---
name: test-helpers
description: "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."
argument-hint: "[system-name | all | scaffold]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write
---
# Test Helpers
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:**
- After `/test-setup` scaffolds the framework (first time)
- When multiple test files repeat the same setup boilerplate
- When starting to write tests for a new system
---
## 1. Parse Arguments
**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 run
- No argument — run `scaffold` if no helpers exist, else `all`
---
## 2. Detect Engine and Language
Read `.claude/docs/technical-preferences.md` and extract:
- `Engine:` value
- `Language:` value
- `Framework:` from the Testing section
If engine is not configured: "Engine not configured. Run `/setup-engine` first."
---
## 3. Load Existing Test Patterns
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:
- Setup patterns (how `before_each` / `setUp` / fixtures are written)
- Common assertion patterns (what is being asserted most often)
- Object creation patterns (how game objects or scenes are instantiated in tests)
- Mock/stub patterns (how dependencies are replaced)
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 exist
- In-scope GDD(s) — to understand what data types and values need testing
- `docs/architecture/tr-registry.yaml` — to map requirements to tested systems
---
## 4. Generate Engine-Specific Helpers
### Godot 4 (GDUnit4 / GDScript)
**Base helper** (`tests/helpers/game_assertions.gd`):
```gdscript
## 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`):
```gdscript
## 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`):
```gdscript
## 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
```
---
### Unity (NUnit / C#)
**Base helper** (`tests/helpers/GameAssertions.cs`):
```csharp
using NUnit.Framework;
using UnityEngine;
///
/// Game-specific assertion utilities for [Project Name] tests.
/// Extends NUnit's Assert with domain-specific helpers.
///
public static class GameAssertions
{
///
/// Assert a value is within an inclusive range [min, max].
/// Use for any formula output defined in GDD Formulas sections.
///
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}]");
}
/// Assert a UnityEvent or C# event was raised during an action.
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.");
}
/// Assert a component exists on a GameObject.
public static void AssertHasComponent(GameObject obj) where T : Component
{
var component = obj.GetComponent();
Assert.IsNotNull(component,
$"Expected GameObject '{obj.name}' to have component {typeof(T).Name}.");
}
}
```
**Factory helper** (`tests/helpers/GameFactory.cs`):
```csharp
using UnityEngine;
///
/// Factory methods for creating minimal test objects without loading scenes.
///
public static class GameFactory
{
/// Create a minimal GameObject with a named component for testing.
public static GameObject MakeGameObject(string name = "TestObject")
{
var go = new GameObject(name);
return go;
}
///
/// Create a ScriptableObject of type T for data-driven tests.
/// Dispose with Object.DestroyImmediate after test.
///
public static T MakeScriptableObject() where T : ScriptableObject
{
return ScriptableObject.CreateInstance();
}
}
```
---
### Unreal Engine (C++)
**Base helper** (`tests/helpers/GameTestHelpers.h`):
```cpp
#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;
}
}
```
---
## 5. Generate System-Specific Helpers
For `[system-name]` or `all` modes, generate a helper per system:
Read the system's GDD to extract:
- Data types (entity types, component names)
- Formula variables and their bounds
- Common test scenarios mentioned in Edge Cases
Generate `tests/helpers/[system]_factory.[ext]` with factory functions
specific to that system's objects.
Example pattern for a `combat` system (Godot/GDScript):
```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")
```
---
## 6. Write Output
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:
- Godot: `class_name` is auto-imported — no explicit import needed
- Unity: Add `using` directive or reference the test assembly
- Unreal: `#include \"tests/helpers/GameTestHelpers.h\"`"
---
## Collaborative Protocol
- **Never overwrite existing helpers** — they may contain hand-written
customisations. Only generate new files that don't exist yet
- **Generated code is a starting point** — the generated factory functions use
metadata patterns for simplicity; adapt to the actual class structure once
the code exists
- **Helpers should reflect the GDD** — bounds and constants in helpers should
trace to GDD Formulas sections, not invented values
- **Ask before writing** — always confirm before creating files in `tests/`
## Next Steps
- Run `/test-setup` if the test framework has not been scaffolded yet.
- Use `/dev-story` to implement stories — helpers reduce boilerplate in new test files.
- Run `/skill-test` to validate other skills that may need helper coverage.