42 lines
1.7 KiB
GDScript
42 lines
1.7 KiB
GDScript
extends SceneTree
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# 奖励节点三选一 UI 直验套件(迭代 7 T5-hotfix 转正——奖励节点 UI 无探针路径触达的盲区补漏:
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# show_reward_items 函数体曾在合并中丢失而全闸绿灯实机炸——「功能存在 ≠ 功能可达」的测试面教训)。
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# 运行:godot --headless --path game --script res://tests/unit/presentation/reward_overlay_test.gd(expect 0)
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# 覆盖:池空直通态 / 全列呈现按钮数 / 强制选择(继续隐藏)/ item_chosen 信号外发。
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func _initialize() -> void:
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call_deferred("_run")
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func _run() -> void:
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var ov = load("res://presentation/views/node_overlay.gd").new()
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root.add_child(ov)
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var called := []
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ov.item_chosen.connect(func(id: String): called.append(id))
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ov.show_reward_items([])
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if ov.visible != true or ov._btn.visible != true:
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print("[reward_verify] FAIL — 池空态应为直通确认(visible/继续可见)")
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quit(1)
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return
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ov.close_reward()
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ov.show_reward_items([
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{"item_id": "sapper_order", "display_name": "工兵令", "glyph": "工"},
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{"item_id": "nest_pendulum", "display_name": "探巢摆钟", "glyph": "摆"},
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])
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var btns := 0
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for c in ov._choice_box.get_children():
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if c is Button:
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btns += 1
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if btns != 2 or ov._btn.visible:
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print("[reward_verify] FAIL — 两件应呈现两按钮且继续隐藏(btns=%d 继续可见=%s)" % [btns, str(ov._btn.visible)])
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quit(1)
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return
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for c in ov._choice_box.get_children():
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if c is Button:
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c.pressed.emit()
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break
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if called.size() != 1 or String(called[0]) != "sapper_order":
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print("[reward_verify] FAIL — 选择未外发 item_chosen(%s)" % str(called))
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quit(1)
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return
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print("[reward_verify] PASS — 池空直通/全列呈现/强制选择/选择外发 全过")
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quit(0)
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