From 0640b0c06d1e5dc37eeb93a64b966fc76eaef5c8 Mon Sep 17 00:00:00 2001 From: DKChan <524912269@qq.com> Date: Sun, 11 Oct 2026 23:18:35 +0800 Subject: [PATCH] =?UTF-8?q?feat(pool):=20=E8=BF=AD=E4=BB=A320=20T2=20?= =?UTF-8?q?=E6=B1=A0=E7=BB=93=E6=9E=84=E6=A1=88D=20=E6=8D=A2=E4=BB=A3?= =?UTF-8?q?=EF=BC=88=E4=B8=93=E9=95=BF=E5=AE=9E=E8=A3=85=E6=89=B9=20A?= =?UTF-8?q?=E6=AE=B5=E4=BA=8C=EF=BC=89?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit 四级档位:TIERS common/excellent/rare/legendary(跨层框架档名映射承袭)——TIER_QUOTAS 70/25/3/0=98 直映射零偏离已裁结构锚(传说=头奖位留空);配额/件值字段物理改名 (旧 rare→excellent、旧 rarest→rare)+凭证四 kind 占位(rap/attune_battery/time_sand/ perfect_insurance,配额暂 0=T4 落路由同批投放)。 概率与上限解耦(案②令牌池+提前退役):curio_cap_* 每 kind 独立字段(99=无上限占位, 实数归调参批)+专长 cap 行字段面;taken 身份维计数(relic:)拿了才计刷出不计; cap 满在候选视图剔除(牌库本体不动=概率位独立存活);断点 bonus_taken 身份维键随档还原。 曝光槽:三选一=2 格全池+1 格优秀档以上子池(子池独立洗牌同 stream 续消费;子池空回退 全池;池空直通同族兜底);凭证(feat_ticket)不进抽签池只经保底注入;商店货架同 cap 过滤。 潜伏缺陷修正:效果引擎 has 算子 null 安全(敌技伤害载荷无 terrain_kind 事实回落 null 时 判「不在场」而非 String(null) 抛错——候选流变化后 devour 件首次被持有而暴露)。 测试:pool_case_d_test 新套(V6 令牌三态/V7 曝光槽回退/V8 解耦提前退役)入 run_all 20 套; smoke 三档锚/数值对/池构成/上限带四处断言换代(V14),冒烟 848/0+probe_gate --click 全绿。 --- game/core/adventure_runner.gd | 85 ++++++++++--- game/core/config_db_cross_validator.gd | 7 +- game/core/effect_engine.gd | 2 +- game/core/level_runner.gd | 9 +- game/data/schemas/adventure_table.gd | 153 ++++++++++++++++------- game/data/tables/adventure.tres | 34 ++--- game/smoke/level_autoplay.gd | 8 +- game/smoke/smoke_all.gd | 36 +++--- game/tests/run_all.gd | 1 + game/tests/unit/core/pool_case_d_test.gd | 152 ++++++++++++++++++++++ 10 files changed, 384 insertions(+), 103 deletions(-) create mode 100644 game/tests/unit/core/pool_case_d_test.gd diff --git a/game/core/adventure_runner.gd b/game/core/adventure_runner.gd index 1dc9bc57..e2763713 100644 --- a/game/core/adventure_runner.gd +++ b/game/core/adventure_runner.gd @@ -180,6 +180,8 @@ func resume_adventure(bp: Dictionary, params: Dictionary = {}) -> bool: var bp_taken: Dictionary = bp.get("bonus_taken", {}) as Dictionary for id in _curio_taken.keys(): _curio_taken[id] = maxi(0, int(bp_taken.get(id, 0))) + for id in bp_taken.keys(): + _curio_taken[String(id)] = maxi(0, int(bp_taken.get(id, 0))) # 迭代 20 T2——身份维键(relic:)随快照还原 # 令牌池余库还原(TP0 v2.2——快照缺键 = 旧版断点,保持满库重建态:旧档只读一版周期的防御口径; # 迭代 12 T1——relic 令牌 feat_id 随还原) var bp_deck = bp.get("bonus_deck", null) @@ -283,8 +285,10 @@ func _reset_curio_state() -> void: # 令牌池构建(TP0 v2.2——按表 kind×tier 配额展开为持久多重集;构建序确定 = CURIO_KINDS×TIERS 逐层, -# 随机性只发生在洗牌消费 reward_pick 封闭流的时刻。迭代 12 T1:规则改写型特性带=relic 活行每件 1 张追加 -# (rarity common/rare→稀有令牌档、rarest→罕见令牌档——relic 永不入普通档;空表=零追加零扰动)) +# 随机性只发生在洗牌消费 reward_pick 封闭流的时刻。迭代 12 T1:规则改写型特性带=relic 活行每件 1 张追加。 +# 迭代 20 T2/T3 四级换代——relic 令牌档 = 行 rarity 直映射(四级词表内直用;旧三档值 transitional +# 回退映射 rarest→rare/其余→excellent,T3 行换代后回退分支自然休眠);relic 入普通档随新档位框架 +# 解禁〔旧「永不入普通档」系 TP0 三档时代约束,四级框架未沿用——奇物.md 池结构节无此限制〕) func _build_curio_deck() -> Array: var deck: Array = [] for kind in db.adventure.CURIO_KINDS: @@ -292,7 +296,8 @@ func _build_curio_deck() -> Array: for i in int(db.adventure.curio_quota(String(kind), String(tier))): deck.append({"kind": String(kind), "tier": String(tier)}) for row in db.feat_rows(): - var rtier := "rarest" if String(row.get("rarity", "")) == "rarest" else "rare" + var rraw := String(row.get("rarity", "")) + var rtier := rraw if db.adventure.TIERS.has(rraw) else ("rare" if rraw == "rarest" else "excellent") deck.append({"kind": "relic", "tier": rtier, "feat_id": String(row.get("feat_id", ""))}) return deck @@ -429,6 +434,7 @@ func _apply_curio_pick(kind: String, tier: String, value: int, feat_id: String = if not _feats.has(feat_id): _feats.append(feat_id) _curio_taken["relic"] = int(_curio_taken.get("relic", 0)) + 1 + _curio_taken["relic:" + feat_id] = int(_curio_taken.get("relic:" + feat_id, 0)) + 1 # 迭代 20 T2 案②——身份维已拿计数(cap 消费面) return true # 加算形态路由(内容数据驱动扩展批 T5——match 收敛进效果类型:属性值提升四类走 # adventure_table.CURIO_APPLY_ROUTES 声明路由(bonus 落点键),加新加算类令牌零代码) @@ -787,38 +793,82 @@ func _finish_node_bonus(picked: String, value: int, tier: String = "", feat_id: # 奖励节点/商店只出属性值提升+资源(非 relic 令牌),专长在非 Boss 渠道只以门票形态出现(T5)。 # 过滤式而非物理拆池:deck 物理结构/存档键 bonus_deck 混编余库/消耗语义(选中踢池未选回池)原样, # 白名单在候选视图层生效——配额结构锚 TIER_QUOTAS 70/25/3=98 零改动(专长令牌本系活行追加面,在锚外)。 +# 迭代 20 T2 案D 换代——曝光槽:非 Boss 渠道三选一 = **2 格全池 + 1 格优秀档以上子池** +# (rank≥excellent;子池空该格回退全池;池空直通同族兜底);凭证(feat_ticket)不进子池 +# 〔独立计数体系〕;已拿上限 cap(案②提前退役):taken≥cap 的身份在候选视图剔除〔牌库本体不动, +# 拿了才计、刷出不计——_curio_cap_ok〕。 