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程基岩(engineering-lead) c534e95458 fix: 首跑错误批次(Godot 4.7.2 引擎实证修复 R1-R14)
本机首次具备引擎自验证能力后的首跑修复。四条命令 + 主场景 180 帧全绿:
- --import exit=0(漂移门 git diff data/build 空)
- --validate-only exit=0 RESULT: PASS
- test_runner exit=0 PASS(584 检查,8/8 用例)
- sim_main exit=0(报告落 tests/sim_reports/report-2026-10-20.json)
- 主场景 --quit-after 180 exit=0 零 ERROR/WARNING(F5 可玩)

预定位错误(team-lead 清单):
- R1 economy_state.gd:596 enthone_ready -> enthrone_ready(单点故障连锁)
- R2 hud_root.gd:142,160 HorizontalAlignment.LEFT -> HORIZONTAL_ALIGNMENT_LEFT
- R3 boss_arena.gd 补 var _pending_hall_index := -1
- R4 hall_band_world.gd:95 删 "_ = ext"(非法语句;--check-only 定位)
- R5 sheet_importer._type_ok 补 object->Dictionary / array->Array(9 条假违规)
- R6 game_state.gd econ==null 防护(防 autoload 崩每帧刷错打满管道挂死)

引擎新暴露错误:
- R7 prestige_model floor() Variant 推断(4.7.2 按错误)连锁编译失败
- R8 gates.gd var pass 保留字;R9 %g/%.*f 格式符 ×6 处
- R10 greedy.gd Dictionary.get() 推断;R11 probe_p1 条件表达式推断
- R12 测试用例 data 参数统一标 BalanceData(无类型参数成员调用返 Variant)
- R13 boss_battle 用例 Dictionary 下标运算显式 float 化
- R14 band_world_root.compute_ranges 返回 Array[Vector2](类型化数组不隐式转换)

测试侧数值修正(根因已核实,实现符合设计):
- gen3 可购断言 merit 1000->2000(800 文书 + 1200 首购)
- 开场伤害断言改"循环至 ACTIVE 即停"(INTRO 结束 tick 不计军列伤)
- 容量断言预算 30->34s(战斗真实给 intro 3s + active 30s)

工程加固:
- EconomyState 红线守卫首次越线才报(sim 长跑日志 6.5MB->1KB)
- stage_world.gd stretch=false(SubViewport 手动尺寸驱动生效)

知识缺口登记:docs/engineering/2026-10-20-f-engine-first-run-notes.md
sim 首轮数据:主口径 11/14 过(#2/#3/#12/#13/#14 FAIL 待文策渊裁定)
2026-10-20 18:47:07 +08:00

