diff --git a/game/tests/README.md b/game/tests/README.md index fe402c25..d639d919 100644 --- a/game/tests/README.md +++ b/game/tests/README.md @@ -32,6 +32,8 @@ godot --headless --path . res://tests/probes/.tscn timeout 120s godot --headless --script tests/run_all.gd ``` +> 单元/契约套件状态(单元测试与契约层批 2026-09-28):`_suites()` manifest 已登记实跑七套件——data_config(ConfigDB 加载/进度坐标 ceil 解析/fatal 退出码/统一随机流)、battle_settlement(DamageMath 纯函数/DamageController 伤害单据五配方)、contracts(系统间接口契约断言);致命类独立进程 `expect=1`。期望值一律由表读值推导(零玩法数值字面量)、随机只经 RngService 统一流。 + **协议要点**(D2 冒烟协议 + ADR-0004): - 冒烟脚本 `extends SceneTree` 以获得 `quit(code)`;成功 `quit(0)`、失败 `quit(1)` - `--script` 模式**不加载 autoload 且不注册全局标识符**(裸引用 `ConfigDB` = parse error)——ConfigDB/RngService 由脚本显式实例化,core 一律构造注入 diff --git a/game/tests/run_all.gd b/game/tests/run_all.gd index e2703b71..c8b3bd6e 100644 --- a/game/tests/run_all.gd +++ b/game/tests/run_all.gd @@ -1,13 +1,15 @@ -# tests/run_all.gd — CI 冒烟统一入口(ADR-0004 双载体的逻辑冒烟调用点) -# 用法:godot --headless --script tests/run_all.gd (CI 侧包装外部超时:timeout 120s …) -# 协议:套件清单逐条"套件 → 期望退出码"(D2 AC-2b manifest);致命类独立进程。 -# 现状:正式 Godot 工程尚未在根目录创建(代码在 game/, -# 其 smoke/smoke_all.gd 96/96 为参考实现)——本入口当前仅验证运行协议自身; -# 正式工程落地后,把套件清单登记进 _suites()。 +# tests/run_all.gd — 单元测试统一入口(ADR-0004 双载体的逻辑测试调用点,套件 manifest 协议 D2 AC-2b) +# 用法:godot --headless --path game --script res://tests/run_all.gd (CI 侧包装外部超时:timeout 120s …) +# 协议:套件清单逐条"套件 → 期望退出码";致命类独立进程(expect=1)。 +# 执行形态(单元测试与契约层批 2026-09-28):逐套件起独立 Godot 子进程实跑 +#(OS.get_executable_path() 解析本引擎二进制——--script 模式无 autoload/全局标识符, +# 每个测试文件自带显式实例化夹具,见 tests/README 协议要点)。 +# 场景探针(.tscn 载体)由 CI/轻闸单独步骤调用,不经本入口。 extends SceneTree + func _init() -> void: - print("[run_all] formal smoke entry — protocol check") + print("[run_all] unit/contract suite entry — %d suites" % _suites().size()) if DisplayServer.get_name() != "headless": push_warning("[run_all] 建议以 --headless 运行(D2 冒烟协议)") var failures := 0 @@ -20,22 +22,33 @@ func _init() -> void: print("[run_all] all green (%d suites)" % _suites().size()) quit(0) -# 返回 Array of Dictionary:{ "path": String, "expect": int } -# 正式工程落地后在此登记;探针场景(.tscn 载体)由 CI 单独步骤调用,不经本入口。 + +# 套件清单:{ "path": String, "expect": int };致命类(期望非 0)独立进程断言退出码。 func _suites() -> Array: return [ - # {"path": "res://tests/unit/example_test.gd", "expect": 0}, - # {"path": "res://tests/unit/reward_economy/reward_roll_test.gd", "expect": 0}, - # 致命类(独立进程,期望非 0): - # {"path": "res://tests/unit/d2/fixture_missing_table_test.gd", "expect": 1}, + {"path": "res://tests/unit/example_test.gd", "expect": 0}, + {"path": "res://tests/unit/data_config/config_db_test.gd", "expect": 0}, + {"path": "res://tests/unit/data_config/config_db_fatal_oob_test.gd", "expect": 1}, + {"path": "res://tests/unit/data_config/rng_service_test.gd", "expect": 0}, + {"path": "res://tests/unit/battle_settlement/damage_math_test.gd", "expect": 0}, + {"path": "res://tests/unit/battle_settlement/damage_controller_test.gd", "expect": 0}, + {"path": "res://tests/unit/contracts/system_contracts_test.gd", "expect": 0}, ] + func _run_suite(suite: Dictionary) -> int: - # SceneTree 脚本内不能直接以 OS.execute 递归调 godot 的成熟形态留待正式工程 - # (需解析 godot 二进制路径);当前协议检查阶段只断言清单形态合法。 var path: String = suite.get("path", "") + var expect: int = int(suite.get("expect", 0)) if path.is_empty(): push_error("[run_all] suite missing path") return 1 - print("[run_all] registered: %s (expect=%d)" % [path, suite.get("expect", 0)]) + var args := PackedStringArray(["--headless", "--path", ProjectSettings.globalize_path("res://"), "--script", path]) + var out := PackedStringArray() + var code: int = OS.execute(OS.get_executable_path(), args, out, true, false) + var text := "\n".join(out) + print(text) + if code != expect: + push_error("[run_all] FAIL %s — 退出码 %d ≠ 期望 %d" % [path, code, expect]) + return 1 + print("[run_all] PASS %s (exit=%d)" % [path, code]) return 0 diff --git a/game/tests/run_all.gd.uid b/game/tests/run_all.gd.uid new file mode 100644 index 00000000..04e8e4b0 --- /dev/null +++ b/game/tests/run_all.gd.uid @@ -0,0 +1 @@ +uid://f1xscrew4ser diff --git a/game/tests/unit/battle_settlement/damage_controller_test.gd b/game/tests/unit/battle_settlement/damage_controller_test.gd new file mode 100644 index 00000000..25513331 --- /dev/null +++ b/game/tests/unit/battle_settlement/damage_controller_test.gd @@ -0,0 +1,351 @@ +# tests/unit/battle_settlement/damage_controller_test.gd — 伤害控制器·伤害单据五配方单元测试 +# 运行:godot --headless --path game --script res://tests/unit/battle_settlement/damage_controller_test.gd +# 覆盖:hero_attack / enemy_skill / board_typed / board_blast / board_flat_hero 五配方 + +# 结账时机双模式(A 即结 / B 攒批 flush)+ 死亡作废(来源敌死/主角倒下 halt)+ requires 前置门 + +# 池乘区收口(clamped_pool:池内加算→clamp;ac 型不入池)+ AC 合流(override/表值兜底/状态叠层)+ +# 行协议公共字段(architecture.md API Boundaries B1→D1)+ 同种子逐位复现。 +# 红线:期望值由表读值推导(零玩法数值字面量);零自建 RNG(RngService 统一流,夹具种子仅求复现)。 +# 断言口径:归因等式在「无敌人死亡」时严格成立;有死亡时降为下界(超额伤害溢出属合法语义)。 +extends SceneTree + +const ConfigDBScript := preload("res://core/config_db.gd") +const RngServiceScript := preload("res://core/rng_service.gd") +const UnitContainerScript := preload("res://core/unit_container.gd") +const StatusContainerScript := preload("res://core/status_container.gd") +const DamageControllerScript := preload("res://core/damage_controller.gd") + +const TEST_SEED := 20260928 # 夹具种子(基建值非玩法数值——回放确定性契约的输入) + +var _failures := 0 +var _checks := 0 +var _rows: Array = [] # 当前 run 的行协议收集(_on_row 绑定法——避 lambda 多行控制流坑) + + +func _init() -> void: + var db = ConfigDBScript.new() + var load_ok: bool = db.load_tables("res://data/tables", true) + _check("前置:表加载零 error", load_ok and db.diagnostics_count("error") == 0) + if load_ok: + _test_five_recipes_and_replay(db) + _test_policy_immediate_mode(db) + _test_source_death_void(db) + _test_requires_gate_and_zero(db) + _test_hero_death_halt(db) + _test_ac_merge(db) + _test_pool_clamp(db) + if _failures > 0: + push_error("[damage_controller_test] %d/%d 项失败" % [_failures, _checks]) + quit(1) + return + print("[damage_controller_test] all green (%d checks)" % _checks) + quit(0) + + +func _check(desc: String, ok: bool) -> void: + _checks += 1 + if ok: + print(" [PASS] " + desc) + else: + _failures += 1 + push_error(" [FAIL] " + desc) + + +# ---- 夹具 ---- + +func _on_row(type, source_class, origin_cell, ri, display, value, extra, highlight) -> void: + _rows.append({"type": type, "source_class": source_class, "origin_cell": origin_cell, + "round_index": ri, "display": display, "value": value, "extra": extra, "highlight": highlight}) + + +func _harness(db): + var rng = RngServiceScript.new() + rng.set_master_seed(TEST_SEED) + var units = UnitContainerScript.new(db) + var effects = StatusContainerScript.new(db) + var ctrl = DamageControllerScript.new(db, rng, units, effects) + ctrl.emit_row_cb = Callable(self, "_on_row") + effects.notify_battle_start() + var spawn_ok: bool = units.spawn(1, 0, int(db.hero.max_hp)) + return {"db": db, "rng": rng, "units": units, "effects": effects, "ctrl": ctrl, "spawn_ok": spawn_ok} + + +func _row_by_display_prefix(prefix: String) -> Dictionary: + for r in _rows: + if String(r.display).begins_with(prefix): + return r + return {} + + +# ---- 五配方一次全流程 + 双跑逐位复现 ---- + +func _run_recipe_sequence(db) -> Array: + _rows = [] + var h = _harness(db) + var units = h.units + var ctrl = h.ctrl + if not h.spawn_ok: + _check("前置:units.spawn(1,0) 成功(遭遇行在案)", false) + return [] + var hero_before: int = int(units.hero_unit().hp) + var enemy_hp_before: Array = [] + for e in units.all_enemies(): + enemy_hp_before.append(int(e.hp)) + var front = units.default_target() + var threshold_expected: int = ctrl.defender_ac(front) + int(h.db.settlement.attack_bonus) + var atk_type := "" + var eff_keys: Array = h.db.settlement.armor_effectiveness.keys() + if eff_keys.size() > 0: + atk_type = String(eff_keys[0]) + var floor_v: int = int(h.db.settlement.damage_floor) + + var t1: int = ctrl.submit(ctrl.open_ticket(DamageControllerScript.KIND_HERO_ATTACK, "hero_attack", + "T1主角攻击", "战斗段", int(h.db.hero.atk), DamageControllerScript.TARGET_FRONT_ALIVE, 1)) + # 敌方技来源取后位敌(前位是攻击/直伤/群伤的靶位——来源与靶位分离,免死置干扰配方 redeemed 断言) + var alive_list: Array = units.query_alive("enemy") + var src0: Dictionary = alive_list[alive_list.size() - 1] + var ticket2: Dictionary = ctrl.open_ticket(DamageControllerScript.KIND_ENEMY_SKILL, "enemy_action", + "T2敌方技", "战斗段", int(src0.atk), DamageControllerScript.TARGET_HERO, 1, + Vector2i(-1, -1), "", floor_v, "", {"skill_id": "fixture_skill", "baseline": int(src0.atk)}) + ticket2["source_unit"] = src0 + var t2: int = ctrl.submit(ticket2) + var t3: int = ctrl.submit(ctrl.open_ticket(DamageControllerScript.KIND_BOARD_TYPED, "clear_reward", + "T3克制直伤", "棋盘兑付", floor_v, DamageControllerScript.TARGET_FRONT_ALIVE, 1, + Vector2i(-1, -1), atk_type)) + var t4: int = ctrl.submit(ctrl.open_ticket(DamageControllerScript.KIND_BOARD_BLAST, "clear_reward", + "T4群伤", "棋盘兑付", floor_v, DamageControllerScript.TARGET_ALL_ALIVE, 1)) + var t5: int = ctrl.submit(ctrl.open_ticket(DamageControllerScript.KIND_BOARD_FLAT_HERO, "mine_hit", + "T5反噬", "棋盘兑付", floor_v, DamageControllerScript.TARGET_HERO, 1, + Vector2i(-1, -1), "", 0, "", {"terrain": "fixture"})) + ctrl.flush() + + var outcomes_redeemed := true + for id in [t1, t2, t3, t4, t5]: + if ctrl.outcome(int(id)) != "redeemed": + outcomes_redeemed = false + _check("五配方单据 flush 后全部 redeemed(B 模式段界结账)", outcomes_redeemed) + + var hero_after: int = int(units.hero_unit().hp) + var r2: Dictionary = _row_by_display_prefix("T2敌方技") + var r5: Dictionary = _row_by_display_prefix("T5反噬") + _check("主角扣血 = 敌方技行值 + 反噬行值(逐行归因闭合)", + hero_before - hero_after == int(r2.get("value", -1)) + int(r5.get("value", -1))) + _check("敌方技行值 ≥ 下限 + rider(rider 后置不进乘区)", int(r2.get("value", 0)) >= floor_v + floor_v) + _check("反噬行值 = 落地下限(中性无类型表值)", int(r5.get("value", 0)) == floor_v) + + var r1: Dictionary = _row_by_display_prefix("T1主角攻击") + var ex1: Dictionary = r1.get("extra", {}) + _check("主角攻击行 AC = 防守方 AC + 攻击加成(开单前快照一致)", int(ex1.get("ac", -1)) == threshold_expected) + _check("掷点 ∈ [1, 骰面]", int(ex1.get("roll", -1)) >= 1 and int(ex1.get("roll", -1)) <= int(h.db.settlement.roll_faces)) + var tier_ok := false + for dv in h.db.settlement.roll_tier_discounts: + if int(dv) == int(ex1.get("tier", -1)): + tier_ok = true + if int(ex1.get("tier", -1)) == 100: + tier_ok = true + _check("掷点档位 ∈ 表档位值 ∪ 满额", tier_ok) + + var r4: Dictionary = _row_by_display_prefix("T4群伤") + var alive_at_blast: int = int(r4.get("extra", {}).get("count", -1)) + var any_enemy_dead := false + var enemy_drop_total := 0 + var idx := 0 + for e in units.all_enemies(): + var drop: int = enemy_hp_before[idx] - int(e.hp) + enemy_drop_total += maxi(0, drop) + if not bool(e.alive): + any_enemy_dead = true + idx += 1 + var attack_landed: int = int(r1.get("value", 0)) + var typed_landed: int = int(_row_by_display_prefix("T3克制直伤").get("value", 0)) + if any_enemy_dead: + _check("敌方总扣血 ≥ 攻击+克制+群伤(死亡溢出合法,下界归因)", + enemy_drop_total >= attack_landed + typed_landed + int(r4.get("value", 0)) * maxi(0, alive_at_blast)) + else: + _check("敌方总扣血 = 攻击 + 克制直伤 + 群伤×存活数(逐行归因闭合)", + enemy_drop_total == attack_landed + typed_landed + int(r4.get("value", 0)) * alive_at_blast) + + var protocol_ok := true + for r in _rows: + if String(r.type) != "damage": + continue + if String(r.source_class).is_empty() or String(r.display).is_empty(): + protocol_ok = false + if int(r.value) < int(h.db.settlement.damage_floor): + protocol_ok = false + if not (r.extra is Dictionary) or not r.extra.has("target"): + protocol_ok = false + _check("行协议公共字段封闭(type/source_class/display/value≥下限/extra.target)", protocol_ok) + + # 复现序列(供双跑对拍):逐行 (display, value) + var seq: Array = [] + for r in _rows: + seq.append([String(r.display), int(r.value)]) + return seq + + +func _test_five_recipes_and_replay(db) -> void: + var run1: Array = _run_recipe_sequence(db) + _check("五配方序列产出 5 行伤害行", run1.size() == 5) + var run2: Array = _run_recipe_sequence(db) + _check("同种子双跑行序列逐位一致(回放确定性契约)", run1 == run2) + + +# ---- A 模式(开单即结——回切位) ---- + +func _test_policy_immediate_mode(db) -> void: + _rows = [] + var h = _harness(db) + if not h.spawn_ok: + return + h.ctrl.policy = DamageControllerScript.POLICY_IMMEDIATE + var floor_v: int = int(h.db.settlement.damage_floor) + var t: int = h.ctrl.submit(h.ctrl.open_ticket(DamageControllerScript.KIND_BOARD_FLAT_HERO, "mine_hit", + "A模式反噬", "棋盘兑付", floor_v, DamageControllerScript.TARGET_HERO, 1)) + _check("A 模式开单即结(无 flush 即 redeemed)", h.ctrl.outcome(t) == "redeemed") + _check("A 模式主角即时扣血", int(h.units.hero_unit().hp) == int(h.db.hero.max_hp) - floor_v) + + +# ---- 来源敌死亡:队列中未结单据作废(死亡即不动手) ---- + +func _test_source_death_void(db) -> void: + _rows = [] + var h = _harness(db) + if not h.spawn_ok: + return + var alive_list: Array = h.units.query_alive("enemy") + var src: Dictionary = alive_list[alive_list.size() - 1] + var hero_before: int = int(h.units.hero_unit().hp) + var ticket: Dictionary = h.ctrl.open_ticket(DamageControllerScript.KIND_ENEMY_SKILL, "enemy_action", + "亡敌未结单", "战斗段", int(src.atk), DamageControllerScript.TARGET_HERO, 1) + ticket["source_unit"] = src + var t: int = h.ctrl.submit(ticket) + h.units.apply_damage(src, int(src.max_hp)) # 敌当场倒下 → unit_died → 该敌未结单作废 + h.ctrl.flush() + _check("来源敌死亡后其未结单据 voided(死亡即不动手)", h.ctrl.outcome(t) == "voided") + _check("作废单零行零扣血", int(h.units.hero_unit().hp) == hero_before and _rows.is_empty()) + + +# ---- requires 前置门:前置单未实际有效兑付 → 后继单静默作废;无存活敌 blast = 合法零兑付 ---- + +func _test_requires_gate_and_zero(db) -> void: + _rows = [] + var h = _harness(db) + if not h.spawn_ok: + return + var floor_v: int = int(h.db.settlement.damage_floor) + # 先清场(flush_submit 同步开单——清图批专用通道的契约面同时被覆盖) + var front_hp: int = int(h.units.query_alive("enemy")[0].max_hp) + var big: int = front_hp * 10 + var t_clear: int = h.ctrl.flush_submit(h.ctrl.open_ticket(DamageControllerScript.KIND_BOARD_BLAST, "clear_reward", + "清场群伤", "棋盘兑付", big, DamageControllerScript.TARGET_ALL_ALIVE, 1)) + _check("flush_submit 同步开单即结(清图批契约)", h.ctrl.outcome(t_clear) == "redeemed" and h.units.query_alive("enemy").is_empty()) + var t_zero: int = h.ctrl.submit(h.ctrl.open_ticket(DamageControllerScript.KIND_BOARD_BLAST, "clear_reward", + "空场群伤", "棋盘兑付", floor_v, DamageControllerScript.TARGET_ALL_ALIVE, 1)) + var gated_ticket: Dictionary = h.ctrl.open_ticket(DamageControllerScript.KIND_HERO_ATTACK, "hero_attack", + "前置门攻击", "战斗段", int(h.db.hero.atk), DamageControllerScript.TARGET_FRONT_ALIVE, 1) + gated_ticket["requires"] = t_zero + var t_gated: int = h.ctrl.submit(gated_ticket) + h.ctrl.flush() + _check("无存活敌 blast = 合法零兑付(zero 非 voided)", h.ctrl.outcome(t_zero) == "zero") + _check("前置单未实际有效 → 后继单 voided(requires 门)", h.ctrl.outcome(t_gated) == "voided") + + +# ---- 主角倒下:flush 余单全部作废(_halted 终止) ---- + +func _test_hero_death_halt(db) -> void: + _rows = [] + var h = _harness(db) + if not h.spawn_ok: + return + var max_hp: int = int(h.db.hero.max_hp) + var t_kill: int = h.ctrl.submit(h.ctrl.open_ticket(DamageControllerScript.KIND_BOARD_FLAT_HERO, "mine_hit", + "致死反噬", "棋盘兑付", max_hp, DamageControllerScript.TARGET_HERO, 1)) + var t_after: int = h.ctrl.submit(h.ctrl.open_ticket(DamageControllerScript.KIND_BOARD_FLAT_HERO, "mine_hit", + "余单", "棋盘兑付", 1, DamageControllerScript.TARGET_HERO, 2)) + h.ctrl.flush() + _check("致死单 redeemed 且主角 hp 归零", h.ctrl.outcome(t_kill) == "redeemed" and int(h.units.hero_unit().hp) == 0) + _check("主角倒下后余单 voided(flush 终止)", h.ctrl.outcome(t_after) == "voided") + + +# ---- AC 合流:override 入参 / 表值兜底 / ac 型状态叠层(不入池) ---- + +func _test_ac_merge(db) -> void: + _rows = [] + var h = _harness(db) + if not h.spawn_ok: + return + var base_ac: int = int(h.db.hero.armor_class) + _check("缺省兜底:defender_ac(hero) = hero 表值", h.ctrl.defender_ac(h.units.hero_unit()) == base_ac) + var override_v: int = base_ac + int(h.db.settlement.damage_floor) + h.ctrl.set_hero_ac_override(override_v) + _check("override 合流入参生效", h.ctrl.defender_ac(h.units.hero_unit()) == override_v) + # ac 型状态效果叠其上(找 hero 侧 unit=ac 行) + var ac_eff := {} + for row in h.db.status_effects.rows: + if String(row.get("unit", "")) == "ac" and String(row.get("target_side", "")) == "hero": + ac_eff = row + break + if ac_eff.is_empty(): + _check("前置:状态表存在 hero 侧 ac 型行", false) + return + var src := {"source_class": "safe_cell", "origin_cell": Vector2i(-1, -1), "round_index": 0} + h.effects.apply_effect(String(ac_eff.effect_id), src) + var expected: int = override_v + int(ac_eff.magnitude) + _check("ac 型效果叠层入 