Implement the in-game Help window as a 1:1 migration of uihelp.py's HelpWindow (single-page: ENABLE_HELP_MULTIPAGE = 0 -> LoadDialogSinglePage). - project/ui/help_ui.gd (new): loads the real helpwindow.py uiscript via UiScript -> UiBuild; _relabel() resolves the <HELP_*>/<CLOSE> placeholders (produced when UiManager has no locale callback) from the project Locale table (en) with verbatim English fallbacks, covering the original script's two duplicate help_02 rows (right/middle camera). open/close/toggle/is_open; close_button -> close; ESC handled by the UiManager window stack. - project/ui/system_menu_ui.gd: help_button changed from the placeholder toast to close() + open_help(); adds const HelpUI, an injectable help_ui member, _ensure_help() (lazy build, reuses the menu's ui/client/assets_root), open_help(), toggle_help(); setup() gains an optional 6th arg (old 5-arg callers unaffected). - project/game_scene.gd: single elif in _unhandled_input — KEY_H without ctrl/meta -> system_menu_ui.toggle_help() (Ctrl+H stays free for /user_horse_ride). - project/help_ui_test.gd (new): headless SceneTree test — helpwindow.py load, 19 verbatim help rows + taskbar labels bound and non-placeholder, close_button text, rows() helper, close/open/toggle, ESC stack top, SystemMenuUI.open_help() lazy build. Tests: help_ui_test, system_menu_ui_test, gamescene_test, ui_test all PASS (plus system_option_ui_test, char_status_ui_test). No build/ in this worktree so C++ ctest not run (no C++ change). Real-server and visual (.sub textures) not verified. Docs: CLIENT-GAP.md W3 row + increment 50 bullet; CLIENT-GAP-FIX.md §8.3 status/改动/测试/验收 + C.5 batch record. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_014yvAPqPivoY7vmBbzgqK4W
116 lines
4.3 KiB
GDScript
116 lines
4.3 KiB
GDScript
# help_ui_test —— §8.3 帮助窗 headless 自检(真 `helpwindow.py` uiscript + 假 client)。
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# godot --headless --path project --script help_ui_test.gd
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# 校验:helpwindow.py 装载、19 条帮助行 + 任务栏标签逐字绑定(对齐
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# `locale/locale/en/locale_interface.txt` 的 `HELP_*`)、close_button、open/close/toggle、
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# 以及 SystemMenuUI.open_help() 懒建并打开本窗。缺 uiscript 资产时优雅跳过。
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extends SceneTree
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const UiManager = preload("res://ui/ui_manager.gd")
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const HelpUI = preload("res://ui/help_ui.gd")
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const SystemMenuUI = preload("res://ui/system_menu_ui.gd")
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class FakeClient extends Node:
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func say(_type: int, _text: String) -> bool:
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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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_run()
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if _fail == 0:
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print("PASS: help_ui_test (helpwindow.py + HELP_* rows + close/open/toggle + SystemMenu.open_help)")
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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 _txt(hw: Node, nm: String) -> String:
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var n: Control = hw._node(nm)
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return String(n.text) if n and ("text" in n) else "<missing:%s>" % nm
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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/helpwindow.py")):
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print(" (skip: no helpwindow.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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get_root().add_child(fc)
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var hw: Node = HelpUI.new()
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get_root().add_child(hw)
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hw.setup(ui, fc, assets)
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hw.open()
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_ck(hw.is_open(), "help window opened")
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if not hw.is_open():
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return
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# --- 19 条浮动帮助行都绑定且非占位 ---
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var bound := 0
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for i in range(1, 20):
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var nm := "help_%02d" % i
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var s := _txt(hw, nm)
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_ck(not s.begins_with("<missing"), "%s node exists" % nm)
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_ck(s.strip_edges() != "", "%s non-empty" % nm)
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_ck(not (s.begins_with("<") and s.ends_with(">")), "%s not a <KEY> placeholder (got %s)" % [nm, s])
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if not s.strip_edges().is_empty() and not (s.begins_with("<") and s.ends_with(">")):
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bound += 1
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_ck(bound == 19, "all 19 help rows bound (got %d)" % bound)
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# --- 逐字对照 locale/locale/en/locale_interface.txt ---
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_ck(_txt(hw, "help_01") == "Panel: W, A, S, D or arrow keys",
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"help_01 = HELP_MOVE_KEY (got %s)" % _txt(hw, "help_01"))
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_ck(_txt(hw, "help_06") == "Attack: left mouse button or space bar",
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"help_06 = HELP_ATTACK_KEY (got %s)" % _txt(hw, "help_06"))
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_ck(_txt(hw, "help_02") == "Camera View: middle or right mouse button",
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"help_02 = HELP_CONTROL_CAMERA_BY_MIDDLEBUTTON (2nd dup wins) (got %s)" % _txt(hw, "help_02"))
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_ck(_txt(hw, "help_19") == "Display help: H",
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"help_19 = HELP_HELP (got %s)" % _txt(hw, "help_19"))
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# --- 任务栏贴纸标签 ---
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_ck(_txt(hw, "taskbar_help_02") == "Hit Points (HP)",
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"taskbar_help_02 = HELP_HP (got %s)" % _txt(hw, "taskbar_help_02"))
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_ck(_txt(hw, "taskbar_help_08b") == "(Character Window, Inventory Window,",
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"taskbar_help_08b = HELP_CHARACTER_BUTTON1 (got %s)" % _txt(hw, "taskbar_help_08b"))
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# --- close_button ---
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var close_btn: Control = hw._node("close_button")
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_ck(close_btn is BaseButton, "close_button is a button")
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_ck(_txt(hw, "close_button") == "Close", "close_button text = Close (got %s)" % _txt(hw, "close_button"))
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# --- rows() 便捷器 ---
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var rows: Array = hw.rows()
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_ck(rows.size() == 19, "rows() returns 19 entries (got %d)" % rows.size())
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var all_nonempty := true
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for r in rows:
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if String(r).strip_edges().is_empty():
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all_nonempty = false
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_ck(all_nonempty, "rows() all non-empty")
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# --- close_button 关窗 ---
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close_btn.pressed.emit()
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_ck(not hw.is_open(), "close_button closes help window")
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# --- open / toggle / ESC 栈 ---
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hw.toggle()
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_ck(hw.is_open(), "toggle() re-opens help window")
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_ck(ui.top() == hw._win.get("root"), "help window is top of UiManager stack (ESC closes it)")
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hw.toggle()
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_ck(not hw.is_open(), "toggle() closes help window")
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# --- SystemMenuUI.open_help() 懒建并打开 ---
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var sm: Node = SystemMenuUI.new()
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get_root().add_child(sm)
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sm.setup(ui, fc, assets)
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sm.open_help()
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_ck(is_instance_valid(sm.help_ui), "SystemMenuUI.open_help() lazily builds help_ui")
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_ck(sm.help_ui.is_open(), "SystemMenuUI.open_help() opens the help window")
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sm.help_ui.close()
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