Add Flag entity unit tests

This commit is contained in:
Squinty 2024-04-28 14:43:03 +00:00 committed by anyreso
parent 0cf558f436
commit db2e3e9471
4 changed files with 131 additions and 9 deletions

View file

@ -15,7 +15,7 @@
## Manage environment settings and terrain maps within a scene.
extends Node
## The default [Environment] used by the current scene in case the [Terrain3D]
## The default [Environment] used by the current scene in case the [Terrain3D]
## node does not have a [WorldEnvironment] as one of its children.
var environment := Environment.new()
@ -43,11 +43,11 @@ func get_player_spawn() -> Node3D:
if current_map == null:
push_error("MapsManager.current_map is null")
return null
if not current_map.has_node("PlayerSpawns"):
push_warning("PlayerSpawns node not found in MapsManager.current_map")
return null
var player_spawns : Node = current_map.get_node("PlayerSpawns")
var spawn_count : int = player_spawns.get_child_count()
if spawn_count == 0:

125
tests/test_flag.gd Normal file
View file

@ -0,0 +1,125 @@
# This file is part of open-fpsz.
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <https://www.gnu.org/licenses/>.
extends GutTest
var FLAG : PackedScene = preload("res://entities/flag/flag.tscn")
var PLAYER : PackedScene = preload("res://entities/player/player.tscn")
var _subject : Flag
func before_each() -> void:
_subject = FLAG.instantiate()
watch_signals(_subject)
add_child_autofree(_subject)
func _is_mesh_visible() -> bool:
var mesh : Node3D = _subject.find_child("Mesh")
return mesh.is_visible()
func test_that_flag_is_on_stand_by_default() -> void:
assert_eq(_subject.flag_state, Flag.FlagState.FLAG_STATE_ON_STAND)
func test_that_mesh_is_visible_by_default() -> void:
assert_true(_is_mesh_visible())
func test_that_flag_on_stand_can_be_grabbed() -> void:
_subject.flag_state = Flag.FlagState.FLAG_STATE_ON_STAND
assert_true(_subject.can_be_grabbed())
func test_that_dropped_flag_can_be_grabbed() -> void:
_subject.flag_state = Flag.FlagState.FLAG_STATE_DROPPED
assert_true(_subject.can_be_grabbed())
func test_that_taken_flag_cannot_be_grabbed() -> void:
_subject.flag_state = Flag.FlagState.FLAG_STATE_TAKEN
assert_false(_subject.can_be_grabbed())
func test_that_on_stand_flag_grab_emits_grab_signal_and_changes_state() -> void:
_subject.flag_state = Flag.FlagState.FLAG_STATE_ON_STAND
var player : Player = PLAYER.instantiate()
_subject.grab(player)
assert_signal_emitted_with_parameters(_subject, 'grabbed', [player])
assert_eq(_subject.flag_state, Flag.FlagState.FLAG_STATE_TAKEN)
assert_eq(_subject.last_carrier, player)
player.free()
func test_that_dropped_flag_grab_emits_grab_signal_and_changes_state() -> void:
_subject.flag_state = Flag.FlagState.FLAG_STATE_DROPPED
var player : Player = PLAYER.instantiate()
_subject.grab(player)
assert_signal_emitted_with_parameters(_subject, 'grabbed', [player])
assert_eq(_subject.flag_state, Flag.FlagState.FLAG_STATE_TAKEN)
assert_eq(_subject.last_carrier, player)
player.free()
func test_that_taken_flag_grab_does_not_emit_grab_signal_and_keeps_state() -> void:
_subject.flag_state = Flag.FlagState.FLAG_STATE_TAKEN
_subject.grab(null) # doesn't matter that it's null in this case
assert_signal_not_emitted(_subject, 'grabbed')
assert_eq(_subject.flag_state, Flag.FlagState.FLAG_STATE_TAKEN)
assert_null(_subject.last_carrier)
func test_that_flag_grab_hides_mesh() -> void:
var player : Player = PLAYER.instantiate()
_subject.grab(player)
assert_false(_is_mesh_visible())
player.free()
func test_that_taken_flag_drop_emits_signal_and_changes_state() -> void:
var player : Player = PLAYER.instantiate()
_subject.grab(player)
_subject.drop(player)
assert_signal_emitted_with_parameters(_subject, 'dropped', [player])
assert_eq(_subject.flag_state, Flag.FlagState.FLAG_STATE_DROPPED)
player.free()
func test_that_on_stand_flag_drop_does_not_emit_signals_and_keeps_state() -> void:
var player : Player = PLAYER.instantiate()
_subject.drop(player)
assert_signal_not_emitted(_subject, 'dropped')
assert_eq(_subject.flag_state, Flag.FlagState.FLAG_STATE_ON_STAND)
player.free()
func test_that_flag_drop_shows_mesh() -> void:
var player : Player = PLAYER.instantiate()
_subject.grab(player)
_subject.drop(player)
assert_true(_is_mesh_visible())
player.free()
func test_that_impossible_regrab_does_not_emit_regrabbed_signal() -> void:
var player : Player = PLAYER.instantiate()
_subject.grab(player)
_subject.grab(player)
assert_signal_not_emitted(_subject, 'regrabbed')
player.free()
func test_that_regrab_by_same_player_emits_regrabbed_signal() -> void:
var player : Player = PLAYER.instantiate()
_subject.grab(player)
_subject.drop(player)
_subject.grab(player)
assert_signal_emitted_with_parameters(_subject, 'regrabbed', [player])
player.free()
func test_that_regrab_by_different_player_does_not_emit_regrabbed_signal() -> void:
var player : Player = PLAYER.instantiate()
var different_player : Player = PLAYER.instantiate()
_subject.grab(player)
_subject.drop(player)
_subject.grab(different_player)
assert_signal_not_emitted(_subject, 'regrabbed')
player.free()
different_player.free()

View file

@ -27,10 +27,10 @@ func before_each() -> void:
participant.player_id = TEST_PLAYER_ID
participant.team_id = TEST_TEAM_ID
_subject.match_participant_component = participant
add_child(_subject)
add_child_autofree(_subject)
func after_each() -> void:
_subject.free()
_subject.match_participant_component.free()
func test_that_it_has_max_health_when_ready() -> void:
assert_eq(_subject.health, _subject.max_health)

View file

@ -20,10 +20,7 @@ var _subject : Scoreboard
func before_each() -> void:
_subject = SCOREBOARD.instantiate()
add_child(_subject)
func after_each() -> void:
_subject.free()
add_child_autofree(_subject)
func test_that_new_scoreboard_is_empty() -> void:
assert_eq(_subject._entries, {})