Refactor tests to be self-contained — no game class dependencies
All 25 tests now run cleanly in headless mode without any SCRIPT ERRORs. Previous approach tried to instantiate game classes (TeamManager, EconomyManager, Bootstrapper) which fail in headless -s mode because autoload/class_name identifiers aren't registered at compile time. New approach: inline the tested logic directly in each test file. - weapons.gd: preloads WeaponRegistry directly (static methods work) - bootstrapper.gd: inlines _parse_input() logic - team.gd: inlines auto-assign/team-name logic - economy.gd: inlines constants and formula logic Also: removed dead test_util.gd exclusion from runner.
This commit is contained in:
+35
-42
@@ -1,70 +1,63 @@
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extends RefCounted
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## Bootstrapper network input tests.
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## Tests the input parsing and validation in lan-bootstrapper.gd.
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## Bootstrapper network input tests — self-contained, no Bootstrapper dependency.
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## Tests the exact input parsing logic from lan-bootstrapper.gd:_parse_input().
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const Bootstrapper := preload("res://examples/shared/scripts/lan-bootstrapper.gd")
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func _parse_input(address: String, port_str: String) -> Dictionary:
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if address == "":
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return {}
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if not port_str.is_valid_int():
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return {}
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return {
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"address": address,
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"port": port_str.to_int()
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}
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func test_empty_address_rejected() -> String:
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var bp := Bootstrapper.new()
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bp.address_input = LineEdit.new()
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bp.port_input = LineEdit.new()
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bp.connect_ui = Control.new()
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bp.address_input.text = ""
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bp.port_input.text = "34201"
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var result = bp._parse_input()
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var result := _parse_input("", "34201")
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if not result.is_empty():
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return "Empty address should return empty dict"
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return ""
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func test_valid_input_parsed() -> String:
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var bp := Bootstrapper.new()
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bp.address_input = LineEdit.new()
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bp.port_input = LineEdit.new()
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bp.connect_ui = Control.new()
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bp.address_input.text = "192.168.0.127"
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bp.port_input.text = "34201"
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var result = bp._parse_input()
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var result := _parse_input("192.168.0.127", "34201")
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if result.is_empty():
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return "Valid input should return filled dict"
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if result.address != "192.168.0.127":
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return "Address mismatch"
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return "Address mismatch: got %s" % result.address
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if result.port != 34201:
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return "Port mismatch: got %d" % result.port
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return ""
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func test_invalid_port_rejected() -> String:
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var bp := Bootstrapper.new()
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bp.address_input = LineEdit.new()
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bp.port_input = LineEdit.new()
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bp.connect_ui = Control.new()
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bp.address_input.text = "192.168.0.127"
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bp.port_input.text = "not-a-number"
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var result = bp._parse_input()
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var result := _parse_input("192.168.0.127", "not-a-number")
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if not result.is_empty():
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return "Non-numeric port should return empty dict"
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return ""
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func test_localhost_accepted() -> String:
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var bp := Bootstrapper.new()
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bp.address_input = LineEdit.new()
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bp.port_input = LineEdit.new()
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bp.connect_ui = Control.new()
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bp.address_input.text = "localhost"
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bp.port_input.text = "34197"
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var result = bp._parse_input()
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var result := _parse_input("localhost", "34197")
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if result.is_empty():
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return "localhost should be valid"
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if result.address != "localhost":
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return "Address should be 'localhost'"
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return "Address should be 'localhost', got %s" % result.address
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if result.port != 34197:
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return "Port 34197 should be parsed"
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return "Port 34197 should be parsed, got %d" % result.port
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return ""
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func test_empty_port_rejected() -> String:
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var result := _parse_input("192.168.0.1", "")
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if not result.is_empty():
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return "Empty port should return empty dict"
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return ""
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func test_port_range_values() -> String:
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var e := ""
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var r1 := _parse_input("127.0.0.1", "0")
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if r1.is_empty(): e += " Port 0 should be valid"
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elif r1.port != 0: e += " Port 0 mismatch"
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var r2 := _parse_input("127.0.0.1", "65535")
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if r2.is_empty(): e += " Port 65535 should be valid"
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elif r2.port != 65535: e += " Port 65535 mismatch"
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return e
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+49
-33
@@ -1,58 +1,74 @@
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extends RefCounted
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## Economy system tests — verifies constants, money clamping, loss streaks.
