diff --git a/game/tests/unit/battle_settlement/damage_controller_test.gd b/game/tests/unit/battle_settlement/damage_controller_test.gd index 168ca0fb..ba1325cd 100644 --- a/game/tests/unit/battle_settlement/damage_controller_test.gd +++ b/game/tests/unit/battle_settlement/damage_controller_test.gd @@ -219,7 +219,7 @@ func _test_source_death_void(db) -> void: func _unit_fixture() -> Dictionary: return { "enemy_id": "fixture_enemy", - "display_name": "哥布林", + "display_name": "地精", "hp": 5, "max_hp": 5, "atk": 1, "pool": [], "pending_skill": "", "roll_seq": 0, "basic_streak": 0, "armor_type": "light", "armor_class": 0, "attack_type": "normal", diff --git a/game/tests/unit/presentation/pacing_queue_test.gd b/game/tests/unit/presentation/pacing_queue_test.gd index aa1a3dfa..bfb8db5f 100644 --- a/game/tests/unit/presentation/pacing_queue_test.gd +++ b/game/tests/unit/presentation/pacing_queue_test.gd @@ -131,11 +131,11 @@ func _init() -> void: rp.stage = fstage rp.board_view = main.board_view rp.settlement_fx = ffx - rp._play_settlement_mark({"type": "damage", "target": "哥布林", "target_id": "goblin_b", "value": 3}) - check(fstage.calls.size() == 1 and fstage.calls[0] == ["goblin_b", "哥布林"], + rp._play_settlement_mark({"type": "damage", "target": "地精", "target_id": "goblin_b", "value": 3}) + check(fstage.calls.size() == 1 and fstage.calls[0] == ["goblin_b", "地精"], "结算标出按行 target_id 解析站桩(id 与名同传——d12)〔wd12〕") - rp._play_cross_zone_fx({"type": "damage", "target": "哥布林", "target_id": "goblin_b", "value": 3}) - check(fstage.calls.size() == 2 and fstage.calls[1] == ["goblin_b", "哥布林"], + rp._play_cross_zone_fx({"type": "damage", "target": "地精", "target_id": "goblin_b", "value": 3}) + check(fstage.calls.size() == 2 and fstage.calls[1] == ["goblin_b", "地精"], "跨区弹道按行 target_id 解析站桩(id 与名同传——d12)〔wd12〕") check(ffx.calls.size() == 2, "两路解析成功后演出层各接一拍(记参面非空)〔wd12〕") rp.free() diff --git a/game/tests/unit/presentation/standee_fx_sweep_test.gd b/game/tests/unit/presentation/standee_fx_sweep_test.gd index b533a59b..f7496895 100644 --- a/game/tests/unit/presentation/standee_fx_sweep_test.gd +++ b/game/tests/unit/presentation/standee_fx_sweep_test.gd @@ -65,8 +65,8 @@ func _init() -> void: var s2 = StandeeBodyScript.new("enemy") stage.world.add_child(s1) stage.world.add_child(s2) - s1.set_data({"display_name": "哥布林", "enemy_id": "goblin_a", "hp": 3, "max_hp": 3, "order": 1}) - s2.set_data({"display_name": "哥布林", "enemy_id": "goblin_b", "hp": 3, "max_hp": 3, "order": 2}) + s1.set_data({"display_name": "地精", "enemy_id": "goblin_a", "hp": 3, "max_hp": 3, "order": 1}) + s2.set_data({"display_name": "地精", "enemy_id": "goblin_b", "hp": 3, "max_hp": 3, "order": 2}) s1.position = Vector2(10, 20) s2.position = Vector2(200, 20) stage._cards.clear() @@ -78,15 +78,15 @@ func _init() -> void: Kit.check("空 id / 未登记 id 恒不命中(名兜底归调用点)〔wd12〕", stage._card_by_id("") == null and stage._card_by_id("no_such") == null) # 口一:on_step_row_fx —— 伤害行携 target_id,闪白落点须在 id 指向的站桩 - stage.on_step_row_fx({"type": "damage", "target": "哥布林", "target_id": "goblin_b"}) + stage.on_step_row_fx({"type": "damage", "target": "地精", "target_id": "goblin_b"}) await create_timer(0.6).timeout # 弹道到达拍 0.33s + 余量 Kit.check("伤害行按 target_id 命中正确站桩(闪白落点)〔wd12〕", s2._flash_count == 1 and s1._flash_count == 0) # 口二:enemy_standee_center —— id 先、display_name 兜底 - var c_b = stage.enemy_standee_center("goblin_b", "哥布林") + var c_b = stage.enemy_standee_center("goblin_b", "地精") var c_b_expect: Vector2 = stage.world_to_shell(s2.position + s2.box * 0.5) Kit.check("弹道落点按 target_id 取站桩中心〔wd12〕", c_b != null and c_b == c_b_expect) - var c_fallback = stage.enemy_standee_center("", "哥布林") + var c_fallback = stage.enemy_standee_center("", "地精") var c_fallback_expect: Vector2 = stage.world_to_shell(s1.position + s1.box * 0.5) Kit.check("无 target_id 时按名兜底同旧行为(首命中)〔wd12〕", c_fallback != null and c_fallback == c_fallback_expect)