feat(snap-point): add SnapPoint node with pose, baby_only filter, and occupant tracking
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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## Tests for SnapPoint — attachment node on furniture.
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extends GutTest
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const SnapPointScript: GDScript = preload("res://scripts/objects/snap_point.gd")
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var _snap: SnapPoint
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var _char: Character
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func before_each() -> void:
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_snap = SnapPointScript.new()
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_snap.pose = "sitting"
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add_child_autofree(_snap)
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_char = preload("res://scenes/characters/Character.tscn").instantiate() as Character
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add_child_autofree(_char)
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func test_is_free_when_no_occupant() -> void:
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assert_true(_snap.is_free())
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func test_is_not_free_when_occupied() -> void:
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_snap.snap(_char)
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assert_false(_snap.is_free())
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func test_snap_sets_occupant() -> void:
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_snap.snap(_char)
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assert_eq(_snap.occupant, _char)
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func test_unsnap_clears_occupant() -> void:
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_snap.snap(_char)
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_snap.unsnap()
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assert_null(_snap.occupant)
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func test_accepts_any_character_when_baby_only_false() -> void:
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assert_true(_snap.accepts(_char))
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func test_does_not_accept_when_occupied() -> void:
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_snap.snap(_char)
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var other: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
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add_child_autofree(other)
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assert_false(_snap.accepts(other))
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func test_baby_only_rejects_healthy_character() -> void:
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_snap.baby_only = true
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var cd: CharacterData = CharacterData.new()
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cd.state = CharacterData.State.HEALTHY
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_char.data = cd
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assert_false(_snap.accepts(_char))
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func test_baby_only_accepts_baby_state_character() -> void:
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_snap.baby_only = true
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var cd: CharacterData = CharacterData.new()
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cd.state = CharacterData.State.BABY
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_char.data = cd
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assert_true(_snap.accepts(_char))
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func test_snap_emits_character_snapped() -> void:
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watch_signals(_snap)
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_snap.snap(_char)
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assert_signal_emitted(_snap, "character_snapped")
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func test_unsnap_emits_character_unsnapped() -> void:
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_snap.snap(_char)
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watch_signals(_snap)
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_snap.unsnap()
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assert_signal_emitted(_snap, "character_unsnapped")
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