Files
mtgodot-poc/project/test_title_achievement_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

122 lines
5.2 KiB
GDScript

# test_title_achievement_parity.gd —— 40250 头衔成就系统 1:1 纯净回归测试套件
extends SceneTree
const TitleAchievementSystem = preload("res://title_achievement_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_title_achievement_parity (Direction 3: Title & Achievements 1:1) ===")
_test_achievement_definitions()
_test_achievement_unlock()
_test_title_equip_and_bonuses()
_test_multiple_achievements_points_accumulation()
_finish()
func _test_achievement_definitions() -> void:
print("\n--- Test 1: Achievement Milestone Configurations ---")
var tas := TitleAchievementSystem.new()
_assert(TitleAchievementSystem.ACHIEVEMENTS.has("ACH_DEMON_TOWER"), "Demon Tower achievement defined")
_assert(TitleAchievementSystem.ACHIEVEMENTS.has("ACH_SPIDER_BARONESS"), "Spider Baroness achievement defined")
_assert(TitleAchievementSystem.ACHIEVEMENTS.has("ACH_BERAN_SETAOU"), "Beran-Setaou achievement defined")
_assert(TitleAchievementSystem.ACHIEVEMENTS.has("ACH_AZRAEL"), "Azrael achievement defined")
_assert(TitleAchievementSystem.ACHIEVEMENTS.has("ACH_FOUR_WORLD_BOSSES"), "Four World Bosses achievement defined")
_assert(TitleAchievementSystem.ACHIEVEMENTS.has("ACH_SKILL_GRANDMASTER"), "Skill Grandmaster achievement defined")
_assert(TitleAchievementSystem.ACHIEVEMENTS.has("ACH_EPIC_BLACKSMITH"), "Epic Blacksmith achievement defined")
func _test_achievement_unlock() -> void:
print("\n--- Test 2: Milestone Unlock & Signal Emission ---")
var tas := TitleAchievementSystem.new()
# Invalid ach_id
var r_bad = tas.complete_achievement("INVALID_ACH")
_assert(r_bad["ok"] == false and r_bad["reason"] == "INVALID_ACH_ID", "Invalid achievement rejected")
var unlock_signal := {"fired": false, "id": "", "title": ""}
tas.achievement_unlocked.connect(func(aid: String, _aname: String, tname: String):
unlock_signal["fired"] = true
unlock_signal["id"] = aid
unlock_signal["title"] = tname
)
# Complete ACH_BERAN_SETAOU
var r = tas.complete_achievement("ACH_BERAN_SETAOU")
_assert(r["ok"] == true, "Beran-Setaou achievement completed")
_assert(tas.is_achievement_unlocked("ACH_BERAN_SETAOU") == true, "Achievement marked unlocked")
_assert(tas.total_achievement_points == 100, "100 achievement points awarded")
_assert(tas.unlocked_titles.has("屠龙勇士"), "Title '屠龙勇士' added to unlocked titles")
_assert(unlock_signal["fired"] == true and unlock_signal["title"] == "屠龙勇士", "achievement_unlocked signal fired")
# Duplicate complete rejected
var r_dup = tas.complete_achievement("ACH_BERAN_SETAOU")
_assert(r_dup["ok"] == false and r_dup["reason"] == "ALREADY_COMPLETED", "Duplicate completion rejected")
func _test_title_equip_and_bonuses() -> void:
print("\n--- Test 3: Title Equip, Unequip, and Stat Buffs ---")
var tas := TitleAchievementSystem.new()
# Try to equip locked title
var r_lock = tas.equip_title("深渊征服者")
_assert(r_lock["ok"] == false and r_lock["reason"] == "TITLE_NOT_UNLOCKED", "Locked title cannot be equipped")
# Unlock and equip "屠龙勇士"
tas.complete_achievement("ACH_BERAN_SETAOU")
var equip_signal := {"fired": false, "title": ""}
tas.title_equipped.connect(func(t: String, _b: Dictionary):
equip_signal["fired"] = true
equip_signal["title"] = t
)
var r_eq = tas.equip_title("屠龙勇士")
_assert(r_eq["ok"] == true, "Equipped '屠龙勇士' successfully")
_assert(tas.active_title == "屠龙勇士", "active_title is '屠龙勇士'")
_assert(equip_signal["fired"] == true and equip_signal["title"] == "屠龙勇士", "title_equipped signal fired")
var bonuses = tas.get_active_bonuses()
_assert(bonuses.has("boss_dmg_pct") and bonuses["boss_dmg_pct"] == 10, "Title grants +10% Boss damage")
# Unequip title
var unequip_signal := {"fired": false}
tas.title_unequipped.connect(func(): unequip_signal["fired"] = true)
tas.unequip_title()
_assert(tas.active_title == "", "active_title cleared")
_assert(unequip_signal["fired"] == true, "title_unequipped signal fired")
_assert(tas.get_active_bonuses().is_empty(), "No bonuses active after unequip")
func _test_multiple_achievements_points_accumulation() -> void:
print("\n--- Test 4: Points Accumulation & Title Switching ---")
var tas := TitleAchievementSystem.new()
tas.complete_achievement("ACH_DEMON_TOWER") # 50 pts, "恶魔征服者", +500 HP
tas.complete_achievement("ACH_AZRAEL") # 100 pts, "深渊征服者", +50 DEF
_assert(tas.total_achievement_points == 150, "Total points accumulated: 150 (50 + 100)")
_assert(tas.unlocked_titles.size() == 2, "2 titles unlocked")
# Equip Demon Tower title
tas.equip_title("恶魔征服者")
_assert(tas.get_active_bonuses()["max_hp"] == 500, "Grants +500 Max HP")
# Switch to Azrael title
tas.equip_title("深渊征服者")
_assert(tas.get_active_bonuses()["def"] == 50, "Switched to +50 DEF")
func _finish() -> void:
print("\n==========================================")
print("Title Achievement Parity Test Results: %d Passed, %d Failed" % [_passed, _failed])
print("==========================================")
if _failed > 0:
quit(1)
else:
quit(0)