Files
Bullosseum/tests/damage_pipeline_test.gd
T
richard 1ea7f7a744 Add characterization test locking the bull's damage reception
Pins take_sword_hit / apply_knock_up behaviour (pip loss, i-frames, single
tagged death, upward-only knock-up) before WS2 reroutes them through
DamageEvent. 12/12 headless.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
2026-09-05 00:13:23 +03:00

96 lines
3.1 KiB
GDScript

extends SceneTree
## Characterization test for the bull's damage reception. It pins the OBSERVABLE behaviour of
## take_sword_hit / apply_knock_up — pip loss, i-frame absorption, a single tagged death, and
## upward-only knock-up — before the WS2 slice reroutes them through DamageEvent, so the rewire can
## prove it changed nothing. When receive_damage(DamageEvent) lands, add a block that drives it and
## asserts the identical outcomes.
## Run: godot --headless --script tests/damage_pipeline_test.gd
var _pass := 0
var _fail := 0
var _died_count := 0
var _last_cause := ""
var _last_hp := -1
func _init() -> void:
_run.call_deferred()
func _ok(cond: bool, msg: String) -> void:
if cond:
_pass += 1
print(" PASS: ", msg)
else:
_fail += 1
print(" FAIL: ", msg)
func _on_died(cause: String) -> void:
_died_count += 1
_last_cause = cause
func _on_health(current: int, _max_hp: int) -> void:
_last_hp = current
func _run() -> void:
(root.get_node("/root/Run") as Node).call("ensure_run")
var scene: Node = load("res://scene.tscn").instantiate()
root.add_child(scene)
current_scene = scene
await create_timer(0.8).timeout
var players := get_nodes_in_group(&"player")
_ok(not players.is_empty(), "bull present in the shell")
if players.is_empty():
return _finish()
var bull: Node = players[0]
bull.connect(&"died", _on_died)
bull.connect(&"health_changed", _on_health)
# Everything below runs synchronously (no await), so no physics frame or enemy turn interleaves —
# the bull's state changes only from the calls under test.
bull.set(&"_max_hp", 3)
bull.set(&"_hp", 3)
bull.set(&"_dead", false)
bull.set(&"_hit_iframes", 0.0)
bull.set(&"velocity", Vector3.ZERO)
bull.call(&"take_sword_hit", "gored")
_ok(int(bull.get(&"_hp")) == 2, "a clean hit removes one pip (3→2)")
_ok(_last_hp == 2, "health_changed reports the new pip count")
bull.call(&"take_sword_hit", "gored")
_ok(int(bull.get(&"_hp")) == 2, "i-frames absorb a second hit in the same window")
bull.set(&"_hit_iframes", 0.0)
bull.call(&"take_sword_hit", "gored")
_ok(int(bull.get(&"_hp")) == 1, "a hit after i-frames removes another pip (2→1)")
bull.set(&"_hit_iframes", 0.0)
bull.call(&"take_sword_hit", "gored")
_ok(int(bull.get(&"_hp")) <= 0, "the last pip drops the bull")
_ok(_died_count == 1, "died emits exactly once")
_ok(_last_cause == "gored", "died carries the hit's cause")
bull.set(&"_hit_iframes", 0.0)
bull.call(&"take_sword_hit", "thrown")
_ok(_died_count == 1, "a downed bull takes no further hits (death latches)")
bull.set(&"velocity", Vector3.ZERO)
bull.call(&"apply_knock_up", 5.0)
_ok(is_equal_approx(float((bull.get(&"velocity") as Vector3).y), 5.0), "knock_up raises velocity.y to the pop")
bull.call(&"apply_knock_up", 3.0)
_ok(is_equal_approx(float((bull.get(&"velocity") as Vector3).y), 5.0), "a smaller knock_up never lowers it")
bull.call(&"apply_knock_up", 8.0)
_ok(is_equal_approx(float((bull.get(&"velocity") as Vector3).y), 8.0), "a larger knock_up raises it further")
_finish()
func _finish() -> void:
print("Results: %d passed, %d failed" % [_pass, _fail])
quit(1 if _fail > 0 else 0)