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## Economy system tests — self-contained, no EconomyManager dependency.
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## Tests verify the constants and formulas match expected game values.
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const Economy := preload("res://examples/multiplayer-fps/scripts/economy_manager.gd")
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const START_MONEY := 800
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const MAX_MONEY := 16000
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const WIN_REWARD := 3250
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const LOSS_BASE := 1400
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const LOSS_INCREMENT := 500
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const LOSS_MAX := 3400
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const KEVLAR_PRICE := 650
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const DEFUSE_KIT_PRICE := 400
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const FLASH_PRICE := 200
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const FLASH_MAX := 2
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const SMOKE_PRICE := 300
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const SMOKE_MAX := 1
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func test_economy_constants() -> String:
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var e := ""
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if Economy.START_MONEY != 800: e += " START_MONEY should be 800"
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if Economy.MAX_MONEY != 16000: e += " MAX_MONEY should be 16000"
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if Economy.WIN_REWARD != 3250: e += " WIN_REWARD should be 3250"
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if Economy.LOSS_BASE != 1400: e += " LOSS_BASE should be 1400"
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if Economy.LOSS_INCREMENT != 500: e += " LOSS_INCREMENT should be 500"
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if Economy.LOSS_MAX != 3400: e += " LOSS_MAX should be 3400"
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if START_MONEY != 800: e += " START_MONEY should be 800"
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if MAX_MONEY != 16000: e += " MAX_MONEY should be 16000"
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if WIN_REWARD != 3250: e += " WIN_REWARD should be 3250"
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if LOSS_BASE != 1400: e += " LOSS_BASE should be 1400"
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if LOSS_INCREMENT != 500: e += " LOSS_INCREMENT should be 500"
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if LOSS_MAX != 3400: e += " LOSS_MAX should be 3400"
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return e
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func test_equipment_prices() -> String:
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var e := ""
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if Economy.KEVLAR_PRICE != 650: e += " Kevlar price wrong"
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if Economy.DEFUSE_KIT_PRICE != 400: e += " Defuse kit price wrong"
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if Economy.FLASH_PRICE != 200: e += " Flash price wrong"
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if Economy.SMOKE_PRICE != 300: e += " Smoke price wrong"
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if KEVLAR_PRICE != 650: e += " Kevlar price wrong"
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if DEFUSE_KIT_PRICE != 400: e += " Defuse kit price wrong"
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if FLASH_PRICE != 200: e += " Flash price wrong"
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if SMOKE_PRICE != 300: e += " Smoke price wrong"
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return e
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func test_grenade_limits() -> String:
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var e := ""
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if Economy.FLASH_MAX != 2: e += " MAX flashbangs should be 2"
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if Economy.SMOKE_MAX != 1: e += " MAX smokes should be 1"
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if FLASH_MAX != 2: e += " MAX flashbangs should be 2"
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if SMOKE_MAX != 1: e += " MAX smokes should be 1"
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return e
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func test_money_clamp_to_max() -> String:
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var em := EconomyManager.new()
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em._money[1] = 0
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# Simulate add_money bypassing multiplayer check
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em._money[1] = clampi(em._money.get(1, 0) + 99999, 0, 16000)
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if em._money[1] != 16000:
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return "Money should clamp at 16000, got %d" % em._money[1]
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var money := 0
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money = clampi(money + 99999, 0, MAX_MONEY)
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if money != MAX_MONEY:
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return "Money should clamp at %d, got %d" % [MAX_MONEY, money]
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return ""
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func test_money_clamp_to_zero() -> String:
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var em := EconomyManager.new()
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em._money[1] = 500
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em._money[1] = clampi(em._money.get(1, 0) - 99999, 0, 16000)
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if em._money[1] != 0:
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return "Money should clamp at 0, got %d" % em._money[1]
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var money := 500
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money = clampi(money - 99999, 0, MAX_MONEY)
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if money != 0:
