mirror of
https://gitlab.com/YuukiPS/GSServer-CBT.git
synced 2024-12-27 08:19:23 +03:00
293 lines
8.7 KiB
Lua
293 lines
8.7 KiB
Lua
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--baseClass提供基础接口
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local baseClass = require('UAuto/TestCases/Number/NumberBase')
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--所有testcase继承baseClass
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local UAutoLuaTestCase = class("AvatarWeaponTest",baseClass)
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local self = UAutoLuaTestCase
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self.TestFixture = "AvatarWeaponTest"
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self.Category = "数值"
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self.Description="武器升级数值验证"
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local avatarLevel=1
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local avatarPromoteLevel = 0
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local step=10
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function self:CheckWeaponByType(weaponId, promoteLevel, level, type)
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local weaponData = self.base:GetAvatarWeaponData(type)
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yield_return(self.base:WaitFrames(5))
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local checkPassed = self.base:CheckAvatarWeaponByLevel(promoteLevel,level,weaponData,weaponId,type)
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assert(checkPassed,"武器"..type:EnumToString().."数值验证失败")
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end
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function self:WeaponCheck(weaponId, promoteLevel, level)
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yield_return(CS.UnityEngine.WaitForSeconds(1))
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self:CheckWeaponByType(weaponId, promoteLevel, level, CS.MoleMole.Config.FightPropType.FIGHT_PROP_BASE_ATTACK)
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self:CheckWeaponByType(weaponId, promoteLevel, level, CS.MoleMole.Config.FightPropType.FIGHT_PROP_CRITICAL)
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self:CheckWeaponByType(weaponId, promoteLevel, level, CS.MoleMole.Config.FightPropType.FIGHT_PROP_CRITICAL_HURT)
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self:CheckWeaponByType(weaponId, promoteLevel, level, CS.MoleMole.Config.FightPropType.FIGHT_PROP_CHARGE_EFFICIENCY)
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local avatarAttack = self.base:GetFloatPropertyValue("attackBase")
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local checkPassed = self.base:CheckAvatarAttackByLevel(avatarPromoteLevel,avatarLevel,avatarAttack)
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assert(checkPassed,"武器装备角色验证数值失败")
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yield_return(CS.UnityEngine.WaitForEndOfFrame())
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end
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local weaponList = {"11101","11201","11301","11302","11401","11402","11403","11404","11501","11502","11503"}
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self.SwordCheck = {
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Order = 1,
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Type = CaseType.MonoTest,
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Description="各种剑类武器升级突破数值验证测试(使用绫华装备)",
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Action = UAutoCoroutine(function()
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yield_return(self:ChangeAvatar("Ayaka"))
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yield_return(self.base:RunGM("Player Level 70"))
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yield_return(self.base:RunGM("break "..avatarPromoteLevel))
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yield_return(self.base:RunGM("level "..avatarLevel))
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yield_return(CS.UnityEngine.WaitForEndOfFrame())
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local gmCmd =""
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for key,weaponId in ipairs(weaponList) do
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for i=1,20,step do
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gmCmd = "EQUIP ADD "..weaponId.." "..i
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yield_return(self.base:RunGM(gmCmd))
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yield_return(self:WeaponCheck(weaponId,0,i))
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end
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for i=20,40,step do
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gmCmd = "EQUIP ADD "..weaponId.." "..i .. " 1"
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yield_return(self.base:RunGM(gmCmd))
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yield_return(self:WeaponCheck(weaponId,1,i))
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end
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for i=40,60,step do
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gmCmd = "EQUIP ADD "..weaponId.." "..i .. " 2"
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yield_return(self.base:RunGM(gmCmd))
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yield_return(self:WeaponCheck(weaponId,2,i))
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end
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for i=60,80,step do
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gmCmd = "EQUIP ADD "..weaponId.." "..i .. " 3"
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yield_return(self.base:RunGM(gmCmd))
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yield_return(self:WeaponCheck(weaponId,3,i))
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end
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for i=80,90,step do
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gmCmd = "EQUIP ADD "..weaponId.." "..i .. " 4"
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yield_return(self.base:RunGM(gmCmd))
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yield_return(self:WeaponCheck(weaponId,4,i))
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end
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end
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end)
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}
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local weaponList = {"12101","12201","12301","12302","12303","12401","12403","12404"}
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self.ClaymoreCheck = {
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Order = 1.5,
