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.
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+30
-44
@@ -1,76 +1,62 @@
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extends RefCounted
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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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const Registry := preload("res://examples/multiplayer-fps/scripts/data/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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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
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if w.price != 2500: e += " price: got %d, expected 2500" % 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 != 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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return e
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func test_awp_stats() -> String:
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var w := Registry.get_weapon(AWP)
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var w := Wr.get_weapon(6)
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if w == null: return "AWP not found"
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var e := ""
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e += _check_field(w, "weapon_name", "AWP")
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e += _check_field(w, "damage", 110)
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e += _check_field(w, "fire_mode", 0) # SEMI=0
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e += _check_field(w, "price", 4750)
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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.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 := Registry.get_weapon(KNIFE)
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var w := Wr.get_weapon(1)
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if w == null: return "Knife not found"
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var e := ""
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e += _check_field(w, "weapon_name", "Knife")
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e += _check_field(w, "damage", 50)
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e += _check_field(w, "fire_mode", 2) # MELEE=2
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e += _check_field(w, "price", 0)
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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.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 := Registry.get_default_pistol(0)
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if t != GLOCK: e += " T side should get Glock, got %d" % t
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var ct := Registry.get_default_pistol(1)
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if ct != USP: e += " CT side should get USP, got %d" % ct
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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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return e
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