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
# 判定端 tools/balance_verifier.py 的数据源,本文件零判定逻辑
# 两段一次采集,stdout 以「VJSON 」前缀行出机器读 JSON(其余行为人读进度/摘要):
# adventure 段 全冒险连探基线(run_adventure 零永久强化)× 双画像 × na——止步分布、败退节点
# (摘要 defeat 明细 + 末场战斗敌方名)与逐关条件通关率派生源;inject 档行带
# inject_tag/override(flat 三键)
# campaign 段 营地循环战役 × 双画像 × k 局——SaveManager 隔离档 + MetaProgression 真实账本:
# 逐局 hero_override() 注入 → 冒险 → settle_adventure 入账 → 花费策略买锻造,
# 回答「累计几次通关冒险后下一关可过」(元进度换算率标定的模拟读数源)
# 运行:Godot_console.exe --headless --path . --script res://sim/verifier_batch.gd -- [k=v ...]
# na=40(基线冒险局数) k=40(战役局数) seed0=8000
# only=adventure,campaign(缺省全段) spend=hp_first|atk_first|armor_first(锻造花费优先序)
# inject=max_hp:3,atk:1(冒险段 flat 注入档——三键 {max_hp, atk, armor_class},缺省全零白板;
# 换算率标定用:每档与白板同种子流配对,逐关条件通关率差 = 该档的带平移量实测)
# 种子纪律:unique 逐局独立(掷点测量修复批 A 案——seed0 + 全局游标,每掷点恰消费一次)。
# 同 seed0 跨档复用 = 配对读数(同序种子流——分析侧按种子配对消方差)。
# 日志合规:全段共享 playtest_logger 会话(与真人试玩同日志),分析工具可直接消费。
# 存档红线:战役档用 user://verifier_campaign_<画像>.json 隔离路径,段首清陈旧段尾清理——
# 绝不碰 user://save.json(与 smoke 存档隔离纪律同源)。
extends SceneTree
# 花费策略主语=树脊柱两节点(钥石单币;攻/AC 无树来源
# 〔契约 9——唯一入口=锻造工坊路线,未实装〕)
const SPEND_ORDERS := {
"hp_first": ["sp_hp", "sp_hit"],
"atk_first": ["sp_hit", "sp_hp"],
"armor_first": ["sp_hp", "sp_hit"],
}
const OVERRIDE_KEYS := ["atk", "max_hp", "armor_class"] # 注入契约三键(同 AdventureRunner 白板形)
var _cursor := 0 # unique 种子全局游标(三段连续消费,段间不重叠)
func _initialize() -> void:
var opt := _parse_args(OS.get_cmdline_user_args())
var db = load("res://core/config_db.gd").new()
if not db.load_tables("res://data/tables", false):
print("表加载失败")
quit(1)
return
var logger = load("res://presentation/playtest_logger.gd").new()
logger.ap_per_round = int(db.action_economy.ap_per_round)
var log_path: String = logger.start_session(opt.seed0)
print("模拟日志: %s" % log_path)
var autoplay = load("res://sim/level_autoplay.gd")
var t0 := Time.get_ticks_msec()
var counts := {"adventure": 0, "campaign": 0}
if "adventure" in opt.only:
_seg_adventure(db, autoplay, logger, opt, counts)
if "campaign" in opt.only:
_seg_campaign(db, autoplay, logger, opt, counts)
logger.close_session()
print("数值验证采集完成:adventure %d 局 · campaign %d 局,耗时 %.1f 秒"
% [counts.adventure, counts.campaign, float(Time.get_ticks_msec() - t0) / 1000.0])
quit(0)
func _parse_args(args: PackedStringArray) -> Dictionary:
var opt := {"na": 40, "k": 40, "seed0": 8000, "only": "adventure,campaign",
"spend": "hp_first", "inject": ""}
for a in args:
var kv := String(a).split("=", true, 1)
if kv.size() != 2:
continue
var key := String(kv[0])
if opt.has(key):
if key in ["only", "spend", "inject"]:
opt[key] = String(kv[1])
else:
opt[key] = int(kv[1])
var segs: Array = []
for s in String(opt.only).split(","):
if s in ["adventure", "campaign"]:
segs.append(s)
opt["only"] = segs
if not SPEND_ORDERS.has(String(opt.spend)):
opt["spend"] = "hp_first"
opt["override"] = _parse_inject(String(opt.inject))
return opt
# inject 档解析:"max_hp:3,atk:1" → 三键 flat 字典(缺键 = 0、负值 clamp 0、未知键丢弃)
func _parse_inject(raw: String) -> Dictionary:
var out := {"atk": 0, "max_hp": 0, "armor_class": 0}
for part in raw.split(","):
var kv := String(part).split(":", true, 1)
if kv.size() == 2 and String(kv[0]) in OVERRIDE_KEYS:
out[String(kv[0])] = maxi(0, int(kv[1]))
return out
# 注入档人读标签(白板 = "白板";行键 inject_tag 供判定端分档聚合)
func _inject_tag(ov: Dictionary) -> String:
var parts: Array = []
for k in OVERRIDE_KEYS:
if int(ov.get(k, 0)) != 0:
parts.append("%s+%d" % [k, int(ov[k])])
return "白板" if parts.is_empty() else ",".join(parts)
func _next_seed(seed0: int) -> int:
var s: int = seed0 + _cursor
_cursor += 1
return s
func _emit(row: Dictionary) -> void:
print("VJSON " + JSON.stringify(row))
