# private_shop_ui_test —— 개인상점 개설창 headless 자체 검사(真 uiscript + 假 client)。 # godot --headless --path project --script private_shop_ui_test.gd # 校验 privateshopbuilder.py 装载、itemStock 模型(拿起 / 落位 / 价格 / 排序 + display_pos / # 撤下)、개설 → open_private_shop 封包字段。缺 uiscript 资产时优雅跳过。 extends SceneTree const PrivateShopUI = preload("res://ui/private_shop_ui.gd") class FakeClient extends Node: signal inventory_changed(window: int, cell: int) var inventory: Array = [] var calls: Array = [] 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 class FakeProto extends Node: func item(vnum: int) -> Dictionary: return {"vnum": vnum, "name": "I%d" % vnum, "locale_name": "물품%d" % vnum, "type": 1} var _fail := 0 func _ck(c: bool, m: String) -> void: if not c: _fail += 1 printerr("FAIL: " + m) 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 func _init() -> void: _run() if _fail == 0: print("PASS: private_shop_ui_test (privateshopbuilder.py + itemStock model + CG_MYSHOP)") quit(0) else: printerr("%d check(s) failed" % _fail) quit(1) func _run() -> void: var assets := AssetRoot.path() if not FileAccess.file_exists(assets.path_join("uiscript/uiscript/privateshopbuilder.py")): print(" (skip: no privateshopbuilder.py — assets checkout missing)") return var UiManager = load("res://ui/ui_manager.gd") var ui: CanvasLayer = UiManager.new() get_root().add_child(ui) ui._ready() var fc := FakeClient.new() var fp := FakeProto.new() get_root().add_child(fc) get_root().add_child(fp) fc.inventory = [{"cell": 4, "vnum": 11901, "count": 1}, {"cell": 5, "vnum": 27993, "count": 3}] var pu: Node = PrivateShopUI.new() get_root().add_child(pu) pu.setup(fc, ui, fp, assets) pu.open() _ck(pu.is_open(), "builder window opened") if not pu.is_open(): return _ck(pu._cells.size() == 40, "ItemSlot = 40-slot grid (5x8, shop.SHOP_SLOT_COUNT)") _ck(is_instance_valid(pu._sign), "NameLine overlaid with a LineEdit") _ck(pu._inv_list.get_child_count() == 2, "2 inventory candidates") _ck((pu._inv_list.get_child(0) as Button).has_method("_get_drag_data"), "inventory candidate supports drag data") # 未上货 → 개설 무동작 pu._ok() _ck(not _has_call(fc, "open_shop", func(_c): return true), "empty stock → no send") # 拿起第 1 件(cell 4)→ 落到格 3,价 250000 (pu._inv_list.get_child(0) as Button).pressed.emit() _ck(pu._picked != null and int(pu._picked["cell"]) == 4, "picked inv cell 4") pu._on_slot_clicked(3) _ck(is_instance_valid(pu._price_dialog), "price dialog opens on empty slot") pu._place(3, 250000) _ck(pu._stock.has(3) and int(pu._stock[3]["price"]) == 250000, "stock[3] placed") _ck(pu._picked == null, "pick cleared after place") _ck(pu._inv_list.get_child_count() == 1, "placed item leaves candidate list") # 标准 Godot 拖放入口与点击选取共用同一个落位逻辑。 pu._drop_slot(Vector2.ZERO, {"private_shop_entry": {"cell": 5, "vnum": 27993, "count": 3}}, 6) _ck(is_instance_valid(pu._price_dialog), "dragging candidate onto empty slot opens price dialog") pu._place(6, 100) # 拿起第 2 件(cell 5)→ 落到格 0(更小格号 → 排前) (pu._inv_list.get_child(0) as Button).pressed.emit() pu._place(0, 99) pu._sign.text = "Cheap swords" pu._ok() _ck(_has_call(fc, "open_shop", func(c): if String(c[1]) != "Cheap swords": return false var items: Array = c[2] if items.size() != 2: return false return int(items[0]["vnum"]) == 27993 and int(items[0]["display_pos"]) == 0 \ and int(items[1]["vnum"]) == 11901 and int(items[1]["price"]) == 250000 \ and int(items[1]["inv_cell"]) == 4 and int(items[1]["display_pos"]) == 3), "개설 → open_private_shop(sign, stock 按格号排序 + display_pos)") _ck(not pu.is_open(), "closes after 개설") # 撤下:재개 → 점유 격 클릭 제거 pu.open() (pu._inv_list.get_child(0) as Button).pressed.emit() pu._place(7, 500) _ck(pu._stock.has(7), "re-placed for remove test") pu._on_slot_clicked(7) _ck(not pu._stock.has(7), "click occupied slot removes it (DelPrivateShopItemStock)") pu._close_shop() _ck(_has_call(fc, "close_shop", func(_c): return true), "철수 → close_private_shop") pu.close()