Add gdlint and gdformat scripts
This commit is contained in:
@@ -10,6 +10,7 @@ var game_manager: Node
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var original_scene: Node
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var test_scenes_created: Array[String] = []
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func _initialize():
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# Wait for autoloads to initialize
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await process_frame
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@@ -20,6 +21,7 @@ func _initialize():
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# Exit after tests complete
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quit()
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func run_tests():
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TestHelper.print_test_header("GameManager")
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@@ -49,20 +51,34 @@ func run_tests():
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TestHelper.print_test_footer("GameManager")
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func test_basic_functionality():
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TestHelper.print_step("Basic Functionality")
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# Test that GameManager has expected properties
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TestHelper.assert_has_properties(game_manager, ["pending_gameplay_mode", "is_changing_scene"], "GameManager properties")
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TestHelper.assert_has_properties(
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game_manager, ["pending_gameplay_mode", "is_changing_scene"], "GameManager properties"
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)
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# Test that GameManager has expected methods
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var expected_methods = ["start_new_game", "continue_game", "start_match3_game", "start_clickomania_game", "start_game_with_mode", "save_game", "exit_to_main_menu"]
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var expected_methods = [
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"start_new_game",
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"continue_game",
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"start_match3_game",
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"start_clickomania_game",
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"start_game_with_mode",
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"save_game",
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"exit_to_main_menu"
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]
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TestHelper.assert_has_methods(game_manager, expected_methods, "GameManager methods")
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# Test initial state
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TestHelper.assert_equal("match3", game_manager.pending_gameplay_mode, "Default pending gameplay mode")
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TestHelper.assert_equal(
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"match3", game_manager.pending_gameplay_mode, "Default pending gameplay mode"
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)
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TestHelper.assert_false(game_manager.is_changing_scene, "Initial scene change flag")
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func test_scene_constants():
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TestHelper.print_step("Scene Path Constants")
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@@ -83,6 +99,7 @@ func test_scene_constants():
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TestHelper.assert_true(ResourceLoader.exists(game_path), "Game scene file exists at path")
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TestHelper.assert_true(ResourceLoader.exists(main_path), "Main scene file exists at path")
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func test_input_validation():
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TestHelper.print_step("Input Validation")
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@@ -92,24 +109,41 @@ func test_input_validation():
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# Test empty string validation
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game_manager.start_game_with_mode("")
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TestHelper.assert_equal(original_mode, game_manager.pending_gameplay_mode, "Empty string mode rejected")
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TestHelper.assert_false(game_manager.is_changing_scene, "Scene change flag unchanged after empty mode")
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TestHelper.assert_equal(
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original_mode, game_manager.pending_gameplay_mode, "Empty string mode rejected"
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)
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TestHelper.assert_false(
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game_manager.is_changing_scene, "Scene change flag unchanged after empty mode"
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)
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# Test null validation - GameManager expects String, so this tests the type safety
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# Note: In Godot 4.4, passing null to String parameter causes script error as expected
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# The function properly validates empty strings instead
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TestHelper.assert_equal(original_mode, game_manager.pending_gameplay_mode, "Mode preserved after empty string test")
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TestHelper.assert_false(game_manager.is_changing_scene, "Scene change flag unchanged after validation tests")
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TestHelper.assert_equal(
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original_mode, game_manager.pending_gameplay_mode, "Mode preserved after empty string test"
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)
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TestHelper.assert_false(
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game_manager.is_changing_scene, "Scene change flag unchanged after validation tests"
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)
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# Test invalid mode validation
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game_manager.start_game_with_mode("invalid_mode")
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TestHelper.assert_equal(original_mode, game_manager.pending_gameplay_mode, "Invalid mode rejected")
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TestHelper.assert_false(game_manager.is_changing_scene, "Scene change flag unchanged after invalid mode")
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TestHelper.assert_equal(
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original_mode, game_manager.pending_gameplay_mode, "Invalid mode rejected"
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)
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TestHelper.assert_false(
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game_manager.is_changing_scene, "Scene change flag unchanged after invalid mode"
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)
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# Test case sensitivity
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game_manager.start_game_with_mode("MATCH3")
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TestHelper.assert_equal(original_mode, game_manager.pending_gameplay_mode, "Case-sensitive mode validation")
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TestHelper.assert_false(game_manager.is_changing_scene, "Scene change flag unchanged after wrong case")
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TestHelper.assert_equal(
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original_mode, game_manager.pending_gameplay_mode, "Case-sensitive mode validation"
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)
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TestHelper.assert_false(
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game_manager.is_changing_scene, "Scene change flag unchanged after wrong case"
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)
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func test_race_condition_protection():
