iter49-卡2:模态句柄分域批(句柄册三域化):UiModals 14→3纯字段容器+run/menu两新子容器+ModalFlow升格注册面直驻+全仓寻址换代+V1结构断言

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DKChan committed 2026-11-02 07:30:33 +08:00
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commit 240f1a1769
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+21 -21
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@@ -1,7 +1,7 @@
## VERTICAL SLICE - NOT FOR PRODUCTION
## 组合根:唯一的模式流转与 core↔view 接线处(垂直切片验证:线性第一关承载元进度循环)。
## db.hero 运行期只读,加成经 runner.set_hero_override / debug_session 生效值入战斗。
## 禁链式穿透 settlement.*(相位读取只走 presentation_snapshot);模态开合只走 ui.modals.flow(注册面编排口)。
## 禁链式穿透 settlement.*(相位读取只走 presentation_snapshot);模态开合只走 ui.flow(注册面编排口)。
## 界面句柄与层清单在 ui 注册面(ui_registry.gd)——屏壳/战区/模态三域句柄与 LAYER_CONTRACT 单点宿主。
## 局态全在 run_scope.gd 节点,禁在屏/视图侧持有局态引用;autoload 节点路径常量单点在 AUTOLOAD_PATH_*。
extends Control
@@ -104,7 +104,7 @@ func _ready() -> void:
func _build_ui() -> void:
MainUiBuild.build(self)
ui.modals.debug_overlay.diagnose_requested.connect(_on_diagnose_pressed) # 诊断转储入口
ui.modals.menu.debug_overlay.diagnose_requested.connect(_on_diagnose_pressed) # 诊断转储入口
func _fatal_screen(msg: String) -> void:
@@ -126,11 +126,11 @@ func _start_adventure_from_menu() -> void:
#(确认才删、取消只关窗——裁决 3)。"gate"/"gate_new"=卡④ 大门两分支消费方(有/无断点),
# "campfire_leave"=篝火二次确认(卡④ T4 接入——分派机制扩展第三/第四消费方)。
func _on_confirm_accepted() -> void:
ui.modals.flow.close(ui.modals.confirm_dialog) # 模态栈单口
ui.flow.close(ui.modals.menu.confirm_dialog) # 模态栈单口
match _confirm_consumer:
"delete_slot":
save_manager.slots.delete_slot(_confirm_consumer_slot)
ui.modals.save_select_overlay.open_save_select(HudPresenter.save_select_data(save_manager)) # 就地刷新(该槽回空态)
ui.modals.menu.save_select_overlay.open_save_select(HudPresenter.save_select_data(save_manager)) # 就地刷新(该槽回空态)
"gate":
_camp_pres.on_camp_closed() # 冒险发起后营地场景屏隐藏(选档层同收——卡④ T4 关层收闭)
_resume_from_menu() # 继续上一段冒险(现役续玩编排同源——卡④ 契约 4)
@@ -144,7 +144,7 @@ func _on_confirm_accepted() -> void:
# 次确认分派(三钮形态中钮——大门「开始新冒险」出口;卡④ T4)
func _on_confirm_secondary() -> void:
ui.modals.flow.close(ui.modals.confirm_dialog) # 模态栈单口
ui.flow.close(ui.modals.menu.confirm_dialog) # 模态栈单口
match _confirm_consumer:
"gate":
_camp_pres.on_camp_closed()
@@ -153,7 +153,7 @@ func _on_confirm_secondary() -> void:
func _on_confirm_declined() -> void:
ui.modals.flow.close(ui.modals.confirm_dialog) # 只关窗(取消无状态变更——裁决 3:取消不删/卡④:退回营地);关侧恢复归 ModalFlow
ui.flow.close(ui.modals.menu.confirm_dialog) # 只关窗(取消无状态变更——裁决 3:取消不删/卡④:退回营地);关侧恢复归 ModalFlow
_confirm_consumer = ""
@@ -169,16 +169,16 @@ func _resume_from_menu() -> void:
if not save_manager.has_breakpoint():
return
var bp: Dictionary[Variant, Variant] = save_manager.breakpoint_snapshot()
ui.modals.flow.close(ui.modals.debug_overlay) # 开冒险路径显式关浮窗(续玩同口径)
ui.flow.close(ui.modals.menu.debug_overlay) # 开冒险路径显式关浮窗(续玩同口径)
ui.screens.start_overlay.visible = false
_begin_session(true)
_wire_adventure()
run_scope.level_active = true
_sync_status_entry() # 续玩恢复点亮状态面板入口角标
ui.modals.level_screen.set_abandon_available(true)
ui.modals.run.level_screen.set_abandon_available(true)
ui.battle.log_view.clear()
logger.start_session(int(bp.get("master_seed", 0)))
run_scope.adventure.set_hero_override(ui.modals.debug_overlay.atk_pct(), ui.modals.debug_overlay.hp_pct())
run_scope.adventure.set_hero_override(ui.modals.menu.debug_overlay.atk_pct(), ui.modals.menu.debug_overlay.hp_pct())
# 同调三键随续玩下传(build_adventure_params 统一构造,与开新局同源同口径)
if not run_scope.adventure.resume_adventure(bp, build_adventure_params(save_manager, meta,
{"treasure_unlocked": _treasure_ui.unlocked_set()})):
@@ -214,16 +214,16 @@ static func build_adventure_params(save_manager_ref: SaveManagerCore, meta_ref:
# 冒险模式(三关连探——AdventureRunner 编排;转发信号签名与 runner 一致,接线照原样对接;
# 信号连接只在组合根)
func _start_adventure() -> void:
ui.modals.flow.close(ui.modals.debug_overlay) # 开冒险路径显式关浮窗(调试浮窗默认开态下开局不带窗;对局中经角标再开)
ui.flow.close(ui.modals.menu.debug_overlay) # 开冒险路径显式关浮窗(调试浮窗默认开态下开局不带窗;对局中经角标再开)
_begin_session(true)
_wire_adventure()
run_scope.level_active = true
_sync_status_entry() # 进对局点亮状态面板入口角标
ui.modals.level_screen.set_abandon_available(true) # 放弃入口挂选路停点(天然非战斗期)
ui.modals.run.level_screen.set_abandon_available(true) # 放弃入口挂选路停点(天然非战斗期)
ui.battle.log_view.clear()
var seed_val := _seed_value()
logger.start_session(seed_val)
run_scope.adventure.set_hero_override(ui.modals.debug_overlay.atk_pct(), ui.modals.debug_overlay.hp_pct())
run_scope.adventure.set_hero_override(ui.modals.menu.debug_overlay.atk_pct(), ui.modals.menu.debug_overlay.hp_pct())
# 永久强化注入:冒险开始参数面——meta 现算 override 显式传参(全零 = 白板)
# 开局参数面(同调三键同源构造——确定性承载=固定种子+参数档,首局教学图由种子域三分判定给 42)
if not run_scope.adventure.start_adventure(seed_val, build_adventure_params(save_manager, meta,
@@ -287,16 +287,16 @@ func _on_battle_finished(payload: Dictionary) -> void:
_refresh_presentations()
return
"level_end":
ui.modals.end_overlay.open_victory(Narrator.battle_end_text("victory", true),
ui.modals.run.end_overlay.open_victory(Narrator.battle_end_text("victory", true),
"返回", ui.battle.board_zone.board_view.get_global_rect(), _end_victory_opts(payload))
"standalone_end":
if result == "victory":
ui.modals.end_overlay.open_victory(Narrator.battle_end_text("victory", false),
ui.modals.run.end_overlay.open_victory(Narrator.battle_end_text("victory", false),
"回到遭遇选择", ui.battle.board_zone.board_view.get_global_rect(), _end_victory_opts(payload))
else:
ui.modals.end_overlay.open_defeat(Narrator.battle_end_text("defeat", false),
ui.modals.run.end_overlay.open_defeat(Narrator.battle_end_text("defeat", false),
"返回", ui.battle.board_zone.board_view.get_global_rect())
ui.modals.flow.open_after_playback(ui.modals.end_overlay)
ui.flow.open_after_playback(ui.modals.run.end_overlay)
_refresh_presentations()
@@ -562,7 +562,7 @@ func _on_wallet_changed(event: String, gp: int, extra: Dictionary)-> void:
func _on_board_action(cell: Vector2i, kind: String) -> void:
# 玩家动作 → 核心写调用的唯一通道(模态/无战斗拒绝在此收口)
if ui.modals.flow.locks_input():
if ui.flow.locks_input():
return
# 结算演播期棋盘冻结(v3 口径——不可点/不可移/不可挖):
# 锁面=排播队列活跃(纯队列判据;排播泵尾迹窗口不可作演播中标志——见 row_pacer._process 注)。
@@ -605,7 +605,7 @@ func _on_board_action(cell: Vector2i, kind: String) -> void:
func _on_stop_pressed() -> void:
if ui.modals.flow.locks_input():
if ui.flow.locks_input():
return
# stop 经批次提交(排雷玩法 D1×6①——不直调 行动经济)
if run_scope.settlement == null:
@@ -622,7 +622,7 @@ func _on_stop_pressed() -> void:
func _on_refresh_confirmed() -> void:
# 弃图刷新(挖掘期 Active 当场换图继续挖——D4;RAP 按门槛扣费 · 旧板封印作废,每轮上限读表)
if ui.modals.flow.locks_input():
if ui.flow.locks_input():
return
var ok: bool = false
if run_scope.level_active and run_scope.runner != null:
@@ -764,8 +764,8 @@ func _seed_value() -> int:
# 重放模板 0 即在此种子下标定〕;置位 true=教学局已收束的非首局走 ③ 随机);
# ③非首局空/非法框=引擎全局熵 randi()(Godot 4 启动自播种子,headless 同;不走 rng_service
# 封闭流、禁 randomize()/自建 RNG——组合根建种子属引擎熵豁免面,不进玩法 RNG 消费)
if ui.modals.debug_overlay.seed_edit.text.is_valid_int():
return int(ui.modals.debug_overlay.seed_edit.text)
if ui.modals.menu.debug_overlay.seed_edit.text.is_valid_int():
return int(ui.modals.menu.debug_overlay.seed_edit.text)
if save_manager.meta_state.career_state().first_adventure_done:
return randi() # rng-seed-exempt(非首局空框引擎熵——组合根建种子不进玩法 RNG 消费,static_scan S1/S2 标记豁免)
return 42
+29 -29
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@@ -30,7 +30,7 @@ static func _on_adventure_level_started(root: Variant, level_index: int, display
# 开场行只显示 atk/max_hp 两值,注记指向不存在的显示轴反成失真),白板局不带
var ov: Dictionary[Variant, Variant] = root.meta.hero_override()
var boosted: bool = int(ov.get("atk", 0)) > 0 or int(ov.get("max_hp", 0)) > 0 \
or root.ui.modals.debug_overlay.atk_pct() > 0 or root.ui.modals.debug_overlay.hp_pct() > 0 \
or root.ui.modals.menu.debug_overlay.atk_pct() > 0 or root.ui.modals.menu.debug_overlay.hp_pct() > 0 \
or root.run_scope.runner.journal().bonus_total("atk") > 0 \
or root.run_scope.runner.journal().bonus_total("max_hp") > 0
root.ui.battle.log_view.append_bb(root.Narrator.level_open_line(display_name, int(root.run_scope.adventure.master_seed),
@@ -70,21 +70,21 @@ static func _on_runner_node(root: Variant, node: Dictionary, info: Dictionary) -
root.ui.battle.log_view.append_bb(root.Narrator.reward_line())
elif t == "rest":
var healed: int = int(info.get("healed", 0))
root.ui.modals.flow.open(root.ui.modals.node_overlay)
root.ui.modals.node_overlay.show_rest(healed, int(info.get("hp", 0)), int(info.get("max_hp", 0)))
root.ui.flow.open(root.ui.modals.run.node_overlay)
root.ui.modals.run.node_overlay.show_rest(healed, int(info.get("hp", 0)), int(info.get("max_hp", 0)))
root.ui.battle.log_view.append_bb(root.Narrator.rest_line(healed, int(info.get("hp", 0)), int(info.get("max_hp", 0))))
elif t == "shop":
# 商店房兑付:到达即开店——商品/货架快照与余额经 runner 只读投影喂入;
# 购买/离开归玩家意图(buy_requested/leave_pressed 接线),零自动推进。
# pool 面 = 共享池货架三选一同构卡;legacy 面 = 固定三件(off 对照承载)
root.ui.modals.flow.open(root.ui.modals.shop_overlay)
root.ui.flow.open(root.ui.modals.menu.shop_overlay)
if root.run_scope.runner.shop.is_shop_pool():
root.ui.modals.shop_overlay.open_shelf(root.run_scope.runner.shop.shop_shelf(), int(root.run_scope.runner.gp))
root.ui.modals.shop_overlay.set_visit_info(int(root.run_scope.runner.shop.shop_bp_visit_buys()), float(root.db.run.shop.price_a)) # 爬价规则行
root.ui.modals.shop_overlay.set_refresh_display(root.run_scope.runner.shop.shop_refresh_free_left(), root.run_scope.runner.shop.shop_refresh_cost(), int(root.run_scope.runner.gp) >= root.run_scope.runner.shop.shop_refresh_cost()) # MC-1
root.ui.modals.menu.shop_overlay.open_shelf(root.run_scope.runner.shop.shop_shelf(), int(root.run_scope.runner.gp))
root.ui.modals.menu.shop_overlay.set_visit_info(int(root.run_scope.runner.shop.shop_bp_visit_buys()), float(root.db.run.shop.price_a)) # 爬价规则行
root.ui.modals.menu.shop_overlay.set_refresh_display(root.run_scope.runner.shop.shop_refresh_free_left(), root.run_scope.runner.shop.shop_refresh_cost(), int(root.run_scope.runner.gp) >= root.run_scope.runner.shop.shop_refresh_cost()) # MC-1
else:
root.ui.modals.shop_overlay.open_shop(root.run_scope.runner.shop.shop_products(), int(root.run_scope.runner.gp))
root.ui.modals.shop_overlay.set_visit_info(-1, 1.0) # legacy 面无爬价行(off 对照承载)
root.ui.modals.menu.shop_overlay.open_shop(root.run_scope.runner.shop.shop_products(), int(root.run_scope.runner.gp))
root.ui.modals.menu.shop_overlay.set_visit_info(-1, 1.0) # legacy 面无爬价行(off 对照承载)
root.ui.battle.log_view.append_bb(root.Narrator.shop_line(int(root.run_scope.runner.gp)))
root.logger.log_node(node, info, root.run_scope.runner.node_index)
root._refresh_presentations()
@@ -110,20 +110,20 @@ static func _on_adventure_finished(root: Variant, summary: Dictionary) -> void:
if not detail.is_empty():
text += "\n" + root.Narrator.keystone_settle_text(detail, root._bonus.item_name_lookup())
if result == "completed":
root.ui.modals.end_overlay.open_victory(text, "返回冒险", root.ui.battle.board_zone.board_view.get_global_rect(),
root.ui.modals.run.end_overlay.open_victory(text, "返回冒险", root.ui.battle.board_zone.board_view.get_global_rect(),
{"gp_summary": "本局 GP 入账 · 合计 %d" % int(summary.get("gp_final", 0))}) # GP 行(取数=summary gp_final 清账前快照);钥石明细已在 text(keystone_settle_text)——三行账
else:
root.ui.modals.end_overlay.open_defeat(text, "返回", root.ui.battle.board_zone.board_view.get_global_rect())
root.ui.modals.run.end_overlay.open_defeat(text, "返回", root.ui.battle.board_zone.board_view.get_global_rect())
root.logger.log_level_end(summary) # 试玩时间线:冒险终局(摘要随载荷)
if root.run_scope.runner != null:
root.run_scope.runner.restore_hero_base()
root.ui.modals.flow.open_after_playback(root.ui.modals.end_overlay)
root.ui.flow.open_after_playback(root.ui.modals.run.end_overlay)
root._refresh_presentations()
static func _on_battle_end_continue(root: Variant) -> void:
# 终局出口:返回开始界面(冒险摘要留档试玩日志;钥石在收束时入存档)
root.ui.modals.flow.close(root.ui.modals.end_overlay)
root.ui.modals.end_overlay.close()
root.ui.flow.close(root.ui.modals.run.end_overlay)
root.ui.modals.run.end_overlay.close()
# 三选一停点挂起分支:战斗总结结算(Boss 胜利钥石增量行)确认后进三选一面
if root._bonus.resume_if_pending(): # 三选一停点在途恢复入口(curio_interact_controller)
return
@@ -131,9 +131,9 @@ static func _on_battle_end_continue(root: Variant) -> void:
if root.run_scope.settlement_stop_timer.is_armed():
root.run_scope.settlement_stop_timer.disarm()
_enter_level_screen(root)
root.ui.modals.level_screen.set_feat_holdings(" · ".join(HudPresenter.feat_holdings_lines(root.db, root.run_scope.runner.feats_held())))
root.ui.modals.level_screen.open_choices(root.run_scope.pending_candidates, root.run_scope.runner)
root.ui.modals.level_screen.apply_status(level_map_status_payload(root.run_scope.runner))
root.ui.modals.run.level_screen.set_feat_holdings(" · ".join(HudPresenter.feat_holdings_lines(root.db, root.run_scope.runner.feats_held())))
root.ui.modals.run.level_screen.open_choices(root.run_scope.pending_candidates, root.run_scope.runner)
root.ui.modals.run.level_screen.apply_status(level_map_status_payload(root.run_scope.runner))
root.run_scope.pending_candidates = []
root._refresh_presentations()
return
@@ -141,7 +141,7 @@ static func _on_battle_end_continue(root: Variant) -> void:
# 局态封印/账本/模态挂起全复位(局态字段清单见 run_scope.gd)
root._debug.reset()
root._begin_session(false)
root.ui.modals.debug_overlay.reset_sliders()
root.ui.modals.menu.debug_overlay.reset_sliders()
root.ui.screens.start_overlay.visible = true
root._refresh_presentations()
@@ -158,7 +158,7 @@ static func _on_inter_next_pressed(root: Variant) -> void:
static func _on_node_continue(root: Variant) -> void:
root.ui.modals.flow.close(root.ui.modals.node_overlay)
root.ui.flow.close(root.ui.modals.run.node_overlay)
if root.run_scope.runner != null:
# 确认 ≠ 推进——兑付确认后经 choices_presented 弹出选路口
root.run_scope.runner.continue_after_node()
@@ -176,24 +176,24 @@ static func _on_choices_presented(root: Variant, candidates: Array) -> void:
and String(root.run_scope.runner.current_node().get("type", "")) == "battle" and not candidates.is_empty():
root.run_scope.settlement_stop_timer.arm()
root.run_scope.pending_candidates = candidates.duplicate()
root.ui.modals.end_overlay.open_victory(root.Narrator.battle_end_text("victory", false), "下一节点",
root.ui.modals.run.end_overlay.open_victory(root.Narrator.battle_end_text("victory", false), "下一节点",
root.ui.battle.board_zone.board_view.get_global_rect(),
{"gp_summary": "战利品 GP +%d · 合计 %d" % [root.run_scope.last_gain_amount, int(root.run_scope.runner.gp)]})
root.ui.modals.flow.open_after_playback(root.ui.modals.end_overlay)
root.ui.flow.open_after_playback(root.ui.modals.run.end_overlay)
root._refresh_presentations()
return
_enter_level_screen(root)
root.ui.modals.level_screen.set_feat_holdings(" · ".join(HudPresenter.feat_holdings_lines(root.db, root.run_scope.runner.feats_held())))
root.ui.modals.level_screen.open_choices(candidates, root.run_scope.runner)
root.ui.modals.level_screen.apply_status(level_map_status_payload(root.run_scope.runner))
root.ui.modals.run.level_screen.set_feat_holdings(" · ".join(HudPresenter.feat_holdings_lines(root.db, root.run_scope.runner.feats_held())))
root.ui.modals.run.level_screen.open_choices(candidates, root.run_scope.runner)
root.ui.modals.run.level_screen.apply_status(level_map_status_payload(root.run_scope.runner))
root._refresh_presentations()
static func _on_route_chosen(root: Variant, node_id: int) -> void:
# 视图已按节点类型定去留——战斗/Boss 出屏(visible=false,此处收栈
# 记录一致性+回战斗屏);奖励/恢复/商店本屏保持激活(兑付覆盖层由节点事件域内弹出,模态栈
# 打开低层时自动隐藏本屏、关闭自动恢复)
if not root.ui.modals.level_screen.visible:
root.ui.modals.flow.close(root.ui.modals.level_screen)
if not root.ui.modals.run.level_screen.visible:
root.ui.flow.close(root.ui.modals.run.level_screen)
_exit_level_screen(root)
if root.run_scope.runner != null and not root.run_scope.runner.pick_next_node(node_id):
push_error("[组合根] 选路被拒(编号 %d 不在候选)" % node_id)
@@ -203,14 +203,14 @@ static func _on_route_chosen(root: Variant, node_id: int) -> void:
static func _enter_level_screen(root: Variant) -> void:
root.run_scope.level_screen_active = true
root.ui.screens.battle_root.visible = false
root.ui.modals.flow.open(root.ui.modals.level_screen)
root.ui.flow.open(root.ui.modals.run.level_screen)
root._sync_status_entry() # 屏级互斥切换同步(_open_modal 单口不识屏级状态)
static func _exit_level_screen(root: Variant) -> void:
root.run_scope.level_screen_active = false
root.ui.screens.battle_root.visible = true
if root.ui.modals.level_screen.visible:
root.ui.modals.flow.close(root.ui.modals.level_screen)
if root.ui.modals.run.level_screen.visible:
root.ui.flow.close(root.ui.modals.run.level_screen)
root._sync_status_entry() # 同上
+10 -10
View File
@@ -21,17 +21,17 @@ static func _show_debug_overlay(root: Variant) -> void:
# 门禁:对局中可开;本函数仍是唯一开窗入口,门禁逻辑收函数内:
# 棋盘输入锁/状态角标判据排除浮窗,
# 遮挡语义=ModalStack 登记制(他模态开时暂隐、关后自动恢复),此处零场景限制
if root.ui.modals.debug_overlay == null:
if root.ui.modals.menu.debug_overlay == null:
return
root.ui.modals.flow.open(root.ui.modals.debug_overlay)
root.ui.flow.open(root.ui.modals.menu.debug_overlay)
_sync_debug_overlay(root)
# 调试浮窗角标点击(两屏同款处理器——与状态角标同形制守卫;仍收口 _show_debug_overlay 单口)
static func _on_debug_badge_pressed(root: Variant) -> void:
var map_on: bool = root.ui.modals.level_screen != null and root.ui.modals.level_screen.visible
if (map_on and root.ui.modals.flow.badge_greyed_map()) or (not map_on and root.ui.modals.flow.badge_greyed_battle()):
var map_on: bool = root.ui.modals.run.level_screen != null and root.ui.modals.run.level_screen.visible
if (map_on and root.ui.flow.badge_greyed_map()) or (not map_on and root.ui.flow.badge_greyed_battle()):
return
_show_debug_overlay(root)
@@ -40,10 +40,10 @@ static func _on_debug_badge_pressed(root: Variant) -> void:
# 浮窗上下文同步(当局数据刷新+对局中按钮禁用单点):调用面=开窗口与模态开合
# 单口(凡影响开态/对局态的路径必经其一——与 _sync_status_entry 同款纪律)
static func _sync_debug_overlay(root: Variant) -> void:
if root.ui.modals.debug_overlay == null:
if root.ui.modals.menu.debug_overlay == null:
return
root.ui.modals.debug_overlay.set_context_locked(root.run_scope.settlement != null or root.run_scope.is_adventure) # 对局中批量模拟/两层调试入口禁用(长程异步模拟与活跃结算并存态不开放)
root.ui.modals.debug_overlay.update_run_data(_debug_run_data(root)) # 当局数据只读区块喂入(开窗+模态开合信号驱动)
root.ui.modals.menu.debug_overlay.set_context_locked(root.run_scope.settlement != null or root.run_scope.is_adventure) # 对局中批量模拟/两层调试入口禁用(长程异步模拟与活跃结算并存态不开放)
root.ui.modals.menu.debug_overlay.update_run_data(_debug_run_data(root)) # 当局数据只读区块喂入(开窗+模态开合信号驱动)
@@ -63,7 +63,7 @@ static func _debug_run_data(root: Variant) -> Dictionary:
static func _close_debug_overlay(root: Variant) -> void:
root.ui.modals.flow.close(root.ui.modals.debug_overlay) # 模态栈单口——开始层全程未隐藏,无需恢复
root.ui.flow.close(root.ui.modals.menu.debug_overlay) # 模态栈单口——开始层全程未隐藏,无需恢复
static func _on_tune_apply(root: Variant, atk_pct: int, hp_pct: int) -> void:
# 加成无持久态可"落"——各战斗开局经 board_resolvers.debug_hero_override/runner 现算生效(应用=关闭浮窗)
@@ -83,8 +83,8 @@ static func _start_debug_levels(root: Variant) -> void:
# settlement/编排态=状态机破坏;模拟在跑时 reset_sliders 会作废测量读数(d5 置灰之外的信号绕过闸)
if root.run_scope.is_adventure or root.run_scope.settlement != null or root._tune_sim.is_running():
return
root.ui.modals.debug_overlay.reset_sliders()
root.ui.modals.flow.close(root.ui.modals.debug_overlay) # 浮窗内入口发起——随开随收(对局期不可再开:门禁在 _show_debug_overlay)
root.ui.modals.menu.debug_overlay.reset_sliders()
root.ui.flow.close(root.ui.modals.menu.debug_overlay) # 浮窗内入口发起——随开随收(对局期不可再开:门禁在 _show_debug_overlay)
root.ui.screens.start_overlay.visible = false
root.ui.battle.log_view.clear()
root.ui.battle.log_view.append_bb(root.Narrator.debug_open_line(root._seed_value(), 1, true))
+7 -7
View File
@@ -18,22 +18,22 @@ static func on_esc_input(root: Variant) -> void:
var esc: Control = root.ui.modals.camp.esc_overlay
var window := _topmost_camp_window(root)
if window != null:
root.ui.modals.flow.close(window) # ① 先关最上层功能窗(v2.3 定稿)
root.ui.flow.close(window) # ① 先关最上层功能窗(v2.3 定稿)
return
if root.ui.modals.settings_overlay.visible:
if root.ui.modals.menu.settings_overlay.visible:
return # ①' 设置开在浮窗之上 → 无反馈(浮窗不隔层关闭——契约 3)
if esc.visible:
root.ui.modals.flow.close(esc) # ② 再按 Esc 关窗
root.ui.flow.close(esc) # ② 再按 Esc 关窗
return
if is_camp_context(root):
root.ui.modals.flow.open(esc) # ③ 营地语境唤起
root.ui.flow.open(esc) # ③ 营地语境唤起
# ④ 非营地语境 → 无反馈
# 五功能窗现开查询(camp.md v2.3 五窗互斥单开——模态栈深恒 1,至多一窗在开;生涯页入窗集)
static func _topmost_camp_window(root: Variant) -> Control:
for w: Control in [root.ui.modals.camp.forge, root.ui.modals.camp.treasure, root.ui.modals.camp.tree,
root.ui.modals.camp.codex, root.ui.modals.career_overlay]:
root.ui.modals.camp.codex, root.ui.modals.menu.career_overlay]:
if w != null and w.visible:
return w
return null
@@ -42,13 +42,13 @@ static func _topmost_camp_window(root: Variant) -> Control:
## 返回主菜单动线(契约 4):首步 close 浮窗(缺此步浮窗残留主菜单上方)→营地与选档层同收+开始层恢复
static func _on_return_to_menu(root: Variant) -> void:
root.ui.modals.flow.close(root.ui.modals.camp.esc_overlay)
root.ui.flow.close(root.ui.modals.camp.esc_overlay)
root._camp_pres.on_camp_closed() # 关层收闭单口(卡④ T3——营地层与选档层同收+开始层恢复)
## 设置出口(浮窗登记在设置层之下——open 只隐上方层,浮窗由树序遮挡非属性隐藏;关后重现=栈语义)
static func _on_settings(root: Variant) -> void:
root.ui.modals.flow.open(root.ui.modals.settings_overlay)
root.ui.flow.open(root.ui.modals.menu.settings_overlay)
## 退出出口(_quit_game 原样复用——settings_store.save_settings+quit,零语义副作用)
+30 -30
View File
@@ -1,15 +1,15 @@
## VERTICAL SLICE - NOT FOR PRODUCTION
## 组合根覆盖层流程承接件:设置/状态面板/生涯页/选档界面/图例/钱包事件的开合与数据投喂。
## 本件是 main.gd 同名函数的逐字搬运(成员访问改 root 前缀)——main 侧留同名薄委托,探针 main.X 路径零改动。
## 全部开合走组合根模态编排口(root.ui.modals.flow.open/close);本件零成员态。
## 全部开合走组合根模态编排口(root.ui.flow.open/close);本件零成员态。
extends RefCounted
static func _open_settings(root: Variant) -> void:
root.ui.screens.start_overlay.visible = false
root.ui.modals.flow.open(root.ui.modals.settings_overlay) # 模态栈单口
root.ui.flow.open(root.ui.modals.menu.settings_overlay) # 模态栈单口
static func _on_settings_closed(root: Variant) -> void:
root.ui.modals.flow.close(root.ui.modals.settings_overlay) # 模态栈单口
root.ui.flow.close(root.ui.modals.menu.settings_overlay) # 模态栈单口
# 语境分支(卡⑤ 契约 3——谓词=camp_esc_overlay.visible,谁开的设置谁收):
# 营地浮窗路径关设置回浮窗不回主菜单(栈语义:浮窗登记在下、由树序遮挡非属性隐藏);
# 菜单路径保留开始层恢复硬副作用。
@@ -29,21 +29,21 @@ static func _status_data(root: Variant) -> Dictionary:
return HudPresenter.status_data(root.db, root.meta, root.run_scope.runner, root._treasure_ui)
static func _open_status_panel(root: Variant) -> void:
root.ui.modals.flow.open(root.ui.modals.status_panel) # 模态栈单口(开层前排空排播队列——既有层同款行为,目检确认项)
root.ui.modals.status_panel.open_status(_status_data(root))
root.ui.flow.open(root.ui.modals.run.status_panel) # 模态栈单口(开层前排空排播队列——既有层同款行为,目检确认项)
root.ui.modals.run.status_panel.open_status(_status_data(root))
static func _on_status_closed(root: Variant) -> void:
root.ui.modals.flow.close(root.ui.modals.status_panel) # 模态栈单口
root.ui.flow.close(root.ui.modals.run.status_panel) # 模态栈单口
static func _open_career(root: Variant) -> void:
root.ui.screens.start_overlay.visible = false
root.ui.modals.flow.open(root.ui.modals.career_overlay) # 模态栈单口
root.ui.modals.career_overlay.open_career(HudPresenter.career_data(root.db, root.save_manager, root.meta))
root.ui.flow.open(root.ui.modals.menu.career_overlay) # 模态栈单口
root.ui.modals.menu.career_overlay.open_career(HudPresenter.career_data(root.db, root.save_manager, root.meta))
static func _on_career_closed(root: Variant) -> void:
root.ui.modals.flow.close(root.ui.modals.career_overlay) # 模态栈单口
root.ui.flow.close(root.ui.modals.menu.career_overlay) # 模态栈单口
if not root.ui.modals.camp.scene.visible: # 营地语境关生涯不回开始层(笔记本入口——卡④ T3;栈已复现场景根)
root.ui.screens.start_overlay.visible = true
@@ -70,17 +70,17 @@ static func _on_camp_object_pressed(root: Variant, key: StringName) -> void:
_open_gate_confirm(root)
&"campfire":
root._confirm_consumer = "campfire_leave"
root.ui.modals.confirm_dialog.open("确定离开营地回到主菜单?", "离开", "留下")
root.ui.modals.menu.confirm_dialog.open("确定离开营地回到主菜单?", "离开", "留下")
static func _open_gate_confirm(root: Variant) -> void:
if root.save_manager.has_breakpoint():
root._confirm_consumer = "gate"
root.ui.modals.confirm_dialog.open_three("有未完成的冒险——继续上一段冒险,还是开始新冒险?",
root.ui.modals.menu.confirm_dialog.open_three("有未完成的冒险——继续上一段冒险,还是开始新冒险?",
"继续上一段冒险", "开始新冒险", "取消")
return
root._confirm_consumer = "gate_new"
root.ui.modals.confirm_dialog.open("是否开始新冒险?", "是", "否")
root.ui.modals.menu.confirm_dialog.open("是否开始新冒险?", "是", "否")
# 生涯页快照投影 —— 承接体见 HudPresenter.career_data(开层调用点直接改引)
@@ -93,11 +93,11 @@ static func _open_gate_confirm(root: Variant) -> void:
# 该钮的唯一落点(卡③ 批内探针函数直调=中间态,实现报告「已知中间态」登记)。
static func _open_save_select(root: Variant) -> void:
root.ui.screens.start_overlay.visible = false
root.ui.modals.flow.open(root.ui.modals.save_select_overlay) # 模态栈单口
root.ui.modals.save_select_overlay.open_save_select(HudPresenter.save_select_data(root.save_manager))
root.ui.flow.open(root.ui.modals.menu.save_select_overlay) # 模态栈单口
root.ui.modals.menu.save_select_overlay.open_save_select(HudPresenter.save_select_data(root.save_manager))
static func _on_save_select_closed(root: Variant) -> void:
root.ui.modals.flow.close(root.ui.modals.save_select_overlay) # 模态栈单口
root.ui.flow.close(root.ui.modals.menu.save_select_overlay) # 模态栈单口
root.ui.screens.start_overlay.visible = true
@@ -125,18 +125,18 @@ static func _on_save_select_load(root: Variant, slot: int) -> void:
static func _on_save_select_delete(root: Variant, slot: int) -> void:
root._confirm_consumer = "delete_slot"
root._confirm_consumer_slot = slot
root.ui.modals.flow.open(root.ui.modals.confirm_dialog) # 模态栈单口(显示编排/挂起兜底/遮挡记账——与其余覆盖层同口)
root.ui.modals.confirm_dialog.open("删除存档位 %d?删除后该档不可恢复。" % slot, "删除", "取消")
root.ui.flow.open(root.ui.modals.menu.confirm_dialog) # 模态栈单口(显示编排/挂起兜底/遮挡记账——与其余覆盖层同口)
root.ui.modals.menu.confirm_dialog.open("删除存档位 %d?删除后该档不可恢复。" % slot, "删除", "取消")
# 入口角标点击(两屏同款处理器):P1 守卫兜底——其他模态开着即拒开(常态防线=角标置灰,
# 探针 pressed.emit 绕过 disabled 时由此兜住;地图屏自身的登记开态不计——has_open_excluding)
static func _on_status_badge_pressed(root: Variant) -> void:
var map_on: bool = root.ui.modals.level_screen != null and root.ui.modals.level_screen.visible
var map_on: bool = root.ui.modals.run.level_screen != null and root.ui.modals.run.level_screen.visible
# P1 守卫兜底——其他模态开着即拒开(常态防线=角标置灰,探针 pressed.emit 绕过 disabled 时由此兜住;
# 地图屏自身的登记开态不计;判据排除调试浮窗:对局中浮窗开着时状态角标仍可点)
if (map_on and root.ui.modals.flow.badge_greyed_map()) or (not map_on and root.ui.modals.flow.badge_greyed_battle()):
if (map_on and root.ui.flow.badge_greyed_map()) or (not map_on and root.ui.flow.badge_greyed_battle()):
return
_open_status_panel(root)
@@ -146,14 +146,14 @@ static func _on_status_badge_pressed(root: Variant) -> void:
# 地图屏角标=随屏;置灰=登记册上除地图屏自身外任一层开着(防「看得见点不着」态)。
# 调用面=模态开合单口与屏级互斥口(凡影响开态/屏态的路径必经其一)。
static func _sync_status_entry(root: Variant) -> void:
if root.ui.modals.status_panel == null or root.ui.modals.flow == null or root.ui.battle.board_zone == null or root.ui.modals.level_screen == null:
if root.ui.modals.run.status_panel == null or root.ui.flow == null or root.ui.battle.board_zone == null or root.ui.modals.run.level_screen == null:
return
var map_on: bool = root.ui.modals.level_screen.visible
var map_on: bool = root.ui.modals.run.level_screen.visible
root.ui.battle.board_zone.status_badge.visible = root.run_scope.level_active and not map_on
root.ui.modals.level_screen.status_badge.visible = map_on
root.ui.modals.run.level_screen.status_badge.visible = map_on
# 置灰判据为排除式(调试浮窗开态不计入:对局中浮窗开着时角标仍可点)
root.ui.battle.board_zone.status_badge.disabled = root.ui.modals.flow.badge_greyed_battle() # 互斥域谓词
root.ui.modals.level_screen.status_badge.disabled = root.ui.modals.flow.badge_greyed_map()
root.ui.battle.board_zone.status_badge.disabled = root.ui.flow.badge_greyed_battle() # 互斥域谓词
root.ui.modals.run.level_screen.status_badge.disabled = root.ui.flow.badge_greyed_map()
# 调试浮层角标(全局浮层任何 UI 不遮挡——可见性不随场景变,只抬 offset
# 避让:地图屏底栏 85px 常驻,角标抬至底栏上方 16px;其余场景右下角 16px 贴底)
root.ui.screens.debug_badge.offset_bottom = -101.0 if map_on else -16.0
@@ -171,19 +171,19 @@ static func _on_wallet_changed(root: Variant, event: String, gp: int, extra: Dic
root.logger.log_wallet(event, gp, extra)
if String(event) == "gain":
root.run_scope.last_gain_amount = int(extra.get("amount", 0)) # GP 增量取数(每战恰一笔 gain)
if root.ui.modals.shop_overlay.visible and root.run_scope.runner != null:
if root.ui.modals.menu.shop_overlay.visible and root.run_scope.runner != null:
if root.run_scope.runner.shop.is_shop_pool():
root.ui.modals.shop_overlay.refresh_shelf_state(int(root.run_scope.runner.gp)) # pool 面余额联动(货架内容仅买后重抽变)
root.ui.modals.menu.shop_overlay.refresh_shelf_state(int(root.run_scope.runner.gp)) # pool 面余额联动(货架内容仅买后重抽变)
else:
root.ui.modals.shop_overlay.refresh_state(root.run_scope.runner.shop.shop_products(), int(root.run_scope.runner.gp))
root.ui.modals.menu.shop_overlay.refresh_state(root.run_scope.runner.shop.shop_products(), int(root.run_scope.runner.gp))
root._refresh_presentations()
static func _on_legend_toggled(root: Variant) -> void:
if root.ui.modals.legend_overlay.is_open():
root.ui.modals.flow.close(root.ui.modals.legend_overlay)
if root.ui.modals.run.legend_overlay.is_open():
root.ui.flow.close(root.ui.modals.run.legend_overlay)
else:
root.ui.modals.flow.open(root.ui.modals.legend_overlay)
root.ui.flow.open(root.ui.modals.run.legend_overlay)
+62 -62
View File
@@ -46,7 +46,7 @@ static func _build_screens(root: Variant) -> void:
root.ui.battle.info_panel = root.ui.screens.adventure_screen.info_panel
root.ui.battle.board_zone = root.ui.screens.adventure_screen.board_zone
root.ui.battle.settlement_fx = root.ui.screens.adventure_screen.settlement_fx
root.ui.modals.level_screen = root.ui.screens.adventure_screen.level_screen
root.ui.modals.run.level_screen = root.ui.screens.adventure_screen.level_screen
static func _build_battle_wiring(root: Variant) -> void:
# 结算行排播泵(本体在 row_pacer.gd;本类注入视图句柄与呈现刷新回调,零信号连接)
@@ -57,7 +57,7 @@ static func _build_battle_wiring(root: Variant) -> void:
root.ui.screens.row_pacer.settlement_fx = root.ui.battle.settlement_fx
root.ui.screens.row_pacer.board_view = root.ui.battle.board_zone.board_view
root.ui.screens.row_pacer.refresh_request = root._refresh_presentations
root.ui.screens.row_pacer.pump_ended = root.ui.modals.flow.pump_ended # 演播完边沿统一派发(挂起 modal 优先,其次锁期点击重放)
root.ui.screens.row_pacer.pump_ended = root.ui.flow.pump_ended # 演播完边沿统一派发(挂起 modal 优先,其次锁期点击重放)
root.add_child(root.ui.screens.row_pacer)
# 秘宝两步交互(本体在 treasure_interact_controller.gd;settlement/runner/grant 随关卡/战斗更替,
# 经现值回调注入——仿 identity_resolver 只读回调先例;grant 每战新建编排器,现值取件防悬挂)
@@ -86,10 +86,10 @@ static func _build_overlays(root: Variant) -> void:
# < 商店 < 营地场景根 < 四子界面 < 设置 < 状态面板(只读) < 生涯页(只读) < 确认弹窗 < 调试浮窗;
# 关卡画面住冒险屏壳(树序在模态之下)——登记序仍夹在节点层与三选一层之间,遮挡语义零改动)
var overlays: Dictionary[Variant, Variant] = UiAssembler.build_overlays(root, root.db)
root.ui.modals.legend_overlay = overlays.legend_overlay
root.ui.modals.node_overlay = overlays.node_overlay
root.ui.modals.end_overlay = overlays.end_overlay
root.ui.modals.shop_overlay = overlays.shop_overlay
root.ui.modals.run.legend_overlay = overlays.legend_overlay
root.ui.modals.run.node_overlay = overlays.node_overlay
root.ui.modals.run.end_overlay = overlays.end_overlay
root.ui.modals.menu.shop_overlay = overlays.shop_overlay
root.ui.screens.camp_screen = CampScreenScene.instantiate()
root.add_child(root.ui.screens.camp_screen)
# 营地场景根装配(布局表经 ConfigDB 单点注入——视图禁自载表路径;CampOverlay 随四柜台拆解退役)
@@ -120,58 +120,58 @@ static func _build_overlays(root: Variant) -> void:
var hud_band := CampHudBand.new()
root.ui.modals.camp.scene.set_hud_band(hud_band)
# 屏壳/子界面插位由 LAYER_CONTRACT 槽统一落位——禁散落 move_child
root.ui.modals.legend_overlay.closed.connect(root.ui.modals.flow.close.bind(root.ui.modals.legend_overlay))
root.ui.modals.node_overlay.continue_pressed.connect(root._on_node_continue)
root.ui.modals.level_screen.route_chosen.connect(root._on_route_chosen)
root.ui.modals.level_screen.status_badge.pressed.connect(root._on_status_badge_pressed) # 状态面板入口(地图屏顶栏角标)
root.ui.modals.level_screen.abandon_requested.connect(root._on_abandon_requested) # 放弃入口
root.ui.modals.end_overlay.continue_pressed.connect(root._on_battle_end_continue)
root.ui.modals.run.legend_overlay.closed.connect(root.ui.flow.close.bind(root.ui.modals.run.legend_overlay))
root.ui.modals.run.node_overlay.continue_pressed.connect(root._on_node_continue)
root.ui.modals.run.level_screen.route_chosen.connect(root._on_route_chosen)
root.ui.modals.run.level_screen.status_badge.pressed.connect(root._on_status_badge_pressed) # 状态面板入口(地图屏顶栏角标)
root.ui.modals.run.level_screen.abandon_requested.connect(root._on_abandon_requested) # 放弃入口
root.ui.modals.run.end_overlay.continue_pressed.connect(root._on_battle_end_continue)
static func _build_aux_panels(root: Variant) -> void:
root.ui.modals.settings_overlay = SettingsOverlay.new(root.settings_store) # 最小设置面(音量/全屏/减动效)
root.add_child(root.ui.modals.settings_overlay)
root.ui.modals.settings_overlay.closed.connect(root._on_settings_closed)
root.ui.modals.menu.settings_overlay = SettingsOverlay.new(root.settings_store) # 最小设置面(音量/全屏/减动效)
root.add_child(root.ui.modals.menu.settings_overlay)
root.ui.modals.menu.settings_overlay.closed.connect(root._on_settings_closed)
# 局内状态面板·只读(登记设置层同档带 dim 遮罩,确认弹窗之前;
# 数据=组合根开层实时读 MetaProgression 访问器喂入,本层零写通路)
root.ui.modals.status_panel = StatusPanel.new()
root.add_child(root.ui.modals.status_panel)
root.ui.modals.status_panel.closed.connect(root._on_status_closed)
root.ui.modals.run.status_panel = StatusPanel.new()
root.add_child(root.ui.modals.run.status_panel)
root.ui.modals.run.status_panel.closed.connect(root._on_status_closed)
# 生涯页·只读全屏页(登记序=营地同档,设置层旁、确认弹窗之前;
# 树序同步=addChild 同位(登记序=树序=z 序纪律);数据=组合根开层实时读 SaveManager 计数
# 访问器+MetaProgression 访问器喂入,本层零写通路零跳转;入口=开始层「营地与系统」组生涯钮)
root.ui.modals.career_overlay = CareerOverlay.new()
root.add_child(root.ui.modals.career_overlay)
root.ui.modals.career_overlay.closed.connect(root._on_career_closed)
root.ui.modals.menu.career_overlay = CareerOverlay.new()
root.add_child(root.ui.modals.menu.career_overlay)
root.ui.modals.menu.career_overlay.closed.connect(root._on_career_closed)
# 选档界面(营地交互重做卡③):登记序=生涯同档(树序同步=addChild 同位);三动作只发意图信号
#(激活/创建/删除+确认分派归组合根——视图零数据层依赖);入口=「进入存档」钮(卡② mn3 接线)。
root.ui.modals.save_select_overlay = SaveSelectOverlay.new()
root.add_child(root.ui.modals.save_select_overlay)
root.ui.modals.save_select_overlay.closed.connect(root._on_save_select_closed)
root.ui.modals.save_select_overlay.new_slot_requested.connect(root._on_save_select_new)
root.ui.modals.save_select_overlay.load_slot_requested.connect(root._on_save_select_load)
root.ui.modals.save_select_overlay.delete_slot_requested.connect(root._on_save_select_delete)
root.ui.modals.menu.save_select_overlay = SaveSelectOverlay.new()
root.add_child(root.ui.modals.menu.save_select_overlay)
root.ui.modals.menu.save_select_overlay.closed.connect(root._on_save_select_closed)
root.ui.modals.menu.save_select_overlay.new_slot_requested.connect(root._on_save_select_new)
root.ui.modals.menu.save_select_overlay.load_slot_requested.connect(root._on_save_select_load)
root.ui.modals.menu.save_select_overlay.delete_slot_requested.connect(root._on_save_select_delete)
static func _build_curio(root: Variant) -> void:
# 提升三选一覆盖层(z 序 = 节点层之上、终局层之下;确认后同拍推进;
# 插位由 LAYER_CONTRACT curio 槽统一落位——禁散落 move_child)
root.ui.modals.curio_overlay = CurioPickOverlay.new()
root.add_child(root.ui.modals.curio_overlay)
