diff --git a/game/core/config_db.gd b/game/core/config_db.gd index bd535c90..dfde4ba6 100644 --- a/game/core/config_db.gd +++ b/game/core/config_db.gd @@ -1,14 +1,13 @@ ## VERTICAL SLICE - NOT FOR PRODUCTION ## 数值表单点访问入口:全部 .tres 表的加载、校验诊断与门面(垂直切片验证:改表即改玩法,数值零硬编码)。 -## 玩法代码禁止绕过本单点自建 load();行查询归各表类(表管自己的行——2026-10-27 全清设计定稿), +## 玩法代码禁止绕过本单点自建 load();行查询归各表类(表管自己的行), ## 表持有按域收进三容器(combat 战斗编排域/run 冒险 runner 域/crossrun 跨局元进度域), ## 消费面经 db.<容器>.<表> 直连。「经 ConfigDB 单点读取」=经其持有的容器与表对象(架构 :88)。 -## headless --script 模式无 autoload——冒烟脚本显式实例化本类;加载失败 is_ready=false 加 fatal 封印,调用方须查。 +## 冒烟脚本可显式实例化本类(headless --script 亦会加载 autoload——共享 .tres 上的 resolver 归最后装载的实例); +## 加载失败 is_ready=false 加 fatal 封印,调用方须查。 class_name ConfigDb extends Node -const SCHEMA_VERSION := 1 - const TABLE_MANIFEST := { "action_economy": "action_economy.tres", "variation": "variation.tres", diff --git a/game/core/config_domain_combat.gd b/game/core/config_domain_combat.gd index 3ea1e5f1..122c3000 100644 --- a/game/core/config_domain_combat.gd +++ b/game/core/config_domain_combat.gd @@ -1,4 +1,4 @@ -## 战斗域容器(D2 域容器——config_db 表持有按域收敛,2026-10-27 全清设计定稿):战斗编排域七表类型化持有。 +## 战斗域容器(D2 域容器——config_db 表持有按域收敛):战斗编排域七表类型化持有。 ## 零方法零行为——纯持有结构;「经 ConfigDB 单点读取」=经其持有的容器与表对象(架构 :88 定稿注记)。 class_name ConfigDomainCombat extends Resource diff --git a/game/core/config_domain_crossrun.gd b/game/core/config_domain_crossrun.gd index e001d1ba..d4aea9dc 100644 --- a/game/core/config_domain_crossrun.gd +++ b/game/core/config_domain_crossrun.gd @@ -1,4 +1,4 @@ -## 跨局域容器(D2 域容器——config_db 表持有按域收敛,2026-10-27 全清设计定稿):跨局元进度域五表类型化持有 +## 跨局域容器(D2 域容器——config_db 表持有按域收敛):跨局元进度域五表类型化持有 ## (跨局循环=单局之外的长线进度域)。零方法零行为——纯持有结构; ## 「经 ConfigDB 单点读取」=经其持有的容器与表对象(架构 :88 定稿注记)。 class_name ConfigDomainCrossrun diff --git a/game/core/config_domain_run.gd b/game/core/config_domain_run.gd index 0bdaa330..84acf1bd 100644 --- a/game/core/config_domain_run.gd +++ b/game/core/config_domain_run.gd @@ -1,4 +1,4 @@ -## 冒险域容器(D2 域容器——config_db 表持有按域收敛,2026-10-27 全清设计定稿):冒险 runner 域七表类型化持有。 +## 冒险域容器(D2 域容器——config_db 表持有按域收敛):冒险 runner 域七表类型化持有。 ## 零方法零行为——纯持有结构;「经 ConfigDB 单点读取」=经其持有的容器与表对象(架构 :88 定稿注记)。 class_name ConfigDomainRun extends Resource diff --git a/game/core/node_map_generator.gd b/game/core/node_map_generator.gd index 1de0c1cd..e07c67a5 100644 --- a/game/core/node_map_generator.gd +++ b/game/core/node_map_generator.gd @@ -187,8 +187,8 @@ func _vo_edges(nodes: Array, by_id: Dictionary, indeg: Dictionary, errs: Array) ## 阶段三·流事实域:入口集(入度 0)/终点集(无出边)与 Boss 终点判据、去路数形态 func _vo_flow_facts(nodes: Array, indeg: Dictionary, errs: Array) -> Dictionary: - var entries := [] - var terminals := [] + var entries: Array[int] = [] + var terminals: Array[int] = [] for n in nodes: var id0: int = int(n["id"]) var outs = n["next"] @@ -277,8 +277,8 @@ func _vo_width_rules(nodes: Array, errs: Array) -> void: ## 计数规则③·参数档对照:战斗保底/入口数/终点数/层高(params 为空时跳过) func _vo_params_check(params: Dictionary, nodes: Array, by_id: Dictionary, flow_ends: Array, errs: Array) -> void: - var entries: Array = flow_ends[0] - var terminals: Array = flow_ends[1] + var entries: Array[int] = flow_ends[0] + var terminals: Array[int] = flow_ends[1] var battles := 0 for n in nodes: if String(n["type"]) == "battle": @@ -309,7 +309,7 @@ func _build(rg: RandomNumberGenerator) -> Dictionary: var entries: Array[int] = [] for i in range(en): entries.append(_mk("battle", 0)) - var prevs: Array = _build_trunk(t, entries.duplicate()) + var prevs: Array[int] = _build_trunk(t, entries.duplicate()) var terminals: Array[int] = [] for r in range(e): @@ -326,7 +326,7 @@ func _build(rg: RandomNumberGenerator) -> Dictionary: ## 主链段(深度 1..t 逐层单链,主链段零 RNG):返回链末节点集(e>1 时收束为一处即归属大岔口) -func _build_trunk(t: int, prevs: Array) -> Array: +func _build_trunk(t: int, prevs: Array[int]) -> Array[int]: for d in range(1, t + 1): var nid := _mk("battle", d) for p in prevs: diff --git a/game/data/schemas/adventure_table.gd b/game/data/schemas/adventure_table.gd index bd3512bd..6fc88c05 100644 --- a/game/data/schemas/adventure_table.gd +++ b/game/data/schemas/adventure_table.gd @@ -52,7 +52,7 @@ const TIER_QUOTAS := {"common": 70, "excellent": 25, "rare": 7, "legendary": 0} @export var cap_segment: AdventureCapSegment = AdventureCapSegment.new() # 已拿上限段(curio_cap_* 9) # —— 专长获取专长凭证(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 +# 四口径契约④:拿到即开不可囤积/稀有只在概率不在价格/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)。 # 四参数全部 provisional 归曲线调参;limit/pity_step 系口径定死值,调参可复议)—— @export var feat_ticket_chance: int = 20 # [0,100] knob(provisional)——每次非 Boss 渠道展示专长凭证出现概率 % diff --git a/game/presentation/camp_flow_context.gd b/game/presentation/camp_flow_context.gd index e8dd0b47..d1f67be4 100644 --- a/game/presentation/camp_flow_context.gd +++ b/game/presentation/camp_flow_context.gd @@ -7,9 +7,9 @@ extends RefCounted ## 三束按域收拢(u21——同 u20 形;views=视图句柄/getters=查询 Callable 活引用/flow=编排 Callable): ## 原 12 参长签名收 4 参——字段即原构造参数逐一同名迁移,键面=消费方改址合同。 var db -var views: Dictionary = {} # {camp_overlay, shop_overlay, toast, start_overlay, logger} -var getters: Dictionary = {} # {meta_get, save_get, runner_get} -var flow: Dictionary = {} # {open_modal, close_modal, refresh_presentations} +var views: Dictionary = {} # {camp_overlay, shop_overlay, toast, start_overlay, logger} # type-hint: ignore(三束异构混载——视图句柄/查询 Callable/编排 Callable) +var getters: Dictionary = {} # {meta_get, save_get, runner_get} # type-hint: ignore(同上——Callable 束) +var flow: Dictionary = {} # {open_modal, close_modal, refresh_presentations} # type-hint: ignore(同上——Callable 束) func _init(db_ref, views_bundle: Dictionary, getters_bundle: Dictionary, flow_bundle: Dictionary) -> void: diff --git a/game/presentation/curio_flow_context.gd b/game/presentation/curio_flow_context.gd index 1e9ac5bf..11962bca 100644 --- a/game/presentation/curio_flow_context.gd +++ b/game/presentation/curio_flow_context.gd @@ -7,9 +7,9 @@ extends RefCounted ## 三束按域收拢(u20——views=视图句柄/getters=查询 Callable 活引用〔禁快照〕/flow=编排 Callable): ## 原 16 参长签名收 4 参——字段即原构造参数逐一同名迁移,键面=消费方改址合同。 