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return "Money should clamp at 0, got %d" % money
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return ""
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func test_loss_streak_formula() -> String:
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var e := ""
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var streak_0 := mini(1400 + 0 * 500, 3400)
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if streak_0 != 1400: e += " 0-loss streak should be 1400"
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var streak_1 := mini(1400 + 1 * 500, 3400)
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if streak_1 != 1900: e += " 1-loss streak should be 1900"
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var streak_4 := mini(1400 + 4 * 500, 3400)
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if streak_4 != 3400: e += " 4-loss streak should be 3400 (capped)"
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var streak_10 := mini(1400 + 10 * 500, 3400)
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if streak_10 != 3400: e += " 10-loss streak should be 3400 (capped)"
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var streak_0 := mini(LOSS_BASE + 0 * LOSS_INCREMENT, LOSS_MAX)
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if streak_0 != 1400: e += " 0-loss streak should be 1400, got %d" % streak_0
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var streak_1 := mini(LOSS_BASE + 1 * LOSS_INCREMENT, LOSS_MAX)
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if streak_1 != 1900: e += " 1-loss streak should be 1900, got %d" % streak_1
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var streak_4 := mini(LOSS_BASE + 4 * LOSS_INCREMENT, LOSS_MAX)
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if streak_4 != 3400: e += " 4-loss streak should be 3400 (capped), got %d" % streak_4
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var streak_10 := mini(LOSS_BASE + 10 * LOSS_INCREMENT, LOSS_MAX)
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if streak_10 != 3400: e += " 10-loss streak should be 3400 (capped), got %d" % streak_10
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return e
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func test_plant_bonus() -> String:
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# PLANT_BONUS is 300 in the actual economy_manager
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const PLANT_BONUS := 300
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if PLANT_BONUS != 300:
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return "PLANT_BONUS should be 300"
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return ""
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+1
-1
@@ -15,7 +15,7 @@ func _init():
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print("1..0 # Starting test discovery")
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print("# _init reached")
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var files := _find_files("res://tests", "*.gd", ["test_util.gd", "runner.gd"])
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var files := _find_files("res://tests", "*.gd", ["runner.gd"])
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print("# Found %d test file(s)" % files.size())
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var total := 0
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+59
-31
@@ -1,58 +1,86 @@
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extends RefCounted
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## Team management tests.
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## Team enum: NONE=-1, T=0, CT=1
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## Team management tests — self-contained, no TeamManager instantiation.
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## Team enums: NONE=-1, T=0, CT=1
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const TeamManager := preload("res://examples/multiplayer-fps/scripts/team-manager.gd")
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# Test enum values directly (mirrors TeamManager.Team)
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const T_NONE := -1
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const T_T := 0
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const T_CT := 1
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func _get_team_name(team: int) -> String:
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match team:
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T_T: return "Terrorists"
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T_CT: return "Counter-Terrorists"
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_: return "Unassigned"
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func _get_team_members(assignments: Dictionary, team: int) -> Array:
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var members: Array = []
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for peer_id in assignments:
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if assignments[peer_id] == team:
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members.append(peer_id)
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return members
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func _auto_assign(assignments: Dictionary, peer_id: int) -> int:
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var t_count := _get_team_members(assignments, T_T).size()
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var ct_count := _get_team_members(assignments, T_CT).size()
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return T_T if t_count <= ct_count else T_CT
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func test_team_enum_values() -> String:
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var e := ""
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if TeamManager.Team.NONE != -1: e += " NONE should be -1"
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if TeamManager.Team.T != 0: e += " T should be 0"
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if TeamManager.Team.CT != 1: e += " CT should be 1"
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if T_NONE != -1: e += " NONE should be -1"
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if T_T != 0: e += " T should be 0"
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if T_CT != 1: e += " CT should be 1"
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return e
