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Claude-Code-Game-Studios/.claude/rules/test-standards.md
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DonchitosandClaude Opus 5.5 b21fa0f7f2 Release 1.1.2 — the default path works end to end
Fix release for 1.1.1: the minimal path end to end, engine commands that
run on Godot, Unity and Unreal, hook warnings you can see, and verdicts
that say when they could not check. Details in CHANGELOG.md; upgrade
steps in UPGRADING.md (v1.1.1 → v1.1.2).

Fixes #67
Fixes #131

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
2026-09-29 21:32:19 +10:00

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Markdown

---
paths:
- "tests/**"
- "Assets/Tests/**/*.cs"
- "Source/**/Tests/**/*.{h,cpp}"
---
# Test Standards
- Test naming follows the engine's language — every name says the scenario and
the expected result:
- **Godot (gdUnit4):** file `[system]_[feature]_test.gd`, function
`test_[scenario]_[expected]`
- **Unity (NUnit):** class `[System]Tests` in a file of the same name, method
`[Scenario]_[Expected]` in PascalCase
- **Unreal (Automation):** class `F[System][Scenario]Test` — one per test:
each `IMPLEMENT_SIMPLE_AUTOMATION_TEST` defines its class, so a second test
reusing a name fails to link — test name
`<Project>.[System].[Scenario]` — the project's test command,
`Automation RunTests <Project>.`, runs every test whose name contains
`<Project>.` (a substring match, not a prefix). `<Project>.` is the root
that filter in `commands.test` uses: the project name, or the distinct root
`/setup-engine` chose when the project's name is also an engine area
(`Audio`, `Core`, `Input`, …) — name tests under whichever it is
- Every test must have a clear arrange/act/assert structure
- Unit tests must not depend on external state (filesystem, network, database)
- Integration tests must clean up after themselves
- Performance tests must specify acceptable thresholds and fail if exceeded
- Test data must be defined in the test or in dedicated fixtures, never shared mutable state
- Mock external dependencies — tests should be fast and deterministic
- Every bug fix must have a regression test that would have caught the original bug —
and **you must watch it fail before you trust it.** Run the new test against the
unfixed code, confirm it fails, then apply the fix and confirm it passes. A
regression test that has only ever been seen passing is not known to test anything.
> This is `.claude/rules/skill-authoring.md`'s "a gate you have not watched fail
> is not a gate", applied to tests. It is written out here because stating the
> *goal* is not enough. A regression test for an iteration-order defect can use
> a fixture where no cell takes part in two transfers per tick — it then passes
> against the very bug it was written for, and looks authoritative doing it. The
> fixture, not the assertion, is what makes it useless, and only running it
> against the unfixed code exposes that.
## Examples
**Correct** (proper naming + Arrange/Act/Assert) — Godot, gdUnit4:
```gdscript
extends GdUnitTestSuite
func test_take_damage_reduces_health() -> void:
# Arrange — auto_free: a Node left alive is an orphan (gdUnit4 exit 101)
var health: HealthComponent = auto_free(HealthComponent.new())
health.max_health = 100
health.current_health = 100
# Act
health.take_damage(25)
# Assert
assert_int(health.current_health).is_equal(75)
```
Unity, NUnit (`Assets/Tests/EditMode/HealthTests.cs`):
```csharp
using NUnit.Framework;
public class HealthTests
{
[Test]
public void TakeDamage_ReducesHealth()
{
// Arrange
var health = new Health(maxHealth: 100);
// Act
health.TakeDamage(25);
// Assert
Assert.AreEqual(75, health.Current);
}
}
```
Unreal, Automation (`Source/<Module>/Private/Tests/HealthTest.cpp`):
```cpp
#include "Misc/AutomationTest.h"
#if WITH_DEV_AUTOMATION_TESTS
IMPLEMENT_SIMPLE_AUTOMATION_TEST(FHealthTakeDamageTest, "<Project>.Health.TakeDamageReducesHealth",
EAutomationTestFlags::EditorContext | EAutomationTestFlags::ProductFilter)
bool FHealthTakeDamageTest::RunTest(const FString& Parameters)
{
// Arrange
FHealthPool Health(100);
// Act
Health.TakeDamage(25);
// Assert
TestEqual(TEXT("health after 25 damage"), Health.GetCurrent(), 75);
return true;
}
#endif
```
**Incorrect**:
```gdscript
func test1() -> void: # VIOLATION: no descriptive name
var h := HealthComponent.new()
h.take_damage(25) # VIOLATION: no arrange step, no clear assert
assert_bool(h.current_health < 100).is_true() # VIOLATION: imprecise assertion
```