb")
DamageInputs = ExtResource("32_hmdts") DamageInputs = ExtResource("32_hmdts")
Target = NodePath("../Player") Target = NodePath("../Player")
IsActiveOnStart = false
[connection signal="timeout" from="TutorialController/WaitToShowBlockingTuto" to="TutorialController" method="_show_weapon_tutorial"] [connection signal="timeout" from="TutorialController/WaitToShowBlockingTuto" to="TutorialController" method="_show_weapon_tutorial"]
[connection signal="body_exited" from="TutoTriggers/TriggerTutoMove" to="TutorialController" method="hide_tutorials"] [connection signal="body_exited" from="TutoTriggers/TriggerTutoMove" to="TutorialController" method="hide_tutorials"]

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@@ -7,7 +7,7 @@ using Movementtests.systems.damage;
[GlobalClass] [GlobalClass]
public partial class RDamageModifier : Resource, IDamageable public partial class RDamageModifier : Resource, IDamageable
{ {
public event Action<IDamageable, DamageRecord> DamageTaken = null!; public event Action<IDamageable, DamageRecord> DamageTaken;
[Export] [Export]
public EDamageTypes DamageType { get; set;} public EDamageTypes DamageType { get; set;}

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@@ -5,11 +5,11 @@ using Movementtests.interfaces;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/white/icon_heart.png")] [GlobalClass, Icon("res://assets/ui/IconGodotNode/white/icon_heart.png")]
public partial class CHealth : Node, IHealthable public partial class CHealth : Node, IHealthable
{ {
public event Action<IHealthable, HealthChangedRecord> HealthChanged = null!; public event Action<IHealthable, HealthChangedRecord> HealthChanged;
public event Action<IHealthable> HealthDepleted = null!; public event Action<IHealthable> HealthDepleted;
[Export] [Export]
public RHealth RHealth { get; set; } = null!; public RHealth RHealth { get; set; }
public float CurrentHealth { get; set; } public float CurrentHealth { get; set; }

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@@ -5,9 +5,9 @@ using Movementtests.interfaces;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_wind.png")] [GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_wind.png")]
public partial class CKnockback : Node3D, IKnockbackable public partial class CKnockback : Node3D, IKnockbackable
{ {
[Export] public RKnockback RKnockback { get; set;} = null!; [Export] public RKnockback RKnockback { get; set; }
private KnockbackRecord _knockbackRecord = null!; private KnockbackRecord _knockbackRecord;
public void RegisterKnockback(KnockbackRecord knockbackRecord) public void RegisterKnockback(KnockbackRecord knockbackRecord)
{ {

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@@ -6,9 +6,9 @@ namespace Movementtests.scenes.movement;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_path_follow.png")] [GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_path_follow.png")]
public partial class CGroundedMovement : Node3D, IMoveable public partial class CGroundedMovement : Node3D, IMoveable
{ {
[Export] public RMovement RMovement { get; set; } = null!; [Export] public RMovement RMovement { get; set; }
[Export] public RayCast3D WallInFrontRayCast { get; set; } = null!; [Export] public RayCast3D WallInFrontRayCast { get; set; }
public Vector3 ComputeVelocity(MovementInputs inputs) public Vector3 ComputeVelocity(MovementInputs inputs)

