143 lines
5.3 KiB
GDScript
143 lines
5.3 KiB
GDScript
# system_menu_ui_test —— ESC 系统菜单 + 游戏设置窗 headless 自检(真 uiscript + 假 client)。
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# godot --headless --path project --script system_menu_ui_test.gd
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# 校验 systemdialog.py / gameoptiondialog.py 装载、/setblockmode + /pkmode 真命令、
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# /in_game_mall + /phase_select + /logout、显示开关持久化。缺 uiscript 时优雅跳过。
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extends SceneTree
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const GameOptionUI = preload("res://ui/game_option_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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var says: Array = []
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func say(type: int, text: String) -> bool:
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says.append([type, text]); return true
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func last_say() -> String:
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return String(says[-1][1]) if not says.is_empty() else ""
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class StubWin extends Node:
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var opened := 0
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func open() -> void: opened += 1
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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: system_menu_ui_test (systemdialog + gameoptiondialog + /setblockmode /pkmode /phase_select)")
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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 _cfg_path() -> String:
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return ProjectSettings.globalize_path(GameOptionUI.config_path())
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func _has_say(fc, text: String) -> bool:
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for s in fc.says:
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if String(s[1]) == text:
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return true
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return false
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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/systemdialog.py")) \
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or not FileAccess.file_exists(assets.path_join("uiscript/uiscript/gameoptiondialog.py")):
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print(" (skip: no systemdialog.py / gameoptiondialog.py — assets checkout missing)")
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return
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if FileAccess.file_exists(_cfg_path()):
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DirAccess.remove_absolute(_cfg_path())
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var UiManager = load("res://ui/ui_manager.gd")
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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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# ---------------- GameOptionUI ----------------
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var go: Node = GameOptionUI.new()
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get_root().add_child(go)
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go.setup(ui, fc, assets)
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go.open()
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_ck(go.is_open(), "game_option window opened")
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if not go.is_open():
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return
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# 屏蔽 toggle -> /setblockmode <mask ^ bit>(EBlockAction 位)
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(go._node("block_exchange_button") as BaseButton).pressed.emit()
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_ck(fc.last_say() == "/setblockmode 1", "block exchange -> /setblockmode 1 (bit 1<<0)")
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(go._node("block_party_button") as BaseButton).pressed.emit()
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_ck(fc.last_say() == "/setblockmode 3", "block party -> /setblockmode 3 (1|2)")
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(go._node("block_exchange_button") as BaseButton).pressed.emit()
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_ck(fc.last_say() == "/setblockmode 2", "block exchange again -> /setblockmode 2 (bit cleared)")
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_ck(go._block_mode == 2, "_block_mode tracked = 2")
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# PK radio -> /pkmode {0,1,4,2}
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(go._node("pvp_revenge") as BaseButton).pressed.emit()
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_ck(fc.last_say() == "/pkmode 1", "pvp_revenge -> /pkmode 1")
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(go._node("pvp_guild") as BaseButton).pressed.emit()
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_ck(fc.last_say() == "/pkmode 4", "pvp_guild -> /pkmode 4")
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_ck(not (go._node("pvp_revenge") as BaseButton).button_pressed, "pvp radio exclusive")
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# 显示开关 -> 持久化 user://system_option.cfg [gameopt]
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(go._node("always_show_name_off_button") as BaseButton).pressed.emit()
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_ck(int(go._display.get("always_show_name", -1)) == 0, "always_show_name -> 0")
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var cfg := ConfigFile.new()
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cfg.load(_cfg_path())
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_ck(int(cfg.get_value("gameopt", "always_show_name", -1)) == 0, "cfg gameopt.always_show_name persisted")
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_ck(int(cfg.get_value("gameopt", "block_mode", -1)) == 2, "cfg gameopt.block_mode persisted")
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go.close()
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# 二次实例读 cfg:block_mode 回填
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var go2: Node = GameOptionUI.new()
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get_root().add_child(go2)
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go2.setup(ui, fc, assets)
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_ck(go2._block_mode == 2, "reload: block_mode from cfg")
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go2.open()
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_ck((go2._node("block_party_button") as BaseButton).button_pressed, "reload: block_party button reflects bit 1<<1")
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_ck(not (go2._node("block_exchange_button") as BaseButton).button_pressed, "reload: block_exchange button off")
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go2.close()
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# ---------------- SystemMenuUI ----------------
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fc.says.clear()
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var sys_opt := StubWin.new()
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var game_opt := StubWin.new()
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get_root().add_child(sys_opt)
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get_root().add_child(game_opt)
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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, sys_opt, game_opt)
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sm.open()
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_ck(sm.is_open(), "system menu opened")
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(sm._node("mall_button") as BaseButton).pressed.emit()
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_ck(_has_say(fc, "/in_game_mall"), "mall_button -> /in_game_mall")
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_ck(not sm.is_open(), "mall_button closes menu")
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sm.open()
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(sm._node("change_button") as BaseButton).pressed.emit()
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_ck(_has_say(fc, "/phase_select"), "change_button -> /phase_select (net.ExitGame)")
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sm.open()
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(sm._node("logout_button") as BaseButton).pressed.emit()
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_ck(_has_say(fc, "/logout"), "logout_button -> /logout (net.LogOutGame)")
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sm.open()
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(sm._node("system_option_button") as BaseButton).pressed.emit()
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_ck(sys_opt.opened == 1 and not sm.is_open(), "system_option_button -> opens system_option_ui + closes menu")
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sm.open()
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(sm._node("game_option_button") as BaseButton).pressed.emit()
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_ck(game_opt.opened == 1 and not sm.is_open(), "game_option_button -> opens game_option_ui + closes menu")
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sm.open()
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(sm._node("cancel_button") as BaseButton).pressed.emit()
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_ck(not sm.is_open(), "cancel_button closes menu")
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if FileAccess.file_exists(_cfg_path()):
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DirAccess.remove_absolute(_cfg_path())
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