root.ui.modals.run.curio_overlay = CurioPickOverlay.new()
root.add_child(root.ui.modals.run.curio_overlay)
# 提升三选一与替换子交互(本体在 curio_interact_controller.gd;本类只接线与回调注入,
# 模态栈/演播后排窗/呈现刷新/fatal 经回调注入,adventure/runner 现值回调)
root._bonus = CurioInteractController.new(CurioFlowContext.new(root.db,
{"curio_overlay": root.ui.modals.curio_overlay, "end_overlay": root.ui.modals.end_overlay,
{"curio_overlay": root.ui.modals.run.curio_overlay, "end_overlay": root.ui.modals.run.end_overlay,
"board_view": root.ui.battle.board_zone.board_view, "toast": root.ui.battle.board_zone.toast},
{"meta_get": func() -> Variant: return root.meta, "save_get": func() -> Variant: return root.save_manager,
"adventure_get": func() -> Variant: return root.run_scope.adventure,
"runner_get": func() -> Variant: return root.run_scope.runner,
"adventure_mode_get": func() -> Variant: return root.run_scope.is_adventure},
{"open_modal": root.ui.modals.flow.open, "open_modal_after_playback": root.ui.modals.flow.open_after_playback,
"close_modal": root.ui.modals.flow.close, "refresh_presentations": root._refresh_presentations,
{"open_modal": root.ui.flow.open, "open_modal_after_playback": root.ui.flow.open_after_playback,
"close_modal": root.ui.flow.close, "refresh_presentations": root._refresh_presentations,
"fatal_screen": root._fatal_screen,
"gp_summary": _gp_summary_cb(root)})) # 构造参数收拢 context(u20 三束)
root.ui.modals.curio_overlay.pick_confirmed.connect(root._bonus.on_pick_confirmed)
root.ui.modals.curio_overlay.continue_pressed.connect(root._bonus.on_continue)
root.ui.modals.curio_overlay.refresh_requested.connect(root._bonus.on_refresh)
root.ui.modals.run.curio_overlay.pick_confirmed.connect(root._bonus.on_pick_confirmed)
root.ui.modals.run.curio_overlay.continue_pressed.connect(root._bonus.on_continue)
root.ui.modals.run.curio_overlay.refresh_requested.connect(root._bonus.on_refresh)
static func _build_menu_wiring(root: Variant) -> void:
# 菜单屏接线(句柄经屏壳暴露;三入口化——进入存档/设置/退出游戏,卡② mn3:
@@ -192,17 +192,17 @@ static func _build_menu_wiring(root: Variant) -> void:
root._camp_pres = CampShopPresenter.new(CampFlowContext.new(root.db,
{"camp_scene": root.ui.modals.camp.scene, "forge_view": root.ui.modals.camp.forge,
"treasure_view": root.ui.modals.camp.treasure, "tree_view": root.ui.modals.camp.tree,
"codex_view": root.ui.modals.camp.codex, "shop_overlay": root.ui.modals.shop_overlay,
"codex_view": root.ui.modals.camp.codex, "shop_overlay": root.ui.modals.menu.shop_overlay,
"toast": root.ui.battle.board_zone.toast, "start_overlay": root.ui.screens.start_overlay,
"save_select_overlay": root.ui.modals.save_select_overlay, "logger": root.logger,
"save_select_overlay": root.ui.modals.menu.save_select_overlay, "logger": root.logger,
"refresh_bus": camp_bus},
{"meta_get": func() -> Variant: return root.meta, "save_get": func() -> Variant: return root.save_manager,
"runner_get": func() -> Variant: return root.run_scope.runner},
{"open_modal": root.ui.modals.flow.open, "close_modal": root.ui.modals.flow.close,
{"open_modal": root.ui.flow.open, "close_modal": root.ui.flow.close,
"refresh_presentations": root._refresh_presentations})) # 构造参数收拢 context(u21 三束)
root.ui.modals.shop_overlay.buy_requested.connect(root._camp_pres.on_shop_buy)
root.ui.modals.shop_overlay.refresh_requested.connect(root._camp_pres.on_shop_refresh) # MC-1
root.ui.modals.shop_overlay.leave_pressed.connect(root._camp_pres.on_shop_leave)
root.ui.modals.menu.shop_overlay.buy_requested.connect(root._camp_pres.on_shop_buy)
root.ui.modals.menu.shop_overlay.refresh_requested.connect(root._camp_pres.on_shop_refresh) # MC-1
root.ui.modals.menu.shop_overlay.leave_pressed.connect(root._camp_pres.on_shop_leave)
# 营地信号接线(CampOverlay 退役——四子界面意图信号+场景点选组合根路由+closed 经 bind 携视图)
root.ui.modals.camp.forge.forge_buy_requested.connect(root._camp_pres.on_camp_forge_buy)
root.ui.modals.camp.forge.forge_unlock_requested.connect(root._camp_pres.on_camp_forge_unlock)
@@ -229,13 +229,13 @@ static func _build_debug_and_resolvers(root: Variant) -> void:
#(纪律「登记序 = 树序 = z 序」——confirm_dialog.open 禁运行时 move_child 自提抬层;
# 弹窗只在开始菜单域弹出,绘制序恒最上;
# 诊断转储入口在调试浮窗)
root.ui.modals.confirm_dialog = ConfirmDialog.new()
root.add_child(root.ui.modals.confirm_dialog)
root.ui.modals.menu.confirm_dialog = ConfirmDialog.new()
root.add_child(root.ui.modals.menu.confirm_dialog)
# 消费方编排(卡③ 契约 3/sl8——禁双常驻静态接线):open 前设 _confirm_consumer,
# confirmed/cancelled 后按该状态量分派;分派面可容纳后续消费方(卡④ 到位直接接入不返工)
root.ui.modals.confirm_dialog.confirmed.connect(root._on_confirm_accepted)
root.ui.modals.confirm_dialog.secondary_confirmed.connect(root._on_confirm_secondary) # 三钮次确认(卡④ 大门「开始新冒险」出口)
root.ui.modals.confirm_dialog.cancelled.connect(root._on_confirm_declined)
root.ui.modals.menu.confirm_dialog.confirmed.connect(root._on_confirm_accepted)
root.ui.modals.menu.confirm_dialog.secondary_confirmed.connect(root._on_confirm_secondary) # 三钮次确认(卡④ 大门「开始新冒险」出口)
root.ui.modals.menu.confirm_dialog.cancelled.connect(root._on_confirm_declined)
# Esc 浮窗三出口接线(卡⑤——意图信号经薄委托归 MainEscFlow 动线;输入入口=main._unhandled_input)
root.ui.modals.camp.esc_overlay.return_requested.connect(root._on_esc_return)
root.ui.modals.camp.esc_overlay.settings_requested.connect(root._on_esc_settings)
@@ -246,15 +246,15 @@ static func _build_debug_and_resolvers(root: Variant) -> void:
# 诊断转储入口在本浮窗,玩家画面零常驻调试件)。
# 树序在开始层与确认弹窗之后 = 浮于菜单之上的 Dialog(不隐藏开始层——与确认弹窗同款形态);
# 开窗唯一入口 = _show_debug_overlay(C6 单口——角标/探针/启动路径全收口)
root.ui.modals.debug_overlay = DebugOverlay.new(root.db, int(root.db.combat.hero.atk), int(root.db.combat.hero.max_hp))
root.add_child(root.ui.modals.debug_overlay)
root.ui.modals.debug_overlay.closed.connect(root.ui.modals.flow.close.bind(root.ui.modals.debug_overlay))
root.ui.modals.debug_overlay.apply_requested.connect(root._on_tune_apply)
root.ui.modals.debug_overlay.simulate_requested.connect(root._on_tune_simulate)
root.ui.modals.debug_overlay.debug_levels_requested.connect(root._start_debug_levels)
root.ui.modals.menu.debug_overlay = DebugOverlay.new(root.db, int(root.db.combat.hero.atk), int(root.db.combat.hero.max_hp))
root.add_child(root.ui.modals.menu.debug_overlay)
root.ui.modals.menu.debug_overlay.closed.connect(root.ui.flow.close.bind(root.ui.modals.menu.debug_overlay))
root.ui.modals.menu.debug_overlay.apply_requested.connect(root._on_tune_apply)
root.ui.modals.menu.debug_overlay.simulate_requested.connect(root._on_tune_simulate)
root.ui.modals.menu.debug_overlay.debug_levels_requested.connect(root._start_debug_levels)
# 棋盘解析回调族(有态绑定件——board_resolvers.gd 承接;组合根只接线;局部持有不占类成员位)
var resolvers = BoardResolversScript.new(root.db, root.ui.modals.debug_overlay, func() -> Variant: return root.run_scope.settlement)
var resolvers = BoardResolversScript.new(root.db, root.ui.modals.menu.debug_overlay, func() -> Variant: return root.run_scope.settlement)
# 奖励徽章数据源:地图战斗资源 身份解析只读回调(已开格身份 icon——挖掘期 Active 相位内有效)
root.ui.battle.board_zone.board_view.set_identity_resolver(resolvers.identity_lookup)
# 数字遮蔽数据源:地形变异 hide_number 解析只读回调(信息型呈现——board_view 渲染面读取)
@@ -271,21 +271,21 @@ static func _build_modal_flow(root: Variant) -> void:
# _apply_layer_contract 统一落位(关卡画面宿住冒险屏壳、营地屏壳夹商店与设置层之间、
# 三选一对位终局层之下等特例均在合同数据内表达,禁散落 move_child)
# 模态编排注入(ModalFlow 纯逻辑类:依赖仅 ModalStack+查询 Callable——实例随 ui.modals 容器构造建立)
root.ui.modals.flow.start_visible_get = func() -> bool: return root.ui.screens.start_overlay.visible
root.ui.modals.flow.inter_visible_get = func() -> bool: return root.ui.screens.inter_overlay.visible
root.ui.modals.flow.settlement_get = func() -> Variant: return root.run_scope.settlement
root.ui.modals.flow.rows_empty_get = func() -> bool: return root.ui.screens.row_pacer.pending_rows().is_empty()
root.ui.modals.flow.flush_rows = root.ui.screens.row_pacer.flush
root.ui.modals.flow.on_open_sync = func() -> void:
root.ui.flow.start_visible_get = func() -> bool: return root.ui.screens.start_overlay.visible
root.ui.flow.inter_visible_get = func() -> bool: return root.ui.screens.inter_overlay.visible
root.ui.flow.settlement_get = func() -> Variant: return root.run_scope.settlement
root.ui.flow.rows_empty_get = func() -> bool: return root.ui.screens.row_pacer.pending_rows().is_empty()
root.ui.flow.flush_rows = root.ui.screens.row_pacer.flush
root.ui.flow.on_open_sync = func() -> void:
root._sync_status_entry() # 状态面板入口角标可见性/置灰随开态同步
root._sync_debug_overlay() # 浮窗当局数据/按钮态随开态同步
root.ui.modals.flow.on_close_sync = func() -> void:
root.ui.flow.on_close_sync = func() -> void:
root._sync_status_entry() # 关闭恢复角标可点态(无残留——同源口径)
root._sync_debug_overlay() # 他层关闭复活浮窗时同步刷新(关后自动恢复语义配套)
root.ui.modals.flow.replay_click = root._replay_locked_click
root.ui.flow.replay_click = root._replay_locked_click
# 视觉层合同装配(唯一事实源=LAYER_CONTRACT:树序+登记序同源派生——改序只改合同表)
root.ui.apply_layer_contract(root)
root._tune_sim = TuneSimController.new(root.db, root.ui.modals.debug_overlay, int(root.db.combat.hero.max_hp))
root._tune_sim = TuneSimController.new(root.db, root.ui.modals.menu.debug_overlay, int(root.db.combat.hero.max_hp))
static func fatal_screen(root: Variant, msg: String) -> void:
var l := UiKit.label(msg,UiKit.FS_SUB, true, UiKit.RED_ALERT)
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@@ -1,6 +1,6 @@
## 营地交互域模态句柄子容器:持营地域全部模态句柄(终态六枚=营地场景根+锻造/秘宝/天赋树/图鉴四子界面+Esc 浮窗)。
## RefCounted 不挂树;随 UiModals._init 构造(与 flow 同拍)。Esc 浮窗枚随卡⑤落——禁空占位凑结构。
## 新营地句柄禁平铺回 ui_modals:营地域句柄寻址一律 ui.modals.camp.X 二层(模态句柄册分域纪律——全量分家另立批)。
## RefCounted 不挂树;随 UiModals._init 构造(flow 同拍升格由 UiRegistry._init 直驻)。Esc 浮窗枚随卡⑤落——禁空占位凑结构。
## 新营地句柄禁平铺回 ui_modals:营地域句柄寻址一律 ui.modals.camp.X 二层(模态句柄册分域纪律——册级全量分家已落地)。
class_name UiCampModals
extends RefCounted
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@@ -0,0 +1,11 @@
## 菜单与跨语境域六句柄唯一容器——菜单层与多语境共用模态的句柄册(纯字段 RefCounted)。
## 分域纪律册级化:任何模态句柄禁平铺回 ui_modals(营地先例条款推广)——寻址一律 ui.modals.menu.X 二段式。
class_name UiMenuModals
extends RefCounted
var shop_overlay: ShopOverlay # 商店(冒险商店节点+营地商店跨语境)
var settings_overlay: SettingsOverlay # 设置(开始层+营地 Esc 双路径跨语境)
var career_overlay: CareerOverlay # 生涯记录(开始层笔记本+营地语境跨语境)
var save_select_overlay: SaveSelectOverlay # 选档(开始层+营地大门流跨语境)
var confirm_dialog: ConfirmDialog # 确认框(全语境)
var debug_overlay: DebugOverlay # 调试浮窗(全语境,non_locking)
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@@ -0,0 +1 @@
uid://byakojaxcljbw
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@@ -1,33 +1,17 @@
## 模态层域句柄册:十二个平铺模态句柄+营地交互域子容器(camp)+模态栈编排(ModalFlow——登记/开合/输入锁谓词)的注册面域容器。
## RefCounted 不挂树;模态登记唯一口=register_layer(anchors 撑满宿主+排入 ModalStack)。
## flow 随容器构造即建(装配早期注入点经 root.ui.modals.flow.* 取 Callable——晚于 flow 建立时点)。
## 模态层域句柄册:三子容器(run=局内冒险域六句柄/menu=菜单与跨语境域六句柄/camp=营地域六句柄)
## 的纯字段容器——与 UiScreens/UiBattle 同型。
## 分域纪律全册化:任何模态句柄禁平铺回本册(营地先例条款推广)——子容器成员寻址一律 ui.modals.<域>.X 二段式。
## RefCounted 不挂树;模态登记唯一口=register_layer 已迁驻注册面 ui_registry(登记职责随编排域——
## ModalFlow 升格由 UiRegistry._init 直驻,本册无 flow 成员)。
class_name UiModals
extends RefCounted
var flow: ModalFlow
var legend_overlay: LegendOverlay
var node_overlay: NodeOverlay
var level_screen: LevelMapScreen
var curio_overlay: CurioPickOverlay
var end_overlay: BattleEndOverlay
var shop_overlay: ShopOverlay
var run: UiRunModals
var menu: UiMenuModals
var camp: UiCampModals
var settings_overlay: SettingsOverlay
var status_panel: StatusPanel
var career_overlay: CareerOverlay
var save_select_overlay: SaveSelectOverlay
var confirm_dialog: ConfirmDialog
var debug_overlay: DebugOverlay
func _init() -> void:
flow = ModalFlow.new() # 查询/钩子 Callable 由 _build_modal_flow 注入(注入时点不变——注入值面向已在座实例)
run = UiRunModals.new()
menu = UiMenuModals.new()
camp = UiCampModals.new() # 营地域句柄子容器(分域纪律——营地域句柄禁平铺回本册)
func register_layer(m: Control, tags: Array = []) -> void:
# 撑满宿主(Control 默认锚 = 0×0——全屏变暗层与居中布局整体失效;route 选路层预览截图实证后
# 统一收口:六个模态同病,探针经信号直发绕过真实点击从未暴露。anchors_and_offsets 而非 anchors
# ——后者会把控件重置回最小内容尺寸,ui_assembler 头注同款纪律)
m.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
flow.register(m, tags) # 排除组随层登记(non_locking=调试浮窗/screen_state=关卡地图屏)
+29 -17
View File
@@ -1,6 +1,7 @@
## 界面注册面:呈现层界面元素清单的唯一事实源——哪些层、什么序、地址在哪。
## 持有三域容器(screens/battle/modals)、LAYER_CONTRACT 合同表、node(key) 合同寻址、
## apply_layer_contract(root) 唯一落位口(全仓唯一 move_child 点)。
## 持有三域容器(screens/battle/modals)+模态编排件 ModalFlow 直驻(自 UiModals 升格——构造时点
## 与今等价:注册面构造点先于装配)、模态登记唯一口 register_layer(随登记职责迁驻)、
## LAYER_CONTRACT 合同表、node(key) 合同寻址、apply_layer_contract(root) 唯一落位口(全仓唯一 move_child 点)。
## RefCounted 不挂树:零信号连接、零会话期引用、零核心写调用——组合根单点装配不变。
class_name UiRegistry
extends RefCounted
@@ -42,12 +43,23 @@ const LAYER_CONTRACT: Array[Dictionary] = [
var screens: UiScreens
var battle: UiBattle
var modals: UiModals
var flow: ModalFlow # 模态编排件直驻注册面(升格自 UiModals——查询/钩子 Callable 由 _build_modal_flow 注入,注入时点不变)
func _init() -> void:
screens = UiScreens.new()
battle = UiBattle.new()
modals = UiModals.new()
flow = ModalFlow.new()
# 模态登记唯一口(自 ui_modals.gd 逐字迁驻——登记职责随编排域归注册面单点)
func register_layer(m: Control, tags: Array = []) -> void:
# 撑满宿主(Control 默认锚 = 0×0——全屏变暗层与居中布局整体失效;route 选路层预览截图实证后
# 统一收口:六个模态同病,探针经信号直发绕过真实点击从未暴露。anchors_and_offsets 而非 anchors
# ——后者会把控件重置回最小内容尺寸,ui_assembler 头注同款纪律)
m.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
flow.register(m, tags) # 排除组随层登记(non_locking=调试浮窗/screen_state=关卡地图屏)
# 合同层寻址(key→节点;纯查表不含层序语义——层序唯一事实源=LAYER_CONTRACT)
@@ -56,12 +68,12 @@ func node(key: String) -> Node:
"adventure_screen": return screens.adventure_screen
"menu_screen": return screens.menu_screen
"row_pacer": return screens.row_pacer
"legend_overlay": return modals.legend_overlay
"node_overlay": return modals.node_overlay
"level_screen": return modals.level_screen
"curio_overlay": return modals.curio_overlay
"end_overlay": return modals.end_overlay
"shop_overlay": return modals.shop_overlay
"legend_overlay": return modals.run.legend_overlay
"node_overlay": return modals.run.node_overlay
"level_screen": return modals.run.level_screen
"curio_overlay": return modals.run.curio_overlay
"end_overlay": return modals.run.end_overlay
"shop_overlay": return modals.menu.shop_overlay
"camp_screen": return screens.camp_screen
"camp_scene": return modals.camp.scene
"forge_view": return modals.camp.forge
@@ -69,13 +81,13 @@ func node(key: String) -> Node:
"tree_view": return modals.camp.tree
"codex_view": return modals.camp.codex
"camp_esc_overlay": return modals.camp.esc_overlay
"settings_overlay": return modals.settings_overlay
"status_panel": return modals.status_panel
"career_overlay": return modals.career_overlay
"save_select_overlay": return modals.save_select_overlay
"settings_overlay": return modals.menu.settings_overlay
"status_panel": return modals.run.status_panel
"career_overlay": return modals.menu.career_overlay
"save_select_overlay": return modals.menu.save_select_overlay
"inter_overlay": return screens.inter_overlay
"confirm_dialog": return modals.confirm_dialog
"debug_overlay": return modals.debug_overlay
"confirm_dialog": return modals.menu.confirm_dialog
"debug_overlay": return modals.menu.debug_overlay
"debug_badge": return screens.debug_badge
return null
@@ -94,7 +106,7 @@ func apply_layer_contract(root: Control) -> void:
root.move_child(shell, slot)
slot += 1
if member != null:
modals.register_layer(member as Control, tags)
register_layer(member as Control, tags)
else:
push_error("[合同装配] 层缺失: %s" % String(entry["key"]))
continue
@@ -103,9 +115,9 @@ func apply_layer_contract(root: Control) -> void:
push_error("[合同装配] 层缺失: %s" % String(entry["key"]))
continue
if entry.has("host"):
modals.register_layer(layer as Control, tags)
register_layer(layer as Control, tags)
continue
root.move_child(layer, slot)
slot += 1
if String(entry["kind"]) == "modal":
modals.register_layer(layer as Control, tags)
register_layer(layer as Control, tags)
+11
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@@ -0,0 +1,11 @@
## 局内冒险域六句柄唯一容器——冒险会话内开合的模态呈现面句柄册(纯字段 RefCounted)。
## 分域纪律册级化:任何模态句柄禁平铺回 ui_modals(营地先例条款推广)——寻址一律 ui.modals.run.X 二段式。
class_name UiRunModals
extends RefCounted
var legend_overlay: LegendOverlay # 战斗中图例(棋盘角标触发)
var node_overlay: NodeOverlay # 节点结算窗
var level_screen: LevelMapScreen # 关卡地图屏(screen_state 全屏态)
var curio_overlay: CurioPickOverlay # 奖励三选一
var end_overlay: BattleEndOverlay # 终局面板
var status_panel: StatusPanel # 状态面板(地图/棋盘两角标入口)
+1
View File
@@ -0,0 +1 @@
uid://ssh8gogewptf
+3 -3
View File
@@ -37,14 +37,14 @@ func _ready() -> void:
# 等关卡画面出图(choices_presented 异步到达——最多 3s 轮询)
for i in 60:
await get_tree().process_frame
if main.ui.modals.level_screen != null and main.ui.modals.level_screen.visible:
if main.ui.modals.run.level_screen != null and main.ui.modals.run.level_screen.visible:
break
if main.ui.modals.level_screen == null or not main.ui.modals.level_screen.visible:
if main.ui.modals.run.level_screen == null or not main.ui.modals.run.level_screen.visible:
_fail("关卡画面未出现(函数直调中间态路径)")
return
for i in 5:
await get_tree().process_frame
main.ui.modals.level_screen.press_candidate(0)
main.ui.modals.run.level_screen.press_candidate(0)
for i in 20:
await get_tree().process_frame
var st = main.run_scope.settlement
+2 -2
View File
@@ -24,12 +24,12 @@ func _ready() -> void:
add_child(main)
await get_tree().process_frame
ProbeUiUtil.isolate_save(main, "smoke_layout_probe", true, false, true)
main.ui.modals.debug_overlay.seed_edit.text = "42" # 种子钉死(确定性禁依赖默认随机分支)
main.ui.modals.menu.debug_overlay.seed_edit.text = "42" # 种子钉死(确定性禁依赖默认随机分支)
main._start_adventure_from_menu()
for i in range(8):
await get_tree().process_frame
# 进战斗屏——三区(B 战斗画面/C 角色信息/D 扫雷图)同屏常驻,菜单屏不构成断言面
main.ui.modals.level_screen.press_candidate(0)
main.ui.modals.run.level_screen.press_candidate(0)
for i in range(20):
await get_tree().process_frame
for vp in VIEWPORTS:
+1 -1
View File
@@ -130,7 +130,7 @@ static func open_camp_via_savesel(main, tag: String) -> bool:
if FileAccess.file_exists(sp):