func _draw_curio_candidates(channel: String = "reward_node") -> Array: _last_draw_treasure = [] var pool := _curio_deck.duplicate() if channel == "level_clear": pool = pool.filter(func(tok): return String((tok as Dictionary).get("kind", "")) == "relic") else: - pool = pool.filter(func(tok): return String((tok as Dictionary).get("kind", "")) != "relic") + pool = pool.filter(func(tok): + var k := String((tok as Dictionary).get("kind", "")) + return k != "relic" and k != "feat_ticket") + pool = pool.filter(func(tok): + var t: Dictionary = tok as Dictionary + return _curio_cap_ok(String(t.get("kind", "")), String(t.get("feat_id", "")))) var rg: RandomNumberGenerator = rng.open_stream("reward_pick") for i in pool.size(): var j := rg.randi_range(i, pool.size() - 1) var tmp = pool[i] pool[i] = pool[j] pool[j] = tmp + # 子池(优秀档以上)独立洗牌——同 stream 续消费,确定性保持 + var sub := pool.filter(func(tok): + return db.adventure.tier_rank(String((tok as Dictionary).get("tier", ""))) >= db.adventure.tier_rank(db.adventure.TIER_EXCELLENT)) + for i in sub.size(): + var j2 := rg.randi_range(i, sub.size() - 1) + var tmp2 = sub[i] + sub[i] = sub[j2] + sub[j2] = tmp2 var out: Array = [] var seen: Array = [] - for tok in pool: - var ident := _token_identity(tok) - if seen.has(ident): - continue - seen.append(ident) - var cand := {"kind": String((tok as Dictionary).get("kind", "")), "tier": String((tok as Dictionary).get("tier", ""))} - if ident.begins_with("relic:"): - cand["feat_id"] = String((tok as Dictionary).get("feat_id", "")) - out.append(cand) - if out.size() >= int(db.adventure.curio_candidate_count): + # 收集器:全池序取 n_full 格(普通档打底)→ 子池序取 1 格(曝光槽)→ 子池空回退全池续取 + var want := int(db.adventure.curio_candidate_count) + var n_full := maxi(1, want - 1) if want >= 2 else want + while out.size() < want: + var src: Array = pool + if out.size() >= n_full and not sub.is_empty(): + src = sub # 曝光槽位——优先子池 + var placed := false + for tok in src: + var ident := _token_identity(tok) + if seen.has(ident): + continue + seen.append(ident) + var cand := {"kind": String((tok as Dictionary).get("kind", "")), "tier": String((tok as Dictionary).get("tier", ""))} + if ident.begins_with("relic:"): + cand["feat_id"] = String((tok as Dictionary).get("feat_id", "")) + out.append(cand) + placed = true break + if not placed: + if out.size() >= n_full and not sub.is_empty() and not pool.is_empty(): + sub = [] # 子池枯竭——曝光槽回退全池续取 + continue + break # 全池枯竭——出齐剩余(池空直通同族兜底) # T5 门票注入(非 Boss 渠道唯一专长入口——替换末位候选占一席,候选数不变;判定含 pity 清零记账) if channel == "reward_node" and not out.is_empty() and _feat_ticket_consider(rg): - out[out.size() - 1] = {"kind": "feat_ticket", "tier": "rare"} + out[out.size() - 1] = {"kind": "feat_ticket", "tier": "excellent"} return out +# 已拿上限判定(迭代 20 T2 案②——身份维度:kind 走 curio_cap、relic 走 feats 行 cap 字段; +# taken 只在兑付时 +1〔拿了才计〕、刷出不计)。缺省放行=白名单外 kind 兜底。 +func _curio_cap_ok(kind: String, feat_id: String = "") -> bool: + var cap := 99 + if kind == "relic": + var row: Dictionary = db.feat_row(feat_id) + cap = int(row.get("cap", 1)) if not row.is_empty() else 1 + return _curio_taken.get("relic:" + feat_id, 0) < cap + if not db.adventure.CURIO_KINDS.has(kind): + return true + cap = int(db.adventure.curio_cap(kind)) + return int(_curio_taken.get(kind, 0)) < cap + + # —— 专长获取门票(T5 迭代 15 卡②——非 Boss 渠道的专长入口;四口径契约④:拿到即开不可囤积/ # 罕见只在概率不在价格/一局限购一次/计步保底连续 5 展示未出第 6 必出——计数=展示次数、刷新 # 重展计入、节点与商店共享、触发清零、限购满不再触发。调用即一次展示判定与记账)—— @@ -944,8 +994,9 @@ func _start_current_level() -> bool: _runner.set_feats(_feats) # 迭代 12 T1——特性持有集下传(begin_battle enc.feats 求值面) _runner.set_tree_rules(_tree_rules) # 迭代 12 T10——树 rule 键集下传(A/B 面消费) if _shop_mode == "pool": - # 商店共享池注入(迭代 11 第②批 T3——库存账本引用+消费 handler 双下传;legacy 模式零注入零扰动) - _runner.set_shop_pool(_curio_deck, Callable(self, "_consume_pool_purchase"), Callable(self, "_feat_ticket_consider")) + # 商店共享池注入(迭代 11 第②批 T3——库存账本引用+消费 handler 双下传;legacy 模式零注入零扰动。 + # 迭代 20 T2——cap 检查回调四参注入) + _runner.set_shop_pool(_curio_deck, Callable(self, "_consume_pool_purchase"), Callable(self, "_feat_ticket_consider"), Callable(self, "_curio_cap_ok")) _runner.set_adventure_counters(adventure_counters) # 迭代 20 T6——adventure 域计数器共享引用下传 # 三选一道具件跨关携带注入(迭代 10)——迭代 11 第①批 T7 退役:aux 卡出池后 carry 恒空集, # 注入面随停点渠道退役拆除(容器字段保留=替换子交互机械惰性承载,零投放零行为) diff --git a/game/core/config_db_cross_validator.gd b/game/core/config_db_cross_validator.gd index 5af597f8..63de9684 100644 --- a/game/core/config_db_cross_validator.gd +++ b/game/core/config_db_cross_validator.gd @@ -111,8 +111,11 @@ func cross_validate(loaded: Dictionary, push_diag: Callable) -> void: if not adv.CURIO_KINDS.has(kind): push_diag.call("error", "shelf_dangling_kind", "ShopTable.pool_shelf kind %s 不在 AdventureTable.CURIO_KINDS(共享池牌库外种)" % kind) continue - # TP0 令牌池——货架件须为有限令牌种(配额 >0;种类次数上限退役后库存=剩余令牌数) - var quota := int(adv.curio_quota(kind, adv.TIER_COMMON)) + int(adv.curio_quota(kind, adv.TIER_RARE)) + int(adv.curio_quota(kind, adv.TIER_RAREST)) + # TP0 令牌池——货架件须为有限令牌种(配额 >0;种类次数上限退役后库存=剩余令牌数。 + # 迭代 20 T2 四级换代——逐档累计遍历 TIERS 词表,不再点名档位常量) + var quota := 0 + for tier_v in adv.TIERS: + quota += int(adv.curio_quota(kind, String(tier_v))) if quota < 1: push_diag.call("error", "shelf_zero_quota", "ShopTable.pool_shelf kind %s 令牌配额为 0(牌库空种入货架 = 库存无锚)" % kind) diff --git a/game/core/effect_engine.gd b/game/core/effect_engine.gd index cb497b3c..f93b2b61 100644 --- a/game/core/effect_engine.gd +++ b/game/core/effect_engine.gd @@ -272,7 +272,7 @@ func _cond_ok(c: Dictionary, payload: Dictionary, facts: Callable) -> bool: return false if actual is Array: return not (actual as Array).is_empty() - return String(actual) != "" + return actual != null and String(actual) != "" # null 安全(迭代 20 T2 修正——敌技伤害载荷无 terrain_kind 时事实面回落 null,判「不在场」而非抛错;候选流变化后 devour 件首次被持有而暴露的潜伏缺陷) "mod_zero": var m := int(val) return m > 0 and int(actual) % m == 0 diff --git a/game/core/level_runner.gd b/game/core/level_runner.gd index ed5929b7..230bafbb 100644 --- a/game/core/level_runner.gd +++ b/game/core/level_runner.gd @@ -72,6 +72,7 @@ var _shop_pool_mode := false # pool 模式旗(set_shop_pool 注 var _pool_deck: Array = [] # 共享池令牌库共享引用(AdventureRunner._curio_deck——库存=剩余令牌数单点) var _pool_consume := Callable() # 池消费 handler(AdventureRunner._consume_pool_purchase——_apply_curio_pick 同口写加算区+账本+摘牌) var _pool_ticket := Callable() # 门票展示判定 handler(T5——AdventureRunner._feat_ticket_consider;节点与商店共享计数) +var _pool_cap_check := Callable() # cap 检查回调(迭代 20 T2——AdventureRunner._curio_cap_ok;案②提前退役) var _shop_shelf: Array = [] # 当前货架(进店抽 3/买后全重抽——令牌字典 {"kind","tier"} 序,同 kind 去重每 kind 至多一卡) var _shop_visit_buys := 0 # 本次进店已购次数(A 链定价输入——离开清零) var _shop_paid_refreshes := 0 # 本次进店已付费刷新次数(MC-1——GP 刷新价曲线输入,离开清零) @@ -748,10 +749,12 @@ func player_request_refresh() -> bool: # 注入(AdventureRunner._start_current_level 唯一调用方——pool 模式专用):令牌库共享引用 + # 池消费 handler。legacy 模式不注入(_shop_pool_mode 恒 false——off 态零 RNG 零池消费零扰动)。 -func set_shop_pool(deck_ref: Array, consume_handler: Callable, ticket_consider: Callable = Callable()) -> void: +# 迭代 20 T2——cap 检查回调(案②提前退役:cap 满 kind 剔出货架候选视图)。 +func set_shop_pool(deck_ref: Array, consume_handler: Callable, ticket_consider: Callable = Callable(), cap_check: Callable = Callable()) -> void: _pool_deck = deck_ref _pool_consume = consume_handler _pool_ticket = ticket_consider # T5——门票展示判定(AdventureRunner._feat_ticket_consider;同流取数复用 shop_draw scope) + _pool_cap_check = cap_check _shop_pool_mode = true @@ -772,6 +775,8 @@ func _shop_draw_shelf() -> void: var sellable: Array = [] for row in db.shop_pool_rows(): var shelf_kind := String(row.get("kind_id", "")) + if _pool_cap_check.is_valid() and not bool(_pool_cap_check.call(shelf_kind, "")): + continue # 迭代 20 T2 案②——cap 满提前退役(货架候选视图剔除;牌库本体不动) for t in _pool_deck: var tok: Dictionary = t as Dictionary if String(tok.get("kind", "")) == shelf_kind: @@ -796,7 +801,7 @@ func _shop_draw_shelf() -> void: # T5 门票注入(非 Boss 渠道唯一专长入口——货架与节点共享保底计数;判定含 pity 记账,替换末位占一席。 # 取数复用本函数 shop_draw scope 的 stream——零新 scope,确定性序列不漂移) if _pool_ticket.is_valid() and not _shop_shelf.is_empty() and bool(_pool_ticket.call(stream)): - _shop_shelf[_shop_shelf.size() - 1] = {"kind": "feat_ticket", "tier": "rare"} + _shop_shelf[_shop_shelf.size() - 1] = {"kind": "feat_ticket", "tier": "excellent"} # 迭代 20 T2——档名四级换代(旧 rare 语义=优秀) # 商店保底退役(迭代 15 卡② T4——渠道轴定位裁决:商店渠道只出属性值提升+资源,专长在非 Boss # 渠道只以门票形态出现(奇物.md v2.7/A4 断言)。迭代 12 T6「货架零特性挤卡换吞噬流件」简化口径 # 与渠道白名单直接冲突(devour=规则改写型=专长系),随渠道分离退役;专长商店入口=T5 门票。 diff --git a/game/data/schemas/adventure_table.gd b/game/data/schemas/adventure_table.gd index bd5dd0b4..31f9276b 100644 --- a/game/data/schemas/adventure_table.gd +++ b/game/data/schemas/adventure_table.gd @@ -24,16 +24,21 @@ extends Resource ## 类内异质性:金币与回复是即时兑付,不进持有集、不持续生效。) ## 三选一提升池 kind 词表(封闭——断点附随件与牌库剔除态依赖它;扩件走本表+registry 修订)。 ## treasure_item 池种退役(迭代 11 第①批 T7——同调批出池);heal 恢复件新入池(v2.2 令牌池追认 b)。 -const CURIO_KINDS: Array[String] = ["attack", "max_hp", "armor", "gp", "ap", "heal", "refresh"] # T6 扩第七类(refresh=资源类成员——作为奇物授予的三选一重抽次数,作用对象=三选一界面非角色;见 registry refresh_boundary) -## 令牌档位词表(v2.2 三档位——稀有度命名对齐 MC 策略判读序 316-f:1 级最稀有=rarest 优先) -const TIERS: Array[String] = ["common", "rare", "rarest"] +## 迭代 20 T4——资源凭证五件入池:rap 储备金袋/attune_battery 同调电池/time_sand 时沙/ +## perfect_insurance 完美保险(配额暂 0——T4 落路由同批给投放数,防无路由 kind 出候选)。 +const CURIO_KINDS: Array[String] = ["attack", "max_hp", "armor", "gp", "ap", "heal", "refresh", + "rap", "attune_battery", "time_sand", "perfect_insurance"] # T6 扩第七类(refresh=资源类成员——作为奇物授予的三选一重抽次数,作用对象=三选一界面非角色;见 registry refresh_boundary) +## 令牌档位词表(迭代 20 T2 换代——跨层四级稀有度框架〔01-核心循环 v1.5 档名映射:普通→普通、 +## 稀有→优秀、罕见→稀有、传说=新增头奖位〕;1 级最稀有=legendary 优先) +const TIERS: Array[String] = ["common", "excellent", "rare", "legendary"] const TIER_COMMON := "common" +const TIER_EXCELLENT := "excellent" const TIER_RARE := "rare" -const TIER_RAREST := "rarest" -## 档位配额结构锚(v2.2 追认 b 定稿——validate() 硬断言;改总量=重裁非调参)。 -## 罕见档 5→3:原「道具件 2」席位随 treasure_item 池种退役(迭代 11 第①批 T7,落地晚于追认 b)收窄, -## 池总量 100→98——TP0 台账自决+人工清单披露项。 -const TIER_QUOTAS := {"common": 70, "rare": 25, "rarest": 3} +const TIER_LEGENDARY := "legendary" +## 档位配额结构锚(迭代 20 T2 四级换代——70/25/3 直映射改名承袭〔普通 70/优秀 25/稀有 3〕+ +## 传说 0=头奖位留空,池总量 98 不变=零偏离已裁结构锚数字〔配额纪律:改总量须用户重裁〕; +## validate() 硬断言;改总量=重裁非调参)。 +const TIER_QUOTAS := {"common": 70, "excellent": 25, "rare": 3, "legendary": 0} # —— 通关部分回血(固定型,非末关通关兑付)—— @export var clear_heal_pct: int = 20 # [0,100] knob——回复生效上限的百分比,封顶上限不回满 @@ -44,31 +49,55 @@ const TIER_QUOTAS := {"common": 70, "rare": 25, "rarest": 3} @export var shop_refresh_cost_base: int = 20 # [1,999] knob(MC-1 provisional——GP 刷新基价) @export var shop_refresh_cost_curve: float = 1.8 # [1.0,4.0] knob(MC-1 provisional——按已付费刷新数幂曲线,A 链同族) -# —— 令牌配额(kind × tier 计数;未列组合 = 0——heal 只入稀有/ap 只入罕见,v2.2 档位构成)—— +# —— 令牌配额(kind × tier 计数;未列组合 = 0。迭代 20 T2 四级换代:旧 rare→excellent、 +# 旧 rarest→rare 物理承袭〔70/25/3 零偏离〕+凭证四 kind 占位 rare 档配额 0〔T4 落路由同批投放〕)—— @export var curio_quota_attack_common: int = 18 # [0,99] -@export var curio_quota_attack_rare: int = 5 # [0,99] +@export var curio_quota_attack_excellent: int = 5 # [0,99] @export var curio_quota_max_hp_common: int = 17 # [0,99] -@export var curio_quota_max_hp_rare: int = 5 # [0,99] +@export var curio_quota_max_hp_excellent: int = 5 # [0,99] @export var curio_quota_armor_common: int = 17 # [0,99] -@export var curio_quota_armor_rare: int = 5 # [0,99] +@export var curio_quota_armor_excellent: int = 5 # [0,99] @export var curio_quota_gp_common: int = 18 # [0,99] -@export var curio_quota_gp_rare: int = 5 # [0,99] -@export var curio_quota_heal_rare: int = 3 # [0,99]——恢复件(原 5;T6 挤占 2 席位予 refresh——用户 2026-10-05 裁方案B,总量 98 锚不变) -@export var curio_quota_refresh_rare: int = 2 # [0,99]——刷新次数件(T6 新入池资源类成员;provisional 归曲线调参批) -@export var curio_quota_ap_rarest: int = 3 # [0,99]——AP 件(罕见档;道具件 2 席位随池种退役收窄) +@export var curio_quota_gp_excellent: int = 5 # [0,99] +@export var curio_quota_heal_excellent: int = 3 # [0,99]——恢复件(原 5;T6 挤占 2 席位予 refresh——用户 2026-10-05 裁方案B,总量 98 锚不变) +@export var curio_quota_refresh_excellent: int = 2 # [0,99]——刷新次数件(T6 新入池资源类成员;provisional 归曲线调参批) +@export var curio_quota_ap_rare: int = 3 # [0,99]——AP 件(稀有档;旧罕见档物理承袭) +@export var curio_quota_rap_rare: int = 0 # [0,99]——储备金袋(T4 路由同批投放;provisional 归调参批) +@export var curio_quota_attune_battery_rare: int = 0 # [0,99]——同调电池(同上) +@export var curio_quota_time_sand_rare: int = 0 # [0,99]——时沙(同上) +@export var curio_quota_perfect_insurance_rare: int = 0 # [0,99]——完美保险(同上) # —— 令牌件值(小/大数值对——v2.2 追认 b 定稿:20/50、+1/+2、+1/+2、+5/+10、恢复+6、AP+1)—— @export var curio_value_attack_common: int = 1 # [0,999] knob——小增伤 -@export var curio_value_attack_rare: int = 2 # [0,999] knob——大增伤 +@export var curio_value_attack_excellent: int = 2 # [0,999] knob——大增伤 @export var curio_value_max_hp_common: int = 5 # [0,999] knob——小生命 -@export var curio_value_max_hp_rare: int = 10 # [0,999] knob——大生命 +@export var curio_value_max_hp_excellent: int = 10 # [0,999] knob——大生命 @export var curio_value_armor_common: int = 1 # [0,999] knob——小护甲 -@export var curio_value_armor_rare: int = 2 # [0,999] knob——大护甲 -@export var curio_value_gp_common: int = 20 # [0,999] knob——小GP -@export var curio_value_gp_rare: int = 50 # [0,999] knob——大GP -@export var curio_value_heal_rare: int = 6 # [0,999] knob——恢复(当即回血,封顶生效上限) -@export var curio_value_refresh_rare: int = 1 # [0,9] knob(provisional)——刷新次数件兑付值(三选一重抽次数 +N——_attune_refresh_x 增量,不进加算区) -@export var curio_value_ap_rarest: int = 1 # [0,10] knob——AP 件每场战斗首轮行动点基线增量 +@export var curio_value_armor_excellent: int = 2 # [0,999] knob——大护甲 +@export var curio_value_gp_common: int = 20 # [0,999] knob——小GP +@export var curio_value_gp_excellent: int = 50 # [0,999] knob——大GP +@export var curio_value_heal_excellent: int = 6 # [0,999] knob——恢复(当即回血,封顶生效上限) +@export var curio_value_refresh_excellent: int = 1 # [0,9] knob(provisional)——刷新次数件兑付值(三选一重抽次数 +N——_attune_refresh_x 增量,不进加算区) +@export var curio_value_ap_rare: int = 1 # [0,10] knob——AP 件每场战斗首轮行动点基线增量 +@export var curio_value_rap_rare: int = 3 # [0,99] knob(provisional)——储备金袋 RAP +N +@export var curio_value_attune_battery_rare: int = 1 # [0,9] knob(provisional)——同调电池充能 +N +@export var curio_value_time_sand_rare: int = 2 # [0,99] knob(provisional)——时沙 下轮 AP +N +@export var curio_value_perfect_insurance_rare: int = 1 # [0,9] knob(provisional)——完美保险 资格保护次数 + +# —— 已拿上限 cap(迭代 20 T2 概率与上限解耦〔奇物.md 池结构案D〕——案②令牌池+提前退役: +# 概率位=档+令牌数〔牌库物理张数〕、上限=本字段〔拿了才计、刷出不计〕;cap 满后该 kind 从候选 +# 视图剔除〔提前退役〕。99=实质无上限占位,实数归调参批;专长 cap 在 feats.tres 行字段〕)—— +@export var curio_cap_attack: int = 99 # [1,99] +@export var curio_cap_max_hp: int = 99 # [1,99] +@export var curio_cap_armor: int = 99 # [1,99] +@export var curio_cap_gp: int = 99 # [1,99] +@export var curio_cap_ap: int = 99 # [1,99] +@export var curio_cap_heal: int = 99 # [1,99] +@export var curio_cap_refresh: int = 99 # [1,99] +@export var curio_cap_rap: int = 99 # [1,99] +@export var curio_cap_attune_battery: int = 99 # [1,99] +@export var curio_cap_time_sand: int = 99 # [1,99] +@export var curio_cap_perfect_insurance: int = 99 # [1,99] # —— 专长获取门票(迭代 15 卡② T5——非 Boss 渠道的专长入口形态,奇物.md v2.7 渠道轴定位; # 四口径契约④:拿到即开不可囤积/罕见只在概率不在价格/一局限购一次/计步保底连续 5 展示未出 @@ -97,45 +126,72 @@ func curio_apply_route(kind: String) -> String: return String(CURIO_APPLY_ROUTES.get(kind, "")) -## 令牌配额读数(未列 kind×tier 组合 = 0——heal 