P0 文档
- 架构文档:殿王战 HP 系数 50× → 15×(Balance Bible [B§5] 口径),全文档无残留
- 新增 ADR-5:2D 骨骼动画(Spine)取代 ADR-1 的单位/殿王 billboard 条目
* 背景/决策/后果/三项被否决方案(多帧 billboard、Skeleton2D、DragonBones)
* Godot 4.7 接入方式标注"需立项时复核",不臆造 API;挂探针 P12
* 资产规格约束:部件分离 PNG / 图集 / 锚点命名 / 动画命名 / AI 绑骨质检门槛
* 数据行纪律影响:sprite_row → 动画资源路径行,坚持"新资产 = 加行"
* 美术工时对照(pipeline 报告 115-185h)
* 3D 特效落地约定:走 flipbook 序列帧,理由是 3D 粒子直塞 2D 会绕过单趟
后处理(ADR-2 红线)导致风格撕裂;挂探针 P13
- ADR-1 标注"单位/殿王条目被 ADR-5 取代",降级为回退规格(§5.1 保留)
- 架构 §8 清单 / §11 探针表 / 【确定】【探针】标注段同步;CLAUDE.md ADR 节同步
P1 横版核心
- camera.csv(10 行,一行一殿)+ camera.schema.json + core/data/camera_def.gd
* 独立成表的四条理由写入 schema description,不污染 halls.csv
* 全局标量(弹簧刚度/阻尼/平滑 tau/偷看上限/战前预告分钟)进 balance_tuning.csv
- presentation/stage:camera_rig.gd(进度锚定 + 偷看回弹 + 殿王战推近)
+ hall_band_world.gd + band_world_root.gd(四层视差)+ stage_world.gd
- stage_root 接入横版舞台,取代 W2 十殿色带(hall_band.gd 保留作回退)
P2 玩法系统
- game/event_director.gd:events.csv 四事件 → 触发/持续/效果/二选一/失败哗变
* 效果全走 EconomyState 既有 API(瞬时区 set_event_mult / set_event_click_mult /
set_mutiny),不直接改字段;四个出口统一 _clear_runtime 防"漏清永久 ×N"
- game/boss_battle.gd:30s 状态机(INTRO/ACTIVE/RESOLVED)
* HP = 15 × 进入时产出/s × 殿系数(1.0→2.2),连击 +2%/层封顶 +60%
* 胜 = 阴德爆发 HP×0.2(进本轮累计口径);败 = 60s 冷却(购路引可消)
* 不用随机数 → sim 门 #11 可直接复用
- EconomyState 接事件瞬时区与哗变惩罚;GameState 接线 + 快照扩展
- presentation:event_panel.gd(事件卡/二选一)+ boss_arena.gd
(预告/HP/连击/倒计时/结算/再战);stage_root 布局接入
- debug 构建 dev 热键 F1-F6/F9,走 GameState 既有命令口,不改数值
P3 质量
- 新增 3 个用例:test_camera_data / test_event_director / test_boss_battle
(进 test_runner.CASE_FILES,共 7 个用例文件)
- 用户验证手册:docs/engineering/2026-10-19-w3-verification-manual.md(文档区)
修掉的两个潜伏缺陷(从根因修,非打补丁)
- gen_balance_sheets.py:halls.is_prestige_gate 落成字符串 "false",
Godot 的 bool("false") == true → 十殿会被全部判为 prestige gate。
改为真布尔,并把自检查从 == "true" 收紧为 is True(再犯即断言失败)
- boss_battles.schema.json:hp_factor 漏 type,GDScript SheetImporter 会产出
字符串 "15"(Python 生成器产出的是数字),两条路径不一致。补 type: number
上报(未擅自改动,等裁定)
- H9/H10 殿王战数学上不可胜:纯军列耗时 = 15 × 殿系数(与产出/s 无关),
殿系数 >2.0 → 31.5s/33.0s > 30s 限时;而缺口 ∝ 产出/s,点击伤害是常数
(上限 25.6,不随产出/s 增长)→ 玩家越强越打不过,难度曲线是反的。
已在 test_boss_battle._test_winnability_doc 把当前事实钉成断言哨兵,
一旦有人改 hall_factor/active_sec/hp_factor 立刻变红强制重评。修数权属文策渊。
本机验证(无 Godot,靠移植仿真,非代替引擎实跑)
- 把 CameraDef/BossBattle/EventDirector 逐行移植成 JS 喂真实 build JSON,
134 条断言全绿;9 张表 schema 校验通过且 build 逐字节一致(含新增 camera)
- 静态检查:跨文件方法/字段引用审计、静态调用合法性、src/core 禁 extends Node、
缩进/括号配平/空函数体 —— 全部 0 问题
- 待本机验证:全部 GDScript 从未被引擎执行过;SubViewport 舞台与 Camera2D
在 gl_compatibility 下的行为未实测(探针 P12 范畴)
69 lines
3.9 KiB
JSON
69 lines
3.9 KiB
JSON
{
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"$schema": "https://json-schema.org/draft/2020-12/schema",
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"$id": "boss_battles.schema.json",
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"title": "boss_battles 表 schema v0(十场殿王战参数,数值抄录自 Balance Bible v1.0 §5)",
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"description": "架构 §3.2 CSV 规范落盘。HP = hp_factor × 进入时产出/s × hall_factor([B§5]:强度跟随产出,任何水平 ~30s 的仗;hp_factor=15 为 [B§11 差异#4] 修复值,GDD 旧值 50 已废止)。军列 DPS = 产出/s × army_dps_factor。点击伤害 = 点击价值 × 点击区倍率 × 连击(combo_step/层,combo_cap 封顶)。INTRO 开场伤害 = min(超度值×intro_dmg_souls_factor, HP×intro_dmg_cap_ratio)。通过奖励 = 阴德爆发 HP×reward_hp_ratio。",
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"x-supported-keywords": [
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"type", "properties", "required", "items", "enum", "pattern",
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"minimum", "maximum", "minLength", "minItems", "maxItems",
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"additionalProperties", "const"
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],
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"x-unique": ["id", "hall_id"],
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"type": "object",
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"required": ["sheet", "schema_version", "columns", "rows"],
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"properties": {
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"sheet": { "const": "boss_battles" },
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"schema_version": { "const": 0 },
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"columns": {
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"type": "array",
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"items": { "type": "string" },
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"minItems": 14
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},
