115 lines
3.1 KiB
GDScript
115 lines
3.1 KiB
GDScript
## Tests for Character System v2 — animation state, outfit layers, hand slots.
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extends GutTest
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var _char: Character
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func before_each() -> void:
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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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var cd: CharacterData = CharacterData.new()
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_char.data = cd
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func test_animated_sprite_node_exists() -> void:
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assert_not_null(_char.get_node_or_null("AnimatedSprite2D"))
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func test_outfit_layer_1_node_exists() -> void:
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assert_not_null(_char.get_node_or_null("OutfitLayer1"))
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func test_outfit_layer_2_node_exists() -> void:
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assert_not_null(_char.get_node_or_null("OutfitLayer2"))
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func test_outfit_layer_3_node_exists() -> void:
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assert_not_null(_char.get_node_or_null("OutfitLayer3"))
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func test_hand_left_node_exists() -> void:
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assert_not_null(_char.get_node_or_null("HandLeft"))
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func test_hand_right_node_exists() -> void:
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assert_not_null(_char.get_node_or_null("HandRight"))
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func test_snap_receiver_node_exists() -> void:
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assert_not_null(_char.get_node_or_null("SnapReceiver"))
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func test_character_data_outfit_has_three_empty_slots() -> void:
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assert_eq(_char.data.outfit.size(), 3)
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assert_eq(_char.data.outfit[0], "")
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assert_eq(_char.data.outfit[1], "")
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assert_eq(_char.data.outfit[2], "")
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func test_default_animation_state_is_idle() -> void:
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assert_eq(_char.get_animation_state(), "idle")
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func test_set_animation_state_sitting() -> void:
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_char.set_animation_state("sitting")
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assert_eq(_char.get_animation_state(), "sitting")
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func test_set_animation_state_lying() -> void:
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_char.set_animation_state("lying")
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assert_eq(_char.get_animation_state(), "lying")
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func test_set_animation_state_held() -> void:
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_char.set_animation_state("held")
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assert_eq(_char.get_animation_state(), "held")
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func test_set_animation_state_happy() -> void:
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_char.set_animation_state("happy")
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assert_eq(_char.get_animation_state(), "happy")
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func test_set_animation_state_sleeping() -> void:
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_char.set_animation_state("sleeping")
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assert_eq(_char.get_animation_state(), "sleeping")
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func test_get_outfit_returns_empty_for_all_layers_initially() -> void:
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assert_eq(_char.get_outfit(1), "")
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assert_eq(_char.get_outfit(2), "")
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assert_eq(_char.get_outfit(3), "")
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func test_set_outfit_stores_item_id() -> void:
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_char.set_outfit(1, "white_coat", null)
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assert_eq(_char.get_outfit(1), "white_coat")
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func test_set_outfit_does_not_affect_other_layers() -> void:
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_char.set_outfit(1, "white_coat", null)
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assert_eq(_char.get_outfit(2), "")
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assert_eq(_char.get_outfit(3), "")
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func test_clear_outfit_returns_item_id() -> void:
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_char.set_outfit(2, "cast_arm", null)
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var returned: String = _char.clear_outfit(2)
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assert_eq(returned, "cast_arm")
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func test_clear_outfit_empties_layer() -> void:
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_char.set_outfit(2, "cast_arm", null)
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_char.clear_outfit(2)
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assert_eq(_char.get_outfit(2), "")
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func test_set_outfit_invalid_layer_zero_is_noop() -> void:
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_char.set_outfit(0, "white_coat", null)
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assert_eq(_char.get_outfit(1), "")
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func test_set_outfit_invalid_layer_four_is_noop() -> void:
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_char.set_outfit(4, "white_coat", null)
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assert_eq(_char.get_outfit(3), "")
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