gmp(M02): add player input intent seam
Work-Package: M02-GMP-INPUT-001 Agent: sindo-main-codex Tests: verify_player_input; renderer baseline dry-run; coordinate, streaming, documentation and coordination gates Fidelity: preserves current sandbox bindings and movement/camera behavior; exact build-12340 semantics remain unverified
This commit is contained in:
@@ -0,0 +1,47 @@
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class_name MoveIntent
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extends RefCounted
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## Immutable player locomotion request expressed in character-local axes.
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## Axis values are normalized to `[-1, 1]`: forward/right/up are positive.
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## The intent contains no world coordinates, engine input events or presentation state.
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var forward_axis: float:
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get:
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return _forward_axis
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var strafe_axis: float:
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get:
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return _strafe_axis
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var vertical_axis: float:
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get:
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return _vertical_axis
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var is_sprint_requested: bool:
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get:
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return _is_sprint_requested
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var _forward_axis: float
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var _strafe_axis: float
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var _vertical_axis: float
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var _is_sprint_requested: bool
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## Creates one frame's movement request without retaining mutable input state.
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func _init(
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forward_axis_value: float = 0.0,
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strafe_axis_value: float = 0.0,
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vertical_axis_value: float = 0.0,
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sprint_requested: bool = false
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) -> void:
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_forward_axis = clampf(forward_axis_value, -1.0, 1.0)
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_strafe_axis = clampf(strafe_axis_value, -1.0, 1.0)
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_vertical_axis = clampf(vertical_axis_value, -1.0, 1.0)
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_is_sprint_requested = sprint_requested
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## Returns true when the intent requests planar or vertical translation.
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func has_translation() -> bool:
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return not is_zero_approx(_forward_axis) \
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or not is_zero_approx(_strafe_axis) \
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or not is_zero_approx(_vertical_axis)
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@@ -0,0 +1 @@
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uid://btk7brcavbeec
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@@ -0,0 +1,34 @@
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class_name PlayerInputActions
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extends RefCounted
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## Stable Input Map action names consumed by the runtime player input adapter.
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## Defaults preserve the current render-sandbox controls; users may remap every
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## action through Godot's Input Map without changing gameplay code.
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const MOVE_FORWARD := &"openwc_player_move_forward"
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const MOVE_BACKWARD := &"openwc_player_move_backward"
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const STRAFE_LEFT := &"openwc_player_strafe_left"
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const STRAFE_RIGHT := &"openwc_player_strafe_right"
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const DEBUG_FLY_UP := &"openwc_player_debug_fly_up"
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const DEBUG_FLY_DOWN := &"openwc_player_debug_fly_down"
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const DEBUG_SPRINT := &"openwc_player_debug_sprint"
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const DEBUG_TOGGLE_FLIGHT := &"openwc_player_debug_toggle_flight"
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const CAMERA_ROTATE := &"openwc_player_camera_rotate"
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const CAMERA_ZOOM_IN := &"openwc_player_camera_zoom_in"
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const CAMERA_ZOOM_OUT := &"openwc_player_camera_zoom_out"
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const RELEASE_CURSOR := &"openwc_player_release_cursor"
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const REQUIRED_ACTIONS: Array[StringName] = [
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MOVE_FORWARD,
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MOVE_BACKWARD,
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STRAFE_LEFT,
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STRAFE_RIGHT,
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DEBUG_FLY_UP,
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DEBUG_FLY_DOWN,
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DEBUG_SPRINT,
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DEBUG_TOGGLE_FLIGHT,
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CAMERA_ROTATE,
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CAMERA_ZOOM_IN,
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CAMERA_ZOOM_OUT,
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RELEASE_CURSOR,
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]
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@@ -0,0 +1 @@
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uid://bbhtyxm428bkm
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@@ -0,0 +1,45 @@
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class_name PlayerInputSource
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extends RefCounted
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## Converts remappable Godot Input Map actions into immutable [MoveIntent] values.
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## This adapter owns no movement state and may be replaced independently of the
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## local movement controller.
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## Samples the current Input singleton state for one physics tick.
