mirror of
https://github.com/creazy231/cs2-css-flashlight.git
synced 2026-09-27 20:17:04 +02:00
Restrict flashlight by CT/T/Any via config, drop tracked docs, and ship the 0.1.1 version bump. Co-authored-by: Cursor <cursoragent@cursor.com>
152 lines
4.6 KiB
C#
152 lines
4.6 KiB
C#
using System.Numerics;
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using Xunit;
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namespace Flashlight.Tests;
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public class FlashlightLogicTests
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{
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[Fact]
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public void TryToggle_TogglesWhenAllowed()
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{
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var isOn = false;
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var canToggle = true;
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Assert.True(FlashlightLogic.TryToggle(ref isOn, ref canToggle));
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Assert.True(isOn);
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Assert.False(canToggle);
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}
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[Fact]
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public void TryToggle_BlockedDuringCooldown()
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{
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var isOn = true;
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var canToggle = false;
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Assert.False(FlashlightLogic.TryToggle(ref isOn, ref canToggle));
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Assert.True(isOn);
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Assert.False(canToggle);
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}
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[Fact]
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public void IsUsePressedEdge_OnlyTrueOnRisingEdge()
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{
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Assert.True(FlashlightLogic.IsUsePressedEdge(true, false));
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Assert.False(FlashlightLogic.IsUsePressedEdge(true, true));
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Assert.False(FlashlightLogic.IsUsePressedEdge(false, true));
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Assert.False(FlashlightLogic.IsUsePressedEdge(false, false));
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}
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[Theory]
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[InlineData(false, 64f, 46f, 64f)]
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[InlineData(true, 64f, 46f, 46f)]
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public void GetEyeOffsetZ_UsesCrouchWhenDucking(
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bool crouching,
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float stand,
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float crouch,
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float expected)
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{
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Assert.Equal(expected, FlashlightLogic.GetEyeOffsetZ(crouching, stand, crouch));
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}
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[Fact]
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public void CalculateLightOrigin_AppliesEyeAndForwardOffsets()
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{
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var origin = FlashlightLogic.CalculateLightOrigin(
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new Vector3(10f, 20f, 30f),
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new Vector3(1f, 0f, 0f),
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eyeOffsetZ: 64f,
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forwardDistance: 54f);
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Assert.Equal(new Vector3(64f, 20f, 94f), origin);
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}
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[Fact]
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public void ForwardFromAnglesDegrees_YawZeroLooksAlongX()
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{
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var forward = FlashlightLogic.ForwardFromAnglesDegrees(0f, 0f);
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Assert.Equal(1f, forward.X, 3);
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Assert.Equal(0f, forward.Y, 3);
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Assert.Equal(0f, forward.Z, 3);
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}
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[Fact]
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public void ShouldCreateAndDestroyLight_Policies()
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{
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Assert.True(FlashlightLogic.ShouldCreateLight(isOn: true, hasValidLight: false));
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Assert.False(FlashlightLogic.ShouldCreateLight(isOn: true, hasValidLight: true));
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Assert.True(FlashlightLogic.ShouldDestroyLight(isOn: false, hasValidLight: true));
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Assert.False(FlashlightLogic.ShouldDestroyLight(isOn: false, hasValidLight: false));
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}
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[Fact]
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public void ConfigClamp_FixesInvalidValues()
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{
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var config = new FlashlightConfig
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{
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ToggleCooldownSeconds = -1f,
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Brightness = -5f,
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Range = 0f,
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ColorTemperature = 50f,
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SoftX = -1f,
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SoftY = -1f,
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Skirt = -1f,
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SkirtNear = -1f,
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SizeX = -1f,
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SizeY = -1f,
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SizeZ = -1f,
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ForwardDistance = -10f,
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StandEyeOffsetZ = -1f,
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CrouchEyeOffsetZ = -1f,
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AttachmentName = " ",
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LightCookie = ""
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};
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config.Clamp();
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Assert.Equal(0f, config.ToggleCooldownSeconds);
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Assert.Equal(0f, config.Brightness);
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Assert.Equal(1f, config.Range);
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Assert.Equal(1000f, config.ColorTemperature);
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Assert.Equal(0f, config.SoftX);
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Assert.Equal(0f, config.SoftY);
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Assert.Equal(0f, config.Skirt);
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Assert.Equal(0f, config.SkirtNear);
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Assert.Equal(0f, config.SizeX);
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Assert.Equal(0f, config.SizeY);
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Assert.Equal(0f, config.SizeZ);
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Assert.Equal(0f, config.ForwardDistance);
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Assert.Equal(0f, config.StandEyeOffsetZ);
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Assert.Equal(0f, config.CrouchEyeOffsetZ);
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Assert.Equal("axis_of_intent", config.AttachmentName);
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Assert.Equal("materials/effects/lightcookies/flashlight.vtex", config.LightCookie);
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}
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[Theory]
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[InlineData("Any", 2, true)]
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[InlineData("Any", 3, true)]
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[InlineData("Any", 1, true)]
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[InlineData("T", 2, true)]
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[InlineData("T", 3, false)]
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[InlineData("CT", 3, true)]
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[InlineData("CT", 2, false)]
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public void IsTeamAllowed_RespectsConfiguredSide(string allowedTeam, byte team, bool expected)
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{
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Assert.Equal(expected, FlashlightLogic.IsTeamAllowed(allowedTeam, team));
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}
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[Theory]
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[InlineData("t", "T")]
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[InlineData("Terrorist", "T")]
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[InlineData("ct", "CT")]
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[InlineData("CounterTerrorist", "CT")]
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[InlineData("any", "Any")]
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[InlineData("something-else", "Any")]
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[InlineData(null, "Any")]
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public void ConfigClamp_NormalizesAllowedTeam(string? input, string expected)
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{
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var config = new FlashlightConfig { AllowedTeam = input! };
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config.Clamp();
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Assert.Equal(expected, config.AllowedTeam);
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}
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}
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