Files
mtgodot-poc/project/char_create_delete_test.gd

193 lines
7.3 KiB
GDScript

# 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()