Files
settled-reach/client/tests/test_main_scene.gd
T
jpmschweitzerandClaude Opus 4.6 260eefcdd1 refactor(client): decompose main.gd and game_state.gd god objects
Extract SnapshotHandler (static snapshot parsing), SnapshotConsumers
(non-dialogue consumers + audio handlers), and DialogueCoordinator
(dialogue consumers + signal handlers) as class_name scripts.

main.gd: 28KB → 13KB. game_state.gd: 20KB → 8.5KB.
Autoload parse-order safety maintained via load() inline pattern.

Ticket: #775

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-05 09:59:34 +02:00

29 lines
938 B
GDScript

## Smoke tests for main scene initialization
## Run with: godot4 --headless --path . -s res://addons/gdUnit4/bin/GdUnitCmdTool.gd
## --ignoreHeadlessMode -a res://tests/
class_name TestMainScene
extends GdUnitTestSuite
# Smoke test: main scene loads without errors
func test_main_scene_loads() -> void:
var scene = load("res://scenes/main.tscn")
assert_that(scene).is_not_null()
var instance = scene.instantiate()
assert_that(instance).is_not_null()
# Add to scene tree briefly to trigger _ready()
auto_free(instance)
add_child(instance)
# Verify key nodes exist
assert_that(instance.get_node("World")).is_not_null()
assert_that(instance.get_node("Camera2D")).is_not_null()
assert_that(instance.get_node("UILayer")).is_not_null()
# Test: autoloads exist
func test_autoloads_registered() -> void:
assert_that(SimBridge).is_not_null()
assert_that(GameState).is_not_null()
assert_that(InputMapper).is_not_null()