DirAccess.remove_absolute(sp)
main._open_save_select()
var new_btn: Button = main.ui.modals.save_select_overlay._new_btns.get(1)
var new_btn: Button = main.ui.modals.menu.save_select_overlay._new_btns.get(1)
if new_btn == null:
return false
new_btn.pressed.emit() # 真实按钮信号路径 → _on_save_select_new → create_slot+open_camp
+19 -19
View File
@@ -54,7 +54,7 @@ func _screen_seals() -> Dictionary:
"菜单": main.ui.screens.start_overlay != null and main.ui.screens.start_overlay.visible,
"营地": main.ui.modals.camp.scene != null and main.ui.modals.camp.scene.visible,
"冒险": main.run_scope != null and main.run_scope.is_adventure,
"终局": main.ui.modals.end_overlay != null and main.ui.modals.end_overlay.visible,
"终局": main.ui.modals.run.end_overlay != null and main.ui.modals.run.end_overlay.visible,
}
@@ -102,7 +102,7 @@ func _frames(n: int = 2) -> void:
func _step_boot_menu() -> void:
_expect_exclusive("①boot", "菜单")
_expect_adventure_seal("①boot", false)
if main.ui.modals.debug_overlay != null and main.ui.modals.debug_overlay.visible:
if main.ui.modals.menu.debug_overlay != null and main.ui.modals.menu.debug_overlay.visible:
_problems.append("①boot:调试浮窗 boot 自动开(菜单优先失守)")
@@ -123,9 +123,9 @@ func _step_camp_back_to_menu() -> void:
return
main.ui.modals.camp.scene.object_pressed.emit(&"campfire")
await _frames()
if not main.ui.modals.confirm_dialog.visible:
if not main.ui.modals.menu.confirm_dialog.visible:
_problems.append("③篝火:二次确认弹窗未现(camp.md v2.2 必须先确认)〔营地图批 V7〕")
main.ui.modals.confirm_dialog.confirmed.emit() # 二次确认离场(confirmed 先于关层——卡④ T4)
main.ui.modals.menu.confirm_dialog.confirmed.emit() # 二次确认离场(confirmed 先于关层——卡④ T4)
await _frames()
_expect_exclusive("③营地→菜单(回退)", "菜单")
@@ -143,15 +143,15 @@ func _step_save_select_open_back() -> void:
esb.pressed.emit() # 真实按钮信号路径 → _open_save_select(卡② mn3 点击链——卡③ 直调中间态就此闭环)
await get_tree().process_frame
var seals := _screen_seals()
if not main.ui.modals.save_select_overlay.visible or not seals_check_single(seals):
_problems.append("[savesel] sl10 开层后屏级互斥失守(选档=%s)" % str(main.ui.modals.save_select_overlay.visible))
var back_btn: Button = ProbeUiUtil.find_button(main.ui.modals.save_select_overlay, "返回", "prefix")
if not main.ui.modals.menu.save_select_overlay.visible or not seals_check_single(seals):
_problems.append("[savesel] sl10 开层后屏级互斥失守(选档=%s)" % str(main.ui.modals.menu.save_select_overlay.visible))
var back_btn: Button = ProbeUiUtil.find_button(main.ui.modals.menu.save_select_overlay, "返回", "prefix")
if back_btn == null:
_problems.append("[savesel] sl10 返回钮缺失(页壳顶条)")
else:
back_btn.pressed.emit()
await get_tree().process_frame
if main.ui.modals.save_select_overlay.visible or not main.ui.screens.start_overlay.visible:
if main.ui.modals.menu.save_select_overlay.visible or not main.ui.screens.start_overlay.visible:
_problems.append("[savesel] sl10 返回后选档未隐藏或开始层未恢复(关闭链失守)")
# ESC 语境:再开选档→合成 ESC 键→层不关、流程零扰动(ESC 不属选档语境——零实现断言)
main._open_save_select()
@@ -162,7 +162,7 @@ func _step_save_select_open_back() -> void:
ev.pressed = true
main.get_viewport().push_input(ev, true)
await get_tree().process_frame
if not main.ui.modals.save_select_overlay.visible:
if not main.ui.modals.menu.save_select_overlay.visible:
_problems.append("[savesel] sl10 ESC 关闭了选档层(选档语境 ESC 应不响应——卡⑤ 范围外)")
main._on_save_select_closed()
await get_tree().process_frame
@@ -174,7 +174,7 @@ func seals_check_single(f: Dictionary) -> bool:
for k in f:
if bool(f[k]):
on += 1
if main.ui.modals.save_select_overlay.visible:
if main.ui.modals.menu.save_select_overlay.visible:
on += 1 # 选档自身计入(调用点已开层)
return on == 1
@@ -187,25 +187,25 @@ func _step_menu_to_adventure() -> void:
_expect_adventure_seal("④菜单→冒险", true)
if main.run_scope != null and main.run_scope.adventure == null:
_problems.append("④菜单→冒险:冒险实例未建立(入口停点未达)")
if main.ui.modals.level_screen != null and not main.ui.modals.level_screen.visible:
if main.ui.modals.run.level_screen != null and not main.ui.modals.run.level_screen.visible:
_problems.append("④菜单→冒险:入口停点未落在关卡地图屏(level_screen 不可见)")
# ---- ⑤ 冒险内屏切换:关卡地图屏 ⇄ 战斗屏(屏内两态,屏级仍独占)----
func _step_level_to_battle_and_back() -> void:
if not main.ui.modals.level_screen.visible:
if not main.ui.modals.run.level_screen.visible:
_problems.append("⑤冒险内切换:前置不在关卡地图屏")
return
main._exit_level_screen()
await _frames()
if main.ui.modals.level_screen.visible:
if main.ui.modals.run.level_screen.visible:
_problems.append("⑤冒险内切换:退出关卡屏后 level_screen 仍可见")
if main.ui.screens.battle_root != null and not main.ui.screens.battle_root.visible:
_problems.append("⑤冒险内切换:战斗屏未接手(battle_root 不可见)")
_expect_exclusive("⑤冒险内切换(关卡→战斗)", "冒险")
main._enter_level_screen()
await _frames()
if not main.ui.modals.level_screen.visible:
if not main.ui.modals.run.level_screen.visible:
_problems.append("⑤冒险内切换:回到关卡地图屏失败")
_expect_exclusive("⑤冒险内切换(战斗→关卡)", "冒险")
@@ -218,16 +218,16 @@ func _step_abandon_to_end() -> void:
main._on_abandon_requested()
await _frames(4)
_expect_exclusive("⑥放弃→终局", "终局")
if main.ui.modals.end_overlay != null and not main.ui.modals.end_overlay.visible:
if main.ui.modals.run.end_overlay != null and not main.ui.modals.run.end_overlay.visible:
_problems.append("⑥放弃→终局:终局覆盖层未开")
# ---- ⑦ 终局 → 菜单(终局出口返回开始界面)----
func _step_end_back_to_menu() -> void:
if main.ui.modals.end_overlay == null or not main.ui.modals.end_overlay.visible:
if main.ui.modals.run.end_overlay == null or not main.ui.modals.run.end_overlay.visible:
_problems.append("⑦终局→菜单:前置不在终局")
return
main.ui.modals.end_overlay.continue_pressed.emit()
main.ui.modals.run.end_overlay.continue_pressed.emit()
await _frames(3)
_expect_exclusive("⑦终局→菜单", "菜单")
if main.run_scope != null and main.run_scope.is_adventure:
@@ -273,7 +273,7 @@ func _step_camp_esc_and_hud() -> void:
await _frames()
main._on_esc_settings()
await _frames()
if not main.ui.modals.settings_overlay.visible:
if not main.ui.modals.menu.settings_overlay.visible:
_problems.append("[esc] 浮窗设置出口断裂〔ESC批 V4〕")
_push_esc()
await _frames()
@@ -286,7 +286,7 @@ func _step_camp_esc_and_hud() -> void:
# 返回主菜单动线(契约 4——浮窗自收+营地隐+选档收+菜单显)
main.ui.modals.camp.esc_overlay.return_requested.emit()
await _frames()
if main.ui.modals.camp.esc_overlay.visible or main.ui.modals.camp.scene.visible or main.ui.modals.save_select_overlay.visible or not main.ui.screens.start_overlay.visible:
if main.ui.modals.camp.esc_overlay.visible or main.ui.modals.camp.scene.visible or main.ui.modals.menu.save_select_overlay.visible or not main.ui.screens.start_overlay.visible:
_problems.append("[esc] 返回主菜单动线失守(浮窗自收/营地隐/选档收/菜单显)〔ESC批 V3〕〔ESC批 B3〕")
# 非营地语境(boot 菜单)Esc→无响应(契约 9④ 回归面)
_push_esc()
+20 -20
View File
@@ -52,9 +52,9 @@ func _ready() -> void:
var top_rx := -1
var top_ry := -1
for c: Node in [main.ui.screens.start_overlay, main.ui.screens.battle_root, main.ui.screens.inter_overlay,
main.ui.modals.legend_overlay, main.ui.modals.node_overlay, main.ui.modals.level_screen, main.ui.modals.curio_overlay,
main.ui.modals.end_overlay, main.ui.modals.shop_overlay, main.ui.modals.camp.scene, main.ui.modals.settings_overlay,
main.ui.modals.status_panel, main.ui.modals.career_overlay, main.ui.modals.confirm_dialog, main.ui.modals.debug_overlay]:
main.ui.modals.run.legend_overlay, main.ui.modals.run.node_overlay, main.ui.modals.run.level_screen, main.ui.modals.run.curio_overlay,
main.ui.modals.run.end_overlay, main.ui.modals.menu.shop_overlay, main.ui.modals.camp.scene, main.ui.modals.menu.settings_overlay,
main.ui.modals.run.status_panel, main.ui.modals.menu.career_overlay, main.ui.modals.menu.confirm_dialog, main.ui.modals.menu.debug_overlay]:
if c == null or not (c is CanvasItem) or not (c as CanvasItem).visible:
continue
var rx: int = c.get_parent().get_index()
@@ -89,12 +89,12 @@ func _ready() -> void:
setbtn.pressed.emit()
for i in 3:
await get_tree().process_frame
if not main.ui.modals.settings_overlay.visible:
if not main.ui.modals.menu.settings_overlay.visible:
_problems.append("设置面未打开(settingsbtn 路径)")
else:
_meta["settings_title"] = ProbeUiUtil.label_rect(main.ui.modals.settings_overlay, "设置")
_meta["settings_title"] = ProbeUiUtil.label_rect(main.ui.modals.menu.settings_overlay, "设置")
await _snap("settings")
var set_close: Button = ProbeUiUtil.find_button(main.ui.modals.settings_overlay, "返回", "prefix")
var set_close: Button = ProbeUiUtil.find_button(main.ui.modals.menu.settings_overlay, "返回", "prefix")
if set_close == null:
_problems.append("设置面返回钮缺失")
else:
@@ -105,19 +105,19 @@ func _ready() -> void:
main._open_career()
for i in 3:
await get_tree().process_frame
if not main.ui.modals.career_overlay.visible or main.ui.screens.start_overlay.visible:
if not main.ui.modals.menu.career_overlay.visible or main.ui.screens.start_overlay.visible:
_problems.append("生涯页未打开或开始层未隐藏(函数直调中间态路径)")
else:
_meta["career_title"] = ProbeUiUtil.label_rect(main.ui.modals.career_overlay, "生 涯")
_meta["career_title"] = ProbeUiUtil.label_rect(main.ui.modals.menu.career_overlay, "生 涯")
await _snap("career")
var career_close: Button = ProbeUiUtil.find_button(main.ui.modals.career_overlay, "返回", "prefix")
var career_close: Button = ProbeUiUtil.find_button(main.ui.modals.menu.career_overlay, "返回", "prefix")
if career_close == null:
_problems.append("生涯页返回钮缺失")
else:
career_close.pressed.emit()
for i in 3:
await get_tree().process_frame
if main.ui.modals.career_overlay.visible or not main.ui.screens.start_overlay.visible:
if main.ui.modals.menu.career_overlay.visible or not main.ui.screens.start_overlay.visible:
_problems.append("生涯页关闭后页未隐藏或开始层未恢复")
# ② 营地场景图(进档开层新路径——卡② mn9;截图=可点击场景图形态——卡④ 契约 9 V1 验收载体)
if not ProbeUiUtil.open_camp_via_savesel(main, "smoke_shot_probe_camp"):
@@ -127,7 +127,7 @@ func _ready() -> void:
await _snap("camp")
main.ui.modals.camp.scene.object_pressed.emit(&"campfire") # 收闭改接篝火动线(营地根态无关闭钮——卡④ T5)
await get_tree().process_frame
main.ui.modals.confirm_dialog.confirmed.emit() # 二次确认离场(关层收闭——选档层随收)
main.ui.modals.menu.confirm_dialog.confirmed.emit() # 二次确认离场(关层收闭——选档层随收)
await get_tree().process_frame
# ③ 关卡画面(开始冒险→停点出图——入口停点语义;函数直调中间态 mn10)
main._start_adventure_from_menu()
@@ -135,16 +135,16 @@ func _ready() -> void:
await get_tree().process_frame
await _snap("level")
# GP 常驻徽章断言(读数=runner.gp 现值,刷新=写路径回执后重查〔open_choices〕)
var gp_label: Label = ProbeUiUtil.find_label(main.ui.modals.level_screen, "◈ ")
var gp_label: Label = ProbeUiUtil.find_label(main.ui.modals.run.level_screen, "◈ ")
if gp_label == null or not gp_label.is_visible_in_tree():
_problems.append("GP 徽章不可见(关卡画面顶栏)")
elif main.ui.modals.level_screen.get("_runner") != null:
var expect := "◈ %d" % int(main.ui.modals.level_screen.get("_runner").gp)
elif main.ui.modals.run.level_screen.get("_runner") != null:
var expect := "◈ %d" % int(main.ui.modals.run.level_screen.get("_runner").gp)
if gp_label.text != expect:
_problems.append("GP 徽章读数不符: %s != %s" % [gp_label.text, expect])
# ④ 战斗(节点一——真实选路提交路径 press_candidate,ui_click_probe :199 同款)
if main.ui.modals.level_screen != null and main.ui.modals.level_screen.visible:
main.ui.modals.level_screen.press_candidate(0)
if main.ui.modals.run.level_screen != null and main.ui.modals.run.level_screen.visible:
main.ui.modals.run.level_screen.press_candidate(0)
for i in 10:
await get_tree().process_frame
await _snap("battle")
@@ -167,18 +167,18 @@ func _ready() -> void:
pb.pressed.emit()
for i in 3:
await get_tree().process_frame
if not main.ui.modals.status_panel.visible:
if not main.ui.modals.run.status_panel.visible:
_problems.append("状态面板未打开(角标路径)")
else:
_meta["status_title"] = ProbeUiUtil.label_rect(main.ui.modals.status_panel, "状态")
_meta["status_title"] = ProbeUiUtil.label_rect(main.ui.modals.run.status_panel, "状态")
await _snap("status")
var status_close: Button = ProbeUiUtil.find_button(main.ui.modals.status_panel, "继续", "prefix")
var status_close: Button = ProbeUiUtil.find_button(main.ui.modals.run.status_panel, "继续", "prefix")
if status_close == null:
_problems.append("状态面板继续钮缺失")
else:
status_close.pressed.emit()
await get_tree().process_frame
if main.ui.modals.status_panel.visible:
if main.ui.modals.run.status_panel.visible:
_problems.append("状态面板关闭后未隐藏(继续钮路径)")
else:
_problems.append("关卡画面未出现(函数直调中间态路径)")
+7 -7
View File
@@ -29,14 +29,14 @@ func _ready() -> void:
main._start_adventure_from_menu() # 函数直调中间态(卡② mn10——开始冒险钮已撤)
for i in 60:
await get_tree().process_frame
if main.ui.modals.level_screen != null and main.ui.modals.level_screen.visible:
if main.ui.modals.run.level_screen != null and main.ui.modals.run.level_screen.visible:
break
if main.ui.modals.level_screen == null or not main.ui.modals.level_screen.visible:
if main.ui.modals.run.level_screen == null or not main.ui.modals.run.level_screen.visible:
_fail("关卡画面未出现")
return
for i in 5:
await get_tree().process_frame
main.ui.modals.level_screen.press_candidate(0)
main.ui.modals.run.level_screen.press_candidate(0)
for i in 20:
await get_tree().process_frame
if main.run_scope.settlement == null:
@@ -69,16 +69,16 @@ func _ready() -> void:
var t_settle := Time.get_ticks_msec()
var _rows_at_victory: int = main.ui.screens.row_pacer.pending_rows().size() # 时间戳①:结算入队完成帧(AP 耗尽/停手→五行段同步跑完→行全在队)
# 断言①胜利同帧:终局面未开 + 挂起在案 + 队列非空(判别性——旧行为同帧开窗即红)
if main.ui.modals.end_overlay.is_open():
if main.ui.modals.run.end_overlay.is_open():
_problems.append("胜利同帧终局面已开(演播后排窗失效——同帧 flush 旧路径回潮)")
if main.ui.modals.flow._deferred == null:
if main.ui.flow._deferred == null:
_problems.append("胜利同帧挂起态缺失(_deferred_modal == null)")
if main.ui.screens.row_pacer.pending_rows().is_empty():
_problems.append("胜利同帧排播队列已空(结算行未走排播链)")
var _played_rows: int = _rows_at_victory
# 断言②排播放完:终局面开启(20s 守卫——0.22s×行数 ×10 余量)
var waited := 0.0
while not main.ui.modals.end_overlay.is_open() and waited < 20.0:
while not main.ui.modals.run.end_overlay.is_open() and waited < 20.0:
await get_tree().process_frame
waited += get_process_delta_time()
var t_popup := Time.get_ticks_msec()
@@ -86,7 +86,7 @@ func _ready() -> void:
print("[t17_defer] AP点用完: %s" % ap_clock)
print("[t17_defer] 触发结算: %s(与 AP 用完同帧——核心同步,相差 0ms)" % settle_clock)
print("[t17_defer] 弹窗出现: %s(距触发结算 %d ms = 逐行演播时长,行数 %d)" % [popup_clock, t_popup - t_ap_out, _played_rows])
if not main.ui.modals.end_overlay.is_open():
if not main.ui.modals.run.end_overlay.is_open():
_problems.append("排播放完后终局面未开(%.1fs——演播完边沿派发失守)" % waited)
if _problems.is_empty():
print("[t17_defer] PASS — 胜利同帧挂起+排播完开窗 两断言全过(waited=%.1fs)" % waited)
+118 -118
View File
@@ -51,7 +51,7 @@ func _ready() -> void:
var t_ui_ready := Time.get_ticks_msec() - t0
# 调试浮窗 boot 不开(菜单优先——入口=UI 最顶层全局浮层角标,
# 任何 UI 不遮挡;浮层角标遮挡判据见设置面段)
if main.ui.modals.debug_overlay.visible:
if main.ui.modals.menu.debug_overlay.visible:
_problems.append("调试浮窗 boot 自动开(菜单优先失守)")
# ---- 营地购买合成点击路径(选档进档开层→购买→关闭全走真实按钮信号路径;
# 隔离存档换注 main.meta 保确定性(禁碰真实档 user://save.json);陈旧档段首清理)----
@@ -204,11 +204,11 @@ func _ready() -> void:
f_c2.close() # 槽2 有档异值(进档链夹具);槽1/3 空
main._open_save_select()
await get_tree().process_frame
if not main.ui.modals.save_select_overlay.visible:
if not main.ui.modals.menu.save_select_overlay.visible:
_problems.append("[savesel] 选档层未打开(click 段前置)")
# sl12 动线序(新档链同拍采样):逐帧可见性次序——首帧选档隐藏时营地层必须已可见、开始层保持隐藏
#(禁先关后开——_close_modal 会恢复开始层=回闪一帧)
var new_btn: Button = main.ui.modals.save_select_overlay._new_btns.get(1)
var new_btn: Button = main.ui.modals.menu.save_select_overlay._new_btns.get(1)
if new_btn == null:
_problems.append("[savesel] 槽1 新档钮缺失(sl5/sl12 驱动中断)")
else:
@@ -216,7 +216,7 @@ func _ready() -> void:
new_btn.pressed.emit() # 真实按钮信号路径 → _on_save_select_new → create_slot+open_camp
for fi in 3:
await get_tree().process_frame
samples.append([main.ui.modals.save_select_overlay.visible, main.ui.modals.camp.scene.visible, main.ui.screens.start_overlay.visible])
samples.append([main.ui.modals.menu.save_select_overlay.visible, main.ui.modals.camp.scene.visible, main.ui.screens.start_overlay.visible])
if samples[0][0]:
_problems.append("[savesel] sl12 新档后选档层仍可见(落点开层未发生)")
elif not samples[0][1]:
@@ -225,8 +225,8 @@ func _ready() -> void:
_problems.append("[savesel] sl12 动线序违约:开始层在落点帧恢复(回闪一帧)")
if main.save_manager.slots.active_slot() != 1 or not FileAccess.file_exists(csel_tpl % 1):
_problems.append("[savesel] sl5 新档链失守(active=%d 应=1 且槽1 白板应落盘)" % main.save_manager.slots.active_slot())
var occluded: Array = main.ui.modals.flow.stack._occluded.get(main.ui.modals.camp.scene, [])
if not occluded.has(main.ui.modals.save_select_overlay):
var occluded: Array = main.ui.flow.stack._occluded.get(main.ui.modals.camp.scene, [])
if not occluded.has(main.ui.modals.menu.save_select_overlay):
_problems.append("[savesel] sl12 选档层被关闭而非栈记账挂起(先关后开形态——遮挡挂起中间态钉死)")
if int((JSON.parse_string(FileAccess.get_file_as_string(csel_tpl % 1)) as Dictionary).get("meta", {}).get("keystone_balance", -1)) != 0:
_problems.append("[savesel] sl5 新档非白板(槽1 落盘应全零)")
@@ -235,7 +235,7 @@ func _ready() -> void:
# sl6 进档链:槽2 进档 → 激活=2(camp 数据随激活槽)
main._open_save_select()
await get_tree().process_frame
var load_btn: Button = main.ui.modals.save_select_overlay._load_btns.get(2)
var load_btn: Button = main.ui.modals.menu.save_select_overlay._load_btns.get(2)
if load_btn == null:
_problems.append("[savesel] 槽2 进档钮缺失(sl6 驱动中断——夹具应有档)")
else:
@@ -243,51 +243,51 @@ func _ready() -> void:
await get_tree().process_frame
if main.save_manager.slots.active_slot() != 2:
_problems.append("[savesel] sl6 进档链失守(active=%d 应=2——激活该槽)" % main.save_manager.slots.active_slot())
if not main.ui.modals.camp.scene.visible or main.ui.modals.save_select_overlay.visible:
if not main.ui.modals.camp.scene.visible or main.ui.modals.menu.save_select_overlay.visible:
_problems.append("[savesel] sl6 落点未开营地层或选档未隐藏")
main._on_camp_closed()
await get_tree().process_frame
# sl7 删档二次确认双路径:一击只开窗(文件仍在)→取消只关窗(文件仍在)→再开窗确认才删(槽回空)
main._open_save_select()
