349 lines
14 KiB
GDScript
349 lines
14 KiB
GDScript
extends SceneTree
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## Test suite for Match3Gameplay
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##
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## Tests grid initialization, match detection, and scoring system.
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const TestHelper = preload("res://tests/helpers/TestHelper.gd")
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var match3_scene: PackedScene
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var match3_instance: Node2D
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var test_viewport: SubViewport
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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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await process_frame
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run_tests()
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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("Match3 Gameplay")
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# Setup test environment
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setup_test_environment()
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# Run test suites
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test_basic_functionality()
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test_constants_and_safety_limits()
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test_grid_initialization()
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test_grid_layout_calculation()
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test_state_management()
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test_match_detection()
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test_scoring_system()
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test_input_validation()
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test_memory_safety()
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test_performance_requirements()
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# Cleanup
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cleanup_tests()
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TestHelper.print_test_footer("Match3 Gameplay")
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func setup_test_environment():
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TestHelper.print_step("Test Environment Setup")
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# Load Match3 scene
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match3_scene = load("res://scenes/game/gameplays/match3_gameplay.tscn")
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TestHelper.assert_not_null(match3_scene, "Match3 scene loads successfully")
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# Create test viewport for isolated testing
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test_viewport = SubViewport.new()
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test_viewport.size = Vector2i(800, 600)
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root.add_child(test_viewport)
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# Instance Match3 in test viewport
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if match3_scene:
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match3_instance = match3_scene.instantiate()
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test_viewport.add_child(match3_instance)
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TestHelper.assert_not_null(match3_instance, "Match3 instance created successfully")
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# Wait for initialization
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await process_frame
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await process_frame
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func test_basic_functionality():
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TestHelper.print_step("Basic Functionality")
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if not match3_instance:
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TestHelper.assert_true(false, "Match3 instance not available for testing")
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return
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# Test that Match3 has expected properties
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var expected_properties = ["GRID_SIZE", "TILE_TYPES", "grid", "current_state", "selected_tile", "cursor_position"]
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for prop in expected_properties:
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TestHelper.assert_true(prop in match3_instance, "Match3 has property: " + prop)
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# Test that Match3 has expected methods
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var expected_methods = ["_has_match_at", "_check_for_matches", "_get_match_line", "_clear_matches"]
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TestHelper.assert_has_methods(match3_instance, expected_methods, "Match3 gameplay methods")
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# Test signals
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TestHelper.assert_true(match3_instance.has_signal("score_changed"), "Match3 has score_changed signal")
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TestHelper.assert_true(match3_instance.has_signal("grid_state_loaded"), "Match3 has grid_state_loaded signal")
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func test_constants_and_safety_limits():
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TestHelper.print_step("Constants and Safety Limits")
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if not match3_instance:
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return
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# Test safety constants exist
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TestHelper.assert_true("MAX_GRID_SIZE" in match3_instance, "MAX_GRID_SIZE constant exists")
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TestHelper.assert_true("MAX_TILE_TYPES" in match3_instance, "MAX_TILE_TYPES constant exists")
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TestHelper.assert_true("MAX_CASCADE_ITERATIONS" in match3_instance, "MAX_CASCADE_ITERATIONS constant exists")
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TestHelper.assert_true("MIN_GRID_SIZE" in match3_instance, "MIN_GRID_SIZE constant exists")
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TestHelper.assert_true("MIN_TILE_TYPES" in match3_instance, "MIN_TILE_TYPES constant exists")
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# Test safety limit values are reasonable
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TestHelper.assert_equal(15, match3_instance.MAX_GRID_SIZE, "MAX_GRID_SIZE is reasonable")
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TestHelper.assert_equal(10, match3_instance.MAX_TILE_TYPES, "MAX_TILE_TYPES is reasonable")
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TestHelper.assert_equal(20, match3_instance.MAX_CASCADE_ITERATIONS, "MAX_CASCADE_ITERATIONS prevents infinite loops")
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TestHelper.assert_equal(3, match3_instance.MIN_GRID_SIZE, "MIN_GRID_SIZE is reasonable")
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TestHelper.assert_equal(3, match3_instance.MIN_TILE_TYPES, "MIN_TILE_TYPES is reasonable")
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# Test current values are within safety limits
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TestHelper.assert_in_range(match3_instance.GRID_SIZE.x, match3_instance.MIN_GRID_SIZE, match3_instance.MAX_GRID_SIZE, "Grid width within safety limits")
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TestHelper.assert_in_range(match3_instance.GRID_SIZE.y, match3_instance.MIN_GRID_SIZE, match3_instance.MAX_GRID_SIZE, "Grid height within safety limits")
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TestHelper.assert_in_range(match3_instance.TILE_TYPES, match3_instance.MIN_TILE_TYPES, match3_instance.MAX_TILE_TYPES, "Tile types within safety limits")
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# Test timing constants
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TestHelper.assert_true("CASCADE_WAIT_TIME" in match3_instance, "CASCADE_WAIT_TIME constant exists")
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TestHelper.assert_true("SWAP_ANIMATION_TIME" in match3_instance, "SWAP_ANIMATION_TIME constant exists")
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TestHelper.assert_true("TILE_DROP_WAIT_TIME" in match3_instance, "TILE_DROP_WAIT_TIME constant exists")
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func test_grid_initialization():
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TestHelper.print_step("Grid Initialization")
