# tests/unit/presentation/battle_narrator_test.gd — 战斗叙述直接单测 # 断言面 = 纯函数文案:休整/商店/终局三类叙述把数值带进去(玩家读数面由这里出)、 # 胜负两态文案互异、未知输入有兜底不吐空串。期望值由注入内容数出来。 # 运行:godot --headless --path game --script res://tests/unit/presentation/battle_narrator_test.gd extends SceneTree const Kit := preload("res://tests/unit/test_kit.gd") const NarratorScript := preload("res://presentation/battle_narrator.gd") # 叙述寻址的 runner 替身:只提供 boss_name 实际读的两项(当前节点、关卡行) class _BossRunner: var level_row: Dictionary = {"level_index": 1} var node: Dictionary = {} func current_node() -> Dictionary: return node func _init() -> void: # 判据出处: design/gdd/systems/表现与支撑/HUD框架.md:260 (战斗叙述宿主——装载组) _test_numeric_lines_carry_values() _test_end_text_differs_by_result() _test_phase_text_nonempty() _test_boss_name_uses_boss_rowset() _test_level_clear_wording() _test_snapshot_effects_per_unit() quit(Kit.finish("battle_narrator_test")) func _test_numeric_lines_carry_values() -> void: # 判据出处: design/gdd/systems/表现与支撑/HUD框架.md:272 (结算行数值带入组) var rest: String = NarratorScript.rest_line(12, 30, 40) Kit.check("休整叙述带入回复量与当前血量(实际「%s」)" % rest, rest.contains("12") and rest.contains("30") and rest.contains("40")) var shop: String = NarratorScript.shop_line(77) Kit.check("商店叙述带入 GP 数(实际「%s」)" % shop, shop.contains("77")) Kit.check("奖励行与休整行互异(不是同一句套所有场景)", NarratorScript.reward_line() != rest) func _test_end_text_differs_by_result() -> void: # 判据出处: design/gdd/systems/表现与支撑/HUD框架.md:272 (胜负互异文案组) # 关卡收束(level_end=true)恒为「关卡完成!」——单场胜负文案只在非收束态出现 var level: String = NarratorScript.battle_end_text("lose", true) Kit.check("关卡收束态恒为「关卡完成!」(实际「%s」)" % level, level == "关卡完成!") var win: String = NarratorScript.battle_end_text("victory", false) var lose: String = NarratorScript.battle_end_text("lose", false) Kit.check("单场胜负文案互异(胜「%s」/负「%s」)" % [win, lose], win != lose) Kit.check("胜利文案非空(实际「%s」)" % win, win != "") var unknown: String = NarratorScript.battle_end_text("something_else", false) Kit.check("未知结果有兜底文案不吐空串(实际「%s」)" % unknown, unknown != "") func _test_phase_text_nonempty() -> void: # 判据出处: design/gdd/systems/表现与支撑/HUD框架.md:272 (阶段行非空组) var t: String = NarratorScript.phase_text(1, "", false, false, "") Kit.check("相位叙述非空(实际「%s」)" % t, t != "") var boss: String = NarratorScript.phase_text(2, "", false, true, "灰矮人石君王") Kit.check("Boss 在场时叙述带入 Boss 名(实际「%s」)" % boss, boss.contains("灰矮人石君王")) # 叙述寻址按行类取 Boss 行集(S 清单 S15 换代):Boss 节点名必须来自 (关卡, boss, 带) 行集, # 不能落到同深度的战斗行集——期望名由表行集首行读出,不写死字面量。 func _test_boss_name_uses_boss_rowset() -> void: # 判据出处: design/gdd/systems/战斗循环/敌人系统.md:295 (Boss 名读行集组) var db = load("res://core/config_db.gd").new() var loaded: bool = db.load_tables("res://data/tables", false) Kit.check_quiet(loaded, "叙述寻址用例:数值表加载成功") if not loaded: return var boss_row := {} for row in db.combat.enemy.rows: if int(row.level_index) == 1 and String(row.get("row_kind", "")) == "boss": boss_row = row break Kit.check_quiet(not boss_row.is_empty(), "叙述寻址用例:第一关有 Boss 行") if boss_row.is_empty(): return var boss_depth: int = int(boss_row.depth_band) var boss_rows: Array = db.combat.enemy.resolve_rowset(1, boss_depth, "boss") var battle_rows: Array = db.combat.enemy.resolve_rowset(1, boss_depth, "battle") var