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@@ -16,37 +16,37 @@ public partial class Enemy : CharacterBody3D,
IStunnable IStunnable
{ {
// Signals and events // Signals and events
public event Action<IDamageable, DamageRecord> DamageTaken = null!; public event Action<IDamageable, DamageRecord> DamageTaken;
public event Action<IHealthable, HealthChangedRecord> HealthChanged = null!; public event Action<IHealthable, HealthChangedRecord> HealthChanged;
public event Action<IHealthable> HealthDepleted = null!; public event Action<IHealthable> HealthDepleted;
// Public export components // Public export components
[Export] [Export]
public Node3D Target { get; set; } = null!; public Node3D Target { get; set;}
[Export] [Export]
public float EnemyHeight { get; set; } = 1f; public float EnemyHeight { get; set; } = 1f;
[ExportGroup("Health")] [ExportGroup("Health")]
[Export] [Export]
public RHealth RHealth { get; set; } = null!; public RHealth RHealth { get; set; }
[Export] [Export]
public RDeathEffect[] DeathEffects { get; set; } = null!; public RDeathEffect[] DeathEffects { get; set; }
public IHealthable CHealth { get; set; } = null!; public IHealthable CHealth { get; set; }
[ExportGroup("Damage")] [ExportGroup("Damage")]
[Export] [Export]
public RDamage RDamage { get; set; } = null!; public RDamage RDamage { get; set; }
public IDamageable CDamageable { get; set; } = null!; public IDamageable CDamageable { get; set; }
[Export] [Export]
public RKnockback RKnockback { get; set; } = null!; public RKnockback RKnockback { get; set; }
public IKnockbackable CKnockback { get; set; } = null!; public IKnockbackable CKnockback { get; set; }
[ExportGroup("Movement")] [ExportGroup("Movement")]
[Export] [Export]
public RMovement RMovement { get; set; } = null!; public RMovement RMovement { get; set; }
public IMoveable CMovement { get; set; } = null!; public IMoveable CMovement { get; set; }
// Public stuff // Public stuff
public float CurrentHealth public float CurrentHealth
@@ -56,9 +56,9 @@ public partial class Enemy : CharacterBody3D,
} }
// Private stuff // Private stuff
private Area3D _damageBox = null!; private Area3D _damageBox;
internal Node3D _target = null!; private Node3D _target;
private Healthbar _healthbar = null!; private Healthbar _healthbar;
public override void _Ready() public override void _Ready()
{ {

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@@ -5,7 +5,7 @@ using Movementtests.interfaces;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_text_panel.png")] [GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_text_panel.png")]
public partial class PlayerUi : Control public partial class PlayerUi : Control
{ {
internal TextureRect[] _dashIcons = new TextureRect[3]; private TextureRect[] _dashIcons = new TextureRect[3];
private TextureRect _enemyTarget; private TextureRect _enemyTarget;
private Healthbar _healthbar; private Healthbar _healthbar;

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@@ -24,21 +24,21 @@ public partial class DashSystem: Node3D
public bool ShouldMantle { get; set; } public bool ShouldMantle { get; set; }
public Vector3 PlannedMantleLocation { get; set; } public Vector3 PlannedMantleLocation { get; set; }
public MantleSystem MantleSystem { get; set; } = null!; public MantleSystem MantleSystem { get; set; }
internal HeadSystem Head = null!; private HeadSystem Head;
public ShapeCast3D DashCast3D = null!; public ShapeCast3D DashCast3D;
internal Camera3D Camera = null!; private Camera3D Camera;
internal Vector3 DashDirection = Vector3.Zero; private Vector3 DashDirection = Vector3.Zero;
internal ShapeCast3D DashCastDrop = null!; private ShapeCast3D DashCastDrop;
internal MeshInstance3D DashDropIndicator = null!; private MeshInstance3D DashDropIndicator;
internal MeshInstance3D DashDropLocationIndicator = null!; private MeshInstance3D DashDropLocationIndicator;
internal MeshInstance3D DashTarget = null!; private MeshInstance3D DashTarget;
internal CpuParticles3D DashIndicator = null!; private CpuParticles3D DashIndicator;
internal AnimationPlayer DashIndicatorAnim = null!; private AnimationPlayer DashIndicatorAnim;
[Export] public PackedScene DashIndicatorScene { get; set; } = null!; [Export] public PackedScene DashIndicatorScene { get; set; }
[Signal] [Signal]
public delegate void DashStartedEventHandler(); public delegate void DashStartedEventHandler();
@@ -75,7 +75,7 @@ public partial class DashSystem: Node3D
DashIndicatorAnim = GetNode<AnimationPlayer>("DashIndicator/AnimationPlayer"); DashIndicatorAnim = GetNode<AnimationPlayer>("DashIndicator/AnimationPlayer");
} }
internal DashLocation ComputeDashLocation() private DashLocation ComputeDashLocation()
{ {
var targetLocation = DashCast3D.ToGlobal(DashCast3D.TargetPosition); var targetLocation = DashCast3D.ToGlobal(DashCast3D.TargetPosition);
var hasHit = DashCast3D.IsColliding(); var hasHit = DashCast3D.IsColliding();

