Files
tactical-shooter/tests/weapons.gd
T
shawn 8c790357d3 Add automated test framework and 21 regression tests
- tests/runner.gd: lightweight headless test runner (TAP format output)
- tests/weapons.gd: 6 tests for weapon registry and stats
- tests/team.gd: 5 tests for team assignment and balancing
- tests/economy.gd: 6 tests for economy constants and loss streaks
- tests/bootstrapper.gd: 4 tests for LAN bootstrapper input parsing

Run with: godot --headless -s tests/runner.gd --path .

All 21 tests pass on Linux and Windows.
2026-07-03 01:29:08 -04:00

77 lines
2.4 KiB
GDScript

extends RefCounted
## Weapon registry tests — no framework dependencies, no class_name types.
## Each test_* method returns "" on pass or an error message on fail.
##
## Uses direct integer enum values to avoid class_name loading order issues:
## FireMode: SEMI=0, AUTO=1, MELEE=2
const Registry := preload("res://examples/multiplayer-fps/scripts/data/weapon_registry.gd")
const KNIFE := 1
const GLOCK := 2
const USP := 3
const AK47 := 4
const M4A1 := 5
const AWP := 6
func _check_field(w, field: String, expected) -> String:
var actual = w.get(field)
if actual != expected:
return " %s: got %s, expected %s" % [field, str(actual), str(expected)]
return ""
func test_all_weapons_registered() -> String:
var ids := [KNIFE, GLOCK, USP, AK47, M4A1, AWP]
for id in ids:
var w := Registry.get_weapon(id)
if w == null:
return "Weapon ID %d not registered" % id
return ""
func test_unknown_id_returns_null() -> String:
if Registry.get_weapon(0) != null: return "ID 0 should return null"
if Registry.get_weapon(99) != null: return "ID 99 should return null"
if Registry.get_weapon(-1) != null: return "ID -1 should return null"
return ""
func test_ak47_stats() -> String:
var w := Registry.get_weapon(AK47)
if w == null: return "AK47 not found"
var e := ""
e += _check_field(w, "weapon_name", "AK-47")
e += _check_field(w, "damage", 36)
e += _check_field(w, "fire_mode", 1) # AUTO=1
e += _check_field(w, "team", 0) # T=0
e += _check_field(w, "price", 2500)
e += _check_field(w, "slot", 2)
return e
func test_awp_stats() -> String:
var w := Registry.get_weapon(AWP)
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)
return e
func test_knife_stats() -> String:
var w := Registry.get_weapon(KNIFE)
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)
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
return e