boss_expect := String(boss_rows[0].get("display_name", "")) var battle_name := String(battle_rows[0].get("display_name", "")) var runner := _BossRunner.new() runner.node = {"node_depth": boss_depth, "type": "boss"} var got: String = NarratorScript.boss_name(runner, db) Kit.check("Boss 名取自 Boss 行集首行(期望「%s」实际「%s」)〔fv24〕" % [boss_expect, got], got == boss_expect) Kit.check("Boss 名与同深度战斗行集名不同(期望「%s」≠「%s」——行类路由可判别)〔fv24〕" % [boss_expect, battle_name], boss_expect != battle_name) # 关卡完成停点文案族措辞钉子(口径换代批):回血行/满血合法态/渠道句/摘要关数行—— # 旧措辞退役后玩家可见面由本组断言钉在新措辞上(撤销证明:回退 battle_narrator 对应行→断言红→复原复绿) func _test_level_clear_wording() -> void: # 判据出处: design/ux/level-clear.md:11 (关卡结算屏文案组) var healed: String = NarratorScript.curio_pick_header({"level_index": 1, "heal_gained": 5, "hp_before": 10, "hp_after": 15}) Kit.check("关卡完成回血行带入回血量与生命区间(实际「%s」)〔口径换代 V1〕" % healed, healed.contains("关卡完成回血 +5(生命 10 → 15)")) var full_hp: String = NarratorScript.curio_pick_header({"level_index": 1, "heal_gained": 0, "hp_before": 12, "hp_after": 12}) Kit.check("满血零回血合法态文案(实际「%s」)〔口径换代 V1〕" % full_hp, full_hp.contains("生命已满——关卡完成回血 0(合法态)")) var node_header: String = NarratorScript.node_curio_header() Kit.check("奖励节点头部行渠道句点明关卡完成三选一(实际「%s」)〔口径换代 V2〕" % node_header, node_header.contains("与关卡完成专长三选一同库分流")) var summary: String = NarratorScript.adventure_summary_text( {"cleared": false, "result": "failed", "levels_cleared": 1, "stopped_at": 2, "keystone_total": 4, "master_seed": 42}) Kit.check("冒险摘要完成关数行(实际「%s」)〔口径换代 V3〕" % summary, summary.contains("完成 1 关 · 止步第 2 层") and not summary.contains("通关")) # ---- 呈现各读各的(增益状态 v1.5——敌方状态个体化批)---- # 真实入口=呈现状态快照函数 presentation_snapshot:A 有削弱 B 无 → 两卡投影各现各的(零共享引用) func _test_snapshot_effects_per_unit() -> void: # 判据出处: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var db = load("res://core/config_db.gd").new() Kit.check("V8 前置:表加载零 error", db.load_tables("res://data/tables", true) and db.diagnostics_count("error") == 0) var rng = load("res://core/rng_service.gd").new() rng.set_master_seed(20261103) var settlement = load("res://core/battle_orchestrator.gd").new(db, rng) # depth 3 = 混编行集(熊地精 1 + 地精 1–2,最少 2 只)——两卡对照面 var open_ok: bool = settlement.begin_battle({"level_index": 1, "node_depth": 3, "hero_hp": int(db.combat.hero.max_hp)}) Kit.check("V8 前置:开局(L1 depth3 双敌行集)", open_ok) if not open_ok: return var enemies: Array = settlement._enemy_system.all_enemies() var dual_ok: bool = enemies.size() >= 2 Kit.check("V8 前置:≥2 敌(两卡对照面)", dual_ok) if not dual_ok: return var sc = load("res://core/status_container.gd") var src := {"source_class": "seal_hit", "origin_cell": Vector2i(-1, -1), "round_index": 0} Kit.check("V8 前置:A 敌受理削弱(B 敌不授)", settlement._status_effects.apply_effect("weaken", sc.owner_key_for(enemies[0]), src)) var snap: Dictionary = settlement.presentation_snapshot() var e1_effects: Array = snap.enemies[0].effects var e2_effects: Array = snap.enemies[1].effects var e1_has := false for e in e1_effects: if String(e.effect_id) == "weaken": e1_has = true var e2_has := false for e in e2_effects: if String(e.effect_id) == "weaken": e2_has = true Kit.check("A 有削弱 B 无 → 两卡投影各现各的(A 卡现削弱、B 卡无同款)〔个体化批 V8〕", e1_has and not e2_has)