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