446 lines
16 KiB
C++
446 lines
16 KiB
C++
/**************************************************************************/
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/* test_multiplayer_spawner.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "tests/test_macros.h"
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#include "tests/test_utils.h"
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#include "../multiplayer_spawner.h"
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namespace TestMultiplayerSpawner {
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static inline Array build_array() {
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return Array();
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}
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template <typename... Targs>
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static inline Array build_array(Variant item, Targs... Fargs) {
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Array a = build_array(Fargs...);
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a.push_front(item);
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return a;
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}
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class Wasp : public Node {
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GDCLASS(Wasp, Node);
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int _size = 0;
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public:
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int get_size() const {
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return _size;
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}
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void set_size(int p_size) {
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_size = p_size;
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}
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Wasp() {
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set_name("Wasp");
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set_scene_file_path("wasp.tscn");
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}
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};
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class SpawnWasps : public Object {
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GDCLASS(SpawnWasps, Object);
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protected:
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static void _bind_methods() {
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ClassDB::bind_method(D_METHOD("wasp", "size"), &SpawnWasps::create_wasps);
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{
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MethodInfo mi;
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mi.name = "wasp_error";
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mi.arguments.push_back(PropertyInfo(Variant::INT, "size"));
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ClassDB::bind_vararg_method(METHOD_FLAGS_DEFAULT, "wasp_error", &SpawnWasps::create_wasps_error, mi, varray(), false);
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}
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ClassDB::bind_method(D_METHOD("echo", "size"), &SpawnWasps::echo_size);
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}
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public:
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Wasp *create_wasps(int p_size) {
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Wasp *wasp = memnew(Wasp);
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wasp->set_size(p_size);
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return wasp;
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}
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Wasp *create_wasps_error(const Variant **p_args, int p_argcount, Callable::CallError &r_error) {
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r_error.error = Callable::CallError::CALL_ERROR_INVALID_ARGUMENT;
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return nullptr;
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}
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int echo_size(int p_size) {
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return p_size;
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}
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};
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TEST_CASE("[Multiplayer][MultiplayerSpawner] Defaults") {
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MultiplayerSpawner *multiplayer_spawner = memnew(MultiplayerSpawner);
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CHECK_EQ(multiplayer_spawner->get_configuration_warnings().size(), 1);
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CHECK_EQ(multiplayer_spawner->get_spawn_node(), nullptr);
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CHECK_EQ(multiplayer_spawner->get_spawnable_scene_count(), 0);
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CHECK_EQ(multiplayer_spawner->get_spawn_path(), NodePath());
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CHECK_EQ(multiplayer_spawner->get_spawn_limit(), 0);
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CHECK_EQ(multiplayer_spawner->get_spawn_function(), Callable());
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memdelete(multiplayer_spawner);
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}
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TEST_CASE("[Multiplayer][MultiplayerSpawner][SceneTree] Spawn Path warning") {
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MultiplayerSpawner *multiplayer_spawner = memnew(MultiplayerSpawner);
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SceneTree::get_singleton()->get_root()->add_child(multiplayer_spawner);
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// If there is no spawn path, there should be a warning.
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PackedStringArray warning_messages = multiplayer_spawner->get_configuration_warnings();
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REQUIRE_EQ(warning_messages.size(), 1);
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CHECK_MESSAGE(warning_messages[0].contains("\"Spawn Path\""), "Invalid configuration warning");
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// If there is a spawn path, but it doesn't exist a node on it, there should be a warning.
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multiplayer_spawner->set_spawn_path(NodePath("/root/Foo"));
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warning_messages = multiplayer_spawner->get_configuration_warnings();
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REQUIRE_EQ(warning_messages.size(), 1);
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CHECK_MESSAGE(warning_messages[0].contains("\"Spawn Path\""), "Invalid configuration warning");
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// If there is a spawn path and a node on it, shouldn't be a warning.
