--- name: gds-test-framework description: 'Initialize game test framework for Unity, Unreal, or Godot. Use when the user says "test framework" or "set up testing"' --- # Game Test Framework Setup **Workflow ID**: `gds-test-framework` **Version**: 1.0 (BMad v6) ## Conventions - Bare paths (e.g. `template.md`) resolve from the skill root. - `{skill-root}` resolves to this skill's installed directory (where `customize.toml` lives). - `{project-root}`-prefixed paths resolve from the project working directory. - `{skill-name}` resolves to the skill directory's basename. ## On Activation ### Step 1: Resolve the Workflow Block Run: `python3 {project-root}/_bmad/scripts/resolve_customization.py --skill {skill-root} --key workflow` **If the script fails**, resolve the `workflow` block yourself by reading these three files in base → team → user order and applying the same structural merge rules as the resolver: 1. `{skill-root}/customize.toml` — defaults 2. `{project-root}/_bmad/custom/{skill-name}.toml` — team overrides 3. `{project-root}/_bmad/custom/{skill-name}.user.toml` — personal overrides Any missing file is skipped. Scalars override, tables deep-merge, arrays of tables keyed by `code` or `id` replace matching entries and append new entries, and all other arrays append. ### Step 2: Execute Prepend Steps Execute each entry in `{workflow.activation_steps_prepend}` in order before proceeding. ### Step 3: Load Persistent Facts Treat every entry in `{workflow.persistent_facts}` as foundational context you carry for the rest of the workflow run. Entries prefixed `file:` are paths or globs under `{project-root}` — load the referenced contents as facts. All other entries are facts verbatim. ### Step 4: Load Config Load config from `{project-root}/_bmad/gds/config.yaml` and resolve: - `user_name` - `communication_language` ### Step 5: Greet the User Greet `{user_name}`, speaking in `{communication_language}`. ### Step 6: Execute Append Steps Execute each entry in `{workflow.activation_steps_append}` in order. Activation is complete. If `activation_steps_prepend` or `activation_steps_append` were non-empty, confirm every entry was executed in order before proceeding. Do not begin the main workflow until all activation steps have been completed. ## Goal Initialize a production-ready game test framework for Unity, Unreal Engine, or Godot projects. This workflow scaffolds the complete testing infrastructure including unit tests, integration tests, and play mode tests appropriate for the detected game engine. ## Role You are a Game QA Architect specializing in test infrastructure. You detect the game engine in use, scaffold the appropriate test framework, generate working example tests, and produce documentation — leaving the team with a fully operational testing setup from day one. --- ## WORKFLOW ARCHITECTURE This workflow detects the game engine and creates all necessary test infrastructure files directly in the game project. **Primary Output**: `{test_dir}/README.md` **Supporting Components**: - Validation: `{installed_path}/checklist.md` **Knowledge Base References**: - `knowledge/unity-testing.md` - `knowledge/unreal-testing.md` - `knowledge/godot-testing.md` Load and resolve configuration from `{module_config}`: ```yaml output_folder: {from config} user_name: {from config} communication_language: {from config} document_output_language: {from config} game_dev_experience: {from config} date: {system-generated} ``` Resolve workflow variables: ```yaml test_dir: "{project-root}/tests" # Root test directory game_engine: "auto" # auto | unity | unreal | godot test_framework: "auto" # auto | gut (godot) | unity-test-framework | unreal-automation ``` --- ## EXECUTION ### Preflight Requirements **Critical:** Verify these requirements before proceeding. If any fail, HALT and notify the user. - Game project exists with identifiable engine - No test framework already configured (check for existing test directories) - Project structure is accessible --- ### Step 1: Detect Game Engine #### Actions 1. **Identify Engine Type** Look for engine-specific files: - **Unity**: `Assets/`, `ProjectSettings/ProjectSettings.asset`, `*.unity` scene files - **Unreal**: `*.uproject`, `Source/`, `Config/DefaultEngine.ini` - **Godot**: `project.godot`, `*.tscn`, `*.gd` files 2. **Verify Engine Version** - Unity: Check `ProjectSettings/ProjectVersion.txt` - Unreal: Check `*.uproject` file for `EngineAssociation` - Godot: Check `project.godot` for `config_version` 3. **Check for Existing Test Framework** - Unity: Check for `Tests/` folder, `*.Tests.asmdef` - Unreal: Check for `Tests/` in Source, `*Tests.Build.cs` - Godot: Check for `tests/` folder, GUT plugin in `addons/gut/` **Halt Condition:** If existing framework detected, offer upgrade path or HALT. --- ### Step 2: Scaffold Framework #### Unity Test Framework **Knowledge Base Reference**: `knowledge/unity-testing.md` 1. **Create Directory Structure** ``` Assets/ ├── Tests/ │ ├── EditMode/ │ │ ├── EditModeTests.asmdef │ │ └── ExampleEditModeTest.cs │ └── PlayMode/ │ ├── PlayModeTests.asmdef │ └── ExamplePlayModeTest.cs ``` 2. **Generate Assembly Definitions** `EditModeTests.asmdef`: ```json { "name": "EditModeTests", "references": [""], "includePlatforms": ["Editor"], "defineConstraints": ["UNITY_INCLUDE_TESTS"], "optionalUnityReferences": ["TestAssemblies"] } ``` `PlayModeTests.asmdef`: ```json { "name": "PlayModeTests", "references": [""], "includePlatforms": [], "defineConstraints": ["UNITY_INCLUDE_TESTS"], "optionalUnityReferences": ["TestAssemblies"] } ``` 3. **Generate Sample Tests** Edit Mode test example: ```csharp using NUnit.Framework; [TestFixture] public class DamageCalculatorTests { [Test] public void Calculate_BaseDamage_ReturnsCorrectValue() { // Arrange var calculator = new DamageCalculator(); // Act float result = calculator.Calculate(100f, 1f); // Assert Assert.AreEqual(100f, result); } } ``` Play Mode test example: ```csharp using System.Collections; using NUnit.Framework; using UnityEngine; using UnityEngine.TestTools; public class PlayerMovementTests { [UnityTest] public IEnumerator Player_WhenInputApplied_Moves() { // Arrange var playerGO = new GameObject("Player"); var controller = playerGO.AddComponent(); // Act controller.SetMoveInput(Vector2.right); yield return new WaitForSeconds(0.5f); // Assert Assert.Greater(playerGO.transform.position.x, 0f); // Cleanup Object.Destroy(playerGO); } } ``` --- #### Unreal Engine Automation **Knowledge Base Reference**: `knowledge/unreal-testing.md` 1. **Create Directory Structure** ``` Source/ ├── / │ └── ... └── Tests/ ├── Tests.Build.cs └── Private/ ├── DamageCalculationTests.cpp └── PlayerCombatTests.cpp ``` 2. **Generate Module Build File** `Tests.Build.cs`: ```csharp using UnrealBuildTool; public class Tests : ModuleRules { public Tests(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "" }); PrivateDependencyModuleNames.AddRange(new string[] { "AutomationController" }); } } ``` 3. **Generate Sample Tests** ```cpp #include "Misc/AutomationTest.h" IMPLEMENT_SIMPLE_AUTOMATION_TEST( FDamageCalculationTest, ".Combat.DamageCalculation", EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter ) bool FDamageCalculationTest::RunTest(const FString& Parameters) { // Arrange float BaseDamage = 100.f; float CritMultiplier = 2.f; // Act float Result = UDamageCalculator::Calculate(BaseDamage, CritMultiplier); // Assert TestEqual("Critical hit doubles damage", Result, 200.f); return true; } ``` --- #### Godot GUT Framework **Knowledge Base Reference**: `knowledge/godot-testing.md` 1. **Create Directory Structure** ``` project/ ├── addons/ │ └── gut/ (plugin files) ├── tests/ │ ├── unit/ │ │ └── test_damage_calculator.gd │ └── integration/ │ └── test_player_combat.gd └── gut_config.json ``` 2. **Generate GUT Configuration** `gut_config.json`: ```json { "dirs": ["res://tests/"], "include_subdirs": true, "prefix": "test_", "suffix": ".gd", "should_exit": true, "should_exit_on_success": true, "log_level": 1, "junit_xml_file": "results.xml" } ``` 3. **Generate Sample Tests** `tests/unit/test_damage_calculator.gd`: ```gdscript extends GutTest var calculator: DamageCalculator func before_each(): calculator = DamageCalculator.new() func after_each(): calculator.free() func test_calculate_base_damage(): var result = calculator.calculate(100.0, 1.0) assert_eq(result, 100.0, "Base damage should equal input") func test_calculate_critical_hit(): var result = calculator.calculate(100.0, 2.0) assert_eq(result, 200.0, "Critical hit should double damage") ``` --- ### Step 3: Generate Documentation Create `tests/README.md` with: - Test framework overview for the detected engine - Directory structure explanation - Running tests locally - CI integration commands - Best practices for game testing - Links to knowledge base fragments --- ### Step 4: Deliverables #### Primary Artifacts Created 1. **Directory Structure** — Engine-appropriate test folders 2. **Configuration Files** — Framework-specific config (asmdef, Build.cs, gut_config.json) 3. **Sample Tests** — Working examples for unit and integration tests 4. **Documentation** — `tests/README.md` --- ## Output Summary After completing this workflow, provide a summary: ```markdown ## Game Test Framework Scaffold Complete **Engine Detected**: {Unity | Unreal | Godot} **Framework**: {Unity Test Framework | Unreal Automation | GUT} **Artifacts Created**: - Test directory structure - Framework configuration - Sample unit tests - Sample integration/play mode tests - Documentation **Next Steps**: 1. Review sample tests and adapt to your game 2. Run initial tests to verify setup 3. Use `test-design` workflow to plan comprehensive test coverage 4. Use `automate` workflow to generate additional tests **Knowledge Base References Applied**: - {engine}-testing.md - qa-automation.md - test-priorities.md ``` --- ## Validation Refer to `checklist.md` for comprehensive validation criteria. ## On Complete Run: `python3 {project-root}/_bmad/scripts/resolve_customization.py --skill {skill-root} --key workflow.on_complete` If the resolved `workflow.on_complete` is non-empty, follow it as the final terminal instruction before exiting.