Files
tactical-shooter/tests/weapons.gd
T
shawn e24637b049 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.
2026-07-03 01:40:13 -04:00

63 lines
2.5 KiB
GDScript

extends RefCounted
## Weapon registry tests — uses preload directly (avoids autoload name resolution issue).
## Each test_* method returns "" on pass or an error message on fail.
const Wr := preload("res://examples/multiplayer-fps/scripts/data/weapon_registry.gd")
func test_all_weapons_registered() -> String:
var ids := [1, 2, 3, 4, 5, 6]
for id in ids:
var w := Wr.get_weapon(id)
if w == null:
return "Weapon ID %d not registered" % id
return ""
func test_unknown_id_returns_null() -> String:
if Wr.get_weapon(0) != null: return "ID 0 should return null"
if Wr.get_weapon(99) != null: return "ID 99 should return null"
if Wr.get_weapon(-1) != null: return "ID -1 should return null"
return ""
func test_ak47_stats() -> String:
var w := Wr.get_weapon(4)
if w == null: return "AK47 not found"
var e := ""
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 := Wr.get_weapon(6)
if w == null: return "AWP not found"
var e := ""
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 := Wr.get_weapon(1)
if w == null: return "Knife not found"
var e := ""
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 := 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