package game import ( "math" "mc/internal/blockentity" "path/filepath" "testing" "time" "mc/internal/block" "mc/internal/camera" "mc/internal/entity" "mc/internal/inventory" "mc/internal/item" "mc/internal/physics" "mc/internal/recipe" "mc/internal/world" "mc/internal/worldgen" ) // newTestSession 构造真实世界上的游戏会话(等待区块生成)。 func newTestSession(t *testing.T) *Session { t.Helper() reg, err := block.Load(filepath.Join("..", "..", "assets", "config", "blocks.json")) if err != nil { t.Fatalf("加载方块注册表失败: %v", err) } items, err := item.Load(filepath.Join("..", "..", "assets", "config", "items.json")) if err != nil { t.Fatalf("加载物品注册表失败: %v", err) } recipes, err := recipe.Load(filepath.Join("..", "..", "assets", "config", "recipes.json")) if err != nil { t.Fatalf("加载配方失败: %v", err) } gen, err := worldgen.New(reg, 42, 0.005, 0.01, 0.1) if err != nil { t.Fatalf("创建生成器失败: %v", err) } w, err := world.New(reg, gen, 3) if err != nil { t.Fatalf("创建世界失败: %v", err) } t.Cleanup(w.Close) // 等待 (0,0) 区块 deadline := time.Now().Add(15 * time.Second) for time.Now().Before(deadline) { w.Update(8, 64, 8, 8*time.Millisecond) if w.Block(8, 0, 8) != block.Air { break } time.Sleep(2 * time.Millisecond) } // 找地表 var surf int32 for y := int32(255); y >= 0; y-- { if w.Block(8, y, 8) != block.Air { surf = y break } } p := physics.NewPlayer(8.5, float64(surf+1), 8.5) cam := camera.New(p.Eye(), 0, -math.Pi/2, 70) inv := inventory.New(items) inv.Slots[0] = item.Stack{Name: "diamond_pickaxe", Count: 1} // 选中的工具 inv.Slots[1] = item.Stack{Name: "oak_planks", Count: 10} sess := NewSession(w, reg, items, recipes, p, inv, cam) // 测试环境禁用自然刷怪(僵尸生成依赖区块加载时序,会造成 flake) sess.spawnTimer = 1e9 return sess } // TestBreakAndPlace 完整闭环:破坏地表 → 放木板(方块交互与动画.md §3、§6)。 func TestBreakAndPlace(t *testing.T) { s := newTestSession(t) // 破坏脚下地表的草方块(向下看) s.BeginBreak() if !s.breaking { t.Fatal("应锁定破坏目标") } tx, ty, tz := s.BreakTarget().X, s.BreakTarget().Y, s.BreakTarget().Z steps := 0 for s.breaking && steps < 600 { s.Tick(1.0 / 20) steps++ } if s.breaking { t.Fatal("钻石镐 600 tick 未破坏草方块") } if s.World.Block(tx, ty, tz) != block.Air { t.Fatal("破坏后应为空气") } // 放置木板(切换到槽 1):先抬升玩家脱离坑位(否则放置位与玩家 AABB 重叠会被正确拒绝) s.Inv.Selected = 1 s.Player.Pos[1] += 2 s.Tick(1.0 / 20) // 相机跟随 s.PlaceSelected() if name := s.Reg.Name(s.World.Block(tx, ty, tz).ID()); name != "oak_planks" { t.Fatalf("放置后应为橡木板,实际 %s", name) } if s.Inv.Slots[1].Count != 9 { t.Fatalf("木板应剩 9,实际 %d", s.Inv.Slots[1].Count) } } // TestBreakSpeed 验证工具速度公式(挖矿与矿物.md §3)。 