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15 Commits

Author SHA1 Message Date
4bcbda9690 fix: inputs were eaten by a tutorial text because of node ordering
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2026-03-18 11:10:06 +01:00
e51ef5a517 probably fixed stuttering of the camera and weapon animations 2026-03-18 11:02:08 +01:00
50de6abb5d mana bar 2026-03-15 21:26:59 +01:00
95616f61fc Implemented mana regeneration
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2026-03-11 16:29:09 +01:00
b15a4fef95 empowered action as a forge ability 2026-03-11 15:56:17 +01:00
14d29d68bb Setup empowered action as a Forge ability 2026-03-10 09:22:39 +01:00
9d612682ec created a normal process function
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2026-03-08 18:12:57 +01:00
9bfe37af62 trying cache
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2026-03-08 10:08:06 +01:00
55eba7fcc8 trying to remove xunit
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Create tag and build when new code gets to main / Export (push) Failing after 3m37s
2026-03-08 09:49:18 +01:00
7a3e61b86f added lights in dark tutorial area 2026-03-08 09:46:33 +01:00
8153ec07e7 Revert "removing tests because they might break the solution"
This reverts commit 3a21f00528.
2026-03-08 09:44:02 +01:00
ddc85655be Revert "removed internal"
This reverts commit 5408f455af.
2026-03-08 09:43:38 +01:00
c92eb19a1c Revert "removed null!"
This reverts commit 290f79afd4.
2026-03-08 09:43:12 +01:00
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
50 changed files with 1287 additions and 178 deletions

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@@ -83,6 +83,8 @@ jobs:
Export:
runs-on: godot
env:
RUNNER_TOOL_CACHE: /toolcache # Runner Tool Cache
needs:
- BumpTag

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@@ -125,25 +125,14 @@
</ItemGroup>
<ItemGroup>
<Folder Include="addons\" />
<Folder Include="tests\" />
<Folder Include="tools\" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="RustyOptions" Version="0.10.1" />
</ItemGroup>
<Import Project="addons/forge/Forge.props" />
<!-- XUnit -->
<ItemGroup>
<Content Include="xunit.runner.json" CopyToOutputDirectory="PreserveNewest" />
</ItemGroup>
<ItemGroup>
<Using Include="Xunit" />
</ItemGroup>
<ItemGroup>
<PackageReference Include="xunit.v3.mtp-v2" Version="3.2.2" />
</ItemGroup>
<!-- gdUnit4 package dependencies -->
<ItemGroup>
<PackageReference Include="Microsoft.NET.Test.Sdk" Version="18.0.0" />
@@ -154,5 +143,4 @@
<IncludeAssets>runtime; build; native; contentfiles; analyzers; buildtransitive</IncludeAssets>
</PackageReference>
</ItemGroup>
</Project>

View File

@@ -13,15 +13,10 @@ public partial class ForgeManager : Node
"class.warrior",
"status.stunned",
"status.burning",
"status.enraged",
"status.immune.fire",
"cues.damage.fire",
"events.combat.damage",
"events.combat.hit",
"cooldown.fireball"
"cooldown.empoweredAction",
]);
public ForgeManager()
{
}
}

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@@ -0,0 +1,78 @@
using Gamesmiths.Forge.Abilities;
using Gamesmiths.Forge.Effects;
using Gamesmiths.Forge.Effects.Components;
using Gamesmiths.Forge.Effects.Duration;
using Gamesmiths.Forge.Effects.Magnitudes;
using Gamesmiths.Forge.Effects.Modifiers;
using Gamesmiths.Forge.Tags;
using Godot;
namespace Movementtests.forge.abilities;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/white/icon_animation.png")]
public partial class REmpoweredAction(float cost, float cooldown, float manaRegenPause) : Resource
{
[Export(PropertyHint.Range, "0,100,1,or_greater")]
public float Cost { get; set; } = cost;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float Cooldown { get; set; } = cooldown;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float ManaRegenPause { get; set; } = manaRegenPause;
public REmpoweredAction() : this(20.0f, 1.0f, 3.0f)
{
}
public EffectData CostEffect()
{
return new(
"Empowered Action Mana Cost",
new DurationData(DurationType.Instant),
new[]
{
new Modifier(
"PlayerAttributeSet.Mana",
ModifierOperation.FlatBonus,
new ModifierMagnitude(
MagnitudeCalculationType.ScalableFloat,
new ScalableFloat(-Cost)
)
)
});
}
public EffectData CooldownEffect(TagsManager tagsManager)
{
return new(
"Empowered Action Cooldown",
new DurationData(
DurationType.HasDuration,
new ModifierMagnitude(
MagnitudeCalculationType.ScalableFloat,
new ScalableFloat(Cooldown))),
effectComponents: new[]
{
new ModifierTagsEffectComponent(
tagsManager.RequestTagContainer(new[] { "cooldown.empoweredAction" })
)
});
}
}
public class EmpoweredActionBehavior : IAbilityBehavior
{
public void OnStarted(AbilityBehaviorContext context)
{
// Apply costs and cooldowns
context.AbilityHandle.CommitAbility();
context.InstanceHandle.End();
}
public void OnEnded(AbilityBehaviorContext context)
{
// Do any necessary cleanups
}
}

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@@ -0,0 +1 @@
uid://d0l07gcx1ef18