无普通档/ap 无普通稀有档按 v2.2 构成) +## 令牌配额读数(未列 kind×tier 组合 = 0——迭代 20 T2 四级构成:属性四类 common/excellent、 +## heal/refresh excellent、ap rare、凭证四 kind rare 占位 0) func curio_quota(kind: String, tier: String) -> int: match [kind, tier]: ["attack", TIER_COMMON]: return curio_quota_attack_common - ["attack", TIER_RARE]: return curio_quota_attack_rare + ["attack", TIER_EXCELLENT]: return curio_quota_attack_excellent ["max_hp", TIER_COMMON]: return curio_quota_max_hp_common - ["max_hp", TIER_RARE]: return curio_quota_max_hp_rare + ["max_hp", TIER_EXCELLENT]: return curio_quota_max_hp_excellent ["armor", TIER_COMMON]: return curio_quota_armor_common - ["armor", TIER_RARE]: return curio_quota_armor_rare + ["armor", TIER_EXCELLENT]: return curio_quota_armor_excellent ["gp", TIER_COMMON]: return curio_quota_gp_common - ["gp", TIER_RARE]: return curio_quota_gp_rare - ["heal", TIER_RARE]: return curio_quota_heal_rare - ["refresh", TIER_RARE]: return curio_quota_refresh_rare - ["ap", TIER_RAREST]: return curio_quota_ap_rarest + ["gp", TIER_EXCELLENT]: return curio_quota_gp_excellent + ["heal", TIER_EXCELLENT]: return curio_quota_heal_excellent + ["refresh", TIER_EXCELLENT]: return curio_quota_refresh_excellent + ["ap", TIER_RARE]: return curio_quota_ap_rare + ["rap", TIER_RARE]: return curio_quota_rap_rare + ["attune_battery", TIER_RARE]: return curio_quota_attune_battery_rare + ["time_sand", TIER_RARE]: return curio_quota_time_sand_rare + ["perfect_insurance", TIER_RARE]: return curio_quota_perfect_insurance_rare return 0 -## 令牌件值(kind × tier;v2.2 数值对——小/大两档) +## 令牌件值(kind × tier;四级构成随配额表) func curio_value(kind: String, tier: String = TIER_COMMON) -> int: match [kind, tier]: ["attack", TIER_COMMON]: return curio_value_attack_common - ["attack", TIER_RARE]: return curio_value_attack_rare + ["attack", TIER_EXCELLENT]: return curio_value_attack_excellent ["max_hp", TIER_COMMON]: return curio_value_max_hp_common - ["max_hp", TIER_RARE]: return curio_value_max_hp_rare + ["max_hp", TIER_EXCELLENT]: return curio_value_max_hp_excellent ["armor", TIER_COMMON]: return curio_value_armor_common - ["armor", TIER_RARE]: return curio_value_armor_rare + ["armor", TIER_EXCELLENT]: return curio_value_armor_excellent ["gp", TIER_COMMON]: return curio_value_gp_common - ["gp", TIER_RARE]: return curio_value_gp_rare - ["heal", TIER_RARE]: return curio_value_heal_rare - ["refresh", TIER_RARE]: return curio_value_refresh_rare - ["ap", TIER_RAREST]: return curio_value_ap_rarest + ["gp", TIER_EXCELLENT]: return curio_value_gp_excellent + ["heal", TIER_EXCELLENT]: return curio_value_heal_excellent + ["refresh", TIER_EXCELLENT]: return curio_value_refresh_excellent + ["ap", TIER_RARE]: return curio_value_ap_rare + ["rap", TIER_RARE]: return curio_value_rap_rare + ["attune_battery", TIER_RARE]: return curio_value_attune_battery_rare + ["time_sand", TIER_RARE]: return curio_value_time_sand_rare + ["perfect_insurance", TIER_RARE]: return curio_value_perfect_insurance_rare return 0 -## 档位判读序(MC 策略 316-f——1 级最稀有:rarest > rare > common;并列同档取最左由调用方稳定序保证) +## 已拿上限读数(迭代 20 T2 案②——kind 维度;专长 cap 走 feats.tres 行字段不走本面) +func curio_cap(kind: String) -> int: + match kind: + "attack": return curio_cap_attack + "max_hp": return curio_cap_max_hp + "armor": return curio_cap_armor + "gp": return curio_cap_gp + "ap": return curio_cap_ap + "heal": return curio_cap_heal + "refresh": return curio_cap_refresh + "rap": return curio_cap_rap + "attune_battery": return curio_cap_attune_battery + "time_sand": return curio_cap_time_sand + "perfect_insurance": return curio_cap_perfect_insurance + return 99 + + +## 档位判读序(MC 策略 316-f——1 级最稀有:legendary > rare > excellent > common;并列同档取最左由调用方稳定序保证) func tier_rank(tier: String) -> int: match tier: - TIER_RAREST: return 3 - TIER_RARE: return 2 + TIER_LEGENDARY: return 4 + TIER_RARE: return 3 + TIER_EXCELLENT: return 2 TIER_COMMON: return 1 return 0 @@ -148,9 +204,12 @@ func tier_total(tier: String) -> int: return total -## 牌库总量(结构锚——罕见档随道具件退役收窄后 98 张) +## 牌库总量(结构锚——四级换代后 98 张不变:70+25+3+0) func deck_total() -> int: - return tier_total(TIER_COMMON) + tier_total(TIER_RARE) + tier_total(TIER_RAREST) + var total := 0 + for tier in TIERS: + total += tier_total(tier) + return total func validate() -> Array: @@ -168,10 +227,12 @@ func validate() -> Array: var v := curio_value(kind, tier) if v < 0 or v > 999: errs.append({"category": "domain", "message": "curio_value(%s,%s) 越域 [0,999]: %d" % [kind, tier, v]}) + if curio_cap(kind) < 1 or curio_cap(kind) > 99: + errs.append({"category": "domain", "message": "curio_cap(%s) 越域 [1,99]: %d" % [kind, curio_cap(kind)]}) for tier in TIERS: var total := tier_total(tier) if total != int(TIER_QUOTAS.get(tier, -1)): - errs.append({"category": "domain", "message": "档位配额结构失锚(v2.2 追认 b——%s 应=%d 实=%d;改总量须重裁)" % [tier, int(TIER_QUOTAS.get(tier, -1)), total]}) + errs.append({"category": "domain", "message": "档位配额结构失锚(四级锚 70/25/3/0——%s 应=%d 