test(client): scene testing utilities and GameState tests (#206)
SceneHelper class for gdUnit4: load scenes into test tree with assert_node_exists, assert_signal_emitted, get_node_at helpers. 14 tests for GameState.apply_snapshot() covering v2+ fields. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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## GameState.apply_snapshot() tests — v2+ field coverage.
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##
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## Complements test_snapshot_parsing.gd (which covers v1 basics: tick, entities,
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## player_position). This file covers v2+ fields and derived state.
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##
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## D-030: fixture-based, server-free, no subprocess required.
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class_name TestGameState
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extends GdUnitTestSuite
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func before_each() -> void:
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# Reset fields touched by these tests to known defaults.
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GameState.current_tick = 0
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GameState.player_position = Vector2.ZERO
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GameState.player_facing = "North"
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GameState.game_time = {}
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GameState.nearby_interactions = []
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GameState.current_monologue = null
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GameState.player_stance = "Walk"
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GameState.player_inventory = []
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GameState.stationary_ticks = 0
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GameState.insert_active = true
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# -- v2: game_time (D-031) -------------------------------------------------
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func test_apply_snapshot_sets_game_time() -> void:
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var snapshot := {
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"tick": 10,
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"entities": [],
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"game_time": {"day": 3, "time_of_day": 480, "day_phase": "Morning", "tick_rate": 1},
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}
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GameState.apply_snapshot(snapshot)
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assert_that(GameState.game_time).is_not_null()
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assert_that(GameState.game_time.get("day")).is_equal(3)
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assert_that(GameState.game_time.get("time_of_day")).is_equal(480)
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func test_apply_snapshot_game_time_missing_keeps_previous() -> void:
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GameState.game_time = {"day": 2, "time_of_day": 360}
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GameState.apply_snapshot({"tick": 5, "entities": []})
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# No "game_time" key → field unchanged
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assert_that(GameState.game_time.get("day")).is_equal(2)
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# -- v2: player_facing (D-015) --------------------------------------------
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func test_apply_snapshot_sets_player_facing() -> void:
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var snapshot := {
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"tick": 1,
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"entities": [],
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"player_facing": "Southeast",
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}
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GameState.apply_snapshot(snapshot)
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assert_that(GameState.player_facing).is_equal("Southeast")
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func test_apply_snapshot_player_facing_missing_keeps_default() -> void:
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GameState.player_facing = "West"
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GameState.apply_snapshot({"tick": 1, "entities": []})
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assert_that(GameState.player_facing).is_equal("West")
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# -- v4: nearby_interactions (#404/#405) ----------------------------------
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func test_apply_snapshot_sets_nearby_interactions() -> void:
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var interactions := [
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{"entity_id": 5, "entity_type": "Npc", "distance": 1.2, "verbs": [{"kind": "Talk", "label": "Talk", "priority": 1, "available": true}]},
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]
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GameState.apply_snapshot({"tick": 1, "entities": [], "nearby_interactions": interactions})
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assert_that(GameState.nearby_interactions.size()).is_equal(1)
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assert_that(GameState.nearby_interactions[0].get("entity_id")).is_equal(5)
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func test_apply_snapshot_nearby_interactions_absent_clears_list() -> void:
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GameState.nearby_interactions = [{"entity_id": 1}]
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GameState.apply_snapshot({"tick": 2, "entities": []})
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assert_that(GameState.nearby_interactions.size()).is_equal(0)
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# -- v5: current_monologue (#414) -----------------------------------------
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func test_apply_snapshot_sets_monologue() -> void:
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var monologue := {"id": "m1", "text": "Something is off here.", "duration_seconds": 4.0, "priority": 1, "is_urgent": false}
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GameState.apply_snapshot({"tick": 1, "entities": [], "current_monologue": monologue})
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assert_that(GameState.current_monologue).is_not_null()
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assert_that(GameState.current_monologue.get("text")).is_equal("Something is off here.")
