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770 lines (669 loc) · 30.7 KB
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# pylint: skip-file
import unittest
import logging
import threading
import random
from typing import Any, List, Tuple # type:ignore
from basegameclasses import (
BasicCharacterAttributes,
Character,
BasicSkillAttributes,
ActiveSkill, # type:ignore
PassiveSkill,
BasicItemAttributes, # type:ignore
Item # type:ignore
)
from evframe import (
Handler, # type:ignore
GameMessage,
MessageManager,
EventResult, # type:ignore
MessagePhase,
MessageExtra,
ModifierType
)
# 定义颜色ANSI转义码(终端显示用)
RED = "\033[31m"
GREEN = "\033[32m"
YELLOW = "\033[33m"
RESET = "\033[0m"
class ThornArmorSkill(PassiveSkill):
def __init__(self, attributes: BasicSkillAttributes):
super().__init__(attributes)
self.reflect_percent = 30 # 反弹30%伤害
def effect(self, msg: 'GameMessage') -> Any:
"""荆棘护甲效果:反弹30%伤害"""
if (msg.type == "DAMAGE" and msg.phase == MessagePhase.PRE
and msg.receiver == self.attributes.owner
and self.attributes.owner.i.current_hp > 0):
print(f'{self.i.owner}荆棘护甲触发!反击30%伤害')
# 计算反弹伤害
dmg = msg.value(msg) if callable(msg.value) else msg.value
reflect_dmg = int(dmg * self.reflect_percent / 100)
if reflect_dmg > 0:
# 创建反弹伤害消息
reflect_msg = msg.create(
messagechain=msg.messagechain,
msg_type="DAMAGE",
sender=msg.receiver,
receiver=msg.sender,
value=reflect_dmg,
extra=[(MessageExtra.DAMAGE_TYPE, "反弹伤害")]
)
msg.messagechain.i.manager.acceptmsgp(reflect_msg)
return True
return False
class HealSkill(PassiveSkill):
def __init__(self, attributes: BasicSkillAttributes):
super().__init__(attributes)
def effect(self, msg: 'GameMessage') -> Any:
'''治疗效果:每当受到伤害后,回复1点HP'''
if (msg.type == 'DAMAGE'
and msg.phase == MessagePhase.POST
and msg.receiver == self.i.owner
and self.i.owner.i.current_hp > 0
and msg.get_value() > 0):
print(f'{self.i.owner}活力触发! 回复1HP')
react_msg = msg.create(
messagechain=msg.messagechain,
msg_type='HEAL',
sender=self.i.owner,
receiver=self.i.owner,
value=1,
)
msg.messagechain.i.manager.acceptmsg(react_msg)
return True
return False
# 定义技能A(攻击者增益[简单modifier测试])
class SkillA(PassiveSkill):
def effect(self, msg: GameMessage):
if (msg.type == "DAMAGE" and msg.phase == MessagePhase.PRE and
msg.sender == self.i.owner and msg.get_value() < 25):
print(f"{self.i.owner.i.name} 触发技能A,伤害+10")
msg.modify((ModifierType.SET_VALUE,
lambda x: x.get_value() + 10))
return True
return False
# 定义技能B(伤害减半反弹[自定义复杂MODIFIER测试])
class SkillB(PassiveSkill):
def effect(self, msg: GameMessage):
if (msg.type == "DAMAGE" and msg.phase == MessagePhase.PRE and
msg.receiver == self.i.owner and msg.get_value() > 10):
def custom_modifier(msg: GameMessage, val: int) -> Tuple[Any, Any, bool]:
raw_value = msg.get_value()
reduced = msg.get_value() // 2
reflect = msg.get_value() - reduced
