Files
mtgodot-poc/project/test_marriage_wedding_love_parity.gd
T
shenandshen 66d217b313 feat(client): 完成40250客户端核心功能1:1对齐与桥梁高度采样修复
- 桥梁与静态物体高度采样修复:
  - 严格对齐 40250 CMapOutdoor::GetHeight 与 CAttributeInstance::GetHeight
  - 解析 .mdatr 中的 AttributeHeight 网格,使用 is_in_triangle_2d 准确计算桥面多边形平面方程
  - sample_height 查询邻近区块并返回 fMAX(fObjectHeight, fTerrainHeight),彻底解决走上桥面穿透掉入水底/河床的问题
  - 新增 test_bridge_height_parity.gd 自动化对拍测试
- 40250 怪物击杀经验动效:
  - 1:1 实现 FLY_EXP(0) / FLY_HP / FLY_SP 粒子轨迹与爆炸吸附
- 40250 客户端全系统功能对齐(Batches 1-31):
  - 包含公会、交易、骑乘、变身、钓鱼、采矿、商城、信件、结婚、地牢等 134 套对拍系统与自动化回归测试
- 文档沉淀:
  - 新增 docs/CLIENT-PARITY-AUDIT-AND-FIX-GUIDE.md 客户端对拍缺陷发现与修复工程指南
2026-09-19 08:51:25 -07:00

125 lines
5.2 KiB
GDScript

# test_marriage_wedding_love_parity.gd —— Metin2 40250 夫妻同心传送与爱情点数婚戒系统 1:1 测试套件
extends SceneTree
const MarriageWeddingLoveSystem = preload("res://marriage_wedding_love_system.gd")
var _passed := 0
var _failed := 0
func _assert(cond: bool, msg: String) -> void:
if cond:
_passed += 1
print(" [PASS] %s" % msg)
else:
_failed += 1
printerr(" [FAIL] %s" % msg)
func _init() -> void:
print("\n=== Running test_marriage_wedding_love_parity (Direction 2: Marriage & Wedding Ring 1:1) ===")
test_marriage_and_partner_query()
test_love_points_and_items_bonus()
test_wedding_ring_teleport()
test_divorce_and_cleanup()
test_serialization()
print("\n=======================================================")
print("Marriage & Wedding Ring Tests: %d Passed, %d Failed" % [_passed, _failed])
print("=======================================================\n")
if _failed > 0:
quit(1)
else:
quit(0)
func test_marriage_and_partner_query() -> void:
print("\n--- Test 1: Marriage Creation & Querying (40250 1:1) ---")
var system = MarriageWeddingLoveSystem.new()
_assert(system.is_married(1001) == false, "Not married initially")
# 缔结婚姻
var cid = system.marry(1001, "剑魂", 2002, "雪儿")
_assert(cid > 0, "Created marriage couple")
_assert(system.is_married(1001) == true, "Player 1 is married")
_assert(system.is_married(2002) == true, "Player 2 is married")
_assert(system.get_partner_pid(1001) == 2002, "Player 1 partner is 2002")
_assert(system.get_partner_pid(2002) == 1001, "Player 2 partner is 1001")
_assert(system.get_partner_name(1001) == "雪儿", "Player 1 partner name is 雪儿")
_assert(system.get_partner_name(2002) == "剑魂", "Player 2 partner name is 剑魂")
func test_love_points_and_items_bonus() -> void:
print("\n--- Test 2: Love Points & Jewelry Scaling (40250 1:1) ---")
var system = MarriageWeddingLoveSystem.new()
system.marry(1001, "剑魂", 2002, "雪儿")
_assert(system.get_love_points(1001) == 50, "Initial love points 50%")
# 增加爱情点数至 100%
system.add_love_points(1001, 50)
_assert(system.get_love_points(1001) == 100, "Love points maxed to 100%")
# 爱情饰品 100% 加成
var b_atk = system.get_love_item_bonus(1001, MarriageWeddingLoveSystem.VNUM_BRACELET_OF_LOVE)
_assert(b_atk["bonus_type"] == "att_grade" and b_atk["value"] == 40, "Bracelet of Love gives +40 ATK at 100% love")
var b_def = system.get_love_item_bonus(1001, MarriageWeddingLoveSystem.VNUM_EARRINGS_OF_LOVE)
_assert(b_def["bonus_type"] == "def_grade" and b_def["value"] == 30, "Earrings of Love give +30 DEF at 100% love")
var b_crit = system.get_love_item_bonus(1001, MarriageWeddingLoveSystem.VNUM_NECKLACE_OF_LOVE)
_assert(b_crit["bonus_type"] == "crit_pct" and b_crit["value"] == 20, "Necklace of Love gives +20% Crit at 100% love")
func test_wedding_ring_teleport() -> void:
print("\n--- Test 3: Wedding Ring (70302) Teleportation (40250 1:1) ---")
var system = MarriageWeddingLoveSystem.new()
system.marry(1001, "剑魂", 2002, "雪儿")
system.add_love_points(1001, 50) # 100% 爱情点数 -> 消耗 50 SP
var target_pos = Vector2(1500.0, 3200.0)
# 1. 伴侣离线 -> 拦截
var res = system.use_wedding_ring(1001, 500, false, "谷地", target_pos)
_assert(res["ok"] == false, "Rejected when partner offline")
_assert(res["reason"] == "PARTNER_OFFLINE", "Reason is PARTNER_OFFLINE")
# 2. 伴侣处于竞技场 (IsArenaMap) -> 拦截
res = system.use_wedding_ring(1001, 500, true, "竞技场", target_pos, true)
_assert(res["ok"] == false, "Rejected when partner in arena")
_assert(res["reason"] == "PARTNER_IN_ARENA", "Reason is PARTNER_IN_ARENA")
# 3. SP 不足 -> 拦截 (需要 50 SP,玩家只有 30)
res = system.use_wedding_ring(1001, 30, true, "首阳山", target_pos, false)
_assert(res["ok"] == false, "Rejected insufficient SP")
_assert(res["reason"] == "NOT_ENOUGH_SP", "Reason is NOT_ENOUGH_SP")
# 4. 传送成功
res = system.use_wedding_ring(1001, 200, true, "首阳山", target_pos, false)
_assert(res["ok"] == true, "Teleport succeeded")
_assert(res["target_pos"] == target_pos, "Target position matches partner position")
_assert(res["sp_consumed"] == 50, "Consumed 50 SP at 100% love points")
_assert(res["remaining_sp"] == 150, "Remaining SP is 150")
func test_divorce_and_cleanup() -> void:
print("\n--- Test 4: Divorce & State Cleanup (40250 1:1) ---")
var system = MarriageWeddingLoveSystem.new()
system.marry(1001, "剑魂", 2002, "雪儿")
var div_ok = system.divorce(1001)
_assert(div_ok == true, "Divorce succeeded")
_assert(system.is_married(1001) == false, "Player 1 is no longer married")
_assert(system.is_married(2002) == false, "Player 2 is no longer married")
func test_serialization() -> void:
print("\n--- Test 5: Serialization & Restoration ---")
var system = MarriageWeddingLoveSystem.new()
system.marry(1001, "剑魂", 2002, "雪儿")
system.add_love_points(1001, 30)
var data = system.serialize()
_assert(data.has("marriages") and data.has("pid_to_couple"), "Serialized data")
var restored = MarriageWeddingLoveSystem.new()
restored.deserialize(data)
_assert(restored.is_married(1001) == true, "Restored marriage state")
_assert(restored.get_love_points(1001) == 80, "Restored love points 80")