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func sample_move_intent() -> MoveIntent:
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return compose_move_intent(
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Input.get_action_strength(PlayerInputActions.MOVE_FORWARD),
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Input.get_action_strength(PlayerInputActions.MOVE_BACKWARD),
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Input.get_action_strength(PlayerInputActions.STRAFE_LEFT),
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Input.get_action_strength(PlayerInputActions.STRAFE_RIGHT),
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Input.get_action_strength(PlayerInputActions.DEBUG_FLY_UP),
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Input.get_action_strength(PlayerInputActions.DEBUG_FLY_DOWN),
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Input.is_action_pressed(PlayerInputActions.DEBUG_SPRINT)
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)
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## Builds a normalized intent from action strengths for deterministic tests and
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## alternative input adapters. Strengths outside `[0, 1]` are clamped.
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static func compose_move_intent(
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forward_strength: float,
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backward_strength: float,
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strafe_left_strength: float,
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strafe_right_strength: float,
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fly_up_strength: float,
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fly_down_strength: float,
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sprint_requested: bool
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) -> MoveIntent:
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var planar_axis := Vector2(
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clampf(strafe_right_strength, 0.0, 1.0) - clampf(strafe_left_strength, 0.0, 1.0),
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clampf(forward_strength, 0.0, 1.0) - clampf(backward_strength, 0.0, 1.0)
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)
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if planar_axis.length_squared() > 1.0:
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planar_axis = planar_axis.normalized()
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var vertical_axis := clampf(fly_up_strength, 0.0, 1.0) - clampf(fly_down_strength, 0.0, 1.0)
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return MoveIntent.new(
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planar_axis.y,
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planar_axis.x,
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vertical_axis,
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sprint_requested
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)
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@@ -0,0 +1 @@
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uid://b050i2lnei8qq
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@@ -7,6 +7,8 @@ const COORDINATE_MAPPER_SCRIPT := preload("res://src/domain/coordinates/coordina
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const GODOT_WORLD_POSITION_SCRIPT := preload("res://src/domain/coordinates/godot_world_position.gd")
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const ADT_TILE_COORDINATE_SCRIPT := preload("res://src/domain/coordinates/adt_tile_coordinate.gd")
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const ADT_TILE_LOCAL_POSITION_SCRIPT := preload("res://src/domain/coordinates/adt_tile_local_position.gd")
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const PLAYER_INPUT_SOURCE_SCRIPT := preload("res://src/gameplay/input/player_input_source.gd")
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const PLAYER_INPUT_ACTIONS_SCRIPT := preload("res://src/gameplay/input/player_input_actions.gd")
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const CHUNK_SIZE := COORDINATE_MAPPER_SCRIPT.ADT_CHUNK_SIZE_YARDS
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const UNIT_SIZE := CHUNK_SIZE / 8.0
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@@ -55,9 +57,11 @@ var _pitch := deg_to_rad(-18.0)
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var _horizontal_velocity := Vector3.ZERO
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var _flight_enabled := false
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var _adt_cache: Dictionary = {}
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var _player_input_source: PlayerInputSource
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func _ready() -> void:
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_player_input_source = PLAYER_INPUT_SOURCE_SCRIPT.new()
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_camera_pivot = get_node_or_null(camera_pivot_path) as Node3D
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_camera = get_node_or_null(camera_path) as Camera3D
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_visual = get_node_or_null(visual_path) as Node3D
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@@ -79,19 +83,22 @@ func _ready() -> void:
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_RIGHT:
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_captured = event.pressed
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if _captured else Input.MOUSE_MODE_VISIBLE
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elif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_WHEEL_UP:
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camera_distance = clampf(camera_distance - camera_zoom_step, camera_min_distance, camera_max_distance)
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_apply_camera_transform()
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elif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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camera_distance = clampf(camera_distance + camera_zoom_step, camera_min_distance, camera_max_distance)
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_apply_camera_transform()
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elif event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
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if event.is_action_pressed(PLAYER_INPUT_ACTIONS_SCRIPT.CAMERA_ROTATE):
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_captured = true
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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elif event.is_action_released(PLAYER_INPUT_ACTIONS_SCRIPT.CAMERA_ROTATE):
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_captured = false
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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elif event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_SPACE:
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elif event.is_action_pressed(PLAYER_INPUT_ACTIONS_SCRIPT.CAMERA_ZOOM_IN):
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camera_distance = clampf(camera_distance - camera_zoom_step, camera_min_distance, camera_max_distance)
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_apply_camera_transform()
