卡①T9(核心数据面结构收敛批): 散条组——K5 action_economy(删_next_round_mode死存储+_ap_exhausted_last派生合并(ap_exhausted_last_round改_last_round_end.path_tag派生读,同源同刻等值)+last_round_end属性→方法,消费方minesweeper_rules:495改址)/reward_economy roll_board规范化域提取(_normalize_eligible开流前零RNG)+_skewed_cell_rows两域(_skew_families分族+_apply_skew权重装配,守恒assert随段迁移)/minesweeper_rules _do_dig拆_reveal_chain(cell_revealed发射序即链序整体随段搬迁)/K6′ unit_container spawn签名束化(10→1 req Dictionary,束键封闭词表缺省逐字)+体内拆_spawn_hero_unit/_spawn_rowset/_row_instance_counts+调用点24处9文件改束形(orchestrator+测试8,断言标签字面量零触碰);gdstyle 92→83键NEW=0

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DKChan committed 2026-10-28 08:46:22 +08:00
1 parent 2bd2625194
commit 070a5340b3
13 files changed
+136 -88

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@@ -264,7 +264,7 @@ func _smoke_table_migration() -> void:
Kit.check("hero.display_name 表值 == 迁移前字面量(探险者)〔wd16〕", _db.combat.hero.display_name == "探险者")
# 消费端读表:spawn 真实构造链的英雄单位显示名与表值同
var units = load("res://core/unit_container.gd").new(_db)
var spawned: bool = units.spawn(1, 0, int(_db.combat.hero.max_hp))
var spawned: bool = units.spawn({"level_index": 1, "node_depth": 0, "hero_hp": int(_db.combat.hero.max_hp)})
Kit.check("spawn 后英雄单位 display_name 读表同值(探险者)〔wd16〕",
spawned and String(units.hero_unit().get("display_name", "")) == String(_db.combat.hero.display_name))
@@ -703,7 +703,7 @@ func _smoke_level_graph() -> void:
_db.combat.enemy.rows.append(mix_row_a)
_db.combat.enemy.rows.append(mix_row_b)
var mix_sys = load("res://core/unit_container.gd").new(_db)
Kit.check("混编行集 spawn 受理((1,battle,5) 双行 地精1+熊地精2——定值无区间路径,行集构成纪律放开面正向)", mix_sys.spawn(1, 5, int(_db.combat.hero.max_hp)))
Kit.check("混编行集 spawn 受理((1,battle,5) 双行 地精1+熊地精2——定值无区间路径,行集构成纪律放开面正向)", mix_sys.spawn({"level_index": 1, "node_depth": 5, "hero_hp": int(_db.combat.hero.max_hp)}))
var mix_units: Array = mix_sys.all_enemies()
Kit.check("混编实例总数 = 各行数量求和(1+2=3——行集实例总数 ≤4 守卫内)", mix_units.size() == 3)
Kit.check("混编生成序 = 文件行序(行序即契约——地精在前熊地精在后,handle_id 跨行连续派发)", String(mix_units[0].get("enemy_id")) == "goblin" and String(mix_units[1].get("enemy_id")) == "bugbear" and String(mix_units[2].get("enemy_id")) == "bugbear")
@@ -711,7 +711,7 @@ func _smoke_level_graph() -> void:
_db.combat.enemy.rows.append({"level_index": 1, "row_kind": "battle", "depth_band": 6, "enemy_id": "goblin", "display_name": "地精", "unit_count": 3, "hp": 10, "atk": 2, "pool": [{"skill_id": "attack", "weight": 9}]})
_db.combat.enemy.rows.append({"level_index": 1, "row_kind": "battle", "depth_band": 6, "enemy_id": "bugbear", "display_name": "熊地精", "unit_count": 3, "hp": 20, "atk": 3, "pool": [{"skill_id": "attack", "weight": 9}]})
var over_sys = load("res://core/unit_container.gd").new(_db)
Kit.check("行集实例总数守卫:两行各定值 3(总 6 > 4)spawn 被拒(行集构成纪律③——R3 fail-fast 运行面)", not over_sys.spawn(1, 6, int(_db.combat.hero.max_hp)))
Kit.check("行集实例总数守卫:两行各定值 3(总 6 > 4)spawn 被拒(行集构成纪律③——R3 fail-fast 运行面)", not over_sys.spawn({"level_index": 1, "node_depth": 6, "hero_hp": int(_db.combat.hero.max_hp)}))
_db.combat.enemy.rows.remove_at(_db.combat.enemy.rows.size() - 1)
_db.combat.enemy.rows.remove_at(_db.combat.enemy.rows.size() - 1)
_db.combat.enemy.rows.remove_at(_db.combat.enemy.rows.size() - 1)
@@ -396,7 +396,7 @@ func _smoke_forge_axes() -> void:
_db.crossrun.forge.default_attack_type == "normal" and _db.crossrun.forge.default_armor_type == "light")
# 单位快照回退面:spawn 三参形态(零注入)= 锻造配置默认值
var uc = load("res://core/unit_container.gd").new(_db)
Kit.check("spawn 受理(三参形态——两轴缺省回退面)", uc.spawn(1, 0, int(_db.combat.hero.max_hp)))
Kit.check("spawn 受理(三参形态——两轴缺省回退面)", uc.spawn({"level_index": 1, "node_depth": 0, "hero_hp": int(_db.combat.hero.max_hp)}))
Kit.check("主角单位快照两轴 = 锻造配置默认值 normal/light(零注入回退——行为连续)〔锻造工坊批 V5〕",
String(uc.hero_unit().get("attack_type", "")) == "normal"
and String(uc.hero_unit().get("armor_type", "")) == "light")
@@ -527,7 +527,7 @@ func _smoke_forge_axes() -> void:
# spawn 显式注入面(三参旧形态零注入已在上方覆盖——此处钉显式值)
var uc2 = load("res://core/unit_container.gd").new(_db)
Kit.check("spawn 显式两轴注入(magic/heavy 直入英雄快照)〔锻造工坊批 V5〕",
uc2.spawn(1, 0, int(_db.combat.hero.max_hp), [], -1, -1, [], "magic", "heavy")
uc2.spawn({"level_index": 1, "node_depth": 0, "hero_hp": int(_db.combat.hero.max_hp), "hero_attack_type": "magic", "hero_armor_type": "heavy"})
and String(uc2.hero_unit().get("attack_type", "")) == "magic"
and String(uc2.hero_unit().get("armor_type", "")) == "heavy")
# V10 复核:树表 12 行 effects 键集无 atk/armor_class(契约 1——树零攻防来源)