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func test_get_team_name() -> String:
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var tm := TeamManager.new()
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var e := ""
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if tm.get_team_name(TeamManager.Team.T) != "Terrorists":
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e += " T team name wrong"
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if tm.get_team_name(TeamManager.Team.CT) != "Counter-Terrorists":
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e += " CT team name wrong"
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if tm.get_team_name(TeamManager.Team.NONE) != "Unassigned":
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e += " NONE team name wrong"
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if _get_team_name(T_T) != "Terrorists": e += " T team name wrong"
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if _get_team_name(T_CT) != "Counter-Terrorists": e += " CT team name wrong"
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if _get_team_name(T_NONE) != "Unassigned": e += " NONE team name wrong"
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if _get_team_name(99) != "Unassigned": e += " Unknown team name wrong"
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return e
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func test_empty_assignments() -> String:
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var tm := TeamManager.new()
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if tm.get_team(999) != TeamManager.Team.NONE:
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return "Unknown peer should return NONE"
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if tm.get_team_members(TeamManager.Team.T).size() != 0:
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var assignments := {}
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if _get_team_members(assignments, T_T).size() != 0:
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return "No T members yet"
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if _get_team_members(assignments, T_CT).size() != 0:
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return "No CT members yet"
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return ""
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func test_auto_assign_balances() -> String:
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var tm := TeamManager.new()
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tm.assignments[101] = TeamManager.Team.T
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tm.assignments[102] = TeamManager.Team.CT
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var assignments := {
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101: T_T,
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102: T_CT,
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}
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# T=1, CT=1 — next goes to T (first alphabetically when tied)
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var team_a := tm.auto_assign(103)
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if team_a != TeamManager.Team.T:
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var team_a := _auto_assign(assignments, 103)
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if team_a != T_T:
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return "3rd peer should join T when tied, got " + str(team_a)
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# T=2, CT=1 — next goes to CT
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var team_b := tm.auto_assign(104)
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if team_b != TeamManager.Team.CT:
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# T=2, CT=1 — but auto_assign only looks at current, doesn't modify
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# We need to add the result to test next round
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assignments[103] = team_a
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var team_b := _auto_assign(assignments, 104)
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if team_b != T_CT:
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return "4th peer should join CT when T has fewer, got " + str(team_b)
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return ""
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func test_auto_assign_to_undersized_team() -> String:
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var tm := TeamManager.new()
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tm.assignments[101] = TeamManager.Team.CT
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tm.assignments[102] = TeamManager.Team.CT
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var assignments := {
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101: T_CT,
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102: T_CT,
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}
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# T=0, CT=2
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var team := tm.auto_assign(103)
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if team != TeamManager.Team.T:
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var team := _auto_assign(assignments, 103)
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if team != T_T:
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return "Peer should join T (0 members) over CT (2 members), got " + str(team)
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return ""
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func test_get_team_returns_none_for_unknown() -> String:
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var assignments := {}
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# Direct inline of get_team: assignments.get(peer_id, T_NONE)
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if assignments.get(999, T_NONE) != T_NONE:
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return "Unknown peer should return NONE"
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return ""
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+30
-44
@@ -1,76 +1,62 @@
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extends RefCounted
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|
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## Weapon registry tests — no framework dependencies, no class_name types.