func TestBreakSpeed(t *testing.T) { s := newTestSession(t) stone := s.Reg.Get(mustID(t, s.Reg, "stone")) // 空手 if got := s.breakSpeed(stone, item.Stack{}); got < 1/1.5-0.01 || got > 1/1.5+0.01 { t.Fatalf("空手速度期望约 1/1.5,实际 %v", got) } // 钻石镐(speed 8;Count 必须 ≥1 才是非空栈) withTool := item.Stack{Name: "diamond_pickaxe", Count: 1} if got := s.breakSpeed(stone, withTool); got < 8/1.5-0.01 || got > 8/1.5+0.01 { t.Fatalf("钻石镐速度期望约 8/1.5,实际 %v", got) } } // TestFurnaceFlow 放置熔炉 → 投料 → 烧炼产出(物品与背包.md §6 会话接线)。 func TestFurnaceFlow(t *testing.T) { s := newTestSession(t) // 给玩家熔炉 + 煤炭 + 铁矿石 s.Inv.Slots[1] = item.Stack{Name: "furnace", Count: 1} s.Inv.Slots[2] = item.Stack{Name: "coal", Count: 2} s.Inv.Slots[3] = item.Stack{Name: "iron_ore", Count: 2} s.Inv.Selected = 1 // 放置熔炉(向下看,站在地表) s.BeginBreak() for s.breaking { s.Tick(1.0 / 20) } s.Player.Pos[1] += 2 s.Tick(1.0 / 20) s.PlaceSelected() // 找到熔炉方块实体 var furnace *blockentity.Entity for _, be := range s.BlockEntities { if be.Kind == blockentity.KindFurnace { furnace = be } } if furnace == nil { t.Fatal("未创建熔炉方块实体") } // 投料 furnace.Insert(blockentity.SlotFuel, item.Stack{Name: "coal", Count: 1}, s.Items) furnace.Insert(blockentity.SlotInput, item.Stack{Name: "iron_ore", Count: 1}, s.Items) // 烧炼 200 tick(10 秒) for i := 0; i < 300; i++ { s.Tick(1.0 / 20) } if furnace.Slots[blockentity.SlotOutput].Name != "iron_ingot" { t.Fatalf("输出应为铁锭,实际 %+v", furnace.Slots[blockentity.SlotOutput]) } } // mustID 取方块 ID(测试辅助)。 func mustID(t *testing.T, reg *block.Registry, name string) uint16 { t.Helper() id, ok := reg.ID(name) if !ok { t.Fatalf("方块 %q 未注册", name) } return id } // fillGrid 往合成网格第 i 槽放入 1 个物品(测试辅助)。 func fillGrid(s *Session, i int, name string) { s.CraftingSwap(i, item.Stack{Name: name, Count: 1}) } // TestCraftingShaped 工作台有序合成:2×2 木板 → 工作台(工作台与合成表.md §4.1/§5)。 func TestCraftingShaped(t *testing.T) { s := newTestSession(t) s.OpenCrafting() if !s.CraftingOpen() { t.Fatal("应已打开合成界面") } // 空网格无产物 if _, ok := s.CraftingResult(); ok { t.Fatal("空网格不应有产物") } // 2×2 木板 fillGrid(s, 0, "oak_planks") fillGrid(s, 1, "oak_planks") fillGrid(s, 3, "oak_planks") fillGrid(s, 4, "oak_planks") res, ok := s.CraftingResult() if !ok || res.Name != "crafting_table" || res.Count != 1 { t.Fatalf("2×2 木板应产出工作台×1,实际 %+v ok=%v", res, ok) } // 执行合成:材料消耗、产物返回 taken, ok := s.CraftingTakeResult() if !ok || taken.Name != "crafting_table" { t.Fatalf("TakeResult 应返回工作台,实际 %+v", taken) } for _, i := range []int{0, 1, 3, 4} { if !s.CraftSlot(i).Empty() { t.Fatalf("合成后网格槽 %d 应清空,实际 %+v", i, s.CraftSlot(i)) } } if _, ok := s.CraftingResult(); ok { t.Fatal("材料耗尽后不应再有产物") } } // TestCraftingShapeless 无序合成:1 原木 → 4 木板(工作台与合成表.md §4.2)。 func TestCraftingShapeless(t *testing.T) { s := newTestSession(t) s.OpenCrafting() fillGrid(s, 4, "oak_log") res, ok := s.CraftingResult() if !ok || res.Name != "oak_planks" || res.Count != 4 { t.Fatalf("原木应产出 4 木板,实际 %+v ok=%v", res, ok) } taken, ok := s.CraftingTakeResult() if !ok || taken.Count != 4 { t.Fatalf("应产出 4 木板,实际 %+v", taken) } } // TestCraftingTools 工具配方:3 木板 + 2 木棍 → 木镐(工作台与合成表.md §4.1 多符号)。 