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"rows": {
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"type": "array",
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"minItems": 10,
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"maxItems": 10,
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"items": {
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"type": "object",
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"required": [
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"id", "hall_id", "hall_factor", "hp_factor", "army_dps_factor",
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"intro_sec", "intro_dmg_souls_factor", "intro_dmg_cap_ratio",
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"active_sec", "combo_window_sec", "combo_step", "combo_cap",
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"retry_cooldown_sec", "reward_hp_ratio"
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],
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"properties": {
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"id": { "type": "string", "pattern": "^boss_hall_[0-9]{2}$" },
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"hall_id": {
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"type": "string",
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"pattern": "^hall_[0-9]{2}_[a-z]+$",
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"description": "halls.csv 行 ID(每殿恰一场)"
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},
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"hall_factor": {
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"type": "number",
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"minimum": 1,
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"maximum": 3,
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"description": "殿系数([B§5] H1-H10 = 1.0/1.1/1.2/1.3/1.4/1.6/1.8/2.0/2.1/2.2)"
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},
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"hp_factor": {
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"type": "number",
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"const": 15,
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"description": "HP 系数([B§5]:15×产出/s×殿系数;[B§11] 由 GDD 50 修正)。W3 补齐缺失的 type:此前未声明 type 时 SheetImporter 按 string 处理,build 产物出现 \"15\" 字符串(且依赖 Godot Variant 的类型宽松相等才能通过 const 校验),是不该存在的隐式假设。"
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},
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"army_dps_factor": { "type": "number", "minimum": 0, "description": "军列 DPS = 产出/s × 本值([B§5] 1.0)" },
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"intro_sec": { "type": "integer", "minimum": 0, "description": "INTRO 冲锋过场秒数(3s)" },
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"intro_dmg_souls_factor": { "type": "number", "minimum": 0, "description": "开场伤害 = 超度值 × 本值(0.5)" },
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"intro_dmg_cap_ratio": { "type": "number", "minimum": 0, "maximum": 1, "description": "开场伤害封顶 = HP × 本值(0.2)" },
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"active_sec": { "type": "integer", "minimum": 1, "description": "ACTIVE 主动阶段秒数(30s)" },
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"combo_window_sec": { "type": "number", "minimum": 0, "description": "连击窗口(0.6s)" },
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"combo_step": { "type": "number", "minimum": 0, "description": "连击每层加成(+2%)" },
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"combo_cap": { "type": "number", "minimum": 0, "maximum": 1, "description": "连击封顶(+60%)" },
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"retry_cooldown_sec": { "type": "integer", "minimum": 0, "description": "失败后再战冷却(60s;H7 前败即等推 → up_gate_boss_retry)" },
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"reward_hp_ratio": { "type": "number", "minimum": 0, "maximum": 1, "description": "通过奖励阴德爆发 = HP × 本值(0.2)" }
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},
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"additionalProperties": false
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}
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}
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},
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"additionalProperties": false
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}
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