feat(snap-point): add SnapPoint node with pose, baby_only filter, and occupant tracking

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Steven Wroblewski
2026-05-08 21:54:50 +02:00
parent 65e17caaf9
commit cc5f205a7e
2 changed files with 117 additions and 0 deletions
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## SnapPoint — attachment position on furniture where a Character can snap into a pose.
## Add to any furniture node. The node auto-registers in the "snap_points" group on _ready.
class_name SnapPoint extends Node2D
signal character_snapped(character: Character)
signal character_unsnapped(character: Character)
@export var pose: String = "sitting"
@export var baby_only: bool = false
var occupant: Character = null
func _ready() -> void:
add_to_group("snap_points")
func is_free() -> bool:
return occupant == null
func accepts(character: Character) -> bool:
if not is_free():
return false
if not baby_only:
return true
if character.data == null:
return false
return character.data.state == CharacterData.State.BABY
func snap(character: Character) -> void:
occupant = character
character_snapped.emit(character)
func unsnap() -> void:
if occupant == null:
return
var prev: Character = occupant
occupant = null
character_unsnapped.emit(prev)
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## Tests for SnapPoint — attachment node on furniture.
extends GutTest
const SnapPointScript: GDScript = preload("res://scripts/objects/snap_point.gd")
var _snap: SnapPoint
var _char: Character
func before_each() -> void:
_snap = SnapPointScript.new()
_snap.pose = "sitting"
add_child_autofree(_snap)
_char = preload("res://scenes/characters/Character.tscn").instantiate() as Character
add_child_autofree(_char)
func test_is_free_when_no_occupant() -> void:
assert_true(_snap.is_free())
func test_is_not_free_when_occupied() -> void:
_snap.snap(_char)
assert_false(_snap.is_free())
func test_snap_sets_occupant() -> void:
_snap.snap(_char)
assert_eq(_snap.occupant, _char)
func test_unsnap_clears_occupant() -> void:
_snap.snap(_char)
_snap.unsnap()
assert_null(_snap.occupant)
func test_accepts_any_character_when_baby_only_false() -> void:
assert_true(_snap.accepts(_char))
func test_does_not_accept_when_occupied() -> void:
_snap.snap(_char)
var other: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
add_child_autofree(other)
assert_false(_snap.accepts(other))
func test_baby_only_rejects_healthy_character() -> void:
_snap.baby_only = true
var cd: CharacterData = CharacterData.new()
cd.state = CharacterData.State.HEALTHY
_char.data = cd
assert_false(_snap.accepts(_char))
func test_baby_only_accepts_baby_state_character() -> void:
_snap.baby_only = true
var cd: CharacterData = CharacterData.new()
cd.state = CharacterData.State.BABY
_char.data = cd
assert_true(_snap.accepts(_char))
func test_snap_emits_character_snapped() -> void:
watch_signals(_snap)
_snap.snap(_char)
assert_signal_emitted(_snap, "character_snapped")
func test_unsnap_emits_character_unsnapped() -> void:
_snap.snap(_char)
watch_signals(_snap)
_snap.unsnap()
assert_signal_emitted(_snap, "character_unsnapped")