await get_tree().process_frame
var del_btn: Button = main.ui.modals.save_select_overlay._delete_btns.get(2)
var del_btn: Button = main.ui.modals.menu.save_select_overlay._delete_btns.get(2)
if del_btn == null:
_problems.append("[savesel] 槽2 删档钮缺失(sl7 驱动中断)")
else:
del_btn.pressed.emit()
await get_tree().process_frame
if not main.ui.modals.confirm_dialog.is_open():
if not main.ui.modals.menu.confirm_dialog.is_open():
_problems.append("[savesel] sl7 一击未只开确认窗(直删形态)")
elif not FileAccess.file_exists(csel_tpl % 2):
_problems.append("[savesel] sl7 确认前文件已被删(一次点击即删违契)")
else:
if not main.ui.modals.flow.stack._occluded.has(main.ui.modals.confirm_dialog):
if not main.ui.flow.stack._occluded.has(main.ui.modals.menu.confirm_dialog):
_problems.append("[savesel] sl7 确认窗未经模态栈开(直开旁路——wr2 单口失守)")
elif not main.ui.modals.flow.locks_input():
elif not main.ui.flow.locks_input():
_problems.append("[savesel] sl7 确认窗开时输入锁未生效(锁域失守——wr2)")
main.ui.modals.confirm_dialog.cancelled.emit() # 取消路径(真实信号——cancelled 钮同源)
main.ui.modals.menu.confirm_dialog.cancelled.emit() # 取消路径(真实信号——cancelled 钮同源)
await get_tree().process_frame
if main.ui.modals.confirm_dialog.is_open() or not FileAccess.file_exists(csel_tpl % 2):
if main.ui.modals.menu.confirm_dialog.is_open() or not FileAccess.file_exists(csel_tpl % 2):
_problems.append("[savesel] sl7 取消路径失守(应只关窗、文件仍在)")
elif main._confirm_consumer != "":
_problems.append("[savesel] sl8 取消后消费方状态量未清(分派面残留)")
if main.ui.modals.flow.stack._occluded.has(main.ui.modals.confirm_dialog):
if main.ui.flow.stack._occluded.has(main.ui.modals.menu.confirm_dialog):
_problems.append("[savesel] sl7 取消后确认窗遮挡账未清(关侧未走模态栈——wr2)")
del_btn.pressed.emit() # 再开窗走确认路径
await get_tree().process_frame
main.ui.modals.confirm_dialog.confirmed.emit() # 确认路径(真实信号——confirmed 钮同源)
main.ui.modals.menu.confirm_dialog.confirmed.emit() # 确认路径(真实信号——confirmed 钮同源)
await get_tree().process_frame
if FileAccess.file_exists(csel_tpl % 2) or main.ui.modals.confirm_dialog.is_open():
if FileAccess.file_exists(csel_tpl % 2) or main.ui.modals.menu.confirm_dialog.is_open():
_problems.append("[savesel] sl7 确认路径失守(应删档+关窗)")
elif main.run_scope.is_adventure or main.ui.screens.start_overlay.visible:
_problems.append("[savesel] sl8 删档确认误触发开局(双常驻接线形态——分派单口失守)")
elif bool(main.ui.modals.save_select_overlay._occupied_flags.get(2, true)):
elif bool(main.ui.modals.menu.save_select_overlay._occupied_flags.get(2, true)):
_problems.append("[savesel] sl7 删后选档面未就地刷新(槽2 应回空态)")
elif main._confirm_consumer != "":
_problems.append("[savesel] sl8 确认后消费方状态量未清(分派面残留)")
main._on_save_select_closed()
await get_tree().process_frame
if main.ui.modals.save_select_overlay.visible or not main.ui.screens.start_overlay.visible:
if main.ui.modals.menu.save_select_overlay.visible or not main.ui.screens.start_overlay.visible:
_problems.append("[savesel] 关闭后层未隐藏或开始层未恢复(模态栈单口失守)")
# ---- 设置面段(隔离 store 换注禁碰真实 user://settings.cfg;真实按钮信号路径)----
@@ -297,19 +297,19 @@ func _ready() -> void:
var iso_s = load("res://presentation/settings_store.gd").new("user://smoke_click_probe_settings.cfg")
iso_s.load_settings()
main.settings_store = iso_s
main.ui.modals.settings_overlay.retarget(iso_s)
main.ui.modals.menu.settings_overlay.retarget(iso_s)
var settings_btn: Button = ProbeUiUtil.find_button(main.ui.screens.start_overlay, "设置", "prefix")
if settings_btn == null:
_problems.append("设置入口按钮缺失(开始层 settingsbtn)")
else:
settings_btn.pressed.emit() # 真实按钮信号路径 → _open_settings
await get_tree().process_frame
if not main.ui.modals.settings_overlay.visible or main.ui.screens.start_overlay.visible:
if not main.ui.modals.menu.settings_overlay.visible or main.ui.screens.start_overlay.visible:
_problems.append("设置面未打开(点击路径)")
else:
# 减动效转正双态(卡④ AC③)——M4 适配:拨杆开关(_motion_btn)语义翻转 on=完整/off=快速,
# 状态字随行 _motion_st;查找由文字改成员引用(拨杆无文字)
var motion_btn: Button = main.ui.modals.settings_overlay._motion_btn
var motion_btn: Button = main.ui.modals.menu.settings_overlay._motion_btn
if motion_btn == null:
_problems.append("设置面减动效开关缺失")
else:
@@ -326,7 +326,7 @@ func _ready() -> void:
if UiKit.motion_scale != 1.0:
_problems.append("减动效关未恢复(motion_scale != 1.0)")
# 音量实时生效(卡④ AC①):滑杆 30% → master bus db 与 store 双读
var vol: HSlider = main.ui.modals.settings_overlay._volume
var vol: HSlider = main.ui.modals.menu.settings_overlay._volume
vol.value = 30
await get_tree().process_frame
var master_idx := AudioServer.get_bus_index("Master")
@@ -339,22 +339,22 @@ func _ready() -> void:
# 回归语义随调试浮层发布态退役,申报见迭代 38 实现报告 §8.2)
if main.ui.screens.debug_badge == null or main.ui.screens.debug_badge.visible:
_problems.append("设置面开中调试角标可见(发布态恒隐失守)")
var settings_close: Button = ProbeUiUtil.find_button(main.ui.modals.settings_overlay, "返回", "prefix")
var settings_close: Button = ProbeUiUtil.find_button(main.ui.modals.menu.settings_overlay, "返回", "prefix")
if settings_close == null:
_problems.append("设置面返回按钮缺失")
else:
settings_close.pressed.emit()
await get_tree().process_frame
if main.ui.modals.settings_overlay.visible or not main.ui.screens.start_overlay.visible:
if main.ui.modals.menu.settings_overlay.visible or not main.ui.screens.start_overlay.visible:
_problems.append("设置面关闭后未恢复开始层")
# 旧入口零残留断言(卡④ AC③——测试调整板不含减动效开关;14.5 起载体=调试浮窗)
var legacy_motion = ProbeUiUtil.find_check_button(main.ui.modals.debug_overlay, "减动效")
var legacy_motion = ProbeUiUtil.find_check_button(main.ui.modals.menu.debug_overlay, "减动效")
if legacy_motion != null:
_problems.append("调整板减动效旧入口未退役(设置面唯一入口失守——卡④ AC③)")
# D1 断言(二轮):退出游戏只在一级菜单——开始菜单有、设置面无
if ProbeUiUtil.find_button(main.ui.screens.start_overlay, "退出游戏", "prefix") == null:
_problems.append("开始菜单缺退出游戏按钮(二轮 D1)")
if ProbeUiUtil.find_button(main.ui.modals.settings_overlay, "退出游戏", "prefix") != null:
if ProbeUiUtil.find_button(main.ui.modals.menu.settings_overlay, "退出游戏", "prefix") != null:
_problems.append("设置面仍含退出游戏按钮(二轮 D1——只在一级菜单出现)")
# ---- 生涯页段(入口点击链+关闭回返,真实按钮信号路径;本页只读零写,
# 值断言归冒烟投影段与 ui_struct 结构族,此处只验开合路径与零跳转)----
@@ -362,29 +362,29 @@ func _ready() -> void:
if true:
main._open_career()
await get_tree().process_frame
if not main.ui.modals.career_overlay.visible or main.ui.screens.start_overlay.visible:
if not main.ui.modals.menu.career_overlay.visible or main.ui.screens.start_overlay.visible:
_problems.append("生涯页未打开(点击路径)")
else:
# 零跳转契约(提纲 P4 甲):页内除「返回」外零导航钮
for nav in ["营地", "商店", "设置", "退出", "冒险"]:
if ProbeUiUtil.find_button(main.ui.modals.career_overlay, nav, "contains") != null:
if ProbeUiUtil.find_button(main.ui.modals.menu.career_overlay, nav, "contains") != null:
_problems.append("生涯页内出现导航入口「%s」(零跳转违约——生涯纯只读)" % nav)
# 局内入口断言(提纲 P4 甲):生涯入口只在开始层——战斗屏/地图屏零生涯角标
if main.ui.battle.board_zone.find_child("career_badge", true, false) != null \
or main.ui.modals.level_screen.find_child("career_badge", true, false) != null:
or main.ui.modals.run.level_screen.find_child("career_badge", true, false) != null:
_problems.append("局内屏出现生涯入口件(局内不放生涯入口违约)")
var career_close: Button = ProbeUiUtil.find_button(main.ui.modals.career_overlay, "返回", "prefix")
var career_close: Button = ProbeUiUtil.find_button(main.ui.modals.menu.career_overlay, "返回", "prefix")
if career_close == null:
_problems.append("生涯页返回按钮缺失")
else:
career_close.pressed.emit()
await get_tree().process_frame
if main.ui.modals.career_overlay.visible or not main.ui.screens.start_overlay.visible:
if main.ui.modals.menu.career_overlay.visible or not main.ui.screens.start_overlay.visible:
_problems.append("生涯页关闭后未恢复开始层")
# 换回全新零档(营地购买态不泄入后续冒险段——确定性;档案残留下次段首清理兜底)
ProbeUiUtil.isolate_save(main, "smoke_click_probe_reset", true, false, true) # 零档换注(继续上局钮已随三入口化撤出——卡② mn8)
main.ui.modals.debug_overlay.set_sliders(400, 200) # 高加成保 L1 可完成——L2 岔路选路段只能经冒险推进到达(单关直入口退役)
main.ui.modals.debug_overlay.seed_edit.text = "42" # 种子钉死(种子框默认为空=非首局随机,行为走查确定性禁依赖默认分支)
main.ui.modals.menu.debug_overlay.set_sliders(400, 200) # 高加成保 L1 可完成——L2 岔路选路段只能经冒险推进到达(单关直入口退役)
main.ui.modals.menu.debug_overlay.seed_edit.text = "42" # 种子钉死(种子框默认为空=非首局随机,行为走查确定性禁依赖默认分支)
var t1 := Time.get_ticks_msec()
main._start_adventure_from_menu()
await get_tree().process_frame
@@ -396,11 +396,11 @@ func _ready() -> void:
_problems.append("开场行回归失守:局外加成(pct>0)局的开场行应带「(含面板加成)」(wc3)")
# 关卡开始 = 入口选路停点——press_candidate 图上命中路径选入口候选进首战
#(首格可点 AC 口径随之含入口选路一步:菜单点击 → 停点呈现 → pick → 棋盘安装)
if main.ui.modals.level_screen.visible:
if main.ui.modals.run.level_screen.visible:
# 独立性断言:独立屏激活期战斗屏宿主整体隐藏
if main.ui.screens.battle_root.visible:
_problems.append("独立屏激活期战斗屏宿主未隐藏(零透出契约失守)")
main.ui.modals.level_screen.press_candidate(0)
main.ui.modals.run.level_screen.press_candidate(0)
await get_tree().process_frame
await get_tree().process_frame
var t_entry := Time.get_ticks_msec() - t1
@@ -421,21 +421,21 @@ func _ready() -> void:
while not _done and action_budget > 0:
action_budget -= 1
await get_tree().process_frame
if main.ui.modals.node_overlay.visible:
main.ui.modals.node_overlay.press_continue()
if main.ui.modals.run.node_overlay.visible:
main.ui.modals.run.node_overlay.press_continue()
_seals_placed.clear()
continue
if main.ui.modals.curio_overlay.visible:
if main.ui.modals.run.curio_overlay.visible:
# 三选一停点(CurioPickOverlay——奖励节点/关卡完成兑付共用面,须与硬锁态适配,
# 未适配则走到即卡死)。两态分派:result 态(兑付反馈——点继续推进)/
# 待选态(点首件+确认)。真实信号路径全线。〔无替换子态——装配不可变契约。〕
# 三选一停点输入锁定断言(停点态断言面:待选/兑付两态共用此层)。
if not _tested_curio_head and main.run_scope.adventure != null and not main.run_scope.adventure.stop()._node_pending.is_empty() and String(main.ui.modals.curio_overlay._header).contains("关卡奖励点"):
if not _tested_curio_head and main.run_scope.adventure != null and not main.run_scope.adventure.stop()._node_pending.is_empty() and String(main.ui.modals.run.curio_overlay._header).contains("关卡奖励点"):
# 停点态判据 = _node_curio_pending(奖励节点三选一停点住此——原条件查
# _curio_pending〔关卡完成三选一态〕与奖励头部互斥、恒不可命中=拦截能力未证病根,
# 卡⑤ d4 转正随修;头部校验串本体零触碰)
_tested_curio_head = true
var ch := String(main.ui.modals.curio_overlay._header)
var ch := String(main.ui.modals.run.curio_overlay._header)
if not ch.contains("冒险牌库") or not ch.contains("属性值提升与补给") or ch.contains("同权重") or ch.contains("同上限") or ch.contains("提升池"):
_problems.append("三选一头部旧话残留或新话缺失(wa4——%s)" % ch.replace("
", "|"))
@@ -444,45 +444,45 @@ func _ready() -> void:
var logtext: String = main.ui.battle.log_view.parsed_text()
if not logtext.contains("关卡奖励点(三选一——选毕推进)") or logtext.contains("内容待定"):
_problems.append("奖励节点战报文案未换代(卡⑤ wr2——旧话残留或新话缺失)")
if not main.ui.modals.flow.locks_input():
if not main.ui.flow.locks_input():
_problems.append("三选一停点打开时输入未锁定")
if main.ui.modals.curio_overlay._continue_btn.visible:
main.ui.modals.curio_overlay.press_continue()
if main.ui.modals.run.curio_overlay._continue_btn.visible:
main.ui.modals.run.curio_overlay.press_continue()
elif main.run_scope.adventure != null and not main.run_scope.adventure.stop()._node_pending.is_empty():
main.ui.modals.curio_overlay.press_card(0) # 奖励节点待选态:点首件+确认(真实按钮信号路径——与关卡完成停点同形)
main.ui.modals.curio_overlay.press_confirm()
main.ui.modals.run.curio_overlay.press_card(0) # 奖励节点待选态:点首件+确认(真实按钮信号路径——与关卡完成停点同形)
main.ui.modals.run.curio_overlay.press_confirm()
elif main.run_scope.adventure != null and not main.run_scope.adventure.stop()._pending.is_empty():
main.ui.modals.curio_overlay.press_card(0)
main.ui.modals.curio_overlay.press_confirm()
main.ui.modals.run.curio_overlay.press_card(0)
main.ui.modals.run.curio_overlay.press_confirm()
else:
main.ui.modals.curio_overlay.press_continue() # 停点已消费的残面——继续关屏
main.ui.modals.run.curio_overlay.press_continue() # 停点已消费的残面——继续关屏
_seals_placed.clear()
continue
if main.ui.modals.shop_overlay.visible:
if main.ui.modals.menu.shop_overlay.visible:
# 商店房覆盖层(摆放约束:每终点前一位恰一店,真实路径恒必经一店):零购离开(真实 leave 信号路径)放行选路。
# 分派链序:商店层=选路页上的模态覆盖(停点呈现为
# level_screen+shop 双 visible)——必须先于 level_screen 分派,否则下层候选点击
# 空转烧尽预算(实证:lv2 商店停点双 visible 循环 12000 帧 done=false)。
main.ui.modals.shop_overlay.leave_pressed.emit()
main.ui.modals.menu.shop_overlay.leave_pressed.emit()
_seals_placed.clear()
continue
if main.ui.modals.level_screen.visible:
if main.ui.modals.run.level_screen.visible:
# 节点图选路口(零自动推进停点)——图上命中路径交替选候选(岔路使用行为;布局决策 2 改造)
# 地图屏角标一次性 case:选路前经角标开/关状态面板(层在地图屏之上开合,
# 关闭后地图屏选路态零扰动——P2 甲层级语义)
if not _tested_map_status and not main.ui.modals.status_panel.visible:
if not _tested_map_status and not main.ui.modals.run.status_panel.visible:
_tested_map_status = true
var mpb: Button = main.ui.modals.level_screen.status_badge
var mpb: Button = main.ui.modals.run.level_screen.status_badge
if mpb == null or not mpb.visible or mpb.disabled:
_problems.append("地图屏状态角标缺失/未点亮/被置灰(P1 丁)")
else:
mpb.pressed.emit()
if not main.ui.modals.status_panel.visible or not main.ui.modals.level_screen.visible:
if not main.ui.modals.run.status_panel.visible or not main.ui.modals.run.level_screen.visible:
_problems.append("地图屏角标开状态面板失败或地图屏被误藏(P2 甲层级失守)")
var rbtn2: Button = ProbeUiUtil.find_button(main.ui.modals.status_panel, "继续", "prefix")
var rbtn2: Button = ProbeUiUtil.find_button(main.ui.modals.run.status_panel, "继续", "prefix")
if rbtn2 != null:
rbtn2.pressed.emit()
if main.ui.modals.status_panel.visible or not main.ui.modals.level_screen.visible:
if main.ui.modals.run.status_panel.visible or not main.ui.modals.run.level_screen.visible:
_problems.append("状态面板关闭后地图屏态失守(恢复语义破)")
# 地图屏加成帽换代断言(迭代36 卡A wa2——「特性」→「属性值提升」;帽 Label 常在树;
# 独立旗标——_tested_map_status 在同拍前置块已置位,禁复用其门控)
@@ -490,7 +490,7 @@ func _ready() -> void:
_tested_map_cap = true
var cap_found := false
var ls_labels: Array = []
_collect_labels_by_text(main.ui.modals.level_screen, ls_labels)
_collect_labels_by_text(main.ui.modals.run.level_screen, ls_labels)
for l in ls_labels:
if l.text == "属性值提升":
cap_found = true
@@ -502,16 +502,16 @@ func _ready() -> void:
if main.run_scope.runner != null:
for nd in main.run_scope.runner.nodes():
var nd_id: int = main.run_scope.runner.node_id_of(nd)
if String(nd.get("type", "")) == "reward" and main.ui.modals.level_screen._cand_ids.has(nd_id):
pick = main.ui.modals.level_screen._cand_ids.find(nd_id)
if String(nd.get("type", "")) == "reward" and main.ui.modals.run.level_screen._cand_ids.has(nd_id):
pick = main.ui.modals.run.level_screen._cand_ids.find(nd_id)
break
main.ui.modals.level_screen.press_candidate(pick)
main.ui.modals.run.level_screen.press_candidate(pick)
_route_clicks += 1
_seals_placed.clear()
continue
if main.ui.screens.inter_overlay.visible:
# 大奖励屏(冒险级停点——非末关的关卡完成恰一次):首见确认推进 L2(真实按钮信号路径);再见 = L2 已关卡完成,收口
if not main.ui.modals.flow.locks_input():
if not main.ui.flow.locks_input():
_problems.append("大奖励屏打开时输入未锁定")
_inter_confirms += 1
if _inter_confirms == 1:
@@ -530,23 +530,23 @@ func _ready() -> void:
break
_seals_placed.clear()
continue
if main.ui.modals.end_overlay.is_open() and main.run_scope.settlement_stop_timer.is_armed():
if main.ui.modals.run.end_overlay.is_open() and main.run_scope.settlement_stop_timer.is_armed():
# 战斗胜利总结结算框(真实信号路径——每场普通胜利到达):断言已拍板面后点「下一节点」
if not main.ui.modals.flow.locks_input():
if not main.ui.flow.locks_input():
_problems.append("胜利结算框打开时输入未锁定")
var gp_line: String = "%s %s" % [main.ui.modals.end_overlay._gp_name.text, main.ui.modals.end_overlay._gp_val.text] # 两列账行(审计差距④)——名/值列拼回整串断言
var gp_line: String = "%s %s" % [main.ui.modals.run.end_overlay._gp_name.text, main.ui.modals.run.end_overlay._gp_val.text] # 两列账行(审计差距④)——名/值列拼回整串断言
if not gp_line.contains("GP +%d" % main.run_scope.last_gain_amount) or not gp_line.contains("合计 %d" % int(main.run_scope.runner.gp)):
_problems.append("胜利结算框 GP 增量/总量与钱包实态不符(%s|实态 +%d/%d)" % [gp_line, main.run_scope.last_gain_amount, int(main.run_scope.runner.gp)])
if main.ui.modals.end_overlay.verdict_text() == "":
if main.ui.modals.run.end_overlay.verdict_text() == "":
_problems.append("胜利结算框判定行缺失")
_settlement_confirms += 1
main.ui.modals.end_overlay._btn.pressed.emit() # 「下一节点」真实信号路径
main.ui.modals.run.end_overlay._btn.pressed.emit() # 「下一节点」真实信号路径
await get_tree().process_frame
await get_tree().process_frame
if main.run_scope.settlement_stop_timer.is_armed() or not main.ui.modals.level_screen.visible:
if main.run_scope.settlement_stop_timer.is_armed() or not main.ui.modals.run.level_screen.visible:
_problems.append("胜利结算框「下一节点」未进选路页(卡⑥ AC②)")
continue
if main.ui.modals.end_overlay.is_open():
if main.ui.modals.run.end_overlay.is_open():
# 冒险终局(失败/放弃/打穿)——无单关直入口,见终局即收口(模态断言照旧)
# 三选一链适配:_adventure_mode 仍真且非选路挂起=中途结算面(Boss 胜利
# 总结「继续」后挂三选一→真终局未到)——真实信号路径点继续推进。
@@ -555,13 +555,13 @@ func _ready() -> void:
# (_adventure_mode)在真终局仍 true——会把真终局当中途面点掉返回键(实证)。
var _adv_running: bool = main.run_scope.adventure != null and String(main.run_scope.adventure.state) == "running"
if main.run_scope.is_adventure and _adv_running:
main.ui.modals.end_overlay._btn.pressed.emit()
main.ui.modals.run.end_overlay._btn.pressed.emit()
continue
if not main.ui.modals.flow.locks_input():
if not main.ui.flow.locks_input():
_problems.append("终局 overlay 打开时输入未锁定")
_done = true
print("[click_probe] 冒险终局:%s · 选路口点击 %d 次" % [
main.ui.modals.end_overlay.verdict_text().replace("\n", " "), _route_clicks])
main.ui.modals.run.end_overlay.verdict_text().replace("\n", " "), _route_clicks])
break
if main.run_scope.settlement == null or main.run_scope.runner == null:
continue
@@ -603,36 +603,36 @@ func _ready() -> void:
# ---- 预算耗尽收口(T17 硬锁批适配):选件变强后 probe 可能活过预算不再战败——断点段前提
# (冒险终局面在案)须主动满足。收口驱动:任何停点层逐个推进(复用主循环分支语义)至
# level_screen 选路停点→真实放弃二击→终局面。战斗中则继续 autoplay 打完。
if not _done and not main.ui.modals.end_overlay.is_open():
if not _done and not main.ui.modals.run.end_overlay.is_open():
var close_guard := 8000
var dbg_frame := 0 # T17 演播后排窗:每场胜利 +~400 帧演播等待(旧同帧 flush 零等待)——守卫按多场战斗放大
while close_guard > 0:
close_guard -= 1
await get_tree().process_frame
if main.ui.modals.end_overlay.is_open():
if main.ui.modals.run.end_overlay.is_open():
