From 98d3a2ec38b4edf8a0f66294665d26d35429a58c Mon Sep 17 00:00:00 2001 From: DKChan <524912269@qq.com> Date: Tue, 27 Oct 2026 18:50:30 +0800 Subject: [PATCH] =?UTF-8?q?=E5=B7=A5=E7=A8=8B(=E6=B5=8B=E8=AF=95=E5=A4=B9?= =?UTF-8?q?=E5=85=B7=E6=9C=AF=E8=AF=AD=E4=BF=AE=E6=AD=A3):=20=E4=B8=89?= =?UTF-8?q?=E4=BB=B6=E6=B5=8B=E8=AF=95=20mock=20=E4=B8=B2=20=E5=93=A5?= =?UTF-8?q?=E5=B8=83=E6=9E=97=E2=86=92=E5=9C=B0=E7=B2=BE(=E9=A1=B9?= =?UTF-8?q?=E7=9B=AE=E5=AE=9A=E5=90=8D=E8=A7=81=20enemy.tres:761=E3=80=8Cg?= =?UTF-8?q?oblin=20=E5=9C=B0=E7=B2=BE=E3=80=8D)=E2=80=94=E2=80=94=E9=9A=8F?= =?UTF-8?q?=20iter39=20=E6=8A=A5=E5=91=8A=C2=A7=E5=85=AD=E8=A1=A5=E5=BD=95?= =?UTF-8?q?=E6=89=B9=E7=9A=84=E6=96=87=E6=A1=A3=E9=9D=A2=204f9de5fa=20?= =?UTF-8?q?=E5=90=8C=E6=BA=90,=E4=B8=BB=E5=8C=BA=E7=9B=B4=E6=8F=90?= =?UTF-8?q?=E8=A2=AB=E8=BD=A6=E9=81=93=E9=93=81=E5=BE=8B=E6=8B=A6,?= =?UTF-8?q?=E6=8C=89=E8=A7=84=E8=B5=B0=20worktree=20=E6=89=B9=E6=94=B6?= =?UTF-8?q?=E7=BC=96;=E5=A4=B9=E5=85=B7=E8=AE=BE=E5=80=BC=E4=B8=8E?= =?UTF-8?q?=E6=96=AD=E8=A8=80=E5=90=8C=E4=B8=B2=E8=87=AA=E6=B4=BD,?= =?UTF-8?q?=E9=9B=B6=E8=A1=8C=E4=B8=BA=E6=94=B9=E5=8A=A8?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../unit/battle_settlement/damage_controller_test.gd | 2 +- game/tests/unit/presentation/pacing_queue_test.gd | 8 ++++---- game/tests/unit/presentation/standee_fx_sweep_test.gd | 10 +++++----- 3 files changed, 10 insertions(+), 10 deletions(-) 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)