Files
Cozypaw-Hospital/test/unit/test_character_v2.gd
T

172 lines
4.6 KiB
GDScript

## Tests for Character System v2 — animation state, outfit layers, hand slots.
extends GutTest
var _char: Character
func before_each() -> void:
_char = preload("res://scenes/characters/Character.tscn").instantiate() as Character
add_child_autofree(_char)
var cd: CharacterData = CharacterData.new()
_char.data = cd
func test_animated_sprite_node_exists() -> void:
assert_not_null(_char.get_node_or_null("AnimatedSprite2D"))
func test_outfit_layer_1_node_exists() -> void:
assert_not_null(_char.get_node_or_null("OutfitLayer1"))
func test_outfit_layer_2_node_exists() -> void:
assert_not_null(_char.get_node_or_null("OutfitLayer2"))
func test_outfit_layer_3_node_exists() -> void:
assert_not_null(_char.get_node_or_null("OutfitLayer3"))
func test_hand_left_node_exists() -> void:
assert_not_null(_char.get_node_or_null("HandLeft"))
func test_hand_right_node_exists() -> void:
assert_not_null(_char.get_node_or_null("HandRight"))
func test_snap_receiver_node_exists() -> void:
assert_not_null(_char.get_node_or_null("SnapReceiver"))
func test_character_data_outfit_has_three_empty_slots() -> void:
assert_eq(_char.data.outfit.size(), 3)
assert_eq(_char.data.outfit[0], "")
assert_eq(_char.data.outfit[1], "")
assert_eq(_char.data.outfit[2], "")
func test_default_animation_state_is_idle() -> void:
assert_eq(_char.get_animation_state(), "idle")
func test_set_animation_state_sitting() -> void:
_char.set_animation_state("sitting")
assert_eq(_char.get_animation_state(), "sitting")
func test_set_animation_state_lying() -> void:
_char.set_animation_state("lying")
assert_eq(_char.get_animation_state(), "lying")
func test_set_animation_state_held() -> void:
_char.set_animation_state("held")
assert_eq(_char.get_animation_state(), "held")
func test_set_animation_state_happy() -> void:
_char.set_animation_state("happy")
assert_eq(_char.get_animation_state(), "happy")
func test_set_animation_state_sleeping() -> void:
_char.set_animation_state("sleeping")
assert_eq(_char.get_animation_state(), "sleeping")
func test_get_outfit_returns_empty_for_all_layers_initially() -> void:
assert_eq(_char.get_outfit(1), "")
assert_eq(_char.get_outfit(2), "")
assert_eq(_char.get_outfit(3), "")
func test_set_outfit_stores_item_id() -> void:
_char.set_outfit(1, "white_coat", null)
assert_eq(_char.get_outfit(1), "white_coat")
func test_set_outfit_does_not_affect_other_layers() -> void:
_char.set_outfit(1, "white_coat", null)
assert_eq(_char.get_outfit(2), "")
assert_eq(_char.get_outfit(3), "")
func test_clear_outfit_returns_item_id() -> void:
_char.set_outfit(2, "cast_arm", null)
var returned: String = _char.clear_outfit(2)
assert_eq(returned, "cast_arm")
func test_clear_outfit_empties_layer() -> void:
_char.set_outfit(2, "cast_arm", null)
_char.clear_outfit(2)
assert_eq(_char.get_outfit(2), "")
func test_set_outfit_invalid_layer_zero_is_noop() -> void:
_char.set_outfit(0, "white_coat", null)
assert_eq(_char.get_outfit(1), "")
func test_set_outfit_invalid_layer_four_is_noop() -> void:
_char.set_outfit(4, "white_coat", null)
assert_eq(_char.get_outfit(3), "")
func test_both_hands_free_initially() -> void:
assert_true(_char.is_hand_free("left"))
assert_true(_char.is_hand_free("right"))
func test_attach_item_to_left_hand() -> void:
var item: Node2D = Node2D.new()
add_child_autofree(item)
_char.attach_item("left", item)
assert_false(_char.is_hand_free("left"))
func test_get_held_item_returns_attached_item() -> void:
var item: Node2D = Node2D.new()
add_child_autofree(item)
_char.attach_item("right", item)
assert_eq(_char.get_held_item("right"), item)
func test_attach_to_occupied_hand_returns_false() -> void:
var item1: Node2D = Node2D.new()
var item2: Node2D = Node2D.new()
add_child_autofree(item1)
add_child_autofree(item2)
_char.attach_item("left", item1)
var result: bool = _char.attach_item("left", item2)
assert_false(result)
func test_attach_returns_true_on_success() -> void:
var item: Node2D = Node2D.new()
add_child_autofree(item)
var result: bool = _char.attach_item("right", item)
assert_true(result)
func test_detach_item_frees_hand() -> void:
var item: Node2D = Node2D.new()
add_child_autofree(item)
_char.attach_item("left", item)
_char.detach_item("left")
assert_true(_char.is_hand_free("left"))
func test_detach_returns_item() -> void:
var item: Node2D = Node2D.new()
add_child_autofree(item)
_char.attach_item("right", item)
var returned: Node2D = _char.detach_item("right")
assert_eq(returned, item)
func test_detach_from_empty_hand_returns_null() -> void:
var returned: Node2D = _char.detach_item("left")
assert_null(returned)