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@@ -0,0 +1,46 @@
using Gamesmiths.Forge.Effects;
using Gamesmiths.Forge.Effects.Duration;
using Gamesmiths.Forge.Effects.Magnitudes;
using Gamesmiths.Forge.Effects.Modifiers;
using Gamesmiths.Forge.Effects.Periodic;
using Godot;
namespace Movementtests.tools.effects;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/white/icon_liquid.png")]
public partial class RManaRegen(float manaRegenRate, float frequency) : Resource
{
[Export(PropertyHint.Range, "0,100,0.1,or_greater")]
public float ManaRegenRate { get; set; } = manaRegenRate;
[Export(PropertyHint.Range, "0.01,1,0.01,or_greater")]
public float Frequency { get; set; } = frequency;
public RManaRegen() : this(1.0f, 0.1f)
{
}
public EffectData ManaRegen()
{
return new EffectData(
"Mana Regen",
durationData: new DurationData(
DurationType.Infinite
),
modifiers: [
new Modifier(
"PlayerAttributeSet.Mana",
ModifierOperation.FlatBonus,
new ModifierMagnitude(
MagnitudeCalculationType.ScalableFloat,
new ScalableFloat(ManaRegenRate * Frequency))
)
],
periodicData: new PeriodicData(
Period: new ScalableFloat(Frequency),
ExecuteOnApplication: true,
PeriodInhibitionRemovedPolicy: PeriodInhibitionRemovedPolicy.ResetPeriod
)
);
}
}

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@@ -0,0 +1 @@
uid://di04jvuqp0h7m

View File

@@ -1,5 +0,0 @@
{
"test": {
"runner": "Microsoft.Testing.Platform"
}
}

View File

@@ -770,3 +770,10 @@ transform = Transform3D(0.99999994, 0, 0, 0, 1, 0, 0, 0, 0.99999994, -0.5, 0, 0)
[node name="PlayerFellRespawn" parent="." index="10" unique_id=479136076]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -0.5, 1.5, 0)
[node name="OmniLight3D" type="OmniLight3D" parent="." index="13" unique_id=702421172]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.5, 25, 4)
[node name="OmniLight3D2" type="OmniLight3D" parent="." index="14" unique_id=2016820716]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.5, 25, -9.5)
omni_range = 12.0

View File

@@ -15,8 +15,8 @@
[ext_resource type="PackedScene" uid="uid://qup00a7x2sji" path="res://scenes/fixed_dash_target/fixed_dashthrough_target.tscn" id="13_iq67o"]
[ext_resource type="PackedScene" uid="uid://b8aet6m4m2i83" path="res://scenes/tuto_trigger/TutoTrigger.tscn" id="14_lthgu"]
[sub_resource type="BoxShape3D" id="BoxShape3D_jk7w8"]
size = Vector3(6.75, 8.25, 7.25)
[sub_resource type="BoxShape3D" id="BoxShape3D_lthgu"]
size = Vector3(7.5, 3.75, 10.25)
[node name="Main" unique_id=955321579 instance=ExtResource("1_k7f42")]
@@ -105,13 +105,12 @@ transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 27, 13.5, -9)
[node name="FixedDashthroughTarget3" parent="Targets" index="9" unique_id=1106453232 instance=ExtResource("13_iq67o")]
transform = Transform3D(0.5, 0, 0, 0, 0.5, 0, 0, 0, 0.5, 43, 6, -8.5)
[node name="Player" parent="." index="14" unique_id=1309399929]
transform = Transform3D(0.99999994, 0, 0, 0, 1, 0, 0, 0, 0.99999994, 3, 0, 0)
[node name="TutoTrigger10" parent="." index="18" unique_id=840713937 instance=ExtResource("14_lthgu")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.75, 0, 3)
[node name="TutoTrigger5" parent="." index="14" unique_id=840713937 instance=ExtResource("14_lthgu")]
tuto_text = "Try to survive!"
[node name="CollisionShape3D" type="CollisionShape3D" parent="TutoTrigger10" index="1" unique_id=2145030859]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.875, 1.125, -4.625)
shape = SubResource("BoxShape3D_jk7w8")
[node name="CollisionShape3D" type="CollisionShape3D" parent="TutoTrigger5" index="1" unique_id=1820790391]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 4, 0.625, -1.875)
shape = SubResource("BoxShape3D_lthgu")
[node name="Player" parent="." index="15" unique_id=1309399929]
transform = Transform3D(0.99999994, 0, 0, 0, 1, 0, 0, 0, 0.99999994, 3, 0, 0)

View File

@@ -3,14 +3,10 @@ using System;
using Movementtests.interfaces;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/white/icon_heart.png")]
public partial class RHealth : Resource
public partial class RHealth(float startingHealth) : Resource
{
[Export]
public float StartingHealth { get; set;}
public float StartingHealth { get; set;} = startingHealth;
public RHealth() : this(100.0f) {}
public RHealth(float startingHealth)
{
StartingHealth = startingHealth;
}
}

View File

@@ -1,7 +1,14 @@
using System;
using Gamesmiths.Forge.Core;
using Gamesmiths.Forge.Effects;
using Gamesmiths.Forge.Events;
using Gamesmiths.Forge.Tags;
using Godot;
using Movementtests.interfaces;
using Movementtests.scenes.enemies;
using Movementtests.scenes.player_controller.scripts;
using Movementtests.systems;
using Movementtests.tools;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_beetle.png")]
public partial class Enemy : CharacterBody3D,
@@ -13,7 +20,8 @@ public partial class Enemy : CharacterBody3D,
ISpawnable,
IKnockbackable,
ITargetable,
IStunnable
IStunnable,
IForgeEntity
{
// Signals and events
public event Action<IDamageable, DamageRecord> DamageTaken = null!;
@@ -55,6 +63,12 @@ public partial class Enemy : CharacterBody3D,
set => CHealth.CurrentHealth = value;
}
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!;
// Private stuff
private Area3D _damageBox = null!;
internal Node3D _target = null!;
@@ -71,6 +85,21 @@ public partial class Enemy : CharacterBody3D,
_damageBox = GetNode<Area3D>("DamageBox");
_target = GetNode<Node3D>("CTarget");
// 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 EnemyAttributeSet());
Tags = new EntityTags(baseTags);
EffectsManager = new EffectsManager(this, forgeManager.CuesManager);
Abilities = new(this);
Events = new();
CDamageable = (GetNode<Node>("CDamageable") as IDamageable)!;
CMovement = (GetNode<Node>("CMovement") as IMoveable)!;
CHealth = (GetNode<Node>("CHealth") as IHealthable)!;