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@@ -39,10 +39,10 @@ public partial class HeadSystem : Node3D
float BobbingMultiplier, float BobbingMultiplier,
float FovMultiplier); float FovMultiplier);
internal Camera3D _camera; private Camera3D _camera;
internal Marker3D _cameraAnchor; private Marker3D _cameraAnchor;
internal AnimationPlayer _animationPlayer; private AnimationPlayer _animationPlayer;
internal AnimationTree _animationTree; private AnimationTree _animationTree;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")] [Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float LookSensitivity { get; set; } = 1f; public float LookSensitivity { get; set; } = 1f;
@@ -63,11 +63,11 @@ public partial class HeadSystem : Node3D
[Export(PropertyHint.Range, "0,1,0.01,or_greater")] [Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float SlidingJitterAmplitude { get; set; } = 0.1f; public float SlidingJitterAmplitude { get; set; } = 0.1f;
internal FastNoiseLite _slidingNoise = new FastNoiseLite(); private FastNoiseLite _slidingNoise = new FastNoiseLite();
[ExportGroup("Bobbing")] [ExportGroup("Bobbing")]
internal float _bobbingAccumulator; // Constantly increases when player moves in X or/and Z axis private float _bobbingAccumulator; // Constantly increases when player moves in X or/and Z axis
[Export(PropertyHint.Range, "0,10,0.01,or_greater")] [Export(PropertyHint.Range, "0,10,0.01,or_greater")]
public float BobbingFrequency { set; get; } = 2.4f; public float BobbingFrequency { set; get; } = 2.4f;
[Export(PropertyHint.Range, "0,0.4,0.01,or_greater")] [Export(PropertyHint.Range, "0,0.4,0.01,or_greater")]
@@ -84,11 +84,11 @@ public partial class HeadSystem : Node3D
public float FovMaxedOutSpeed { get; set; } = 20f; public float FovMaxedOutSpeed { get; set; } = 20f;
[ExportGroup("First Person rig")] [ExportGroup("First Person rig")]
internal Node3D _fpRig; private Node3D _fpRig;
internal Node3D _rightHandedWeapon; private Node3D _rightHandedWeapon;
internal Node3D _leftHandedWeapon; private Node3D _leftHandedWeapon;
internal Node3D _fpDisplacedRig; private Node3D _fpDisplacedRig;
internal Vector3 _fpDisplacedRigInitialRotation; private Vector3 _fpDisplacedRigInitialRotation;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")] [Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float WeaponSway { get; set; } = 5f; public float WeaponSway { get; set; } = 5f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")] [Export(PropertyHint.Range, "0,10,0.1,or_greater")]
@@ -190,8 +190,8 @@ public partial class HeadSystem : Node3D
EmitSignalHitboxDeactivated(); EmitSignalHitboxDeactivated();
} }
internal bool _footstepEmitted; private bool _footstepEmitted;
internal bool _isPlayingForcingAnim; private bool _isPlayingForcingAnim;
public void ResetHeadBobbing() public void ResetHeadBobbing()
{ {

