Files
MovementTests/tests/player/PlayerControllerUnitTest.cs

188 lines
6.5 KiB
C#

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));
}
}