View File

@@ -0,0 +1,16 @@
using Gamesmiths.Forge.Attributes;
namespace Movementtests.scenes.enemies;
public class EnemyAttributeSet : AttributeSet
{
public EntityAttribute Health { get; }
public EntityAttribute Strength { get; }
public EntityAttribute Speed { get; }
public EnemyAttributeSet()
{
Health = InitializeAttribute(nameof(Health), 100, 0, 150);
Strength = InitializeAttribute(nameof(Strength), 10, 0, 99);
Speed = InitializeAttribute(nameof(Speed), 5, 0, 10);
}
}

View File

@@ -0,0 +1 @@
uid://nqxdkkg3l7go

View File

@@ -5,6 +5,7 @@
[ext_resource type="Script" uid="uid://jitubgv6judn" path="res://scenes/components/damage/RDamage.cs" id="2_x835q"]
[ext_resource type="Script" uid="uid://b44cse62qru7j" path="res://scenes/components/knockback/RKnockback.cs" id="3_cb2lu"]
[ext_resource type="Resource" uid="uid://bl5crtu1gkrtr" path="res://inputs/base_mode/base_mode.tres" id="3_cresl"]
[ext_resource type="Resource" uid="uid://dtmhtlix2amme" path="res://scenes/player_controller/resources/player_mana_regen.tres" id="3_n24vh"]
[ext_resource type="PackedScene" uid="uid://c4ikbhojckpnc" path="res://scenes/components/health/CHealth.tscn" id="3_q7bng"]
[ext_resource type="Script" uid="uid://baiapod3csndf" path="res://scenes/components/health/RHealth.cs" id="4_abfq8"]
[ext_resource type="Resource" uid="uid://bjyd801wvverk" path="res://scenes/player_controller/resources/player_health.tres" id="4_m8gvy"]
@@ -17,6 +18,7 @@
[ext_resource type="Resource" uid="uid://t612lts1wi1s" path="res://inputs/base_mode/move_right.tres" id="6_q7bng"]
[ext_resource type="Script" uid="uid://cwbvxlfvmocc1" path="res://scenes/player_controller/scripts/StairsSystem.cs" id="7_bmt5a"]
[ext_resource type="Resource" uid="uid://brswsknpgwal2" path="res://inputs/base_mode/move_front.tres" id="7_m8gvy"]
[ext_resource type="Resource" uid="uid://7dpkk5rk3di5" path="res://scenes/player_controller/resources/forge_empowered_action.tres" id="7_qheee"]
[ext_resource type="PackedScene" uid="uid://bctpe34ddamg5" path="res://scenes/components/knockback/CKnockback.tscn" id="7_x835q"]
[ext_resource type="Resource" uid="uid://s1l0n1iitc6m" path="res://inputs/base_mode/move_back.tres" id="8_jb43f"]
[ext_resource type="Resource" uid="uid://j1o5ud0plk4" path="res://inputs/base_mode/aim_release.tres" id="8_lhb11"]
@@ -109,9 +111,14 @@ radius = 1.5
[sub_resource type="CanvasItemMaterial" id="CanvasItemMaterial_2q0ik"]
blend_mode = 1
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_n24vh"]
bg_color = Color(0.15869555, 0.64034444, 0.906125, 1)
[node name="Player" type="CharacterBody3D" unique_id=709076448]
collision_mask = 272
script = ExtResource("1_poq2x")
EmpoweredAction = ExtResource("7_qheee")
ManaRegen = ExtResource("3_n24vh")
AimAssistStrength = 0.3
AimAssistReductionWhenCloseToTarget = 0.1
AimAssistReductionStartDistance = 8.0
@@ -223,12 +230,10 @@ debug_color = Color(0, 0.6, 0.701961, 0.341176)
[node name="HeadSystem" parent="." unique_id=1203743757 instance=ExtResource("11_rxwoh")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 1.6, 0)
LookSensitivity = 0.16
CameraInclineAcceleration = 20.0
GroundedCameraIncline = 3.0
SlidingJitterAmplitude = 0.2
WeaponSway = 8.0
WeaponLookRotation = 10.0
WeaponAdjustmentSpeed = 1.0
[node name="MantleSystem" parent="HeadSystem" unique_id=98905505 instance=ExtResource("8_qu4wy")]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -1.6, 0)
@@ -551,6 +556,22 @@ offset_bottom = -71.99939
grow_horizontal = 2
grow_vertical = 0
[node name="Manabar" parent="UI" unique_id=1713862004 instance=ExtResource("47_76kmc")]
unique_name_in_owner = true
layout_mode = 1
anchors_preset = 7
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
offset_left = -859.0
offset_top = -84.0
offset_right = -347.0
offset_bottom = -72.0
grow_horizontal = 2
grow_vertical = 0
BarStyle = SubResource("StyleBoxFlat_n24vh")
[node name="StateChart" type="Node" parent="." unique_id=1675830632]
script = ExtResource("25_wv70j")
metadata/_custom_type_script = "uid://couw105c3bde4"