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Node *foo = memnew(Node);
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foo->set_name("Foo");
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SceneTree::get_singleton()->get_root()->add_child(foo);
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warning_messages = multiplayer_spawner->get_configuration_warnings();
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CHECK_EQ(warning_messages.size(), 0);
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memdelete(foo);
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memdelete(multiplayer_spawner);
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}
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TEST_CASE("[Multiplayer][MultiplayerSpawner][SceneTree] Spawn node") {
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MultiplayerSpawner *multiplayer_spawner = memnew(MultiplayerSpawner);
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SceneTree::get_singleton()->get_root()->add_child(multiplayer_spawner);
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CHECK_EQ(multiplayer_spawner->get_spawn_node(), nullptr);
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Node *foo = memnew(Node);
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foo->set_name("Foo");
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SceneTree::get_singleton()->get_root()->add_child(foo);
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SUBCASE("nullptr if spawn path doesn't exists") {
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multiplayer_spawner->set_spawn_path(NodePath("/root/NotExists"));
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CHECK_EQ(multiplayer_spawner->get_spawn_node(), nullptr);
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}
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SUBCASE("Get it after setting spawn path with no signal connections") {
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multiplayer_spawner->set_spawn_path(NodePath("/root/Foo"));
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CHECK_EQ(multiplayer_spawner->get_spawn_node(), foo);
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CHECK_FALSE(foo->has_connections("child_entered_tree"));
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}
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SUBCASE("Get it after setting spawn path with signal connections") {
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multiplayer_spawner->add_spawnable_scene("scene.tscn");
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multiplayer_spawner->set_spawn_path(NodePath("/root/Foo"));
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CHECK_EQ(multiplayer_spawner->get_spawn_node(), foo);
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CHECK(foo->has_connections("child_entered_tree"));
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}
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SUBCASE("Set a new one should disconnect signals from the old one") {
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multiplayer_spawner->add_spawnable_scene("scene.tscn");
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multiplayer_spawner->set_spawn_path(NodePath("/root/Foo"));
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CHECK_EQ(multiplayer_spawner->get_spawn_node(), foo);
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CHECK(foo->has_connections("child_entered_tree"));
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Node *bar = memnew(Node);
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bar->set_name("Bar");
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SceneTree::get_singleton()->get_root()->add_child(bar);
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multiplayer_spawner->set_spawn_path(NodePath("/root/Bar"));
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CHECK_EQ(multiplayer_spawner->get_spawn_node(), bar);
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CHECK(bar->has_connections("child_entered_tree"));
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CHECK_FALSE(foo->has_connections("child_entered_tree"));
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memdelete(bar);
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}
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memdelete(foo);
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memdelete(multiplayer_spawner);
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}
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TEST_CASE("[Multiplayer][MultiplayerSpawner][SceneTree] Spawnable scene") {
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MultiplayerSpawner *multiplayer_spawner = memnew(MultiplayerSpawner);
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SceneTree::get_singleton()->get_root()->add_child(multiplayer_spawner);
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CHECK_EQ(multiplayer_spawner->get_spawnable_scene_count(), 0);
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SUBCASE("Add one") {
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multiplayer_spawner->add_spawnable_scene("scene.tscn");
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CHECK_EQ(multiplayer_spawner->get_spawnable_scene_count(), 1);
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CHECK_EQ(multiplayer_spawner->get_spawnable_scene(0), "scene.tscn");
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}
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SUBCASE("Add one and if there is a valid spawn path add a connection to it") {
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Node *foo = memnew(Node);
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foo->set_name("Foo");
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multiplayer_spawner->set_spawn_path(NodePath("/root/Foo"));
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CHECK_FALSE(foo->has_connections("child_entered_tree"));
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// Adding now foo to the tree to avoid set_spawn_path() making the connection.
