Tests cleanup.
parent
44083114ba
commit
9a829c30b0
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@ -14,12 +14,9 @@ const GAME_PROFILE_FOLDER:String = "game_profiles"
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enum ROOT_UI_STATE { UNDEFINED, MENU, GAME }
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enum ROOT_UI_STATE { UNDEFINED, MENU, GAME }
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var _root_ui_state:ROOT_UI_STATE = ROOT_UI_STATE.UNDEFINED
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var _root_ui_state:ROOT_UI_STATE = ROOT_UI_STATE.UNDEFINED
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var current_level_resource:String
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var current_game_profile:GameProfileResource = null
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var current_game_profile:GameProfileResource = null
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var current_game_profile_directory:String = ""
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var current_game_profile_directory:String = ""
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var _game_build_system:BuildSystem = null
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func _ready():
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func _ready():
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var autostart_load_success = false
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var autostart_load_success = false
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if not autostart_game_profile.is_empty():
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if not autostart_game_profile.is_empty():
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@ -40,7 +37,6 @@ func activate_ui_panel(ui_panel:Control):
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active_ui_panel = ui_panel
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active_ui_panel = ui_panel
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func load_scene(scene_resource:PackedScene):
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func load_scene(scene_resource:PackedScene):
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for scene_child in scene.get_children():
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for scene_child in scene.get_children():
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scene_child.queue_free()
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scene_child.queue_free()
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@ -48,10 +44,6 @@ func load_scene(scene_resource:PackedScene):
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print("Loading level '" + scene_resource.resource_path + "'")
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print("Loading level '" + scene_resource.resource_path + "'")
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scene.add_child(scene_resource .instantiate())
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scene.add_child(scene_resource .instantiate())
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current_level_resource = scene_resource.resource_path
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_game_build_system = scene.find_child("BuildSystem", true, false) as BuildSystem
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InteractionSystem.player = scene.find_child("Player", true, false) as Player
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func save_game():
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func save_game():
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var game:Game = %Scene.get_child(0) as Game
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var game:Game = %Scene.get_child(0) as Game
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@ -25,6 +25,8 @@ func _ready():
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level = get_node("Level")
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level = get_node("Level")
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InteractionSystem.player = player
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register_item_pickups()
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register_item_pickups()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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@ -8,21 +8,26 @@ extends GdUnitTestSuite
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const __source = 'res://scenes/game.gd'
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const __source = 'res://scenes/game.gd'
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var game_scene:PackedScene = preload("res://scenes/game.tscn")
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var game_scene:PackedScene = preload("res://scenes/game.tscn")
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var _unittest_game_profile_path:String = "user://game_profiles/unittest"
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var _unittest_game_profile_path:String = "user://unittest/game_tests/"
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func test_save_game() -> void:
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func test_save_game() -> void:
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# Output folder must exist
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DirAccess.make_dir_recursive_absolute(_unittest_game_profile_path)
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# Create game
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var game:Game = game_scene.instantiate()
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var game:Game = game_scene.instantiate()
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add_child(game)
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add_child(game)
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# Build stuff
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var floor_resource = load("res://data/structures/floor.tres")
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var floor_resource = load("res://data/structures/floor.tres")
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game.build_system.build_structure(floor_resource, Transform3D.IDENTITY)
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game.build_system.build_structure(floor_resource, Transform3D.IDENTITY)
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game.build_system.build_structure(floor_resource, Transform3D.IDENTITY.translated(Vector3(1, 0, 0)))
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game.build_system.build_structure(floor_resource, Transform3D.IDENTITY.translated(Vector3(1, 0, 0)))
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# Save
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game.save_game(_unittest_game_profile_path)
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game.save_game(_unittest_game_profile_path)
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# Load and check whether the built stuff can be found.
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var save_data:SaveGameResource = load(_unittest_game_profile_path + "/savegame.tres") as SaveGameResource
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var save_data:SaveGameResource = load(_unittest_game_profile_path + "/savegame.tres") as SaveGameResource
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assert_that(len(save_data.built_structures.keys())).is_equal(1)
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assert_that(len(save_data.built_structures.keys())).is_equal(1)
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assert_that(save_data.built_structures.has(floor_resource)).is_equal(true)
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assert_that(save_data.built_structures.has(floor_resource)).is_equal(true)
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assert_that(len(save_data.built_structures[floor_resource])).is_equal(2)
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assert_that(len(save_data.built_structures[floor_resource])).is_equal(2)
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