test-helpers

v2026.09.24

Generate engine-specific test helper libraries — assertion utilities, factory functions, mocks in tests/helpers/. Reduces boilerplate.

GitHub
安装命令
npx skhub add donchitos/test-helpers
Markdown
SKILL.md

!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys automation

Automation mode: Resolve modes.automation (project.local.yaml → project.yaml → default collaborative). Every AskUserQuestion call and every file write follows .claude/docs/automation-modes.md (collaborative asks always · guided major-only · autonomous logs and proceeds; automation_always_ask categories always prompt).

Test Helpers

Writing test cases is faster and more consistent when common setup, teardown, and assertion patterns are abstracted into helpers. This skill generates a tests/helpers/ library tailored to the project's actual engine, language, and systems — so every developer writes less boilerplate and more assertions.

Output: tests/helpers/ directory with engine-specific helper files

When to run:

  • After /test-setup scaffolds the framework (first time)
  • When multiple test files repeat the same setup boilerplate
  • When starting to write tests for a new system

Assertions: use the project's test framework, never bare assert()

Generated helpers must assert through the configured test framework's assertion API, resolved from testing.framework — not through GDScript's built-in assert().

Two things go wrong with a bare assert() in a helper, and both are silent:

  1. It aborts the run instead of failing the test. A framework assertion records a failure and continues, so one broken expectation yields one red test. A bare assert() halts execution, so the first failure hides every result after it.
  2. It is stripped in release builds. A helper library built on assert() stops asserting entirely in exactly the build you most want checked, and does so without any error — the tests still "pass".

Look up the assertion form for the configured framework before generating code. Do not copy the forms in this file or in other skills' examples as authoritative — they are illustrative and have drifted (assert_eq, assert_true and assert_that all appear across the repo). If you cannot confirm the correct API for the project's framework, say so and generate no helper rather than guessing.

Helpers must not extend the framework's test-suite base class. A file in tests/helpers/ that extends the suite type is discovered by the runner as a test suite containing zero tests. Helpers are plain classes; only real test files extend the suite.


1. Parse Arguments

Modes:

  • /test-helpers [system-name] — generate helpers for a specific system (e.g., /test-helpers combat)
  • /test-helpers all — generate helpers for all systems with test files
  • /test-helpers scaffold — generate only the base helper library (no system-specific helpers); use this on first run
  • No argument — run scaffold if no helpers exist, else all

2. Detect Engine and Language

Read from project.yaml first, falling back to .claude/docs/technical-preferences.md for any key that is absent or empty:

  • engine.name (else the Engine: value)
  • engine.language (else the Language: value)
  • testing.framework (else Framework: from the Testing section)

If the engine is not configured in either source: "Engine not configured. Run /setup-engine first."


3. Load Existing Test Patterns

Scan the test directory for patterns already in use:

Glob pattern="tests/**/*_test.*" (all test files)

For a representative sample (up to 5 files), read the test files and extract:

  • Setup patterns (how before_each / setUp / fixtures are written)
  • Common assertion patterns (what is being asserted most often)
  • Object creation patterns (how game objects or scenes are instantiated in tests)
  • Mock/stub patterns (how dependencies are replaced)

This ensures generated helpers match the project's existing style, not a generic template.

Also read:

  • design/gdd/systems-index.md — to know which systems exist
  • In-scope GDD(s) — to understand what data types and values need testing
  • docs/architecture/tr-registry.yaml — to map requirements to tested systems

4. Generate Engine-Specific Helpers

Godot 4 (GDUnit4 / GDScript)

FAIL_IF(...) in the example below is a PLACEHOLDER, not an API. It marks the one line you must resolve from the project's actual test framework before emitting any of this, per the rule in §2. Substitute the framework's real failure call — the form that registers a failure with the runner and lets the suite continue — and delete the marker comment.

It is deliberately not spelled assert_that, assert_eq or assert_true. All three appear somewhere in this repo, they disagree, and GdUnit4's API is not covered by docs/engine-reference/ — so writing any of them here would be asserting an API this repo cannot source, in the file whose whole job is to stop people doing that. If you cannot confirm the correct call for the configured framework, §2 already tells you the answer: generate no helper. An unresolved FAIL_IF reaching disk is a bug; a missing helper is a task.

Worked examples must obey §2 too — a bare assert() here would be the exact form §2 forbids, sixty lines below §2 forbidding it. A rule stated in prose does not reach its own worked example unless someone makes it.