# 中途结算面(state=running)=点继续推进;真终局(settling)=断点段前提满足,收口。
if main.run_scope.is_adventure and main.run_scope.adventure != null and String(main.run_scope.adventure.state) == "running":
main.ui.modals.end_overlay._btn.pressed.emit()
main.ui.modals.run.end_overlay._btn.pressed.emit()
else:
break
elif main.ui.modals.curio_overlay.visible:
if main.ui.modals.curio_overlay._continue_btn.visible:
main.ui.modals.curio_overlay.press_continue()
elif main.ui.modals.run.curio_overlay.visible:
if main.ui.modals.run.curio_overlay._continue_btn.visible:
main.ui.modals.run.curio_overlay.press_continue()
elif main.run_scope.adventure != null and not main.run_scope.adventure.stop()._pending.is_empty():
main.ui.modals.curio_overlay.press_card(0)
main.ui.modals.curio_overlay.press_confirm()
main.ui.modals.run.curio_overlay.press_card(0)
main.ui.modals.run.curio_overlay.press_confirm()
else:
main.ui.modals.curio_overlay.press_continue()
elif main.ui.modals.node_overlay.visible:
main.ui.modals.node_overlay.press_continue()
elif main.ui.modals.shop_overlay.visible:
main.ui.modals.shop_overlay.leave_pressed.emit()
main.ui.modals.run.curio_overlay.press_continue()
elif main.ui.modals.run.node_overlay.visible:
main.ui.modals.run.node_overlay.press_continue()
elif main.ui.modals.menu.shop_overlay.visible:
main.ui.modals.menu.shop_overlay.leave_pressed.emit()
elif main.ui.screens.inter_overlay.visible:
var next_btn2: Button = ProbeUiUtil.find_button(main.ui.screens.inter_overlay, "进入下一层", "prefix")
if next_btn2 != null:
next_btn2.pressed.emit()
elif main.ui.modals.level_screen.visible:
var abandon_btn: Button = ProbeUiUtil.find_button(main.ui.modals.level_screen, "放弃", "prefix")
elif main.ui.modals.run.level_screen.visible:
var abandon_btn: Button = ProbeUiUtil.find_button(main.ui.modals.run.level_screen, "放弃", "prefix")
if abandon_btn != null:
_closed_via_abandon = true
abandon_btn.pressed.emit()
@@ -660,12 +660,12 @@ func _ready() -> void:
str(((bpf as Dictionary).get("bonus_deck", []) as Array).size()),
str((bpf as Dictionary).get("bonus_pending"))])
_problems.append("断点段:战败结算后断点未清(T3 三结局清断点失守)")
if not main.ui.modals.end_overlay.is_open():
if not main.ui.modals.run.end_overlay.is_open():
_problems.append("断点段:战败后未出冒险终局面")
if main.ui.modals.end_overlay._btn == null:
if main.ui.modals.run.end_overlay._btn == null:
_problems.append("断点段:终局面返回按钮缺失")
else:
main.ui.modals.end_overlay._btn.pressed.emit() # 真实按钮信号路径(_btn=继续/返回共用句柄)
main.ui.modals.run.end_overlay._btn.pressed.emit() # 真实按钮信号路径(_btn=继续/返回共用句柄)
await get_tree().process_frame
if not main.ui.screens.start_overlay.visible:
# 豁免:放弃路径收口时终局「返回」后仍挂三选一/关卡推进残留态(停点链),
@@ -687,19 +687,19 @@ func _ready() -> void:
var bal_gate: int = main._camp_data()["balance"]
main.ui.modals.camp.scene.object_pressed.emit(&"gate")
await get_tree().process_frame
if not main.ui.modals.confirm_dialog.is_open():
if not main.ui.modals.menu.confirm_dialog.is_open():
_problems.append("大门无断点:确认弹窗未开(点大门应先出确认不直接进冒险)〔营地图批 V3〕")
if main.run_scope.is_adventure:
_problems.append("大门无断点:未确认即进冒险〔营地图批 V3〕")
if main.ui.modals.confirm_dialog._secondary_btn.visible:
if main.ui.modals.menu.confirm_dialog._secondary_btn.visible:
_problems.append("大门无断点:次钮应隐藏(两出口形态)〔营地图批 V3〕")
main.ui.modals.confirm_dialog.cancelled.emit()
main.ui.modals.menu.confirm_dialog.cancelled.emit()
await get_tree().process_frame
if not main.ui.modals.camp.scene.visible or main.run_scope.is_adventure or main._camp_data()["balance"] != bal_gate:
_problems.append("大门取消:未无变更退回营地(写口零调用/营地根 visible 失守)〔营地图批 V3〕")
main.ui.modals.camp.scene.object_pressed.emit(&"gate")
await get_tree().process_frame
main.ui.modals.confirm_dialog.confirmed.emit() # 「是」→开始新冒险
main.ui.modals.menu.confirm_dialog.confirmed.emit() # 「是」→开始新冒险
await get_tree().process_frame
if not main.run_scope.is_adventure or main.ui.modals.camp.scene.visible:
_problems.append("大门确认:冒险未发起或营地场景屏未隐藏〔营地图批 V3〕〔营地图批 B1〕")
@@ -714,9 +714,9 @@ func _ready() -> void:
await get_tree().process_frame
main.ui.modals.camp.scene.object_pressed.emit(&"gate")
await get_tree().process_frame
if not main.ui.modals.confirm_dialog.is_open() or not main.ui.modals.confirm_dialog._secondary_btn.visible:
if not main.ui.modals.menu.confirm_dialog.is_open() or not main.ui.modals.menu.confirm_dialog._secondary_btn.visible:
_problems.append("大门有断点:三出口形态失守(次钮应现形)〔营地图批 V3〕")
main.ui.modals.confirm_dialog.secondary_confirmed.emit() # 「开始新冒险」出口
main.ui.modals.menu.confirm_dialog.secondary_confirmed.emit() # 「开始新冒险」出口
await get_tree().process_frame
if not main.run_scope.is_adventure or main.ui.modals.camp.scene.visible:
_problems.append("大门有断点次确认:冒险未发起或营地未隐藏〔营地图批 V3〕")
@@ -736,8 +736,8 @@ func _ready() -> void:
if FileAccess.file_exists(p_ol):
DirAccess.remove_absolute(p_ol)
ProbeUiUtil.isolate_save(main, "smoke_click_probe_openline", true, false, true)
main.ui.modals.debug_overlay.reset_sliders() # ① 白板反向前提(_start_adventure 只关窗不清值——残值跨段存活防坑)
main.ui.modals.debug_overlay.seed_edit.text = "42"
main.ui.modals.menu.debug_overlay.reset_sliders() # ① 白板反向前提(_start_adventure 只关窗不清值——残值跨段存活防坑)
main.ui.modals.menu.debug_overlay.seed_edit.text = "42"
main._start_adventure_from_menu()
var ol_l1_wait := 0
while ol_l1_wait < 24 and String(main.ui.battle.log_view._log.get_parsed_text()).count("· 种子 ") < 1:
@@ -822,14 +822,14 @@ func _run_modal_probes_once() -> void:
if not _tested_legend:
_tested_legend = true
main.ui.battle.board_zone.ap_bar._btn_legend.pressed.emit()
if not main.ui.modals.legend_overlay.is_open():
if not main.ui.modals.run.legend_overlay.is_open():
_problems.append("图例打开失败")
if main.ui.modals.end_overlay.is_open() or main.ui.screens.start_overlay.visible:
if main.ui.modals.run.end_overlay.is_open() or main.ui.screens.start_overlay.visible:
_problems.append("图例打开时上方遮挡层未隐藏(缺陷⑤复发)")
if not main.ui.modals.flow.locks_input():
if not main.ui.flow.locks_input():
_problems.append("图例打开时棋盘输入未锁定")
var legend_has_seal := false
for e in main.ui.modals.legend_overlay.ENTRIES:
for e in main.ui.modals.run.legend_overlay.ENTRIES:
if String(e[1]) == "封印":
legend_has_seal = true
# 图例封印行换代断言(迭代36 卡A wa5——真实 AP 条图例钮开层路径)
@@ -838,13 +838,13 @@ func _run_modal_probes_once() -> void:
", "|"))
if not legend_has_seal:
_problems.append("图例缺『封印』格态条目(格态图例基线)")
main.ui.modals.legend_overlay.close()
if main.ui.modals.legend_overlay.is_open() or main.ui.modals.flow.locks_input():
main.ui.modals.run.legend_overlay.close()
if main.ui.modals.run.legend_overlay.is_open() or main.ui.flow.locks_input():
_problems.append("图例关闭后未恢复输入/可见性")
# ②/②b 明细回看模态无探针(M9/P-C7——冒险中回看归「生涯」,06 登记)
# ⑤ 状态面板(P1 丁角标真实信号路径 + P2 甲模态语义 + P1 守卫 + R3 锁恢复):
# 角标打开 → 只读层可见+输入锁定+余额徽非空 → 「继续」关闭恢复;图例开着 → 角标置灰且点击被守卫兜住
if not _tested_status and not main.ui.modals.legend_overlay.is_open() and not main.ui.modals.status_panel.visible:
if not _tested_status and not main.ui.modals.run.legend_overlay.is_open() and not main.ui.modals.run.status_panel.visible:
_tested_status = true
var pbtn: Button = main.ui.battle.board_zone.status_badge
if pbtn == null or not pbtn.visible or pbtn.disabled:
@@ -852,17 +852,17 @@ func _run_modal_probes_once() -> void:
% [str(pbtn != null and pbtn.visible), str(pbtn != null and pbtn.disabled)])
else:
pbtn.pressed.emit() # 真实按钮信号路径 → 组合根 _on_status_badge_pressed
if not main.ui.modals.status_panel.visible:
if not main.ui.modals.run.status_panel.visible:
_problems.append("状态面板未随角标打开(组合根接线失守)")
if not main.ui.modals.flow.locks_input():
if not main.ui.flow.locks_input():
_problems.append("状态面板打开时输入未锁定(R3)")
var bal_txt: String = main.ui.modals.status_panel._balance_badge.value_label.text
var bal_txt: String = main.ui.modals.run.status_panel._balance_badge.value_label.text
if not bal_txt.begins_with("钥石 "):
_problems.append("状态面板余额徽投影缺失(%s)" % bal_txt)
# ---- 本局信息面板换代断言(迭代36 卡③——真实入口三断言)----
# ① 面板子树零旧段文案(跨关概览退役零残留)
var sv_labels: Array = []
_collect_labels_by_text(main.ui.modals.status_panel, sv_labels)
_collect_labels_by_text(main.ui.modals.run.status_panel, sv_labels)
for l in sv_labels:
if String(l.text).contains("道具工坊") or String(l.text).contains("天赋树"):
_problems.append("状态面板子树残留旧段文案「%s」(sv6①——零旧段失守)" % String(l.text))
@@ -874,8 +874,8 @@ func _run_modal_probes_once() -> void:
var attr_expect := "生命 %d/%d · 攻击 %d · 护甲 AC %d · GP %d" % [
int(rnr.hero_hp), rnr.effective_max_hp(), rnr.effective_atk(),
rnr.effective_ac(), int(rnr.gp)]
if String(main.ui.modals.status_panel._attrs_label.text) != attr_expect:
_problems.append("状态面板属性行投影失真(sv6②——期望 %s 实测 %s)" % [attr_expect, main.ui.modals.status_panel._attrs_label.text])
if String(main.ui.modals.run.status_panel._attrs_label.text) != attr_expect:
_problems.append("状态面板属性行投影失真(sv6②——期望 %s 实测 %s)" % [attr_expect, main.ui.modals.run.status_panel._attrs_label.text])
# ③ _status_data() 直调对拍(sv7——键集恰八键+curios/feats 独立 oracle)
var sd: Dictionary = main._status_data()
var keys := ["balance", "hero_hp", "max_hp", "atk", "ac", "gp", "curios", "feats"]
@@ -899,22 +899,22 @@ func _run_modal_probes_once() -> void:
var feats_expect: Array = load("res://presentation/hud_presenter.gd").feat_holdings_lines(main.db, rnr.feats_held())
if str((sd as Dictionary).get("feats", [])) != str(feats_expect):
_problems.append("_status_data().feats 对拍 feat_holdings_lines 失守(sv7)")
var resume_btn: Button = ProbeUiUtil.find_button(main.ui.modals.status_panel, "继续", "prefix")
var resume_btn: Button = ProbeUiUtil.find_button(main.ui.modals.run.status_panel, "继续", "prefix")
if resume_btn == null:
_problems.append("状态面板关闭钮缺失(「继续」)")
else:
resume_btn.pressed.emit()
if main.ui.modals.status_panel.visible or main.ui.modals.flow.locks_input():
if main.ui.modals.run.status_panel.visible or main.ui.flow.locks_input():
_problems.append("状态面板关闭后未恢复(visible=%s locked=%s——R3 残留)"
% [str(main.ui.modals.status_panel.visible), str(main.ui.modals.flow.locks_input())])
% [str(main.ui.modals.run.status_panel.visible), str(main.ui.flow.locks_input())])
# P1 守卫:图例开着 → 两处入口角标置灰;置灰态点击被处理器兜住(探针 emit 绕过 disabled)
main.ui.battle.board_zone.ap_bar._btn_legend.pressed.emit()
if not main.ui.battle.board_zone.status_badge.disabled:
_problems.append("图例开着时战斗屏状态角标未置灰(P1 守卫失守)")
main.ui.battle.board_zone.status_badge.pressed.emit()
if main.ui.modals.status_panel.visible:
if main.ui.modals.run.status_panel.visible:
_problems.append("置灰态仍可开状态面板(守卫兜底失守)")
main.ui.modals.legend_overlay.close()
main.ui.modals.run.legend_overlay.close()
# ③ tooltip(状态效果槽悬停——来源+语义+剩余):有槽可见时触发
if not _tested_tooltip:
var row = main.ui.battle.stage.hero_standee.slot_row # 状态 tooltip 载体(B 区站桩)
@@ -1045,7 +1045,7 @@ func _locktest_tick() -> void:
if settlement == null or settlement.minesweeper.current_board() == null:
return
if _locktest_state == 0:
if main.ui.screens.row_pacer.pending_rows().is_empty() or main.ui.modals.flow.locks_input():
if main.ui.screens.row_pacer.pending_rows().is_empty() or main.ui.flow.locks_input():
return
if String(settlement.battle_result) != "" or String(settlement.action_economy.phase) != "Active":
return
@@ -1067,7 +1067,7 @@ func _locktest_tick() -> void:
return
_locktest_state = 1
elif _locktest_state == 1:
if main.ui.modals.curio_overlay.visible or main.ui.screens.inter_overlay.visible or main.ui.modals.end_overlay.is_open() \
if main.ui.modals.run.curio_overlay.visible or main.ui.screens.inter_overlay.visible or main.ui.modals.run.end_overlay.is_open() \
or String(settlement.battle_result) != "":
_locktest_state = 2 # 前提消失守卫:终结演播竞态——静默弃测
return
+13 -13
View File
@@ -31,15 +31,15 @@ func _ready() -> void:
# 同 ui_click_probe 隔离纪律。首次冒险布尔位置位=对齐真实档游玩史口径,模板抽签路径不变;
# isolate_save 先删后建——上次运行的残留断点会触发互斥确认早退)
ProbeUiUtil.isolate_save(main, "smoke_input_probe_save", true, false, true)
main.ui.modals.debug_overlay.seed_edit.text = "42" # 种子钉死(种子框默认为空=非首局随机,探针确定性禁依赖默认分支)
main.ui.modals.menu.debug_overlay.seed_edit.text = "42" # 种子钉死(种子框默认为空=非首局随机,探针确定性禁依赖默认分支)
main._start_adventure_from_menu()
await get_tree().process_frame
# ---- ⑫ 图上命中真实输入(回归闸):入口停点候选节点中心
# push_input 真实鼠标路径 motion+click → 悬停预承诺置位 → route_chosen 到达组合根。
# 由来=真机 bug:深层节点(L1 Boss 内容 x=802)在固定画布命中区外,press_candidate 直调
# 命中函数探针全绿、真鼠标点不中——本 case 封住输入管线,⑬封住几何拟合。
if main.ui.modals.level_screen.visible:
var ro = main.ui.modals.level_screen
if main.ui.modals.run.level_screen.visible:
var ro = main.ui.modals.run.level_screen
var cands: Array = main.run_scope.runner.next_candidate_ids()
# ---- ⑱ 信息迷雾呈现接线(回归闸):真机 display_probe 读实际绘制记录(雾下节点类型未画、
# Boss 描边画了、候选类型画了)+点击雾下非候选节点零提交(雾不扩大可点域——候选集即合法集)----
@@ -90,9 +90,9 @@ func _ready() -> void:
await get_tree().process_frame
await get_tree().process_frame
ro.route_chosen.disconnect(on_route)
if not submitted.is_empty() or not main.ui.modals.level_screen.visible or not main.run_scope.runner.awaiting_choice():
if not submitted.is_empty() or not main.ui.modals.run.level_screen.visible or not main.run_scope.runner.awaiting_choice():
_pre_fail("case⑱ 雾下节点点击产生提交(提交=%s visible=%s 选路态=%s——雾不扩大可点域)〔fv9〕"
% [str(submitted), str(main.ui.modals.level_screen.visible), str(main.run_scope.runner.awaiting_choice())])
% [str(submitted), str(main.ui.modals.run.level_screen.visible), str(main.run_scope.runner.awaiting_choice())])
return
var nds: Array = main.run_scope.runner.nodes()
var tgt := {}
@@ -116,13 +116,13 @@ func _ready() -> void:
main.get_viewport().push_input(evc, true)
await get_tree().process_frame
await get_tree().process_frame
if main.ui.modals.level_screen.visible or main.run_scope.runner.awaiting_choice():
_pre_fail("图上真实点击未提交选路(overlay 可见=%s 选路态=%s)" % [str(main.ui.modals.level_screen.visible), str(main.run_scope.runner.awaiting_choice())])
if main.ui.modals.run.level_screen.visible or main.run_scope.runner.awaiting_choice():
_pre_fail("图上真实点击未提交选路(overlay 可见=%s 选路态=%s)" % [str(main.ui.modals.run.level_screen.visible), str(main.run_scope.runner.awaiting_choice())])
for i in range(3):
await get_tree().process_frame
# ---- ⑬ 画布随图拟合(同 bug 的几何面回归):复刻分层公式独立推导最深节点内容 x,
# 断言画布 min 尺寸覆盖之(open_choices 每 stop 拟合——L1 单链 Boss x=70+6*122=802 曾越界)
var ro2 = main.ui.modals.level_screen
var ro2 = main.ui.modals.run.level_screen
var nds2: Array = main.run_scope.runner.nodes()
var layer2 := {}
var inbound2 := {}
@@ -522,24 +522,24 @@ func _ready() -> void:
_push_click(bpos, MOUSE_BUTTON_LEFT)
_push_release(bpos, MOUSE_BUTTON_LEFT) # Button pressed 信号走 release 沿——按压+释放成对
await get_tree().process_frame
if not main.ui.modals.status_panel.visible or not main.ui.modals.flow.locks_input():
if not main.ui.modals.run.status_panel.visible or not main.ui.flow.locks_input():
_problems.append("case⑯ 角标真点击未开状态面板(visible=%s locked=%s——入口可达性失守)"
% [str(main.ui.modals.status_panel.visible), str(main.ui.modals.flow.locks_input())])
% [str(main.ui.modals.run.status_panel.visible), str(main.ui.flow.locks_input())])
else:
_push_click(_pos(bv, status_dig), MOUSE_BUTTON_LEFT)
await get_tree().process_frame
await get_tree().process_frame
if _has_action(status_dig, "dig") or ms.is_revealed(status_dig):
_problems.append("case⑯ 状态面板开启时挖掘穿透(R3 输入锁破——目标=%s)" % status_dig)
var resume_btn: Button = ProbeUiUtil.find_button(main.ui.modals.status_panel, "继续", "prefix")
var resume_btn: Button = ProbeUiUtil.find_button(main.ui.modals.run.status_panel, "继续", "prefix")
if resume_btn == null:
_problems.append("case⑯ 状态面板关闭钮缺失")
else:
resume_btn.pressed.emit()
await get_tree().process_frame
if main.ui.modals.status_panel.visible or main.ui.modals.flow.locks_input():
if main.ui.modals.run.status_panel.visible or main.ui.flow.locks_input():
_problems.append("case⑯ 关闭后未恢复(visible=%s locked=%s——R3 残留)"
% [str(main.ui.modals.status_panel.visible), str(main.ui.modals.flow.locks_input())])
% [str(main.ui.modals.run.status_panel.visible), str(main.ui.flow.locks_input())])
_push_click(_pos(bv, status_dig), MOUSE_BUTTON_LEFT)
await get_tree().process_frame
await get_tree().process_frame
+12 -12
View File
@@ -16,7 +16,7 @@ func _ready() -> void:
await get_tree().process_frame
var problems: Array = []
# ---- 放弃入口(台账 119):默认隐藏(非冒险模式无冒险可放弃——开始层/调试两层)----
if main.ui.modals.level_screen.abandon_btn == null or main.ui.modals.level_screen.abandon_btn.visible:
if main.ui.modals.run.level_screen.abandon_btn == null or main.ui.modals.run.level_screen.abandon_btn.visible:
print("[ui_probe] FAIL — 放弃按钮默认应隐藏(非冒险模式关)")
get_tree().quit(1)
return
@@ -65,14 +65,14 @@ func _ready() -> void:
problems.append("营地关闭后未恢复开始层(开合往返失守)〔句柄子容器批 V1〕")
# 换回全新零档(营地段购买态不泄入后续冒险段——确定性;先删后建防陈旧档泄入)
ProbeUiUtil.isolate_save(main, "smoke_ui_probe_camp", true, false, true)
main.ui.modals.debug_overlay.seed_edit.text = "42" # 种子钉死(种子框默认为空=非首局随机;本探针 start_single 第五路同吃此框,确定性禁依赖默认分支)
main.ui.modals.menu.debug_overlay.seed_edit.text = "42" # 种子钉死(种子框默认为空=非首局随机;本探针 start_single 第五路同吃此框,确定性禁依赖默认分支)
main._start_adventure_from_menu()
await get_tree().process_frame
await get_tree().process_frame
# ---- 入口选路停点(关卡开始即出节点图——level_started 后、首战前弹选路层;
# press_candidate 图上命中路径 pick 入口单候选进首战)----
# ---- 独立性断言(独立屏激活期战斗屏宿主整体隐藏,零透出)----
if not main.ui.modals.level_screen.visible:
if not main.ui.modals.run.level_screen.visible:
problems.append("关卡开始未弹入口选路停点(level_screen 应可见)")
elif main.ui.screens.battle_root.visible:
problems.append("独立屏激活期战斗屏宿主未隐藏(零透出契约失守)")
@@ -80,16 +80,16 @@ func _ready() -> void:
or main.run_scope.runner.next_candidate_ids().size() != 1:
problems.append("入口停点状态失守(选路态 + 入口单候选)")
else:
main.ui.modals.level_screen.press_candidate(0)
main.ui.modals.run.level_screen.press_candidate(0)
await get_tree().process_frame
await get_tree().process_frame
if not main.ui.screens.battle_root.visible or main.ui.modals.level_screen.visible:
if not main.ui.screens.battle_root.visible or main.ui.modals.run.level_screen.visible:
problems.append("选路提交战斗节点后未切回战斗屏(屏级互斥恢复失守)")
# ---- 放弃入口·冒险模式可见 + 战斗中按下被拒(真实按钮路径——入口挂选路停点,战斗中拒绝为防御分支)----
if main.ui.modals.level_screen.abandon_btn == null or not main.ui.modals.level_screen.abandon_btn.visible:
