GSServer-CBT/soggy_resources/lua/UAuto/TestCases/number/avatar/AvatarReliquaryTest.lua
Akbar Yahya e0d4d8040c melon
2022-11-21 16:30:31 +08:00

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--baseClass提供基础接口
local baseClass = require('UAuto/TestCases/Number/NumberBase')
--所有testcase继承baseClass
local UAutoLuaTestCase = class("AvatarReliquaryTest",baseClass)
local self = UAutoLuaTestCase
self.TestFixture = "AvatarReliquaryTest"
self.Category = "数值"
self.Description="圣遗物升级角色数值验证"
local avatarLevel=90
local avatarPromoteLevel = 4
local step=2
--装备id列表 --沙,羽,冠,花,杯
--绿装+1 蓝装+2紫装+3橙装+4。
--2阶+1003阶+2004阶+300。
local ReliquaryList_base = {51100,51110,51120,51130,51140}
--生命套装 +0
--攻击套装+1000
--防御套装+2000
--强击套装+3000
--激怒套装+4000
--制裁套装+5000
--护佑套装+6000
--稳固套装+7000
--吸血套装+8000
--反击套装+9000
--颂歌套装+10000
--热血套装+11000
--激昂套装+12000
--暴走套装+13000
--治愈套装+14000
--天空套装id列表 --沙,羽,冠,花,杯
--只有5阶绿装+1 蓝装+2紫装+3橙装+4。
local ReliquaryList_sky = {97400,97410,97420,97430,97440}
function self:CheckReliqueryInRange(idAppend)
local levelMax = 10
local upLevelStep = 3
for i = 1, #ReliquaryList_base do
local id = ReliquaryList_base[i] + idAppend
yield_return(CS.UnityEngine.WaitForEndOfFrame())
for level=1,levelMax,upLevelStep do
yield_return(CS.UnityEngine.WaitForSeconds(1))
self.base:SetUpEquipedReliquery()
local combatPropertyBefore = self.base:GetEntityCombatProperty()
local rank = math.random(0,4)
local breakLevel = math.random(0,3)
yield_return(CS.UnityEngine.WaitForSeconds(1))
yield_return(self.base:RunGM("equip add "..tostring(id+rank) .." ".. level .. " "..breakLevel))
yield_return(CS.UnityEngine.WaitForSeconds(1))
self.base:CheckAvatarReliqueryProp(combatPropertyBefore,i-1)
end
end
end
self.ReliquaryLife = {
Order = 1,
Type = CaseType.MonoTest,
Description="生命套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
Action = UAutoCoroutine(function()
--yield_return(self:FinishAllNoob())
yield_return(self:ChangeAvatar("Ayaka"))
yield_return(self.base:RunGM("Player Level 70"))
yield_return(self.base:RunGM("break "..avatarPromoteLevel))
yield_return(self.base:RunGM("level "..avatarLevel))
yield_return(self.base:RunGM("equip add 10011 90 4"))
local baseHP = self.base:GetFloatPropertyValue("maxHP")
self.base:SetAvatarHpBase(baseHP)
yield_return(CS.UnityEngine.WaitForSeconds(1))
self:CheckReliqueryInRange(0)
end)
}
-- self.ReliquaryAttack = {
-- Order = 2,
-- Type = CaseType.MonoTest,
-- Description="攻击套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
-- Action = UAutoCoroutine(function()
-- self:CheckReliqueryInRange(1000)
-- end)
-- }
-- self.ReliquaryDefense = {
-- Order = 3,
-- Type = CaseType.MonoTest,
-- Description="防御套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
-- Action = UAutoCoroutine(function()
-- self:CheckReliqueryInRange(2000)
-- end)
-- }
-- self.ReliquaryCritical = {
-- Order = 4,
-- Type = CaseType.MonoTest,
-- Description="强击套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
-- Action = UAutoCoroutine(function()
-- self:CheckReliqueryInRange(3000)
-- end)
-- }
-- self.ReliquaryCriticalHurt = {
-- Order = 5,
-- Type = CaseType.MonoTest,
-- Description="激怒套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
-- Action = UAutoCoroutine(function()
-- self:CheckReliqueryInRange(4000)
-- end)
-- }
-- self.ReliquaryAddHurt = {
-- Order = 6,
-- Type = CaseType.MonoTest,
-- Description="制裁套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
-- Action = UAutoCoroutine(function()
-- self:CheckReliqueryInRange(5000)
-- end)
-- }
-- self.ReliquaryMinusHurt = {
-- Order = 7,
-- Type = CaseType.MonoTest,
-- Description="护佑套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
-- Action = UAutoCoroutine(function()
-- self:CheckReliqueryInRange(6000)
-- end)
-- }
-- self.ReliquaryANTI_CRITICAL = {
-- Order = 7,
-- Type = CaseType.MonoTest,
-- Description="稳固套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
-- Action = UAutoCoroutine(function()
-- self:CheckReliqueryInRange(7000)
-- end)
-- }
-- self.ReliquarySong = {
-- Order = 10,
-- Type = CaseType.MonoTest,
-- Description="颂歌套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
-- Action = UAutoCoroutine(function()
-- self:CheckReliqueryInRange(10000)
-- end)
-- }
-- self.ReliquaryRexue = {
-- Order = 11,
-- Type = CaseType.MonoTest,
-- Description="热血套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
-- Action = UAutoCoroutine(function()
-- self:CheckReliqueryInRange(11000)
-- end)
-- }
-- self.ReliquaryJiHang = {
-- Order = 12,
-- Type = CaseType.MonoTest,
-- Description="激昂套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
-- Action = UAutoCoroutine(function()
-- self:CheckReliqueryInRange(12000)
-- end)
-- }
-- self.ReliquaryBaozou = {
-- Order = 13,
-- Type = CaseType.MonoTest,
-- Description="暴走套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
-- Action = UAutoCoroutine(function()
-- self:CheckReliqueryInRange(13000)
-- end)
-- }
-- self.ReliquaryHeal = {
-- Order = 14,
-- Type = CaseType.MonoTest,
-- Description="治愈套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
-- Action = UAutoCoroutine(function()
-- self:CheckReliqueryInRange(14000)
-- end)
-- }
-- self.ReliquarySky = {
-- Order = 15,
-- Type = CaseType.MonoTest,
-- Description="天空套,白,绿,蓝,紫,橙升级突破数值(随机抽查)验证测试",
-- Action = UAutoCoroutine(function()
-- local levelMax = 10
-- local upLevelStep = 3
-- for i = 1, #ReliquaryList_sky do
-- local id = ReliquaryList_sky[i]
-- yield_return(CS.UnityEngine.WaitForEndOfFrame())
-- for level=1,levelMax,upLevelStep do
-- self.base:SetUpEquipedReliquery()
-- local combatPropertyBefore = self.base:GetEntityCombatProperty()
-- yield_return(CS.UnityEngine.WaitForSeconds(1))
-- local rank = math.random(0,4)
-- local breakLevel = math.random(0,3)
-- yield_return(self.base:RunGM("equip add "..tostring(id+rank) .." ".. level .. " "..breakLevel))
-- yield_return(CS.UnityEngine.WaitForSeconds(1))
-- self.base:CheckAvatarReliqueryProp(combatPropertyBefore,i-1)
-- yield_return(CS.UnityEngine.WaitForSeconds(1))
-- end
-- end
-- end)
-- }
return self