test-helpers
Generate engine-specific test helper libraries — assertion utilities, factory functions, mocks in the engine's test folder. Reduces boilerplate.
How do I install this agent skill?
npx skills add https://github.com/donchitos/claude-code-game-studios --skill test-helpersIs this agent skill safe to install?
- Gen Agent Trust Hubpass
The skill generates test helper libraries by analyzing project configuration and existing code. It uses a configuration script for automation settings and ingests project files for consistency. A low-risk surface for indirect prompt injection exists due to the processing of external project files.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
- ZeroLeakspass
Score: 93/100 · 2 sections analyzed
What does this agent skill do?
!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys automation
Automation mode: Resolve modes.automation (project.local.yaml →
project.yaml → default collaborative). Every AskUserQuestion call and
every file write follows .claude/docs/automation-modes.md
(collaborative asks always · guided major-only · autonomous logs and proceeds;
automation_always_ask categories always prompt).
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: engine-specific helper files in the engine's helper root —
the only place its test runner compiles them (.claude/docs/directory-structure.md):
| Engine | Helper root |
|---|---|
| Godot | tests/helpers/ |
| Unity | Assets/Tests/EditMode/Helpers/ — inside the EditModeTests assembly /test-setup creates. If PlayMode tests need the same helpers, ask before creating Assets/Tests/Helpers/TestHelpers.asmdef and referencing it from both test assemblies. |
| Unreal | Source/<Module>/Private/Tests/Helpers/ |
tests/helpers/ below means the helper root for the project's engine.
When to run:
- After
/test-setupscaffolds the framework (first time) - When multiple test files repeat the same setup boilerplate
- When starting to write tests for a new system
Assertions: use the project's test framework, never bare assert()
Generated helpers must assert through the configured test framework's assertion
API, resolved from testing.framework — not through GDScript's built-in
assert().
Two things go wrong with a bare assert() in a helper, and both are silent:
- It aborts the run instead of failing the test. A framework assertion
records a failure and continues, so one broken expectation yields one red test.
A bare
assert()halts execution, so the first failure hides every result after it. - It is stripped in release builds. A helper library built on
assert()stops asserting entirely in exactly the build you most want checked, and does so without any error — the tests still "pass".
Look up the assertion form for the configured framework before generating
code. Do not copy the forms in this file or in other skills' examples as
authoritative — they are illustrative and have drifted (assert_eq,
assert_true and assert_that all appear across the repo). If you cannot
confirm the correct API for the project's framework, say so and generate no
helper rather than guessing.
Helpers must not extend the framework's test-suite base class. A file in
tests/helpers/ that extends the suite type is discovered by the runner as a
test suite containing zero tests. Helpers are plain classes; only real test files
extend the suite.
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
scaffoldif no helpers exist, elseall
2. Detect Engine and Language
Read from project.yaml first, falling back to .claude/docs/technical-preferences.md for any key that is absent or empty:
engine.name(else theEngine:value)engine.language(else theLanguage:value)testing.framework(elseFramework:from the Testing section)
If the engine is not configured in either source: "Engine not configured. Run /setup-engine first."
3. Load Existing Test Patterns
Scan the engine's test root for patterns already in use (Godot tests/, Unity
Assets/Tests/, Unreal Source/<Module>/Private/Tests/):
Glob pattern="tests/**/*_test.*" (Godot)
Glob pattern="Assets/Tests/**/*Tests.cs" (Unity)
Glob pattern="Source/*/Private/Tests/**/*.cpp" (Unreal)
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)
FAIL_IF(...)in the example below is a PLACEHOLDER, not an API. It marks the one line you must resolve from the project's actual test framework before emitting any of this, per the rule in §2. Substitute the framework's real failure call — the form that registers a failure with the runner and lets the suite continue — and delete the marker comment.It is deliberately not spelled
assert_that,assert_eqorassert_true. All three appear somewhere in this repo, they disagree, and GdUnit4's API is not covered bydocs/engine-reference/— so writing any of them here would be asserting an API this repo cannot source, in the file whose whole job is to stop people doing that. If you cannot confirm the correct call for the configured framework, §2 already tells you the answer: generate no helper. An unresolvedFAIL_IFreaching disk is a bug; a missing helper is a task.Worked examples must obey §2 too — a bare
assert()here would be the exact form §2 forbids, sixty lines below §2 forbidding it. A rule stated in prose does not reach its own worked example unless someone makes it.
Base helper (tests/helpers/game_assertions.gd):
## Game-specific assertion utilities for [Project Name] tests.
## Domain-specific helpers built on the project's test framework.
##
## Usage (static — no instance needed):
## GameAssertions.assert_in_range(entity.health, 0, entity.max_health, "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:
# FRAMEWORK ASSERT — resolve per the rule above; do not emit `assert()`.
FAIL_IF(
not (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:
# A lambda captures a local by value: `emitted = true` inside it would set
# the lambda's own copy. Mutate a Dictionary it shares instead. `...args`
# (4.5+) accepts a signal with any number of arguments.
var state := {"emitted": false}
obj.connect(signal_name, func(...args): state.emitted = true)
action.call()
# FRAMEWORK ASSERT — resolve per the rule above; do not emit `assert()`.
FAIL_IF(not state.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 state := {"emitted": false} # a Dictionary, as above
obj.connect(signal_name, func(...args): state.emitted = true)
action.call()
# FRAMEWORK ASSERT — resolve per the rule above; do not emit `assert()`.
FAIL_IF(state.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:
# FRAMEWORK ASSERT — resolve per the rule above; do not emit `assert()`.
FAIL_IF(
not 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. For input simulation and frame
## stepping, use gdUnit4's own `scene_runner()` from inside the suite.
class_name SceneRunnerHelper
extends RefCounted
## Load a scene under `host` — the calling test suite, which passes `self` —
## and wait one frame for _ready() to complete. A plain class, so the runner
## never discovers this file as a suite with zero tests.
static func load_scene_and_wait(host: Node, scene_path: String) -> Node:
var scene: Node = load(scene_path).instantiate()
host.add_child(scene)
await host.get_tree().process_frame
return scene
Unity (NUnit / C#)
Base helper (Assets/Tests/EditMode/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 (Assets/Tests/EditMode/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>();
}
}
Unreal Engine (C++)
Base helper (Source/<Module>/Private/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;
}
}
5. Generate System-Specific Helpers
For [system-name] or all modes, generate a helper per system:
Read only the GDD sections this needs — Grep pattern="^## ([0-9]+\. )?(Formulas|Edge Cases|Detailed Rules|Detailed Design)" path="design/gdd/[system].md" output_mode="content" -A 30 (the optional number matches a reverse-documented GDD's ## 4. Formulas) — rather than a full read (every peer skill section-greps GDDs; in all mode a full read multiplies across each system's 400+-line GDD). 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):
## 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], helper root: [helper root]):
- [helper root]/game_assertions.[ext]
- [helper root]/game_factory.[ext]
[engine-specific extras]
System helpers ([mode]):
- [helper root]/[system]_factory.[ext] ← from [system] GDD
Ask: "May I write these helper files to [helper root]?"
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_nameis auto-imported — no explicit import needed - Unity: Add
usingdirective or reference the test assembly - Unreal:
#include \"Tests/Helpers/GameTestHelpers.h\"(from inside the module)"
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-setupif the test framework has not been scaffolded yet. - Use
/dev-storyto implement stories — helpers reduce boilerplate in new test files. - Run
/skill-testto validate other skills that may need helper coverage.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/donchitos/claude-code-game-studios/test-helpers">View test-helpers on skillZs</a>