View File

@@ -22,11 +22,11 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer
[Export(PropertyHint.Range, "0,0.2,0.01,or_greater")] [Export(PropertyHint.Range, "0,0.2,0.01,or_greater")]
public float StraightThrowDuration { get; set; } = 0.1f; public float StraightThrowDuration { get; set; } = 0.1f;
private StateChart _weaponState = null!; private StateChart _weaponState;
public StateChartState InHandState = null!; public StateChartState InHandState;
public StateChartState FlyingState = null!; public StateChartState FlyingState;
public StateChartState PlantedState = null!; public StateChartState PlantedState;
private ShapeCast3D _dashCast3D = null!; private ShapeCast3D _dashCast3D;
private Transform3D _startTransform; private Transform3D _startTransform;
private Vector3 _startMeshRotation; private Vector3 _startMeshRotation;
@@ -36,9 +36,9 @@ public partial class WeaponSystem : RigidBody3D, IDamageDealer
public Vector3 PlantNormal { get; set; } public Vector3 PlantNormal { get; set; }
public Node? PlantObject { get; set; } public Node? PlantObject { get; set; }
public MeshInstance3D WeaponLocationIndicator { get; set; } = null!; public MeshInstance3D WeaponLocationIndicator { get; set; }
public StandardMaterial3D WeaponLocationIndicatorMaterial { get; set; } = null!; public StandardMaterial3D WeaponLocationIndicatorMaterial { get; set; }
public MeshInstance3D WeaponMesh { get; set; } = null!; public MeshInstance3D WeaponMesh { get; set; }
public void Init() public void Init()
{ {

