# shop_cube_mall_test —— 개인상점 / 방주(Cube) / 도구商城 UI headless 자체 검사. # godot --headless --path project --script shop_cube_mall_test.gd # 假 client 记录调用;不需要 assets / server. extends SceneTree const MallUI = preload("res://ui/mall_ui.gd") const CubeUI = preload("res://ui/cube_ui.gd") class FakeClient extends Node: signal mall_opened(size: int) signal mall_changed() signal cube_opened(npc_vnum: int) signal cube_closed() signal cube_changed() signal cube_result(vnum: int, count: int, ok: bool) var mall_items: Array = [] var mall_open := false var mall_size := 0 var cube := {} var inventory: Array = [] var calls: Array = [] func is_mall_open() -> bool: return mall_open func get_mall_size() -> int: return mall_size func get_mall_items() -> Array: return mall_items func mall_checkout(a, b, c) -> bool: calls.append(["mall_checkout", a, b, c]); return true func get_cube() -> Dictionary: return cube func cube_make(i) -> bool: calls.append(["cube_make", i]); return true func cube_request_result_list(n) -> bool: calls.append(["cube_rlist", n]); return true func cube_request_materials(a, b) -> bool: calls.append(["cube_mats", a, b]); return true func get_inventory() -> Array: return inventory func open_private_shop(sign, items) -> bool: calls.append(["open_shop", sign, items]); return true func close_private_shop() -> bool: calls.append(["close_shop"]); return true var _fail := 0 func _ck(c: bool, m: String) -> void: if not c: _fail += 1 printerr("FAIL: " + m) func _init() -> void: await _run() if _fail == 0: print("PASS: shop_cube_mall_test") quit(0) else: printerr("%d check(s) failed" % _fail) quit(1) func _run() -> void: var fc := FakeClient.new() get_root().add_child(fc) var host := Control.new() get_root().add_child(host) # ---------------- MallUI ---------------- var mu = MallUI.new() get_root().add_child(mu) mu.setup(fc, host, null) _ck(not mu.is_open(), "mall: hidden initially") fc.mall_open = true fc.mall_size = 45 fc.mall_items = [{"cell": 3, "vnum": 27993, "count": 2}] fc.mall_opened.emit(45) await process_frame _ck(mu.is_open(), "mall: opens on mall_opened") var out_btn := _find(mu._list, "Button", func(b): return String(b.text) == "취출" or String(b.text) == "取出") _ck(out_btn != null, "mall: item row has 取出 button") if out_btn: out_btn.pressed.emit() _ck(_has_call(fc, "mall_checkout", func(c): return c[1] == 3 and c[2] == 1), "mall: 取出 → mall_checkout(cell=3, inv, ...)") # ---------------- CubeUI ---------------- var cu = CubeUI.new() get_root().add_child(cu) cu.setup(fc, host, null) _ck(not cu.is_open(), "cube: hidden initially") fc.cube = {"open": true, "npc_vnum": 20383, "recipes": [], "results": [ {"vnum": 72723, "count": 1}, {"vnum": 50001, "count": 5}]} fc.cube_opened.emit(20383) await process_frame _ck(cu.is_open(), "cube: opens on cube_opened") _ck(_has_call(fc, "cube_rlist", func(c): return c[1] == 20383), "cube: open → request result list") var recipe_btns: Array = cu._list.get_children().filter(func(n): return n is Button) _ck(recipe_btns.size() == 2, "cube: 2 result rows") fc.cube = {"open": true, "npc_vnum": 20383, "results": fc.cube["results"], "recipes": [ {"result_vnum": 72723, "gold": 120000, "material_groups": [ [{"vnum": 125, "count": 1}], [{"vnum": 555, "count": 5}]]}]} (recipe_btns[0] as Button).pressed.emit() await process_frame _ck(_has_call(fc, "cube_mats", func(c): return c[1] == 0), "cube: select → request materials(0)") var gold_lbl := _find(cu._mat, "Label", func(l): return String(l.text).contains("120000")) _ck(gold_lbl != null, "cube: materials panel shows gold 120000") _ck(not cu._make_btn.disabled, "cube: 制作 enabled after select") cu._make_btn.pressed.emit() _ck(_has_call(fc, "cube_make", func(c): return c[1] == 0), "cube: 制作 → cube_make(0)") fc.cube_result.emit(72723, 1, true) await process_frame _ck(String(cu._status.text).contains("성공") or String(cu._status.text) != "", "cube: result shown") fc.cube_closed.emit() await process_frame _ck(not cu.is_open(), "cube: hides on cube_closed") # PrivateShopUI 已改走 uiscript(`privateshopbuilder.py`),单独在 # `private_shop_ui_test.gd` 里测(需要 uiscript 资产)。 mu.queue_free(); cu.queue_free() func _find(node: Node, cls: String, pred: Callable) -> Node: for n in node.find_children("*", cls, true, false): if pred.call(n): return n return null func _has_call(fc, name: String, pred: Callable) -> bool: for c in fc.calls: if c[0] == name and pred.call(c): return true return false