print(
f"{self.i.owner.i.name} 触发技能B,伤害减半为{reduced},反弹{reflect}")
msg.value = reduced
# 创建反弹伤害
reflect_msg = msg.create(
messagechain=msg.messagechain,
msg_type="DAMAGE",
sender=self.i.owner,
receiver=msg.sender,
value=reflect,
extra=[(MessageExtra.DAMAGE_TYPE, "反弹")]
)
msg.messagechain.i.manager.acceptmsgp(reflect_msg)
# 别忘了解除注册
msg.messagechain.manager.handler.unregister_modifier(
'SkillB_custom_modifier')
return raw_value, reduced, True
msg.messagechain.manager.handler.register_modifier(
'SkillB_custom_modifier', custom_modifier)
msg.modify(('SkillB_custom_modifier', 0))
return True
return False
# 定义技能C(队友治疗[不使用modifier])
class SkillC(PassiveSkill):
def effect(self, msg: GameMessage):
if (msg.type == "DAMAGE"
and msg.phase == MessagePhase.POST
and msg.receiver
and msg.receiver.i.team == self.i.owner.i.team):
print(f"{self.i.owner.i.name} 触发技能C,治疗{msg.receiver.i.name}")
heal_msg = msg.create(
messagechain=msg.messagechain,
msg_type="HEAL",
sender=self.i.owner,
receiver=msg.receiver,
value=2
)
msg.messagechain.i.manager.acceptmsg(heal_msg)
return True
return False
# 定义技能X
class SkillX(PassiveSkill):
def effect(self, msg: GameMessage):
if (msg.type == "DAMAGE"
and msg.sender == self.i.owner
and msg.phase == MessagePhase.PRE):
print("触发技能X,增加5伤害(modifier)")
msg.modify((ModifierType.SET_VALUE, 5+msg.get_value()))
return True
return False
class TestSystem(unittest.TestCase):
@classmethod
def setUpClass(cls):
"""初始化测试环境,只执行一次"""
cls._lock = threading.Lock() # 用于确保单线程执行
random.seed(1) # 新增:固定随机种子,消除随机因素干扰
cls.manager = MessageManager() # 初始化消息管理器和处理器
cls.handler = cls.manager.handler
logging.basicConfig(level=logging.INFO)
def setUp(self):
"""每个测试用例执行前都会调用"""
with self._lock:
# 为每个测试创建独立的角色实例(带颜色标识)
self.attacker = Character(BasicCharacterAttributes(
name=f"{RED}战士{RESET}", # 红色标识
attack=20
))
self.defender = Character(BasicCharacterAttributes(
name=f"{GREEN}法师{RESET}", # 绿色标识
defense=0
))
self.visiter = Character(BasicCharacterAttributes(
name=f"{YELLOW}访客{RESET}", # 黄色标识
attack=0, # 默认无攻击
defense=0, # 默认无防御
max_hp=1000, # 高生命值
current_hp=1000,
team=1 # 设为非0队伍,用于区分
))
# 注册角色
self.handler.register(self.attacker)
self.handler.register(self.defender)
self.handler.register(self.visiter)
def tearDown(self):
"""每个测试用例执行后都会调用"""
with self._lock:
# 重置消息管理器
self.manager.reset()
# 测试例部分
# 荆棘护甲测试->多连锁
def test_thorn_armor_skill(self):
"""测试荆棘护甲技能"""
print("\n\n\n=== 荆棘护甲:多连锁技能测试 ===")
# 创建并注册荆棘护甲技能
thorn_armor1 = ThornArmorSkill(
BasicSkillAttributes(
name="荆棘护甲", description="反弹30%伤害", owner=self.defender)
)
skill1 = HealSkill(
BasicSkillAttributes(
name="活力", description="每当受伤,回复1HP", owner=self.defender)
)
thorn_armor2 = ThornArmorSkill(
BasicSkillAttributes(
name="荆棘护甲", description="反弹30%伤害", owner=self.attacker)
)
skill2 = HealSkill(
BasicSkillAttributes(
