refactor(波2 目录收尾): game/smoke/ 目录退役——44 件探针三件套迁 game/probe/、30 件测量/诊断/驱动件迁 game/sim/;全仓 100+ 处 res://smoke 与 game/smoke 引用改指(闸件/产品码 tune_sim_controller/宿主 preload/根规则/README/设计文档);熵增闸 RETIRED 收编 game/smoke 防回潮;AGENTS.md Project Layout 换代;static_scan 豁免理由换新宿主;波 2 施工件预计算表全部命中(8d 预扫零红灯);全量域闸验收通过零新增红
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# VERTICAL SLICE - NOT FOR PRODUCTION
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# 技能池节奏读数批量采集(06 待办「技能池节奏体验验证」机器半边正式读数):
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# 60 distinct seeds × 双策略 × 两关,atk/hp 零加成基线——单网格组合避免种子重复
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# (4200 系 0/484 假象教训:节奏/EV 读数须 ≥50 distinct seeds,见台账 89)。
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# 运行:Godot_console.exe --headless --path . --script res://sim/rhythm_batch.gd -- [seeds] [seed0]
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extends SceneTree
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func _initialize() -> void:
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var args := OS.get_cmdline_user_args()
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var n := 60
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if args.size() >= 1 and args[0].is_valid_int():
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n = int(args[0])
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var seed0 := 4400
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if args.size() >= 2 and args[1].is_valid_int():
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seed0 = int(args[1])
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var db = load("res://core/config_db.gd").new()
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if not db.load_tables("res://data/tables", false):
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print("表加载失败")
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quit(1)
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return
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var logger = load("res://presentation/playtest_logger.gd").new()
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logger.ap_per_round = int(db.action_economy.ap_per_round)
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var log_path: String = logger.start_session(seed0)
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print("节奏批日志: %s" % log_path)
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var autoplay = load("res://sim/level_autoplay.gd")
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var t0 := Time.get_ticks_msec()
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var total := 0
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for L in [1, 2]:
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for policy in ["normal", "perfect"]:
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for i in range(n):
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var r = autoplay.run_level(db, seed0 + i, L, 0, 0, false, logger, policy, "min")
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total += 1
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if i % 10 == 0:
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print("进度 L%d %s %d/%d" % [L, policy, i, n])
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logger.close_session()
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print("节奏批完成:%d 局,耗时 %.1f 秒\n日志: %s" % [total, (Time.get_ticks_msec() - t0) / 1000.0, log_path])
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quit(0)
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