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aego/app/docsview/state_machine_workflow_test.go
sanspie a46347e2c6
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editor: add art studio and stage 12.5 workflows
2026-11-08 18:47:57 +03:00

127 lines
3.7 KiB
Go

//go:build aego_editor
package docsview
import (
"encoding/json"
"strings"
"testing"
"aego/app/playground"
"aego/modules/gameplay"
"aego/modules/render2d"
"aego/scene"
)
func TestStateMachineTryRunsHooksTransitionAndReset(t *testing.T) {
p, err := playground.New()
if err != nil {
t.Fatal(err)
}
e, ok := p.Docs().Get("gameplay.StateMachine")
if !ok || e.Demo == nil {
t.Fatal("State Machine contract is absent")
}
code, err := p.TryCode(e.TryScript)
if err != nil {
t.Fatal(err)
}
a := newHeadless(t)
req, err := json.Marshal(map[string]any{"scene": e.Try, "select": e.TrySelect, "code": code, "prefabs": e.TryPrefabs, "artifacts": e.TryArtifacts})
if err != nil {
t.Fatal(err)
}
if r := a.Call("load", req); r.Error != "" {
t.Fatal(r.Error)
}
if err := a.Step(10); err != nil {
t.Fatal(err)
}
state := func() (*gameplay.StateMachine, *render2d.SpriteRenderer) {
t.Helper()
sc := a.session.Controller().Scene()
h := sc.Find(sc.Root(), "State indicator")
machine, ok := scene.Get[gameplay.StateMachine](sc, h)
if !ok {
t.Fatal("state machine is absent")
}
sprite, ok := scene.Get[render2d.SpriteRenderer](sc, h)
if !ok {
t.Fatal("state indicator sprite is absent")
}
return machine, sprite
}
machine, sprite := state()
if machine.Initial != "Idle" || machine.Current != "Idle" {
t.Fatalf("machine did not start in Idle: %+v", machine)
}
idleColor := sprite.Tint
if r := a.Call("set", []byte(`{"component":"gameplay.StateMachine","field":"Initial","value":"Run"}`)); r.Error != "" {
t.Fatal(r.Error)
}
if err := a.Step(10); err != nil {
t.Fatal(err)
}
machine, sprite = state()
if machine.Initial != "Run" || machine.Current != "Run" || sprite.Tint == idleColor {
t.Fatalf("Run state and its Enter hook did not execute: machine=%+v tint=%+v", machine, sprite.Tint)
}
if !machine.Go("Idle") {
t.Fatal("the running machine rejected its Idle transition")
}
if err := a.Step(10); err != nil {
t.Fatal(err)
}
machine, sprite = state()
if machine.Current != "Idle" || machine.Previous != "Run" || sprite.Tint != idleColor {
t.Fatalf("the queued transition did not execute the Idle hook: machine=%+v tint=%+v", machine, sprite.Tint)
}
if r := a.Call("reset", nil); r.Error != "" {
t.Fatal(r.Error)
}
if err := a.Step(10); err != nil {
t.Fatal(err)
}
machine, sprite = state()
if machine.Initial != "Idle" || machine.Current != "Idle" || sprite.Tint != idleColor {
t.Fatalf("Reset did not restore Idle: machine=%+v tint=%+v", machine, sprite.Tint)
}
if messages := errorsOf(a); len(messages) > 0 {
t.Fatalf("State Machine Try runtime errors: %v", messages)
}
}
func TestStateMachineGuideKeepsOriginalMotionExample(t *testing.T) {
p, err := playground.New()
if err != nil {
t.Fatal(err)
}
e, ok := p.Docs().Get("gameplay/statemachine")
if !ok || !strings.Contains(e.Try, "gameplay.Motion2D") || !strings.Contains(e.TryScript, "func UpdateAir") {
t.Fatal("the guide lost its original walking and jumping example")
}
code, err := p.TryCode(e.TryScript)
if err != nil {
t.Fatal(err)
}
a := newHeadless(t)
req, err := json.Marshal(map[string]any{"scene": e.Try, "select": e.TrySelect, "code": code, "prefabs": e.TryPrefabs, "artifacts": e.TryArtifacts})
if err != nil {
t.Fatal(err)
}
if r := a.Call("load", req); r.Error != "" {
t.Fatal(r.Error)
}
if err := a.Step(150); err != nil {
t.Fatal(err)
}
sc := a.session.Controller().Scene()
machine, ok := scene.Get[gameplay.StateMachine](sc, sc.Find(sc.Root(), "Player"))
if !ok || machine.Current == "" {
t.Fatalf("the guide state machine did not start: %+v", machine)
}
if messages := errorsOf(a); len(messages) > 0 {
t.Fatalf("state-machine guide runtime errors: %v", messages)
}
}