func TestCraftingTools(t *testing.T) { s := newTestSession(t) s.OpenCrafting() // 顶行 3 木板,中/下行第 2 列木棍 for i := 0; i < 3; i++ { fillGrid(s, i, "oak_planks") } fillGrid(s, 4, "stick") fillGrid(s, 7, "stick") res, ok := s.CraftingResult() if !ok || res.Name != "wooden_pickaxe" { t.Fatalf("木板+木棍应产出木镐,实际 %+v ok=%v", res, ok) } } // TestCraftingCloseReturn 关闭界面:网格剩余材料退回背包,放不下掉落(工作台与合成表.md §5)。 func TestCraftingCloseReturn(t *testing.T) { s := newTestSession(t) s.Inv.Slots[1] = item.Stack{} // 清空 1 号槽方便计数 s.OpenCrafting() fillGrid(s, 0, "oak_planks") fillGrid(s, 0, "oak_planks") // 同槽合并 → 2 个 fillGrid(s, 8, "stick") s.CloseCrafting() if s.CraftingOpen() { t.Fatal("关闭后不应仍处于打开状态") } // 网格清空 for i := 0; i < 9; i++ { if !s.CraftSlot(i).Empty() { t.Fatalf("关闭后网格槽 %d 应清空", i) } } // 背包收回 havePlanks, haveStick := 0, 0 for _, st := range s.Inv.Slots { if st.Name == "oak_planks" { havePlanks += int(st.Count) } if st.Name == "stick" { haveStick += int(st.Count) } } if havePlanks < 2 || haveStick < 1 { t.Fatalf("材料应退回背包,实际 planks=%d stick=%d", havePlanks, haveStick) } } // TestAttackAnimal 攻击动物:伤害递减、死亡掉落牛肉并移除(动物体系.md §5)。 func TestAttackAnimal(t *testing.T) { s := newTestSession(t) s.Cam.Pitch = -0.2 // 平视前方(测试会话默认向下看,攻击需改平视) // 玩家正前方 3 格生成动物(与相机射线同向) e := s.Entities.Spawn(entity.KindAnimal, s.Player.Pos[0], s.Player.Pos[1], s.Player.Pos[2]-3) e.Data = &entity.Animal{Species: 0} if !s.Attack() { t.Fatal("正前方动物应可攻击") } if got := s.Entities.Get(e.ID).Health; got != 18 { t.Fatalf("攻击后血量应为 18,实际 %v", got) } // 连续攻击致死(2 点 × 10 次) for i := 0; i < 10; i++ { cur := s.Entities.Get(e.ID) if cur == nil || cur.Dead { break } s.Attack() } if s.Entities.Get(e.ID) != nil { t.Fatal("死亡后实体应被移除") } // 掉落物:肉类(按 Animal.Species) found := false for _, d := range s.Entities.List() { if d.Kind == entity.KindItemDrop { if drop, ok := d.Data.(*entity.Drop); ok { switch drop.Item { case "beef", "porkchop", "mutton", "chicken": found = true } } } } if !found { t.Fatal("动物死亡应掉落肉类") } } // TestBlockDropVanilla 原版掉落:草方块掉泥土(挖矿与矿物.md §5)。 // 注意:掉落紧邻玩家会被立即拾取进背包,故断言背包而非掉落实体。 func TestBlockDropVanilla(t *testing.T) { s := newTestSession(t) before := 0 for _, st := range s.Inv.Slots { if st.Name == "dirt" { before += int(st.Count) } } // 破坏草方块(向下看,钻石镐) s.BeginBreak() for s.breaking { s.Tick(1.0 / 20) } // 掉落有 1 秒真实时间拾取延迟(Born 为墙钟时间):等待后 tick 触发拾取 time.Sleep(1100 * time.Millisecond) for i := 0; i < 2; i++ { s.Tick(1.0 / 20) } after := 0 for _, st := range s.Inv.Slots { if st.Name == "dirt" { after += int(st.Count) } } if after <= before { t.Fatalf("草方块破坏应掉落泥土(原版行为),破坏前 %d 后 %d", before, after) } } func countItem(s *Session, name string) int { n := 0 for _, st := range s.Inv.Slots { if st.Name == name { n += int(st.Count) } } return n } func TestStoneDropRequiresPickaxe(t *testing.T) { s := newTestSession(t) s.BeginBreak() h := s.BreakTarget() s.EndBreak() sid, ok := s.Reg.ID("stone") if !ok { t.Fatal("stone 未注册") } s.World.SetBlock(h.X, h.Y, h.Z, block.NewState(sid, 0)) s.Inv.Slots[0] = item.Stack{} s.BeginBreak() for s.breaking { s.Tick(1.0 / 20) } time.Sleep(1100 * time.Millisecond) s.Tick(1.0 / 20) if n := countItem(s, "cobblestone"); n != 0 { t.Fatalf("空手挖石头不应掉圆石,实际 %d", n) } s.World.SetBlock(h.X, h.Y, h.Z, block.NewState(sid, 0)) s.Inv.Slots[0] = item.Stack{Name: "diamond_pickaxe", Count: 1} s.BeginBreak() for s.breaking { s.Tick(1.0 / 20) } time.Sleep(1100 * time.Millisecond) s.Tick(1.0 / 20) if n := countItem(s, "cobblestone"); n < 1 { t.Fatal("镐挖石头应掉圆石") } } func TestEatFood(t *testing.T) { s := newTestSession(t) s.Hunger = 10 s.Inv.Slots[0] = item.Stack{Name: "beef", Count: 2} if !s.TryEat() { t.Fatal("饥饿未满应能吃牛肉") } for i := 0; i < 40; i++ { s.Tick(1.0 / 20) } if s.Hunger <= 10 { t.Fatalf("食用后饥饿应增加,实际 %d", s.Hunger) } if s.Inv.Slots[0].Count != 1 { t.Fatalf("应消耗 1 个牛肉,剩余 %d", s.Inv.Slots[0].Count) } } // TestHoldBreakContinues 按住续挖:同目标不重置;挖完再 BeginBreak 能锁定下一块。 func TestHoldBreakContinues(t *testing.T) { s := newTestSession(t) s.BeginBreak() if !s.Breaking() { t.Fatal("应锁定破坏目标") } tx, ty, tz := s.BreakTarget().X, s.BreakTarget().Y, s.BreakTarget().Z s.Tick(1.0 / 20) prog := s.BreakProgress() s.ContinueBreak() if s.BreakTarget().X != tx || s.BreakTarget().Y != ty || s.BreakTarget().Z != tz { t.Fatal("同准星不应换目标") } if s.BreakProgress() < prog-1e-9 { t.Fatalf("同目标不应重置进度: %v → %v", prog, s.BreakProgress()) } for s.Breaking() { s.Tick(1.0 / 20) } if s.World.Block(tx, ty, tz) != block.Air { t.Fatal("第一块应已破坏") } s.BeginBreak() if !s.Breaking() { t.Fatal("挖完后应能立刻开始下一块") } } func TestAttackSoundsNoGeneric(t *testing.T) { s := newTestSession(t) s.Cam.Pitch = -0.2 e := s.Entities.Spawn(entity.KindAnimal, s.Player.Pos[0], s.Player.Pos[1], s.Player.Pos[2]-3) e.Data = &entity.Animal{Species: 0} var keys []string s.Sound = func(k string, _, _, _ float64) { keys = append(keys, k) } if !s.Attack() { t.Fatal("应命中") } if len(keys) != 2 || keys[0] != "entity.player.attack.strong" || keys[1] != hurtSound(e) { t.Fatalf("命中应先 strong 再物种 hurt,实际 %v", keys) } for _, k := range keys { if k == "entity.player.attack.nodamage" { t.Fatal("命中不应播 nodamage") } } for i := 0; i < 10; i++ { cur := s.Entities.Get(e.ID) if cur == nil || cur.Dead { break } s.Attack() } if len(keys) < 3 || keys[len(keys)-1] != deathSound(e) { t.Fatalf("致死应播 