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Type = CaseType.MonoTest,
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Description="大剑类武器升级突破数值验证测试(使用迪卢克装备)",
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Action = UAutoCoroutine(function()
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yield_return(self:ChangeAvatar("Diluc"))
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yield_return(self.base:RunGM("break "..avatarPromoteLevel))
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yield_return(self.base:RunGM("level "..avatarLevel))
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yield_return(CS.UnityEngine.WaitForEndOfFrame())
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local gmCmd =""
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for key,weaponId in ipairs(weaponList) do
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--weaponId = tostring(tonumber(weaponId)+1000)
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for i=1,20,step do
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gmCmd = "EQUIP ADD "..weaponId.." "..i
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yield_return(self.base:RunGM(gmCmd))
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yield_return(self:WeaponCheck(weaponId,0,i))
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end
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for i=20,40,step do
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gmCmd = "EQUIP ADD "..weaponId.." "..i .. " 1"
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yield_return(self.base:RunGM(gmCmd))
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yield_return(self:WeaponCheck(weaponId,1,i))
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end
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for i=40,60,step do
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gmCmd = "EQUIP ADD "..weaponId.." "..i .. " 2"
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yield_return(self.base:RunGM(gmCmd))
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yield_return(self:WeaponCheck(weaponId,2,i))
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end
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for i=60,80,step do
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gmCmd = "EQUIP ADD "..weaponId.." "..i .. " 3"
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yield_return(self.base:RunGM(gmCmd))
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yield_return(self:WeaponCheck(weaponId,3,i))
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end
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for i=80,90,step do
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gmCmd = "EQUIP ADD "..weaponId.." "..i .. " 4"
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yield_return(self.base:RunGM(gmCmd))
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yield_return(self:WeaponCheck(weaponId,4,i))
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end
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end
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end)
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}
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local weaponList = {"14101","14201","14301","14302","14401","14403","14404","14501"}
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self.CatalystCheck = {
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Order = 2,
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Type = CaseType.MonoTest,
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Description="法器类武器升级突破数值验证测试(使用丽莎装备)",
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Action = UAutoCoroutine(function()
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yield_return(self:ChangeAvatar("Lisa"))
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yield_return(self.base:RunGM("Player Level 70"))
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yield_return(self.base:RunGM("break "..avatarPromoteLevel))
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yield_return(self.base:RunGM("level "..avatarLevel))
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yield_return(CS.UnityEngine.WaitForEndOfFrame())
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local gmCmd =""
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for key,weaponId in ipairs(weaponList) do
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--weaponId = tostring(tonumber(weaponId)+3000)
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for i=1,20,step do
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gmCmd = "EQUIP ADD "..weaponId.." "..i
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yield_return(self.base:RunGM(gmCmd))
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yield_return(self:WeaponCheck(weaponId,0,i))
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end
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for i=20,40,step do
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gmCmd = "EQUIP ADD "..weaponId.." "..i .. " 1"
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yield_return(self.base:RunGM(gmCmd))
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yield_return(self:WeaponCheck(weaponId,1,i))
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end
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for i=40,60,step do
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gmCmd = "EQUIP ADD "..weaponId.." "..i .. " 2"
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yield_return(self.base:RunGM(gmCmd))
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yield_return(self:WeaponCheck(weaponId,2,i))
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end
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for i=60,80,step do
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gmCmd = "EQUIP ADD "..weaponId.." "..i .. " 3"
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yield_return(self.base:RunGM(gmCmd))
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yield_return(self:WeaponCheck(weaponId,3,i))
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end
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for i=80,90,step do
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gmCmd = "EQUIP ADD "..weaponId.." "..i .. " 4"
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yield_return(self.base:RunGM(gmCmd))
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yield_return(self:WeaponCheck(weaponId,4,i))
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end
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end
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end)
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}
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local weaponList = {"15101","15201","15301","15302","15401","15501"}
