# tests/unit/presentation/battle_narrator_test.gd — 战斗叙述直接单测(迭代 29 T5 补洞:该模块此前零指名) # 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") func _init() -> void: _test_numeric_lines_carry_values() _test_end_text_differs_by_result() _test_phase_text_nonempty() quit(Kit.finish("battle_narrator_test")) func _test_numeric_lines_carry_values() -> void: 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: # 关卡收束(level_end=true)恒为「关卡通关!」——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「关卡通关!」(实际「%s」)" % level, level == "关卡通关!") 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: 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"))