View File

@@ -5,9 +5,10 @@ using Movementtests.interfaces;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_text_panel.png")]
public partial class PlayerUi : Control
{
internal TextureRect[] _dashIcons = new TextureRect[3];
private TextureRect _enemyTarget;
private Healthbar _healthbar;
internal TextureRect[] DashIcons = new TextureRect[3];
private TextureRect _enemyTarget = null!;
private Healthbar _healthbar = null!;
private Healthbar _manabar = null!;
public enum TargetState
{
@@ -25,12 +26,13 @@ public partial class PlayerUi : Control
public override void _Ready()
{
_dashIcons[0] = GetNode<TextureRect>("%Dash1");
_dashIcons[1] = GetNode<TextureRect>("%Dash2");
_dashIcons[2] = GetNode<TextureRect>("%Dash3");
DashIcons[0] = GetNode<TextureRect>("%Dash1");
DashIcons[1] = GetNode<TextureRect>("%Dash2");
DashIcons[2] = GetNode<TextureRect>("%Dash3");
_enemyTarget = GetNode<TextureRect>("%EnemyTarget");
_healthbar = GetNode<Healthbar>("%Healthbar");
_manabar = GetNode<Healthbar>("%Manabar");
}
public void Initialize(float initialHealth)
@@ -59,7 +61,7 @@ public partial class PlayerUi : Control
public void SetNumberOfDashesLeft(int numberOfDashes)
{
int index = 1;
foreach (var dashIcon in _dashIcons)
foreach (var dashIcon in DashIcons)
{
dashIcon.SetVisible(index <= numberOfDashes);
index++;
@@ -70,4 +72,9 @@ public partial class PlayerUi : Control
{
_healthbar.CurrentHealth = healthChanged.CurrentHealth;
}
public void OnManaChanged(float newValue)
{
_manabar.CurrentHealth = newValue;
}
}

