# char_create_delete_test —— 选人页建号 / 删号 UI + M2Client 封包对接 headless 自检。 # godot --headless --path project --script char_create_delete_test.gd # 用假 client 记录 create_character / delete_character 调用;不需要资产 / 服务器。 extends SceneTree const CharSelectScreen = preload("res://ui/char_select_screen.gd") class FakeClient extends Node: signal char_created(slot: int) signal char_create_failed(reason_type: int) signal char_deleted(slot: int) signal char_delete_failed() var creates: Array = [] var deletes: Array = [] var renames: Array = [] var selected_empires: Array = [] var slot_count := 4 func get_slot_count() -> int: return slot_count var empire := 1 func get_empire() -> int: return empire func select_empire(value: int) -> bool: selected_empires.append(value) empire = value return true func has_method_shim() -> void: pass func create_character(slot, name, job, shape, con, i, s, d) -> bool: creates.append({"slot": slot, "name": name, "job": job, "shape": shape, "con": con, "int": i, "str": s, "dex": d}) return true func delete_character(slot, code) -> bool: deletes.append({"slot": slot, "code": code}) return true func change_name(slot, name) -> bool: renames.append({"slot": slot, "name": name}) 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: char_create_delete_test") quit(0) else: printerr("%d check(s) failed" % _fail) quit(1) # 有弹窗时只在弹窗子树里找,避免撞到背后面板上的同名按钮 func _scope(s: Node) -> Node: var d = s._dialog_node() return d if d != null else s func _find(node: Node, cls: String, pred := Callable()) -> Node: for n in node.find_children("*", cls, true, false): if not pred.is_valid() or pred.call(n): return n return null func _btn(root: Node, text: String) -> Button: return _find(_scope(root), "Button", func(b): return String(b.text) == text) func _run() -> void: var fc := FakeClient.new() get_root().add_child(fc) var s: Control = CharSelectScreen.new() s.name = "CharSelect" get_root().add_child(s) # 1 个已有角色(槽 0),slot_count=4 -> 补 3 个空槽 s.setup(fc, "", [{"index": 0, "name": "Hero", "job": 0, "level": 30, "guild_id": 0, "guild_name": "", "play_minutes": 90, "st": 10, "ht": 9, "dx": 8, "iq": 7}]) # app_flow 平时做的接线(这里手接) s.create_requested.connect(func(spec: Dictionary): fc.create_character(spec["slot"], spec["name"], spec["job"], spec["shape"], spec["con"], spec["int"], spec["str"], spec["dex"])) s.delete_requested.connect(func(idx: int, code: String): fc.delete_character(idx, code)) s.change_name_requested.connect(func(idx: int, name: String): fc.change_name(idx, name)) await process_frame _ck(s._chars.size() == 4, "padded to 4 slots, got %d" % s._chars.size()) _ck(s._first_occupied() == 0, "first occupied slot = 0") # --- 建号:走到空槽 -> 开创建弹窗 -> 填名 -> 点“创建” --- s._select(1) # 槽 1(空) await process_frame s._open_create_dialog() await process_frame var name_edit := _find(s, "LineEdit", func(n): return n.name == "Name") as LineEdit _ck(name_edit != null, "create dialog has Name field") var job_opt := _find(s, "OptionButton", func(n): return n.name == "Job") as OptionButton _ck(job_opt != null and job_opt.get_selected_id() == 1, "job defaults to slot index (assassin)") name_edit.text = "Newbie" var ok := _btn(s, "创建") _ck(ok != null, "create dialog has 创建 button") ok.pressed.emit() await process_frame _ck(fc.creates.size() == 1, "create_character called once") if fc.creates.size() == 1: var c: Dictionary = fc.creates[0] _ck(c["slot"] == 1 and c["name"] == "Newbie" and c["job"] == 1, "create args: slot/name/job") # assassin 基础四维 con3 int3 str4 dex6 _ck(c["con"] == 3 and c["int"] == 3 and c["str"] == 4 and c["dex"] == 6, "create sends assassin base stats (got %s)" % c) # 太短的名字不发 s._open_create_dialog() await process_frame (_find(s, "LineEdit", func(n): return n.name == "Name") as LineEdit).text = "x" _btn(s, "创建").pressed.emit() await process_frame _ck(fc.creates.size() == 1, "short name rejected client-side") # 服务器回 char_created -> 弹窗关闭 fc.char_created.emit(1) # app_flow 正常会转发;这里直接调 s.on_char_created(1) await process_frame _ck(s._dialog_node() == null, "dialog closed on char_created") # --- 删号:选已有角色 -> 删除弹窗 -> 输码 -> 点“删除” --- s._select(0) await process_frame s._open_delete_dialog() await process_frame var code := _find(s, "LineEdit", func(n): return n.name == "Code") as LineEdit _ck(code != null and code.secret, "delete dialog has secret Code field") code.text = "1234567" _btn(s, "删除").pressed.emit() await process_frame _ck(fc.deletes.size() == 1 and fc.deletes[0]["slot"] == 0 and fc.deletes[0]["code"] == "1234567", "delete_character(0, '1234567')") # 服务器拒绝 -> 清空输入框 s.on_char_delete_failed() await process_frame var code2 := _find(s, "LineEdit", func(n): return n.name == "Code") as LineEdit _ck(code2 == null or code2.text == "", "delete code cleared on failure") # set_chars 保留当前选中槽 s._select(0) s.set_chars([{"index": 0, "name": "Hero", "job": 0, "level": 31}]) await process_frame _ck(s._slot_index() == 0, "set_chars keeps selection on slot 0") # --- 强制改名:40250 在角色槽位标记 change_name 时,点击开始先改名 --- s.set_chars([{"index": 0, "id": 42, "name": "Hero", "job": 0, "level": 31, "change_name": true}]) await process_frame s._select(0) s._do_start() await process_frame var rename_edit := _find(s, "LineEdit", func(n): return n.name == "Name") as LineEdit _ck(rename_edit != null, "forced rename dialog has Name field") rename_edit.text = "x" _btn(s, "改名").pressed.emit() await process_frame _ck(fc.renames.is_empty(), "short rename rejected client-side") rename_edit.text = "Renamed" _btn(s, "改名").pressed.emit() await process_frame _ck(fc.renames.size() == 1 and fc.renames[0]["slot"] == 0 and fc.renames[0]["name"] == "Renamed", "change_name(0, 'Renamed')") s.on_char_name_changed(42, "Renamed") await process_frame _ck(s._dialog_node() == null and not bool(s._cur().get("change_name", true)), "rename success clears forced-rename state") # --- 新账号:必须先选择阵营,成功后才恢复建号/进入按钮 --- fc.empire = 0 var es: Control = CharSelectScreen.new() get_root().add_child(es) es.setup(fc, "", [{"index": 0, "name": "Hero", "job": 0, "level": 30}]) await process_frame var empire_button := _find(es, "Button", func(n): return String(n.text) == "神獸王國") as Button _ck(empire_button != null, "empire-required page shows empire choice") _ck(_find(es, "Button", func(n): return String(n.text) == "开始" and n.disabled) != null, "start disabled until empire is selected") if empire_button: empire_button.pressed.emit() await process_frame _ck(fc.selected_empires.size() == 1 and fc.selected_empires[0] == 1, "empire button sends select_empire(1)") _ck(_find(es, "Button", func(n): return String(n.text) == "开始" and not n.disabled) != null, "start re-enabled after empire selection") s.queue_free() es.queue_free()