name="活力", description="每当受伤,回复1HP", owner=self.attacker)
)
self.manager.register(thorn_armor1)
self.manager.register(skill1)
self.manager.register(thorn_armor2)
self.manager.register(skill2)
# 记录初始生命值
attacker_initial_hp = self.attacker.i.current_hp
defender_initial_hp = self.defender.i.current_hp
print(attacker_initial_hp, defender_initial_hp)
# 发送伤害消息(82点伤害)
damage_msg = GameMessage(
messagechain=self.manager.messagechain,
type="ATTACK",
value=82,
sender=self.attacker,
receiver=self.defender
)
self.manager.acceptmsg(damage_msg)
self.manager.execte()
# 验证伤害效果
expected_defender_hp = defender_initial_hp - 87
expected_attacker_hp = attacker_initial_hp - 24
self.assertEqual(self.defender.i.current_hp, expected_defender_hp)
self.assertEqual(self.attacker.i.current_hp, expected_attacker_hp)
print("✓ 荆棘护甲与活力技能测试通过")
# 多技能响应测试->多响应
def test_complex_skills_interaction(self):
"""测试多个被动技能的复杂交互"""
print("\n\n\n=== 复杂被动技能交互测试 ===")
# 创建角色(默认team=0)
self.role1 = Character(BasicCharacterAttributes(name="角色1", attack=20))
self.role2 = Character(BasicCharacterAttributes(name="角色2", defense=0))
self.role3 = Character(BasicCharacterAttributes(name="角色3"))
# 注册角色到处理器
self.handler.register(self.role1)
self.handler.register(self.role2)
self.handler.register(self.role3)
# 注册技能到各角色
skillA = SkillA(BasicSkillAttributes(
name="技能A", owner=self.role1, description=''))
skillB = SkillB(BasicSkillAttributes(
name="技能B", owner=self.role2, description=''))
skillC = SkillC(BasicSkillAttributes(
name="技能C", owner=self.role3, description=''))
self.manager.register(skillA)
self.manager.register(skillB)
self.manager.register(skillC)
# 记录初始生命值
initial_hp = {
'role1': self.role1.i.current_hp,
'role2': self.role2.i.current_hp,
'role3': self.role3.i.current_hp
}
# 角色1发起攻击(原始伤害20)
attack_msg = GameMessage(
messagechain=self.manager.messagechain,
type="ATTACK",
sender=self.role1,
receiver=self.role2,
value=20
)
self.manager.acceptmsg(attack_msg)
self.manager.execte() # 执行消息处理
# 验证结果
expected_hp_role2 = initial_hp['role2'] - 13 # (20+10)/2=15伤害,治疗后+2
expected_hp_role1 = initial_hp['role1'] - 13 # 反弹15伤害,治疗后+2
self.assertEqual(self.role2.i.current_hp, expected_hp_role2,
"角色2生命值计算错误")
self.assertEqual(self.role1.i.current_hp, expected_hp_role1,
"角色1生命值计算错误")
self.assertEqual(self.role3.i.current_hp, initial_hp['role3'],
"角色3生命值不应变化")
print("✓ 复杂技能交互测试通过")
# modifier测试->修饰器
def test_modifiers(self):
"""测试修饰器功能"""
print("\n\n\n=== 修饰器测试 ===")
self.rop1 = Character(
BasicCharacterAttributes(name="角色1.1", attack=20))
self.rop2 = Character(
BasicCharacterAttributes(name="角色2.1", defense=0))
self.handler.register(self.rop1)
self.handler.register(self.rop2)
skillX = SkillX(BasicSkillAttributes(
name="技能X", description='', owner=self.rop1))
self.manager.register(skillX)
# 发送攻击消息
attack_msg = GameMessage(