View File

@@ -39,12 +39,12 @@ public partial class HeadSystem : Node3D
float BobbingMultiplier,
float FovMultiplier);
internal Camera3D _camera;
internal Marker3D _cameraAnchor;
internal AnimationPlayer _animationPlayer;
internal AnimationTree _animationTree;
internal Camera3D Camera = null!;
internal Node3D CameraAnchor = null!;
internal AnimationPlayer AnimationPlayer = null!;
internal AnimationTree AnimationTree = null!;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
public float LookSensitivity { get; set; } = 1f;
[ExportGroup("Camera incline")]
@@ -84,43 +84,40 @@ public partial class HeadSystem : Node3D
public float FovMaxedOutSpeed { get; set; } = 20f;
[ExportGroup("First Person rig")]
internal Node3D _fpRig;
internal Node3D _rightHandedWeapon;
internal Node3D _leftHandedWeapon;
internal Node3D _fpDisplacedRig;
internal Vector3 _fpDisplacedRigInitialRotation;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float WeaponSway { get; set; } = 5f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float WeaponLookRotation { get; set; } = 1f;
internal Node3D FpRig = null!;
internal Node3D RightHandedWeapon = null!;
internal Vector3 RightHandedWeaponInitialRotation = Vector3.Zero;
internal Node3D LeftHandedWeapon = null!;
internal Vector3 LeftHandedWeaponInitialRotation = Vector3.Zero;
[Export(PropertyHint.Range, "0,20,1,or_greater")]
public float WeaponSway { get; set; } = 15f;
[Export(PropertyHint.Range, "0,200,1,or_greater")]
public float WeaponMoveRotation { get; set; } = 80f;
[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
public float WeaponAdjustmentSpeed { get; set; } = 10f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float DisplacedWeaponSway { get; set; } = 5f;
[Export(PropertyHint.Range, "0,10,0.1,or_greater")]
public float DisplacedWeaponLookRotation { get; set; } = 1f;
[Export(PropertyHint.Range, "0,1,0.01,or_greater")]
[Export(PropertyHint.Range, "0,20,1,or_greater")]
public float WeaponAdjustmentSpeed { get; set; } = 1f;
[Export(PropertyHint.Range, "0,2,0.01,or_greater")]
public float DisplacedWeaponSway { get; set; } = 0.8f;
[Export(PropertyHint.Range, "0,0.5,0.01,or_greater")]
public float DisplacedWeaponMoveRotation { get; set; } = 0.1f;
[Export(PropertyHint.Range, "0,20,0.1,or_greater")]
public float DisplacedWeaponAdjustmentSpeed { get; set; } = 10f;
[Export(PropertyHint.Range, "0,20,1,or_greater")]
public float DisplacedWeaponAdjustmentSpeed { get; set; } = 12f;
public void Init()
{
_isPlayingForcingAnim = false;
IsPlayingForcingAnim = false;
Input.SetMouseMode(Input.MouseModeEnum.Captured);
_camera = GetNode<Camera3D>("CameraSmooth/Camera3D");
_cameraAnchor = GetNode<Marker3D>("CameraAnchor");
_animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
_animationTree = GetNode<AnimationTree>("AnimationTree");
Camera = GetNode<Camera3D>("CameraSmooth/Camera3D");
CameraAnchor = GetNode<Node3D>("CameraSmooth/CameraAnchor");
//_cameraAnchor = GetNode<Camera3D>("CameraSmooth/Camera3D");
AnimationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
AnimationTree = GetNode<AnimationTree>("AnimationTree");
_fpRig = GetNode<Node3D>("FPRig");
_rightHandedWeapon = GetNode<Node3D>("FPRig/Sword");
_leftHandedWeapon = GetNode<Node3D>("FPRig/Parry");
_fpDisplacedRig = GetNode<Node3D>("FPRig/Sword");
_fpDisplacedRigInitialRotation = _fpDisplacedRig.Rotation;
FpRig = GetNode<Node3D>("FPRig");
RightHandedWeapon = GetNode<Node3D>("FPRig/Sword/SwordMesh");
RightHandedWeaponInitialRotation = RightHandedWeapon.Rotation;
LeftHandedWeapon = GetNode<Node3D>("FPRig/Parry/ParryMesh");
LeftHandedWeaponInitialRotation = LeftHandedWeapon.Rotation;
_slidingNoise.NoiseType = FastNoiseLite.NoiseTypeEnum.Perlin;
_slidingNoise.SetFrequency(SlidingJitterFrequency);
@@ -128,34 +125,34 @@ public partial class HeadSystem : Node3D
public void SetWeaponsVisible(bool swordVisible, bool parryVisible)
{
_rightHandedWeapon.Visible = swordVisible;
_leftHandedWeapon.Visible = parryVisible;
RightHandedWeapon.Visible = swordVisible;
LeftHandedWeapon.Visible = parryVisible;
}
public void OnMantle()
{
_animationTree.Set("parameters/OnMantle/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
AnimationTree.Set("parameters/OnMantle/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
}
public void OnJumpStarted()
{
_animationTree.Set("parameters/OnJumpStart/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
AnimationTree.Set("parameters/OnJumpStart/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
}
public void OnJumpEnded()
{
_animationTree.Set("parameters/OnJumpEnd/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
AnimationTree.Set("parameters/OnJumpEnd/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
}
public void OnHit()
{
_animationTree.Set("parameters/OnHit/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
AnimationTree.Set("parameters/OnHit/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
}
public void OnParry()
{
_animationTree.Set("parameters/OnParry/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
AnimationTree.Set("parameters/OnParry/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
}
public void OnStartDeathAnimation()
{
_isPlayingForcingAnim = true;
_animationTree.Set("parameters/OnDie/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
IsPlayingForcingAnim = true;
AnimationTree.Set("parameters/OnDie/request", (int) AnimationNodeOneShot.OneShotRequest.Fire);
}
public void OnDeathAnimationFinished()
@@ -190,8 +187,8 @@ public partial class HeadSystem : Node3D
EmitSignalHitboxDeactivated();
}
internal bool _footstepEmitted;
internal bool _isPlayingForcingAnim;
internal bool FootstepEmitted;
internal bool IsPlayingForcingAnim;
public void ResetHeadBobbing()
{
@@ -200,10 +197,10 @@ public partial class HeadSystem : Node3D
public void LookAround(CameraParameters inputs)
{
if (_isPlayingForcingAnim)
if (IsPlayingForcingAnim)
{
_camera.Position = Vector3.Zero;
_camera.Rotation = Vector3.Zero;
Camera.Position = Vector3.Zero;
Camera.Rotation = Vector3.Zero;
return;
}
@@ -223,7 +220,7 @@ public partial class HeadSystem : Node3D
RotateY(angleForHorizontalRotation);
// Vertical movement of head
Vector3 currentCameraRotation = _cameraAnchor.Rotation;
Vector3 currentCameraRotation = CameraAnchor.Rotation;
currentCameraRotation.X += Convert.ToSingle(lookDir.Y * LookSensitivity * sensitivitMultiplier);