# ---- adventure 段:全冒险连探基线(零永久强化——止步分布/败退节点归因/逐关条件通关率派生源);
# inject 档 = 同种子流配对的 OFAT 边际读数(行带 inject_tag/override flat 三键) ----
func _seg_adventure(db, autoplay, logger, opt: Dictionary, counts: Dictionary) -> void:
var ov: Dictionary = opt.override
var tag := _inject_tag(ov)
for policy in ["normal", "perfect"]:
for i in range(int(opt.na)):
var seed_val := _next_seed(int(opt.seed0))
var st: Dictionary = autoplay.run_adventure(db, seed_val, 0, 0, false, logger, policy, "min", ov)
var row := _adventure_row(st, policy, seed_val)
row["inject_tag"] = tag
row["override"] = ov.duplicate()
_emit(row)
counts.adventure += 1
print("进度 adventure %s %d/%d(%s)" % [policy, int(opt.na), int(opt.na), tag])
# 冒险局共用取数行(adventure/campaign 两段同构——summary 缺席 = 编排异常局,原样带 result 供判定端计异常)
func _adventure_row(st: Dictionary, policy: String, seed_val: int) -> Dictionary:
var sum: Dictionary = st.summary
var row := {
"seg": "adventure", "policy": policy, "seed": seed_val,
"result": String(st.result),
"levels_cleared": int(sum.get("levels_cleared", -1)),
"stopped_at": int(sum.get("stopped_at", -1)),
"keystone": int(sum.get("keystone_total", -1)),
"defeat": sum.get("defeat", {}),
"last_enemies": st.last_battle_enemies,
}
if not row.defeat.is_empty() and not st.last_battle_enemies.is_empty():
row.defeat["enemies"] = st.last_battle_enemies
return row
# ---- campaign 段:营地循环战役(隔离档真实账本——逐局注入/收束/购买全走正式侧路径) ----
func _seg_campaign(db, autoplay, logger, opt: Dictionary, counts: Dictionary) -> void:
for policy in ["normal", "perfect"]:
var save_path := "user://verifier_campaign_%s.json" % policy
_remove_save(save_path) # 段首清陈旧(新档 = 白板存档)
var save = load("res://core/save_manager.gd").new(save_path)
var meta = load("res://core/meta_progression.gd").new(db, save)
for r in range(int(opt.k)):
var seed_val := _next_seed(int(opt.seed0))
var ov: Dictionary = meta.hero_override()
var keystone_before: int = meta.keystone_balance()
var st: Dictionary = autoplay.run_adventure(db, seed_val, 0, 0, false, logger, policy, "min", ov)
var row := _adventure_row(st, policy, seed_val)
row["seg"] = "campaign"
row["run_no"] = r + 1
row["spend"] = String(opt.spend)
row["override"] = ov
row["keystone_before"] = keystone_before
if st.summary.is_empty():
# 冒险未正常结算(timeout/advance_failed——编排异常零入账零购买,判定端计异常)
row["anomaly"] = true
_emit(row)
counts.campaign += 1
continue
var settle: Dictionary = meta.settle_adventure(st.summary)
row["keystone_income"] = int(settle.total)
row["purchases"] = _spend(meta, String(opt.spend))
row["keystone_after"] = meta.keystone_balance()
row["tree"] = {"sp_hp": meta.save.tree_level("sp_hp"), "sp_hit": meta.save.tree_level("sp_hit")}
row["new_unlocks"] = settle.new_unlocks
_emit(row)
counts.campaign += 1
if (r + 1) % 10 == 0:
print("进度 campaign %s %d/%d(树 血%d/命中%d · 钥石 %d)" % [policy, r + 1, int(opt.k),
meta.save.tree_level("sp_hp"), meta.save.tree_level("sp_hit"),
meta.keystone_balance()])
_remove_save(save_path) # 段尾清理(与 smoke 存档纪律同源——不遗留隔离档)
# 花费策略(贪心——按优先序反复买当前可负担的最高优先项;树行门槛随买随涨自然外溢到次节点
# ——购买原语 tree_buy,行门槛=节点等级轴)
func _spend(meta, policy_name: String) -> Array:
var out: Array = []
var order: Array = SPEND_ORDERS.get(policy_name, SPEND_ORDERS["hp_first"])
var guard := 200
while guard > 0:
guard -= 1
var bought := false
for nid in order:
var price: int = int(meta.db.tree_node(nid).get("price", 0))
if price > 0 and meta.keystone_balance() >= price and meta.tree_buy(nid):
out.append({"node_id": nid, "level": meta.save.tree_level(nid), "price": price})
bought = true
break
if not bought:
break
return out
func _remove_save(path: String) -> void:
if FileAccess.file_exists(path):
DirAccess.remove_absolute(path)