var db -var views: Dictionary = {} # {curio_overlay, end_overlay, board_view, toast} -var getters: Dictionary = {} # {meta_get, save_get, adventure_get, runner_get, adventure_mode_get} -var flow: Dictionary = {} # {open_modal, open_modal_after_playback, close_modal, refresh_presentations, fatal_screen, gp_summary} +var views: Dictionary = {} # {curio_overlay, end_overlay, board_view, toast} # type-hint: ignore(三束异构混载——视图句柄/查询 Callable/编排 Callable) +var getters: Dictionary = {} # {meta_get, save_get, adventure_get, runner_get, adventure_mode_get} # type-hint: ignore(同上——Callable 束) +var flow: Dictionary = {} # {open_modal, open_modal_after_playback, close_modal, refresh_presentations, fatal_screen, gp_summary} # type-hint: ignore(同上——Callable 束) func _init(db_ref, views_bundle: Dictionary, getters_bundle: Dictionary, flow_bundle: Dictionary) -> void: diff --git a/game/presentation/hud_presenter.gd b/game/presentation/hud_presenter.gd index e6ae0aa6..8fa60738 100644 --- a/game/presentation/hud_presenter.gd +++ b/game/presentation/hud_presenter.gd @@ -196,11 +196,11 @@ static func outcome_text(outcome: Dictionary) -> String: ## 统计束收拢(u19——stats 六键 {wins, dmg_all, hp_left_win, hp_boss, rounds_all, death_nodes}) static func tune_sim_report(n: int, atk_pct: int, hp_pct: int, stats: Dictionary, base_hp: int) -> String: var wins: int = stats.get("wins", 0) - var dmg_all: Array = stats.get("dmg_all", []) - var hp_left_win: Array = stats.get("hp_left_win", []) - var hp_boss: Array = stats.get("hp_boss", []) - var rounds_all: Array = stats.get("rounds_all", []) - var death_nodes: Dictionary = stats.get("death_nodes", {}) + var dmg_all: Array = stats.get("dmg_all", []) # type-hint: ignore(stats 束 Variant 出值——元素类型归模拟域写入面,未参数化) + var hp_left_win: Array = stats.get("hp_left_win", []) # type-hint: ignore(同上) + var hp_boss: Array = stats.get("hp_boss", []) # type-hint: ignore(同上) + var rounds_all: Array = stats.get("rounds_all", []) # type-hint: ignore(同上) + var death_nodes: Dictionary = stats.get("death_nodes", {}) # type-hint: ignore(同上——键为败北节点标签) var lines: Array[String] = [] lines.append("[b]模拟 N=%d(atk+%d%% / hp+%d%%)[/b]" % [n, atk_pct, hp_pct]) lines.append("关卡完成率 [color=#%s]%.0f%%[/color](%d/%d)" % [UiKit.HEX_LOG_WIN, 100.0 * float(wins) / float(maxi(1, n)), wins, n]) diff --git a/game/presentation/tune_sim_controller.gd b/game/presentation/tune_sim_controller.gd index 5c998019..db2c5601 100644 --- a/game/presentation/tune_sim_controller.gd +++ b/game/presentation/tune_sim_controller.gd @@ -50,10 +50,12 @@ func run(n: int) -> void: await panel.get_tree().process_frame logger.close_session() panel.set_sim_report(HudPresenter.tune_sim_report(n, panel.atk_pct(), panel.hp_pct(), stats, _base_hp)) + panel.set_sim_running(false) + _running = false ## 单局模拟域(循环体提函数——结果四桶记账;u19 stats 六键同构承载) -func _run_one_level(autoplay, stats: Dictionary, i: int, panel, logger) -> void: +func _run_one_level(autoplay, stats: Dictionary, i: int, panel, logger) -> void: # type-hint: ignore(驱动/面板/日志件鸭子型注入——同 run 构造缝) var st = autoplay.run_level(db, SEED_BASE + i, 1, panel.atk_pct(), panel.hp_pct(), false, logger) (stats["dmg_all"] as Array).append(st.hero_dmg) (stats["rounds_all"] as Array).append(st.rounds) @@ -64,5 +66,3 @@ func _run_one_level(autoplay, stats: Dictionary, i: int, panel, logger) -> void: elif st.result == "defeat": var key := "%d.%s" % [st.defeat_node_index, st.defeat_node_type] stats["death_nodes"][key] = int(stats["death_nodes"].get(key, 0)) + 1 - panel.set_sim_running(false) - _running = false diff --git a/game/presentation/views/battle_stage_view.gd b/game/presentation/views/battle_stage_view.gd index 9ab85302..4682196d 100644 --- a/game/presentation/views/battle_stage_view.gd +++ b/game/presentation/views/battle_stage_view.gd @@ -75,7 +75,7 @@ func _build_world_stage() -> void: ## Control 文本半区域(round_label / stage_center / log_view 原样保留——C1 永久 Control) -func _build_text_half(db_ref) -> void: +func _build_text_half(db_ref) -> void: # type-hint: ignore(db 鸭子型注入——单测以最小 stub 构造) var vb := VBoxContainer.new() vb.add_theme_constant_override("separation", 4) vb.set_anchors_preset(Control.PRESET_FULL_RECT) @@ -124,7 +124,7 @@ func _build_center_row(vb: VBoxContainer) -> void: ## 壳层伴随件层域(最顶——世界站桩之上的 Control 触达面)+主角站桩注册(世界)+ 状态行伴随件(壳层) -func _build_companion_layer(db_ref) -> void: +func _build_companion_layer(db_ref) -> void: # type-hint: ignore(db 鸭子型注入——单测以最小 stub 构造) _companion_layer = Control.new() _companion_layer.set_anchors_preset(Control.PRESET_FULL_RECT) _companion_layer.mouse_filter = Control.MOUSE_FILTER_IGNORE diff --git a/game/presentation/views/level_map_screen.gd b/game/presentation/views/level_map_screen.gd index 9f53deaa..6cfe6681 100644 --- a/game/presentation/views/level_map_screen.gd +++ b/game/presentation/views/level_map_screen.gd @@ -478,9 +478,9 @@ func _room_color(node: Dictionary, ctx: Dictionary) -> Color: ## 选路停点(候选非空)非候选通道降透明——金岔路从结构网分离(干线共线重叠缺陷的 ## 视觉主因:不同源通道共用同一垂直干线,金边与石色边焊接成「整列可走」假象) func _draw_passage_layer(canvas: Control, ctx: Dictionary) -> void: - var nodes: Array = ctx["nodes"] - var pos: Dictionary = ctx["pos"] - var cand_ids: Array = ctx["cand_ids"] + var nodes: Array = ctx["nodes"] # type-hint: ignore(ctx 束 Variant 出值——布局缓存数组未参数化) + var pos: Dictionary = ctx["pos"] # type-hint: ignore(同上——节点 id → 坐标) + var cand_ids: Array = ctx["cand_ids"] # type-hint: ignore(同上——候选 id 集) var dim_passages: bool = not cand_ids.is_empty() for node in nodes: var from: Vector2 = pos[node] @@ -496,7 +496,7 @@ func _draw_passage_layer(canvas: Control, ctx: Dictionary) -> void: ## 房间方块域:底色随行进态+Boss/候选描边+图标/字形+编号+类型文字标签 func _draw_room(canvas: Control, node: Dictionary, ctx: Dictionary) -> void: - var pos: Dictionary = ctx["pos"] + var pos: Dictionary = ctx["pos"] # type-hint: ignore(ctx 束 Variant 出值——节点 id → 坐标) var p: Vector2 = pos[node] var t := String(node.get("type", "")) var nid := _id_of(node) diff --git a/game/presentation/views/standee_body.gd b/game/presentation/views/standee_body.gd index ed2b1f7e..1d67a3a3 100644 --- a/game/presentation/views/standee_body.gd +++ b/game/presentation/views/standee_body.gd @@ -134,7 +134,7 @@ func _set_hp(hp: int) -> void: if st._hp_tween != null and st._hp_tween.is_valid(): st._hp_tween.kill() st._hp_tween = create_tween() - st._hp_tween.tween_property(self, "st.hp_value", target, UiKit.motion(0.15)) + st._hp_tween.tween_property(st, "hp_value", target, UiKit.motion(0.15)) # 主角/敌方共用——状态效果唯一展示面(壳层伴随件转发;空态 = 图标行隐藏不占位) @@ -205,17 +205,17 @@ func set_pending(ptype: String, pid: String) -> void: # 三档运动签名互异,灰度/剪影层可辨)。摇定时一次性短动画,随后静帧保持。 func _play_intent_motion() -> void: var tw := create_tween() - tw.tween_property(self, "st._intent_scale", 1.6, UiKit.motion(0.10)) - tw.tween_property(self, "st._intent_scale", 1.0, UiKit.motion(0.16)) - tw.parallel().tween_property(self, "st._glyph_rot", 4.0, UiKit.motion(0.10)) - tw.tween_property(self, "st._glyph_rot", 0.0, UiKit.motion(0.14)) + tw.tween_property(st, "_intent_scale", 1.6, UiKit.motion(0.10)) + tw.tween_property(st, "_intent_scale", 1.0, UiKit.motion(0.16)) + tw.parallel().tween_property(st, "_glyph_rot", 4.0, UiKit.motion(0.10)) + tw.tween_property(st, "_glyph_rot", 0.0, UiKit.motion(0.14)) if _intent_charge: - tw.tween_property(self, "st._intent_scale", 1.22, UiKit.motion(0.28)).set_trans(Tween.TRANS_SINE) # ③蓄力缓推 + tw.tween_property(st, "_intent_scale", 1.22, UiKit.motion(0.28)).set_trans(Tween.TRANS_SINE) # ③蓄力缓推 tw.tween_interval(UiKit.motion(0.40)) # 定格微顿 - tw.tween_property(self, "st._intent_scale", 1.0, UiKit.motion(0.18)) + tw.tween_property(st, "_intent_scale", 1.0, UiKit.motion(0.18)) else: - tw.tween_property(self, "st._intent_scale", 1.26, UiKit.motion(0.11)) # ②二次弹跳(高举) - tw.tween_property(self, "st._intent_scale", 1.0, UiKit.motion(0.13)) + tw.tween_property(st, "_intent_scale", 1.26, UiKit.motion(0.11)) # ②二次弹跳(高举) + tw.tween_property(st, "_intent_scale", 1.0, UiKit.motion(0.13)) # 资产挂点:tex 落位后字形隐退、纹理立绘顶位——零代码换装契约;tex=null 回退字形。 diff --git a/game/presentation/views/ui_kit.gd b/game/presentation/views/ui_kit.gd index c7894476..a1c41ca1 100644 --- a/game/presentation/views/ui_kit.gd +++ b/game/presentation/views/ui_kit.gd @@ -466,7 +466,7 @@ const PANEL_DEFAULT := true # modal_shell 面板哨兵(非 StyleBox 实例 # 面板哨兵解析(六参收拢五参——三态:null=无面板〔原 with_panel=false〕/PANEL_DEFAULT=默认样式盒面板 # 〔原 with_panel=true+panel_sb=null〕/StyleBox 实例=自定义样式盒面板〔原双参形态〕; # 判别用 is StyleBox——StyleBox 与布尔哨兵直接 != 属异类操作数违例) -static func _resolve_shell_panel(panel_sb) -> PanelContainer: +static func _resolve_shell_panel(panel_sb) -> PanelContainer: # type-hint: ignore(三态哨兵 bool/null/StyleBox 异构形参) if panel_sb == null: return null var