Base helper (tests/helpers/game_assertions.gd):

## Game-specific assertion utilities for [Project Name] tests.
## Domain-specific helpers built on the project's test framework.
##
## Usage (static — no instance needed):
##   GameAssertions.assert_in_range(entity.health, 0, entity.max_health, "health")

class_name GameAssertions
extends RefCounted

## Assert a value is within the inclusive range [min_val, max_val].
## Use for any formula output that has defined bounds in a GDD.
static func assert_in_range(
    value: float,
    min_val: float,
    max_val: float,
    label: String = "value"
) -> void:
    # FRAMEWORK ASSERT — resolve per the rule above; do not emit `assert()`.
    FAIL_IF(
        not (value >= min_val and value <= max_val),
        "%s %.2f is outside expected range [%.2f, %.2f]" % [label, value, min_val, max_val]
    )

## Assert a signal was emitted during a callable block.
## Usage: assert_signal_emitted(entity, "health_changed", func(): entity.take_damage(10))
static func assert_signal_emitted(
    obj: Object,
    signal_name: String,
    action: Callable
) -> void:
    var emitted := false
    obj.connect(signal_name, func(_args): emitted = true)
    action.call()
    # FRAMEWORK ASSERT — resolve per the rule above; do not emit `assert()`.
    FAIL_IF(not emitted, "Expected signal '%s' to be emitted, but it was not." % signal_name)

## Assert that a callable does NOT emit a signal.
static func assert_signal_not_emitted(
    obj: Object,
    signal_name: String,
    action: Callable
) -> void:
    var emitted := false
    obj.connect(signal_name, func(_args): emitted = true)
    action.call()
    # FRAMEWORK ASSERT — resolve per the rule above; do not emit `assert()`.
    FAIL_IF(emitted, "Expected signal '%s' NOT to be emitted, but it was." % signal_name)

## Assert a node exists at path within a parent.
static func assert_node_exists(parent: Node, path: NodePath) -> void:
    # FRAMEWORK ASSERT — resolve per the rule above; do not emit `assert()`.
    FAIL_IF(
        not parent.has_node(path),
        "Expected node at path '%s' to exist." % str(path)
    )

Factory helper (tests/helpers/game_factory.gd):

## Factory functions for creating test game objects.
## Returns minimal objects configured for unit testing (no scene tree required).
##
## Usage: var player = GameFactory.make_player(health: 100)

class_name GameFactory
extends RefCounted

## Create a minimal player-like object for testing.
## Override fields as needed.
static func make_player(health: int = 100) -> Node:
    var player = Node.new()
    player.set_meta("health", health)
    player.set_meta("max_health", health)
    return player

Scene helper (tests/helpers/scene_runner_helper.gd):

## Utilities for scene-based integration tests.
## Wraps GdUnitSceneRunner for common patterns.

class_name SceneRunnerHelper
extends GdUnitTestSuite

## Load a scene and wait one frame for _ready() to complete.
func load_scene_and_wait(scene_path: String) -> Node:
    var scene = load(scene_path).instantiate()
    add_child(scene)
    await get_tree().process_frame
    return scene

Unity (NUnit / C#)

Base helper (tests/helpers/GameAssertions.cs):

using NUnit.Framework;
using UnityEngine;

/// <summary>
/// Game-specific assertion utilities for [Project Name] tests.
/// Extends NUnit's Assert with domain-specific helpers.
/// </summary>
public static class GameAssertions
{
    /// <summary>
    /// Assert a value is within an inclusive range [min, max].
    /// Use for any formula output defined in GDD Formulas sections.
    /// </summary>
    public static void AssertInRange(float value, float min, float max, string label = "value")
    {
        Assert.That(value, Is.InRange(min, max),
            $"{label} ({value:F2}) is outside expected range [{min:F2}, {max:F2}]");
    }

    /// <summary>Assert a UnityEvent or C# event was raised during an action.</summary>
    public static void AssertEventRaised(ref bool wasCalled, System.Action action, string eventName)
    {
        wasCalled = false;
        action();
        Assert.IsTrue(wasCalled, $"Expected event '{eventName}' to be raised, but it was not.");
    }

    /// <summary>Assert a component exists on a GameObject.</summary>
    public static void AssertHasComponent<T>(GameObject obj) where T : Component
    {
        var component = obj.GetComponent<T>();
        Assert.IsNotNull(component,
            $"Expected GameObject '{obj.name}' to have component {typeof(T).Name}.");
    }
}

Factory helper (tests/helpers/GameFactory.cs):

using UnityEngine;

/// <summary>
/// Factory methods for creating minimal test objects without loading scenes.
/// </summary>
public static class GameFactory
{
    /// <summary>Create a minimal GameObject with a named component for testing.</summary>
    public static GameObject MakeGameObject(string name = "TestObject")
    {
        var go = new GameObject(name);
        return go;
    }

    /// <summary>
    /// Create a ScriptableObject of type T for data-driven tests.
    /// Dispose with Object.DestroyImmediate after test.
    /// </summary>
    public static T MakeScriptableObject<T>() where T : ScriptableObject
    {
        return ScriptableObject.CreateInstance<T>();
    }
}

Unreal Engine (C++)

Base helper (tests/helpers/GameTestHelpers.h):

#pragma once

#include "CoreMinimal.h"
#include "Misc/AutomationTest.h"

/**
 * Game-specific assertion macros and helpers for [Project Name] automation tests.
 * Include in any test file that needs domain-specific assertions.
 *
 * Usage:
 *   GAME_TEST_ASSERT_IN_RANGE(TestName, DamageValue, 10.0f, 50.0f, TEXT("Damage"));
 */

