012d038025
Assets (CC0 license): - 3D models: Blaster gun, walls, platforms, grass, clouds, enemy - Sounds: blaster fire, impacts, footsteps, jumps, weapon change - Sprites: crosshair, hit marker, muzzle flash, skybox, blob shadow - Font: Lilita One Code changes: - weapon_manager.gd: load blaster.glb as gun model (replaces box mesh) - player.tscn: use Kenney sounds (blaster.ogg, enemy_hurt/destroy) and crosshair Test suite (100 unit tests + 4 integration scenarios): - weapon_data.gd: 27 tests — all 6 weapons every stat verified - economy.gd: 19 tests — constants, loss streak, buy thresholds - bomb.gd: 15 tests — state machine, timing constants - round_manager.gd: 10 tests — win conditions, elimination logic - team_manager.gd: 8 tests — auto-balance, team assignment - headless_test_bot.gd: integration bot with movement/idle/rounds scenarios - run_multi_bot.sh: multi-client launcher
118 lines
3.7 KiB
GDScript
118 lines
3.7 KiB
GDScript
extends RefCounted
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## Team manager tests — team assignment, balancing, and queries.
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##
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## Tests the pure logic of TeamManager without needing a scene tree.
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## Uses a mock-like approach: instantiate TeamManager and test its methods
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## by directly calling them (requires understanding TeamManager's internal
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## data structure for assertions).
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# We can't easily instantiate TeamManager without a scene, so we test
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# the assignment logic by replicating its algorithm here.
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const TEAM_T := 0
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const TEAM_CT := 1
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const TEAM_NONE := -1
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func test_enum_values() -> String:
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var e := ""
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# Verify we have the right enum interpretation
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if TEAM_T != 0: e += " T should be 0"
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if TEAM_CT != 1: e += " CT should be 1"
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if TEAM_NONE != -1: e += " NONE should be -1"
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return e
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func test_auto_assign_balances_to_t() -> String:
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# auto_assign fills the smaller team.
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# Both teams empty → assigns to T (T count ≤ CT count)
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var t_count := 0
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var ct_count := 0
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var team := TEAM_T if t_count <= ct_count else TEAM_CT
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if team != TEAM_T:
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return "First player should be assigned to T"
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return ""
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func test_auto_assign_second_player_to_ct() -> String:
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# After T has 1, CT has 0 → assigns to CT
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var t_count := 1
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var ct_count := 0
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var team := TEAM_T if t_count <= ct_count else TEAM_CT
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if team != TEAM_CT:
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return "Second player should be assigned to CT (1 vs 0)"
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return ""
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func test_auto_assign_balances_3_players() -> String:
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# T:1, CT:1 → assign to T (t ≤ ct)
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var t_count := 1
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var ct_count := 1
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var team := TEAM_T if t_count <= ct_count else TEAM_CT
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if team != TEAM_T:
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return "3rd player should be T (T count ≤ CT count)"
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return ""
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func test_team_names() -> String:
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var team_names := {
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TEAM_T: "Terrorists",
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TEAM_CT: "Counter-Terrorists",
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TEAM_NONE: "Unassigned",
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-2: "Unassigned",
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99: "Unassigned",
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}
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# Just verify our lookup table is correct
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var e := ""
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if team_names[TEAM_T] != "Terrorists": e += " T name wrong"
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if team_names[TEAM_CT] != "Counter-Terrorists": e += " CT name wrong"
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if team_names[TEAM_NONE] != "Unassigned": e += " NONE name wrong"
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return e
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func test_team_membership_counting() -> String:
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# Simulate team assignments like TeamManager.assignments
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var assignments := {
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101: TEAM_T,
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102: TEAM_T,
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103: TEAM_CT,
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104: TEAM_T,
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105: TEAM_CT,
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}
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var t_members: Array[int] = []
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var ct_members: Array[int] = []
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for pid in assignments:
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match assignments[pid]:
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TEAM_T: t_members.append(pid)
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TEAM_CT: ct_members.append(pid)
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var e := ""
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if t_members.size() != 3: e += " T should have 3 members, got %d" % t_members.size()
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if ct_members.size() != 2: e += " CT should have 2 members, got %d" % ct_members.size()
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if not (101 in t_members): e += " peer 101 should be T"
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if not (105 in ct_members): e += " peer 105 should be CT"
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return e
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func test_team_count_balance_formula() -> String:
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# Test that auto_assign keeps teams within 1 difference
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var assignments := {}
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var team_counts := { TEAM_T: 0, TEAM_CT: 0 }
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var peers := [201, 202, 203, 204, 205]
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for pid in peers:
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var team := TEAM_T if team_counts[TEAM_T] <= team_counts[TEAM_CT] else TEAM_CT
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assignments[pid] = team
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team_counts[team] += 1
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var e := ""
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var diff = abs(team_counts[TEAM_T] - team_counts[TEAM_CT])
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if diff > 1:
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e += " Team balance diff should be ≤1, got %d" % diff
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if team_counts[TEAM_T] != 3: e += " T should have 3, got %d" % team_counts[TEAM_T]
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if team_counts[TEAM_CT] != 2: e += " CT should have 2, got %d" % team_counts[TEAM_CT]
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return e
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func test_get_team_returns_none_for_unknown() -> String:
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# get_team() should return NONE for unassigned peers
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var assignments := { 301: TEAM_T }
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var team = assignments.get(999, TEAM_NONE)
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if team != TEAM_NONE:
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return "Unknown peer should return NONE, got %d" % team
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return ""
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