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SceneTree::get_singleton()->get_root()->add_child(foo);
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multiplayer_spawner->notification(Node::NOTIFICATION_POST_ENTER_TREE);
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CHECK_FALSE(foo->has_connections("child_entered_tree"));
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multiplayer_spawner->add_spawnable_scene("scene.tscn");
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CHECK(foo->has_connections("child_entered_tree"));
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memdelete(foo);
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}
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SUBCASE("Add multiple") {
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multiplayer_spawner->add_spawnable_scene("scene.tscn");
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multiplayer_spawner->add_spawnable_scene("other_scene.tscn");
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multiplayer_spawner->add_spawnable_scene("yet_another_scene.tscn");
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CHECK_EQ(multiplayer_spawner->get_spawnable_scene_count(), 3);
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CHECK_EQ(multiplayer_spawner->get_spawnable_scene(0), "scene.tscn");
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CHECK_EQ(multiplayer_spawner->get_spawnable_scene(1), "other_scene.tscn");
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CHECK_EQ(multiplayer_spawner->get_spawnable_scene(2), "yet_another_scene.tscn");
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}
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SUBCASE("Clear") {
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Node *foo = memnew(Node);
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foo->set_name("Foo");
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SceneTree::get_singleton()->get_root()->add_child(foo);
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multiplayer_spawner->set_spawn_path(NodePath("/root/Foo"));
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multiplayer_spawner->add_spawnable_scene("scene.tscn");
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multiplayer_spawner->add_spawnable_scene("other_scene.tscn");
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multiplayer_spawner->add_spawnable_scene("yet_another_scene.tscn");
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CHECK_EQ(multiplayer_spawner->get_spawnable_scene_count(), 3);
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CHECK(foo->has_connections("child_entered_tree"));
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multiplayer_spawner->clear_spawnable_scenes();
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CHECK_EQ(multiplayer_spawner->get_spawnable_scene_count(), 0);
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CHECK_FALSE(foo->has_connections("child_entered_tree"));
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}
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memdelete(multiplayer_spawner);
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}
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TEST_CASE("[Multiplayer][MultiplayerSpawner][SceneTree] Instantiate custom") {
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MultiplayerSpawner *multiplayer_spawner = memnew(MultiplayerSpawner);
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SceneTree::get_singleton()->get_root()->add_child(multiplayer_spawner);
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CHECK_EQ(multiplayer_spawner->get_spawn_node(), nullptr);
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Node *nest = memnew(Node);
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nest->set_name("Nest");
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SceneTree::get_singleton()->get_root()->add_child(nest);
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multiplayer_spawner->set_spawn_path(NodePath("/root/Nest"));
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SpawnWasps *spawn_wasps = memnew(SpawnWasps);
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SUBCASE("Instantiates a node properly") {
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multiplayer_spawner->add_spawnable_scene("wasp.tscn");
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multiplayer_spawner->set_spawn_limit(1);
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multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));
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Wasp *wasp = Object::cast_to<Wasp>(multiplayer_spawner->instantiate_custom(Variant(42)));
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CHECK_NE(wasp, nullptr);
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CHECK_EQ(wasp->get_name(), "Wasp");
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CHECK_EQ(wasp->get_size(), 42);
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memdelete(wasp);
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}
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SUBCASE("Instantiates multiple nodes properly if there is no spawn limit") {
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multiplayer_spawner->add_spawnable_scene("wasp.tscn");
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multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));
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for (int i = 0; i < 10; i++) {
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Wasp *wasp = Object::cast_to<Wasp>(multiplayer_spawner->instantiate_custom(Variant(i)));
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CHECK_NE(wasp, nullptr);
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CHECK_EQ(wasp->get_name(), "Wasp");
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CHECK_EQ(wasp->get_size(), i);
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nest->add_child(wasp, true);
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}
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}
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SUBCASE("Fails if spawn limit is reached") {
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multiplayer_spawner->add_spawnable_scene("wasp.tscn");
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multiplayer_spawner->set_spawn_limit(1);
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multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));
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// This one works.
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Wasp *wasp = Object::cast_to<Wasp>(multiplayer_spawner->instantiate_custom(Variant(42)));
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CHECK_NE(wasp, nullptr);
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CHECK_EQ(wasp->get_name(), "Wasp");
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CHECK_EQ(wasp->get_size(), 42);
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// Adding to the spawner node to get it tracked.
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nest->add_child(wasp);
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// This one fails because spawn limit is reached.