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@@ -49,45 +49,45 @@ public partial class PlayerController : CharacterBody3D,
[Signal] [Signal]
public delegate void PlayerDiedEventHandler(); public delegate void PlayerDiedEventHandler();
public event Action<IDamageable, DamageRecord> DamageTaken = null!; public event Action<IDamageable, DamageRecord> DamageTaken;
public event Action<IHealthable, HealthChangedRecord> HealthChanged = null!; public event Action<IHealthable, HealthChangedRecord> HealthChanged;
public event Action<IHealthable> HealthDepleted = null!; public event Action<IHealthable> HealthDepleted;
/////////////////////////// ///////////////////////////
// Public stuff // // Public stuff //
/////////////////////////// ///////////////////////////
public HeadSystem HeadSystem = null!; public HeadSystem HeadSystem;
public StairsSystem StairsSystem = null!; public StairsSystem StairsSystem;
public MantleSystem MantleSystem = null!; public MantleSystem MantleSystem;
public DashSystem DashSystem = null!; public DashSystem DashSystem;
public CollisionShape3D StandingCollider = null!; public CollisionShape3D StandingCollider;
public CollisionShape3D SlideCollider = null!; public CollisionShape3D SlideCollider;
public WeaponSystem WeaponSystem = null!; public WeaponSystem WeaponSystem;
public WallHugSystem WallHugSystem = null!; public WallHugSystem WallHugSystem;
public PlayerUi PlayerUi = null!; public PlayerUi PlayerUi;
public TextureRect DashIndicator = null!; public TextureRect DashIndicator;
public ColorRect PowerCooldownIndicator = null!; public ColorRect PowerCooldownIndicator;
public Node3D DashIndicatorNode = null!; public Node3D DashIndicatorNode;
public MeshInstance3D DashIndicatorMesh = null!; public MeshInstance3D DashIndicatorMesh;
public CylinderMesh DashIndicatorMeshCylinder = null!; public CylinderMesh DashIndicatorMeshCylinder;
public RayCast3D WallRunSnapper = null!; public RayCast3D WallRunSnapper;
public ShapeCast3D GroundDetector = null!; public ShapeCast3D GroundDetector;
public ShapeCast3D CeilingDetector = null!; public ShapeCast3D CeilingDetector;
public RayCast3D DirectGroundDetector = null!; public RayCast3D DirectGroundDetector;
public Area3D WeaponHitbox = null!; public Area3D WeaponHitbox;
public AudioStreamPlayer3D SfxPlayer = null!; public AudioStreamPlayer3D SfxPlayer;
public ShapeCast3D DashDamageDetector = null!; public ShapeCast3D DashDamageDetector;
public Area3D SlidingEnemyDetector = null!; public Area3D SlidingEnemyDetector;
public EntityAttributes Attributes { get; set; } = null!; public EntityAttributes Attributes { get; set; }
public EntityTags Tags { get; set; } = null!; public EntityTags Tags { get; set; }
public EffectsManager EffectsManager { get; set; } = null!; public EffectsManager EffectsManager { get; set; }
public EntityAbilities Abilities { get; set; } = null!; public EntityAbilities Abilities { get; set; }
public EventManager Events { get; set; } = null!; public EventManager Events { get; set; }
// Inspector stuff // Inspector stuff
[Export] public Marker3D TutorialWeaponTarget = null!; [Export] public Marker3D TutorialWeaponTarget;
[Export] public bool TutorialDone { get; set; } [Export] public bool TutorialDone { get; set; }
[Export] public bool HasSword { get; set; } = true; [Export] public bool HasSword { get; set; } = true;
[Export] public bool HasParry { get; set; } = true; [Export] public bool HasParry { get; set; } = true;
@@ -102,9 +102,9 @@ public partial class PlayerController : CharacterBody3D,
[Export(PropertyHint.Range, "0,10f,0.1,or_greater")] [Export(PropertyHint.Range, "0,10f,0.1,or_greater")]
public float AimAssistReductionStartDistance { get; set; } = 10f; public float AimAssistReductionStartDistance { get; set; } = 10f;
[ExportGroup("Damage")] [Export] public RDamage RDamage { get; set; } = null!; [ExportGroup("Damage")] [Export] public RDamage RDamage { get; set; }
[Export] public RKnockback? RKnockback { get; set; } = null!; [Export] public RKnockback? RKnockback { get; set; }
[Export] public RHealth? RHealth { get; set; } = null!; [Export] public RHealth? RHealth { get; set; }
[ExportGroup("Targeting")] [ExportGroup("Targeting")]
[Export(PropertyHint.Range, "0,20,0.1,or_greater")] [Export(PropertyHint.Range, "0,20,0.1,or_greater")]
@@ -114,7 +114,7 @@ public partial class PlayerController : CharacterBody3D,
[ExportGroup("Instantiation")] [ExportGroup("Instantiation")]
[Export] [Export]
public PackedScene Explosion { get; set; } = null!; public PackedScene Explosion { get; set; }
// Movement stuff // Movement stuff
[ExportCategory("Movement")] [ExportCategory("Movement")]
@@ -141,7 +141,7 @@ public partial class PlayerController : CharacterBody3D,
[Export(PropertyHint.Range, "0,1,0.01,or_greater")] [Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float MantleTime { get; set; } = 0.1f; public float MantleTime { get; set; } = 0.1f;
[Export] [Export]
public PackedScene MantlePath { get; set; } = null!; public PackedScene MantlePath { get; set; }
[Export(PropertyHint.Range, "0,50,0.1")] [Export(PropertyHint.Range, "0,50,0.1")]
public float MantleDashStrength { get; set; } = 15f; public float MantleDashStrength { get; set; } = 15f;
@@ -266,8 +266,8 @@ public partial class PlayerController : CharacterBody3D,
// Stairs and shit // Stairs and shit
private float _lastFrameWasOnFloor = -Mathf.Inf; private float _lastFrameWasOnFloor = -Mathf.Inf;
private const int NumOfHeadCollisionDetectors = 4; private const int NumOfHeadCollisionDetectors = 4;
private RayCast3D[] _headCollisionDetectors = null!; private RayCast3D[] _headCollisionDetectors;
private AudioStreamPlaybackInteractive _audioStream = null!; private AudioStreamPlaybackInteractive _audioStream;
// Basic movement // Basic movement
private bool _movementEnabled = true; private bool _movementEnabled = true;
@@ -277,8 +277,8 @@ public partial class PlayerController : CharacterBody3D,
private float _inputRotateFloorplane; private float _inputRotateFloorplane;
// Basic falling // Basic falling
internal float TargetSpeed; private float TargetSpeed;