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elif event.is_action_pressed(PLAYER_INPUT_ACTIONS_SCRIPT.CAMERA_ZOOM_OUT):
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camera_distance = clampf(camera_distance + camera_zoom_step, camera_min_distance, camera_max_distance)
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_apply_camera_transform()
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elif event.is_action_pressed(PLAYER_INPUT_ACTIONS_SCRIPT.RELEASE_CURSOR):
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_captured = false
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if _captured else Input.MOUSE_MODE_VISIBLE
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elif event.is_action_pressed(PLAYER_INPUT_ACTIONS_SCRIPT.DEBUG_TOGGLE_FLIGHT) and not event.is_echo():
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_flight_enabled = not _flight_enabled
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_horizontal_velocity = Vector3.ZERO
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@@ -103,12 +110,12 @@ func _unhandled_input(event: InputEvent) -> void:
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func _physics_process(delta: float) -> void:
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var input_dir := _get_input_dir()
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var move_intent := _player_input_source.sample_move_intent()
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var target_velocity := Vector3.ZERO
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if input_dir.length_squared() > 0.0:
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target_velocity = _movement_vector(input_dir)
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if move_intent.has_translation():
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target_velocity = _movement_vector(move_intent)
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if _flight_enabled:
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target_velocity.y += _flight_vertical_velocity()
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target_velocity.y += move_intent.vertical_axis * flight_vertical_speed * _debug_speed_multiplier(move_intent)
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_horizontal_velocity = _horizontal_velocity.move_toward(target_velocity, acceleration * delta)
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global_position += _horizontal_velocity * delta
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@@ -128,20 +135,7 @@ func _physics_process(delta: float) -> void:
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_apply_camera_transform()
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func _get_input_dir() -> Vector2:
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var dir := Vector2.ZERO
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if Input.is_key_pressed(KEY_W):
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dir.y -= 1.0
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if Input.is_key_pressed(KEY_S):
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dir.y += 1.0
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if Input.is_key_pressed(KEY_A):
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dir.x -= 1.0
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if Input.is_key_pressed(KEY_D):
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dir.x += 1.0
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return dir.normalized()
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func _movement_vector(input_dir: Vector2) -> Vector3:
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func _movement_vector(move_intent: MoveIntent) -> Vector3:
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var forward := -global_basis.z
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var right := global_basis.x
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if _flight_enabled and _camera_pivot:
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@@ -153,20 +147,16 @@ func _movement_vector(input_dir: Vector2) -> Vector3:
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forward = forward.normalized()
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right = right.normalized()
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var speed_z := run_speed if input_dir.y < 0.0 else backward_speed
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var speed_z := run_speed if move_intent.forward_axis > 0.0 else backward_speed
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var speed_x := strafe_speed
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var sprint := sprint_multiplier if Input.is_key_pressed(KEY_SHIFT) else 1.0
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return (forward * -input_dir.y * speed_z + right * input_dir.x * speed_x) * sprint
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return (
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forward * move_intent.forward_axis * speed_z
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+ right * move_intent.strafe_axis * speed_x
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) * _debug_speed_multiplier(move_intent)
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func _flight_vertical_velocity() -> float:
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var dir := 0.0
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if Input.is_key_pressed(KEY_E):
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dir += 1.0
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if Input.is_key_pressed(KEY_Q):
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dir -= 1.0
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var sprint := sprint_multiplier if Input.is_key_pressed(KEY_SHIFT) else 1.0
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return dir * flight_vertical_speed * sprint
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func _debug_speed_multiplier(move_intent: MoveIntent) -> float:
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return sprint_multiplier if move_intent.is_sprint_requested else 1.0
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func _load_character_visual() -> void:
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@@ -0,0 +1,14 @@
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Script" path="res://src/scenes/player/third_person_wow_controller.gd" id="1_player"]
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[node name="PlayerInputRegression" type="CharacterBody3D"]
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script = ExtResource("1_player")
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spawn_at_tile_center = false
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character_model_path = ""
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[node name="Visual" type="Node3D" parent="."]
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[node name="CameraPivot" type="Node3D" parent="."]
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[node name="Camera3D" type="Camera3D" parent="CameraPivot"]
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@@ -0,0 +1,161 @@
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extends SceneTree
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## Headless M02 contract regression for remappable actions and MoveIntent composition.
