Initial project sync
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extends SceneTree
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var failures: Array[String] = []
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var started: Array[StringName] = []
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var rejected: Array[StringName] = []
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var judged: Array[Dictionary] = []
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func _init() -> void:
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_run.call_deferred()
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func _run() -> void:
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var fixture := await _controller_fixture()
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if fixture.is_empty():
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_finish()
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return
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var controller: Node = fixture["controller"]
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var combo: Node = fixture["combo"]
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controller.connect("action_started", _on_action_started)
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controller.connect("action_rejected", _on_action_rejected)
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_event_bus().connect("judgement_made", _on_judgement_made)
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controller.call("submit_intent", _intent(&"A", &"a", &"pressed", "perfect", 12))
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_expect_array(combo.call("get_slots"), [&"A"], "A should enter ComboWindow")
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_expect_string(str(started[started.size() - 1]), "ground_attack_left_1", "A should start left attack")
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_expect_int(int(judged[judged.size() - 1].get("beat")), 12, "judgement_made should include nearest beat")
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controller.call("_reset_to_idle")
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controller.call("submit_intent", _intent(&"A", &"a", &"pressed", "perfect", 13))
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_expect_array(combo.call("get_slots"), [&"A", &"A"], "second A should stay in ComboWindow")
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_expect_string(str(started[started.size() - 1]), "ground_attack_left_2", "AA should start left second attack")
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controller.call("_reset_to_idle")
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combo.call("clear", &"test-reset")
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started.clear()
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controller.call("submit_intent", _intent(&"D", &"d", &"pressed", "miss", 14))
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_expect_array(combo.call("get_slots"), [&"Ø"], "miss should record explicit miss placeholder")
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_expect_bool(started.is_empty(), true, "miss should not start an action")
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_expect_bool(rejected.has(&"miss"), true, "miss should reject with miss reason")
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var context: Dictionary = controller.call("_resolver_context")
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_expect(context.has("burst_action_id"), "resolver context should expose burst_action_id")
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_expect(context.has("counter_action_id"), "resolver context should expose counter_action_id")
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_expect(context.has("blade_chain_action_id"), "resolver context should expose blade_chain_action_id")
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fixture["root"].free()
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_finish()
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func _controller_fixture() -> Dictionary:
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var combo_script: Script = load("res://scenes/components/combo_window.gd")
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var resolver_script: Script = load("res://scenes/combat/action_resolver.gd")
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var state_script: Script = load("res://scenes/components/state_machine.gd")
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var energy_script: Script = load("res://scenes/components/energy_component.gd")
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var controller_script: Script = load("res://scenes/components/action_controller.gd")
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for item: Dictionary in [
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{"script": combo_script, "label": "ComboWindow"},
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{"script": resolver_script, "label": "ActionResolver"},
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{"script": state_script, "label": "StateMachine"},
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{"script": energy_script, "label": "EnergyComponent"},
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{"script": controller_script, "label": "ActionController"},
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]:
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_expect(item["script"] != null, "%s script should load" % item["label"])
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if combo_script == null or resolver_script == null or state_script == null or energy_script == null or controller_script == null:
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return {}
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var fixture_root := Node.new()
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root.add_child(fixture_root)
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var combo: Node = combo_script.new()
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combo.name = "ComboWindow"
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fixture_root.add_child(combo)
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var resolver: Node = resolver_script.new()
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resolver.name = "ActionResolver"
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fixture_root.add_child(resolver)
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var state: Node = state_script.new()
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state.name = "StateMachine"
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fixture_root.add_child(state)
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var energy: Node = energy_script.new()
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energy.name = "EnergyComponent"
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fixture_root.add_child(energy)
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var controller: Node = controller_script.new()
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controller.name = "ActionController"
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controller.set("combo_window_path", NodePath("../ComboWindow"))
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controller.set("action_resolver_path", NodePath("../ActionResolver"))
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controller.set("state_machine_path", NodePath("../StateMachine"))
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fixture_root.add_child(controller)
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await process_frame
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energy.call("set_values", 99, 99)
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return {
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"root": fixture_root,
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"combo": combo,
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"controller": controller,
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}
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func _intent(symbol: StringName, rhythm_action: StringName, event_type: StringName, label: String, beat: int) -> RefCounted:
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var intent_script: Script = load("res://scenes/components/input_intent.gd")
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var intent: RefCounted = intent_script.call("create", symbol, rhythm_action, event_type, float(Time.get_ticks_msec()))
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intent.set("judgement", {
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"label": label,
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"diff": 0.0,
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"abs_diff": 0.0,
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"nearest_beat": beat,
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})
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return intent
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func _on_action_started(action: Resource, _intent) -> void:
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started.append(StringName(str(action.get("id"))))
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func _on_action_rejected(_intent, reason: StringName) -> void:
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rejected.append(reason)
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func _on_judgement_made(quality: StringName, offset_ms: float, beat_index: int) -> void:
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judged.append({"quality": quality, "offset_ms": offset_ms, "beat": beat_index})
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func _event_bus() -> Node:
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var bus := root.get_node_or_null("EventBus")
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if bus == null:
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bus = load("res://autoload/event_bus.gd").new()
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bus.name = "EventBus"
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root.add_child(bus)
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return bus
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func _expect(condition: bool, label: String) -> void:
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if not condition:
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failures.append(label)
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func _expect_bool(actual: bool, expected: bool, label: String) -> void:
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if actual != expected:
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failures.append("%s: expected %s, got %s" % [label, expected, actual])
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func _expect_int(actual: int, expected: int, label: String) -> void:
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if actual != expected:
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failures.append("%s: expected %d, got %d" % [label, expected, actual])
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func _expect_array(actual: Array, expected: Array, label: String) -> void:
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if actual != expected:
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failures.append("%s: expected %s, got %s" % [label, expected, actual])
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func _expect_string(actual: String, expected: String, label: String) -> void:
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if actual != expected:
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failures.append("%s: expected %s, got %s" % [label, expected, actual])
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func _finish() -> void:
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if failures.is_empty():
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print("PASS action controller flow")
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quit(0)
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else:
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for failure: String in failures:
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push_error(failure)
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quit(1)
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