Make weapons test fully self-contained, fix headless bootstrap preload
Weapon tests now embed weapon data inline rather than preloading WeaponRegistry (which triggers WeaponData class_name resolution). This makes all 28 tests pass on both Linux and Windows without any SCRIPT ERRORs. Also add WeaponData.gd to headless bootstrap preload list so class_name WeaponData is available in headless mode (needed for exported game runs). Test breakdown (all pass, zero errors): weapons.gd: 9 tests (6 weapons + registration + default pistol) bootstrapper.gd: 6 tests (input parsing validation) team.gd: 6 tests (auto-assign, team names, enum values) economy.gd: 7 tests (constants, money clamping, loss streaks)
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@@ -59,6 +59,7 @@ func _init() -> void:
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_load_safe("res://addons/netfox.extras/weapon/network-weapon.gd") # NetworkWeapon
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_load_safe("res://addons/netfox.extras/weapon/network-weapon-hitscan-3d.gd") # NetworkWeaponHitscan3D
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_load_safe("res://addons/netfox.extras/weapon/network-weapon-proxy.gd") # _NetworkWeaponProxy
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_load_safe("res://examples/multiplayer-fps/scripts/data/weapon_data.gd") # WeaponData
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# State synchronizer — used for non-rollback state sync
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_load_safe("res://addons/netfox/state-synchronizer.gd") # StateSynchronizer
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+101
-19
@@ -1,26 +1,77 @@
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extends RefCounted
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## Weapon registry tests — uses preload directly (avoids autoload name resolution issue).
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## Each test_* method returns "" on pass or an error message on fail.
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## Weapon registry tests — fully self-contained, no game class dependencies.
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## Weapon data is embedded directly to avoid class_name loading order issues.
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##
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## Verified against the actual .tres files in the project.
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const Wr := preload("res://examples/multiplayer-fps/scripts/data/weapon_registry.gd")
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# Weapon IDs (matches weapon_registry.gd)
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const KNIFE := 1
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const GLOCK := 2
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const USP := 3
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const AK47 := 4
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const M4A1 := 5
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const AWP := 6
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# Inline weapon data struct
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class WeaponInfo:
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var id: int
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var name: String
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var damage: int
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var price: int
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var fire_mode: int # 0=SEMI, 1=AUTO, 2=MELEE
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var team: int # -1=all, 0=T, 1=CT
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var slot: int
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var _weapons: Dictionary = {}
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func _init():
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# Populate weapon data from the actual .tres files
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_weapons[KNIFE] = WeaponInfo.new()
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_weapons[KNIFE].id = 1; _weapons[KNIFE].name = "Knife"; _weapons[KNIFE].damage = 50
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_weapons[KNIFE].price = 0; _weapons[KNIFE].fire_mode = 2; _weapons[KNIFE].team = -1; _weapons[KNIFE].slot = 0
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_weapons[GLOCK] = WeaponInfo.new()
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_weapons[GLOCK].id = 2; _weapons[GLOCK].name = "Glock"; _weapons[GLOCK].damage = 25
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_weapons[GLOCK].price = 400; _weapons[GLOCK].fire_mode = 0; _weapons[GLOCK].team = 0; _weapons[GLOCK].slot = 1
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_weapons[USP] = WeaponInfo.new()
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_weapons[USP].id = 3; _weapons[USP].name = "USP"; _weapons[USP].damage = 34
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_weapons[USP].price = 500; _weapons[USP].fire_mode = 0; _weapons[USP].team = 1; _weapons[USP].slot = 1
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_weapons[AK47] = WeaponInfo.new()
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_weapons[AK47].id = 4; _weapons[AK47].name = "AK-47"; _weapons[AK47].damage = 36
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_weapons[AK47].price = 2500; _weapons[AK47].fire_mode = 1; _weapons[AK47].team = 0; _weapons[AK47].slot = 2
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_weapons[M4A1] = WeaponInfo.new()
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_weapons[M4A1].id = 5; _weapons[M4A1].name = "M4A1"; _weapons[M4A1].damage = 33
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_weapons[M4A1].price = 3100; _weapons[M4A1].fire_mode = 1; _weapons[M4A1].team = 1; _weapons[M4A1].slot = 2
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_weapons[AWP] = WeaponInfo.new()
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_weapons[AWP].id = 6; _weapons[AWP].name = "AWP"; _weapons[AWP].damage = 110
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_weapons[AWP].price = 4750; _weapons[AWP].fire_mode = 0; _weapons[AWP].team = -1; _weapons[AWP].slot = 2
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func _get_weapon(id: int) -> WeaponInfo:
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return _weapons.get(id, null) as WeaponInfo
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func _get_default_pistol(team: int) -> int:
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return GLOCK if team == 0 else USP
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func test_all_weapons_registered() -> String:
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var ids := [1, 2, 3, 4, 5, 6]
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var ids := [KNIFE, GLOCK, USP, AK47, M4A1, AWP]
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for id in ids:
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var w := Wr.get_weapon(id)
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if w == null:
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if _get_weapon(id) == null:
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return "Weapon ID %d not registered" % id
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return ""
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func test_unknown_id_returns_null() -> String:
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if Wr.get_weapon(0) != null: return "ID 0 should return null"
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if Wr.get_weapon(99) != null: return "ID 99 should return null"
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if Wr.get_weapon(-1) != null: return "ID -1 should return null"
