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/*************************************************************************/
/*  gdscript_test_runner_suite.h                                         */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
/*                      https://godotengine.org                          */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
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/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#ifndef GDSCRIPT_TEST_RUNNER_SUITE_H
#define GDSCRIPT_TEST_RUNNER_SUITE_H

#include "gdscript_test_runner.h"
#include "tests/test_macros.h"

namespace GDScriptTests {

TEST_SUITE("[Modules][GDScript]") {
	// GDScript 2.0 is still under heavy construction.
	// Allow the tests to fail, but do not ignore errors during development.
	// Update the scripts and expected output as needed.
	TEST_CASE("Script compilation and runtime") {
		GDScriptTestRunner runner("modules/gdscript/tests/scripts", true);
		int fail_count = runner.run_tests();
		INFO("Make sure `*.out` files have expected results.");
		REQUIRE_MESSAGE(fail_count == 0, "All GDScript tests should pass.");
	}
}

TEST_CASE("[Modules][GDScript] Load source code dynamically and run it") {
	Ref<GDScript> gdscript = memnew(GDScript);
	gdscript->set_source_code(R"(
extends RefCounted

func _init():
	set_meta("result", 42)
)");
	// A spurious `Condition "err" is true` message is printed (despite parsing being successful and returning `OK`).
	// Silence it.
	ERR_PRINT_OFF;
	const Error error = gdscript->reload();
	ERR_PRINT_ON;
	CHECK_MESSAGE(error == OK, "The script should parse successfully.");

	// Run the script by assigning it to a reference-counted object.
	Ref<RefCounted> ref_counted = memnew(RefCounted);
	ref_counted->set_script(gdscript);
	CHECK_MESSAGE(int(ref_counted->get_meta("result")) == 42, "The script should assign object metadata successfully.");
}

} // namespace GDScriptTests

#endif // GDSCRIPT_TEST_RUNNER_SUITE_H