internal float Gravity; private float Gravity;
// Jump stuff // Jump stuff
private int _currentInputBufferFrames; private int _currentInputBufferFrames;
@@ -291,7 +291,7 @@ public partial class PlayerController : CharacterBody3D,
private Path? _mantlePath; private Path? _mantlePath;
private bool _customMantle; private bool _customMantle;
private Transform3D _customMantleStartTransform; private Transform3D _customMantleStartTransform;
private Curve3D _customMantleCurve = null!; private Curve3D _customMantleCurve;
private Vector3 _mantleStartPosition; private Vector3 _mantleStartPosition;
private Vector3 _velocityOnMantleStarted = Vector3.Zero; private Vector3 _velocityOnMantleStarted = Vector3.Zero;
@@ -302,7 +302,7 @@ public partial class PlayerController : CharacterBody3D,
private Vector3 _currentWallContactPoint = Vector3.Zero; private Vector3 _currentWallContactPoint = Vector3.Zero;
// Dash stuff // Dash stuff
internal bool CanDash = true; private bool CanDash = true;
private bool _canDashAirborne = true; private bool _canDashAirborne = true;
private float _playerHeight; private float _playerHeight;
private float _playerRadius; private float _playerRadius;
@@ -328,56 +328,56 @@ public partial class PlayerController : CharacterBody3D,
private float _aimAssistMultiplier = 1.0f; private float _aimAssistMultiplier = 1.0f;
// Timers // Timers
private Timer _timeScaleAimInAirTimer = null!; private Timer _timeScaleAimInAirTimer;
private Timer _weaponThrowUncatchableTimer = null!; private Timer _weaponThrowUncatchableTimer;
private Timer _simpleDashCooldownTimer = null!; private Timer _simpleDashCooldownTimer;
private Timer _airborneDashCooldownTimer = null!; private Timer _airborneDashCooldownTimer;
private Timer _powerCooldownTimer = null!; private Timer _powerCooldownTimer;
private Timer _invincibilityTimer = null!; private Timer _invincibilityTimer;
private Timer _attackCooldown = null!; private Timer _attackCooldown;
// State chart // State chart
private StateChart _playerState = null!; private StateChart _playerState;
private StateChartState _aiming = null!; private StateChartState _aiming;
private StateChartState _powerExpired = null!; private StateChartState _powerExpired;
private StateChartState _powerRecharging = null!; private StateChartState _powerRecharging;
private StateChartState _powerFull = null!; private StateChartState _powerFull;
private StateChartState _grounded = null!; private StateChartState _grounded;
private StateChartState _airborne = null!; private StateChartState _airborne;
private StateChartState _coyoteEnabled = null!; private StateChartState _coyoteEnabled;
private StateChartState _jumping = null!; private StateChartState _jumping;
private StateChartState _simpleJump = null!; private StateChartState _simpleJump;
private StateChartState _doubleJump = null!; private StateChartState _doubleJump;
private StateChartState _mantling = null!; private StateChartState _mantling;
private StateChartState _simpleDash = null!; private StateChartState _simpleDash;
private StateChartState _aimedDash = null!; private StateChartState _aimedDash;
private StateChartState _weaponDash = null!; private StateChartState _weaponDash;
private StateChartState _sliding = null!; private StateChartState _sliding;
private StateChartState _groundSliding = null!; private StateChartState _groundSliding;
private StateChartState _airGliding = null!; private StateChartState _airGliding;
private StateChartState _airGlidingDoubleJump = null!; private StateChartState _airGlidingDoubleJump;
private StateChartState _slideCanceled = null!; private StateChartState _slideCanceled;
private StateChartState _slamming = null!; private StateChartState _slamming;
private StateChartState _onWall = null!; private StateChartState _onWall;
private StateChartState _onWallHugging = null!; private StateChartState _onWallHugging;
private StateChartState _onWallHanging = null!; private StateChartState _onWallHanging;
private StateChartState _onWallRunning = null!; private StateChartState _onWallRunning;
private StateChartState _attackStandard = null!; private StateChartState _attackStandard;
private StateChartState _attackDash = null!; private StateChartState _attackDash;
private StateChartState _parryStandard = null!; private StateChartState _parryStandard;
private StateChartState _parryDash = null!; private StateChartState _parryDash;
private Transition _onJumpFromWall = null!; private Transition _onJumpFromWall;
private Transition _onJumpFromWallFalling = null!; private Transition _onJumpFromWallFalling;
private Transition _onJumpFromWallRunning = null!; private Transition _onJumpFromWallRunning;
private Transition _onLeaveWallFromRun = null!; private Transition _onLeaveWallFromRun;
private Transition _onAirborneToGrounded = null!; private Transition _onAirborneToGrounded;
private Transition _onGroundSlideJump = null!; private Transition _onGroundSlideJump;
private Transition _onAirGlideDoubleJump = null!; private Transition _onAirGlideDoubleJump;
// Damage // Damage
public CDamageable? CDamageable { get; set; } public CDamageable? CDamageable { get; set; }
@@ -395,9 +395,9 @@ public partial class PlayerController : CharacterBody3D,
private readonly List<IDamageable> _hitEnemies = new List<IDamageable>(); private readonly List<IDamageable> _hitEnemies = new List<IDamageable>();
private ShapeCast3D _closeEnemyDetector = null!; private ShapeCast3D _closeEnemyDetector;
private RayCast3D _aimAssisRayCast = null!; private RayCast3D _aimAssisRayCast;
private Camera3D _camera = null!; private Camera3D _camera;
public override void _Ready() public override void _Ready()
{ {
@@ -2348,7 +2348,7 @@ public partial class PlayerController : CharacterBody3D,
_audioStream.SwitchToClipByName("parry"); _audioStream.SwitchToClipByName("parry");
} }
private PhysicsDirectSpaceState3D _spaceState = null!; private PhysicsDirectSpaceState3D _spaceState;
public void StartDashAction(bool isParry) public void StartDashAction(bool isParry)
{ {
if (isParry) HeadSystem.OnParry(); if (isParry) HeadSystem.OnParry();

