Draw broken objects as fragments, plane tiles for fences and walls, tileset publishing; mod documentation

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cthangover committed 2026-10-29 09:26:10 +01:00
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namespace Cthangover.Mods.Rpg.Tests
{
using System;
using System.Collections.Generic;
using Cthangover.Core.Mods.Testing;
using Godot;
/// <summary>World decisions run without presentation nodes, including pages, routes and arrival effects.</summary>
public class RpgWorldSessionTests
{
private readonly List<string> effects = new();
private bool flag;
private bool Evaluate(string condition) => string.IsNullOrEmpty(condition) || flag;
private void OnArrival(RpgActorState actor) => effects.Add($"arrived:{actor.Cell.X},{actor.Cell.Y}");
private void OnTouch(RpgMapEvent mapEvent) => effects.Add("touch:" + mapEvent.Id);
private void OnEncounter(string enemies) => effects.Add("encounter:" + enemies);
private RpgWorldSession Create(IEnumerable<RpgMapEvent> events = null, RpgEncounterTable encounters = null)
{
var map = new RpgMap { ID = "session_test", Width = 6, Height = 6, Encounters = encounters };
var session = new RpgWorldSession(map, null, events, Evaluate, new Random(7));
session.PlayerStepFinished += OnArrival;
session.TouchTriggered += OnTouch;
session.EncounterTriggered += OnEncounter;
return session;
}
[ModTest("session/blockers_stop_commands_but_finish_existing_step")]
static void BlockersStopCommandsButFinishExistingStep(ModTestContext ctx)
{
var test = new RpgWorldSessionTests();
var session = test.Create();
session.Player.Place(new Vector2I(2, 2), RpgDirection.Down);
session.Tick(0.1, true, RpgDirection.Right);
ModAssert.True(session.Player.Cell == new Vector2I(2, 2), "blocked input cannot reserve a step");
session.Tick(0.1, false, RpgDirection.Right);
ModAssert.True(session.Player.Cell == new Vector2I(3, 2), "accepted command reserves destination");
ModAssert.Equal(0, test.effects.Count, "no arrival while interpolating");
session.Tick(1, true, RpgDirection.Right);
ModAssert.Equal(1, test.effects.Count, "an already started step completes even after UI opens");
ModAssert.Equal("arrived:3,2", test.effects[0], "saved arrival uses logical coordinates");
session.Tick(1, true, RpgDirection.Right);
ModAssert.Equal(1, test.effects.Count, "no repeated completion");
}
[ModTest("session/touch_wins_over_encounter_and_follows_arrival")]
static void TouchWinsOverEncounterAndFollowsArrival(ModTestContext ctx)
{
var test = new RpgWorldSessionTests();
var session = test.Create(new[]
{
new RpgMapEvent { Id = "pickup", X = 1, Trigger = RpgEventTrigger.Touch, Solid = false }
}, new RpgEncounterTable { Steps = 1, Groups = new() { "wolf" } });
session.Tick(1, false, RpgDirection.Right);
ModAssert.Equal(2, test.effects.Count, "arrival and touch only");
ModAssert.Equal("arrived:1,0", test.effects[0], "position is available before running the event");
ModAssert.Equal("touch:pickup", test.effects[1], "touch suppresses the encounter roll");
session.Tick(1, false, RpgDirection.Right);
ModAssert.Equal("encounter:wolf", test.effects[3], "a free step can start a battle");
}
[ModTest("session/terrain_and_hidden_events_use_logical_passability")]
static void TerrainAndHiddenEventsUseLogicalPassability(ModTestContext ctx)
{
var test = new RpgWorldSessionTests();
var session = test.Create(new[]
{
new RpgMapEvent { Id = "gate", X = 1, Y = 0, Tile = 5, Condition = "enabled" }
});
ModAssert.True(session.CanEnter(new Vector2I(1, 0)), "hidden event does not block");
test.flag = true;
session.RefreshEvents();
ModAssert.False(session.CanEnter(new Vector2I(1, 0)), "active drawn event blocks even without a sprite node");
session.Tick(0.1, false, RpgDirection.Right);
ModAssert.False(session.Player.IsMoving, "blocked step does not start");
ModAssert.True(session.Player.Facing == RpgDirection.Right, "blocked command still turns");
session.Grid.SetCollision(0, 1, RpgCollision.Block);
ModAssert.False(session.CanEnter(new Vector2I(0, 1)), "painted collision is respected");
ModAssert.False(session.CanEnter(new Vector2I(-1, 0)), "outside map is blocked");
}
[ModTest("session/action_target_and_facing_are_shared_without_view")]
