## Tests for SnapReceiver — snap detection when Character is released near a SnapPoint. extends GutTest var _char: Character var _snap: SnapPoint func before_each() -> void: _char = preload("res://scenes/characters/Character.tscn").instantiate() as Character add_child_autofree(_char) _snap = SnapPoint.new() _snap.pose = "sitting" add_child_autofree(_snap) func _get_receiver() -> SnapReceiver: return _char.get_node("SnapReceiver") as SnapReceiver func test_snap_receiver_exists_on_character() -> void: assert_not_null(_get_receiver()) func test_no_current_snap_initially() -> void: assert_null(_get_receiver().get_current_snap()) func test_snap_detected_when_character_released_within_radius() -> void: _snap.global_position = Vector2(0.0, 0.0) _char.global_position = Vector2(50.0, 0.0) _get_receiver()._on_drag_released(Vector2(50.0, 0.0)) assert_eq(_get_receiver().get_current_snap(), _snap) func test_no_snap_when_released_outside_radius() -> void: _snap.global_position = Vector2(0.0, 0.0) _char.global_position = Vector2(200.0, 0.0) _get_receiver()._on_drag_released(Vector2(200.0, 0.0)) assert_null(_get_receiver().get_current_snap()) func test_character_position_set_to_snap_point_on_snap() -> void: _snap.global_position = Vector2(100.0, 100.0) _char.global_position = Vector2(120.0, 100.0) _get_receiver()._on_drag_released(Vector2(120.0, 100.0)) assert_eq(_char.global_position, Vector2(100.0, 100.0)) func test_character_animation_set_to_snap_pose_on_snap() -> void: _snap.global_position = Vector2(0.0, 0.0) _snap.pose = "lying" _char.global_position = Vector2(50.0, 0.0) _get_receiver()._on_drag_released(Vector2(50.0, 0.0)) assert_eq(_char.get_animation_state(), "lying") func test_pickup_clears_current_snap() -> void: _snap.global_position = Vector2(0.0, 0.0) _char.global_position = Vector2(50.0, 0.0) _get_receiver()._on_drag_released(Vector2(50.0, 0.0)) _get_receiver()._on_drag_picked_up(Vector2(50.0, 0.0)) assert_null(_get_receiver().get_current_snap()) func test_pickup_frees_snap_point() -> void: _snap.global_position = Vector2(0.0, 0.0) _char.global_position = Vector2(50.0, 0.0) _get_receiver()._on_drag_released(Vector2(50.0, 0.0)) _get_receiver()._on_drag_picked_up(Vector2(50.0, 0.0)) assert_true(_snap.is_free()) func test_second_character_cannot_snap_to_occupied_point() -> void: _snap.global_position = Vector2(0.0, 0.0) _char.global_position = Vector2(50.0, 0.0) _get_receiver()._on_drag_released(Vector2(50.0, 0.0)) var char2: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character add_child_autofree(char2) char2.global_position = Vector2(60.0, 0.0) var recv2: SnapReceiver = char2.get_node("SnapReceiver") as SnapReceiver recv2._on_drag_released(Vector2(60.0, 0.0)) assert_null(recv2.get_current_snap())