if main.ui.modals.run.level_screen.abandon_btn == null or not main.ui.modals.run.level_screen.abandon_btn.visible:
problems.append("冒险模式放弃按钮未开放(选路停点入口在案)")
else:
main.ui.modals.level_screen.abandon_btn.pressed.emit()
main.ui.modals.run.level_screen.abandon_btn.pressed.emit()
await get_tree().process_frame
if main.run_scope.adventure == null or String(main.run_scope.adventure.state) != "running":
problems.append("首战中放弃未被拒(战斗域单事务在飞——state 应保持 running)")
@@ -233,12 +233,12 @@ func _ready() -> void:
main._on_adventure_finished({"result": "completed", "cleared": true, "levels_cleared": 3,
"stopped_at": 0, "keystone_total": 30, "master_seed": 42, "gp_final": 57})
main.meta.save = meta_saved
if not main.ui.modals.end_overlay.is_open():
if not main.ui.modals.run.end_overlay.is_open():
problems.append("冒险终局面板未开(合成摘要路径)")
elif not main.ui.modals.end_overlay._gp_row.visible or not main.ui.modals.end_overlay._gp_val.text.contains("57"):
problems.append("终局面板 GP 行缺失或取数不对(%s)" % main.ui.modals.end_overlay._gp_val.text)
main.ui.modals.end_overlay.close()
main.ui.modals.flow.close(main.ui.modals.end_overlay)
elif not main.ui.modals.run.end_overlay._gp_row.visible or not main.ui.modals.run.end_overlay._gp_val.text.contains("57"):
problems.append("终局面板 GP 行缺失或取数不对(%s)" % main.ui.modals.run.end_overlay._gp_val.text)
main.ui.modals.run.end_overlay.close()
main.ui.flow.close(main.ui.modals.run.end_overlay)
if problems.is_empty():
print("[ui_probe] PASS — cells=%d board=%dx%d hp='%s' enemies=%d ap_dots=%d" % [
main.ui.battle.board_zone.board_view.cells_probe().size(), main.ui.battle.board_zone.board_view.board().width, main.ui.battle.board_zone.board_view.board().height,
+74 -55
View File
@@ -34,7 +34,7 @@ func _ready() -> void:
main._open_settings()
_settle()
await _audit("settings", [main.ui.modals.settings_overlay])
await _audit("settings", [main.ui.modals.menu.settings_overlay])
main._on_settings_closed()
_settle()
@@ -94,22 +94,22 @@ func _ready() -> void:
_settle()
main.ui.modals.camp.scene.object_pressed.emit(&"notebook")
_settle()
if not main.ui.modals.career_overlay.visible or main.ui.screens.start_overlay.visible:
if not main.ui.modals.menu.career_overlay.visible or main.ui.screens.start_overlay.visible:
problems.append("[career] 生涯页未打开或开始层未隐藏(笔记本改挂路径断裂)〔营地图批 V5〕")
await _audit("career", [main.ui.modals.career_overlay])
await _audit("career", [main.ui.modals.menu.career_overlay])
_career_readonly_contract(main)
_career_zero_motion_contract(main)
_career_nojump_contract(main)
main._on_career_closed()
_settle()
if main.ui.modals.career_overlay.visible or main.ui.screens.start_overlay.visible:
if main.ui.modals.menu.career_overlay.visible or main.ui.screens.start_overlay.visible:
problems.append("[career] 关闭后页未隐藏或开始层回弹(营地语境分支失守)〔营地图批 V5〕")
# ---- Esc 浮窗结构段(卡⑤——三钮在位且仅三+零动效契约+登记序在册+debug_badge 不波及)----
main._camp_pres.open_camp()
_settle()
main.ui.modals.camp.scene.object_pressed.emit(&"gate")
_settle()
main.ui.modals.confirm_dialog.cancelled.emit() # 关大门弹窗(清场——浮窗段前提)
main.ui.modals.menu.confirm_dialog.cancelled.emit() # 关大门弹窗(清场——浮窗段前提)
_settle()
var push_esc := func() -> void:
var ev := InputEventKey.new()
@@ -175,37 +175,37 @@ func _ready() -> void:
problems.append("[savesel] 开层前激活态非零(sl9 重启链——boot/注入面后应无激活)")
main._open_save_select()
_settle()
if not main.ui.modals.save_select_overlay.visible or main.ui.screens.start_overlay.visible:
if not main.ui.modals.menu.save_select_overlay.visible or main.ui.screens.start_overlay.visible:
problems.append("[savesel] 选档层未打开或开始层未隐藏(开层函数断裂)")
await _audit("savesel", [main.ui.modals.save_select_overlay])
await _audit("savesel", [main.ui.modals.menu.save_select_overlay])
_save_select_contract(main, ssel_tpl)
main._on_save_select_closed()
_settle()
if main.ui.modals.save_select_overlay.visible or not main.ui.screens.start_overlay.visible:
if main.ui.modals.menu.save_select_overlay.visible or not main.ui.screens.start_overlay.visible:
problems.append("[savesel] 关闭后层未隐藏或开始层未恢复(模态栈单口失守)")
main.ui.modals.confirm_dialog.open("结构探针采样", "确认")
main.ui.modals.menu.confirm_dialog.open("结构探针采样", "确认")
_settle()
await _audit("confirm", [main.ui.modals.confirm_dialog])
main.ui.modals.confirm_dialog.close()
await _audit("confirm", [main.ui.modals.menu.confirm_dialog])
main.ui.modals.menu.confirm_dialog.close()
_settle()
main._show_debug_overlay()
_settle()
await _audit("debug", [main.ui.modals.debug_overlay])
await _audit("debug", [main.ui.modals.menu.debug_overlay])
main._close_debug_overlay()
_settle()
# ---- 冒险簇(真流推进:开冒险→地图选路态→选战斗节点→战斗 HUD)----
ProbeUiUtil.isolate_save(main, "smoke_ui_struct_probe_adv", true, false, true)
main.ui.modals.debug_overlay.seed_edit.text = "42" # 种子钉死(种子框默认为空=非首局随机,结构采样确定性禁依赖默认分支)
main.ui.modals.menu.debug_overlay.seed_edit.text = "42" # 种子钉死(种子框默认为空=非首局随机,结构采样确定性禁依赖默认分支)
main._start_adventure_from_menu()
_settle(4)
await _audit("level_map", [main.ui.modals.level_screen])
await _audit("level_map", [main.ui.modals.run.level_screen])
var battle_id := _pick_battle_node(main)
if battle_id >= 0:
main.ui.modals.level_screen.route_chosen.emit(battle_id)
main.ui.modals.run.level_screen.route_chosen.emit(battle_id)
_settle(6)
_audit("battle_hud", [main.ui.battle.board_zone, main.ui.battle.info_panel, main.ui.battle.stage])
_standeefit_contract(main)
@@ -215,12 +215,12 @@ func _ready() -> void:
# 一律红,须先入册审查);白名单={视图自身 _emit_closed, 组合根 _on_status_closed}。
main._open_status_panel()
_settle()
await _audit("status", [main.ui.modals.status_panel])
await _audit("status", [main.ui.modals.run.status_panel])
_status_readonly_contract(main)
_status_zero_motion_contract(main)
main._on_status_closed()
_settle()
if main.ui.modals.status_panel.visible:
if main.ui.modals.run.status_panel.visible:
problems.append("[status] 关闭后层未隐藏(模态栈单口失守)")
# ---- 图例层(旧模态、首过结构族):ap_bar legend_toggled
@@ -228,61 +228,61 @@ func _ready() -> void:
# closed 信号真路径关(close()→组合根 _on_modal_closed)。
main.ui.battle.board_zone.legend_toggled.emit()
_settle()
if not main.ui.modals.legend_overlay.visible:
if not main.ui.modals.run.legend_overlay.visible:
problems.append("[legend] 图例层未打开(legend_toggled 路径中断)")
await _audit("legend", [main.ui.modals.legend_overlay])
main.ui.modals.legend_overlay.close()
await _audit("legend", [main.ui.modals.run.legend_overlay])
main.ui.modals.run.legend_overlay.close()
_settle()
if main.ui.modals.legend_overlay.visible:
if main.ui.modals.run.legend_overlay.visible:
problems.append("[legend] 关闭后层未隐藏(模态栈单口失守)")
else:
problems.append("[battle_hud] 候选中无战斗节点(驱动中断——候选=%s)" % str(main.ui.modals.level_screen._cand_ids))
problems.append("[battle_hud] 候选中无战斗节点(驱动中断——候选=%s)" % str(main.ui.modals.run.level_screen._cand_ids))
# ---- 兑付屏(真实 open 面 + 合成最小数据——结构断言只看矩形/宽度/可见性)----
main.ui.modals.end_overlay.open_victory("结构探针·胜利演算", "返回", Rect2(200, 200, 400, 300), {"gp_summary": "GP 0"})
main.ui.modals.run.end_overlay.open_victory("结构探针·胜利演算", "返回", Rect2(200, 200, 400, 300), {"gp_summary": "GP 0"})
_settle()
await _audit("battle_end", [main.ui.modals.end_overlay])
main.ui.modals.end_overlay.close()
await _audit("battle_end", [main.ui.modals.run.end_overlay])
main.ui.modals.run.end_overlay.close()
_settle()
# ---- 节点结算层(旧模态、首过结构族):rest 兑付真路径开
#(组合根 _open_modal 登记册+show_rest 合成喂入)→结构断言族→continue_pressed 信号真路径关
#(press_continue→组合根 _on_node_continue→_close_modal)。
main.ui.modals.flow.open(main.ui.modals.node_overlay)
main.ui.modals.node_overlay.show_rest(3, 15, 20)
main.ui.flow.open(main.ui.modals.run.node_overlay)
main.ui.modals.run.node_overlay.show_rest(3, 15, 20)
_settle()
if not main.ui.modals.node_overlay.visible:
if not main.ui.modals.run.node_overlay.visible:
problems.append("[node] 节点结算层未打开(rest 兑付路径中断)")
await _audit("node_overlay", [main.ui.modals.node_overlay])
main.ui.modals.node_overlay.press_continue()
await _audit("node_overlay", [main.ui.modals.run.node_overlay])
main.ui.modals.run.node_overlay.press_continue()
_settle()
if main.ui.modals.node_overlay.visible:
if main.ui.modals.run.node_overlay.visible:
problems.append("[node] 关闭后层未隐藏(continue_pressed 路径中断)")
main.ui.modals.curio_overlay.open_pick("结构探针·三选一", [
main.ui.modals.run.curio_overlay.open_pick("结构探针·三选一", [
{"id": "probe_heal", "text": "回血\n恢复 3 点"},
{"id": "probe_magic", "text": "爆裂轰击\n下一击 +5"},
{"id": "probe_pierce", "text": "穿甲\n无视护甲"},
])
_settle()
await _audit("curio_pick", [main.ui.modals.curio_overlay])
main.ui.modals.curio_overlay.visible = false
await _audit("curio_pick", [main.ui.modals.run.curio_overlay])
main.ui.modals.run.curio_overlay.visible = false
_settle()
main.ui.modals.shop_overlay.open_shop([
main.ui.modals.menu.shop_overlay.open_shop([
{"product_id": "probe_p1", "display_name": "探针商品甲", "attr": "atk", "flat_value": 1, "price": 10, "purchased": 0},
{"product_id": "probe_p2", "display_name": "探针商品乙", "attr": "hp", "flat_value": 2, "price": 20, "purchased": 0},
], 100)
_settle()
await _audit("shop", [main.ui.modals.shop_overlay])
await _audit("shop", [main.ui.modals.menu.shop_overlay])
# ---- 术语传导:货架卡与三选一卡片的玩家面文案(物品名=专长获取、分类=专长凭证)
main.ui.modals.shop_overlay.open_shelf([
main.ui.modals.menu.shop_overlay.open_shelf([
{"kind_id": "feat_ticket", "display_name": "专长获取", "value": 0, "price": 5},
{"kind_id": "heal", "display_name": "应急回复", "value": 6, "price": 5},
], 20)
_settle()
var ticket_row: Dictionary = main.ui.modals.shop_overlay._shelf_rows[0]
var ticket_row: Dictionary = main.ui.modals.menu.shop_overlay._shelf_rows[0]
if String(main.db.run.shop.pool_row("feat_ticket").get("display_name", "")) != "专长获取":
problems.append("[shop_term] shop.tres 专长凭证件名未换代(现=%s)" % String(main.db.run.shop.pool_row("feat_ticket").get("display_name", "")))
if ticket_row.card.name_l.text != "专长获取":
@@ -293,7 +293,7 @@ func _ready() -> void:
problems.append("[shop_term] 专长凭证件描述未用规范流程句(现=%s)" % ticket_row.card.desc_l.text)
if ticket_row.card.foot_l.text != "专长凭证":
problems.append("[shop_term] 专长凭证件分类标注未用「专长凭证」(现=%s)" % ticket_row.card.foot_l.text)
var heal_row: Dictionary = main.ui.modals.shop_overlay._shelf_rows[1]
var heal_row: Dictionary = main.ui.modals.menu.shop_overlay._shelf_rows[1]
if heal_row.card.desc_l.text != "回复 +6(本冒险)":
problems.append("[shop_term] 回复件描述漏了 heal 词表(现=%s)" % heal_row.card.desc_l.text)
if heal_row.card.foot_l.text != "回复":
@@ -305,7 +305,7 @@ func _ready() -> void:
problems.append("[curio_term] 专长凭证三选一卡未用物品名/规范流程句(现=%s)" % ticket_text)
if ticket_text.contains("门票") or ticket_text.contains("T5") or ticket_text.contains("持有集") or ticket_text.contains("奇物三选一"):
problems.append("[curio_term] 专长凭证三选一卡残留退役词/内部任务号(现=%s)" % ticket_text)
main.ui.modals.shop_overlay.visible = false
main.ui.modals.menu.shop_overlay.visible = false
_settle()
# ---- ⑦resume 专项:续玩停点恢复(main.gd:717 报错回归闸)----
@@ -316,11 +316,11 @@ func _ready() -> void:
main.run_scope.runner = null # 全新启动等价态(真机=菜单直进续玩,无前置冒险——runner 从未赋值;探针此前推流会残留旧 runner)
main._resume_from_menu()
_settle(8)
if not main.ui.modals.end_overlay.visible:
if not main.ui.modals.run.end_overlay.visible:
problems.append("[resume] 续玩恢复后胜利总结面未开(三选一停点分支中断)")
else:
var found := {"ok": false}
_find_label_text(main.ui.modals.end_overlay, "合计 24", found)
_find_label_text(main.ui.modals.run.end_overlay, "合计 24", found)
if not found.ok:
problems.append("[resume] 胜利总结面 GP 行未见快照合计「合计 24」(runner 缺位守卫缺位——717 回归)")
var s: String = main._gp_summary_text({"gp_dropped": 0})
@@ -362,7 +362,7 @@ func _find_label_text(node: Node, needle: String, found: Dictionary) -> void:
func _pick_battle_node(main: Node) -> int:
# 入口/兑付停点走 level_screen.open_choices 直传(不写 _pending_candidates)——
# 候选从视图态取:_cand_ids × runner.nodes() 的 type(编号解析=node_id_of 单一出口)
var ls: Node = main.ui.modals.level_screen
var ls: Node = main.ui.modals.run.level_screen
if ls._map._runner == null:
return -1
for nd in ls._map._runner.nodes():
@@ -388,7 +388,7 @@ const _PAUSE_READONLY_SIGNALS: Array[String] = [
func _status_readonly_contract(main: Node) -> void:
var overlay: Control = main.ui.modals.status_panel
var overlay: Control = main.ui.modals.run.status_panel
var stack: Array = [overlay]
var conn_count := 0
while not stack.is_empty():
@@ -414,7 +414,7 @@ func _status_readonly_contract(main: Node) -> void:
# ⑨status 零动效契约(R5/P4 甲——零动效直开直关路径存在断言):
# 子树零 AnimationPlayer + 视图源码零 tween/动效包装调用(源码 token 扫描=ui_contrast 静态段同手法)
func _status_zero_motion_contract(main: Node) -> void:
var overlay: Control = main.ui.modals.status_panel
var overlay: Control = main.ui.modals.run.status_panel
var stack: Array = [overlay]
while not stack.is_empty():
var n: Node = stack.pop_back()
@@ -434,7 +434,7 @@ func _status_zero_motion_contract(main: Node) -> void:
# 清单外零连接。白名单={视图自身 _emit_closed〔返回钮〕, 组合根 _on_career_closed};页内任何
# 购买/导航/写入方向的新连接一律红,须先入册审查。
func _career_readonly_contract(main: Node) -> void:
var overlay: Control = main.ui.modals.career_overlay
var overlay: Control = main.ui.modals.menu.career_overlay
var stack: Array = [overlay]
var conn_count := 0
while not stack.is_empty():
@@ -459,7 +459,7 @@ func _career_readonly_contract(main: Node) -> void:
# ⑪career 零动效契约(状态面板 ⑨ 同形制——P4 甲直开直关)
func _career_zero_motion_contract(main: Node) -> void:
var overlay: Control = main.ui.modals.career_overlay
var overlay: Control = main.ui.modals.menu.career_overlay
var stack: Array = [overlay]
while not stack.is_empty():
var n: Node = stack.pop_back()
@@ -480,7 +480,7 @@ func _career_zero_motion_contract(main: Node) -> void:
# _career_registry_contract 的断言(career=状态面板后/确认弹窗前、树序同步)由本全量合同覆盖)
# ⑭选档界面契约(卡③ sl1/sl2/sl3/sl4/sl9——呈现面全部来自喂入数据,视图零自判)
func _save_select_contract(main: Node, tpl: String) -> void:
var sso: Node = main.ui.modals.save_select_overlay
var sso: Node = main.ui.modals.menu.save_select_overlay
# sl1 三槽呈现:槽卡计数==3+零滚动容器(禁滚动长列表形态——契约 1)
var rows: VBoxContainer = sso._rows_box
var live_rows := 0
@@ -559,7 +559,7 @@ func _collect_labels(node: Node, out: Array[String]) -> void:
func _modal_registry_contract(main: Node) -> void:
var list: Array = main.ui.modals.flow.stack._list
var list: Array = main.ui.flow.stack._list
# ① 登记册序==合同模态序(逐位点名——合同是登记序唯一事实源)
var contract_modals: Array = []
for entry: Dictionary in main.ui.LAYER_CONTRACT:
@@ -592,23 +592,42 @@ func _modal_registry_contract(main: Node) -> void:
prev.name, node.name, node.get_index(), prev.get_index()])
prev = node
# ③ 宿住层特例:level_screen 宿主=冒险屏壳且在全直接子模态之下(遮挡语义归模态栈 screen_state)
var lv: Node = main.ui.modals.level_screen
var lv: Node = main.ui.modals.run.level_screen
if lv.get_parent() != main.ui.screens.adventure_screen:
problems.append("[registry] level_screen 宿主应=冒险屏壳(实测 %s)〔装配生命批 V1〕" % lv.get_parent().name)
elif lv.get_parent().get_index() >= main.ui.modals.legend_overlay.get_index():
elif lv.get_parent().get_index() >= main.ui.modals.run.legend_overlay.get_index():
problems.append("[registry] 冒险屏壳应在全模态之下(宿主 idx=%d legend idx=%d)〔装配生命批 V1〕" % [
lv.get_parent().get_index(), main.ui.modals.legend_overlay.get_index()])
lv.get_parent().get_index(), main.ui.modals.run.legend_overlay.get_index()])
# ④ 营地同槽特例:camp_screen 屏壳树序夹商店层与设置层之间(成员 camp_scene 登记位代言)
var cs: Node = main.ui.screens.camp_screen
if cs.get_index() <= main.ui.modals.shop_overlay.get_index() or cs.get_index() >= main.ui.modals.settings_overlay.get_index():
if cs.get_index() <= main.ui.modals.menu.shop_overlay.get_index() or cs.get_index() >= main.ui.modals.menu.settings_overlay.get_index():
problems.append("[registry] camp_screen 屏壳树序应夹商店与设置层之间(idx=%d shop=%d settings=%d)〔装配生命批 V1〕" % [
cs.get_index(), main.ui.modals.shop_overlay.get_index(), main.ui.modals.settings_overlay.get_index()])
cs.get_index(), main.ui.modals.menu.shop_overlay.get_index(), main.ui.modals.menu.settings_overlay.get_index()])
# ⑤ 分域结构(句柄分域批 T1——两新子容器在座/平铺面清零/编排口独立)
# V1a 分域在座:run/menu 各六句柄经新二段式寻址逐件非 null(12 检)
var run_names: Array[String] = ["legend_overlay", "node_overlay", "level_screen", "curio_overlay", "end_overlay", "status_panel"]
var menu_names: Array[String] = ["shop_overlay", "settings_overlay", "career_overlay", "save_select_overlay", "confirm_dialog", "debug_overlay"]
for n in run_names:
if main.ui.modals.run.get(n) == null:
problems.append("[registry] run 域句柄缺失: %s〔句柄分域批 V1〕" % n)
for n in menu_names:
if main.ui.modals.menu.get(n) == null:
problems.append("[registry] menu 域句柄缺失: %s〔句柄分域批 V1〕" % n)
# V1b 平铺面清零:12 旧平铺名经 get() 逐件为 null(旧寻址成员不存在——纯搬家零别名)
for n in run_names + menu_names:
if main.ui.modals.get(n) != null:
problems.append("[registry] 平铺残留: modals.%s 应已迁域(get 非 null)〔句柄分域批 V1〕" % n)
# V1c 编排口独立:ModalFlow 直驻注册面(ui.flow 非 null)且 modals 无 flow 成员
if main.ui.flow == null:
problems.append("[registry] ui.flow 直驻缺失〔句柄分域批 V1〕")
if main.ui.modals.get("flow") != null:
problems.append("[registry] modals.flow 残留(应升格独立持有)〔句柄分域批 V1〕")
# ⑬career 零跳转契约(提纲 P4 甲——页内零「前往他处」入口:除「返回」外任何导航钮=红)
func _career_nojump_contract(main: Node) -> void:
for nav in ["营地", "商店", "设置", "冒险", "继续上局", "退出", "前往"]:
if ProbeUiUtil.find_button(main.ui.modals.career_overlay, nav, "contains") != null:
if ProbeUiUtil.find_button(main.ui.modals.menu.career_overlay, nav, "contains") != null:
problems.append("[career][nojump] 页内出现导航入口「%s」(零跳转违约——生涯纯只读)" % nav)
+35 -35
View File
@@ -45,33 +45,33 @@ func _ready() -> void:
# 悬浮于菜单之上——开始层不隐藏;树序新基准=登记册末位(确认弹窗之后=绘制序最上))
main.ui.screens.debug_badge.pressed.emit()
await get_tree().process_frame
if not main.ui.modals.debug_overlay.visible:
if not main.ui.modals.menu.debug_overlay.visible:
problems.append("调试浮层角标点击后浮窗未开(全局浮层入口失守)")
if not main.ui.screens.start_overlay.visible:
problems.append("开始覆盖层被隐藏——浮窗应悬浮于菜单之上(14.5 形态失守)")
if main.ui.modals.debug_overlay.get_index() < main.ui.modals.confirm_dialog.get_index():
if main.ui.modals.menu.debug_overlay.get_index() < main.ui.modals.menu.confirm_dialog.get_index():
problems.append("调试浮窗树序不在确认弹窗之后——登记册末位失守")
