using System.Reflection; 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(); // We don't call _Ready() to avoid node dependency issues, // but we need to initialize some private fields for unit testing. SetPrivateField(_player, "_targetSpeed", 7.0f); SetPrivateField(_player, "_gravity", 9.8f); // Setup Combat/Health dependencies var rHealth = new RHealth(100.0f); _player.RHealth = rHealth; _player.CHealth = new CHealth { RHealth = rHealth, CurrentHealth = 100.0f }; } [AfterTest] public void CleanupTest() { _player?.Free(); } private void SetPrivateField(object obj, string fieldName, object value) { var field = typeof(PlayerController).GetField(fieldName, BindingFlags.NonPublic | BindingFlags.Instance); field?.SetValue(obj, value); } [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); // isUsingGamepad = false _player.OnInputMoveKeyboard(new Vector3(0, 0, -1)); // Forward is -Z in Godot AssertBool(_player.IsPlayerInputtingForward()).IsTrue(); _player.OnInputMoveKeyboard(new Vector3(0, 0, 1)); // Backward AssertBool(_player.IsPlayerInputtingForward()).IsFalse(); // Test Gamepad Input _player.InputDeviceChanged(true); // isUsingGamepad = 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; // Moving forward Vector3 direction = Vector3.Forward; // (0, 0, -1) float delta = 0.1f; // _targetSpeed is 7.0f // Expected velocity change: Lerp(0, -7.0, 0.1 * 10.0) -> Lerp(0, -7.0, 1.0) -> -7.0 Vector3 newVelocity = _player.ComputeHVelocity(delta, _player.AccelerationFloor, _player.DecelerationFloor, direction); 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; // No input direction (deceleration) Vector3 direction = Vector3.Zero; float delta = 0.5f; // Expected velocity change: Lerp(5, 0, 0.5 * 2.0) -> Lerp(5, 0, 1.0) -> 0 Vector3 newVelocity = _player.ComputeHVelocity(delta, _player.AccelerationAir, _player.DecelerationAir, direction); AssertVector(newVelocity).IsEqual(Vector3.Zero); } [TestCase] public void TestReduceHealth() { // Initial health is 100 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() { // EmpoweredActionsLeft setter calls PlayerUi.SetNumberOfDashesLeft // PlayerUi.SetNumberOfDashesLeft accesses _dashIcons array, which is null if _Ready() isn't called. // We can initialize _dashIcons via reflection to allow the setter to work. var mockUi = new PlayerUi(); var dashIcons = new TextureRect[3] { new TextureRect(), new TextureRect(), new TextureRect() }; var field = typeof(PlayerUi).GetField("_dashIcons", BindingFlags.NonPublic | BindingFlags.Instance); field?.SetValue(mockUi, 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() { SetPrivateField(_player, "_canDash", false); _player.DashCooldownTimeout(); bool canDash = (bool)GetPrivateField(_player, "_canDash"); AssertBool(canDash).IsTrue(); } private object GetPrivateField(object obj, string fieldName) { var field = typeof(PlayerController).GetField(fieldName, BindingFlags.NonPublic | BindingFlags.Instance); return field?.GetValue(obj); } [TestCase] public void TestGetInputLocalHDirection() { _player.InputDeviceChanged(false); // Keyboard _player.OnInputMoveKeyboard(new Vector3(1, 0, 1)); // Diagonal 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; // Setup knockback record 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); // Expected direction: GlobalPosition (0,0,0) - SourceLocation (10,0,0) = (-10,0,0) // Normalized: (-1, 0, 0) // finalKnockback: (-1, 0, 0) * 10.0 (Modifier) * 1.0 (ForceMultiplier) = (-10, 0, 0) Vector3 knockback = cKnockback.ComputeKnockback(); AssertVector(knockback).IsEqual(new Vector3(-10, 0, 0)); } }