实=%d;改总量须重裁)" % [tier, int(TIER_QUOTAS.get(tier, -1)), total]}) if curio_candidate_count < 1 or curio_candidate_count > 6: errs.append({"category": "domain", "message": "curio_candidate_count 越域 [1,6]: %d" % curio_candidate_count}) return errs diff --git a/game/data/tables/adventure.tres b/game/data/tables/adventure.tres index 0dc71eed..5e31f466 100644 --- a/game/data/tables/adventure.tres +++ b/game/data/tables/adventure.tres @@ -7,33 +7,37 @@ script = ExtResource("1") clear_heal_pct = 20 curio_candidate_count = 3 curio_quota_attack_common = 18 -curio_quota_attack_rare = 5 +curio_quota_attack_excellent = 5 curio_quota_max_hp_common = 17 -curio_quota_max_hp_rare = 5 +curio_quota_max_hp_excellent = 5 curio_quota_armor_common = 17 -curio_quota_armor_rare = 5 +curio_quota_armor_excellent = 5 curio_quota_gp_common = 18 -curio_quota_gp_rare = 5 -curio_quota_heal_rare = 3 -curio_quota_refresh_rare = 2 -curio_quota_ap_rarest = 3 +curio_quota_gp_excellent = 5 +curio_quota_heal_excellent = 3 +curio_quota_refresh_excellent = 2 +curio_quota_ap_rare = 3 curio_value_attack_common = 1 -curio_value_attack_rare = 2 +curio_value_attack_excellent = 2 curio_value_max_hp_common = 5 -curio_value_max_hp_rare = 10 +curio_value_max_hp_excellent = 10 curio_value_armor_common = 1 -curio_value_armor_rare = 2 +curio_value_armor_excellent = 2 curio_value_gp_common = 20 -curio_value_gp_rare = 50 -curio_value_heal_rare = 6 -curio_value_refresh_rare = 1 -curio_value_ap_rarest = 1 +curio_value_gp_excellent = 50 +curio_value_heal_excellent = 6 +curio_value_refresh_excellent = 1 +curio_value_ap_rare = 1 feat_ticket_chance = 20 feat_ticket_quota = 2 feat_ticket_limit = 1 feat_ticket_pity_step = 5 -; TP0 令牌池换代(2026-10-03,node-reward v2.2 追认 b 落地):三选一池 = 固定配额令牌池—— +; 迭代 20 T2 池结构案D 换代(2026-10-11,奇物.md 池结构与抽取 v1):四级档位 70/25/3/0 = 98 张 +; (普通 70/优秀 25/稀有 3/传说 0=头奖位留空——旧 70/25/3 直映射改名承袭零偏离已裁结构锚); +; 概率与上限解耦(案②令牌池+提前退役):概率位=档+令牌数、已拿上限=curio_cap_*(拿了才计); +; 曝光槽=三选一 2 格全池+1 格优秀档以上子池(子池空回退全池);凭证不进子池。 +; 前史 TP0 令牌池换代(2026-10-03,node-reward v2.2 追认 b 落地):三选一池 = 固定配额令牌池—— ; 普通 70/稀有 25/罕见 3 = 98 张(罕见档原列「道具件 2」随 treasure_item 池种退役收窄——台账自决披露项); ; 洗牌不放回抽 3、选中踢池未选回池、池耗即枯竭; ; 种类次数上限退役(池消耗即上限;货架库存同账本=牌库剩余令牌数)。 diff --git a/game/smoke/level_autoplay.gd b/game/smoke/level_autoplay.gd index 429a3dc2..89b61532 100644 --- a/game/smoke/level_autoplay.gd +++ b/game/smoke/level_autoplay.gd @@ -277,7 +277,7 @@ static func _on_adventure_bonus(payload: Dictionary, st: Dictionary, adr) -> voi st.result = "advance_failed" -# 三选一确定性选件(TP0 316-f——1 级优先度=最稀有〔档位最高 rarest>rare>common〕、2 级=最左; +# 三选一确定性选件(TP0 316-f——1 级优先度=最稀有〔迭代 20 四级:legendary>rare>excellent>common〕、2 级=最左; # 候选并列同档取最左=稳定序保证。空候选/未知档位 = 回退最左防御口径。 # 成型画像(迭代 12 T7——relic 模式 on:候选含 relic 令牌时优先在 relic 集内按 316-f 择一 # 〔贪心捕捞→特性入局→成型画像全流派覆盖——R3 乙单锚承载〕;off=relic 与属性加成型特性同规则竞争) @@ -296,9 +296,11 @@ static func _pick_token(candidates: Array, feat_mode: String = "off") -> Diction var t: Dictionary = tok as Dictionary var rank := 0 match String(t.get("tier", "")): - "rarest": - rank = 3 + "legendary": + rank = 4 "rare": + rank = 3 + "excellent": rank = 2 "common": rank = 1 diff --git a/game/smoke/smoke_all.gd b/game/smoke/smoke_all.gd index 9173fba1..ba347c4d 100644 --- a/game/smoke/smoke_all.gd +++ b/game/smoke/smoke_all.gd @@ -218,15 +218,17 @@ func _smoke_adventure_table() -> void: "clear_heal_pct ∈ [0,100](%d——通关部分回血比例)" % int(_db.adventure.clear_heal_pct)) for tier in _db.adventure.TIERS: check(int(_db.adventure.tier_total(tier)) == int(_db.adventure.TIER_QUOTAS[tier]), - "档位配额结构锚(v2.2 追认 b):%s = %d 张" % [tier, int(_db.adventure.TIER_QUOTAS[tier])]) - check(int(_db.adventure.deck_total()) == 98, "令牌池总量 = 98 张(普通 70/稀有 25/罕见 3——罕见档随道具件池种退役收窄)") - check(int(_db.adventure.curio_value("gp", "common")) == 20 and int(_db.adventure.curio_value("gp", "rare")) == 50 - and int(_db.adventure.curio_value("attack", "common")) == 1 and int(_db.adventure.curio_value("attack", "rare")) == 2 - and int(_db.adventure.curio_value("max_hp", "common")) == 5 and int(_db.adventure.curio_value("max_hp", "rare")) == 10 - and int(_db.adventure.curio_value("armor", "common")) == 1 and int(_db.adventure.curio_value("armor", "rare")) == 2, - "数值对(v2.2):小GP 20/大GP 50 · 小增伤 +1/大 +2 · 小生命 +5/大 +10 · 小护甲 +1/大 +2") - check(int(_db.adventure.curio_value("heal", "rare")) == 6 and int(_db.adventure.curio_value("ap", "rarest")) == 1, - "恢复件 +6 当即回血(新入池种类,rare 档)· AP +1(rarest 档)") + "档位配额结构锚(四级 70/25/3/0 直映射承袭——迭代 20 T2):%s = %d 张" % [tier, int(_db.adventure.TIER_QUOTAS[tier])]) + check(int(_db.adventure.deck_total()) == 98, "令牌池总量 = 98 张(四级 普通 70/优秀 25/稀有 3/传说 0——直映射承袭零偏离)") + check(int(_db.adventure.curio_value("gp", "common")) == 20 and int(_db.adventure.curio_value("gp", "excellent")) == 50 + and int(_db.adventure.curio_value("attack", "common")) == 1 and int(_db.adventure.curio_value("attack", "excellent")) == 2 + and int(_db.adventure.curio_value("max_hp", "common")) == 5 and int(_db.adventure.curio_value("max_hp", "excellent")) == 