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if not match3_instance:
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return
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# Test grid structure
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TestHelper.assert_not_null(match3_instance.grid, "Grid array is initialized")
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TestHelper.assert_true(match3_instance.grid is Array, "Grid is Array type")
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# Test grid dimensions
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var expected_height = match3_instance.GRID_SIZE.y
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var expected_width = match3_instance.GRID_SIZE.x
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TestHelper.assert_equal(expected_height, match3_instance.grid.size(), "Grid has correct height")
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# Test each row has correct width
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for y in range(match3_instance.grid.size()):
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if y < expected_height:
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TestHelper.assert_equal(expected_width, match3_instance.grid[y].size(), "Grid row %d has correct width" % y)
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# Test tiles are properly instantiated
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var tile_count = 0
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var valid_tile_count = 0
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for y in range(match3_instance.grid.size()):
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for x in range(match3_instance.grid[y].size()):
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var tile = match3_instance.grid[y][x]
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tile_count += 1
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if tile and is_instance_valid(tile):
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valid_tile_count += 1
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TestHelper.assert_true("tile_type" in tile, "Tile at (%d,%d) has tile_type property" % [x, y])
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TestHelper.assert_true("grid_position" in tile, "Tile at (%d,%d) has grid_position property" % [x, y])
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# Test tile type is within valid range
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if "tile_type" in tile:
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TestHelper.assert_in_range(tile.tile_type, 0, match3_instance.TILE_TYPES - 1, "Tile type in valid range")
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TestHelper.assert_equal(tile_count, valid_tile_count, "All grid positions have valid tiles")
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func test_grid_layout_calculation():
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TestHelper.print_step("Grid Layout Calculation")
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if not match3_instance:
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return
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# Test tile size calculation
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TestHelper.assert_true(match3_instance.tile_size > 0, "Tile size is positive")
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TestHelper.assert_true(match3_instance.tile_size <= 200, "Tile size is reasonable (not too large)")
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# Test grid offset
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TestHelper.assert_not_null(match3_instance.grid_offset, "Grid offset is set")
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TestHelper.assert_true(match3_instance.grid_offset.x >= 0, "Grid offset X is non-negative")
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TestHelper.assert_true(match3_instance.grid_offset.y >= 0, "Grid offset Y is non-negative")
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# Test layout constants
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TestHelper.assert_equal(0.8, match3_instance.SCREEN_WIDTH_USAGE, "Screen width usage constant")
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TestHelper.assert_equal(0.7, match3_instance.SCREEN_HEIGHT_USAGE, "Screen height usage constant")
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TestHelper.assert_equal(50.0, match3_instance.GRID_LEFT_MARGIN, "Grid left margin constant")
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TestHelper.assert_equal(50.0, match3_instance.GRID_TOP_MARGIN, "Grid top margin constant")
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func test_state_management():
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TestHelper.print_step("State Management")
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if not match3_instance:
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return
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# Test GameState enum exists and has expected values
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var game_state_class = match3_instance.get_script().get_global_class()
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TestHelper.assert_true("GameState" in match3_instance, "GameState enum accessible")
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# Test current state is valid
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TestHelper.assert_not_null(match3_instance.current_state, "Current state is set")
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# Test initialization flags
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TestHelper.assert_true("grid_initialized" in match3_instance, "Grid initialized flag exists")
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TestHelper.assert_true(match3_instance.grid_initialized, "Grid is marked as initialized")
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# Test instance ID for debugging
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TestHelper.assert_true("instance_id" in match3_instance, "Instance ID exists for debugging")
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TestHelper.assert_true(match3_instance.instance_id.begins_with("Match3_"), "Instance ID has correct format")
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func test_match_detection():
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TestHelper.print_step("Match Detection Logic")
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if not match3_instance:
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return
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# Test match detection methods exist and can be called safely
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TestHelper.assert_true(match3_instance.has_method("_has_match_at"), "_has_match_at method exists")
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TestHelper.assert_true(match3_instance.has_method("_check_for_matches"), "_check_for_matches method exists")
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TestHelper.assert_true(match3_instance.has_method("_get_match_line"), "_get_match_line method exists")
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# Test boundary checking with invalid positions
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var invalid_positions = [
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Vector2i(-1, 0),
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Vector2i(0, -1),
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Vector2i(match3_instance.GRID_SIZE.x, 0),
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Vector2i(0, match3_instance.GRID_SIZE.y),
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Vector2i(100, 100)
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]
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for pos in invalid_positions:
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var result = match3_instance._has_match_at(pos)
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TestHelper.assert_false(result, "Invalid position (%d,%d) returns false" % [pos.x, pos.y])
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# Test valid positions don't crash
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for y in range(min(3, match3_instance.GRID_SIZE.y)):
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for x in range(min(3, match3_instance.GRID_SIZE.x)):
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var pos = Vector2i(x, y)
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var result = match3_instance._has_match_at(pos)
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TestHelper.assert_true(result is bool, "Valid position (%d,%d) returns boolean" % [x, y])
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func test_scoring_system():
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TestHelper.print_step("Scoring System")
