feat(items): add HoldableItem with hand slot detection, fix detach_item position
- Character registers in "characters" group on _ready for group scanning - detach_item saves/restores global_position after reparenting - New HoldableItem base class: scans "characters" group on drag_released, attaches to nearest free hand within 60px radius, detaches on pickup Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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## Tests for HoldableItem — hand slot attachment on drag release.
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extends GutTest
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func test_holdable_item_id_default_empty() -> void:
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var item: HoldableItem = HoldableItem.new()
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add_child_autofree(item)
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assert_eq(item.item_id, "")
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func test_holdable_item_is_not_in_hand_initially() -> void:
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var item: HoldableItem = HoldableItem.new()
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add_child_autofree(item)
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assert_false(item.is_in_hand_slot())
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func test_holdable_item_attaches_to_nearest_free_hand() -> void:
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var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
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add_child_autofree(character)
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var item: HoldableItem = HoldableItem.new()
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add_child_autofree(item)
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item.item_id = "test_item"
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item.global_position = character.get_node("HandLeft").global_position
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item._on_drag_released(item.global_position)
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assert_true(item.is_in_hand_slot())
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func test_holdable_item_does_not_attach_if_no_character_in_range() -> void:
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var item: HoldableItem = HoldableItem.new()
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add_child_autofree(item)
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item.global_position = Vector2(9999.0, 9999.0)
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item._on_drag_released(item.global_position)
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assert_false(item.is_in_hand_slot())
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func test_holdable_item_does_not_attach_to_occupied_hand() -> void:
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var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
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add_child_autofree(character)
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var item1: Node2D = Node2D.new()
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var item2: HoldableItem = HoldableItem.new()
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add_child_autofree(item1)
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add_child_autofree(item2)
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character.attach_item("left", item1)
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var item_filler: Node2D = Node2D.new()
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add_child_autofree(item_filler)
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character.attach_item("right", item_filler)
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item2.global_position = character.global_position
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item2._on_drag_released(item2.global_position)
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assert_false(item2.is_in_hand_slot())
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func test_holdable_item_detaches_on_pickup_when_in_slot() -> void:
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var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
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add_child_autofree(character)
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var item: HoldableItem = HoldableItem.new()
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add_child_autofree(item)
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character.attach_item("left", item)
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assert_true(item.is_in_hand_slot())
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item._on_drag_picked_up(item.global_position)
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assert_false(item.is_in_hand_slot())
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func test_holdable_item_detach_preserves_global_position() -> void:
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var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
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add_child_autofree(character)
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var item: HoldableItem = HoldableItem.new()
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add_child_autofree(item)
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character.attach_item("left", item)
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var hand_pos: Vector2 = character.get_node("HandLeft").global_position
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item._on_drag_picked_up(hand_pos)
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assert_eq(item.global_position, hand_pos)
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