10 + and int(_db.adventure.curio_value("armor", "common")) == 1 and int(_db.adventure.curio_value("armor", "excellent")) == 2, + "数值对(四级换代承袭):小GP 20/大GP 50 · 小增伤 +1/大 +2 · 小生命 +5/大 +10 · 小护甲 +1/大 +2") + check(int(_db.adventure.curio_value("heal", "excellent")) == 6 and int(_db.adventure.curio_value("ap", "rare")) == 1, + "恢复件 +6 当即回血(优秀档承袭)· AP +1(稀有档承袭)〔专长批 V14 换代〕") + check(int(_db.adventure.curio_cap("gp")) == 99 and int(_db.adventure.curio_cap("attack")) == 99, + "cap 占位在域(案②提前退役——99=实质无上限,实数归调参批)〔专长批 V8 形态面〕") check(_db.attunement_growth != null and int(_db.attunement_slot_cap()) == 3 and Attunement.slots(_db, null) == 0, "同调位读数源=attunement_growth 谓词表(slot_cap 3;未注入档求值 0——transitional_sync_slots 过渡键已退役,迭代 11 第①批 T7)") @@ -427,8 +429,8 @@ func _smoke_adventure() -> void: var k := 5.0 # hp+400 ⇒ 调试浮窗百分比后乘 ×5(加算先加、百分比后乘——生效次序口径) var exp_base := maxi(1, int(round(float(int(_db.hero.max_hp)) * k))) # 模拟档 v3.4 商店贪心购血(数值修复批)合法抬升——上限窗口 = 基础 + 加算区 3 件 + 购血余量; - # TP0 数值对后 max_hp 件有大生命 +10(rare 档)——上界按大件最坏构成 3×10+购血 15=+45(TP0 放宽) - var hp_ceiling := maxi(1, int(round(float(int(_db.hero.max_hp) + 3 * int(_db.adventure.curio_value("max_hp", "rare")) + 15) * k))) + # 大生命 +10(迭代 20 T2 四级换代:优秀档)——上界按大件最坏构成 3×10+购血 15=+45(TP0 放宽承袭) + var hp_ceiling := maxi(1, int(round(float(int(_db.hero.max_hp) + 3 * int(_db.adventure.curio_value("max_hp", "excellent")) + 15) * k))) var seq_ok := seq.size() > 0 and int(seq[0]) == exp_base for v in (seq as Array): if int(v) < exp_base or int(v) > hp_ceiling: @@ -640,14 +642,14 @@ func _smoke_feats() -> void: var a_r0 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(71)) check(a_r0.start_adventure(71, {"first_script": true}), "规则改写型特性带场景:冒险启动(seed 71)") var feat_tokens := 0 - var rarest_tokens := 0 + var rare_tier_tokens := 0 for t in a_r0._curio_deck: if String((t as Dictionary).get("kind", "")) == "relic": feat_tokens += 1 - if String((t as Dictionary).get("tier", "")) == "rarest": - rarest_tokens += 1 - check(feat_tokens == 27 and rarest_tokens == 6 and a_r0._curio_deck.size() == 125, - "规则改写型特性带入池:27 件(rare 档 21 + rarest 锚点 6)——牌库 98+27=125") + if String((t as Dictionary).get("tier", "")) == "rare": + rare_tier_tokens += 1 + check(feat_tokens == 27 and rare_tier_tokens == 20 and a_r0._curio_deck.size() == 125, + "规则改写型特性带入池:27 件(transitional 直映射——旧 rare 名直通 14+旧 rarest 回退 6=稀有档 20、旧 common 7=普通档)——牌库 98+27=125〔专长批 V14 换代〕") check(_db.feats.validate().is_empty(), "feat_table.validate 零违例(有行流派扫雷端铁律——magic 魔能共鸣 dig_reveal 订阅在案)") # ② 档位激活引擎(纯函数直测——构造表 4 件 magic + 1 件 flag;内容数据驱动扩展批 T3 断言面随迁: # 行=triggers 事件订阅形态,挂点投影断言换代=效果引擎订阅装载序〔feats 表序〕) @@ -682,7 +684,7 @@ func _smoke_feats() -> void: if String((t as Dictionary).get("kind", "")) == "relic": deck_relic += 1 check(deck_relic == 5 and a_r._curio_deck.size() == 103, - "规则改写型特性带入池:5 行 relic 每件 1 张(common/rare→稀有档 rarest→罕见档)——牌库 98+5=103") + "规则改写型特性带入池:5 行 relic 每件 1 张(transitional——旧 common/rare→优秀档)——牌库 98+5=103") # T4 渠道白名单断言(迭代 15 卡②——渠道轴定位:通关渠道只出专长/节点渠道零专长) var feat_seen: Dictionary = {} var node_relic_seen := false diff --git a/game/tests/run_all.gd b/game/tests/run_all.gd index bae1b0fe..79d67ba5 100644 --- a/game/tests/run_all.gd +++ b/game/tests/run_all.gd @@ -45,6 +45,7 @@ func _suites() -> Array: {"path": "res://tests/unit/presentation/terrain_tile_sets_test.gd", "expect": 0}, {"path": "res://tests/unit/core/fog_lantern_wiring_test.gd", "expect": 0}, # 迭代 19 卡④——提灯载体装配链(行加载/schema/只读出口双态/enc 注入面) {"path": "res://tests/unit/core/effect_words_t1_test.gd", "expect": 0}, # 迭代 20 T1——词表扩签封闭性(V1:新词在册/出域四路被拒/adventure 计数器往返/mod_eq 预评估口径) + {"path": "res://tests/unit/core/pool_case_d_test.gd", "expect": 0}, # 迭代 20 T2——池结构案D 行为(V6 令牌三态/V7 曝光槽 2+1 回退/V8 概率上限解耦提前退役) ] diff --git a/game/tests/unit/core/pool_case_d_test.gd b/game/tests/unit/core/pool_case_d_test.gd new file mode 100644 index 00000000..995b3555 --- /dev/null +++ b/game/tests/unit/core/pool_case_d_test.gd @@ -0,0 +1,152 @@ +# VERTICAL SLICE - NOT FOR PRODUCTION +# 池结构案D 行为单测(迭代 20 T2——需求卡片 V6/V7/V8 验收条目)。 +# V6 令牌三态(拿了消耗/没拿回池/只刷出不计);V7 曝光槽 2+1+子池空回退+凭证不进子池; +# V8 概率与上限解耦(改 cap 不动概率位/改概率位不动 cap/cap 满提前退役只影响候选视图)。 +# 运行:godot --headless --path game --script res://tests/unit/core/pool_case_d_test.gd(expect 0) +extends SceneTree + +const Kit := preload("res://tests/unit/test_kit.gd") + + +func _init() -> void: + var db = load("res://core/config_db.gd").new() + if not db.load_tables("res://data/tables", false): + print("[pool_case_d_test] FAIL — 数值表加载失败") + quit(1) + return + + # ---- V7 曝光槽:直改 _curio_deck 档位构成后直调候选抽签面 ---- + var a = load("res://core/adventure_runner.gd").new(db, load("res://core/rng_service.gd").new()) + check_v7(a, db) + + # ---- V6 令牌三态:真牌库 + 停点直调 pick_curio ---- + var b = load("res://core/adventure_runner.gd").new(db, load("res://core/rng_service.gd").new()) + check_v6(b, db) + + # ---- V8 解耦:cap 独立可设 + 提前退役只影响候选视图 ---- + var c = load("res://core/adventure_runner.gd").new(db, load("res://core/rng_service.gd").new()) + check_v8(c, db) + + quit(Kit.finish("pool_case_d")) + + +func _tok(kind: String, tier: String, feat_id: String = "") -> Dictionary: + var t := {"kind": kind, "tier": tier} + if feat_id != "": + t["feat_id"] = feat_id + return t + + +func _tiers_of(cands: Array) -> Array: + var out: Array = [] + for t in cands: + out.append(String((t as Dictionary).get("tier", ""))) + return out + + +func check_v7(a, db) -> void: + if not a.start_adventure(201, {"first_script": true}): + Kit.check_quiet(false, "V7 前置:冒险启动") + return + # 构成①:全池含优秀档以上——曝光槽应出 1 格高档(rank≥excellent) + a._curio_deck = [_tok("gp", "common"), _tok("attack", "common"), _tok("max_hp", "common"), + _tok("armor", "common"), _tok("heal", "excellent"), _tok("refresh", "excellent"), _tok("ap", "rare")] + var hi_seen := false + for i in 40: + var cands: Array = a._draw_curio_candidates("reward_node") + if cands.size() != 3: + continue + var hi := 0 + for t in cands: + if db.adventure.tier_rank(String(t.get("tier", ""))) >= db.adventure.tier_rank(db.adventure.TIER_EXCELLENT): + hi += 1 + if hi >= 1: + hi_seen = true + Kit.check_quiet(hi_seen, "曝光槽:全池含高档时三选一呈现 ≥1 格优秀档以上〔专长批 V7〕") + # 构成②:高档子池空——该格回退全池(候选仍 3 格全普通) + a._curio_deck = [_tok("gp", "common"), _tok("attack", "common"), _tok("max_hp", "common")] + var ok_fb := true + for i in 20: + var cands2: Array = a._draw_curio_candidates("reward_node") + if cands2.size() != 3: + ok_fb = false + break + for t in cands2: + if String(t.get("tier", "")) != "common": + ok_fb = false + Kit.check_quiet(ok_fb, "子池空回退全池:全普通池候选恒 3 格普通档〔专长批 V7〕") + # 构成③:凭证不进子池也不进全池视图(独立计数体系——只经门票注入出现) + a._curio_deck = [_tok("gp", "common"), _tok("attack", "common"), _tok("max_hp", "common"), + _tok("feat_ticket", "excellent")] + var ticket_seen := false + for i in 30: + for t in a._draw_curio_candidates("reward_node"): + if String(t.get("kind", "")) == "feat_ticket": + ticket_seen = true + Kit.check_quiet(not ticket_seen, "凭证不进抽签池(feat_ticket 只经保底注入通道)〔专长批 V7〕") + # 构成④:池空=零候选合法态(同族兜底入口) + a._curio_deck = [] + Kit.check_quiet(a._draw_curio_candidates("reward_node").is_empty(), "池空=零候选合法态(skip_empty_curio 兜底入口)〔专长批 V7〕") + + +func check_v6(b, db) -> void: + if not b.start_adventure(202, {"first_script": true}): + Kit.check_quiet(false, "V6 前置:冒险启动") + return + # 拿了消耗:直置停点候选后 pick_curio——牌库摘牌单点 + b._curio_deck = [_tok("gp", "common"), _tok("attack", "common"), _tok("max_hp", "excellent")] + var gp_before: int = b.pool_stock("gp") + b._curio_pending = {"candidates": [_tok("gp", "common"), _tok("attack", "common"), _tok("max_hp", "excellent")]} + Kit.check_quiet(b.pick_curio("gp", "common") and b.pool_stock("gp") == gp_before - 1, + "拿了消耗:pick_curio 后牌库摘牌(选中踢池)〔专长批 V6〕") + # 没拿回池:抽候选不摘牌——重复抽签同令牌可再现 + var deck_size: int = b._curio_deck.size() + var seen_again := false + for i in 30: + var cands: Array = b._draw_curio_candidates("reward_node") + if cands.size() == 2 and b._curio_deck.size() == deck_size: + seen_again = true + Kit.check_quiet(seen_again, "没拿回池:抽签不摘牌(未选候选再次可现,牌库余量不变)〔专长批 V6〕") + # 只刷出不计:抽签后 _curio_taken 零变化 + var taken_before: Dictionary = b._curio_taken.duplicate() + for i in 10: + b._draw_curio_candidates("reward_node") + var unchanged := true + for k in taken_before.keys(): + if int(b._curio_taken.get(k, 0)) != int(taken_before[k]): + unchanged = false + Kit.check_quiet(unchanged, "只刷出不计:抽签不改已拿账〔专长批 V6〕") + + +func check_v8(c, db) -> void: + if not c.start_adventure(203, {"first_script": true}): + Kit.check_quiet(false, "V8 前置:冒险启动") + return + # 概率位与 cap 两属性独立:改 cap 不动牌库(概率位)、改牌库不动 cap 字段 + var cap_field_before := int(db.adventure.curio_cap_gp) + db.adventure.curio_cap_gp = 1 # 独立设 cap(概率位=gp 令牌数不动) + var gp_tokens: int = c.pool_stock("gp") + Kit.check_quiet(gp_tokens > 0 and int(db.adventure.curio_value("gp", "common")) == 20, + "改 cap 不动概率位:牌库 gp 令牌 %d 枚在库、件值字段不受影响〔专长批 V8〕" % gp_tokens) + # cap 只在拿了才计:刷出不计 + c._curio_deck = [_tok("gp", "common"), _tok("attack", "common"), _tok("max_hp", "common")] + for i in 20: + c._draw_curio_candidates("reward_node") + Kit.check_quiet(bool(c._curio_cap_ok("gp", "")) and int(c._curio_taken.get("gp", 0)) == 0, + "cap 刷出不计:20 次抽签后 gp 未拿、cap 未触发〔专长批 V8〕") + # 拿了才计:pick 一次→cap 满→提前退役(候选视图剔除、牌库本体不动) + c._curio_pending = {"candidates": [_tok("gp", "common"), _tok("attack", "common"), _tok("max_hp", "common")]} + Kit.check_quiet(c.pick_curio("gp", "common"), "V8 前置:兑付 gp 一枚") + Kit.check_quiet(not bool(c._curio_cap_ok("gp", "")), "cap 拿了才计:兑付后 cap 满(taken 1/1)〔专长批 V8〕") + var gp_in_deck := 0 + for t in c._curio_deck: + if String((t as Dictionary).get("kind", "")) == "gp": + gp_in_deck += 1 + var gp_cand := false + for i in 30: + for t in c._draw_curio_candidates("reward_node"): + if String(t.get("kind", "")) == "gp": + gp_cand = true + Kit.check_quiet(gp_in_deck >= 0 and not gp_cand, + "提前退役:cap 满后候选视图零 gp(牌库本体张数不动=%d——概率位独立存活)〔专长批 V8〕" % gp_in_deck) + db.adventure.curio_cap_gp = cap_field_before # 还原表(同进程后续套件防御)