AC(层数×幅度,不入池)", h.ctrl.defender_ac(h.units.hero_unit()) == expected) + + +# ---- 池乘区收口:池内加算 → clamp;ac 型不入池 ---- + +func _test_pool_clamp(db) -> void: + _rows = [] + var h = _harness(db) + if not h.spawn_ok: + return + var lo: int = int(h.db.settlement.pool_clamp_lo) + var hi: int = int(h.db.settlement.pool_clamp_hi) + _check("空效果池读 0(表 clamp 域含 0 前提)", h.ctrl.clamped_pool("hero_offense") == 0 and lo <= 0 and hi >= 0) + # 找 hero_offense 池的 percent 型 hero 侧效果行 + var pool_eff := {} + for row in h.db.status_effects.rows: + var eid := String(row.get("effect_id", "")) + if String(row.get("unit", "")) == "percent" and String(row.get("target_side", "")) == "hero" \ + and String(h.db.settlement.effect_pool_map.get(eid, "")) == "hero_offense": + pool_eff = row + break + if pool_eff.is_empty(): + _check("前置:hero_offense 池存在 percent 型 hero 侧行", false) + return + var src := {"source_class": "safe_cell", "origin_cell": Vector2i(-1, -1), "round_index": 0} + var first_ok: bool = h.effects.apply_effect(String(pool_eff.effect_id), src) + var expected1: int = clampi(int(pool_eff.magnitude), lo, hi) + _check("池值 = 单实例 L×m 加算后 clamp", first_ok and h.ctrl.clamped_pool("hero_offense") == expected1) + var second_ok: bool = h.effects.apply_effect(String(pool_eff.effect_id), src) + _check("refresh 政策重复授予受理且层数恒 1(叠层改续时裁决)——池值不变", + second_ok and h.ctrl.clamped_pool("hero_offense") == expected1) + # ac 型效果不入 percent 池 + var ac_eff2 := {} + for row2 in h.db.status_effects.rows: + if String(row2.get("unit", "")) == "ac" and String(row2.get("target_side", "")) == "hero": + ac_eff2 = row2 + break + if not ac_eff2.is_empty(): + var before: int = h.ctrl.clamped_pool("hero_offense") + h.effects.apply_effect(String(ac_eff2.effect_id), src) + _check("ac 型效果不入池(percent 池隔离)", h.ctrl.clamped_pool("hero_offense") == before) + # stack 政策效果:全新容器授予至满层 → 再授拒绝(满层拒绝原子——容器零写入) + var stack_eff := {} + for row3 in h.db.status_effects.rows: + if String(row3.get("stack_policy", "")) == "stack": + stack_eff = row3 + break + if stack_eff.is_empty(): + _check("前置:状态表存在 stack 政策行", false) + return + var effects2 = StatusContainerScript.new(h.db) + effects2.notify_battle_start() + var granted := 0 + var max_n: int = int(stack_eff.max_stack) + for i in range(max_n + 1): + if effects2.apply_effect(String(stack_eff.effect_id), src): + granted += 1 + _check("stack 政策恰授予 max_stack 层后拒绝(满层拒绝原子)", granted == max_n) diff --git a/game/tests/unit/battle_settlement/damage_controller_test.gd.uid b/game/tests/unit/battle_settlement/damage_controller_test.gd.uid new file mode 100644 index 00000000..8418a3e1 --- /dev/null +++ b/game/tests/unit/battle_settlement/damage_controller_test.gd.uid @@ -0,0 +1 @@ +uid://bg3nmj4y2rxxk diff --git a/game/tests/unit/battle_settlement/damage_math_test.gd b/game/tests/unit/battle_settlement/damage_math_test.gd new file mode 100644 index 00000000..e1d5a294 --- /dev/null +++ b/game/tests/unit/battle_settlement/damage_math_test.gd @@ -0,0 +1,102 @@ +# tests/unit/battle_settlement/damage_math_test.gd — 战斗结算·伤害公式族纯函数单元测试 +# 运行:godot --headless --path game --script res://tests/unit/battle_settlement/damage_math_test.gd +# 协议:DamageMath = 零状态纯算术宿主(headless 可跑);掷点档位参数全读 settlement 表(零玩法数值字面量)。 +# 注:0/100 等出现在断言中的数值 = 语义常量(中性池/百分比满额),非玩法行值。 +extends SceneTree + +const DamageMathScript := preload("res://core/damage_math.gd") +const ConfigDBScript := preload("res://core/config_db.gd") + +var _failures := 0 +var _checks := 0 +var db + + +func _init() -> void: + db = ConfigDBScript.new() + var load_ok: bool = db.load_tables("res://data/tables", true) + _check("前置:settlement 表加载零 error", load_ok and db.diagnostics_count("error") == 0) + if load_ok: + _test_pool_damage() + _test_counter_component() + _test_roll_discount_percent() + _test_rolled_component() + if _failures > 0: + push_error("[damage_math_test] %d/%d 项失败" % [_failures, _checks]) + quit(1) + return + print("[damage_math_test] all green (%d checks)" % _checks) + quit(0) + + +func _check(desc: String, ok: bool) -> void: + _checks += 1 + if ok: + print(" [PASS] " + desc) + else: + _failures += 1 + push_error(" [FAIL] " + desc) + + +func _floor_val() -> int: + return int(db.settlement.damage_floor) + + +# ---- F2 乘区:池内加算 → 池间乘算 → floor(单一取整规则)---- + +func _test_pool_damage() -> void: + var d := _floor_val() + 9 # 表值推导的任意正探针量(非玩法行值) + _check("中性双池 (0,0) 原样透传", DamageMathScript.pool_damage(d, 0, 0) == d) + _check("负敌方池压低不增高", DamageMathScript.pool_damage(d, 0, int(db.settlement.pool_clamp_lo)) <= d) + _check("正主角池抬升不低于原值", DamageMathScript.pool_damage(d, int(db.settlement.pool_clamp_hi), 0) >= d) + _check("主角池单调不减(+50% vs +49% 探针档)", DamageMathScript.pool_damage(d, 50, 0) >= DamageMathScript.pool_damage(d, 49, 0)) + _check("对称性:池值互换结果不变(乘算交换)", DamageMathScript.pool_damage(d, 30, -20) == DamageMathScript.pool_damage(d, -20, 30)) + _check("输出非负(maxi(0,·) 封底)", DamageMathScript.pool_damage(d, int(db.settlement.pool_clamp_lo), int(db.settlement.pool_clamp_lo)) >= 0) + + +# ---- 克制分量:空桶不吃修正恒 0;落地下限保底([1,+∞) 全来源)---- + +func _test_counter_component() -> void: + var floor_v := _floor_val() + _check("空桶(点数≤0)恒 0 不吃修正", DamageMathScript.counter_component(0, floor_v, floor_v) == 0 + and DamageMathScript.counter_component(-1, 5, floor_v) == 0) + _check("正向修正直加", DamageMathScript.counter_component(floor_v, floor_v, floor_v) == floor_v * 2) + _check("负修正触底保落地伤害下限", DamageMathScript.counter_component(floor_v, -floor_v * 10, floor_v) == floor_v) + _check("下限参数缺省 = 0(无下限语义面)", DamageMathScript.counter_component(floor_v, -floor_v * 10) == 0) + + +# ---- 掷点折扣查档(纯函数):满阈值恒全额;档位边界/末档语义与表数组一致 ---- + +func _test_roll_discount_percent() -> void: + var threshold := 10 # 查档探针阈值(夹具值——档位参数本身全部来自表) + var bounds: Array = db.settlement.roll_tier_bounds + var discounts: Array = db.settlement.roll_tier_discounts + _check("前置:档位数 = 边界数 + 1(查档契约——档数 = 边界数 + 1)", discounts.size() == bounds.size() + 1 and discounts.size() > 0) + _check("掷点 ≥ 阈值恒全额 100", DamageMathScript.roll_discount_percent(threshold, threshold, bounds, discounts) == 100 + and DamageMathScript.roll_discount_percent(threshold + 5, threshold, bounds, discounts) == 100) + # 缺口 = 1:落首档(缺口 ∈ [1, bounds[0]] → discounts[0]) + var tier0_expected: int = int(discounts[0]) + if int(bounds[0]) >= 1: + _check("缺口 1 落首档", DamageMathScript.roll_discount_percent(threshold - 1, threshold, bounds, discounts) == tier0_expected) + # 缺口超末边界:落末档 + var last_expected: int = int(discounts[-1]) + _check("缺口超末边界落末档", DamageMathScript.roll_discount_percent(threshold - int(bounds[-1]) - 1, threshold, bounds, discounts) == last_expected) + # 档位值降序(重档折扣更深)——表自检 + var descending := true + for i in range(discounts.size() - 1): + if int(discounts[i]) < int(discounts[i + 1]): + descending = false + _check("档位值随档位加深不升(折扣单调)", descending) + + +# ---- 吃掷点分量算术:折扣→(暴击)→floor→+克制修正(单一取整链)---- + +func _test_rolled_component() -> void: + var base := float(_floor_val() + 7) # 表值推导探针基线 + var crit_mult: int = int(db.settlement.crit_multiplier) + _check("满额折扣无暴击 = floor(基线) + 修正 0", DamageMathScript.rolled_component(base, 100, false, crit_mult, 0) == int(floor(base))) + _check("满额折扣暴击按表倍率放大", DamageMathScript.rolled_component(base, 100, true, crit_mult, 0) == int(floor(base * float(crit_mult) / 100.0))) + _check("折扣降低不高于满额", DamageMathScript.rolled_component(base, 50, false, crit_mult, 0) <= DamageMathScript.rolled_component(base, 100, false, crit_mult, 0)) + _check("克制修正加在 floor 之后(加法核)", DamageMathScript.rolled_component(base, 100, false, crit_mult, _floor_val()) == int(floor(base)) + _floor_val()) + _check("复合序 = 基线×折扣%×暴击%(floor 只在链末)", + DamageMathScript.rolled_component(base, 50, true, crit_mult, 0) == int(floor(base * 50.0 / 100.0 * float(crit_mult) / 100.0))) diff --git a/game/tests/unit/battle_settlement/damage_math_test.gd.uid b/game/tests/unit/battle_settlement/damage_math_test.gd.uid new file mode 100644 index 00000000..aefa7bdd --- /dev/null +++ b/game/tests/unit/battle_settlement/damage_math_test.gd.uid @@ -0,0 +1 @@ +uid://ce116wl7vbdiu diff --git a/game/tests/unit/contracts/system_contracts_test.gd b/game/tests/unit/contracts/system_contracts_test.gd new file mode 100644 index 00000000..6f332bf1 --- /dev/null +++ b/game/tests/unit/contracts/system_contracts_test.gd @@ -0,0 +1,146 @@ +# tests/unit/contracts/system_contracts_test.gd — 系统间接口契约断言(宁缺勿错——只断言已定稿行为) +# 运行:godot --headless --path game --script res://tests/unit/contracts/system_contracts_test.gd +# 契约线清单来源:design/dev/architecture/architecture.md「API Boundaries」表 + 各系统 AC 前言(规范源)。 +# 覆盖面: +# 各系统→D2 ConfigDB 类型化单点(TABLE_MANIFEST 词表封闭——伤害单据 kind/目标规则/结账政策常量); +# D2↔B1 掷点用途标签 ∈ RngService 封闭词表(EC12——settlement.armor_roll_stream 成员性); +# B1→D1 行协议公共字段形态(open_ticket 九栏缺省 + 协议公共键); +# B4→B3 增益授予布尔受理口径(域闭 EC1 / 未知 id EC2 / 受理后投影)。 +extends SceneTree + +const ConfigDBScript := preload("res://core/config_db.gd") +const RngServiceScript := preload("res://core/rng_service.gd") +const StatusContainerScript := preload("res://core/status_container.gd") +const DamageControllerScript := preload("res://core/damage_controller.gd") + +var _failures := 0 +var _checks := 0 + + +func _init() -> void: + var db = ConfigDBScript.new() + var load_ok: bool = db.load_tables("res://data/tables", true) + _check("前置:表加载零 error", load_ok and db.diagnostics_count("error") == 0) + if load_ok: + _test_damage_controller_vocabularies() + _test_rng_tag_closure(db) + _test_ticket_nine_columns() + _test_status_boolean_acceptance(db) + if _failures > 0: + push_error("[system_contracts_test] %d/%d 项失败" % [_failures, _checks]) + quit(1) + return + print("[system_contracts_test] all green (%d checks)" % _checks) + quit(0) + + +func _check(desc: String, ok: bool) -> void: + _checks += 1 + if ok: + print(" [PASS] " + desc) + else: + _failures += 1 + push_error(" [FAIL] " + desc) + + +# ---- B1 兑付配方词表:五配方/三目标规则/双结账政策——常量非空且互异(封闭枚举负空间) ---- + +func _test_damage_controller_vocabularies() -> void: + var kinds: Array = [ + DamageControllerScript.KIND_HERO_ATTACK, DamageControllerScript.KIND_ENEMY_SKILL, + DamageControllerScript.KIND_BOARD_TYPED, DamageControllerScript.KIND_BOARD_BLAST, + DamageControllerScript.KIND_BOARD_FLAT_HERO, + ] + var nonempty := true + for k in kinds: + if String(k).is_empty(): + nonempty = false + _check("五配方常量非空(开单面唯一分派键)", nonempty) + var unique_kinds: Dictionary = {} + for k in kinds: + unique_kinds[String(k)] = true + _check("五配方常量互异(词表封闭无别名)", unique_kinds.size() == kinds.size()) + var targets: Array = [ + DamageControllerScript.TARGET_FRONT_ALIVE, DamageControllerScript.TARGET_HERO, + DamageControllerScript.TARGET_ALL_ALIVE, + ] + var unique_targets: Dictionary = {} + for t in targets: + unique_targets[String(t)] = true + _check("三目标规则常量互异(结账时刻现场解析词表)", unique_targets.size() == targets.size()) + _check("双结账政策常量互异(A 即结 / B 攒批回切位)", + String(DamageControllerScript.POLICY_IMMEDIATE) != String(DamageControllerScript.POLICY_SEGMENT)) + + +# ---- D2↔B1:掷点用途标签 ∈ RngService 封闭词表(EC12——跨系统字面量契约的成员性断言) ---- + +func _test_rng_tag_closure(db) -> void: + var stream_label: String = String(db.settlement.armor_roll_stream) + _check("settlement.armor_roll_stream ∈ RngService 封闭标签词表(EC12)", + RngServiceScript.PURPOSE_TAGS.has(stream_label)) + _check("RngService 用途标签词表非空且互异(封闭语义由流改标签)", + RngServiceScript.PURPOSE_TAGS.size() > 0) + + +# ---- B1→D1 行协议:单据九栏缺省齐备 + 协议公共键形态 ---- + +func _test_ticket_nine_columns() -> void: + var ctrl = _bare_controller() + var t: Dictionary = ctrl.open_ticket(DamageControllerScript.KIND_BOARD_FLAT_HERO, "mine_hit", + "契约探针", "棋盘兑付", 1, DamageControllerScript.TARGET_HERO, 0) + var columns := ["kind", "source_class", "origin_cell", "round_index", "display", + "channel", "attack_type", "base_value", "target_rule", "rider", "highlight", "context", + "requires", "source_unit"] + var all_present := true + for c in columns: + if not t.has(c): + all_present = false + _check("单据九栏 + 可选两栏缺省齐备(开单面只写差异栏前提)", all_present) + _check("缺省无类型轴(attack_type 空 = 恒不查克制矩阵)", String(t.attack_type) == "") + _check("缺省无前置依赖(requires = -1)", int(t.requires) == -1) + + +func _bare_controller(): + var db = ConfigDBScript.new() + # 只取 open_ticket 纯构造面——容器/依赖传桩(构造期不消费) + var units = UnitContainerStub.new() + var effects = StatusContainerStub.new() + return DamageControllerScript.new(db, RngStub.new(), units, effects) + + +# 桩容器:构造期零消费(DamageController._init 只 connect unit_died 信号——桩需同名信号) +class UnitContainerStub: + signal unit_died(u: Dictionary) + + +class StatusContainerStub: + pass + + +class RngStub: + pass + + +# ---- B4→B3:增益授予布尔受理口径(受理/拒绝二元面 + 投影一致性) ---- + +func _test_status_boolean_acceptance(db) -> void: + var effects = StatusContainerScript.new(db) + # EC1 域闭:notify_battle_start 前授予 = false(受理面封闭) + var any_row: Dictionary = {} + if db.status_effects.rows.size() > 0: + any_row = db.status_effects.rows[0] + _check("前置:状态表非空", not any_row.is_empty()) + if any_row.is_empty(): + return + var probe_id: String = String(any_row.effect_id) + var src := {"source_class": "safe_cell", "origin_cell": Vector2i(-1, -1), "round_index": 0} + _check("域闭授予拒绝(EC1——战斗域外 apply_effect = false)", effects.apply_effect(probe_id, src) == false) + _check("未知 effect_id 拒绝(EC2)", effects.apply_effect("no_such_effect_id__", src) == false) + effects.notify_battle_start() + _check("开域后受理已知 id(布尔受理口径 true 通道)", effects.apply_effect(probe_id, src) == true) + var active: Array = effects.query_active(String(any_row.target_side)) + var projected := false + for a in active: + if String(a.effect_id) == probe_id: + projected = int(a.effective_value) == int(a.layers) * int(a.snap_magnitude) + _check("受理后投影 effective_value = 层数×授予时快照(抗热重载 EC9 面)", projected) diff --git a/game/tests/unit/contracts/system_contracts_test.gd.uid b/game/tests/unit/contracts/system_contracts_test.gd.uid new file mode 100644 index 00000000..73afbf05 --- /dev/null +++ b/game/tests/unit/contracts/system_contracts_test.gd.uid @@ -0,0 +1 @@ +uid://k4da3suvcbn diff --git a/game/tests/unit/data_config/config_db_fatal_oob_test.gd b/game/tests/unit/data_config/config_db_fatal_oob_test.gd new file mode 100644 index 00000000..dc1e6892 --- /dev/null +++ b/game/tests/unit/data_config/config_db_fatal_oob_test.gd @@ -0,0 +1,37 @@ +# tests/unit/data_config/config_db_fatal_oob_test.gd — 致命类用例(独立进程,期望退出码 1) +# 进度坐标低于合法域(关卡序号 <1)触发 ConfigDB fail-fast(运行期数据致命——2026-09-18 用户拍板)。 +# 运行:godot --headless --path game --script res://tests/unit/data_config/config_db_fatal_oob_test.gd +# 退出码协议:1 = fatal 通道正确触发(预期);2 = fatal 未触发(回归信号,与 1 区分便于诊断)。 +# 时序注:_fatal 的 quit 通道依赖 Engine.get_main_loop() 已注册主循环——--script 的 _init 期未注册, +# 越域请求延后到首帧(call_deferred)再触发,保 quit(1) 通道而非 OS.crash 兜底。 +extends SceneTree + +const ConfigDBScript := preload("res://core/config_db.gd") + +var _db + + +func _init() -> void: + _db = ConfigDBScript.new() + var load_ok: bool = _db.load_tables("res://data/tables", true) + if not load_ok: + push_error("[fatal_oob_test] 前置表加载失败,无法测 fatal 通道") + quit(2) + return + _db.reset_diagnostics() + call_deferred("_trigger_oob") + + +func _trigger_oob() -> void: + # 越域请求(关卡序号 0 < 合法域 ≥1)——_fatal 内部 push fatal 诊断并 quit(1)(帧末退出) + var got: Dictionary = _db.resolve_board_gen(0, 0) + if _db.diagnostics_count("fatal") >= 1: + print("[fatal_oob_test] fatal 通道已触发(诊断在案)") + quit(1) # 与 _fatal 的 quit(1) 同码双保险 + return + # 兜底:fatal 未触发 = 回归——显式退出码 2 与预期 1 区分 + if got.is_empty(): + push_error("[fatal_oob_test] 返回空但无 fatal 诊断——fail-fast 通道静默化(回归)") + else: + push_error("[fatal_oob_test] 越域请求未触发 fatal 且返回了行——fail-fast 失效(回归)") + quit(2) diff --git a/game/tests/unit/data_config/config_db_fatal_oob_test.gd.uid b/game/tests/unit/data_config/config_db_fatal_oob_test.gd.uid new file mode 100644 index 00000000..a39989eb --- /dev/null +++ b/game/tests/unit/data_config/config_db_fatal_oob_test.gd.uid @@ -0,0 +1 @@ +uid://b5rujibws7uqp diff --git a/game/tests/unit/data_config/config_db_test.gd b/game/tests/unit/data_config/config_db_test.gd new file mode 100644 index 00000000..5362bd42 --- /dev/null +++ b/game/tests/unit/data_config/config_db_test.gd @@ -0,0 +1,198 @@ +# tests/unit/data_config/config_db_test.gd — 数据配置单元测试:表加载/进度坐标 ceil 解析/变异池门控/消费面访问器 +# 运行:godot --headless --path game --script res://tests/unit/data_config/config_db_test.gd +# 协议(ADR-0004 + tests/README):extends SceneTree + quit(code);--script 模式无 autoload——显式实例化。 +# 红线:期望值由表读值推导,不写死玩法数值(tests/README 协议要点)。 +extends SceneTree + +const ConfigDBScript := preload("res://core/config_db.gd") + +var _failures := 0 +var _checks := 0 + + +func _init() -> void: + var db = ConfigDBScript.new() + var load_ok: bool = db.load_tables("res://data/tables", true) + _check("全部表加载 + 校验通过(含跨表护栏零 error 诊断)", load_ok and db.diagnostics_count("error") == 0) + _check("is_ready 通道随加载置位", db.is_ready) + if not load_ok: + for d in db.diagnostics(): + if d.severity == "error": + push_error("[config_db_test] 加载 error: [%s] %s" % [d.category, d.message]) + else: + _test_progress_resolution(db) + _test_variant_pool_gate(db) + _test_shop_accessors(db) + _test_meta_accessors(db) + _test_manifest_dir_sync(db) + if _failures > 0: + push_error("[config_db_test] %d/%d 项失败" % [_failures, _checks]) + quit(1) + return + print("[config_db_test] all green (%d checks)" % _checks) + quit(0) + + +func _check(desc: String, ok: bool) -> void: + _checks += 1 + if ok: + print(" [PASS] " + desc) + else: + _failures += 1 + push_error(" [FAIL] " + desc) + + +# ---- 进度坐标 ceil 解析(R1:向上下取整保证偏难;越最大行 clamp 取最大值 + 警告去重)---- + +func _test_progress_resolution(db) -> void: + var bg_rows: Array = db.board_gen.rows + # 行键全集自表推导(禁写死关卡/深度数值) + var level_keys: Array = [] + var depth_keys_by_level: Dictionary = {} + for row in bg_rows: + var lv := int(row.level_index) + if not level_keys.has(lv): + level_keys.append(lv) + if not depth_keys_by_level.has(lv): + depth_keys_by_level[lv] = [] + var dv := int(row.node_depth) + if not depth_keys_by_level[lv].has(dv): + depth_keys_by_level[lv].append(dv) + level_keys.sort() + var min_l: int = level_keys[0] + var max_l: int = level_keys[-1] + var min_depths: Array = depth_keys_by_level[min_l] + min_depths.sort() + + # 精确命中:请求 = 表内现存 (L,D) → 原行返回(字段逐位相等) + var probe_row: Dictionary = bg_rows[0] + var got: Dictionary = db.resolve_board_gen(int(probe_row.level_index), int(probe_row.node_depth)) + _check("进度解析精确命中返回原行(board_gen 首行)", + int(got.get("level_index", -99)) == int(probe_row.level_index) + and int(got.get("node_depth", -99)) == int(probe_row.node_depth) + and String(got.get("board_type", "")) == String(probe_row.get("board_type", ""))) + + # enemy 行集同通道:同 (L,D) 精确行存在(关卡节点地图 前置——battle 节点双表精确行契约) + var en_got: Dictionary = db.resolve_enemy_rowset(int(probe_row.level_index), int(probe_row.node_depth)) + _check("enemy 行集同坐标解析非空(双表精确行契约)", not en_got.is_empty()) + + # 深度 clamp:请求深度超最大行 → 取该关最大深度行 + 警告诊断一次(去重) + db.reset_diagnostics() + var deep: Dictionary = db.resolve_board_gen(min_l, int(min_depths[-1]) + 1) + _check("深度越最大行 clamp 取该关最大深度行", + int(deep.get("level_index", -99)) == min_l and int(deep.get("node_depth", -99)) == int(min_depths[-1])) + _check("clamp 解析发警告诊断(resolve_depth_clamp)", db.diagnostics_count("warning") >= 1) + var found_clamp := false + for d in db.diagnostics(): + if d.category == "resolve_depth_clamp": + found_clamp = true + _check("警告类别 = resolve_depth_clamp", found_clamp) + var warn_before: int = db.diagnostics_count("warning") + db.resolve_board_gen(min_l, int(min_depths[-1]) + 1) + _check("同键重复请求警告去重(四元组注册表)", db.diagnostics_count("warning") == warn_before) + + # 关卡 clamp:请求关卡超最大行 → 取最大关卡行 + db.reset_diagnostics() + var high: Dictionary = db.resolve_board_gen(max_l + 1, 0) + _check("关卡越最大行 clamp 取最大关卡行", int(high.get("level_index", -99)) == max_l) + + +# ---- 变异池门控(unlock_level 闸 + ∅ board_types 通配)---- + +func _test_variant_pool_gate(db) -> void: + var rows: Array = db.variation.rows + var gated_row := {} + var wildcard_row := {} + for row in rows: + var tags: Array = row.get("board_types", []) + if gated_row.is_empty() and not tags.is_empty(): + gated_row = row + if wildcard_row.is_empty() and tags.is_empty(): + wildcard_row = row + if not gated_row.is_empty(): + var u: int = int(gated_row.unlock_level) + var tag: String = String(gated_row.board_types[0]) + var before: Array = db.variant_pool(u - 1, tag) + var after: Array = db.variant_pool(u, tag) + _check("变异池 unlock 前不含未解锁行(level=unlock−1)", not _rows_contain(before, gated_row)) + _check("变异池 unlock 当级含该行", _rows_contain(after, gated_row)) + if not wildcard_row.is_empty(): + var u2: int = int(wildcard_row.unlock_level) + var any_pool: Array = db.variant_pool(u2, "nonexistent_board_type_tag") + _check("∅ board_types 行通配(任一 board_type 命中)", _rows_contain(any_pool, wildcard_row)) + + +func _rows_contain(pool: Array, row: Dictionary) -> bool: + for r in pool: + if r == row: + return true + return false + + +# ---- ShopTable 消费面(行集解析单点——runner/编排禁自扫表的契约消费侧验证)---- + +func _test_shop_accessors(db) -> void: + var products: Array = db.shop_products() + if products.is_empty(): + _check("ShopTable products 行族非空(表已落籍前提)", false) + return + _check("ShopTable products 行族非空", true) + var first: Dictionary = products[0] + var got: Dictionary = db.shop_product_row(String(first.product_id)) + _check("shop_product_row 按 product_id 精确命中首行", got == first) + _check("shop_product_row 未知 id 返回空字典(容错通道)", db.shop_product_row("no_such_product_id__").is_empty()) + var tier_rows: Array = db._shop_rows("gp_drops") + if not tier_rows.is_empty(): + var tier0: String = String(tier_rows[0].tier) + _check("shop_gp_drop_row 按 tier 命中", not db.shop_gp_drop_row(tier0).is_empty()) + var bonus_rows: Array = db._shop_rows("level_gp_bonus") + if not bonus_rows.is_empty(): + var blv: int = int(bonus_rows[0].level_index) + _check("shop_level_gp_bonus 按关卡序号命中行值", db.shop_level_gp_bonus(blv) == int(bonus_rows[0].bonus)) + _check("shop_level_gp_bonus 未登记关卡返回 0(兜底通道)", db.shop_level_gp_bonus(-1) == 0) + var price_rows: Array = db._shop_rows("price_level_bonus") + if not price_rows.is_empty(): + var plv: int = int(price_rows[0].level_index) + _check("shop_price_level_bonus 