Generate engine-specific test helper libraries for the project's test suite. Reads existing test patterns and produces tests/helpers/ with assertion utilities, factory functions, and mock objects tailored to the project's systems. Reduces boilerplate in new test files.
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:
/test-setup scaffolds the framework (first time)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 runscaffold if no helpers exist, else allRead .claude/docs/technical-preferences.md and extract:
Engine: valueLanguage: valueFramework: from the Testing sectionIf engine is not configured: "Engine not configured. Run /setup-engine first."
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:
before_each / setUp / fixtures are written)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 existdocs/architecture/tr-registry.yaml — to map requirements to tested systemsBase helper (tests/helpers/game_assertions.gd):
## Game-specific assertion utilities for [Project Name] tests.
## Extends GdUnitAssertions with domain-specific helpers.
##
## Usage:
## var assert = GameAssertions.new()
## assert.health_in_range(entity, 0, entity.max_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:
assert(
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()
assert(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()
assert(not 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:
assert(
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
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>();
}
}
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;
}
}
For [system-name] or all modes, generate a helper per system:
Read the system's GDD to extract:
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")
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:
class_name is auto-imported — no explicit import neededusing directive or reference the test assembly#include \"tests/helpers/GameTestHelpers.h\""tests//test-setup if the test framework has not been scaffolded yet./dev-story to implement stories — helpers reduce boilerplate in new test files./skill-test to validate other skills that may need helper coverage.