feat: half update
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extends GutTest
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# =============================================================================
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# Test: Gauntlet Telegraph Floor Highlight [Gauntlet #081]
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# Verifies the amber floor overlay placed under cells during the 1-second
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# telegraph window: amber color, two-stage alpha (build-up → flash), lifetime
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# bound to telegraph_duration, distinct from sticky pink, RPC broadcast.
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# =============================================================================
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const GauntletManager = preload("res://scripts/managers/gauntlet_manager.gd")
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const GridMapMock = preload("res://tests/helpers/gridmap_mock.gd")
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var main_mock: Node
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var gridmap_mock: Node
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var manager: Node
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func before_all():
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gut.p("=== Feature Tests [Gauntlet #081 Telegraph Floor Highlight] ===")
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func before_each():
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main_mock = Node.new()
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main_mock.name = "Main"
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# Add under /root so visual helpers that look up /root/Main find it.
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get_tree().get_root().add_child(main_mock)
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gridmap_mock = GridMapMock.new()
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gridmap_mock.name = "EnhancedGridMap"
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main_mock.add_child(gridmap_mock)
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manager = GauntletManager.new()
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main_mock.add_child(manager)
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manager.initialize(main_mock, gridmap_mock)
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func after_each():
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if is_instance_valid(main_mock):
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main_mock.queue_free()
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manager = null
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gridmap_mock = null
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func _without_peer(fn: Callable) -> void:
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var saved = multiplayer.multiplayer_peer
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multiplayer.multiplayer_peer = null
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fn.call()
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multiplayer.multiplayer_peer = saved
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# =============================================================================
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# Tile ID + lifecycle
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# =============================================================================
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func test_telegraph_tile_id_distinct_from_sticky():
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# #081 must not reuse the sticky overlay tile — players need to distinguish.
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assert_ne(manager.TILE_TELEGRAPH, manager.TILE_STICKY, "Telegraph tile ≠ sticky tile")
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assert_eq(manager.TILE_TELEGRAPH, 18, "Telegraph tile is layer-2 ID 18")
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func test_telegraph_uses_layer_2():
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# Floor highlight lives on GridMap layer 2 (overlay), y=2 in cell coords.
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_without_peer(func():
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manager.sync_growth_telegraph([Vector2i(5, 5)])
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)
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assert_eq(gridmap_mock.get_cell_item(Vector3i(5, 2, 5)), manager.TILE_TELEGRAPH,
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"Telegraph cell placed on layer 2")
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func test_telegraph_apply_converts_to_sticky():
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# Verify the tile ID conversion by inspecting state directly — invoking
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# sync_growth_apply triggers _check_all_players_trapped which needs an
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# active multiplayer peer. The conversion is exercised by the
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# test_gauntlet_growth_tick.gd suite; here we only confirm the
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# sticky tile ID is reserved and distinct.
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_without_peer(func():
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manager.sync_growth_telegraph([Vector2i(7, 7)])
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)
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assert_eq(gridmap_mock.get_cell_item(Vector3i(7, 2, 7)), manager.TILE_TELEGRAPH,
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"Telegraph set during warn window")
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assert_ne(manager.TILE_TELEGRAPH, manager.TILE_STICKY,
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"Conversion target is the distinct sticky tile ID")
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# =============================================================================
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# Multi-cell broadcast
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# =============================================================================
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func test_telegraph_multiple_cells_all_get_overlay():
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var cells := [Vector2i(2, 3), Vector2i(4, 5), Vector2i(6, 7)]
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_without_peer(func():
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manager.sync_growth_telegraph(cells)
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)
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for c in cells:
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assert_eq(gridmap_mock.get_cell_item(Vector3i(c.x, 2, c.y)), manager.TILE_TELEGRAPH,
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"Cell %s telegraphed" % str(c))
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# =============================================================================
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# Visual highlight (mesh placed under /root/Main)
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# =============================================================================
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func test_telegraph_visual_helper_spawns_mesh():
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# _spawn_telegraph_highlight must add a MeshInstance3D under /root/Main.
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var before := _count_main_children()
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manager._spawn_telegraph_highlight(Vector2i(3, 3))
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var after := _count_main_children()
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assert_gt(after, before, "Highlight mesh added to main scene")
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func test_telegraph_highlight_uses_amber_color():
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# Amber (warm orange) is required so it never reads as the sticky pink.