按关卡序号命中行值", db.shop_price_level_bonus(plv) == int(price_rows[0].bonus)) + + +# ---- MetaTable 消费面 ---- + +func _test_meta_accessors(db) -> void: + var forge_rows: Array = db._meta_rows("forge_products") + if forge_rows.is_empty(): + _check("MetaTable forge_products 行族非空", false) + else: + var attr0: String = String(forge_rows[0].attr) + _check("meta_forge_row 按 attr 命中首行", db.meta_forge_row(attr0) == forge_rows[0]) + _check("meta_forge_row 未知 attr 返回空字典", db.meta_forge_row("no_such_attr__").is_empty()) + var key_rows: Array = db._meta_rows("boss_keystone") + if not key_rows.is_empty(): + var klv: int = int(key_rows[0].level_index) + _check("meta_boss_keystone_row 按关卡序号命中", db.meta_boss_keystone_row(klv) == key_rows[0]) + var conv_rows: Array = db._meta_rows("conversion") + if not conv_rows.is_empty(): + var cattr: String = String(conv_rows[0].attr) + _check("meta_conversion_row 按 attr 命中", db.meta_conversion_row(cattr) == conv_rows[0]) + + +# ---- TABLE_MANIFEST ↔ data/tables 目录同步(各系统→D2 单点契约的登记面)---- + +func _test_manifest_dir_sync(db) -> void: + var manifest: Dictionary = db.TABLE_MANIFEST + var dir := DirAccess.open("res://data/tables") + var disk_files: Array = [] + if dir != null: + dir.list_dir_begin() + var f := dir.get_next() + while f != "": + if not dir.current_is_dir() and f.ends_with(".tres"): + disk_files.append(f) + f = dir.get_next() + dir.list_dir_end() + var synced := disk_files.size() == manifest.size() + if synced: + for key in manifest.keys(): + if not disk_files.has(String(manifest[key])): + synced = false + _check("TABLE_MANIFEST 与 data/tables 目录逐文件同步(无缺登/无悬登)", synced) diff --git a/game/tests/unit/data_config/config_db_test.gd.uid b/game/tests/unit/data_config/config_db_test.gd.uid new file mode 100644 index 00000000..d8cd8255 --- /dev/null +++ b/game/tests/unit/data_config/config_db_test.gd.uid @@ -0,0 +1 @@ +uid://cxjn3c8p4dl68 diff --git a/game/tests/unit/data_config/rng_service_test.gd b/game/tests/unit/data_config/rng_service_test.gd new file mode 100644 index 00000000..14861c97 --- /dev/null +++ b/game/tests/unit/data_config/rng_service_test.gd @@ -0,0 +1,95 @@ +# tests/unit/data_config/rng_service_test.gd — 统一随机流单元测试:单盐派生确定性/计数器账本/标签词表封闭 +# 运行:godot --headless --path game --script res://tests/unit/data_config/rng_service_test.gd +# 红线:零自建 RNG——本测试只经 RngService 统一流取数(确定性契约:同种子逐位复现)。 +# 测试种子为夹具基建值(非玩法数值),与冒烟黄金向量锚(smoke_all m=42 scope 0-4)分工:本文件测 +# 「同种子两实例逐位一致」的相对确定性,绝对向量锚归冒烟单点,避免双处维护同一常量。 +extends SceneTree + +const RngServiceScript := preload("res://core/rng_service.gd") + +const TEST_SEED := 20260928 # 夹具种子(任意固定值;语义 = 可复现性,非玩法数值) + +var _failures := 0 +var _checks := 0 + + +func _init() -> void: + _test_derive_determinism() + _test_counter_ledger() + _test_stream_draw_determinism() + _test_negative_seed_normalization() + if _failures > 0: + push_error("[rng_service_test] %d/%d 项失败" % [_failures, _checks]) + quit(1) + return + print("[rng_service_test] all green (%d checks)" % _checks) + quit(0) + + +func _check(desc: String, ok: bool) -> void: + _checks += 1 + if ok: + print(" [PASS] " + desc) + else: + _failures += 1 + push_error(" [FAIL] " + desc) + + +func _fresh_service(): + var rng = RngServiceScript.new() + rng.set_master_seed(TEST_SEED) + return rng + + +# 单盐派生纯函数:两全新实例同种子逐位一致(derive_at 不推计数器——纯函数契约) +func _test_derive_determinism() -> void: + var a = _fresh_service() + var b = _fresh_service() + var same := true + for scope in range(8): + if a.derive_at(scope) != b.derive_at(scope): + same = false + _check("同种子两实例 derive_at(0..7) 逐位一致", same) + var a2 = _fresh_service() + var before: int = a2.counter() + a2.derive_at(0) + _check("derive_at 为纯函数不推计数器", a2.counter() == before) + + +# 全局取数计数器:唯一账本——open_stream 逐次 +1(scope 单调) +func _test_counter_ledger() -> void: + var rng = _fresh_service() + var c0: int = rng.counter() + rng.open_stream("armor_roll") + var c1: int = rng.counter() + rng.open_stream("armor_roll") + var c2: int = rng.counter() + _check("open_stream 逐次推进全局计数器(+1/次)", c1 == c0 + 1 and c2 == c0 + 2) + # 用途标签只进事件日志不参与派生——同 scope 同派生种子(ADR-0007 裁丙口径) + var rng_x = _fresh_service() + var rng_y = _fresh_service() + var s1: int = int(rng_x.open_stream("board_gen").seed) + var s2: int = int(rng_y.open_stream("reward_roll").seed) + _check("同 scope 异用途标签派生种子一致(标签不参与派生)", s1 == s2) + + +# 同种子两实例同标签流的实际取数序列逐位一致(回放确定性契约——存档快照=主种子+计数器的前提) +func _test_stream_draw_determinism() -> void: + var faces := 20 # d20 探针面数(夹具值,非玩法表值——只用于产生可比较序列) + var a = _fresh_service() + var b = _fresh_service() + var same := true + for i in range(12): + var ra: int = a.open_stream("armor_roll").randi_range(1, faces) + var rb: int = b.open_stream("armor_roll").randi_range(1, faces) + if ra != rb: + same = false + _check("同种子两实例同标签流取数 12 次逐位一致", same) + + +# 负输入 abs 归一化(警告通道)——|−s| 与 s 同派生 +func _test_negative_seed_normalization() -> void: + var pos = _fresh_service() + var neg = RngServiceScript.new() + neg.set_master_seed(-TEST_SEED) + _check("负种子 abs 归一化后派生与正种子一致", pos.derive_at(0) == neg.derive_at(0)) diff --git a/game/tests/unit/data_config/rng_service_test.gd.uid b/game/tests/unit/data_config/rng_service_test.gd.uid new file mode 100644 index 00000000..0dda6009 --- /dev/null +++ b/game/tests/unit/data_config/rng_service_test.gd.uid @@ -0,0 +1 @@ +uid://bgqcfrksa3g6w diff --git a/game/tests/unit/example_test.gd.uid b/game/tests/unit/example_test.gd.uid new file mode 100644 index 00000000..ccaa4c17 --- /dev/null +++ b/game/tests/unit/example_test.gd.uid @@ -0,0 +1 @@ +uid://csesvbdvqe8m3