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@@ -1,101 +0,0 @@
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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@@ -1 +0,0 @@
uid://db6rva7uccppc

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@@ -1,55 +0,0 @@
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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@@ -1 +0,0 @@
uid://bd52i51hncgmf

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@@ -1,32 +0,0 @@
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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@@ -1 +0,0 @@
uid://bv0eionbgbig5

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@@ -1,32 +0,0 @@
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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@@ -1 +0,0 @@
uid://cofj5s4x74ay

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@@ -1,30 +0,0 @@
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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@@ -1 +0,0 @@
uid://cojxgcs6xqqoq

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@@ -1,55 +0,0 @@
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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@@ -1 +0,0 @@
uid://pv570go4cxws

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@@ -1,91 +0,0 @@
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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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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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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[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;
using GdUnit4;
using static GdUnit4.Assertions;
[TestSuite, RequireGodotRuntime]
public class PlayerMovementTest
{
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);
[Before]
public void Setup() {}
[After]
public void Cleanup() {}
[BeforeTest]
public void SetupTest()
{
_runner = ISceneRunner.Load("res://tests/player/movement/player_movement_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(100);
_runner.SimulateKeyRelease(Key.W);
var endPos = _player.GlobalPosition;
var direction = startPos.DirectionTo(endPos);
AssertVector(direction).IsEqualApprox(Vector3.Forward, _vectorTolerance);
}
[TestCase("BaseLocation")]
public async Task PlayerJump(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.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(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")]
public async Task PlayerMantle(string markerName)
{
var marker = _scene.FindChild(markerName) as Marker3D;
AssertObject(marker).IsNotNull();
_player.GlobalPosition = marker!.GlobalPosition;
await _runner.AwaitMillis(100);
var startPos = _player.GlobalPosition;
_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);
var endPos = _player.GlobalPosition;
AssertFloat((endPos - startPos).Length()).IsGreater(_tolerance);
AssertFloat(endPos.Y).IsEqualApprox(1.0f, _tolerance);
}
}

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[gd_scene format=3 uid="uid://i8kb38q7bdfk"]
[ext_resource type="Material" uid="uid://31aulub2nqov" path="res://assets/materials/greybox/m_greybox.tres" id="1_bdfhg"]
[ext_resource type="PackedScene" uid="uid://bei4nhkf8lwdo" path="res://scenes/player_controller/PlayerController.tscn" id="1_hg1sy"]
[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_bdfhg")
[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_bdfhg")
[node name="Player" parent="." unique_id=709076448 instance=ExtResource("1_hg1sy")]
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)