extends GutTest ## The pool is the hottest data structure in the game and the one place a leak ## would end the run, so its slot bookkeeping is tested directly. var pool: BulletPool func before_each() -> void: pool = BulletPool.new() func _spawn(p := Vector2.ZERO, v := Vector2(100, 0), life := 60) -> int: return pool.spawn(p, v, 5.0, life, 10, SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB) func test_spawn_assigns_unique_ids() -> void: var a := _spawn() var b := _spawn() assert_ne(pool.uid[a], pool.uid[b]) assert_eq(pool.live_count, 2) func test_despawned_slots_are_reused() -> void: var a := _spawn() pool.despawn(a) assert_eq(pool.live_count, 0) var b := _spawn() assert_eq(b, a, "the free list should hand back the slot just released") assert_eq(pool.high_water, 1, "reuse must not grow the scanned range") func test_double_despawn_does_not_corrupt_the_count() -> void: var a := _spawn() pool.despawn(a) pool.despawn(a) assert_eq(pool.live_count, 0) func test_step_integrates_velocity() -> void: var a := _spawn(Vector2.ZERO, Vector2(600, 0)) pool.step() assert_almost_eq(pool.pos[a].x, 600.0 * SimConfig.TICK_DELTA, 0.001) func test_turn_curves_the_bullet() -> void: var a := pool.spawn(Vector2.ZERO, Vector2(100, 0), 5.0, 60, 10, SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB, 0.0, deg_to_rad(90.0)) pool.step() assert_almost_eq(pool.vel[a].angle(), deg_to_rad(90.0), 0.001) func test_bullets_expire_at_end_of_life() -> void: var a := _spawn(Vector2.ZERO, Vector2.ZERO, 3) for _i in 3: pool.step() assert_eq(pool.alive[a], 0) assert_eq(pool.live_count, 0) func test_bullets_leaving_the_arena_are_culled() -> void: var start := Vector2(SimConfig.ARENA_HALF.x, 0.0) var a := _spawn(start, Vector2(100000, 0), 600) pool.step() assert_eq(pool.alive[a], 0, "a bullet past the cull margin must not linger") func test_pool_saturation_returns_minus_one_rather_than_growing() -> void: for _i in SimConfig.MAX_BULLETS: _spawn(Vector2.ZERO, Vector2.ZERO, 10000) assert_eq(pool.live_count, SimConfig.MAX_BULLETS) assert_eq(_spawn(), -1) func test_advance_slot_matches_repeated_steps() -> void: var a := pool.spawn(Vector2.ZERO, Vector2(150, 40), 5.0, 300, 10, SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB, 30.0, 0.02) var other := BulletPool.new() var b := other.spawn(Vector2.ZERO, Vector2(150, 40), 5.0, 300, 10, SimConfig.TEAM_ENEMY, SimConfig.KIND_ORB, 30.0, 0.02) pool.advance_slot(a, 12) for _i in 12: other.step() # Client catch-up must land on exactly the server's integration, or bullets # would drift a little further out of place with every packet. assert_almost_eq(pool.pos[a].x, other.pos[b].x, 0.0001) assert_almost_eq(pool.pos[a].y, other.pos[b].y, 0.0001) func test_find_by_uid_only_matches_live_bullets() -> void: var a := _spawn() var id: int = pool.uid[a] assert_eq(pool.find_by_uid(id), a) pool.despawn(a) assert_eq(pool.find_by_uid(id), -1)