# system_menu_ui_test —— ESC 系统菜单 + 游戏设置窗 headless 自检(真 uiscript + 假 client)。 # godot --headless --path project --script system_menu_ui_test.gd # 校验 systemdialog.py / gameoptiondialog.py 装载、/setblockmode + /pkmode 真命令、 # /in_game_mall + /phase_select + /logout、显示开关持久化。缺 uiscript 时优雅跳过。 extends SceneTree const GameOptionUI = preload("res://ui/game_option_ui.gd") const SystemMenuUI = preload("res://ui/system_menu_ui.gd") class FakeClient extends Node: var says: Array = [] func say(type: int, text: String) -> bool: says.append([type, text]); return true func last_say() -> String: return String(says[-1][1]) if not says.is_empty() else "" class StubWin extends Node: var opened := 0 func open() -> void: opened += 1 var _fail := 0 func _ck(c: bool, m: String) -> void: if not c: _fail += 1 printerr("FAIL: " + m) func _init() -> void: _run() if _fail == 0: print("PASS: system_menu_ui_test (systemdialog + gameoptiondialog + /setblockmode /pkmode /phase_select)") quit(0) else: printerr("%d check(s) failed" % _fail) quit(1) func _cfg_path() -> String: return ProjectSettings.globalize_path("user://system_option.cfg") func _has_say(fc, text: String) -> bool: for s in fc.says: if String(s[1]) == text: return true return false func _run() -> void: var assets := AssetRoot.path() if not FileAccess.file_exists(assets.path_join("uiscript/uiscript/systemdialog.py")) \ or not FileAccess.file_exists(assets.path_join("uiscript/uiscript/gameoptiondialog.py")): print(" (skip: no systemdialog.py / gameoptiondialog.py — assets checkout missing)") return if FileAccess.file_exists(_cfg_path()): DirAccess.remove_absolute(_cfg_path()) var UiManager = load("res://ui/ui_manager.gd") var ui: CanvasLayer = UiManager.new() get_root().add_child(ui) ui._ready() var fc := FakeClient.new() get_root().add_child(fc) # ---------------- GameOptionUI ---------------- var go: Node = GameOptionUI.new() get_root().add_child(go) go.setup(ui, fc, assets) go.open() _ck(go.is_open(), "game_option window opened") if not go.is_open(): return # 屏蔽 toggle -> /setblockmode (EBlockAction 位) (go._node("block_exchange_button") as BaseButton).pressed.emit() _ck(fc.last_say() == "/setblockmode 1", "block exchange -> /setblockmode 1 (bit 1<<0)") (go._node("block_party_button") as BaseButton).pressed.emit() _ck(fc.last_say() == "/setblockmode 3", "block party -> /setblockmode 3 (1|2)") (go._node("block_exchange_button") as BaseButton).pressed.emit() _ck(fc.last_say() == "/setblockmode 2", "block exchange again -> /setblockmode 2 (bit cleared)") _ck(go._block_mode == 2, "_block_mode tracked = 2") # PK radio -> /pkmode {0,1,4,2} (go._node("pvp_revenge") as BaseButton).pressed.emit() _ck(fc.last_say() == "/pkmode 1", "pvp_revenge -> /pkmode 1") (go._node("pvp_guild") as BaseButton).pressed.emit() _ck(fc.last_say() == "/pkmode 4", "pvp_guild -> /pkmode 4") _ck(not (go._node("pvp_revenge") as BaseButton).button_pressed, "pvp radio exclusive") # 显示开关 -> 持久化 user://system_option.cfg [gameopt] (go._node("always_show_name_off_button") as BaseButton).pressed.emit() _ck(int(go._display.get("always_show_name", -1)) == 0, "always_show_name -> 0") var cfg := ConfigFile.new() cfg.load(_cfg_path()) _ck(int(cfg.get_value("gameopt", "always_show_name", -1)) == 0, "cfg gameopt.always_show_name persisted") _ck(int(cfg.get_value("gameopt", "block_mode", -1)) == 2, "cfg gameopt.block_mode persisted") go.close() # 二次实例读 cfg:block_mode 回填 var go2: Node = GameOptionUI.new() get_root().add_child(go2) go2.setup(ui, fc, assets) _ck(go2._block_mode == 2, "reload: block_mode from cfg") go2.open() _ck((go2._node("block_party_button") as BaseButton).button_pressed, "reload: block_party button reflects bit 1<<1") _ck(not (go2._node("block_exchange_button") as BaseButton).button_pressed, "reload: block_exchange button off") go2.close() # ---------------- SystemMenuUI ---------------- fc.says.clear() var sys_opt := StubWin.new() var game_opt := StubWin.new() get_root().add_child(sys_opt) get_root().add_child(game_opt) var sm: Node = SystemMenuUI.new() get_root().add_child(sm) sm.setup(ui, fc, assets, sys_opt, game_opt) sm.open() _ck(sm.is_open(), "system menu opened") (sm._node("mall_button") as BaseButton).pressed.emit() _ck(_has_say(fc, "/in_game_mall"), "mall_button -> /in_game_mall") _ck(not sm.is_open(), "mall_button closes menu") sm.open() (sm._node("change_button") as BaseButton).pressed.emit() _ck(_has_say(fc, "/phase_select"), "change_button -> /phase_select (net.ExitGame)") sm.open() (sm._node("logout_button") as BaseButton).pressed.emit() _ck(_has_say(fc, "/logout"), "logout_button -> /logout (net.LogOutGame)") sm.open() (sm._node("system_option_button") as BaseButton).pressed.emit() _ck(sys_opt.opened == 1 and not sm.is_open(), "system_option_button -> opens system_option_ui + closes menu") sm.open() (sm._node("game_option_button") as BaseButton).pressed.emit() _ck(game_opt.opened == 1 and not sm.is_open(), "game_option_button -> opens game_option_ui + closes menu") sm.open() (sm._node("cancel_button") as BaseButton).pressed.emit() _ck(not sm.is_open(), "cancel_button closes menu") if FileAccess.file_exists(_cfg_path()): DirAccess.remove_absolute(_cfg_path())