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

144 lines
5.0 KiB
Lua
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

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