currentCameraRotation.X = Mathf.Clamp(currentCameraRotation.X, Mathf.DegToRad(-90f), Mathf.DegToRad(90f));
@@ -242,18 +239,18 @@ public partial class HeadSystem : Node3D
cameraIncline = Mathf.DegToRad(GroundedCameraIncline * cameraInclineFactor * -1.0f);
}
currentCameraRotation.Z = (float) Mathf.Lerp(currentCameraRotation.Z, cameraIncline, delta * CameraInclineAcceleration);
_cameraAnchor.Rotation = currentCameraRotation;
CameraAnchor.Rotation = currentCameraRotation;
if (withCameraJitter)
{
_cameraAnchor.Position = Vector3.Down*SlidingCameraHeightOffset;
CameraAnchor.Position = Vector3.Down*SlidingCameraHeightOffset;
float noise1D = _slidingNoise.GetNoise1D(Time.GetTicksMsec());
float noiseAmplitude = SlidingJitterAmplitude*Mathf.Clamp(playerVelocity.Length(), 0f, 1f);
_cameraAnchor.Position += Vector3.Up*noise1D*noiseAmplitude;
CameraAnchor.Position += Vector3.Up*noise1D*noiseAmplitude;
}
else
{
_cameraAnchor.Position = Vector3.Zero;
CameraAnchor.Position = Vector3.Zero;
}
Vector3 newPositionForCamera = Vector3.Zero;
@@ -268,25 +265,24 @@ public partial class HeadSystem : Node3D
newPositionForCamera.Y = Mathf.Sin(_bobbingAccumulator * BobbingFrequency) * BobbingAmplitude * bobbingMultiplier;
newPositionForCamera.X = Mathf.Cos(_bobbingAccumulator * BobbingFrequency / 2.0f) * BobbingAmplitude * bobbingMultiplier;
if (newPositionForCamera.Y < -0.07 && !_footstepEmitted) Footstep();
if (newPositionForCamera.Y > 0) _footstepEmitted = false;
if (newPositionForCamera.Y < -0.07 * bobbingMultiplier && !FootstepEmitted) Footstep();
if (newPositionForCamera.Y > 0) FootstepEmitted = false;
// Offset bobbing for weapon rig
newPositionForRig.Y = Mathf.Cos(_bobbingAccumulator * BobbingFrequency) * BobbingAmplitude * bobbingMultiplier * 0.2f;
newPositionForRig.X = Mathf.Sin(_bobbingAccumulator * BobbingFrequency / 2.0f) * BobbingAmplitude * bobbingMultiplier * 0.2f;
}
_cameraAnchor.Position += newPositionForCamera;
_camera.GlobalTransform = _cameraAnchor.GetGlobalTransformInterpolated();
CameraAnchor.Position += newPositionForCamera;
Camera.GlobalTransform = CameraAnchor.GetGlobalTransformInterpolated();
// First person rig adjustments
_fpRig.GlobalTransform = _cameraAnchor.GetGlobalTransformInterpolated();
FpRig.GlobalTransform = Camera.GlobalTransform;
// Apply bobbing
_fpRig.Position += newPositionForRig;
FpRig.Position += newPositionForRig;
// Rotate the whole rig based on movement input
var newRigRotation = _fpRig.Rotation;
var camTilt = Mathf.Lerp(_fpRig.Rotation.Z, cameraIncline*WeaponMoveRotation, delta*WeaponAdjustmentSpeed);
var newRigRotation = FpRig.Rotation;
var camTilt = Mathf.Lerp(FpRig.Rotation.Z, CameraAnchor.Rotation.Z*WeaponMoveRotation, delta * WeaponAdjustmentSpeed);
newRigRotation.Z = (float) camTilt;
// Rotate the whole rig based on camera rotation input
@@ -294,50 +290,54 @@ public partial class HeadSystem : Node3D
newRigRotation.Y = Mathf.Lerp(newRigRotation.Y, -lookDir.X*WeaponSway, (float) delta * WeaponAdjustmentSpeed);
// Apply
_fpRig.Rotation = newRigRotation;
FpRig.Rotation = newRigRotation;
// Compute displaced rig adjustments, starting with movement input
var newDisplacedRigRotation = _fpDisplacedRig.Rotation;
var howMuchForward = ComputeHowMuchInputForward(playerInput);
var howMuchSideways = ComputeHowMuchInputSideways(playerInput);
var displacedCamTiltForward = Mathf.Lerp(newDisplacedRigRotation.Z,
_fpDisplacedRigInitialRotation.Z + howMuchForward*DisplacedWeaponMoveRotation,
delta*DisplacedWeaponAdjustmentSpeed);
var displacedCamTiltSide = Mathf.Lerp(newDisplacedRigRotation.X,
_fpDisplacedRigInitialRotation.X - howMuchSideways*DisplacedWeaponMoveRotation,
delta*DisplacedWeaponAdjustmentSpeed);
newDisplacedRigRotation.X = (float) displacedCamTiltSide;
newDisplacedRigRotation.Z = (float) displacedCamTiltForward;
var displacedSwayY = Mathf.Lerp(newDisplacedRigRotation.Y,
_fpDisplacedRigInitialRotation.Y - lookDir.X*DisplacedWeaponSway,
delta*DisplacedWeaponAdjustmentSpeed);
newDisplacedRigRotation.Y = (float) displacedSwayY;
// Apply
_fpDisplacedRig.Rotation = newDisplacedRigRotation;
// Compute sword meshes procedural adjustments
RightHandedWeapon.Rotation = ComputeRotationForFpMesh(RightHandedWeapon, RightHandedWeaponInitialRotation, playerInput, lookDir, (float) delta);
LeftHandedWeapon.Rotation = ComputeRotationForFpMesh(LeftHandedWeapon, LeftHandedWeaponInitialRotation, playerInput, lookDir, (float) delta);
// Camera adjustments
float velocityClamped = Mathf.Clamp(playerVelocity.Length(), 0.5f, FovMaxedOutSpeed);
float targetFov = BaseFov + FovChangeFactor * velocityClamped * fovMultiplier;
_camera.Fov = Mathf.Lerp(_camera.Fov, targetFov, (float) delta * FovChangeSpeed);
Camera.Fov = Mathf.Lerp(Camera.Fov, targetFov, (float) delta * FovChangeSpeed);
}
public Vector3 ComputeRotationForFpMesh(Node3D mesh, Vector3 initialRotation, Vector3 playerInput, Vector2 lookDir, float delta)
{
var newMeshRotation = mesh.Rotation;
var howMuchForward = ComputeHowMuchInputForward(playerInput);
var howMuchSideways = ComputeHowMuchInputSideways(playerInput);
var displacedCamTiltForward = Mathf.Lerp(newMeshRotation.Z,
initialRotation.Z + howMuchForward*DisplacedWeaponMoveRotation,
delta * DisplacedWeaponAdjustmentSpeed);
var displacedCamTiltSide = Mathf.Lerp(newMeshRotation.X,
initialRotation.X - howMuchSideways*DisplacedWeaponMoveRotation,
delta * DisplacedWeaponAdjustmentSpeed);
newMeshRotation.X = displacedCamTiltSide;
newMeshRotation.Z = displacedCamTiltForward;
var displacedSwayY = Mathf.Lerp(newMeshRotation.Y,
initialRotation.Y - lookDir.X*DisplacedWeaponSway,
delta * DisplacedWeaponAdjustmentSpeed);
newMeshRotation.Y = displacedSwayY;
return newMeshRotation;
}
public void Footstep()
{
_footstepEmitted = true;
FootstepEmitted = true;
EmitSignalStepFoot();
}
public void HideWeapon()
{
_rightHandedWeapon.Visible = false;
RightHandedWeapon.Visible = false;
}
public void ShowWeapon()
{
_rightHandedWeapon.Visible = true;
RightHandedWeapon.Visible = true;
}
public float ComputeCameraInclineFactor(Vector3 direction)
@@ -368,15 +368,15 @@ public partial class HeadSystem : Node3D
public Vector3 GetGlobalForwardVector()
{
return _camera.GlobalBasis.Z;
return Camera.GlobalBasis.Z;
}
public Vector3 GetGlobalLookRotation()
{
return new Vector3(
_camera.Rotation.X,
Camera.Rotation.X,
Rotation.Y,
_camera.Rotation.Z);
Camera.Rotation.Z);
}
public void SetHeight(float height)

