Files
rthythm_archor_game/tests/test_action_controller_flow.gd
2026-07-06 22:59:47 -07:00

163 lines
5.8 KiB
GDScript

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)