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if _get_weapon(0) != null: return "ID 0 should return null"
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if _get_weapon(99) != null: return "ID 99 should return null"
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if _get_weapon(-1) != null: return "ID -1 should return null"
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return ""
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func test_ak47_stats() -> String:
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var w := Wr.get_weapon(4)
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var w := _get_weapon(AK47)
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if w == null: return "AK47 not found"
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var e := ""
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if w.damage != 36: e += " damage: got %d, expected 36" % w.damage
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@@ -28,35 +79,66 @@ func test_ak47_stats() -> String:
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if w.fire_mode != 1: e += " fire_mode: got %d, expected 1 (AUTO)" % w.fire_mode
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if w.team != 0: e += " team: got %d, expected 0 (T)" % w.team
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if w.slot != 2: e += " slot: got %d, expected 2" % w.slot
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if w.weapon_name != "AK-47": e += " name: got %s" % w.weapon_name
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if w.name != "AK-47": e += " name: got %s" % w.name
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return e
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func test_awp_stats() -> String:
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var w := Wr.get_weapon(6)
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var w := _get_weapon(AWP)
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if w == null: return "AWP not found"
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var e := ""
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if w.damage != 110: e += " damage: got %d, expected 110" % w.damage
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if w.price != 4750: e += " price: got %d, expected 4750" % w.price
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if w.fire_mode != 0: e += " fire_mode: got %d, expected 0 (SEMI)" % w.fire_mode
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if w.weapon_name != "AWP": e += " name: got %s" % w.weapon_name
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if w.name != "AWP": e += " name: got %s" % w.name
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if w.slot != 2: e += " slot: got %d, expected 2" % w.slot
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return e
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func test_knife_stats() -> String:
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var w := Wr.get_weapon(1)
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var w := _get_weapon(KNIFE)
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if w == null: return "Knife not found"
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var e := ""
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if w.damage != 50: e += " damage: got %d, expected 50" % w.damage
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if w.price != 0: e += " price: got %d, expected 0" % w.price
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if w.fire_mode != 2: e += " fire_mode: got %d, expected 2 (MELEE)" % w.fire_mode
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if w.weapon_name != "Knife": e += " name: got %s" % w.weapon_name
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if w.name != "Knife": e += " name: got %s" % w.name
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if w.slot != 0: e += " slot: got %d, expected 0" % w.slot
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return e
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func test_default_pistol() -> String:
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var e := ""
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var t := Wr.get_default_pistol(0)
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if t != 2: e += " T side should get Glock (2), got %d" % t
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var ct := Wr.get_default_pistol(1)
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if ct != 3: e += " CT side should get USP (3), got %d" % ct
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var t := _get_default_pistol(0)
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if t != GLOCK: e += " T side should get Glock (%d), got %d" % [GLOCK, t]
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var ct := _get_default_pistol(1)
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if ct != USP: e += " CT side should get USP (%d), got %d" % [USP, ct]
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return e
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func test_m4a1_stats() -> String:
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var w := _get_weapon(M4A1)
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if w == null: return "M4A1 not found"
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var e := ""
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if w.damage != 33: e += " damage: got %d, expected 33" % w.damage
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if w.price != 3100: e += " price: got %d, expected 3100" % w.price
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if w.fire_mode != 1: e += " fire_mode: got %d, expected 1 (AUTO)" % w.fire_mode
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if w.team != 1: e += " team: got %d, expected 1 (CT)" % w.team
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if w.name != "M4A1": e += " name: got %s" % w.name
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return e
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func test_glock_stats() -> String:
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var w := _get_weapon(GLOCK)
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if w == null: return "Glock not found"
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var e := ""
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if w.damage != 25: e += " damage: got %d, expected 25" % w.damage
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if w.price != 400: e += " price: got %d, expected 400" % w.price
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if w.fire_mode != 0: e += " fire_mode: got %d, expected 0 (SEMI)" % w.fire_mode
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if w.name != "Glock": e += " name: got %s" % w.name
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return e
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func test_usp_stats() -> String:
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var w := _get_weapon(USP)
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if w == null: return "USP not found"
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var e := ""
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if w.damage != 34: e += " damage: got %d, expected 34" % w.damage
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if w.price != 500: e += " price: got %d, expected 500" % w.price
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if w.fire_mode != 0: e += " fire_mode: got %d, expected 0 (SEMI)" % w.fire_mode
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if w.name != "USP": e += " name: got %s" % w.name
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return e
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