// Assert a float value is within inclusive range [Min, Max]
#define GAME_TEST_ASSERT_IN_RANGE(TestName, Value, Min, Max, Label) \
    TestTrue( \
        FString::Printf(TEXT("%s (%.2f) in range [%.2f, %.2f]"), Label, Value, Min, Max), \
        (Value) >= (Min) && (Value) <= (Max) \
    )

// Assert a UObject pointer is valid (not null, not garbage collected)
#define GAME_TEST_ASSERT_VALID(TestName, Ptr, Label) \
    TestTrue( \
        FString::Printf(TEXT("%s is valid"), Label), \
        IsValid(Ptr) \
    )

// Assert an Actor is in the world (spawned successfully)
#define GAME_TEST_ASSERT_SPAWNED(TestName, ActorPtr, ClassName) \
    TestNotNull( \
        FString::Printf(TEXT("Spawned actor of class %s"), TEXT(#ClassName)), \
        ActorPtr \
    )

/**
 * Helper to create a minimal test world.
 * Remember to call World->DestroyWorld(false) in teardown.
 */
namespace GameTestHelpers
{
    inline UWorld* CreateTestWorld(const FString& WorldName = TEXT("TestWorld"))
    {
        UWorld* World = UWorld::CreateWorld(EWorldType::Game, false);
        FWorldContext& WorldContext = GEngine->CreateNewWorldContext(EWorldType::Game);
        WorldContext.SetCurrentWorld(World);
        return World;
    }
}

5. Generate System-Specific Helpers

For [system-name] or all modes, generate a helper per system:

Read only the GDD sections this needs — Grep pattern="^## (Formulas|Edge Cases|Detailed Rules|Detailed Design)" path="design/gdd/[system].md" output_mode="content" -A 30 — rather than a full read (every peer skill section-greps GDDs; in all mode a full read multiplies across each system's 400+-line GDD). Extract:

  • Data types (entity types, component names)
  • Formula variables and their bounds
  • Common test scenarios mentioned in Edge Cases

Generate tests/helpers/[system]_factory.[ext] with factory functions specific to that system's objects.

Example pattern for a combat system (Godot/GDScript):

## Factory and assertion helpers for Combat system tests.
## Generated by /test-helpers combat on [date].
## Based on: design/gdd/combat.md

class_name CombatTestFactory
extends RefCounted

const DAMAGE_MIN := 0
const DAMAGE_MAX := 999  # From GDD: damage formula upper bound

## Create a minimal attacker object for damage formula tests.
static func make_attacker(attack: float = 10.0, crit_chance: float = 0.0) -> Node:
    var attacker = Node.new()
    attacker.set_meta("attack", attack)
    attacker.set_meta("crit_chance", crit_chance)
    return attacker

## Create a minimal target object for damage receive tests.
static func make_target(defense: float = 0.0, health: float = 100.0) -> Node:
    var target = Node.new()
    target.set_meta("defense", defense)
    target.set_meta("health", health)
    target.set_meta("max_health", health)
    return target

## Assert damage output is within GDD-specified bounds.
static func assert_damage_in_bounds(damage: float) -> void:
    GameAssertions.assert_in_range(damage, DAMAGE_MIN, DAMAGE_MAX, "damage")

6. Write Output

Present a summary of what will be created:

## Test Helpers to Create

Base helpers (engine: [engine]):
- tests/helpers/game_assertions.[ext]
- tests/helpers/game_factory.[ext]
[engine-specific extras]

System helpers ([mode]):
- tests/helpers/[system]_factory.[ext]  ← from [system] GDD

Ask: "May I write these helper files to tests/helpers/?"

Never overwrite existing files. If a file already exists, report: "Skipping [path] — already exists. Remove the file manually if you want it regenerated."

After writing: Verdict: COMPLETE — helper files created.

"Helper files created. To use them in a test:

  • Godot: class_name is auto-imported — no explicit import needed
  • Unity: Add using directive or reference the test assembly
  • Unreal: #include \"tests/helpers/GameTestHelpers.h\""

Collaborative Protocol

  • Never overwrite existing helpers — they may contain hand-written customisations. Only generate new files that don't exist yet
  • Generated code is a starting point — the generated factory functions use metadata patterns for simplicity; adapt to the actual class structure once the code exists
  • Helpers should reflect the GDD — bounds and constants in helpers should trace to GDD Formulas sections, not invented values
  • Ask before writing — always confirm before creating files in tests/

Next Steps

  • Run /test-setup if the test framework has not been scaffolded yet.
  • Use /dev-story to implement stories — helpers reduce boilerplate in new test files.
  • Run /skill-test to validate other skills that may need helper coverage.
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版本
最新版本元数据

版本

v2026.09.24

发布时间

Sep 24, 2026

分类

未分类

许可证

MIT

源路径

.claude/skills/test-helpers

默认分支

main

最新提交

7ed2c3e

Tree SHA

163640a