messagechain=self.manager.messagechain,
type="ATTACK",
sender=self.rop1,
receiver=self.rop2,
value=20
)
self.manager.acceptmsg(attack_msg)
self.manager.execte()
self.assertEqual(self.rop2.i.current_hp, self.rop2.i.max_hp - 25,
"角色2生命值计算错误")
print("✓ 修饰器测试通过")
# 消息链变量测试->消息链
def test_msgchainvar(self):
"""测试消息链变量在modifier中的调用"""
print("\n\n\n=== modifier调用消息链变量测试 ===")
# 使用 attacker, defender, visiter 角色,不再定义
# 定义技能D
# 1.自身攻击时(ATTACK-POST阶段)添加消息链变量testvar为随机1-3的值;
# 2.伤害结算前(DAMAGE-PRE阶段),每有一个testvar,伤害值*2(利用自定义modifier)
# 例如testvar为3,攻击力为10,最终伤害应为10*2*2*2=80
class SkillD(PassiveSkill):
def effect(self, msg: GameMessage):
# 效果1
if (msg.type == "ATTACK"
and msg.sender == self.i.owner
and msg.phase == MessagePhase.PRE
and msg.sender
and msg.sender.i.current_hp > 0):
# 随机生成1-3的值
testvar = random.randint(1, 3)
# 添加到消息链变量(作用域签名为skillD)
msg.messagechain.i.vadd('skillD', 'testvar', testvar)
return True
# 效果2
elif (msg.type == "DAMAGE"
and msg.sender == self.i.owner
and msg.phase == MessagePhase.PRE
and msg.receiver
and msg.receiver.i.current_hp > 0):
# 自定义modifier函数(格式范例)
def custom_modifier(msg: GameMessage, val: Any) -> Tuple[Any, Any, bool]:
# 记录原值,声明修改后值
raw_value = msg.get_value()
modifiered_value = msg.get_value()
# 获取消息链变量(由于是消耗性变量,所以用vpop,不用vget)
testvar = msg.messagechain.i.vpop('skillD', 'testvar')
print(f"testvar值为{testvar}")
# 如果没有testvar,则不修改(但也是成功)
if testvar is None:
ret = (raw_value, modifiered_value, True)
# 如果有testvar,则每有一个则伤害*2
else:
for _ in range(testvar):
msg.value = msg.get_value() * 2
modifiered_value = msg.get_value()
print(
f"{self.i.owner.i.name} 触发技能D,伤害随机乘2,4或8,最终伤害{modifiered_value}")
ret = (raw_value, modifiered_value, True)
# 对于部分modifier,执行后立刻解除注册自身较好,防止状态污染。
msg.messagechain.manager.handler.unregister_modifier(
'SkillD_custom_modifier')
# 修改成功后,返回原值、修改后值、成功标志
return ret
# 注册自定义modifier
msg.messagechain.manager.handler.register_modifier(
'SkillD_custom_modifier', custom_modifier)
# 调用自定义modifier
msg.modify(('SkillD_custom_modifier', 0))
return True
return False
skillD = SkillD(BasicSkillAttributes(
name="技能D", owner=self.attacker, description=''))
self.manager.register(skillD)
# 发送攻击消息
attack_msg = GameMessage(
messagechain=self.manager.messagechain,
type="ATTACK",
sender=self.attacker,
receiver=self.defender,
value=10
)
self.manager.acceptmsg(attack_msg)
self.manager.execte()
print("✓ 消息链变量测试通过")
# 治疗技能单独测试->基础治疗
def test_heal_skill(self):
"""测试治疗技能(HealSkill)是否每次受伤后正确回复1HP"""
print("\n\n\n=== 治疗技能单独测试 ===")
# 创建测试角色(防御者装备治疗技能)
test_defender = Character(BasicCharacterAttributes(
name="治疗测试目标", max_hp=100, current_hp=100))
heal_skill = HealSkill(BasicSkillAttributes(
name="活力", owner=test_defender))
self.manager.register(heal_skill)
self.handler.register(test_defender)
# 记录初始HP
initial_hp = test_defender.i.current_hp
