Files
tekton/tests/test_bot_gauntlet.gd
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2026-06-26 18:31:17 +08:00

346 lines
14 KiB
GDScript

extends GutTest
# =============================================================================
# Test: Bot AI — Sticky Avoidance & Pathfinding [Gauntlet #075]
# Verifies the bot's strategic planner correctly:
# • Detects Gauntlet mode and exposes helpers.
# • Rejects sticky / telegraphed cells in _is_valid_move_target.
# • Activates Cleanser when boxed in or standing on telegraphed ground.
# • Honours an active Cleanser (treats sticky cells as passable).
# • Calls rpc_activate_cleanser on the GauntletManager when triggered.
# =============================================================================
const BotStrategicPlanner = preload("res://scripts/bot_strategic_planner.gd")
const GridMapMock = preload("res://tests/helpers/gridmap_mock.gd")
# ---- Mock actors and managers ------------------------------------------------
class StubActor extends Node3D:
var peer_id: int = 7
var current_position: Vector2i = Vector2i(5, 5)
var enhanced_gridmap: Node = null
var movement_range: int = 4
var movement_manager: Node = null
var goals: Array = []
var use_diagonal_movement: bool = false
func is_position_occupied(_p: Vector2i) -> bool:
return false
class StubGauntletManager extends Node:
# Mimics the slice of GauntletManager API the bot planner depends on.
var sticky_map: Dictionary = {} # Vector2i -> true
var player_cleansers: Dictionary = {} # peer_id -> int
var cleanser_active: Dictionary = {} # peer_id -> true
var activate_rpc_calls: Array = [] # recorded [peer_id]
func is_sticky_cell(pos: Vector2i) -> bool:
return sticky_map.get(pos, false)
func is_cleanser_active(pid: int) -> bool:
return cleanser_active.get(pid, false)
func rpc_activate_cleanser(pid: int) -> void:
activate_rpc_calls.append(pid)
# ---- Test fixture -----------------------------------------------------------
var main_node: Node
var gridmap: Node
var gauntlet_manager: StubGauntletManager
var actor: StubActor
var planner: RefCounted
func before_each():
main_node = Node.new()
# Unique name per test to avoid collisions with previous runs that haven't
# been fully freed yet.
main_node.name = "BotTestMain_%d" % Time.get_ticks_usec()
get_tree().get_root().add_child(main_node)
gridmap = GridMapMock.new()
gridmap.name = "EnhancedGridMap"
var nwi: Array[int] = [4]
gridmap.non_walkable_items = nwi
# Pre-seed Floor 0 with a walkable tile (id 1) for every cell, so the bot's
# `_is_valid_move_target` Floor 0 check passes by default.
for x in range(20):
for z in range(20):
gridmap.set_cell_item(Vector3i(x, 0, z), 1)
main_node.add_child(gridmap)
gauntlet_manager = StubGauntletManager.new()
gauntlet_manager.name = "GauntletManager"
main_node.add_child(gauntlet_manager)
actor = StubActor.new()
actor.enhanced_gridmap = gridmap
actor.name = "Bot7"
main_node.add_child(actor)
planner = BotStrategicPlanner.new(actor, gridmap)
planner.gauntlet_manager_override = gauntlet_manager
# Default to Gauntlet mode for these tests.
LobbyManager.game_mode = "Candy Pump Survival"
func after_each():
if is_instance_valid(main_node):
main_node.queue_free()
actor = null
planner = null
gauntlet_manager = null
gridmap = null
# Reset lobby mode so other tests aren't affected.
LobbyManager.game_mode = "Freemode"
# =============================================================================
# Mode detection
# =============================================================================
func test_is_gauntlet_mode_true_when_set():
assert_true(planner.is_gauntlet_mode(), "Detects Gauntlet via LobbyManager")
func test_is_gauntlet_mode_false_in_other_modes():
LobbyManager.game_mode = "Stop n Go"
assert_false(planner.is_gauntlet_mode(), "Stop n Go is not Gauntlet")
LobbyManager.game_mode = "Freemode"
assert_false(planner.is_gauntlet_mode(), "Freemode is not Gauntlet")
func test_get_gauntlet_manager_resolves_from_main():
var gm = planner._get_gauntlet_manager()
assert_not_null(gm, "Resolves GauntletManager under /root/Main")
assert_eq(gm, gauntlet_manager, "Same instance as the one we added")
# =============================================================================
# Overlay detection
# =============================================================================
func test_overlay_unsafe_false_on_empty_layer2():
assert_false(planner._is_overlay_unsafe(Vector2i(3, 3)),
"Empty layer 2 → safe")
func test_overlay_unsafe_true_for_sticky_tile():
gridmap.set_cell_item(Vector3i(3, 2, 3), 17) # TILE_STICKY
assert_true(planner._is_overlay_unsafe(Vector2i(3, 3)),
"Sticky overlay is unsafe")
func test_overlay_unsafe_true_for_telegraph_tile():
gridmap.set_cell_item(Vector3i(4, 2, 4), 18) # TILE_TELEGRAPH
assert_true(planner._is_overlay_unsafe(Vector2i(4, 4)),
"Telegraph overlay is unsafe")
func test_overlay_unsafe_ignores_layer0_and_layer1():
