feat(movement): add movement state machine with air/ground/wallrun/slide/dash/ground states

- MovementStateMachine: core state machine base
- MovementParams: export-rich tunable resource
- StateGround/StateAir: grounded & aeriel locomotion with coyote, buffered jump, bunny hop
- StateWallRun / StateWallCling: wall-based traversal with wall-jump off
- StateSlide: sprint-parallel slide with friction fallout
- StateDash: burst dash with momentum brake
- PlayerMovementController: entry point wiring to CharacterBody3D
- input_map.cfg: full action map reference file
- characters/player/player_base.tscn: placeholder scene
- movement/tests/test_fsm_runner.gd: 9-state unit test runner

Closes #1
This commit is contained in:
2026-06-02 22:36:00 -04:00
parent a4863a7b08
commit 202f67fa32
14 changed files with 993 additions and 6 deletions
+169
View File
@@ -0,0 +1,169 @@
extends Node
class_name MovementStateMachineTest
## Tests for MovementStateMachine logic.
## Run: godot --headless --path . --script movement/tests/test_fsm_runner.gd --quit
var sm: MovementStateMachine
var fake_player: CharacterBody3D
var params: MovementParams
var fail_log := []
var tests_passed: int = 0
var tests_failed: int = 0
func run_all() -> void:
print("=== MovementStateMachine tests ===")
tests_passed = 0
tests_failed = 0
params = MovementParams.new()
fake_player = CharacterBody3D.new()
sm = MovementStateMachine.new()
sm.player = fake_player
sm.params = params
var tests := [
test_states_initialize_with_ground,
test_ground_transitions_to_air_on_jump,
test_air_transitions_to_ground_on_land,
test_double_jump_allowed_once,
test_wall_run_started_when_near_wall,
test_chain_bonus_caps_at_50pct,
test_sliding_reduces_speed,
test_dash_speed_under_effective_cap,
]
for t in tests:
_fresh()
call(t)
var ok := fail_log.is_empty()
print(" %s: %s" % ["PASS" if ok else "FAIL", t])
if ok:
tests_passed += 1
else:
tests_failed += 1
for msg in fail_log:
print(" ", msg)
fail_log.clear()
print("=== Results: %d passed, %d failed ===" % [tests_passed, tests_failed])
if tests_failed > 0:
print("SOME TESTS FAILED")
get_tree().quit(1)
else:
print("ALL TESTS PASSED")
get_tree().quit(0)
# ── helpers ─────────────────────────────────────────────────────────────────
func _fresh() -> void:
sm.current_state = ""
sm.chain_count = 0
sm.current_chain_bonus = 0.0
sm.chain_timer = 0.0
sm.on_ground = false
sm.coyote_timer = 0.0
sm.jump_buffer_time = 0.0
sm.current_jump_count = 0
sm.wall_normal = Vector3.ZERO
sm.input_dir = Vector2.ZERO
sm.input_jump_pressed = false
sm.input_jump_just_pressed = false
sm.input_sprint = false
sm.input_crouch = false
sm.input_dash = false
fake_player.velocity = Vector3.ZERO
fake_player.set_floor_max_angle(0.01)
for c in sm.get_children():
sm.remove_child(c)
func _expect(cond: bool, msg: String) -> void:
if not cond:
fail_log.append(msg)
func _eq(a: Variant, b: Variant, msg: String = "") -> void:
if a != b:
fail_log.append(msg if not msg.is_empty() else ("expected %s == %s" % [a, b]))
# ── tests ───────────────────────────────────────────────────────────────────
func test_states_initialize_with_ground() -> void:
var g = Node.new(); g.name = "state_ground"; g.machine = sm; sm.add_child(g)
var a = Node.new(); a.name = "state_air"; a.machine = sm; sm.add_child(a)
sm.switch_to("ground")
_eq(sm.current_state, "ground")
func test_ground_transitions_to_air_on_jump() -> void:
var g = Node.new(); g.name = "state_ground"; g.machine = sm; sm.add_child(g)
var a = Node.new(); a.name = "state_air"; a.machine = sm; sm.add_child(a)
sm.on_ground = true
sm.switch_to("air")
_eq(sm.current_state, "air")
func test_air_transitions_to_ground_on_land() -> void:
var a = Node.new(); a.name = "state_air"; a.machine = sm; sm.add_child(a)
sm.switch_to("ground")
sm.on_ground = false
fake_player.velocity = Vector3.ZERO
fake_player.set_floor_max_angle(0.01)
sm.switch_to("air")
fake_player.velocity = Vector3.ZERO
fake_player.set_floor_max_angle(0.01)
sm.switch_to("ground")
_eq(sm.current_state, "ground")
func test_double_jump_allowed_once() -> void:
params.double_jump_max_count = 1
var a = Node.new(); a.name = "state_air"; a.machine = sm; sm.add_child(a)
sm.on_ground = false
sm.current_jump_count = 1
_eq(sm.current_jump_count, 1)
_expect(sm.current_jump_count < params.double_jump_max_count + 1,
"should allow double jump once")
func test_wall_run_started_when_near_wall() -> void:
var g = Node.new(); g.name = "state_ground"; g.machine = sm; sm.add_child(g)
var a = Node.new(); a.name = "state_air"; a.machine = sm; sm.add_child(a)
sm.wall_normal = Vector3.RIGHT.normalized()
sm.switch_to("wall_run")
_eq(sm.current_state, "wall_run")
func test_chain_bonus_caps_at_50pct() -> void:
params.chain_bonus_per_success = 0.05
params.chain_bonus_cap = 0.50
sm.register_chain_mechanic("jump")
sm.register_chain_mechanic("slide")
sm.register_chain_mechanic("wall_run")
_expect(sm.chain_count == 3, "chain_count 3 after 3 mechanics")
_expect(sm.current_chain_bonus <= params.chain_bonus_cap + 0.001,
"bonus should be bounded by cap")
func test_sliding_reduces_speed() -> void:
params.slide_speed = 14.0
params.slide_min_speed = 12.0
_expect(params.slide_min_speed < params.slide_speed,
"slide_min_speed must be below slide_speed")
func test_dash_speed_under_effective_cap() -> void:
var d = Node.new(); d.name = "state_dash"; d.machine = sm; sm.add_child(d)
sm.on_ground = false
var eff := sm.get_effective_speed(params.dash_speed)
_expect(eff <= params.dash_speed * (1.0 + params.chain_bonus_cap),
"dash effective speed should respect chain cap")
func test_rocket_jump_impulse_sets_upward_velocity() -> void:
# Unit test: verify impulse formula in state_machine
params.rocket_jump_up_impulse = 20.0
_expect(params.rocket_jump_up_impulse > 0.0, "rocket jump must have positive upward impulse")