static void ActionTargetAndFacingAreSharedWithoutView(ModTestContext ctx)
{
var test = new RpgWorldSessionTests();
var session = test.Create(new[]
{
new RpgMapEvent { Id = "sign", X = 1, Y = 0, Tile = 1 },
new RpgMapEvent { Id = "floor", X = 0, Y = 0, Solid = false }
});
session.Player.Face(RpgDirection.Right);
ModAssert.Equal("sign", session.InteractionTarget().Event.Id, "front event takes precedence over floor");
ModAssert.Equal("sign", session.PrepareInteraction().Id, "the executed target is the highlighted one");
ModAssert.True(session.FindEvent("sign").Facing == RpgDirection.Left, "NPC turns toward player");
session.Player.Face(RpgDirection.Down);
ModAssert.Equal("floor", session.PrepareInteraction().Id, "fallback is event under the player");
session.Player.StepTo(RpgDirection.Down);
ModAssert.Null(session.InteractionTarget(), "no cue during a step");
ModAssert.Null(session.PrepareInteraction(), "no action during a step");
ModAssert.Null(session.FindEvent(null), "null selection is safe");
}
[ModTest("session/routes_reserve_destinations_and_respect_player")]
static void RoutesReserveDestinationsAndRespectPlayer(ModTestContext ctx)
{
var test = new RpgWorldSessionTests();
var session = test.Create(new[]
{
new RpgMapEvent { Id = "a", X = 1, Y = 1, Tile = 1, Route = new() { Every = 0.1, Steps = new() { "right" } } },
new RpgMapEvent { Id = "b", X = 3, Y = 1, Tile = 1, Route = new() { Every = 0.1, Steps = new() { "left" } } }
});
session.Tick(0.1, false);
ModAssert.True(session.FindEvent("a").Cell == new Vector2I(2, 1), "first route reserves target");
ModAssert.True(session.FindEvent("b").Cell == new Vector2I(3, 1), "second route cannot enter the reservation");
ModAssert.True(session.FindEvent("b").Facing == RpgDirection.Left, "blocked route still faces target");
session.Player.Place(new Vector2I(3, 1), RpgDirection.Down);
session.Tick(1, true);
session.Tick(0.2, false);
ModAssert.True(session.FindEvent("a").Cell == new Vector2I(2, 1), "route does not enter player cell");
}
[ModTest("session/page_change_retains_position_and_restarts_route")]
static void PageChangeRetainsPositionAndRestartsRoute(ModTestContext ctx)
{
var test = new RpgWorldSessionTests();
var session = test.Create(new[]
{
new RpgMapEvent
{
Id = "chest", X = 1, Y = 1, Tile = 14,
Route = new() { Every = 0.1, Steps = new() { "right" }, Repeat = false },
Pages = new() { new() { Condition = "opened", Tile = 15, Dir = RpgDirection.Up } }
}
});
session.Tick(1, false);
var actor = session.FindEvent("chest");
ModAssert.True(actor.Cell == new Vector2I(2, 1), "route moved event");
test.flag = true;
session.RefreshEvents();
ModAssert.Equal(1, actor.PageIndex, "conditional page becomes active");
ModAssert.Equal(15, actor.Current.Tile, "look describes the effective page");
ModAssert.True(actor.Cell == new Vector2I(2, 1), "page does not reset position");
ModAssert.True(actor.Facing == RpgDirection.Up, "explicit page direction applies");
ModAssert.Equal(0, actor.RouteIndex, "new page restarts the route");
}
[ModTest("session/route_clock_pauses_while_ui_blocks_commands")]
static void RouteClockPausesWhileUiBlocksCommands(ModTestContext ctx)
{
var test = new RpgWorldSessionTests();
var session = test.Create(new[]
{
new RpgMapEvent { Id = "cat", X = 1, Y = 1, Route = new() { Every = 1, Steps = new() { "right" } } }
});
session.Tick(10, true);
session.Tick(0.5, false);
ModAssert.True(session.FindEvent("cat").Cell == new Vector2I(1, 1), "blocked time does not accumulate route delay");
session.Tick(0.5, false);
ModAssert.True(session.FindEvent("cat").Cell == new Vector2I(2, 1), "route starts after one unblocked second");
}
[ModTest("session/dash_changes_duration_not_destination")]
static void DashChangesDurationNotDestination(ModTestContext ctx)
{
var normal = new RpgWorldSessionTests().Create();
var dash = new RpgWorldSessionTests().Create();
normal.Tick(0.15, false, RpgDirection.Right);
dash.Tick(0.15, false, RpgDirection.Right, true);
ModAssert.True(normal.Player.Cell == dash.Player.Cell, "same logical step");
ModAssert.True(normal.Player.IsMoving, "normal step takes more time");
ModAssert.False(dash.Player.IsMoving, "dash arrives sooner");
}
}
}