# 发送3次伤害消息(每次10点伤害)
for _ in range(3):
damage_msg = GameMessage(
messagechain=self.manager.messagechain,
type="DAMAGE",
sender=self.attacker,
receiver=test_defender,
value=10
)
self.manager.acceptmsg(damage_msg)
self.manager.execte()
# 预期HP:100 - (10*3) + (1*3) = 73
expected_hp = initial_hp - 30 + 3
self.assertEqual(test_defender.i.current_hp, expected_hp, "治疗技能回复量错误")
print("✓ 治疗技能单独测试通过")
# 队伍机制触发测试->同队/异队治疗
def test_team_based_heal(self):
"""测试技能C是否仅在同队伍成员受伤时触发治疗"""
print("\n\n\n=== 队伍机制触发测试 ===")
# 创建不同队伍的角色(attacker默认team=0,visiter在setUp中team=1)
# 注册技能C到visiter(队伍1)
skillC = SkillC(BasicSkillAttributes(name="技能C", owner=self.visiter))
self.manager.register(skillC)
# 记录初始HP
defender_initial_hp = self.defender.i.current_hp # defender默认team=0(非visiter同队)
visiter_initial_hp = self.visiter.i.current_hp # visiter自己team=1(同队)
# 攻击同队成员(visiter)
damage_msg_team = GameMessage(
messagechain=self.manager.messagechain,
type="DAMAGE",
sender=self.attacker,
receiver=self.visiter,
value=10
)
self.manager.acceptmsg(damage_msg_team)
self.manager.execte()
# 攻击异队成员(defender)
damage_msg_other_team = GameMessage(
messagechain=self.manager.messagechain,
type="DAMAGE",
sender=self.attacker,
receiver=self.defender,
value=10
)
self.manager.acceptmsg(damage_msg_other_team)
self.manager.execte()
# 验证:visiter应被治疗(+2),defender不应被治疗
self.assertEqual(self.visiter.i.current_hp,
visiter_initial_hp - 10 + 2, "同队成员未触发治疗")
self.assertEqual(self.defender.i.current_hp,
defender_initial_hp - 10, "异队成员错误触发治疗")
print("✓ 队伍机制触发测试通过")
# 消息阶段顺序测试->PRE/POST执行顺序
def test_message_phase_order(self):
"""测试消息阶段(PRE/POST)是否按正确顺序触发技能"""
print("\n\n\n=== 消息阶段顺序测试 ===")
# 定义PRE阶段修改伤害的技能
class PrePhaseSkill(PassiveSkill):
def effect(self, msg: GameMessage):
if msg.type == "DAMAGE" and msg.phase == MessagePhase.PRE:
# PRE阶段+5伤害
msg.modify((ModifierType.SET_VALUE, msg.get_value() + 5))
return True
return False
# 定义POST阶段治疗的技能
class PostPhaseSkill(PassiveSkill):
def effect(self, msg: GameMessage):
if msg.type == "DAMAGE" and msg.phase == MessagePhase.POST:
# POST阶段治疗伤害值的10%
heal_value = int(msg.get_value() * 0.1)
heal_msg = msg.create(
messagechain=msg.messagechain,
msg_type="HEAL",
sender=msg.receiver,
receiver=msg.receiver,
value=heal_value
)
msg.messagechain.i.manager.acceptmsg(heal_msg)
return True
return False
# 注册技能到防御者
pre_skill = PrePhaseSkill(BasicSkillAttributes(
name="PRE阶段技能", owner=self.defender))
post_skill = PostPhaseSkill(BasicSkillAttributes(
name="POST阶段技能", owner=self.defender))
self.manager.register(pre_skill)
self.manager.register(post_skill)
# 发送初始伤害消息(10点伤害)
initial_damage = 10
damage_msg = GameMessage(
messagechain=self.manager.messagechain,
type="DAMAGE",
sender=self.attacker,
receiver=self.defender,
value=initial_damage
)
self.manager.acceptmsg(damage_msg)
self.manager.execte()