# Sticky value on the wrong layer should NOT be flagged as unsafe.
gridmap.set_cell_item(Vector3i(3, 0, 3), 17)
gridmap.set_cell_item(Vector3i(3, 1, 3), 17)
assert_false(planner._is_overlay_unsafe(Vector2i(3, 3)),
"Only layer 2 overlay matters for Gauntlet safety")
# =============================================================================
# _is_valid_move_target integration
# =============================================================================
func test_valid_move_target_rejects_sticky_in_gauntlet():
# Make a sticky cell pass all other checks (valid position, walkable floor).
gridmap.set_cell_item(Vector3i(3, 2, 3), 17)
assert_false(planner._is_valid_move_target(Vector2i(3, 3)),
"Sticky cell rejected in Gauntlet mode")
func test_valid_move_target_rejects_telegraphed_in_gauntlet():
gridmap.set_cell_item(Vector3i(5, 2, 5), 18)
assert_false(planner._is_valid_move_target(Vector2i(5, 5)),
"Telegraphed cell rejected in Gauntlet mode")
func test_valid_move_target_accepts_clean_cells():
assert_true(planner._is_valid_move_target(Vector2i(8, 8)),
"Clean cell accepted")
func test_valid_move_target_ignores_players_when_requested():
# Even a sticky cell is bypassed when ignore_players path skips safety.
gridmap.set_cell_item(Vector3i(3, 2, 3), 17)
# ignore_players=true is used by find_nearest_tile_of_type for tile pickup;
# safety must still apply, so this should still be rejected.
assert_false(planner._is_valid_move_target(Vector2i(3, 3), true),
"Safety check still active with ignore_players=true")
func test_valid_move_target_outside_gauntlet_allows_sticky():
# Outside Gauntlet, layer-2 sticky overlays are not safety-relevant.
LobbyManager.game_mode = "Freemode"
gridmap.set_cell_item(Vector3i(3, 2, 3), 17)
assert_true(planner._is_valid_move_target(Vector2i(3, 3)),
"Sticky overlay ignored in non-Gauntlet modes")
func test_valid_move_target_allows_sticky_when_cleanser_active():
gauntlet_manager.cleanser_active[actor.peer_id] = true
gridmap.set_cell_item(Vector3i(3, 2, 3), 17)
assert_true(planner._is_valid_move_target(Vector2i(3, 3)),
"Active Cleanser grants temporary immunity")
# =============================================================================
# Sticky-cell awareness via GauntletManager authority
# =============================================================================
func test_valid_move_target_uses_gauntlet_manager_sticky_map():
# Even if the gridmap overlay hasn't landed yet (RPC in flight), the
# GauntletManager's authoritative sticky_cells map must block the move.
gauntlet_manager.sticky_map[Vector2i(7, 7)] = true
assert_false(planner._is_valid_move_target(Vector2i(7, 7)),
"Manager's sticky map blocks moves before overlay tiles land")
# =============================================================================
# _count_unsafe_neighbors
# =============================================================================
func test_count_unsafe_neighbors_zero_in_open_field():
assert_eq(planner._count_unsafe_neighbors(Vector2i(5, 5)), 0,
"Open field has zero unsafe neighbors")
func test_count_unsafe_neighbors_four_when_surrounded():
for d in [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]:
var n = Vector2i(5, 5) + d
gridmap.set_cell_item(Vector3i(n.x, 2, n.y), 17)
assert_eq(planner._count_unsafe_neighbors(Vector2i(5, 5)), 4,
"All four neighbors sticky")
func test_count_unsafe_neighbors_partial_box():
gridmap.set_cell_item(Vector3i(6, 2, 5), 17) # east
gridmap.set_cell_item(Vector3i(5, 2, 6), 17) # south
assert_eq(planner._count_unsafe_neighbors(Vector2i(5, 5)), 2,
"Two unsafe neighbors")
# =============================================================================
# should_activate_cleanser_now
# =============================================================================
func test_should_activate_cleanser_false_without_charge():
actor.current_position = Vector2i(5, 5)
for d in [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]:
var n = Vector2i(5, 5) + d
gridmap.set_cell_item(Vector3i(n.x, 2, n.y), 17)
assert_false(planner.should_activate_cleanser_now(),
"Trapped but no charge → cannot activate")
func test_should_activate_cleanser_true_when_surrounded():
gauntlet_manager.player_cleansers[actor.peer_id] = 1
actor.current_position = Vector2i(5, 5)
for d in [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]:
var n = Vector2i(5, 5) + d
gridmap.set_cell_item(Vector3i(n.x, 2, n.y), 17)
assert_true(planner.should_activate_cleanser_now(),
"Trapped with charge → activate Cleanser")
func test_should_activate_cleanser_true_when_on_telegraphed():
gauntlet_manager.player_cleansers[actor.peer_id] = 1
actor.current_position = Vector2i(5, 5)
