GSServer-CBT/soggy_resources/lua/UAuto/TestCases/element/ElementBase.lua

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2022-11-21 11:30:31 +03:00
local baseClass = require('UAuto/Base/UAutoLuaTestBase')
local UAutoLuaTestCase = class("ElementBase", baseClass)
local self = UAutoLuaTestCase
self.TestFixture = "ElementBase"
self.base = TestCaseElementBaseClass()
-- c#中写了120这边先写着不改
self.FindTimeOut = 120
self.Range = 3
self.WaterPos = "2735.608 194.2695 -1718.194"
self.WaterPosVec = CS.UnityEngine.Vector3(2735.608, 194.2695, -1718.194)
self.WaterPos1 = "2731.309 194.2681 -1716.102"
self.WaterPosVec1 = CS.UnityEngine.Vector3(2731.309, 194.2681, -1716.102)
self.GrassPos = "1955.741 196.5956 -1298.704"
self.GrassPosVec = CS.UnityEngine.Vector3(1955.741, 196.5956, -1298.704)
-- self.sandPos = "2755.103 194.8858 -5811.606"
-- self.sandPosVec = CS.UnityEngine.Vector3(2755.103, 194.8858, -5811.606)
self.MonsterInfoTitle = {"element", "id", "keyword", "fatrange"}
self.MonsterArray = {}
table.insert(self.MonsterArray, {"Water", 20011101, "Slime_Water_03", 3})
table.insert(self.MonsterArray, {"Water", 20011001, "Slime_Water_02", 1})
-- table.insert(self.MonsterArray, {"Water", 22010301, "Abyss_Water_01", 3})
-- table.insert(self.MonsterArray, {"Water", 21030101, "Shaman_Water_01", 1})
table.insert(self.MonsterArray, {"Ice", 20010901, "Slime_Ice_03", 3})
-- table.insert(self.MonsterArray, {"Ice", 20010801, "Slime_Ice_02", 1})
-- table.insert(self.MonsterArray, {"Ice", 22010201, "Abyss_Ice_01", 3})
table.insert(self.MonsterArray, {"Fire", 20011301, "Slime_Fire_03", 3})
table.insert(self.MonsterArray, {"Fire", 20011201, "Slime_Fire_02", 1})
-- table.insert(self.MonsterArray, {"Fire", 22010101, "Abyss_Fire_01", 3})
table.insert(self.MonsterArray, {"Electric", 20010601, "Slime_Electric_03", 3})
table.insert(self.MonsterArray, {"Electric", 20010701, "Slime_Electric_03_Positive", 3})
table.insert(self.MonsterArray, {"Electric", 20010501, "Slime_Electric_02", 1})
table.insert(self.MonsterArray, {"Grass", 20010101, "Slime_Grass_02", 1})
table.insert(self.MonsterArray, {"Grass", 20010201, "Slime_Grass_03", 3})
-- table.insert(self.MonsterArray, {"Grass", 21030201, "Shaman_Grass_01", 1})
table.insert(self.MonsterArray, {"Rock", 20011501, "Slime_Rock_03", 3})
-- table.insert(self.MonsterArray, {"Rock", 20011401, "Slime_Rock_02", 1})
self.GadgetInfoTitle = {"element", "type", "id", "campid", "keyword", "owner", "otherinfo"}
self.GadgetArray = {}
-- table.insert(self.GadgetArray, {"Grass", "AvatarWeapon", 50010007, 0, "Equip_Sword_Wooden", "Ayaka", 10011})
table.insert(self.GadgetArray, {"Grass", "MonsterWeapon", 50004002, 0, "MonEquip_Shield_01", 21010301, ""})
table.insert(self.GadgetArray, {"Grass", "MonsterWeapon", 50004012, 0, "MonEquip_Shield_02", 21020101, ""})
table.insert(self.GadgetArray, {"Grass", "Item", 70220003, 5001, "Item_BrambleWall01", "", ""})
table.insert(self.GadgetArray, {"Grass", "Item", 70220005, 5001, "Item_Bombbarrel01", "", ""})
function self:GetArray(title, array)
local rsArray = {}
for i, content in pairs(array) do
local tmpDic = {}
for j = 1, #title do
-- title里有的内容array里必须有
tmpDic[title[j]] = content[j]
end
table.insert(rsArray, tmpDic)
end
return rsArray
end
function self:GetMatchArray(t, k, v)
local rsArray = {}
for i, item in pairs(t) do
if(item[k] == v) then
table.insert(rsArray, item)
end
end
return rsArray
end
function self:GetMonsterArrayByElement(element)
local rsArray = self:GetArray(self.MonsterInfoTitle, self.MonsterArray)
return self:GetMatchArray(rsArray, "element", element)
end
function self:GetOneMonsterByElement(element)
return self:GetMonsterArrayByElement(element)[1]
end
function self:GetGadgetArrayByElement(element)
local rsArray = self:GetArray(self.GadgetInfoTitle, self.GadgetArray)
return self:GetMatchArray(rsArray, "element", element)
end
function self:GetAvatarWeaponArrayByElement(element)
local gadgetArray = self:GetGadgetArrayByElement(element)
return self:GetMatchArray(gadgetArray, "type", "AvatarWeapon")
end
function self:GetOneAvatarWeaponByElement(element)
return self:GetAvatarWeaponArrayByElement(element)[1]
end
function self:GetMonsterWeaponArrayByElement(element)
local gadgetArray = self:GetGadgetArrayByElement(element)
return self:GetMatchArray(gadgetArray, "type", "MonsterWeapon")
end
function self:GetOneMonsterWeaponByElement(element)
return self:GetMonsterWeaponArrayByElement(element)[1]
end
function self:GetItemArrayByElement(element)
local gadgetArray = self:GetGadgetArrayByElement(element)
return self:GetMatchArray(gadgetArray, "type", "Item")
end
function self:GetOneItemByElement(element)
return self:GetItemArrayByElement(element)[1]
end
local windEntityNum = 0
function self:GetWindEntityCount()
windEntityNum = self.base:GetEntityCount("Eff_WindField_FireGrass")
end
function self:CheckWindEntityCount(signal)
local tmp = self.base:GetEntityCount("Eff_WindField_FireGrass")
if(signal == "-") then
assert(tmp < windEntityNum, "风场未移除!")
windEntityNum = tmp
end
if(signal == "+") then
assert(tmp > windEntityNum, "风场未出现!")
windEntityNum = tmp
end
end
return self