# test_world_boss_parity.gd —— 40250 野外四大世界 Boss 1:1 纯净回归测试套件 extends SceneTree const WorldBossSystem = preload("res://world_boss_system.gd") var _passed := 0 var _failed := 0 func _assert(cond: bool, msg: String) -> void: if cond: _passed += 1 print(" [PASS] %s" % msg) else: _failed += 1 printerr(" [FAIL] %s" % msg) func _init() -> void: print("\n=== Running test_world_boss_parity (Direction 3: World Bosses & Chests 1:1) ===") _test_boss_table_and_spawn() _test_damage_mitigation_and_phase_minions() _test_enrage_mechanic() _test_boss_kill_and_drops() _test_boss_chest_opening() _finish() func _test_boss_table_and_spawn() -> void: print("\n--- Test 1: Boss Config Table & Spawning ---") var wbs := WorldBossSystem.new() # Invalid boss vnum var invalid_res = wbs.spawn_boss(99999) _assert(invalid_res["ok"] == false and invalid_res["reason"] == "INVALID_BOSS_VNUM", "Invalid boss vnum rejected") # Check table contains the 4 iconic world bosses _assert(WorldBossSystem.BOSS_TABLE.has(1901), "Nine Tails (1901) defined") _assert(WorldBossSystem.BOSS_TABLE.has(2191), "Desert Tortoise (2191) defined") _assert(WorldBossSystem.BOSS_TABLE.has(1304), "Yellow Tiger (1304) defined") _assert(WorldBossSystem.BOSS_TABLE.has(2206), "Flame King (2206) defined") # Spawn Nine Tails (1901) var spawn_data := {"fired": false, "name": "", "vnum": 0} wbs.boss_spawned.connect(func(vnum: int, bname: String, _pos: Vector3): spawn_data["fired"] = true spawn_data["name"] = bname spawn_data["vnum"] = vnum ) var spawn_pos := Vector3(50.0, 0.0, -120.0) var res = wbs.spawn_boss(1901, spawn_pos) _assert(res["ok"] == true, "Nine Tails spawned successfully") _assert(wbs.is_boss_alive == true, "Boss is alive") _assert(wbs.active_boss["max_hp"] == 280000, "Nine Tails max HP is 280,000") _assert(wbs.active_boss["base_atk"] == 850, "Nine Tails base ATK is 850") _assert(wbs.active_boss["base_def"] == 450, "Nine Tails base DEF is 450") _assert(spawn_data["fired"] == true, "boss_spawned signal emitted") _assert(spawn_data["name"] == "九尾妖狐", "Boss name matches") func _test_damage_mitigation_and_phase_minions() -> void: print("\n--- Test 2: DEF Mitigation & Phase Minion Spawns (75%, 50%, 25%) ---") var wbs := WorldBossSystem.new() wbs.spawn_boss(1901) # HP: 280000, DEF: 450 var minion_events := {"count": 0, "last_minion_vnum": 0, "last_count": 0} wbs.minions_summoned.connect(func(_bvnum: int, mvnum: int, count: int): minion_events["count"] += 1 minion_events["last_minion_vnum"] = mvnum minion_events["last_count"] = count ) # 1. Normal damage without crossing threshold: Raw 1450 - DEF 450 = 1000 dmg var res1 = wbs.apply_damage(1450) _assert(res1["ok"] == true, "Damage applied successfully") _assert(res1["net_dmg"] == 1000, "1450 raw dmg - 450 def = 1000 net dmg") _assert(wbs.active_boss["current_hp"] == 279000, "HP updated to 279,000") _assert(minion_events["count"] == 0, "No minions summoned yet") # 2. Damage boss to trigger 75% threshold (280000 * 0.75 = 210000 HP threshold) # Need 69,000 net damage -> raw damage 69,450 var res2 = wbs.apply_damage(69450) _assert(wbs.active_boss["current_hp"] == 210000, "Boss at exactly 75% HP (210,000)") _assert(res2["triggered_events"].has("PHASE_75_MINIONS"), "PHASE_75_MINIONS triggered") _assert(minion_events["count"] == 1, "Minion summon signal fired 1 time") _assert(minion_events["last_minion_vnum"] == 2204, "Summoned Ice Yeti minions (vnum 2204)") _assert(minion_events["last_count"] == 4, "Summoned 4 minions") # Additional attack should not re-trigger 75% var res3 = wbs.apply_damage(1450) _assert(not res3["triggered_events"].has("PHASE_75_MINIONS"), "75% phase does not retrigger") # 3. Damage boss to cross 50% threshold (140,000 HP) # Current HP is 209,000. Need 69,000 net damage -> raw 69,450 var res4 = wbs.apply_damage(69450) _assert(wbs.active_boss["current_hp"] == 140000, "Boss at 50% HP (140,000)") _assert(res4["triggered_events"].has("PHASE_50_MINIONS"), "PHASE_50_MINIONS triggered") _assert(minion_events["count"] == 2, "Minion summon count now 2") func _test_enrage_mechanic() -> void: print("\n--- Test 3: Enrage Mechanic at <= 30% HP (+50% ATK) ---") var wbs := WorldBossSystem.new() wbs.spawn_boss(2206) # Flame King: HP 400000, Base ATK 1200, Base DEF 500 var enrage_data := {"fired": false, "boss_vnum": 0} wbs.boss_enraged.connect(func(bvnum: int): enrage_data["fired"] = true enrage_data["boss_vnum"] = bvnum ) _assert(wbs.active_boss["is_enraged"] == false, "Boss initially not enraged") _assert(wbs.active_boss["current_atk"] == 1200, "Base ATK is 1200") # 30% of 400,000 = 120,000 HP. # Deal 280,000 net damage -> raw damage 280,500 var res = wbs.apply_damage(280500) _assert(wbs.active_boss["current_hp"] == 120000, "Boss HP reached 120,000 (30%)") _assert(res["triggered_events"].has("BOSS_ENRAGED"), "BOSS_ENRAGED triggered in events") _assert(enrage_data["fired"] == true, "boss_enraged signal fired") _assert(enrage_data["boss_vnum"] == 2206, "Enraged boss vnum matches Flame King (2206)") _assert(wbs.active_boss["is_enraged"] == true, "is_enraged is now true") _assert(wbs.active_boss["current_atk"] == 1800, "ATK increased by 50% to 1800") func _test_boss_kill_and_drops() -> void: print("\n--- Test 4: Boss Kill & Guaranteed Chest Drops ---") var wbs := WorldBossSystem.new() wbs.spawn_boss(1304) # Yellow Tiger: HP 350000, DEF 480, Chest: 50008 var kill_data := {"fired": false, "drops": []} wbs.boss_killed.connect(func(_bvnum: int, _pos: Vector3, drops: Array): kill_data["fired"] = true kill_data["drops"] = drops ) # Deal lethal damage var kill_res = wbs.apply_damage(500000) _assert(kill_res["ok"] == true and kill_res["killed"] == true, "Boss defeated") _assert(wbs.is_boss_alive == false, "Boss is dead") _assert(kill_data["fired"] == true, "boss_killed signal fired") var drops: Array = kill_res["drops"] _assert(drops.size() >= 4, "Drops include chest, soul stone, scroll, and gold") # Verify guaranteed chest (50008) var has_chest := false var has_soul_stone := false var has_scroll := false var has_gold := false for d in drops: if d["vnum"] == 50008: has_chest = true elif d["vnum"] == 50513: has_soul_stone = true elif d["vnum"] == 25040: has_scroll = true elif d["vnum"] == 1 and d["count"] >= 70000: has_gold = true _assert(has_chest, "Guaranteed Yellow Tiger Chest (50008) dropped") _assert(has_soul_stone, "Guaranteed Soul Stone (50513) dropped") _assert(has_scroll, "Guaranteed Blessing Scroll (25040) dropped") _assert(has_gold, "Gold dropped within range (>= 70,000)") func _test_boss_chest_opening() -> void: print("\n--- Test 5: World Boss Chest Opening (40250 Loot Pool) ---") var wbs := WorldBossSystem.new() var inv: Array = [ {"vnum": 50006, "name": "九尾妖狐宝箱", "count": 1}, null, null ] # Invalid slot var invalid_res = wbs.open_boss_chest(99, inv) _assert(invalid_res["ok"] == false and invalid_res["reason"] == "INVALID_SLOT", "Invalid slot rejected") # Empty slot var empty_res = wbs.open_boss_chest(1, inv) _assert(empty_res["ok"] == false and empty_res["reason"] == "EMPTY_SLOT", "Empty slot rejected") # Non-chest item inv[1] = {"vnum": 10, "name": "木剑", "count": 1} var non_chest_res = wbs.open_boss_chest(1, inv) _assert(non_chest_res["ok"] == false and non_chest_res["reason"] == "NOT_A_BOSS_CHEST", "Non-chest item rejected") # Open Nine Tails Chest (50006) at slot 0 var res = wbs.open_boss_chest(0, inv) _assert(res["ok"] == true, "Chest opened successfully") var reward = res["reward"] _assert(reward.has("vnum") and reward.has("name"), "Valid reward generated") print(" Received chest reward: %s (vnum: %d, count: %d)" % [reward["name"], reward["vnum"], reward.get("count", 1)]) var stored_slot = res["stored_slot"] _assert(stored_slot >= 0 and inv[stored_slot] != null, "Reward saved in inventory") _assert(inv[stored_slot]["vnum"] == reward["vnum"], "Inventory item matches rewarded vnum") _assert(inv[stored_slot]["vnum"] != 50006, "Chest (50006) was consumed and replaced") func _finish() -> void: print("\n==========================================") print("World Boss Parity Test Results: %d Passed, %d Failed" % [_passed, _failed]) print("==========================================") if _failed > 0: quit(1) else: quit(0)