gridmap.set_cell_item(Vector3i(5, 2, 5), 18) # bot standing on telegraph
# 3+ unsafe neighbors required by spec; add three.
for d in [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1)]:
var n = Vector2i(5, 5) + d
gridmap.set_cell_item(Vector3i(n.x, 2, n.y), 17)
assert_true(planner.should_activate_cleanser_now(),
"Standing on telegraph with 3 sticky neighbors → activate Cleanser")
func test_should_activate_cleanser_false_when_already_active():
gauntlet_manager.player_cleansers[actor.peer_id] = 1
gauntlet_manager.cleanser_active[actor.peer_id] = true
actor.current_position = Vector2i(5, 5)
for d in [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]:
var n = Vector2i(5, 5) + d
gridmap.set_cell_item(Vector3i(n.x, 2, n.y), 17)
assert_false(planner.should_activate_cleanser_now(),
"Already active → don't re-fire")
func test_should_activate_cleanser_false_outside_gauntlet():
LobbyManager.game_mode = "Stop n Go"
gauntlet_manager.player_cleansers[actor.peer_id] = 1
actor.current_position = Vector2i(5, 5)
for d in [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]:
var n = Vector2i(5, 5) + d
gridmap.set_cell_item(Vector3i(n.x, 2, n.y), 17)
assert_false(planner.should_activate_cleanser_now(),
"Outside Gauntlet → never auto-activate Cleanser")
func test_should_activate_cleanser_false_when_not_trapped():
gauntlet_manager.player_cleansers[actor.peer_id] = 1
actor.current_position = Vector2i(5, 5)
# No sticky neighbors, plenty of room.
assert_false(planner.should_activate_cleanser_now(),
"Open field → no reason to burn Cleanser")
# =============================================================================
# Cleanser charge helpers
# =============================================================================
func test_bot_has_cleanser_charge_false_when_empty():
assert_false(planner._bot_has_cleanser_charge(), "Empty by default")
func test_bot_has_cleanser_charge_true_when_granted():
gauntlet_manager.player_cleansers[actor.peer_id] = 1
assert_true(planner._bot_has_cleanser_charge(), "Charge granted")
func test_is_bot_cleanser_active_reflects_manager():
assert_false(planner._is_bot_cleanser_active(), "Inactive by default")
gauntlet_manager.cleanser_active[actor.peer_id] = true
assert_true(planner._is_bot_cleanser_active(), "Manager reports active")
# =============================================================================
# BotController → GauntletManager RPC integration
# =============================================================================
func test_bot_controller_requests_cleanser_when_trapped():
var BotController = load("res://scripts/bot_controller.gd")
var ctrl = BotController.new()
# Attach as a child of the actor so _ready() resolves get_parent() correctly.
actor.add_child(ctrl)
ctrl.strategic_planner = planner
ctrl.actor = actor
gauntlet_manager.player_cleansers[actor.peer_id] = 1
actor.current_position = Vector2i(5, 5)
for d in [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]:
var n = Vector2i(5, 5) + d
gridmap.set_cell_item(Vector3i(n.x, 2, n.y), 17)
var requested = ctrl._try_activate_cleanser()
assert_true(requested, "Controller requests Cleanser when trapped")
assert_eq(gauntlet_manager.activate_rpc_calls.size(), 1,
"RPC called exactly once")
assert_eq(gauntlet_manager.activate_rpc_calls[0], actor.peer_id,
"Correct peer id sent")
ctrl.queue_free()
func test_bot_controller_does_not_request_when_safe():
var BotController = load("res://scripts/bot_controller.gd")
var ctrl = BotController.new()
actor.add_child(ctrl)
ctrl.strategic_planner = planner
ctrl.actor = actor
gauntlet_manager.player_cleansers[actor.peer_id] = 1
# No sticky anywhere.
var requested = ctrl._try_activate_cleanser()
assert_false(requested, "No request when not trapped")
assert_eq(gauntlet_manager.activate_rpc_calls.size(), 0,
"No RPC fired")
ctrl.queue_free()
func test_bot_controller_skips_cleanser_outside_gauntlet():
var BotController = load("res://scripts/bot_controller.gd")
var ctrl = BotController.new()
actor.add_child(ctrl)
ctrl.strategic_planner = planner
ctrl.actor = actor
LobbyManager.game_mode = "Stop n Go"
gauntlet_manager.player_cleansers[actor.peer_id] = 1
actor.current_position = Vector2i(5, 5)
for d in [Vector2i(1, 0), Vector2i(-1, 0), Vector2i(0, 1), Vector2i(0, -1)]:
var n = Vector2i(5, 5) + d
gridmap.set_cell_item(Vector3i(n.x, 2, n.y), 17)
var requested = ctrl._try_activate_cleanser()
assert_false(requested, "No request outside Gauntlet")
ctrl.queue_free()