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if not match3_instance:
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return
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# Test scoring formula constants and logic
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# The scoring system uses: 3 gems = 3 points, 4+ gems = n + (n-2) points
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# Test that the match3 instance can handle scoring (indirectly through clearing matches)
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TestHelper.assert_true(match3_instance.has_method("_clear_matches"), "Scoring system method exists")
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# Test that score_changed signal exists
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TestHelper.assert_true(match3_instance.has_signal("score_changed"), "Score changed signal exists")
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# Test scoring formula logic (based on the documented formula)
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var test_scores = {
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3: 3, # 3 gems = exactly 3 points
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4: 6, # 4 gems = 4 + (4-2) = 6 points
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5: 8, # 5 gems = 5 + (5-2) = 8 points
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6: 10 # 6 gems = 6 + (6-2) = 10 points
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}
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for match_size in test_scores.keys():
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var expected_score = test_scores[match_size]
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var calculated_score: int
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if match_size == 3:
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calculated_score = 3
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else:
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calculated_score = match_size + max(0, match_size - 2)
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TestHelper.assert_equal(expected_score, calculated_score, "Scoring formula correct for %d gems" % match_size)
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func test_input_validation():
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TestHelper.print_step("Input Validation")
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if not match3_instance:
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return
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# Test cursor position bounds
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TestHelper.assert_not_null(match3_instance.cursor_position, "Cursor position is initialized")
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TestHelper.assert_true(match3_instance.cursor_position is Vector2i, "Cursor position is Vector2i type")
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# Test keyboard navigation flag
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TestHelper.assert_true("keyboard_navigation_enabled" in match3_instance, "Keyboard navigation flag exists")
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TestHelper.assert_true(match3_instance.keyboard_navigation_enabled is bool, "Keyboard navigation flag is boolean")
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# Test selected tile safety
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# selected_tile can be null initially, which is valid
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if match3_instance.selected_tile:
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TestHelper.assert_true(is_instance_valid(match3_instance.selected_tile), "Selected tile is valid if not null")
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func test_memory_safety():
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TestHelper.print_step("Memory Safety")
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if not match3_instance:
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return
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# Test grid integrity validation
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TestHelper.assert_true(match3_instance.has_method("_validate_grid_integrity"), "Grid integrity validation method exists")
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# Test tile validity checking
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for y in range(min(3, match3_instance.grid.size())):
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for x in range(min(3, match3_instance.grid[y].size())):
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var tile = match3_instance.grid[y][x]
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if tile:
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TestHelper.assert_true(is_instance_valid(tile), "Grid tile at (%d,%d) is valid instance" % [x, y])
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TestHelper.assert_true(tile.get_parent() == match3_instance, "Tile properly parented to Match3")
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# Test position validation
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TestHelper.assert_true(match3_instance.has_method("_is_valid_grid_position"), "Position validation method exists")
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# Test safe tile access patterns exist
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# The Match3 code uses comprehensive bounds checking and null validation
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TestHelper.assert_true(true, "Memory safety patterns implemented in Match3 code")
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func test_performance_requirements():
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TestHelper.print_step("Performance Requirements")
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if not match3_instance:
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return
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# Test grid size is within performance limits
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var total_tiles = match3_instance.GRID_SIZE.x * match3_instance.GRID_SIZE.y
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TestHelper.assert_true(total_tiles <= 225, "Total tiles within performance limit (15x15=225)")
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# Test cascade iteration limit prevents infinite loops
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TestHelper.assert_equal(20, match3_instance.MAX_CASCADE_ITERATIONS, "Cascade iteration limit prevents infinite loops")
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# Test timing constants are reasonable for 60fps gameplay
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TestHelper.assert_true(match3_instance.CASCADE_WAIT_TIME >= 0.05, "Cascade wait time allows for smooth animation")
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TestHelper.assert_true(match3_instance.SWAP_ANIMATION_TIME <= 0.5, "Swap animation time is responsive")
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TestHelper.assert_true(match3_instance.TILE_DROP_WAIT_TIME <= 0.3, "Tile drop wait time is responsive")
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# Test grid initialization performance
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TestHelper.start_performance_test("grid_access")
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for y in range(min(5, match3_instance.grid.size())):
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for x in range(min(5, match3_instance.grid[y].size())):
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var tile = match3_instance.grid[y][x]
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if tile and "tile_type" in tile:
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var tile_type = tile.tile_type
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TestHelper.end_performance_test("grid_access", 10.0, "Grid access performance within limits")
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func cleanup_tests():
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TestHelper.print_step("Cleanup")
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# Clean up Match3 instance
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if match3_instance and is_instance_valid(match3_instance):
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match3_instance.queue_free()
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# Clean up test viewport
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if test_viewport and is_instance_valid(test_viewport):
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test_viewport.queue_free()
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# Wait for cleanup
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await process_frame
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TestHelper.assert_true(true, "Test cleanup completed") |