extends GutTest ## Data checks on the Solane roster — the first tribe's three hero kits (Lion, Cheetah, ## Hyena). The ability executor itself is proven by test_ability.gd against the wildkin ## kit; these tests prove the *content* is wired correctly: the right ability sits in ## the right slot and form, the tuned numbers land, the transforms flip, and the three ## resource economies are tiered as designed. Headless and deterministic, creep waves ## off, so only the ability under test changes the world. const SOLANE := ["lion", "cheetah", "hyena"] func _solane(sim: SimCore, kit_id: String, team: int, pos: Vector2) -> int: var id := sim.add_hero(team, pos, 320.0) sim.equip_kit(id, kit_id) return id ## Equips a Solane hero and transforms it to its animal form with a real cast (human ## slot 3 = that hero's beast-form ability), so the animal-kit tests start from the ## form the transform actually produces. func _solane_animal(sim: SimCore, kit_id: String, team: int, pos: Vector2) -> int: var id := _solane(sim, kit_id, team, pos) var beast := InputCommand.new() beast.ability_slot = 3 sim.step({id: beast}) return id # --- Roster shape ----------------------------------------------------------- func test_solane_kits_are_well_formed() -> void: for kit_id in SOLANE: var sim := SimCore.new() sim.spawn_creeps = false var id := _solane(sim, kit_id, 0, Vector2.ZERO) var h := sim.state.get_entity(id) assert_true(h.is_hero, "%s is an ability caster once equipped" % kit_id) assert_eq(h.form, AbilitySpec.FORM_HUMAN, "%s starts in human form" % kit_id) for form in [AbilitySpec.FORM_HUMAN, AbilitySpec.FORM_ANIMAL]: var slots: Dictionary = h.kit[form] assert_true(slots.has(3), "%s form %d carries a transform in slot 3" % [kit_id, form]) for slot in slots: var spec := AbilityData.spec(slots[slot]) assert_true(AbilityData.has_ability(spec.id), "%s slot %d is a real ability" % [kit_id, slot]) assert_eq(spec.form, form, "%s slot %d ability is in its own form" % [kit_id, slot]) assert_eq(spec.slot, slot, "%s ability %d sits in its kit slot" % [kit_id, spec.id]) assert_eq( AbilityData.spec(slots[3]).effect, AbilitySpec.EFFECT_TRANSFORM, "%s slot 3 is the transform" % kit_id, ) func test_solane_kits_use_disjoint_ability_ids() -> void: var sim := SimCore.new() sim.spawn_creeps = false var seen := {} var total := 0 for kit_id in SOLANE: var id := _solane(sim, kit_id, 0, Vector2.ZERO) var kit: Dictionary = sim.state.get_entity(id).kit for form in kit: for slot in kit[form]: seen[kit[form][slot]] = true total += 1 assert_eq(seen.size(), total, "no two Solane kits share an ability id (a copy-paste guard)") # --- Each hero's signature ability lands its tuning -------------------------- func test_lion_maul_is_the_heaviest_single_hit() -> void: var sim := SimCore.new() sim.spawn_creeps = false var id := _solane_animal(sim, "lion", 0, Vector2.ZERO) sim.state.get_entity(id).attack_damage = 0 # isolate Maul from the auto-attack var enemy := sim.add_entity(1, Vector2(180.0, 0.0), 0.0, 600) # inside Maul's 190 range var cast := InputCommand.new() cast.ability_slot = 2 # animal E = Maul cast.target_id = enemy sim.step({id: cast}) assert_eq(sim.state.get_entity(enemy).hp, 440, "Maul deals its 160 to the locked target") func test_cheetah_spear_throw_reaches_the_longest() -> void: var sim := SimCore.new() sim.spawn_creeps = false var id := _solane(sim, "cheetah", 0, Vector2.ZERO) var far := sim.add_entity(1, Vector2(750.0, 0.0), 0.0, 600) # at Spear Throw's full 750 range var cast := InputCommand.new() cast.ability_slot = 0 # human Q = Spear Throw cast.target_point = Vector2(100.0, 0.0) # any +x point: the skillshot flies the full range sim.step({id: cast}) assert_eq(sim.state.get_entity(far).hp, 510, "Spear Throw clips an enemy 750 away") assert_eq(sim.state.get_entity(id).resource, 60, "and spends its 20 from the lean 80 pool") func test_hyena_bone_hex_zones_a_wide_area() -> void: var sim := SimCore.new() sim.spawn_creeps = false var id := _solane(sim, "hyena", 0, Vector2.ZERO) # Bone-Hex: GROUND, range 600, radius 190. Land it at (600,0). var inside := sim.add_entity(1, Vector2(600.0, 150.0), 0.0, 600) # 150 from centre -> hit var outside := sim.add_entity(1, Vector2(600.0, 300.0), 0.0, 600) # 300 from centre -> spared var cast := InputCommand.new() cast.ability_slot = 0 # human Q = Bone-Hex cast.target_point = Vector2(600.0, 0.0) sim.step({id: cast}) assert_eq(sim.state.get_entity(inside).hp, 545, "an enemy in the wide zone takes Bone-Hex's 55") assert_eq(sim.state.get_entity(outside).hp, 600, "an enemy beyond its radius is spared") # --- Forms and economy ------------------------------------------------------ func test_each_solane_hero_transforms_to_its_beast() -> void: for kit_id in SOLANE: var sim := SimCore.new() sim.spawn_creeps = false var id := _solane(sim, kit_id, 0, Vector2.ZERO) var beast := InputCommand.new() beast.ability_slot = 3 sim.step({id: beast}) assert_eq( sim.state.get_entity(id).form, AbilitySpec.FORM_ANIMAL, "%s flips to its animal form on the slot-3 transform" % kit_id, ) func test_solane_resource_economies_are_tiered() -> void: var sim := SimCore.new() sim.spawn_creeps = false var lion := sim.state.get_entity(_solane(sim, "lion", 0, Vector2(0, 0))) var cheetah := sim.state.get_entity(_solane(sim, "cheetah", 0, Vector2(50, 0))) var hyena := sim.state.get_entity(_solane(sim, "hyena", 0, Vector2(100, 0))) assert_eq(cheetah.resource_max, 80, "the cheetah runs the leanest pool") assert_eq(hyena.resource_max, 100, "the hyena sits at the baseline") assert_eq(lion.resource_max, 120, "the lion carries the deepest pool") assert_true( cheetah.resource_regen_ticks < hyena.resource_regen_ticks, "and the cheetah's lean pool refills fastest", )