panel := PanelContainer.new() diff --git a/game/tests/unit/core/save_manager_domain_test.gd b/game/tests/unit/core/save_manager_domain_test.gd index 70ea1100..26211e86 100644 --- a/game/tests/unit/core/save_manager_domain_test.gd +++ b/game/tests/unit/core/save_manager_domain_test.gd @@ -478,7 +478,7 @@ func _smoke_save_slots() -> void: fsrc.store_string(JSON.stringify({"version": 7, "meta": {"keystone_balance": 1234}})) fsrc.close() DirAccess.remove_absolute(slot_tpl % 1) - ml._migrate_legacy_save(legacy_src, slot_tpl % 1, legacy_src + ".migrated.bak") + ml.slots._migrate_legacy_save(legacy_src, slot_tpl % 1, legacy_src + ".migrated.bak") var migrated: Dictionary = JSON.parse_string(FileAccess.get_file_as_string(slot_tpl % 1)) Kit.check("sv12 旧档字节迁入槽 1(逐域相等——余额 1234)〔卡① sv12〕", int((migrated.get("meta", {}) as Dictionary).get("keystone_balance", -1)) == 1234) @@ -489,7 +489,7 @@ func _smoke_save_slots() -> void: var fsrc2 := FileAccess.open(legacy_src, FileAccess.WRITE) fsrc2.store_string(JSON.stringify({"version": 7, "meta": {"keystone_balance": 777}})) fsrc2.close() - ml._migrate_legacy_save(legacy_src, slot_tpl % 1, legacy_src + ".migrated.bak") + ml.slots._migrate_legacy_save(legacy_src, slot_tpl % 1, legacy_src + ".migrated.bak") var slot1_now: Dictionary = JSON.parse_string(FileAccess.get_file_as_string(slot_tpl % 1)) Kit.check("sv12 幂等:槽 1 已存在不重迁(预置 777 零覆盖、源保留)〔卡① sv12〕", int((slot1_now.get("meta", {}) as Dictionary).get("keystone_balance", -1)) == 1234 diff --git a/game/tests/unit/core/treasure_items_test.gd b/game/tests/unit/core/treasure_items_test.gd index 72219d19..1560646d 100644 --- a/game/tests/unit/core/treasure_items_test.gd +++ b/game/tests/unit/core/treasure_items_test.gd @@ -17,10 +17,14 @@ class StubTable: return [] -class StubDB: +class StubCrossrun: var treasure_items: StubTable +class StubDB: + var crossrun := StubCrossrun.new() + + func _stub_db() -> StubDB: var t := StubTable.new() t.rows = { diff --git a/game/tests/unit/core/tree_requires_level_test.gd b/game/tests/unit/core/tree_requires_level_test.gd index 8879e59a..8b189ab7 100644 --- a/game/tests/unit/core/tree_requires_level_test.gd +++ b/game/tests/unit/core/tree_requires_level_test.gd @@ -52,7 +52,7 @@ func _init() -> void: var sv = load("res://core/save_manager.gd").new("user://r1_mech_test_save.json") var mp = load("res://core/meta_progression.gd").new(db, sv) mt.rows = [base_pre.duplicate(true), base_dep.duplicate(true)] - db.set("meta_tree", mt) + db.crossrun.meta_tree = mt sv.meta_state.set_tree_level("gate_pre", 1) if mp.tree_can_buy("gate_dep"): failures += 1 diff --git a/game/tests/unit/data_config/config_db_fatal_oob_test.gd b/game/tests/unit/data_config/config_db_fatal_oob_test.gd index 5265be3b..4fde9997 100644 --- a/game/tests/unit/data_config/config_db_fatal_oob_test.gd +++ b/game/tests/unit/data_config/config_db_fatal_oob_test.gd @@ -23,6 +23,9 @@ func _init() -> void: func _trigger_oob() -> void: + # 共享 .tres 上的 resolver 归最后装载的实例——autoload ConfigDB 的 _ready 在测试 _init 之后 + # 二次注入覆盖私有实例,故触发前把解析通道归还被测实例(诊断落 _db,退出码判据才成立) + _db.combat.board_gen._resolver = _db._resolver # 越域请求(关卡序号 0 < 合法域 ≥1)——_fatal 内部 push fatal 诊断并 quit(1)(帧末退出) var got: Dictionary = _db.combat.board_gen.resolve_row(0, 0) if _db.diagnostics_count("fatal") >= 1: diff --git a/game/tests/unit/data_config/config_db_test.gd b/game/tests/unit/data_config/config_db_test.gd index 46346262..75916573 100644 --- a/game/tests/unit/data_config/config_db_test.gd +++ b/game/tests/unit/data_config/config_db_test.gd @@ -164,11 +164,11 @@ func _test_meta_accessors(db) -> void: if not conv_rows.is_empty(): var cattr: String = String(conv_rows[0].attr) var conv_hit := {} - for r in db.crossrun.meta.conversion: - if String(r.get("attr", "")) == cattr: - conv_hit = r - break - Kit.check("meta.conversion 行集按 attr 命中(访问器退役改直扫同判据)", conv_hit == conv_rows[0]) + for r in db.crossrun.meta.conversion: + if String(r.get("attr", "")) == cattr: + conv_hit = r + break + Kit.check("meta.conversion 行集按 attr 命中(访问器退役改直扫同判据)", conv_hit == conv_rows[0]) # ---- TABLE_MANIFEST ↔ data/tables 目录同步(各系统→D2 单点契约的登记面)---- diff --git a/game/tests/unit/data_config/table_structure_guard_test.gd b/game/tests/unit/data_config/table_structure_guard_test.gd index 182b5e8d..6a58847d 100644 --- a/game/tests/unit/data_config/table_structure_guard_test.gd +++ b/game/tests/unit/data_config/table_structure_guard_test.gd @@ -515,10 +515,15 @@ func _smoke_meta() -> void: Kit.check("boss_keystone L1–L3 行连续可达且 first_kill ≥ repeat_kill 全行(首杀全量/重复小额)", boss_ok) +class _MetaStateMock: + # 最小元进度件形态——attunement.slots 经 meta_state.tree_state() 读已购等级 + func tree_state() -> Dictionary: + return {"nodes": {"att_socket1": 1}, "fork_sides": {}} + + class _TreeSaveMock: - # 核代码增补:最小 save 形态——attunement.slots 只读 tree_level("att_socketN") - func tree_level(n: String) -> int: - return 1 if n == "att_socket1" else 0 + # 最小 save 形态——attunement.slots 只读 save.meta_state.tree_state().nodes["att_socketN"] + var meta_state := _MetaStateMock.new() func _conversion_row_of(rows: Array, attr: String) -> Dictionary: diff --git a/game/tests/unit/presentation/forge_workbench_test.gd b/game/tests/unit/presentation/forge_workbench_test.gd index df860ece..cf7a9b62 100644 --- a/game/tests/unit/presentation/forge_workbench_test.gd +++ b/game/tests/unit/presentation/forge_workbench_test.gd @@ -15,7 +15,7 @@ func _initialize() -> void: func _row_by_id(ov) -> Dictionary: var out := {} - for r in ov._forge_rows: + for r in ov._forge._forge_rows: out[String(r.route_id)] = r return out @@ -42,16 +42,16 @@ func _run() -> void: # ① 锁定态:树钥匙未点亮 → 工作间不可见、两区零行板(无任何可交互购买路径) ov.open_camp({"balance": 999, "forge": mp.forge_shop_status(), "tree": []}) Kit.check("锁定态:工作间不可见(forge_workshop 钥匙未点亮)〔锻造工坊批 V13〕", - not ov._forge_workbench.visible and ov._forge_lock_l.visible) + not ov._forge._forge_workbench.visible