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const MOVE_INTENT_PATH := "res://src/domain/input/move_intent.gd"
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const PLAYER_INPUT_SOURCE_PATH := "res://src/gameplay/input/player_input_source.gd"
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const PLAYER_CONTROLLER_PATH := "res://src/scenes/player/third_person_wow_controller.gd"
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const REGRESSION_SCENE_PATH := "res://src/tests/scenes/player_input_regression.tscn"
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func _initialize() -> void:
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_run_verification.call_deferred()
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func _run_verification() -> void:
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var failures: Array[String] = []
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_verify_default_input_actions(failures)
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_verify_move_intent_composition(failures)
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_verify_controller_boundary(failures)
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_verify_regression_scene(failures)
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if not failures.is_empty():
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for failure in failures:
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push_error("PLAYER_INPUT: %s" % failure)
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quit(1)
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return
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print("PLAYER_INPUT PASS actions=%d intent_cases=6 controller=1 regression_scene=1" % PlayerInputActions.REQUIRED_ACTIONS.size())
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quit(0)
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func _verify_default_input_actions(failures: Array[String]) -> void:
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for action_name in PlayerInputActions.REQUIRED_ACTIONS:
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_expect_true(InputMap.has_action(action_name), "Input Map contains %s" % action_name, failures)
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_expect_key_binding(PlayerInputActions.MOVE_FORWARD, KEY_W, true, failures)
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_expect_key_binding(PlayerInputActions.MOVE_BACKWARD, KEY_S, true, failures)
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_expect_key_binding(PlayerInputActions.STRAFE_LEFT, KEY_A, true, failures)
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_expect_key_binding(PlayerInputActions.STRAFE_RIGHT, KEY_D, true, failures)
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_expect_key_binding(PlayerInputActions.DEBUG_FLY_UP, KEY_E, true, failures)
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_expect_key_binding(PlayerInputActions.DEBUG_FLY_DOWN, KEY_Q, true, failures)
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_expect_key_binding(PlayerInputActions.DEBUG_SPRINT, KEY_SHIFT, false, failures)
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_expect_key_binding(PlayerInputActions.DEBUG_TOGGLE_FLIGHT, KEY_SPACE, true, failures)
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_expect_key_binding(PlayerInputActions.RELEASE_CURSOR, KEY_ESCAPE, false, failures)
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_expect_mouse_binding(PlayerInputActions.CAMERA_ROTATE, MOUSE_BUTTON_RIGHT, failures)
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_expect_mouse_binding(PlayerInputActions.CAMERA_ZOOM_IN, MOUSE_BUTTON_WHEEL_UP, failures)
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_expect_mouse_binding(PlayerInputActions.CAMERA_ZOOM_OUT, MOUSE_BUTTON_WHEEL_DOWN, failures)
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func _verify_move_intent_composition(failures: Array[String]) -> void:
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var neutral := PlayerInputSource.compose_move_intent(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, false)
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_expect_near(neutral.forward_axis, 0.0, "neutral forward", failures)
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_expect_true(not neutral.has_translation(), "neutral has no translation", failures)
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var forward := PlayerInputSource.compose_move_intent(1.0, 0.0, 0.0, 0.0, 0.0, 0.0, false)
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_expect_near(forward.forward_axis, 1.0, "forward axis", failures)
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var canceled := PlayerInputSource.compose_move_intent(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, false)
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_expect_true(not canceled.has_translation(), "opposite actions cancel", failures)
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var diagonal := PlayerInputSource.compose_move_intent(1.0, 0.0, 0.0, 1.0, 0.0, 0.0, false)
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_expect_near(Vector2(diagonal.strafe_axis, diagonal.forward_axis).length(), 1.0, "diagonal normalized", failures)
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var vertical := PlayerInputSource.compose_move_intent(0.0, 0.0, 0.0, 0.0, 1.5, -0.5, false)
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_expect_near(vertical.vertical_axis, 1.0, "vertical strengths clamped", failures)
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var debug_requests := PlayerInputSource.compose_move_intent(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, true)
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_expect_true(debug_requests.is_sprint_requested, "sprint request retained", failures)
