审计第一轮缺漏 4 条处置:V7 补覆盖行+S1–S16 逐条勾销(现工作树 file:line);V9 补件核行; S15 boss_name 补真实入口单测(扫表取 Boss 带键,断言叙述名=boss 行集首行名;变异 "boss"→"battle" 实测红); V6① 撤销证明换数据侧注入(bugbear 带 2→1 时 fv21 仍绿=数据驱动正证,叠加写死坐标才红)。 描述不符 4 条改写:fv17 夹具措辞、fv19 撤销归属、变异第 7 项首红、断言计数(36 条+1 行注释)。 随批入库第一轮审计报告。
83 lines
4.2 KiB
GDScript
83 lines
4.2 KiB
GDScript
# tests/unit/presentation/battle_narrator_test.gd — 战斗叙述直接单测
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# 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)、
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# 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。
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# 运行:godot --headless --path game --script res://tests/unit/presentation/battle_narrator_test.gd
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extends SceneTree
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const Kit := preload("res://tests/unit/test_kit.gd")
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const NarratorScript := preload("res://presentation/battle_narrator.gd")
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# 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)
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class _BossRunner:
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var level_row: Dictionary = {"level_index": 1}
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var node: Dictionary = {}
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func current_node() -> Dictionary:
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return node
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func _init() -> void:
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_test_numeric_lines_carry_values()
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_test_end_text_differs_by_result()
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_test_phase_text_nonempty()
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_test_boss_name_uses_boss_rowset()
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quit(Kit.finish("battle_narrator_test"))
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func _test_numeric_lines_carry_values() -> void:
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var rest: String = NarratorScript.rest_line(12, 30, 40)
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Kit.check("休整叙述带入回复量与当前血量(实际「%s」)" % rest,
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rest.contains("12") and rest.contains("30") and rest.contains("40"))
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var shop: String = NarratorScript.shop_line(77)
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Kit.check("商店叙述带入 GP 数(实际「%s」)" % shop, shop.contains("77"))
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Kit.check("奖励行与休整行互异(不是同一句套所有场景)",
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NarratorScript.reward_line() != rest)
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func _test_end_text_differs_by_result() -> void:
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# 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
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var level: String = NarratorScript.battle_end_text("lose", true)
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Kit.check("关卡收束态恒为「关卡通关!」(实际「%s」)" % level, level == "关卡通关!")
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var win: String = NarratorScript.battle_end_text("victory", false)
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var lose: String = NarratorScript.battle_end_text("lose", false)
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Kit.check("单场胜负文案互异(胜「%s」/负「%s」)" % [win, lose], win != lose)
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Kit.check("胜利文案非空(实际「%s」)" % win, win != "")
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var unknown: String = NarratorScript.battle_end_text("something_else", false)
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Kit.check("未知结果有兜底文案不吐空串(实际「%s」)" % unknown, unknown != "")
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func _test_phase_text_nonempty() -> void:
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var t: String = NarratorScript.phase_text(1, "", false, false, "")
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Kit.check("相位叙述非空(实际「%s」)" % t, t != "")
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var boss: String = NarratorScript.phase_text(2, "", false, true, "灰矮人石君王")
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Kit.check("Boss 在场时叙述带入 Boss 名(实际「%s」)" % boss, boss.contains("灰矮人石君王"))
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# 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,
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# 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。
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func _test_boss_name_uses_boss_rowset() -> void:
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var db = load("res://core/config_db.gd").new()
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var loaded: bool = db.load_tables("res://data/tables", false)
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Kit.check_quiet(loaded, "叙述寻址用例:数值表加载成功")
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if not loaded:
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return
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var boss_row := {}
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for row in db.enemy.rows:
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if int(row.level_index) == 1 and String(row.get("row_kind", "")) == "boss":
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boss_row = row
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break
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Kit.check_quiet(not boss_row.is_empty(), "叙述寻址用例:第一关有 Boss 行")
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if boss_row.is_empty():
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return
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var boss_depth: int = int(boss_row.depth_band)
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var boss_rows: Array = db.resolve_enemy_rowset(1, boss_depth, "boss")
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var battle_rows: Array = db.resolve_enemy_rowset(1, boss_depth, "battle")
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var boss_expect := String(boss_rows[0].get("display_name", ""))
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var battle_name := String(battle_rows[0].get("display_name", ""))
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var runner := _BossRunner.new()
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runner.node = {"node_depth": boss_depth, "type": "boss"}
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var got: String = NarratorScript.boss_name(runner, db)
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Kit.check("Boss 名取自 Boss 行集首行(期望「%s」实际「%s」)〔fv24〕" % [boss_expect, got], got == boss_expect)
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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)
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