and ov._forge._forge_lock_l.visible) Kit.check("锁定态:两区零行板(占位纪律——零购买路径)〔锻造工坊批 V13〕", - ov._forge_zone_weapon.get_child_count() == 0 and ov._forge_zone_armor.get_child_count() == 0) + ov._forge._forge_zone_weapon.get_child_count() == 0 and ov._forge._forge_zone_armor.get_child_count() == 0) # ② 解锁态:钥匙点亮 → 两区各三路线 ov.open_camp({"balance": 500, "forge": mp.forge_shop_status(), "tree": [{"node_id": "forge_workshop", "level": 1}]}) - Kit.check("解锁态:工作间可见(钥匙点亮展开)〔锻造工坊批 V13〕", ov._forge_workbench.visible) + Kit.check("解锁态:工作间可见(钥匙点亮展开)〔锻造工坊批 V13〕", ov._forge._forge_workbench.visible) Kit.check("两区各三路线(武器锻造区 3 + 护甲锻造区 3)〔锻造工坊批 V13〕", - ov._forge_zone_weapon.get_child_count() == 3 and ov._forge_zone_armor.get_child_count() == 3) + ov._forge._forge_zone_weapon.get_child_count() == 3 and ov._forge._forge_zone_armor.get_child_count() == 3) var rows: Dictionary = _row_by_id(ov) Kit.check("六路线行册恰全(sword/spear/staff/light/heavy/ward)〔锻造工坊批 V13〕", rows.has("sword") and rows.has("spear") and rows.has("staff") diff --git a/game/tests/unit/presentation/standee_fx_sweep_test.gd b/game/tests/unit/presentation/standee_fx_sweep_test.gd index b26b13e0..8e23992a 100644 --- a/game/tests/unit/presentation/standee_fx_sweep_test.gd +++ b/game/tests/unit/presentation/standee_fx_sweep_test.gd @@ -55,6 +55,19 @@ class FakeDriver extends RefCounted: "defeat_node_index": 3, "defeat_node_type": "battle", "hp_left": 0.0, "hp_at_boss": 0.0} +# 假配置库(TuneSimController 只读 db.run.action_economy.ap_per_round——最小域对象图) +class FakeActionEconomy: + var ap_per_round := 2 + + +class FakeRun: + var action_economy := FakeActionEconomy.new() + + +class FakeDB: + var run := FakeRun.new() + + func _init() -> void: UiKit.motion_scale = 1.0 @@ -126,7 +139,7 @@ func _init() -> void: var panel := FakePanel.new() root.add_child(panel) var drv := FakeDriver.new() - var ctrl = TuneSimScript.new({"action_economy": {"ap_per_round": 2}}, panel, 100, drv) + var ctrl = TuneSimScript.new(FakeDB.new(), panel, 100, drv) drv.ctrl = ctrl await ctrl.run(2) # 假 driver 回调内读 is_running()(两局各一读) Kit.check("控制器运行中 is_running()=true(驱动回调内读数)〔wd8〕", drv.seen == [true, true]) diff --git a/game/tests/unit/presentation/theme_projection_test.gd b/game/tests/unit/presentation/theme_projection_test.gd index b17fd50a..73ec4147 100644 --- a/game/tests/unit/presentation/theme_projection_test.gd +++ b/game/tests/unit/presentation/theme_projection_test.gd @@ -802,7 +802,7 @@ func _camp_recent_projection() -> void: var camp = load("res://presentation/views/camp_overlay_view.gd").new() camp.open_camp({"balance": 0, "recent": [ {"result": "completed", "levels_cleared": 2, "keystone_total": 5, "master_seed": 42}]}) - var recent_text: String = String(camp._recent_list.text) + var recent_text: String = String(camp._side._recent_list.text) Kit.check("营地最近冒险行完成关数措辞(实际「%s」)〔口径换代 V6〕" % recent_text, recent_text.contains("完成 2 关") and not recent_text.contains("通关")) camp.visible = false