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manager._spawn_telegraph_highlight(Vector2i(4, 4))
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var mesh = _find_main_mesh()
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assert_not_null(mesh, "Highlight mesh exists")
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var mat = mesh.material_override as StandardMaterial3D
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assert_not_null(mat, "Has StandardMaterial3D override")
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# Amber channel must dominate red+green over blue.
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assert_gt(mat.albedo_color.r, mat.albedo_color.b + 0.2,
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"Amber red > blue by ≥0.2")
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assert_gt(mat.albedo_color.g, mat.albedo_color.b + 0.2,
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"Amber green > blue by ≥0.2")
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# Emission must be enabled so the highlight reads through shadows.
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assert_true(mat.emission_enabled, "Emission enabled for floor highlight")
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func test_telegraph_highlight_is_unshaded():
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# Floor highlight must be UNSHADED so the amber is visible regardless of
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# the scene's lighting setup (#076 polish prerequisite).
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manager._spawn_telegraph_highlight(Vector2i(5, 5))
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var mesh = _find_main_mesh()
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assert_not_null(mesh, "Highlight mesh exists")
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var mat = mesh.material_override as StandardMaterial3D
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assert_eq(mat.shading_mode, BaseMaterial3D.SHADING_MODE_UNSHADED,
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"Unshaded so amber reads under any lighting")
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func test_telegraph_highlight_below_ground():
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# Highlight sits at a small positive y so it doesn't z-fight with the floor.
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manager._spawn_telegraph_highlight(Vector2i(6, 6))
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var mesh = _find_main_mesh()
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assert_not_null(mesh, "Highlight mesh exists")
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assert_gt(mesh.position.y, 0.0, "Highlight raised above floor")
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assert_lt(mesh.position.y, 0.5, "Highlight stays close to floor (no float-up)")
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func test_telegraph_highlight_uses_box_mesh():
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manager._spawn_telegraph_highlight(Vector2i(7, 7))
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var mesh = _find_main_mesh()
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assert_not_null(mesh, "Highlight mesh exists")
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assert_true(mesh.mesh is BoxMesh, "Uses BoxMesh for floor footprint")
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# =============================================================================
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# Bubble telegraph (uses same warning overlay, different source)
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# =============================================================================
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func test_bubble_spawn_applies_telegraph_overlay():
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# Bubbles reuse the same floor overlay during their grow window.
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var footprint := [
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Vector2i(7, 7), Vector2i(8, 7), Vector2i(9, 7),
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Vector2i(7, 8), Vector2i(8, 8), Vector2i(9, 8),
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Vector2i(7, 9), Vector2i(8, 9), Vector2i(9, 9),
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]
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_without_peer(func():
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manager.sync_bubble_spawn(Vector2i(8, 8), footprint)
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)
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for c in footprint:
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assert_eq(gridmap_mock.get_cell_item(Vector3i(c.x, 2, c.y)), manager.TILE_TELEGRAPH,
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"Bubble cell %s telegraphed" % str(c))
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func test_bubble_explode_replaces_telegraph_with_sticky():
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var footprint := [
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Vector2i(3, 4), Vector2i(4, 4), Vector2i(5, 4),
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Vector2i(3, 5), Vector2i(4, 5), Vector2i(5, 5),
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Vector2i(3, 6), Vector2i(4, 6), Vector2i(5, 6),
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]
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_without_peer(func():
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manager.sync_bubble_spawn(Vector2i(4, 5), footprint)
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)
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_without_peer(func():
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manager.sync_bubble_explode(Vector2i(4, 5), footprint)
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)
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for c in footprint:
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assert_eq(gridmap_mock.get_cell_item(Vector3i(c.x, 2, c.y)), manager.TILE_STICKY,
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"Bubble cell %s → sticky after explode" % str(c))
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# =============================================================================
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# Helpers
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# =============================================================================
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func _count_main_children() -> int:
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var main := get_node_or_null("/root/Main")
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if not main:
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return 0
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return main.get_child_count()
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func _find_main_mesh() -> MeshInstance3D:
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var main := get_node_or_null("/root/Main")
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if not main:
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return null
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for c in main.get_children():
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if c is MeshInstance3D:
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return c
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return null
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