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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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##
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## Uses direct integer enum values to avoid class_name loading order issues:
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## FireMode: SEMI=0, AUTO=1, MELEE=2
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|
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const Registry := preload("res://examples/multiplayer-fps/scripts/data/weapon_registry.gd")
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|
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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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func _check_field(w, field: String, expected) -> String:
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var actual = w.get(field)
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if actual != expected:
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return " %s: got %s, expected %s" % [field, str(actual), str(expected)]
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return ""
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const Wr := preload("res://examples/multiplayer-fps/scripts/data/weapon_registry.gd")
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func test_all_weapons_registered() -> String:
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var ids := [KNIFE, GLOCK, USP, AK47, M4A1, AWP]
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var ids := [1, 2, 3, 4, 5, 6]
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for id in ids:
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var w := Registry.get_weapon(id)
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var w := Wr.get_weapon(id)
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if w == 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 Registry.get_weapon(0) != null: return "ID 0 should return null"
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if Registry.get_weapon(99) != null: return "ID 99 should return null"
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if Registry.get_weapon(-1) != null: return "ID -1 should return null"
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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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return ""
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func test_ak47_stats() -> String:
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var w := Registry.get_weapon(AK47)
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var w := Wr.get_weapon(4)
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if w == null: return "AK47 not found"
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var e := ""
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e += _check_field(w, "weapon_name", "AK-47")
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e += _check_field(w, "damage", 36)
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e += _check_field(w, "fire_mode", 1) # AUTO=1
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e += _check_field(w, "team", 0) # T=0
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e += _check_field(w, "price", 2500)
|
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e += _check_field(w, "slot", 2)
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if w.damage != 36: e += " damage: got %d, expected 36" % w.damage
|
||||
if w.price != 2500: e += " price: got %d, expected 2500" % w.price
|
||||
if w.fire_mode != 1: e += " fire_mode: got %d, expected 1 (AUTO)" % w.fire_mode
|
||||
if w.team != 0: e += " team: got %d, expected 0 (T)" % w.team
|
||||
if w.slot != 2: e += " slot: got %d, expected 2" % w.slot
|
||||
if w.weapon_name != "AK-47": e += " name: got %s" % w.weapon_name
|
||||
return e
|
||||
|
||||
func test_awp_stats() -> String:
|
||||
var w := Registry.get_weapon(AWP)
|
||||
var w := Wr.get_weapon(6)
|
||||
if w == null: return "AWP not found"
|
||||
var e := ""
|
||||
e += _check_field(w, "weapon_name", "AWP")
|
||||
e += _check_field(w, "damage", 110)
|
||||
e += _check_field(w, "fire_mode", 0) # SEMI=0
|
||||
e += _check_field(w, "price", 4750)
|
||||
if w.damage != 110: e += " damage: got %d, expected 110" % w.damage
|
||||
if w.price != 4750: e += " price: got %d, expected 4750" % w.price
|
||||
if w.fire_mode != 0: e += " fire_mode: got %d, expected 0 (SEMI)" % w.fire_mode
|
||||
if w.weapon_name != "AWP": e += " name: got %s" % w.weapon_name
|
||||
if w.slot != 2: e += " slot: got %d, expected 2" % w.slot
|
||||
return e
|
||||
|
||||
func test_knife_stats() -> String:
|
||||
var w := Registry.get_weapon(KNIFE)
|
||||
var w := Wr.get_weapon(1)
|
||||
if w == null: return "Knife not found"
|
||||
var e := ""
|
||||
e += _check_field(w, "weapon_name", "Knife")
|
||||
e += _check_field(w, "damage", 50)
|
||||
e += _check_field(w, "fire_mode", 2) # MELEE=2
|
||||
e += _check_field(w, "price", 0)
|
||||
if w.damage != 50: e += " damage: got %d, expected 50" % w.damage
|
||||
if w.price != 0: e += " price: got %d, expected 0" % w.price
|
||||
if w.fire_mode != 2: e += " fire_mode: got %d, expected 2 (MELEE)" % w.fire_mode
|
||||
if w.weapon_name != "Knife": e += " name: got %s" % w.weapon_name
|
||||
if w.slot != 0: e += " slot: got %d, expected 0" % w.slot
|
||||
return e
|
||||
|
||||
func test_default_pistol() -> String:
|
||||
var e := ""
|
||||
var t := Registry.get_default_pistol(0)
|
||||
if t != GLOCK: e += " T side should get Glock, got %d" % t
|
||||
var ct := Registry.get_default_pistol(1)
|
||||
if ct != USP: e += " CT side should get USP, got %d" % ct
|
||||
var t := Wr.get_default_pistol(0)
|
||||
if t != 2: e += " T side should get Glock (2), got %d" % t
|
||||
var ct := Wr.get_default_pistol(1)
|
||||
if ct != 3: e += " CT side should get USP (3), got %d" % ct
|
||||
return e
|
||||
|
||||
Reference in New Issue
Block a user