death,实际 %v", keys) } for _, k := range keys { if k == "entity.generic.hurt" { t.Fatal("不应叠播 generic.hurt") } } } func TestSwingMissNoBlock(t *testing.T) { s := newTestSession(t) s.Cam.Pitch = 1.2 // 抬头:无实体无方块 var keys []string s.Sound = func(k string, _, _, _ float64) { keys = append(keys, k) } if s.Attack() { t.Fatal("抬头不应命中实体") } if _, ok := s.Cast(5); ok { t.Fatal("抬头不应命中方块") } s.SwingMiss() if len(keys) != 1 || keys[0] != "entity.player.attack.nodamage" { t.Fatalf("挥空应只播 nodamage,实际 %v", keys) } } func TestFallSounds(t *testing.T) { s := newTestSession(t) s.Player.Flying = false s.Player.InWater = false var keys []string s.Sound = func(k string, _, _, _ float64) { keys = append(keys, k) } s.Player.OnGround = false s.tickFallDamage(1, -3.5) // 累计 fallDist=3.5 s.Player.OnGround = true s.tickFallDamage(0.05, -4) // 无伤害 → small_fall if len(keys) != 1 || keys[0] != "entity.player.small_fall" { t.Fatalf("无伤害落地应 small_fall,实际 %v", keys) } keys = nil s.Player.OnGround = false s.tickFallDamage(1, -5) s.Player.OnGround = true s.tickFallDamage(0.05, -20) // 有伤害 → big_fall + hurt if len(keys) < 2 || keys[0] != "entity.player.big_fall" || keys[1] != "entity.player.hurt" { t.Fatalf("有伤害落地应 big_fall+hurt,实际 %v", keys) } keys = nil s.Player.Flying = true s.fallDist = 8 s.Player.OnGround = true s.tickFallDamage(0.05, -20) if len(keys) != 0 { t.Fatalf("飞行不应播坠落音,实际 %v", keys) } } func TestSpawnAnimalSpecies(t *testing.T) { s := newTestSession(t) for i := 0; i < 16; i++ { s.animalTimer = 0 s.spawnAnimals(0) } var e *entity.Entity for _, it := range s.Entities.List() { if it.Kind == entity.KindAnimal { e = it break } } if e == nil { e = s.Entities.Spawn(entity.KindAnimal, s.Player.Pos[0], s.Player.Pos[1], s.Player.Pos[2]-4) e.Data = &entity.Animal{Species: s.rng.Intn(4)} } d, ok := e.Data.(*entity.Animal) if !ok { t.Fatal("刷怪应写入 Animal.Data") } if d.Species < 0 || d.Species > 3 { t.Fatalf("Species 越界: %d", d.Species) } if entity.AnimalSpecies(e) != d.Species { t.Fatalf("AnimalSpecies=%d Species=%d", entity.AnimalSpecies(e), d.Species) } } func TestMineHitEvery4Ticks(t *testing.T) { s := newTestSession(t) obs, ok := s.Reg.ID("obsidian") if !ok { t.Fatal("无黑曜石") } h, ok := s.Cast(5) if !ok { t.Fatal("应对准方块") } s.World.SetBlock(h.X, h.Y, h.Z, block.NewState(obs, 0)) var hits int s.Sound = func(k string, _, _, _ float64) { if len(k) >= 4 && k[len(k)-4:] == ".hit" { hits++ } } s.BeginBreak() if hits != 0 { t.Fatal("BeginBreak 不应单独播 hit") } for i := 0; i < 8; i++ { s.Tick(1.0 / 20) } if hits < 2 { t.Fatalf("8 tick 应至少 2 次 hit(0 与 4),实际 %d", hits) } } func TestFootstepWalkDist(t *testing.T) { s := newTestSession(t) s.Player.OnGround = true s.Player.Vel = [3]float64{10, 0, 0} s.walkDist = 0.99 s.nextStep = 1 var steps int s.Sound = func(k string, _, _, _ float64) { if len(k) >= 5 && k[len(k)-5:] == ".step" { steps++ } } s.tickFootsteps(0.05) if steps != 1 { t.Fatalf("跨越整数应播 1 次脚步,实际 %d", steps) } } func TestAnimalAmbientSound(t *testing.T) { s := newTestSession(t) e := s.Entities.Spawn(entity.KindAnimal, s.Player.Pos[0], s.Player.Pos[1], s.Player.Pos[2]-2) e.AmbientT = 1000 var got []string s.Sound = func(k string, _, _, _ float64) { got = append(got, k) } s.tickEntitySounds(0.05) want := ambientSound(e) found := false for _, k := range got { if k == want { found = true } } if !found { t.Fatalf("应播 %s,实际 %v", want, got) } if e.AmbientT != -80 { t.Fatalf("ambient 后应重置为 -80,实际 %d", e.AmbientT) } } // TestInvCraft2x2 物品栏 2×2:木板 → 工作台;关闭余料退回。 func TestInvCraft2x2(t *testing.T) { s := newTestSession(t) for i := 0; i < 4; i++ { s.InvCraftClick(i, item.Stack{Name: "oak_planks", Count: 1}, false) } res, ok := s.InvCraftResult() if !ok || res.Name != "crafting_table" { t.Fatalf("2×2 木板应产出工作台,实际 %+v ok=%v", res, ok) } taken, ok := s.InvCraftTakeResult() if !ok || taken.Name != "crafting_table" { t.Fatalf("TakeResult 应返回工作台,实际 %+v", taken) } // 3×3 工具配方不应在 2×2 匹配 s.InvCraftClick(0, item.Stack{Name: "oak_planks", Count: 1}, false) s.InvCraftClick(1, item.Stack{Name: "oak_planks", Count: 1}, false) s.InvCraftClick(2, item.Stack{Name: "oak_planks", Count: 1}, false) if _, ok := s.InvCraftResult(); ok { t.Fatal("2×2 不应匹配 3 宽镐配方") } s.CloseInvCraft() have := 0 for _, st := range s.Inv.Slots { if st.Name == "oak_planks" { have += int(st.Count) } } if have < 3 { t.Fatalf("关闭后木板应退回,实际 %d", have) } } // TestCraftingTakeResultAll Shift 批量:8 原木无序合成 32 木板进背包。 func TestCraftingTakeResultAll(t *testing.T) { s := newTestSession(t) s.Inv.Slots[1] = item.Stack{} // 去掉默认 10 木板,便于计数 s.OpenCrafting() s.CraftingSwap(0, item.Stack{Name: "oak_log", Count: 8}) n := s.CraftingTakeResultAll() if n != 8 { t.Fatalf("应批量 8 次,实际 %d", n) } have := 0 for _, st := range s.Inv.Slots { if st.Name == "oak_planks" { have += int(st.Count) } } if have != 32 { t.Fatalf("应产出 32 木板,实际 %d", have) } } // TestCraftingFillRecipe 配方书填格:背包有材料才填。 func TestCraftingFillRecipe(t *testing.T) { s := newTestSession(t) s.Inv.Slots[1] = item.Stack{} s.OpenCrafting() var table *recipe.Recipe for _, rc := range s.Recipes.CraftingRecipes() { if rc.Result.Item == "crafting_table" { table = rc break } } if table == nil { t.Fatal("缺少工作台配方") } if s.CraftingFillRecipe(table) { t.Fatal("材料不足不应填格") } s.Inv.Add(item.Stack{Name: "oak_planks", Count: 4}) if !s.CraftingFillRecipe(table) { t.Fatal("有 4 木板应能填工作台配方") } res, ok := s.CraftingResult() if !ok || res.Name != "crafting_table" { t.Fatalf("填格后应可合成工作台,实际 %+v", res) } } func TestOpenFurnaceAndSmelt(t *testing.T) { s := newTestSession(t) s.Inv.Slots[1] = item.Stack{} fid, ok := s.Reg.ID("furnace") if !ok { t.Fatal("缺少熔炉方块") } ey := int32(s.Player.Eye()[1]) s.World.SetBlock(8, ey, 7, block.NewState(fid, 0)) s.BlockEntities[[3]int32{8, ey, 7}] = blockentity.NewFurnace(8, ey, 7) s.Player.Pos = [3]float64{8.5, s.Player.Pos[1], 8.5} s.Cam.Pos = s.Player.Eye() s.Cam.Yaw, s.Cam.Pitch = 0, -0.15 if !s.TryOpenFurnace() { t.Fatal("应打开熔炉") } be := s.ContainerEntity() be.Slots[blockentity.SlotInput] = item.Stack{Name: "iron_ore", Count: 1} be.Slots[blockentity.SlotFuel] = item.Stack{Name: "coal", Count: 1} for i := 0; i < 220; i++ { s.Tick(0.05) } if be.Slots[blockentity.SlotOutput].Name != "iron_ingot" { t.Fatalf("烧完应产出铁锭,实际 %+v", be.Slots[blockentity.SlotOutput]) } } func TestChestPutTakeClose(t *testing.T) { s := newTestSession(t) s.Inv.Slots[1] = item.Stack{} cid, ok := s.Reg.ID("chest") if !ok { t.Fatal("缺少箱子方块") } ey := int32(s.Player.Eye()[1]) s.World.SetBlock(8, ey, 7, block.NewState(cid, 0)) s.BlockEntities[[3]int32{8, ey, 7}] = blockentity.NewChest(8, ey, 7) s.Player.Pos = [3]float64{8.5, s.Player.Pos[1], 8.5} s.Cam.Pos = s.Player.Eye() s.Cam.Yaw, s.Cam.Pitch = 0, -0.15 if !s.TryOpenChest() { t.Fatal("应打开箱子") } be := s.ContainerEntity() be.Slots[0] = item.Stack{Name: "oak_planks", Count: 5} s.CloseContainer() if s.ContainerOpen() != 0 { t.Fatal("关闭后不应仍打开") } if !s.TryOpenChest() { t.Fatal("重开箱子") } be = s.ContainerEntity() if be.Slots[0].Name != "oak_planks" || be.Slots[0].Count != 5 { t.Fatalf("关箱不应丢物品: %+v", be.Slots[0]) } } func TestBlockEntityPersist(t *testing.T) { s := newTestSession(t) f := blockentity.NewFurnace(3, 64, 4) f.Slots[blockentity.SlotInput] = item.Stack{Name: "iron_ore", Count: 2} f.Slots[blockentity.SlotFuel] = item.Stack{Name: "oak_planks", Count: 3} f.BurnTicks, f.BurnMaxTicks, f.CookTicks = 80, 300, 40 s.BlockEntities[[3]int32{3, 64, 4}] = f snaps := s.ExportBlockEntities() s.ImportBlockEntities(snaps) got := s.BlockEntities[[3]int32{3, 64, 4}] if got == nil || got.CookTicks != 40 || got.Slots[blockentity.SlotFuel].Count != 3 { t.Fatalf("方块实体读回应保留进度: %+v", got) } } func TestUnlockAndDiscover(t *testing.T) { s := newTestSession(t) s.Inv.Slots[1] = item.Stack{Name: "oak_planks", Count: 64} s.DiscoverCraftable() if !s.RecipeUnlocked("crafting_table") && !s.RecipeUnlocked("stick") { t.Fatal("背包有大量木板应解锁工作台或木棍") } s.UnlockRecipe("chest") if !s.RecipeUnlocked("chest") { t.Fatal("UnlockRecipe 应写入") } list := s.ExportUnlocked() s.ImportUnlocked(list) if !s.RecipeUnlocked("chest") { t.Fatal("解锁列表读回应保留") } } func TestCloseInvCraftNoLoss(t *testing.T) { s := newTestSession(t) s.InvCraftClick(0, item.Stack{Name: "oak_log", Count: 3}, false) s.CloseInvCraft() have := 0 for _, st := range s.Inv.Slots { if st.Name == "oak_log" { have += int(st.Count) } } if have != 3 { t.Fatalf("关闭物品栏不应丢原木,实际 %d", have) } } func TestToolDurabilityBreaksAtZero(t *testing.T) { s := newTestSession(t) s.Inv.Slots[0] = item.Stack{Name: "diamond_pickaxe", Count: 1, Durability: 1} s.Inv.Slots[1] = item.Stack{} s.BeginBreak() if !s.breaking { t.Fatal("应锁定破坏目标") } for s.breaking { s.Tick(1.0 / 20) } if !s.Inv.Slots[0].Empty() { t.Fatalf("耐久归零应销毁工具,实际 %+v", s.Inv.Slots[0]) } } func TestHungerDrainAndStarve(t *testing.T) { s := newTestSession(t) s.Hunger = 20 s.Saturation = 0 s.AddExhaustion(4) if s.Hunger != 19 { t.Fatalf("4 点消耗应扣 1 饥饿,实际 %d", s.Hunger) } s.Hunger = 0 s.Health = 5 s.starveAcc = 0 for i := 0; i < 85; i++ { // ≥4 秒 s.Tick(1.0 / 20) } if s.Health >= 5 { t.Fatalf("饥饿 0 应掉血,实际 %d", s.Health) } } func TestDeathDoesNotInstantRespawn(t *testing.T) { s := newTestSession(t) s.Spawn = s.Player.Pos s.Health = 1 s.kill("测试") if !s.IsDead() || s.Health != 0 { t.Fatal("致死应进入死亡状态且生命为 0") } pos := s.Player.Pos s.Tick(1.0 / 20) if s.Player.Pos != pos { t.Fatal("死亡后不应瞬移") } if s.Health != 0 { t.Fatalf("未点重生前生命应为 0,实际 %d", s.Health) } s.Respawn() if s.IsDead() || s.Health != 20 { t.Fatal("重生应满血并清除死亡") } } func TestTickAnimalWired(t *testing.T) { s := newTestSession(t) e := s.Entities.Spawn(entity.KindAnimal, s.Player.Pos[0], s.Player.Pos[1], s.Player.Pos[2]) e.Data = &entity.Animal{Species: 0, BreedCooldown: 3} s.Entities.Tick(1.0/20, s.World, s.Player.Pos) if e.Data.(*entity.Animal).BreedCooldown != 2 { t.Fatalf("TickAnimal 应扣冷却,实际 %d", e.Data.(*entity.Animal).BreedCooldown) } } func TestExecuteTrade(t *testing.T) { s := newTestSession(t) tbl, err := entity.LoadTrades(filepath.Join("..", "..", "assets", "config", "villager_trades.json")) if err != nil { t.Fatal(err) } s.Trades = tbl v := s.Entities.Spawn(entity.KindVillager, s.Player.Pos[0], s.Player.Pos[1], s.Player.Pos[2]) v.Data = &entity.Villager{Profession: 0} s.tradeOpen = true s.tradeID = v.ID s.Inv.Slots[2] = item.Stack{Name: "wheat", Count: 20} if !s.ExecuteTrade(0) { t.Fatal("20 小麦应能换腐肉") } if s.Inv.CountItem("rotten_flesh") < 1 { t.Fatal("应得到腐肉") } if s.Inv.CountItem("wheat") != 0 { t.Fatalf("小麦应耗尽,剩余 %d", s.Inv.CountItem("wheat")) } } func TestLeverPowersDust(t *testing.T) { s := newTestSession(t) dust, ok1 := s.Reg.ID("redstone_dust") lever, ok2 := s.Reg.ID("lever") if !ok1 || !ok2 { t.Fatal("缺少红石尘/拉杆方块") } y := int32(s.Player.Pos[1]) s.World.SetBlock(8, y, 8, block.NewState(lever, 1)) s.World.SetBlock(9, y, 8, block.NewState(dust, 0)) s.rsDirty = true s.refreshWires() if s.World.Block(9, y, 8).Meta() == 0 { t.Fatal("开启的拉杆应给相邻红石尘充能") } }