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