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func _verify_controller_boundary(failures: Array[String]) -> void:
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var controller_source := _read_text(PLAYER_CONTROLLER_PATH, failures)
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_expect_true(controller_source.contains("sample_move_intent()"), "controller samples PlayerInputSource", failures)
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_expect_true(not controller_source.contains("Input.is_key_pressed"), "controller omits direct keyboard polling", failures)
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_expect_true(not controller_source.contains("KEY_"), "controller omits hardcoded key constants", failures)
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var move_intent_source := _read_text(MOVE_INTENT_PATH, failures)
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_expect_true(not move_intent_source.contains("extends Node"), "MoveIntent does not inherit Node", failures)
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_expect_true(not move_intent_source.contains("extends Resource"), "MoveIntent does not inherit Resource", failures)
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_expect_true(not move_intent_source.contains("Input."), "MoveIntent does not read engine input", failures)
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var input_source := _read_text(PLAYER_INPUT_SOURCE_PATH, failures)
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_expect_true(input_source.contains("Input.get_action_strength"), "input source reads action strengths", failures)
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_expect_true(not input_source.contains("is_key_pressed"), "input source omits physical-key polling", failures)
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func _verify_regression_scene(failures: Array[String]) -> void:
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var packed_scene := load(REGRESSION_SCENE_PATH) as PackedScene
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_expect_true(packed_scene != null, "regression scene loads", failures)
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if packed_scene == null:
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return
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var player := packed_scene.instantiate() as CharacterBody3D
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_expect_true(player != null, "regression player instantiates", failures)
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if player == null:
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return
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root.add_child(player)
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player.set_physics_process(false)
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Input.action_press(PlayerInputActions.MOVE_FORWARD)
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||||
player.call("_physics_process", 1.0)
|
||||
Input.action_release(PlayerInputActions.MOVE_FORWARD)
|
||||
_expect_near(player.position.z, -7.0, "forward action moves current sandbox controller", failures)
|
||||
|
||||
var camera_distance_before: float = player.get("camera_distance")
|
||||
var zoom_event := InputEventMouseButton.new()
|
||||
zoom_event.button_index = MOUSE_BUTTON_WHEEL_UP
|
||||
zoom_event.pressed = true
|
||||
player.call("_unhandled_input", zoom_event)
|
||||
_expect_near(player.get("camera_distance"), camera_distance_before - 1.0, "zoom action updates camera distance", failures)
|
||||
|
||||
var flight_toggle_event := InputEventAction.new()
|
||||
flight_toggle_event.action = PlayerInputActions.DEBUG_TOGGLE_FLIGHT
|
||||
flight_toggle_event.pressed = true
|
||||
player.call("_unhandled_input", flight_toggle_event)
|
||||
_expect_true(player.get("_flight_enabled"), "flight action preserves immediate sandbox toggle", failures)
|
||||
player.free()
|
||||
|
||||
|
||||
func _expect_key_binding(
|
||||
action_name: StringName,
|
||||
expected_keycode: Key,
|
||||
uses_physical_keycode: bool,
|
||||
failures: Array[String]
|
||||
) -> void:
|
||||
for input_event in InputMap.action_get_events(action_name):
|
||||
if input_event is InputEventKey:
|
||||
var key_event := input_event as InputEventKey
|
||||
var configured_keycode := key_event.physical_keycode if uses_physical_keycode else key_event.keycode
|
||||
if configured_keycode == expected_keycode:
|
||||
return
|
||||
failures.append("%s missing expected key binding %s" % [action_name, expected_keycode])
|
||||
|
||||
|
||||
func _expect_mouse_binding(
|
||||
action_name: StringName,
|
||||
expected_button: MouseButton,
|
||||
failures: Array[String]
|
||||
) -> void:
|
||||
for input_event in InputMap.action_get_events(action_name):
|
||||
if input_event is InputEventMouseButton and input_event.button_index == expected_button:
|
||||
return
|
||||
failures.append("%s missing expected mouse binding %s" % [action_name, expected_button])
|
||||
|
||||
|
||||
func _read_text(path: String, failures: Array[String]) -> String:
|
||||
var file := FileAccess.open(path, FileAccess.READ)
|
||||
if file == null:
|
||||
failures.append("cannot open %s" % path)
|
||||
return ""
|
||||
return file.get_as_text()
|
||||
|
||||
|
||||
func _expect_near(actual_value: float, expected_value: float, label: String, failures: Array[String]) -> void:
|
||||
if absf(actual_value - expected_value) > 0.000001:
|
||||
failures.append("%s expected %.6f, got %.6f" % [label, expected_value, actual_value])
|
||||
|
||||
|
||||
func _expect_true(actual_value: bool, label: String, failures: Array[String]) -> void:
|
||||
if not actual_value:
|
||||
failures.append("%s expected true" % label)
|
||||
Reference in New Issue
Block a user