528e22875d
- Rename enum GAUNTLET→CANDY_SURVIVAL, all gauntlet_*→candy_survival_* - Rename files: gauntlet_manager→candy_survival_manager, candy_cannon→candy_survival_npc, gauntlet.tscn→candy_survival.tscn - Rewrite candy_survival_manager.gd: blueprints, candy stack, Mekton delivery, Sugar Rush, knock/ghost charges, sticky-as-wall - Update player_movement_manager.gd: smack→knock system, ghost integration - All Candy Survival issues (#54-57, #65-70) retitled per boss design - Shared managers (goals_cycle, goal, player_race, playerboard, turn) untouched
156 lines
7.2 KiB
GDScript
156 lines
7.2 KiB
GDScript
# tests/test_candy_survival_registration.gd
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# Tests for Candy Survival] #1 Game Mode Registration
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# Validates CANDY_SURVIVAL enum, string conversion, lobby integration, and arena setup
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extends GutTest
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func before_all():
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gut.p("=== Candy Survival Registration Tests Candy Survival #1] ===")
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func after_each():
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pass
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# =============================================================================
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# GameMode Enum Tests
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# =============================================================================
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# Test 1: CANDY_SURVIVAL enum value exists and equals 3
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func test_candy_survival_enum_exists():
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assert_eq(GameMode.Mode.CANDY_SURVIVAL, 3, "CANDY_SURVIVAL should be enum value 3")
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# Test 2: All 3 modes are present in enum
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func test_all_modes_in_enum():
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assert_eq(GameMode.Mode.FREEMODE, 0, "FREEMODE should be 0")
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assert_eq(GameMode.Mode.STOP_N_GO, 1, "STOP_N_GO should be 1")
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assert_eq(GameMode.Mode.CANDY_SURVIVAL, 3, "CANDY_SURVIVAL should be 3")
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# =============================================================================
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# String Conversion Tests
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# =============================================================================
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# Test 3: from_string recognizes "Candy Survival"
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func test_from_string_candy_survival():
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var result = GameMode.from_string("Candy Survival")
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assert_eq(result, GameMode.Mode.CANDY_SURVIVAL, "from_string should parse 'Candy Survival' as CANDY_SURVIVAL")
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# Test 4: mode_to_string returns "Candy Survival" for CANDY_SURVIVAL
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func test_mode_to_string_gauntlet():
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var result = GameMode.mode_to_string(GameMode.Mode.CANDY_SURVIVAL)
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assert_eq(result, "Candy Survival", "mode_to_string should return 'Candy Survival'")
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# Test 5: Round-trip conversion is lossless
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func test_round_trip_conversion():
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var mode_str = GameMode.mode_to_string(GameMode.Mode.CANDY_SURVIVAL)
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var mode_enum = GameMode.from_string(mode_str)
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assert_eq(mode_enum, GameMode.Mode.CANDY_SURVIVAL, "Round-trip should preserve CANDY_SURVIVAL")
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# Test 6: All existing modes still round-trip correctly
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func test_existing_modes_round_trip():
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for mode in [GameMode.Mode.FREEMODE, GameMode.Mode.STOP_N_GO]:
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var s = GameMode.mode_to_string(mode)
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var back = GameMode.from_string(s)
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assert_eq(back, mode, "Round-trip failed for %s" % s)
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# Test 7: Unknown string defaults to FREEMODE
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func test_unknown_string_defaults_freemode():
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var result = GameMode.from_string("NonExistentMode")
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assert_eq(result, GameMode.Mode.FREEMODE, "Unknown mode string should default to FREEMODE")
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# =============================================================================
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# get_all_modes Tests
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# =============================================================================
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# Test 8: get_all_modes includes "Candy Survival"
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func test_get_all_modes_includes_gauntlet():
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var modes = GameMode.get_all_modes()
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assert_has(modes, "Candy Survival", "get_all_modes should include 'Candy Survival'")
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# Test 9: get_all_modes returns exactly 3 entries
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func test_get_all_modes_count():
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var modes = GameMode.get_all_modes()
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assert_eq(modes.size(), 3, "get_all_modes should return 3 modes")
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# Test 10: get_all_modes order is correct
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func test_get_all_modes_order():
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var modes = GameMode.get_all_modes()
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assert_eq(modes[0], "Freemode", "First mode should be Freemode")
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assert_eq(modes[1], "Stop n Go", "Second mode should be Stop n Go")
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assert_eq(modes[2], "Candy Survival", "Third mode should be Candy Survival")
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# =============================================================================