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func test_apply_snapshot_monologue_absent_clears_field() -> void:
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GameState.current_monologue = {"id": "old", "text": "Old line."}
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GameState.apply_snapshot({"tick": 2, "entities": []})
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assert_that(GameState.current_monologue).is_null()
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# -- v6: player_stance (#449, D-053) --------------------------------------
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func test_apply_snapshot_sets_player_stance() -> void:
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GameState.apply_snapshot({"tick": 1, "entities": [], "player_stance": "Crouch"})
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assert_that(GameState.player_stance).is_equal("Crouch")
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# -- v6: player_inventory (#449, D-065) -----------------------------------
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func test_apply_snapshot_sets_player_inventory() -> void:
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var inventory := [{"item_id": 42, "name": "Security pass", "slot": 0}]
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GameState.apply_snapshot({"tick": 1, "entities": [], "player_inventory": inventory})
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assert_that(GameState.player_inventory.size()).is_equal(1)
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assert_that(GameState.player_inventory[0].get("name")).is_equal("Security pass")
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func test_apply_snapshot_inventory_absent_clears_list() -> void:
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GameState.player_inventory = [{"item_id": 1}]
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GameState.apply_snapshot({"tick": 2, "entities": []})
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assert_that(GameState.player_inventory.size()).is_equal(0)
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# -- Stationary tick counter (D-071) -------------------------------------
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func test_stationary_ticks_increments_when_player_position_unchanged() -> void:
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var snapshot := {
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"tick": 1,
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"entities": [{"entity_id": 1, "x": 10.0, "y": 10.0, "z": 0, "kind": {"variant": "Player", "data": null}}],
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}
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GameState.apply_snapshot(snapshot) # first call: position changes from ZERO
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GameState.apply_snapshot(snapshot) # second call: position unchanged → +1
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assert_int(GameState.stationary_ticks).is_greater(0)
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func test_stationary_ticks_resets_on_player_movement() -> void:
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var s1 := {
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"tick": 1,
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"entities": [{"entity_id": 1, "x": 10.0, "y": 10.0, "z": 0, "kind": {"variant": "Player", "data": null}}],
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}
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var s2 := {
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"tick": 2,
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"entities": [{"entity_id": 1, "x": 11.0, "y": 10.0, "z": 0, "kind": {"variant": "Player", "data": null}}],
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}
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GameState.apply_snapshot(s1)
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GameState.apply_snapshot(s1) # stationary
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assert_int(GameState.stationary_ticks).is_greater(0)
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GameState.apply_snapshot(s2) # moved → reset
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assert_int(GameState.stationary_ticks).is_equal(0)
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# -- insert_active (OQ-07, #522) -----------------------------------------
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func test_apply_snapshot_insert_active_false() -> void:
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GameState.apply_snapshot({"tick": 1, "entities": [], "insert_active": false})
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assert_bool(GameState.insert_active).is_false()
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func test_apply_snapshot_insert_active_defaults_true_when_absent() -> void:
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GameState.insert_active = false
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GameState.apply_snapshot({"tick": 2, "entities": []})
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assert_bool(GameState.insert_active).is_true()
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@@ -0,0 +1,99 @@
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## Scene testing utilities for gdUnit4 tests.
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##
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## Loads a scene, instantiates it into the test suite's node tree,
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## and provides helpers for node existence, signal, and node-path queries.
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##
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## Usage (from a GdUnitTestSuite subclass):
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## var helper := SceneHelper.create(self, "res://scenes/main.tscn")
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## helper.assert_node_exists("World")
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## var world := helper.get_node_at("World")
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## helper.monitor_signal(world, "ready")
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## # ... trigger something ...
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## helper.assert_signal_emitted(world, "ready")
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##
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## Design constraints (D-030): server-free, no running autoload dependencies.
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class_name SceneHelper
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extends RefCounted
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var _suite # GdUnitTestSuite — untyped to avoid load-order dependency
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var _scene: Node
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# signal_key -> int. Key is "<node_instance_id>:<signal_name>" for uniqueness.
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var _signal_hits: Dictionary = {}
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## Load, instantiate, and attach a scene to the test suite's node tree.
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## The scene node is registered for auto-free by gdUnit4.
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## Returns a helper instance; fails the test if the scene cannot be loaded.
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static func create(suite: GdUnitTestSuite, scene_path: String) -> SceneHelper:
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var helper := SceneHelper.new()
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helper._suite = suite
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var packed: PackedScene = load(scene_path)
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if packed == null:
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suite.assert_that(packed).override_failure_message(
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"SceneHelper: could not load scene at '%s'" % scene_path
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).is_not_null()
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return helper
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helper._scene = packed.instantiate()
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suite.auto_free(helper._scene)
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suite.add_child(helper._scene)
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return helper
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## Returns the scene root node.
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func scene() -> Node:
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return _scene
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## Assert that a node at node_path exists under the scene root.
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## Fails the current test if the node is absent.
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func assert_node_exists(node_path: String) -> void:
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var node := _scene.get_node_or_null(NodePath(node_path))
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_suite.assert_that(node).override_failure_message(
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"SceneHelper: expected node at path '%s' — not found" % node_path
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).is_not_null()
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## Return the node at node_path under the scene root, or null if absent.
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func get_node_at(node_path: String) -> Node:
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return _scene.get_node_or_null(NodePath(node_path))
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## Begin tracking emissions of signal_name on node.
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## Must be called before the action that triggers the signal.
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## Fails the test if node does not have the named signal.
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func monitor_signal(node: Node, signal_name: String) -> void:
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if not node.has_signal(signal_name):
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_suite.assert_that(false).override_failure_message(
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"SceneHelper: node '%s' has no signal '%s'" % [node.name, signal_name]
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).is_true()
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return
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var key := _signal_key(node, signal_name)
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_signal_hits[key] = 0
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# Lambda accepts up to 4 positional args to tolerate signals with up to 4 params.
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# GDScript default-param lambdas handle being called with fewer args correctly.
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node.connect(signal_name, func(a := null, b := null, c := null, d := null):
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_signal_hits[key] = _signal_hits.get(key, 0) + 1
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)
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## Assert that signal_name was emitted at least once since monitor_signal().
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## Fails the test if monitor_signal() was not called first, or if count is zero.
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func assert_signal_emitted(node: Node, signal_name: String) -> void:
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var key := _signal_key(node, signal_name)
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if not _signal_hits.has(key):
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_suite.assert_that(false).override_failure_message(
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"SceneHelper: '%s' was not monitored — call monitor_signal() first" % signal_name
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).is_true()
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return
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var count: int = _signal_hits[key]
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_suite.assert_int(count).override_failure_message(
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"SceneHelper: signal '%s' on '%s' was not emitted (count=%d)" % [
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signal_name, node.name, count
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]
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).is_greater(0)
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static func _signal_key(node: Node, signal_name: String) -> String:
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return "%d:%s" % [node.get_instance_id(), signal_name]
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