Add CI workflow and reusable test-harness foundation

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-09-05 00:06:18 +03:00
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commit a6f938a0da
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name: CI
on:
push:
pull_request:
jobs:
test:
name: Lint & headless tests
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
# Mirror the local toolchain (godot --version → 4.7.beta). If this exact tag is not published,
# pin it to the 4.7 beta the team actually runs; setup-godot maps this to a Godot release tag.
- name: Install Godot 4.7
uses: chickensoft-games/setup-godot@v2
with:
version: 4.7.0-beta
use-dotnet: false
include-templates: false
- name: Set up Python
uses: actions/setup-python@v5
with:
python-version: "3.12"
- name: Install gdlint (gdtoolkit)
run: pip install "gdtoolkit==4.*"
# First run imports assets and builds the .godot cache (gitignored), so the headless tests can
# actually load the .glb/.png resources they instance. Import can exit non-zero on warnings.
- name: Import resources
run: godot --headless --import
continue-on-error: true
- name: gdlint
run: gdlint *.gd levels/*.gd tests/*.gd
- name: Headless tests
env:
GODOT: godot
run: bash run_tests.sh --no-gameplay
- name: Upload test output on failure
if: failure()
uses: actions/upload-artifact@v4
with:
name: test-output
path: tests/output/
if-no-files-found: ignore
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# Tests
Headless, deterministic tests that run in CI (`.github/workflows/ci.yml`) and locally via
`bash run_tests.sh`. Nothing here needs a GPU — even the UI checks assert computed geometry
instead of comparing pixels, so the whole suite runs in plain headless Godot.
## Run
```bash
bash run_tests.sh # lint + every headless test (+ gameplay assertions)
bash run_tests.sh --no-gameplay # skip the slower full-scene gameplay pass (what CI runs)
# a single test:
godot --headless --script tests/<name>.gd
```
Set `GODOT` to point at a specific binary: `GODOT=/path/to/godot bash run_tests.sh`.
## The six layers
Order is cheapest first. The middle layers are where "don't break interactions/UI by accident"
is actually won — none of them need a screenshot.
| Layer | What it drives | Example here |
|---|---|---|
| **Scene smoke** | Instantiate a scene headless, assert no errors | `level_switch_test.gd` (level modules load, no geometry leaks) |
| **Unit / logic** | Pure functions, no scene tree | `logic_test.gd`; `harness_selftest.gd` (proves `test_helpers.gd`) |
| **Signal contract** | Emit a signal, assert args/count | *to add:* `died` / `health_changed` / `all_defeated` fire correctly |
| **Interaction** | Feed synthetic input, step frames, assert state | `touch_controls_test.gd`, `matador_charge_test.gd` |
| **Scenario / replay** | Scripted inputs + fixed seed over a whole fight | `difficulty_sim.gd` (a report), `bear_boss_test.gd` |
| **UI layout** | Resize the viewport, query `Control` rects | `ui_layout_test.gd` (on-screen, text fits, tap size, scroll) |
## Shared harness
`test_helpers.gd` (`class_name TestHelpers`) holds the primitives every test used to re-implement:
- `TestHelpers.make_rng(seed)` — a **seeded** `RandomNumberGenerator`. Determinism is the
precondition for the interaction/scenario layers; seed the RNG here instead of the global
`randf()`/`randi()` so a test replays identically. (Reworking gameplay code to accept an injected
RNG is tracked in the refactor plan's Workstream 2.)
- `TestHelpers.approx(a, b, eps)` / `vec_approx(a, b, eps)` — float/vector comparisons with
tolerance, because computed positions never compare exactly equal.
- A pass/fail tally: `t.ok(cond, msg)` and `t.report()`, which prints `Results: X passed, Y failed`
and returns the process exit code.
New tests follow the existing idiom: `extends SceneTree`, `_init()` → `_run.call_deferred()`,
print ` PASS:` / ` FAIL:`, and `quit(t.report())`.
## Next step: GdUnit4
The hand-rolled harness is enough for CI today. The plan's Workstream 5 adopts
[GdUnit4](https://github.com/MikeSchulze/gdUnit4) for a fluent assertion API, its **scene runner**
(synthetic input + frame stepping — purpose-built for the interaction layer), and HTML/JUnit
reports. Adoption is incremental, so the current tests keep running throughout:
1. Add it under `addons/gdUnit4` (AssetLib in-editor, or a git submodule) and enable the plugin in
Project Settings → Plugins.
2. Point CI at GdUnit4's own GitHub Action (it publishes the JUnit report to the PR) alongside the
existing `run_tests.sh` step.
3. Port suites one at a time — `test_helpers.gd`'s primitives map directly onto GdUnit4 assertions,
so a ported test is smaller, not larger.
Do **not** vendor GdUnit4 into this repo by hand; install it through AssetLib or a submodule.
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extends SceneTree
## Proves tests/test_helpers.gd behaves before the rest of the suite leans on it: seeded RNGs are
## reproducible, the approx comparisons accept tiny error and reject real gaps, and the tally maps
## onto the exit code. It dogfoods the tally it is testing.
## Run: godot --headless --script tests/harness_selftest.gd
const TH := preload("res://tests/test_helpers.gd")
func _init() -> void:
_run.call_deferred()
func _run() -> void:
var t := TH.new()
var same_a := TH.make_rng(42)
var same_b := TH.make_rng(42)
t.ok(same_a.randf() == same_b.randf(), "same seed yields the same draw")
t.ok(TH.make_rng(42).randi() != TH.make_rng(7).randi(), "different seeds diverge")
t.ok(TH.approx(0.1 + 0.2, 0.3), "approx tolerates float rounding error")
t.ok(not TH.approx(1.0, 1.5, 0.1), "approx rejects a real gap")
t.ok(TH.vec_approx(Vector3(1, 2, 3), Vector3(1, 2, 3.00001)), "vec_approx tolerates a tiny offset")
t.ok(not TH.vec_approx(Vector3.ZERO, Vector3(0, 0, 1)), "vec_approx rejects a real offset")
quit(t.report())
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class_name TestHelpers
extends RefCounted
## Shared primitives for the headless test suite so each test stops re-implementing them: a seeded
## RNG for determinism, float/vector approximate comparisons, and a small pass/fail tally whose
## report() doubles as the process exit code. Use the tally directly, or the static helpers alone.
var _pass: int = 0
var _fail: int = 0
# Determinism is the precondition for repeatable AI/physics tests: seed the RNG here instead of the
# global randf()/randi() so a test replays identically every run.
static func make_rng(seed_value: int) -> RandomNumberGenerator:
var rng := RandomNumberGenerator.new()
rng.seed = seed_value
return rng
static func approx(a: float, b: float, eps: float = 0.0001) -> bool:
return absf(a - b) <= eps
static func vec_approx(a: Vector3, b: Vector3, eps: float = 0.0001) -> bool:
return a.distance_to(b) <= eps
func ok(cond: bool, msg: String) -> void:
if cond:
_pass += 1
print(" PASS: ", msg)
else:
_fail += 1
print(" FAIL: ", msg)
func passed() -> int:
return _pass
func failed() -> int:
return _fail
## Prints the tally and returns the process exit code (0 = everything passed).
func report() -> int:
print("Results: %d passed, %d failed" % [_pass, _fail])
return 1 if _fail > 0 else 0