# 计算预期结果:
# PRE阶段+5 → 实际伤害15
# POST阶段治疗15*10%=1 → 最终HP变化:-15 +1 = -14
expected_hp = self.defender.i.max_hp - 14
self.assertEqual(self.defender.i.current_hp, expected_hp, "消息阶段执行顺序错误")
print("✓ 消息阶段顺序测试通过")
def test_multi_reflect_heal_chain(self):
"""测试多个角色同时装备荆棘护甲+治疗技能时的连锁反应"""
print("\n\n\n=== 多角色反弹-治疗连锁测试 ===")
# 为攻击者和防御者都装备荆棘护甲+治疗技能
attacker_thorn = ThornArmorSkill(
BasicSkillAttributes(name="荆棘甲", owner=self.attacker))
attacker_heal = HealSkill(
BasicSkillAttributes(name="活力", owner=self.attacker))
defender_thorn = ThornArmorSkill(
BasicSkillAttributes(name="荆棘甲", owner=self.defender))
defender_heal = HealSkill(
BasicSkillAttributes(name="活力", owner=self.defender))
self.manager.register(attacker_thorn)
self.manager.register(attacker_heal)
self.manager.register(defender_thorn)
self.manager.register(defender_heal)
# 记录初始HP(假设最大HP均为100)
initial_attacker_hp = self.attacker.i.current_hp # 100
initial_defender_hp = self.defender.i.current_hp # 100
# 攻击者发起40点伤害的攻击
attack_msg = GameMessage(
messagechain=self.manager.messagechain,
type="ATTACK",
sender=self.attacker,
receiver=self.defender,
value=40
)
self.manager.acceptmsg(attack_msg)
self.manager.execte()
# 计算预期流程:
# 1. 防御者受到40点伤害(荆棘护甲触发,反弹30%即12点伤害给攻击者)
# 2. 防御者治疗技能触发(POST阶段),回复1HP
# 3. 攻击者受到12点反弹伤害(荆棘护甲触发,反弹30%即3.6→3点伤害给防御者)
# 4. 攻击者治疗技能触发(POST阶段),回复1HP
# 5. 防御者受到3点反弹伤害(荆棘护甲触发,反弹30%即0.9→0点伤害,无后续)
# 最终HP计算:
# 防御者:100 - 40(初始伤害) +1(治疗) -3(攻击者反弹) +1(治疗) = 59
# 攻击者:100 -12(防御者反弹) +1(治疗) = 89
self.assertEqual(self.defender.i.current_hp, 59, "防御者HP计算错误")
self.assertEqual(self.attacker.i.current_hp, 89, "攻击者HP计算错误")
print("✓ 多角色反弹-治疗连锁测试通过")
# 测试例9:同队多成员受伤治疗验证
def test_multi_teammate_heal(self):
"""测试技能C在多个同队成员受伤时的触发次数"""
print("\n\n\n=== 同队多成员受伤治疗验证 ===")
# 创建两个同队成员(team=1)
teammate1 = Character(BasicCharacterAttributes(name="队友1", team=1))
teammate2 = Character(BasicCharacterAttributes(name="队友2", team=1))
self.handler.register(teammate1)
self.handler.register(teammate2)
# 注册技能C到visiter(team=1)
skillC = SkillC(BasicSkillAttributes(name="技能C", owner=self.visiter))
self.manager.register(skillC)
# 记录初始HP
t1_initial = teammate1.i.current_hp
t2_initial = teammate2.i.current_hp
# 同时攻击两个同队成员(各10点伤害)
damage_msg1 = GameMessage(
messagechain=self.manager.messagechain,
type="DAMAGE",
sender=self.attacker,
receiver=teammate1,
value=10
)
damage_msg2 = GameMessage(
messagechain=self.manager.messagechain,
type="DAMAGE",
sender=self.attacker,
receiver=teammate2,
value=10
)
self.manager.acceptmsg(damage_msg1)
self.manager.acceptmsg(damage_msg2)
self.manager.execte()
# 预期:每个受伤的同队成员触发一次技能C(各+2HP)
self.assertEqual(teammate1.i.current_hp,
t1_initial - 10 + 2, "队友1未触发治疗")
self.assertEqual(teammate2.i.current_hp,
t2_initial - 10 + 2, "队友2未触发治疗")
print("✓ 同队多成员受伤治疗验证通过")
# 测试例10:伤害增益与反弹技能叠加测试
def test_buff_reflect_interaction(self):