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TestHelper.print_step("Race Condition Protection")
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@@ -122,16 +156,21 @@ func test_race_condition_protection():
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game_manager.start_game_with_mode("match3")
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# Verify second request was rejected
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TestHelper.assert_equal(original_mode, game_manager.pending_gameplay_mode, "Concurrent scene change blocked")
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TestHelper.assert_equal(
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original_mode, game_manager.pending_gameplay_mode, "Concurrent scene change blocked"
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)
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TestHelper.assert_true(game_manager.is_changing_scene, "Scene change flag preserved")
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# Test exit to main menu during scene change
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game_manager.exit_to_main_menu()
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TestHelper.assert_true(game_manager.is_changing_scene, "Exit request blocked during scene change")
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TestHelper.assert_true(
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game_manager.is_changing_scene, "Exit request blocked during scene change"
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)
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# Reset state
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game_manager.is_changing_scene = false
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func test_gameplay_mode_validation():
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TestHelper.print_step("Gameplay Mode Validation")
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@@ -152,6 +191,7 @@ func test_gameplay_mode_validation():
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var test_mode_invalid = not (mode in ["match3", "clickomania"])
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TestHelper.assert_true(test_mode_invalid, "Invalid mode rejected: " + mode)
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func test_scene_transition_safety():
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TestHelper.print_step("Scene Transition Safety")
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@@ -171,6 +211,7 @@ func test_scene_transition_safety():
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# Test that current scene exists
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TestHelper.assert_not_null(current_scene, "Current scene exists")
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func test_error_handling():
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TestHelper.print_step("Error Handling")
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@@ -184,12 +225,23 @@ func test_error_handling():
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# Verify state preservation after invalid inputs
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game_manager.start_game_with_mode("")
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TestHelper.assert_equal(original_changing, game_manager.is_changing_scene, "State preserved after empty mode error")
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TestHelper.assert_equal(original_mode, game_manager.pending_gameplay_mode, "Mode preserved after empty mode error")
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TestHelper.assert_equal(
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original_changing, game_manager.is_changing_scene, "State preserved after empty mode error"
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)
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TestHelper.assert_equal(
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original_mode, game_manager.pending_gameplay_mode, "Mode preserved after empty mode error"
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)
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game_manager.start_game_with_mode("invalid")
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TestHelper.assert_equal(original_changing, game_manager.is_changing_scene, "State preserved after invalid mode error")
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TestHelper.assert_equal(original_mode, game_manager.pending_gameplay_mode, "Mode preserved after invalid mode error")
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TestHelper.assert_equal(
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original_changing,
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game_manager.is_changing_scene,
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"State preserved after invalid mode error"
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)
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TestHelper.assert_equal(
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original_mode, game_manager.pending_gameplay_mode, "Mode preserved after invalid mode error"
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)
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func test_scene_method_validation():
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TestHelper.print_step("Scene Method Validation")
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@@ -210,6 +262,7 @@ func test_scene_method_validation():
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# Clean up mock scene
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mock_scene.queue_free()
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func test_pending_mode_management():
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TestHelper.print_step("Pending Mode Management")
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@@ -222,7 +275,9 @@ func test_pending_mode_management():
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if test_mode in ["match3", "clickomania"]:
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# This simulates what would happen in start_game_with_mode
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game_manager.pending_gameplay_mode = test_mode
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TestHelper.assert_equal(test_mode, game_manager.pending_gameplay_mode, "Pending mode set correctly")
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TestHelper.assert_equal(
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test_mode, game_manager.pending_gameplay_mode, "Pending mode set correctly"
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)
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# Test mode preservation during errors
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game_manager.pending_gameplay_mode = "match3"
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@@ -230,11 +285,16 @@ func test_pending_mode_management():
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# Attempt invalid operation (this should not change pending mode)
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# The actual start_game_with_mode with invalid input won't change pending_gameplay_mode
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TestHelper.assert_equal(preserved_mode, game_manager.pending_gameplay_mode, "Mode preserved during invalid operations")
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TestHelper.assert_equal(
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preserved_mode,
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game_manager.pending_gameplay_mode,
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"Mode preserved during invalid operations"
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)
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# Restore original mode
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game_manager.pending_gameplay_mode = original_mode
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func cleanup_tests():
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TestHelper.print_step("Cleanup")
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@@ -248,4 +308,4 @@ func cleanup_tests():
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# Note: Can't actually delete from res:// in tests, just track for manual cleanup
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pass
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TestHelper.assert_true(true, "Test cleanup completed")
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TestHelper.assert_true(true, "Test cleanup completed")
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