mirror of
https://gitlab.com/YuukiPS/GSServer-CBT.git
synced 2024-12-27 08:19:23 +03:00
172 lines
4.7 KiB
Lua
172 lines
4.7 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("AvatarUpLevel",baseClass)
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local self = UAutoLuaTestCase
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self.TestFixture = "AvatarUpLevel"
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self.Category = "数值"
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self.Description="角色升级数值验证"
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local upLevelStep=3
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function self:UpLevelCheck(avatarName)
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yield_return(self:ChangeAvatar(avatarName))
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--突破等级
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for promoteLevel=0,4 do
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local startLevel=1
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local endLevel=20
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--根据突破等级设置升级上下限
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if promoteLevel==0 then
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startLevel=1
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endLevel=20
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elseif promoteLevel==1 then
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startLevel=20
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endLevel=40
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elseif promoteLevel==2 then
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startLevel=40
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endLevel=60
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elseif promoteLevel==3 then
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startLevel=60
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endLevel=80
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elseif promoteLevel==4 then
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startLevel=80
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endLevel=90
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end
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--突破
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yield_return(self.base:RunGM("break "..promoteLevel))
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yield_return(CS.UnityEngine.WaitForSeconds(1))
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--1~20级
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for level=startLevel,endLevel,upLevelStep do
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yield_return(self.base:RunGM("level "..level))
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yield_return(self.base:WaitIntProperty("level",level))
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local maxHP = self.base:GetFloatPropertyValue("maxHP")
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local attackBase = self.base:GetFloatPropertyValue("attackBase")
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local defenseBase = self.base:GetFloatPropertyValue("defenseBase")
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local level = self.base:GetIntPropertyValue("level")
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self.base:CheckAvatarMaxHPByLevel(promoteLevel,level,maxHP)
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self.base:CheckAvatarAttackByLevel(promoteLevel, level, attackBase)
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self.base:CheckAvatarDefenseByLevel(promoteLevel, level, defenseBase)
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yield_return(CS.UnityEngine.WaitForEndOfFrame())
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end
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end
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end
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self.Setup = {
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Order = 0.1,
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Type = CaseType.MonoTest,
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Description="clear all,完成所有新手任务",
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Action = UAutoCoroutine(function()
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yield_return(self:FinishAllNoob())
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yield_return(self.base:RunGM("Player Level 70"))
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end)
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}
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self.PlayerGirlUpCheck = {
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Order = 0.5,
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Type = CaseType.MonoTest,
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Description="女主仅装备新手武器,各等级最大血量,基础攻击成长曲线数值测试",
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Action = UAutoCoroutine(function()
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yield_return(self:UpLevelCheck("PlayerGirl"))
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end)
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}
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self.AyakaLevelUpCheck = {
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Order = 1,
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Type = CaseType.MonoTest,
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Description="绫华仅装备新手武器,各等级最大血量,基础攻击成长曲线数值测试",
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Action = UAutoCoroutine(function()
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yield_return(self:UpLevelCheck("Ayaka"))
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end)
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}
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self.AnboLevelUpCheck = {
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Order = 2,
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Type = CaseType.MonoTest,
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Description="安柏仅装备新手武器,各等级最大血量,基础攻击成长曲线数值测试",
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Action = UAutoCoroutine(function()
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yield_return(self:UpLevelCheck("Anbo"))
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end)
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}
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self.BarbaraLevelUpCheck = {
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Order = 3,
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Type = CaseType.MonoTest,
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Description="芭芭拉仅装备新手武器,各等级最大血量,基础攻击成长曲线数值测试",
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Action = UAutoCoroutine(function()
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yield_return(self:UpLevelCheck("Barbara"))
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end)
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}
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self.KaeyaLevelUpCheck = {
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Order = 4,
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Type = CaseType.MonoTest,
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Description="凯亚仅装备新手武器,各等级最大血量,基础攻击成长曲线数值测试",
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Action = UAutoCoroutine(function()
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yield_return(self:UpLevelCheck("Kaeya"))
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end)
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}
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self.LisaLevelUpCheck = {
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Order = 5,
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Type = CaseType.MonoTest,
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Description="丽莎仅装备新手武器,各等级最大血量,基础攻击成长曲线数值测试",
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Action = UAutoCoroutine(function()
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yield_return(self:UpLevelCheck("Lisa"))
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end)
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}
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self.QinLevelUpCheck = {
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Order = 6,
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Type = CaseType.MonoTest,
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Description="琴仅装备新手武器,各等级最大血量,基础攻击成长曲线数值测试",
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Action = UAutoCoroutine(function()
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yield_return(self:UpLevelCheck("Qin"))
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end)
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}
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self.DilucLevelUpCheck = {
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Order = 7,
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Type = CaseType.MonoTest,
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Description="迪卢克仅装备新手武器,各等级最大血量,基础攻击成长曲线数值测试",
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Action = UAutoCoroutine(function()
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yield_return(self:UpLevelCheck("Diluc"))
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end)
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}
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self.RazorLevelUpCheck = {
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Order = 8,
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Type = CaseType.MonoTest,
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Description="雷泽仅装备新手武器,各等级最大血量,基础攻击成长曲线数值测试",
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Action = UAutoCoroutine(function()
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yield_return(self:UpLevelCheck("Razor"))
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end)
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}
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self.VentiLevelUpCheck = {
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Order = 9,
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Type = CaseType.MonoTest,
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Description="温迪仅装备新手武器,各等级最大血量,基础攻击成长曲线数值测试",
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Action = UAutoCoroutine(function()
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yield_return(self:UpLevelCheck("Venti"))
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end)
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}
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self.XianglingLevelUpCheck = {
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Order = 10,
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Type = CaseType.MonoTest,
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Description="香菱仅装备新手武器,各等级最大血量,基础攻击成长曲线数值测试",
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Action = UAutoCoroutine(function()
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yield_return(self:UpLevelCheck("Xiangling"))
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end)
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}
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return self
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