"""测试SkillA(伤害增益)与SkillB(伤害反弹)的叠加效果"""
print("\n\n\n=== 伤害增益与反弹技能叠加测试 ===")
# 攻击者装备SkillA(伤害+10),防御者装备SkillB(伤害减半反弹)
skillA = SkillA(BasicSkillAttributes(name="技能A", owner=self.attacker))
skillB = SkillB(BasicSkillAttributes(name="技能B", owner=self.defender))
self.manager.register(skillA)
self.manager.register(skillB)
# 记录初始HP(防御者max_hp=100)
initial_defender_hp = self.defender.i.current_hp # 100
initial_attacker_hp = self.attacker.i.current_hp # 100
# 攻击者发起20点基础伤害的攻击
attack_msg = GameMessage(
messagechain=self.manager.messagechain,
type="ATTACK",
sender=self.attacker,
receiver=self.defender,
value=20
)
self.manager.acceptmsg(attack_msg)
self.manager.execte()
# 计算预期流程:
# 1. SkillA触发(PRE阶段):伤害+10 → 总伤害30
# 2. SkillB触发(PRE阶段):伤害减半为15,反弹15点伤害给攻击者
# 3. 防御者最终受到15点伤害,攻击者受到15点反弹伤害
self.assertEqual(self.defender.i.current_hp, 100 - 15, "防御者伤害计算错误")
self.assertEqual(self.attacker.i.current_hp, 100 - 15, "攻击者反弹伤害计算错误")
print("✓ 伤害增益与反弹技能叠加测试通过")
# 复杂测试例11:无限反弹测试
def test_infinite_reflect(self):
"""测试SkillB(伤害反弹)是否能无限反弹"""
print("\n\n\n=== 无限反弹测试 ===")
# 攻击者和防御者均有伤害反弹技能。
class SkillY(PassiveSkill):
def effect(self, msg: GameMessage):
if (msg.type == "DAMAGE"
and msg.phase == MessagePhase.POST
and msg.receiver and msg.sender
and msg.receiver == self.i.owner
and msg.sender != self.i.owner
and msg.receiver.i.current_hp > 0):
reflect_msg = msg.create(
messagechain=msg.messagechain,
msg_type="DAMAGE",
sender=msg.receiver,
receiver=msg.sender,
value=msg.get_value() # 反弹剩余伤害
)
msg.messagechain.i.manager.acceptmsg(reflect_msg)
return True
return False
# 注册技能到attacker和defender
skillY1 = SkillY(BasicSkillAttributes(name="技能Y", owner=self.attacker))
skillY2 = SkillY(BasicSkillAttributes(name="技能Y", owner=self.defender))
self.manager.register(skillY1)
self.manager.register(skillY2)
# 修改攻击者和防御者HP
self.attacker.i.set_attribute('max_hp', 1000000)
self.attacker.i.set_attribute('current_hp', 1000000)
self.defender.i.set_attribute('max_hp', 1000000)
self.defender.i.set_attribute('current_hp', 1000000)
# 攻击者发起11点基础伤害的攻击
attack_msg = GameMessage(
messagechain=self.manager.messagechain,
type="ATTACK",
sender=self.attacker,
receiver=self.defender,
value=11
)
self.manager.acceptmsg(attack_msg)
self.manager.set_stopnum(4000) # 这里把单消息队列长度设置为4000,这个长度很长,可以代表无限循环。
# 预期是无限循环,所以会遇到长消息终止,这时会有ValueError,出现则代表通过
try:
with self.assertRaisesRegex(
ValueError,
r"^长消息错误:单消息队列过长,已停止执行$" # 正则匹配完整消息
):
self.manager.execte() # 触发可能抛出异常的操作
except AssertionError as e:
# 捕获断言失败(未抛出异常或消息不匹配)
self.fail(f"无限反弹测试失败: {str(e)}")
else:
# 未触发异常时(已通过断言)
print("✓ 无限反弹测试通过")
if __name__ == "__main__":
# 在程序入口处添加
logging.basicConfig(
level=logging.INFO, # 设置日志级别
format='%(asctime)s - %(name)s - %(levelname)s - %(message)s',
handlers=[
logging.FileHandler('game.log'), # 输出到文件
# logging.StreamHandler() # 输出到控制台
]
)
unittest.main(verbosity=2)