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self.BowCheck = {
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Order = 4,
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Type = CaseType.MonoTest,
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Description="弓类武器升级突破数值验证测试(使用安柏装备)",
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Action = UAutoCoroutine(function()
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yield_return(self:ChangeAvatar("Anbo"))
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yield_return(self.base:RunGM("break "..avatarPromoteLevel))
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yield_return(self.base:RunGM("level "..avatarLevel))
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yield_return(CS.UnityEngine.WaitForEndOfFrame())
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local gmCmd =""
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for key,weaponId in ipairs(weaponList) do
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--weaponId = tostring(tonumber(weaponId)+4000)
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for i=1,20,step do
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gmCmd = "EQUIP ADD "..weaponId.." "..i
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yield_return(self.base:RunGM(gmCmd))
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yield_return(self:WeaponCheck(weaponId,0,i))
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end
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for i=20,40,step do
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gmCmd = "EQUIP ADD "..weaponId.." "..i .. " 1"
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yield_return(self.base:RunGM(gmCmd))
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yield_return(self:WeaponCheck(weaponId,1,i))
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end
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for i=40,60,step do
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gmCmd = "EQUIP ADD "..weaponId.." "..i .. " 2"
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yield_return(self.base:RunGM(gmCmd))
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yield_return(self:WeaponCheck(weaponId,2,i))
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end
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for i=60,80,step do
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gmCmd = "EQUIP ADD "..weaponId.." "..i .. " 3"
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yield_return(self.base:RunGM(gmCmd))
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yield_return(self:WeaponCheck(weaponId,3,i))
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end
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for i=80,90,step do
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gmCmd = "EQUIP ADD "..weaponId.." "..i .. " 4"
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yield_return(self.base:RunGM(gmCmd))
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yield_return(self:WeaponCheck(weaponId,4,i))
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end
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end
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end)
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}
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local weaponList = {"13101","13201","13301","13302","13401","13504"}
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self.PoleCheck = {
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Order = 5,
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Type = CaseType.MonoTest,
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Description="枪类武器升级突破数值验证测试(使用香菱装备)",
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Action = UAutoCoroutine(function()
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yield_return(self:ChangeAvatar("Xiangling"))
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yield_return(self.base:RunGM("break "..avatarPromoteLevel))
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yield_return(self.base:RunGM("level "..avatarLevel))
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yield_return(CS.UnityEngine.WaitForEndOfFrame())
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local gmCmd =""
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for key,weaponId in ipairs(weaponList) do
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--weaponId = tostring(tonumber(weaponId)+2000)
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for i=1,20,step do
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gmCmd = "EQUIP ADD "..weaponId.." "..i
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yield_return(self.base:RunGM(gmCmd))
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yield_return(self:WeaponCheck(weaponId,0,i))
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end
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for i=20,40,step do
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gmCmd = "EQUIP ADD "..weaponId.." "..i .. " 1"
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yield_return(self.base:RunGM(gmCmd))
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yield_return(self:WeaponCheck(weaponId,1,i))
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end
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for i=40,60,step do
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gmCmd = "EQUIP ADD "..weaponId.." "..i .. " 2"
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yield_return(self.base:RunGM(gmCmd))
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yield_return(self:WeaponCheck(weaponId,2,i))
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end
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for i=60,80,step do
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gmCmd = "EQUIP ADD "..weaponId.." "..i .. " 3"
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yield_return(self.base:RunGM(gmCmd))
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yield_return(self:WeaponCheck(weaponId,3,i))
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end
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for i=80,90,step do
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gmCmd = "EQUIP ADD "..weaponId.." "..i .. " 4"
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yield_return(self.base:RunGM(gmCmd))
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yield_return(self:WeaponCheck(weaponId,4,i))
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end
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end
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end)
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}
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return self
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