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extends Node
# ============================================================================
# 探针 P1 —— Godot 4.7 hint_screen_texture / SCREEN_TEXTURE 语义
# 架构依据:§11 P1 / §5.2(ADR-2 单趟 fused 后处理的 CanvasLayer 拓扑)
# 实测手册:docs/engineering/2026-10-19-f-w1-probe-p1-manual.md
# 结论回填:docs/engineering/probes/P1-result.md
#
# 三问:
# ① 背景/世界色是否含入 SCREEN_TEXTURE 采样(后处理 L1 能否看见 L0)
# ② CanvasLayer 排序语义(L1 后处理在 L0 世界之上、L2 UI 之下)
# ③ UI 层是否被后处理污染(UI 保持 crisp、不被 shader 调制)
#
# 场景在 _ready() 中代码化搭建(不手写 .tscn 降低出错面)。
# 键位:1 直通 | 2 反色 | 3 红染 | 4 纯绿 | V 显/隐后处理层 | S 截图 user:// | Esc 退出
# ============================================================================
enum PostMode { PASSTHROUGH, INVERT, RED_TINT, SOLID_GREEN }
var _post: ColorRect
var _post_visible := true
var _mode: int = PostMode.PASSTHROUGH
var _mat: ShaderMaterial
var _hud: Label
var _shot_n := 0
func _ready() -> void:
_build_world()
_build_post()
_build_ui()
_print_environment()
func _build_world() -> void:
var world := CanvasLayer.new()
world.name = "L0_World"
world.layer = 0
add_child(world)
var bg := ColorRect.new()
bg.name = "Background"
bg.color = Color("#23384F") # 已知底色:后处理里能看见它 = 世界含入采样
bg.set_anchors_preset(Control.PRESET_FULL_RECT)
world.add_child(bg)
var marker := ColorRect.new()
marker.name = "WorldMarker"
marker.color = Color("#D08A2E")
marker.position = Vector2(400, 240)
marker.size = Vector2(480, 240)
world.add_child(marker)
var world_label := Label.new()
world_label.name = "WorldLabel"
world_label.text = "L0 World: bg #23384F + marker #D08A2E"
world_label.position = Vector2(24, 180)
world_label.add_theme_color_override("font_color", Color.WHITE)
world.add_child(world_label)
func _build_post() -> void:
var post_layer := CanvasLayer.new()
post_layer.name = "L1_PostProcess"
post_layer.layer = 1
add_child(post_layer)
var sh := load("res://tests/probe_p1_screen_texture/probe_p1.gdshader") as Shader
_mat = ShaderMaterial.new()
_mat.shader = sh
_mat.set_shader_parameter("mode", PostMode.PASSTHROUGH)
_post = ColorRect.new()
_post.name = "PostProcessRect"
_post.material = _mat
_post.mouse_filter = Control.MOUSE_FILTER_IGNORE
_post.set_anchors_preset(Control.PRESET_FULL_RECT)
post_layer.add_child(_post)
func _build_ui() -> void:
var ui_layer := CanvasLayer.new()
ui_layer.name = "L2_UI"
ui_layer.layer = 2
add_child(ui_layer)
var root := Control.new()
root.name = "UIRoot"
root.set_anchors_preset(Control.PRESET_FULL_RECT)
ui_layer.add_child(root)
# UI 样本:四色板 + 一块纯白。被后处理污染 = 颜色变了/出现着色/纸纹
var chip_colors := [
Color("#1A1614"), Color("#EDE6D8"), Color("#B03A2E"),
Color("#3A5A6B"), Color("#FFFFFF"),
]
var chip_names := ["墨 #1A1614", "骨白 #EDE6D8", "朱砂 #B03A2E", "靛 #3A5A6B", "纯白 #FFFFFF"]
for i in chip_colors.size():
var chip := ColorRect.new()
chip.name = "Chip%d" % i
chip.color = chip_colors[i]
chip.size = Vector2(200, 40)
chip.position = Vector2(960, 48 + i * 56)
root.add_child(chip)
var lbl := Label.new()
lbl.name = "ChipLabel%d" % i
lbl.text = chip_names[i]
lbl.position = Vector2(1010, 54 + i * 56)
if chip_colors[i].get_luminance() > 0.5:
lbl.add_theme_color_override("font_color", Color.BLACK)
else:
lbl.add_theme_color_override("font_color", Color.WHITE)
root.add_child(lbl)
_hud = Label.new()
_hud.name = "HUDHelp"
_hud.text = _help_text()
_hud.position = Vector2(24, 648)
_hud.add_theme_color_override("font_color", Color.WHITE)
root.add_child(_hud)
func _help_text() -> String:
var mode_names := ["PASS直通", "INVERT反色", "RED红染", "GREEN纯绿"]
# 条件表达式含数组下标 → Variant;`:=` 推断触发 INFERENCE_ON_VARIANT(4.7.2 按错误)→ 显式标注
var mode_name: String = mode_names[_mode] if _mode >= 0 and _mode < mode_names.size() else "?"
return "探针 P1 | 1 直通 2 反色 3 红染 4 纯绿 | V 显/隐后处理层(当前:%s)| S 截图到 user:// | Esc 退出 | 当前 mode=%s" % [
"显示" if _post_visible else "隐藏", mode_name]
func _input(event: InputEvent) -> void:
var key_event := event as InputEventKey
if key_event != null and key_event.pressed and not key_event.echo:
match key_event.keycode:
KEY_1:
_set_mode(PostMode.PASSTHROUGH)
KEY_2:
_set_mode(PostMode.INVERT)
KEY_3:
_set_mode(PostMode.RED_TINT)
KEY_4:
_set_mode(PostMode.SOLID_GREEN)
KEY_V:
_post_visible = not _post_visible
_post.visible = _post_visible
_hud.text = _help_text()
KEY_S:
_screenshot()
KEY_ESCAPE:
get_tree().quit()
func _set_mode(m: int) -> void:
_mode = m
_mat.set_shader_parameter("mode", m)
_hud.text = _help_text()
var mode_names := ["PASS直通", "INVERT反色", "RED红染", "GREEN纯绿"]
print("P1 mode → %d(%s)" % [m, mode_names[m] if m >= 0 and m < mode_names.size() else "?"])
func _screenshot() -> void:
var tex := get_viewport().get_texture()
if tex == null:
push_warning("P1: viewport texture 为空,回退:请用系统截图(Win+Shift+S)")
return
var img := tex.get_image()
if img == null:
push_warning("P1: get_image() 失败,回退:请用系统截图(Win+Shift+S)")
return
var path := "user://p1_mode_%d_%02d.png" % [_mode, _shot_n]
_shot_n += 1
var err := img.save_png(path)
print("P1 screenshot → ", path, " err=", err)
func _print_environment() -> void:
var v := Engine.get_version_info()
print("=== P1 probe 环境(截图请连同此段一起归档)===")
print("godot: %d.%d.%d %s" % [int(v.major), int(v.minor), int(v.patch), str(v.status)])
print("rendering_method: ", ProjectSettings.get_setting("rendering/renderer/rendering_method"))
print("adapter: ", RenderingServer.get_video_adapter_name())
print("viewport: ", get_viewport().get_visible_rect().size)
print("stretch: ", ProjectSettings.get_setting("display/window/stretch/mode"), " / ", ProjectSettings.get_setting("display/window/stretch/aspect"))
print("=== 键位:1 直通 | 2 反色 | 3 红染 | 4 纯绿 | V 显隐后处理 | S 截图 | Esc 退出 ===")