View File

@@ -654,9 +654,6 @@ _data = {
[node name="HeadSystem" type="Node3D" unique_id=2067407038]
script = ExtResource("1_8abgy")
WeaponMoveRotation = 20.0
DisplacedWeaponSway = 1.0
DisplacedWeaponAdjustmentSpeed = 8.0
[node name="FPRig" type="Node3D" parent="." unique_id=922968399]
transform = Transform3D(0.9999998, 0, 0, 0, 1.0000002, 0, 0, 0, 1.0000002, 0, 0, 0)
@@ -678,6 +675,9 @@ mesh = ExtResource("3_1ay6d")
[node name="CameraSmooth" type="Node3D" parent="." unique_id=2072010960]
transform = Transform3D(0.9999998, -0.00011616429, 0, 0.00011616431, 0.99999964, 0, 0, 0, 0.99999976, 0, 0, 0)
[node name="CameraAnchor" type="Marker3D" parent="CameraSmooth" unique_id=1554357312]
transform = Transform3D(1.0000002, 0.00011616435, 0, -0.000116164374, 1.0000004, 0, 0, 0, 1.0000002, 0, 0, 0)
[node name="Camera3D" type="Camera3D" parent="CameraSmooth" unique_id=544372058]
transform = Transform3D(1, 0, 0, 0, 1.0000002, 0, 0, 0, 1.0000001, 0, 0, 0)
current = true
@@ -702,8 +702,6 @@ fade_out = 0.5547845
shakerPreset = SubResource("Resource_se3kf")
metadata/_custom_type_script = "uid://dnlxsrumw6ygp"
[node name="CameraAnchor" type="Marker3D" parent="." unique_id=1554357312]
[node name="AnimationPlayer" type="AnimationPlayer" parent="." unique_id=1831491746]
root_node = NodePath("../CameraSmooth/Camera3D")
libraries/ = SubResource("AnimationLibrary_0hyrq")

View File

@@ -0,0 +1,10 @@
[gd_resource type="Resource" script_class="REmpoweredAction" format=3 uid="uid://7dpkk5rk3di5"]
[ext_resource type="Script" uid="uid://d0l07gcx1ef18" path="res://forge/abilities/REmpoweredAction.cs" id="1_1rxoq"]
[resource]
script = ExtResource("1_1rxoq")
Cost = 30.0
Cooldown = 0.5
ManaRegenPause = 2.0
metadata/_custom_type_script = "uid://d0l07gcx1ef18"

View File

@@ -0,0 +1,9 @@
[gd_resource type="Resource" script_class="RManaRegen" format=3 uid="uid://dtmhtlix2amme"]
[ext_resource type="Script" uid="uid://di04jvuqp0h7m" path="res://forge/effects/RManaRegen.cs" id="1_ecb1p"]
[resource]
script = ExtResource("1_ecb1p")
ManaRegenRate = 20.0
Frequency = 0.05
metadata/_custom_type_script = "uid://di04jvuqp0h7m"

View File

@@ -11,7 +11,6 @@ public class PlayerAttributeSet : AttributeSet
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);

