126 lines
4.6 KiB
GDScript
126 lines
4.6 KiB
GDScript
# inventory_ui_test —— P2 背包/装备窗 headless 自检(假 client + 假 proto + 真 uiscript)。
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# godot --headless --path project --script inventory_ui_test.gd
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extends SceneTree
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const UiManager = preload("res://ui/ui_manager.gd")
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const InventoryUI = preload("res://ui/inventory_ui.gd")
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class FakeClient extends Node:
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signal inventory_changed(window: int, cell: int)
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var inv := {} # cell -> {vnum,count}
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var equip := [] # 11 x {vnum,count}
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var used := []
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var moved := []
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func _init():
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for i in 11: equip.append({"vnum": 0, "count": 0, "wear": i})
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func get_inventory() -> Array:
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var out := []
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for c in inv: out.append({"cell": c, "vnum": inv[c].vnum, "count": inv[c].count})
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return out
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func get_equipment() -> Array: return equip
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func use_item(w, c) -> bool: used.append([w, c]); return true
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func move_item(fw, fc, tw, tc, n) -> bool: moved.append([fw, fc, tw, tc, n]); return true
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func set_inv(cell, vnum, count):
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inv[cell] = {"vnum": vnum, "count": count}
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inventory_changed.emit(1, cell)
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class FakeProto extends Node:
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func item(vnum: int) -> Dictionary:
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# type 1 = WEAPON;给出可穿戴位 + 空限制,让 EquipRules 前置门放行。
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return {"vnum": vnum, "name": "Item%d" % vnum, "locale_name": "物品%d" % vnum,
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"type": 1, "sub_type": 0, "anti_flags": 0, "wear_flags": 1 << 4, "limits": []}
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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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_run()
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if _fail == 0:
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print("PASS: inventory_ui_test (window + fill + refresh + use + move)")
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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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func _run() -> void:
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var assets := AssetRoot.path()
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if not FileAccess.file_exists(assets.path_join("uiscript/uiscript/inventorywindow.py")):
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print(" (skip: no inventorywindow.py — assets checkout missing)")
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return
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var ui: CanvasLayer = UiManager.new()
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get_root().add_child(ui)
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ui._ready()
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var fc := FakeClient.new()
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var fp := FakeProto.new()
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get_root().add_child(fc)
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get_root().add_child(fp)
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fc.inv[5] = {"vnum": 19, "count": 1}
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fc.inv[6] = {"vnum": 27, "count": 3}
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fc.equip[1] = {"vnum": 11209, "count": 1, "wear": 1}
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var iv: Node = InventoryUI.new()
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var mouse := preload("res://ui/mouse_controller.gd").new()
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get_root().add_child(mouse)
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mouse.setup(ui)
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iv.item_mouse = mouse
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get_root().add_child(iv)
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iv.setup(ui, fc, fp, assets)
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iv.open()
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_ck(iv.is_open(), "inventory window opened")
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# 45 背包格 + 12 装备格(equipment 元组)
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_ck(iv._cells.size() >= 45, "at least 45 inventory cells indexed (%d)" % iv._cells.size())
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_ck(iv._cells.has(90), "equipment cell 90 present")
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# 填充
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var c5: Panel = iv._cells[5]
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_ck(int(c5.get_meta("vnum", 0)) == 19, "cell 5 filled vnum 19")
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_ck(c5.tooltip_text.contains("物品19"), "cell 5 tooltip has locale name")
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var c6: Panel = iv._cells[6]
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_ck(c6.has_node("count") and (c6.get_node("count") as Label).text == "3", "cell 6 shows count 3")
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_ck(int(iv._cells[91].get_meta("vnum", 0)) == 11209, "equip wear1 -> ui cell 91 filled")
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# inventory_changed 刷新
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fc.set_inv(8, 100, 1)
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await process_frame
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_ck(int(iv._cells[8].get_meta("vnum", 0)) == 100, "cell 8 filled after inventory_changed")
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# 右键用
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iv.use(5)
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_ck(fc.used.size() == 1 and fc.used[0] == [1, 5], "use(5) -> use_item(1,5)")
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# 拖 5 -> 91(背包 -> 装备)
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iv.move_to(5, 91, 1)
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_ck(fc.moved.size() == 1 and fc.moved[0] == [1, 5, 2, 1, 1], "move_to(5,91) -> move_item(1,5,2,1,1)")
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_ck(iv._drop_mouse_item({"window": 1, "cell": 6, "vnum": 27, "count": 3}, 8),
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"mouse drop accepts inventory stack")
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_ck(fc.moved.size() == 2 and fc.moved[1] == [1, 6, 1, 8, 3],
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"mouse drop preserves attached stack count")
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iv.close()
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_ck(not iv.is_open(), "window closed")
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# 移动端长按详情与数量输入:不依赖右键、悬停或 PC SpinBox 微小箭头。
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ui.set_mobile_mode(true)
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iv.set_mobile_mode(true)
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iv.open()
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var long_down := InputEventScreenTouch.new()
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long_down.index = 31
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long_down.pressed = true
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long_down.position = Vector2(20, 20)
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iv._on_cell_input(6, long_down)
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await create_timer(0.65).timeout
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_ck(iv._mobile_detail_dialog != null, "mobile long-press detail opens")
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_ck(ui.top() == iv._mobile_detail_dialog, "detail is a modal window above inventory")
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ui.close_top()
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_ck(iv._mobile_detail_dialog == null, "mobile detail closes with back")
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iv._ask_count("丢弃数量", 3, func(_amount): pass)
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var count_dialog: Control = ui.top()
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_ck(count_dialog != null and count_dialog.get_node_or_null("CountInput") is LineEdit,
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"mobile count dialog uses numeric LineEdit")
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ui.close_top()
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iv.close()
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ui.queue_free()
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