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ERR_PRINT_OFF;
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CHECK_EQ(multiplayer_spawner->instantiate_custom(Variant(255)), nullptr);
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ERR_PRINT_ON;
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memdelete(wasp);
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}
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SUBCASE("Fails if spawn function is not set") {
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ERR_PRINT_OFF;
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CHECK_EQ(multiplayer_spawner->instantiate_custom(Variant(42)), nullptr);
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ERR_PRINT_ON;
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}
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SUBCASE("Fails when spawn function fails") {
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multiplayer_spawner->add_spawnable_scene("wasp.tscn");
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multiplayer_spawner->set_spawn_limit(1);
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multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp_error"));
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ERR_PRINT_OFF;
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CHECK_EQ(multiplayer_spawner->instantiate_custom(Variant(42)), nullptr);
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ERR_PRINT_ON;
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}
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SUBCASE("Fails when spawn function not returns a node") {
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multiplayer_spawner->add_spawnable_scene("wasp.tscn");
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multiplayer_spawner->set_spawn_limit(1);
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multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "echo"));
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ERR_PRINT_OFF;
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CHECK_EQ(multiplayer_spawner->instantiate_custom(Variant(42)), nullptr);
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ERR_PRINT_ON;
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}
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memdelete(spawn_wasps);
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memdelete(nest);
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memdelete(multiplayer_spawner);
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}
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TEST_CASE("[Multiplayer][MultiplayerSpawner][SceneTree] Spawn") {
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MultiplayerSpawner *multiplayer_spawner = memnew(MultiplayerSpawner);
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SUBCASE("Fails because is not inside tree") {
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ERR_PRINT_OFF;
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CHECK_EQ(multiplayer_spawner->spawn(Variant(42)), nullptr);
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ERR_PRINT_ON;
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}
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SceneTree::get_singleton()->get_root()->add_child(multiplayer_spawner);
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CHECK_EQ(multiplayer_spawner->get_spawn_node(), nullptr);
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Node *nest = memnew(Node);
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nest->set_name("Nest");
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SceneTree::get_singleton()->get_root()->add_child(nest);
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multiplayer_spawner->set_spawn_path(NodePath("/root/Nest"));
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SpawnWasps *spawn_wasps = memnew(SpawnWasps);
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multiplayer_spawner->add_spawnable_scene("wasp.tscn");
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SUBCASE("Spawns a node, track it and add it to spawn node") {
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multiplayer_spawner->set_spawn_limit(1);
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multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));
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Wasp *wasp = Object::cast_to<Wasp>(multiplayer_spawner->spawn(Variant(42)));
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CHECK_NE(wasp, nullptr);
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CHECK_EQ(wasp->get_name(), "Wasp");
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CHECK_EQ(wasp->get_size(), 42);
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CHECK_EQ(wasp->get_parent(), nest);
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CHECK_EQ(nest->get_child_count(), 1);
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CHECK_EQ(nest->get_child(0), wasp);
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}
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SUBCASE("Spawns multiple nodes properly if there is no spawn limit") {
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multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));
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for (int i = 0; i < 10; i++) {
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Wasp *wasp = Object::cast_to<Wasp>(multiplayer_spawner->spawn(Variant(i)));
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CHECK_NE(wasp, nullptr);
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CHECK_EQ(wasp->get_name(), "Wasp" + String((i == 0) ? "" : itos(i + 1)));
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CHECK_EQ(wasp->get_size(), i);
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CHECK_EQ(wasp->get_parent(), nest);
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CHECK_EQ(nest->get_child_count(), i + 1);
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CHECK_EQ(nest->get_child(i), wasp);
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}
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}
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SUBCASE("Fails if spawn limit is reached") {
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multiplayer_spawner->set_spawn_limit(1);
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multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));
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// This one works.
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Wasp *wasp = Object::cast_to<Wasp>(multiplayer_spawner->spawn(Variant(42)));
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CHECK_NE(wasp, nullptr);
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CHECK_EQ(wasp->get_name(), "Wasp");
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CHECK_EQ(wasp->get_size(), 42);
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CHECK_EQ(wasp->get_parent(), nest);
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CHECK_EQ(nest->get_child_count(), 1);
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CHECK_EQ(nest->get_child(0), wasp);
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// This one fails because spawn limit is reached.
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ERR_PRINT_OFF;
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CHECK_EQ(multiplayer_spawner->spawn(Variant(255)), nullptr);
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ERR_PRINT_ON;
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memdelete(wasp);
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}
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SUBCASE("Fails if spawn function is not set") {
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ERR_PRINT_OFF;
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CHECK_EQ(multiplayer_spawner->spawn(Variant(42)), nullptr);
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ERR_PRINT_ON;
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}
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SUBCASE("Fails if spawn node cannot be found") {
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multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "wasp"));
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multiplayer_spawner->set_spawn_path(NodePath(""));
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ERR_PRINT_OFF;
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CHECK_EQ(multiplayer_spawner->spawn(Variant(42)), nullptr);
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ERR_PRINT_ON;
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}
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SUBCASE("Fails when instantiate_custom not returns a node") {
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multiplayer_spawner->add_spawnable_scene("wasp.tscn");
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multiplayer_spawner->set_spawn_limit(1);
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multiplayer_spawner->set_spawn_function(Callable(spawn_wasps, "echo"));
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ERR_PRINT_OFF;
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CHECK_EQ(multiplayer_spawner->spawn(Variant(42)), nullptr);
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ERR_PRINT_ON;
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}
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memdelete(spawn_wasps);
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memdelete(nest);
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memdelete(multiplayer_spawner);
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}
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} // namespace TestMultiplayerSpawner
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