View File

@@ -1,17 +1,22 @@
using System;
using System.Collections.Generic;
using Gamesmiths.Forge.Abilities;
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 Movementtests.forge.abilities;
using Movementtests.tools.effects;
using RustyOptions;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/node_3D/icon_character.png")]
@@ -92,6 +97,12 @@ public partial class PlayerController : CharacterBody3D,
[Export] public bool HasSword { get; set; } = true;
[Export] public bool HasParry { get; set; } = true;
// Forge stuff
[ExportCategory("Forge")]
[ExportGroup("General")]
[Export] public REmpoweredAction EmpoweredAction = null!;
[Export] public RManaRegen ManaRegen = null!;
// Combat stuff
[ExportCategory("Combat")]
[ExportGroup("General")]
@@ -399,6 +410,9 @@ public partial class PlayerController : CharacterBody3D,
private RayCast3D _aimAssisRayCast = null!;
private Camera3D _camera = null!;
private AbilityHandle? _empoweredActionHandle;
private ActiveEffectHandle? _manaRegenEffectHandle;
public override void _Ready()
{
LoadSettings();
@@ -429,11 +443,27 @@ public partial class PlayerController : CharacterBody3D,
Abilities = new(this);
Events = new();
var empoweredActionData = new AbilityData(
name: "Empowered Action",
costEffect: EmpoweredAction.CostEffect(),
cooldownEffects: [EmpoweredAction.CooldownEffect(forgeManager.TagsManager)],
instancingPolicy: AbilityInstancingPolicy.PerEntity,
behaviorFactory: () => new EmpoweredActionBehavior());
// Grant permanently
_empoweredActionHandle = Abilities.GrantAbilityPermanently(
empoweredActionData,
abilityLevel: 1,
levelOverridePolicy: LevelComparison.None,
sourceEntity: this);
var manaRegenEffect = new Effect(ManaRegen.ManaRegen(), new EffectOwnership(this, this));
_manaRegenEffectHandle = EffectsManager.ApplyEffect(manaRegenEffect);
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");
@@ -1913,10 +1943,53 @@ public partial class PlayerController : CharacterBody3D,
public bool CanPerformEmpoweredAction()
{
if(_empoweredActionHandle == null) return false;
var cooldowns = _empoweredActionHandle.GetCooldownData();
foreach (var cd in cooldowns)
{
//GD.Print($"Cooldown remaining: {cd.RemainingTime}");
}
var costs = _empoweredActionHandle.GetCostData();
foreach (var cost in costs)
{
// Assuming you want to check Mana costs
if (cost.Attribute == "PlayerAttributeSet.Mana")
{
//GD.Print($"Mana Cost: {cost.Cost}");
}
}
var canActivate = _empoweredActionHandle.CanActivate(out var failures);
if (!canActivate)
{
GD.PrintErr($"Cannot activate empowered action: {failures}");
if (failures.HasFlag(AbilityActivationFailures.Cooldown)) GD.PrintErr("In Cooldown");
if (failures.HasFlag(AbilityActivationFailures.InsufficientResources)) GD.PrintErr("Not Enough Mana");
}
return canActivate;
return EmpoweredActionsLeft > 0 && TutorialDone;
}
public void PerformEmpoweredAction()
{
if(_empoweredActionHandle == null) return;
var canActivate = _empoweredActionHandle.Activate(out var failures);
if (!canActivate)
{
GD.PrintErr($"Cannot activate empowered action: {failures}");
if (failures.HasFlag(AbilityActivationFailures.Cooldown)) GD.PrintErr("In Cooldown");
if (failures.HasFlag(AbilityActivationFailures.InsufficientResources)) GD.PrintErr("Not Enough Mana");
}
else
{
GD.Print($"Remaining mana: {Attributes["PlayerAttributeSet.Mana"].CurrentValue}");
}
// Inhibit Mana Regeneration for a while after using an empowered action
// TODO: Use Forge events instead of relying on direct referencing
_manaRegenEffectHandle!.SetInhibit(true);
GetTree().CreateTimer(EmpoweredAction.ManaRegenPause).Timeout += () => {_manaRegenEffectHandle!.SetInhibit(false);};
_isWallJumpAvailable = true;
_canDashAirborne = true;
EmpoweredActionsLeft--;
@@ -2223,14 +2296,10 @@ public partial class PlayerController : CharacterBody3D,
_spaceState = GetWorld3D().DirectSpaceState;
if (_currentInputBufferFrames > 0) _currentInputBufferFrames -= 1;
// Limit maximum speed
if (Velocity.Length() > AbsoluteMaxSpeed)
Velocity = Velocity.Normalized() * AbsoluteMaxSpeed;
// Manage head and camera movement
LookAround(delta);
// Manage general movement
Velocity += ComputeKnockback();
MoveSlideAndHandleStairs((float) delta);
@@ -2238,19 +2307,20 @@ public partial class PlayerController : CharacterBody3D,
// Manage gameplay systems
MantleSystem.ProcessMantle(_grounded.Active);
HandleEnemyTargeting();
}
// Manage dash target and tutorial specific stuff
// if (WeaponSystem.InHandState.Active && !_aiming.Active && TutorialDone)
// {
// DashIndicatorMesh.Visible = false;
// }
// if (!WeaponSystem.InHandState.Active && TutorialDone)
// {
// DashIndicatorMesh.Visible = true;
//
// DashIndicatorMeshCylinder.Height = WeaponSystem.GlobalPosition.DistanceTo(GlobalPosition) * 2;
// DashIndicatorNode.LookAt(WeaponSystem.GlobalPosition);
// }
private float _oldMana = 100;
public override void _Process(double delta)
{
// Manage head and camera movement
LookAround(delta);
EffectsManager.UpdateEffects(delta);
// TODO: change for actual Cue
var currentMana = Attributes["PlayerAttributeSet.Mana"].CurrentValue;
if (Mathf.Abs(currentMana - _oldMana) > Mathf.Epsilon)
PlayerUi.OnManaChanged(currentMana);
_oldMana = currentMana;
}
///////////////////////////

View File

@@ -4,8 +4,10 @@ using System;
[GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_heart.png")]
public partial class Healthbar : ProgressBar
{
private Timer _damageCatchUpTimer;
private ProgressBar _damagedHealth;
private Timer _damageCatchUpTimer = null!;
private ProgressBar _damagedHealth = null!;
[Export] public StyleBox? BarStyle;
private float _currentHealth;
public float CurrentHealth
@@ -21,6 +23,9 @@ public partial class Healthbar : ProgressBar
_damageCatchUpTimer.Timeout += OnDamageCatchUp;
Visible = false;
if (BarStyle != null)
AddThemeStyleboxOverride("fill", BarStyle);
}
public void Initialize(float initialHealth)

View File

@@ -5,7 +5,7 @@
[sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_0sgot"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_0k5hr"]
bg_color = Color(0.698864, 0.047356047, 0, 1)
bg_color = Color(0.69803923, 0.047058824, 0, 1)
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_0sgot"]
bg_color = Color(0.14767182, 0.14767182, 0.14767176, 1)

View File

@@ -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();
}
}

View File

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

View File

@@ -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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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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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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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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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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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.CameraAnchor = new Node3D();
_head.AddChild(_head.CameraAnchor);
_head.RightHandedWeapon = new Node3D();
_head.AddChild(_head.RightHandedWeapon);
_head.LeftHandedWeapon = new Node3D();
_head.AddChild(_head.LeftHandedWeapon);
}
[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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uid://x5pj2ymam2gg

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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)

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{
"$schema": "https://xunit.net/schema/current/xunit.runner.schema.json"
}