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# is_restricted Tests
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# =============================================================================
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# Test 11: CANDY_SURVIVAL is a restricted mode
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func test_candy_survival_is_restricted():
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var result = GameMode.is_restricted(GameMode.Mode.CANDY_SURVIVAL)
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assert_true(result, "CANDY_SURVIVAL should be restricted (dedicated arena)")
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# Test 12: FREEMODE is NOT restricted
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func test_freemode_not_restricted():
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var result = GameMode.is_restricted(GameMode.Mode.FREEMODE)
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assert_false(result, "FREEMODE should not be restricted")
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# Test 13: All restricted modes are confirmed
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func test_all_restricted_modes():
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assert_true(GameMode.is_restricted(GameMode.Mode.STOP_N_GO), "STOP_N_GO should be restricted")
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assert_true(GameMode.is_restricted(GameMode.Mode.CANDY_SURVIVAL), "CANDY_SURVIVAL should be restricted")
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# =============================================================================
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# LobbyManager Integration Tests
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# =============================================================================
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# Test 14: Lobby available_game_modes includes "Candy Survival"
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func test_lobby_modes_includes_gauntlet():
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var modes = LobbyManager.available_game_modes
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assert_has(modes, "Candy Survival", "LobbyManager.available_game_modes should include 'Candy Survival'")
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# Test 15: candy_survival_manager.gd script file exists
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func test_candy_survival_manager_script_exists():
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var script_exists = ResourceLoader.exists("res://scripts/managers/candy_survival_manager.gd")
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assert_true(script_exists, "candy_survival_manager.gd should exist")
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# Test 16: CandySurvivalManager class can be loaded
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func test_candy_survival_manager_loads():
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var script = load("res://scripts/managers/candy_survival_manager.gd")
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assert_not_null(script, "candy_survival_manager.gd should load without errors")
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# Test 17: CandySurvivalManager has required methods
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func test_candy_survival_manager_has_methods():
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var manager = CandySurvivalManager.new()
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assert_true(manager.has_method("_setup_arena"), "CandySurvivalManager should have _setup_arena()")
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assert_true(manager.has_method("_apply_arena_setup"), "CandySurvivalManager should have _apply_arena_setup()")
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assert_true(manager.has_method("start_game_mode"), "CandySurvivalManager should have start_game_mode()")
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assert_true(manager.has_method("initialize"), "CandySurvivalManager should have initialize()")
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manager.free()
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# Test 18: CandySurvivalManager arena constants are correct
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func test_candy_survival_arena_constants():
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assert_eq(CandySurvivalManager.ARENA_COLUMNS, 20, "Arena should be 20 columns")
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assert_eq(CandySurvivalManager.ARENA_ROWS, 20, "Arena should be 20 rows")
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assert_eq(CandySurvivalManager.NPC_SIZE, 3, "NPC zone should be 3x3")
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assert_eq(CandySurvivalManager.NPC_CENTER, Vector2i(9, 9), "NPC center should be at (9,9)")
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# Test 19: NPC zone detection works
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func test_npc_zone_detection():
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var manager = CandySurvivalManager.new()
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# Center of NPC zone
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assert_true(manager._is_npc_zone(Vector2i(9, 9)), "Center (9,9) should be NPC zone")
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# Edges of NPC zone
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assert_true(manager._is_npc_zone(Vector2i(8, 8)), "Corner (8,8) should be NPC zone")
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assert_true(manager._is_npc_zone(Vector2i(10, 10)), "Corner (10,10) should be NPC zone")
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# Outside NPC zone
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assert_false(manager._is_npc_zone(Vector2i(7, 9)), "Outside (7,9) should NOT be NPC zone")
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assert_false(manager._is_npc_zone(Vector2i(11, 9)), "Outside (11,9) should NOT be NPC zone")
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assert_false(manager._is_npc_zone(Vector2i(0, 0)), "Corner (0,0) should NOT be NPC zone")
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manager.free()
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# Test 20: Phase enum has 3 phases
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func test_candy_survival_phases():
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assert_eq(CandySurvivalManager.Phase.OPEN_ARENA, 0, "OPEN_ARENA should be 0")
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assert_eq(CandySurvivalManager.Phase.ROUTE_PRESSURE, 1, "ROUTE_PRESSURE should be 1")
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assert_eq(CandySurvivalManager.Phase.SURVIVAL_ENDGAME, 2, "SURVIVAL_ENDGAME should be 2")
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func after_all():
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gut.p("=== Candy Survival Registration Tests Complete ===")
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