# ② 滑条 → 生效预览联动
main.ui.modals.debug_overlay.set_sliders(100, 50)
if str(boosted_atk) not in main.ui.modals.debug_overlay.effect_text() or str(boosted_hp) not in main.ui.modals.debug_overlay.effect_text():
problems.append("生效预览未联动(%s)" % main.ui.modals.debug_overlay.effect_text())
main.ui.modals.menu.debug_overlay.set_sliders(100, 50)
if str(boosted_atk) not in main.ui.modals.menu.debug_overlay.effect_text() or str(boosted_hp) not in main.ui.modals.menu.debug_overlay.effect_text():
problems.append("生效预览未联动(%s)" % main.ui.modals.menu.debug_overlay.effect_text())
# ③ 应用(真实信号路径:apply_requested → 组合根)——E4 后加成零表写,生效断言移至 ⑧ 战斗快照
main.ui.modals.debug_overlay.press_apply_for_probe()
main.ui.modals.menu.debug_overlay.press_apply_for_probe()
# ④ 重置(重开浮窗 → 重置按钮真实路径;面板百分比归零——下一场战斗生效值回到基线)
main._show_debug_overlay()
main.ui.modals.debug_overlay.press_reset_for_probe()
main.ui.modals.menu.debug_overlay.press_reset_for_probe()
# ⑤ 批量模拟全链路(N=10——走 level_autoplay 与 headless 扫描同口径;表基线由组合根复位;
# 菜单态上下文未锁定=按钮可点,is_running 语义=模拟在跑〔18卡⑦ 与对局禁用态拆分〕)
main.ui.modals.debug_overlay.set_sliders(100, 0)
main.ui.modals.debug_overlay.set_sim_count(10)
main.ui.modals.debug_overlay.press_simulate_for_probe()
main.ui.modals.menu.debug_overlay.set_sliders(100, 0)
main.ui.modals.menu.debug_overlay.set_sim_count(10)
main.ui.modals.menu.debug_overlay.press_simulate_for_probe()
var guard := SIM_GUARD_FRAMES
while main.ui.modals.debug_overlay.is_running() and guard > 0:
while main.ui.modals.menu.debug_overlay.is_running() and guard > 0:
guard -= 1
await get_tree().process_frame
if main.ui.modals.debug_overlay.is_running():
if main.ui.modals.menu.debug_overlay.is_running():
problems.append("模拟未在预算帧内完成(疑似挂死)")
var out: String = main.ui.modals.debug_overlay.output_text()
var out: String = main.ui.modals.menu.debug_overlay.output_text()
if not out.contains("关卡完成率"):
problems.append("模拟输出缺关卡完成率")
# 口径换代 V7:胜局统计行措辞钉子(atk+100% 加成档 10 局必有胜局——hp_left_win 非空路径恒出)
@@ -83,7 +83,7 @@ func _ready() -> void:
problems.append("模拟输出 N 标注错误(%s)" % out.substr(0, 40))
# ⑥ 关闭 → 浮窗收起、开始层全程在屏
main._close_debug_overlay()
if main.ui.modals.debug_overlay.visible or not main.ui.screens.start_overlay.visible:
if main.ui.modals.menu.debug_overlay.visible or not main.ui.screens.start_overlay.visible:
problems.append("关闭后层级状态错误")
# ⑦ hero 表运行期不可变(E4 收口回归断言:任何代码 reintroduce 表写在此被抓获——原"表值残留"断言语义升级)
if int(main.db.combat.hero.atk) != base_atk or int(main.db.combat.hero.max_hp) != base_hp:
@@ -93,20 +93,20 @@ func _ready() -> void:
# 存档隔离(停点断点写盘随 main.save_manager;探针禁碰真实档,同族探针隔离纪律;
# isolate_save 先删后建——上次运行的残留断点会触发互斥确认早退)
ProbeUiUtil.isolate_save(main, "smoke_tune_probe_save", true, false, true) # 末参=swap_save(卡②签名换代——断点写盘经 autoload 落隔离档)
main.ui.modals.debug_overlay.set_sliders(100, 50)
main.ui.modals.debug_overlay.press_apply_for_probe()
main.ui.modals.debug_overlay.seed_edit.text = "42" # 种子钉死(18卡⑦审计🔴——空框=非首局随机,显式优先经真实路径断言 master_seed)
main.ui.modals.menu.debug_overlay.set_sliders(100, 50)
main.ui.modals.menu.debug_overlay.press_apply_for_probe()
main.ui.modals.menu.debug_overlay.seed_edit.text = "42" # 种子钉死(18卡⑦审计🔴——空框=非首局随机,显式优先经真实路径断言 master_seed)
main._start_adventure_from_menu() # 完整冒险路径(唯一试玩入口;_start_single 按语义清零滑条 = 恒基线,不承载加成断言)
await get_tree().process_frame
await get_tree().process_frame
# ⑧b 开冒险路径显式关浮窗(18卡⑦ T2 防护——调试会话默认开态下开局不带窗,对局中经角标再开)
if main.ui.modals.debug_overlay.visible:
if main.ui.modals.menu.debug_overlay.visible:
problems.append("开冒险路径未显式关浮窗(T2 防护失守)")
if int(main.run_scope.adventure.master_seed) != 42:
problems.append("显式种子未达冒险(master_seed=%s ≠ 42——真实路径显式优先失守)" % str(main.run_scope.adventure.master_seed))
# 关卡开始 = 入口选路停点——真实按钮路径选入口候选进首战再读呈现快照
if main.ui.modals.level_screen.visible:
main.ui.modals.level_screen.press_candidate(0)
if main.ui.modals.run.level_screen.visible:
main.ui.modals.run.level_screen.press_candidate(0)
await get_tree().process_frame
await get_tree().process_frame
var hero: Dictionary = main.run_scope.settlement.presentation_snapshot().hero
@@ -121,18 +121,18 @@ func _ready() -> void:
problems.append("对局中调试浮层角标非恒隐(发布态语义失守——卡⑦ 删写死行批)")
else:
main._show_debug_overlay() # 对局中开浮窗回归经直调承载(:61 既有直调先例——发布态角标恒隐,按钮信号路径退役)
if not main.ui.modals.debug_overlay.visible:
if not main.ui.modals.menu.debug_overlay.visible:
problems.append("对局中角标开浮窗失败(P2 甲对局中可达失守)")
if main.ui.modals.flow.locks_input():
if main.ui.flow.locks_input():
problems.append("对局中开浮窗后棋盘输入锁死(T2 防护失守——S1+ 停机点)")
if main.ui.battle.board_zone.status_badge.disabled:
problems.append("对局中开浮窗后状态角标置灰(T2 防护失守——S1+ 停机点)")
if main.ui.modals.debug_overlay.is_running():
if main.ui.modals.menu.debug_overlay.is_running():
problems.append("对局中上下文锁定误判为模拟在跑(is_running 语义互扰)")
if not main.ui.modals.debug_overlay._sim_btn.disabled or not main.ui.modals.debug_overlay._dbg_btn.disabled:
if not main.ui.modals.menu.debug_overlay._sim_btn.disabled or not main.ui.modals.menu.debug_overlay._dbg_btn.disabled:
problems.append("对局中批量模拟/两层调试按钮未禁用(T2 并存态不开放失守)")
# 当局数据六项值对(T3——数值与只读访问器逐项一致;种子=adventure.master_seed 现值非 _seed_value 重算)
var rd: Dictionary = main.ui.modals.debug_overlay.run_data_probe()
var rd: Dictionary = main.ui.modals.menu.debug_overlay.run_data_probe()
var r = main.run_scope.adventure.runner()
if String(rd.get("seed", "")) != "42":
problems.append("当局数据种子 ≠ master_seed 现值(%s)" % str(rd.get("seed")))
@@ -146,27 +146,27 @@ func _ready() -> void:
problems.append("当局数据 GP 失对(%s ≠ %s)" % [str(rd.get("gp")), str(r.gp)])
if int(rd.get("keystone", -1)) != main.run_scope.adventure.journal().keystone_gained():
problems.append("当局数据钥石失对(%s ≠ %s)" % [str(rd.get("keystone")), str(main.run_scope.adventure.journal().keystone_gained())])
var close_btn: Button = ProbeUiUtil.find_button(main.ui.modals.debug_overlay, "关闭", "prefix")
var close_btn: Button = ProbeUiUtil.find_button(main.ui.modals.menu.debug_overlay, "关闭", "prefix")
if close_btn == null:
problems.append("浮窗关闭钮缺失(真实收窗路径中断)")
else:
close_btn.pressed.emit()
if main.ui.modals.debug_overlay.visible or main.ui.modals.flow.locks_input():
if main.ui.modals.menu.debug_overlay.visible or main.ui.flow.locks_input():
problems.append("对局中关闭浮窗后态失守(visible=%s locked=%s)"
% [str(main.ui.modals.debug_overlay.visible), str(main.ui.modals.flow.locks_input())])
% [str(main.ui.modals.menu.debug_overlay.visible), str(main.ui.flow.locks_input())])
# ⑨b 只读巡检(17卡③形制)+零动效契约(17卡③ R5——零 AnimationPlayer+源码零 tween)
_overlay_readonly_contract(main, problems)
_overlay_zero_motion_contract(main, problems)
# ⑩ 种子三分单点断言(18卡⑦ C1——判定只落 _seed_value() 单点;对局态不影响本判定面):
# 显式合法整数全场景优先(含首局)→ 首局(存档布尔 false)恒 42 → 非首局空框引擎熵连抽不全等 42
main.ui.modals.debug_overlay.seed_edit.text = "777"
main.ui.modals.menu.debug_overlay.seed_edit.text = "777"
if main._seed_value() != 777:
problems.append("显式种子输入未优先(_seed_value != 777——C1 ①失守)")
# SaveManager 是 autoload 单例——换注走原地 attach(首局态挂载+恢复隔离档);
# --script 模式无裸 autoload 标识符——经 main 节点路径解析
var sm = main.get_node("/root/SaveManager")
sm.slots.attach_path("user://smoke_tune_probe_seed.json") # 全新空档——first_adventure_done=false(首局态;新档缺省面)
main.ui.modals.debug_overlay.seed_edit.text = ""
main.ui.modals.menu.debug_overlay.seed_edit.text = ""
if main._seed_value() != 42:
problems.append("首局空框种子 != 42(P5 甲失守——教学态可复现破约)")
sm.slots.attach_path("user://smoke_tune_probe_save.json") # 恢复隔离档(非首局态——isolate_save 已建档置位)
@@ -181,7 +181,7 @@ func _ready() -> void:
all42 = false
if all42:
problems.append("非首局空框连抽 4 次全等 42(随机化失守——C1 ③)")
main.ui.modals.debug_overlay.seed_edit.text = "42" # 钉回显式值(现场整洁)
main.ui.modals.menu.debug_overlay.seed_edit.text = "42" # 钉回显式值(现场整洁)
for f0 in ["user://smoke_tune_probe_seed.json", "user://smoke_tune_probe_seed.json.tmp"]:
if FileAccess.file_exists(f0):
DirAccess.remove_absolute(f0)
@@ -196,11 +196,11 @@ func _ready() -> void:
# 只读巡检(18卡⑦ T3——17卡③「白名单外零连接」形制沿用):浮窗子树全控件 × 游戏语义信号名清单
# 全连接巡检——白名单={视图自身八方法 + 注册面模态编排口 ui.modals.flow.close(closed 外发消费——
# 全连接巡检——白名单={视图自身八方法 + 注册面模态编排口 ui.flow.close(closed 外发消费——
# 注册面批把该连接目标从组合根转发壳改为 flow 真方法,机检白名单随批登记同一连接)};
# 当局数据区块=纯标签零连接在此被一并约束(新增任何连接=红须入册审查)。
func _overlay_readonly_contract(main: Node, problems: Array) -> void:
var overlay: Control = main.ui.modals.debug_overlay
var overlay: Control = main.ui.modals.menu.debug_overlay
var stack: Array = [overlay]
var conn_count := 0
while not stack.is_empty():
@@ -211,7 +211,7 @@ func _overlay_readonly_contract(main: Node, problems: Array) -> void:
var cb: Callable = conn["callable"]
var host: Object = cb.get_object()
var m := String(cb.get_method())
var flow_host: Object = main.ui.modals.flow # 注册面模态编排口(closed 外发消费白名单宿主)
var flow_host: Object = main.ui.flow # 注册面模态编排口(closed 外发消费白名单宿主)
var ok := (host == overlay and m in _OVERLAY_VIEW_METHODS) \
or (host == flow_host and m == "close") \
or (host is VScrollBar or host is HScrollBar) # 引擎滚动机构内部 drag 接线(RichTextLabel 自动滚动条——17卡③布局生命线同类豁免,零游戏写通路)
@@ -226,7 +226,7 @@ func _overlay_readonly_contract(main: Node, problems: Array) -> void:
# 零动效契约(17卡③ R5 形制——子树零 AnimationPlayer + 视图源码零 tween/动效包装调用)
func _overlay_zero_motion_contract(main: Node, problems: Array) -> void:
var overlay: Control = main.ui.modals.debug_overlay
var overlay: Control = main.ui.modals.menu.debug_overlay
var stack: Array = [overlay]
while not stack.is_empty():
var n: Node = stack.pop_back()
+2 -2
View File
@@ -71,5 +71,5 @@ func _check_main_scene(main: Node) -> void:
check(start_overlay != null and start_overlay.visible, "启动态菜单可见(boot 后玩家见菜单)")
check(main.get("settings_store") != null, "系统设置存储已装配(settings_store)")
check(main.get("ui").screens.debug_badge != null, "调试入口角标已装配(debug_badge)")
check(main.get("ui").modals.legend_overlay != null, "图例覆盖层已装配(legend_overlay)")
check(main.get("ui").modals.status_panel != null, "局内状态面板已装配(status_panel)")
check(main.get("ui").modals.run.legend_overlay != null, "图例覆盖层已装配(legend_overlay)")
check(main.get("ui").modals.run.status_panel != null, "局内状态面板已装配(status_panel)")
+21 -21
View File
@@ -105,7 +105,7 @@ func _smoke_scene_split() -> void:
chain_prev = node
check(chain_ok, "V1c 合同树序链逐对保序(运行期树序==LAYER_CONTRACT 序;违例:%s)〔装配生命批 V1〕〔句柄子容器批 V2〕" % chain_detail)
# ③ 探针挂载假设句柄在座(main.X 一级路径——探针迁移面收口证明)
check(main.ui.screens.start_overlay == main.ui.screens.menu_screen.start_overlay and main.ui.modals.camp.scene == main.ui.screens.camp_screen.camp_scene and main.ui.modals.level_screen == main.ui.screens.adventure_screen.level_screen and main.ui.screens.battle_root == main.ui.screens.adventure_screen.battle_root and main.ui.battle.board_zone.board_view == main.ui.screens.adventure_screen.board_view,
check(main.ui.screens.start_overlay == main.ui.screens.menu_screen.start_overlay and main.ui.modals.camp.scene == main.ui.screens.camp_screen.camp_scene and main.ui.modals.run.level_screen == main.ui.screens.adventure_screen.level_screen and main.ui.screens.battle_root == main.ui.screens.adventure_screen.battle_root and main.ui.battle.board_zone.board_view == main.ui.screens.adventure_screen.board_view,
"V2 组合根句柄指向屏壳成员(探针挂载假设 main.X 零迁移)〔句柄子容器批 V1〕")
check(main.run_scope != null and not main.run_scope.is_adventure,
"V2 闲时会话自 _ready 即在(永非 null;迭代 27 T3——gp 影子账退役无账本成员)")
@@ -117,9 +117,9 @@ func _smoke_scene_split() -> void:
# camp 壳 boot 态 vis=true 但成员恒隐,裸树遍历自顶向下会先命中透明壳)
func _topmost_visible_layer(main: Node) -> Node:
var candidates: Array[Node] = [main.ui.screens.start_overlay, main.ui.screens.battle_root, main.ui.screens.inter_overlay,
main.ui.modals.legend_overlay, main.ui.modals.node_overlay, main.ui.modals.level_screen, main.ui.modals.curio_overlay,
main.ui.modals.end_overlay, main.ui.modals.shop_overlay, main.ui.modals.camp.scene, main.ui.modals.settings_overlay,
main.ui.modals.status_panel, main.ui.modals.career_overlay, main.ui.modals.confirm_dialog, main.ui.modals.debug_overlay]
main.ui.modals.run.legend_overlay, main.ui.modals.run.node_overlay, main.ui.modals.run.level_screen, main.ui.modals.run.curio_overlay,
main.ui.modals.run.end_overlay, main.ui.modals.menu.shop_overlay, main.ui.modals.camp.scene, main.ui.modals.menu.settings_overlay,
main.ui.modals.run.status_panel, main.ui.modals.menu.career_overlay, main.ui.modals.menu.confirm_dialog, main.ui.modals.menu.debug_overlay]
var best: Node = null
var best_x := -1
var best_y := -1
@@ -199,7 +199,7 @@ func _smoke_boot_chain() -> void:
"V2e run_scope 非空且为闲时会话(is_adventure=false+is_inside_tree)〔装配生命批 V2〕")
# ⑥ 调试浮窗 boot 不开+菜单角标在(菜单优先——boot 不自动开浮窗,
# 入口=开始屏右下角「调试」角标+对局中两屏角标)
check(not main.ui.modals.debug_overlay.visible,
check(not main.ui.modals.menu.debug_overlay.visible,
"V2f 调试浮窗 boot 不自动开(菜单优先)〔2026-10-16 用户令〕")
check(main.ui.screens.debug_badge != null and not main.ui.screens.debug_badge.visible,
"V2f 调试浮层角标发布态恒隐(2026-10-25 删写死行批)")
@@ -223,7 +223,7 @@ func _smoke_run_lifecycle() -> void:
sm.slots.attach_path("user://smoke_run_lifecycle.json")
sm.meta_state.mark_first_adventure_done()
# ---- 第一局:开局→注脏→放弃→终局出口→会话收束 ----
main.ui.modals.debug_overlay.seed_edit.text = "42"
main.ui.modals.menu.debug_overlay.seed_edit.text = "42"
main._start_adventure_from_menu()
await process_frame
check(main.run_scope != null and main.run_scope.is_adventure and main.run_scope.adventure != null,
@@ -243,7 +243,7 @@ func _smoke_run_lifecycle() -> void:
break
await process_frame
check(finished.done, "V3 冒险终局到达(abandon→adventure_finished 同步链)")
check(main.ui.modals.end_overlay.is_open(), "V3 终局面板弹起")
check(main.ui.modals.run.end_overlay.is_open(), "V3 终局面板弹起")
main._on_battle_end_continue() # 终局出口(回菜单+会话收束——手工置空清单已消亡)
await process_frame
check(not main.run_scope.is_adventure and main.run_scope.adventure == null and main.run_scope.runner == null,
@@ -253,7 +253,7 @@ func _smoke_run_lifecycle() -> void:
check(main.ui.screens.start_overlay.visible, "V3 回开始菜单(终局出口路径)")
# ---- 第二局:放弃终局无断点残留→直进开局→全新会话 ----
check(not sm.has_breakpoint(), "V3 放弃终局清断点(无残留断点)")
main.ui.modals.debug_overlay.seed_edit.text = "43"
main.ui.modals.menu.debug_overlay.seed_edit.text = "43"
main._start_adventure_from_menu()
await process_frame
check(main.run_scope.is_adventure and main.run_scope.adventure != null and main.run_scope.hints_shown.is_empty(),
@@ -288,7 +288,7 @@ func _smoke_sim_guards() -> void:
"模拟运行态下调试两层入口守卫早退(开始层不收起)〔wd6〕")
main._tune_sim._running = false
# wd7:真实冒险关间态(is_adventure=true、settlement==null)→ 模拟入口守卫早退
main.ui.modals.debug_overlay.seed_edit.text = "42"
main.ui.modals.menu.debug_overlay.seed_edit.text = "42"
main._start_adventure_from_menu()
await process_frame
check(main.run_scope.is_adventure and main.run_scope.settlement == null,
@@ -313,7 +313,7 @@ func _face_snapshot(main: Node) -> Dictionary:
var tu = main._treasure_ui
var bo = main._bonus
var cp = main._camp_pres
var mf = main.ui.modals.flow
var mf = main.ui.flow
var rp = main.ui.screens.row_pacer
return {
"treasure_settlement": tu._settlement_get.call(),
@@ -381,10 +381,10 @@ func _stage_faces(main: Node, tag: String, adv: String, run: String, set: String
if bool(snap["mf_rows_empty"]) != bool(extra[k]):
bad += " modal_flow.rows_empty_get 应=%s" % str(extra[k])
"level_vis":
if main.ui.modals.level_screen.visible != bool(extra[k]):
if main.ui.modals.run.level_screen.visible != bool(extra[k]):
bad += " level_screen.visible 应=%s" % str(extra[k])
"end_open":
if main.ui.modals.end_overlay.is_open() != bool(extra[k]):
if main.ui.modals.run.end_overlay.is_open() != bool(extra[k]):
bad += " _end_overlay.is_open 应=%s" % str(extra[k])
"start_vis":
if main.ui.screens.start_overlay.visible != bool(extra[k]):
@@ -419,7 +419,7 @@ func _smoke_lifecycle_matrix() -> void:
if FileAccess.file_exists(p):
DirAccess.remove_absolute(p)
sm.slots.attach_path("user://smoke_lifecycle.json")
main.ui.modals.debug_overlay.seed_edit.text = "42"
main.ui.modals.menu.debug_overlay.seed_edit.text = "42"
# 阶段①闲时
await _stage_faces(main, "V3a 闲时", "null", "null", "null",
{"mf_start": true, "mf_inter": false, "mf_rows_empty": true, "start_vis": true})
@@ -430,7 +430,7 @@ func _smoke_lifecycle_matrix() -> void:
await _stage_faces(main, "V3b 开局停点", "alive", "alive", "null",
{"mf_start": false, "level_vis": true})
# 阶段③地图选路→战斗中(真实选路提交 press_candidate)
main.ui.modals.level_screen.press_candidate(0)
main.ui.modals.run.level_screen.press_candidate(0)
for i in range(10):
await process_frame
await _stage_faces(main, "V3c 战斗中", "alive", "alive", "alive", {"mf_start": false})
@@ -467,7 +467,7 @@ func _smoke_lifecycle_matrix() -> void:
await process_frame
main.ui.screens.row_pacer.flush()
for i in range(12):
if main.ui.modals.end_overlay.is_open():
if main.ui.modals.run.end_overlay.is_open():
break
await process_frame
# 分支甲:战斗胜利停点(结算后)→确认进选路→放弃→终局面
@@ -484,11 +484,11 @@ func _smoke_lifecycle_matrix() -> void:
await process_frame
main.ui.screens.row_pacer.flush()
for i in range(8):
if main.ui.modals.end_overlay.is_open():
if main.ui.modals.run.end_overlay.is_open():
break
await process_frame
# 阶段⑤终局面(败北/放弃皆达)
check(finished.done and main.ui.modals.end_overlay.is_open(),
check(finished.done and main.ui.modals.run.end_overlay.is_open(),
"V3e 终局面到达(adventure_finished+终局面板开)〔装配生命批 V3〕")
await _stage_faces(main, "V3e 终局面", "alive", "alive", "null", {"mf_start": false, "end_open": true})
# 阶段⑥回菜单收束(旧局消亡+新会话即驻+无真空窗)
@@ -515,7 +515,7 @@ func _smoke_lifecycle_matrix() -> void:
main._open_save_select()
for i in range(2):
await process_frame
var ssel_new: Button = main.ui.modals.save_select_overlay._new_btns.get(1)
var ssel_new: Button = main.ui.modals.menu.save_select_overlay._new_btns.get(1)
if ssel_new == null:
check(false, "V3g 营地入口缺失(选档层新档钮驱动中断)〔装配生命批 V3〕")
continue
@@ -551,7 +551,7 @@ func _smoke_lifecycle_matrix() -> void:
DirAccess.remove_absolute(slot_p)
# 阶段⑧两连局(第二局全新会话——旧局对象不复用、脏态零残留)
var first_adv = main.run_scope.adventure
main.ui.modals.debug_overlay.seed_edit.text = "43"
main.ui.modals.menu.debug_overlay.seed_edit.text = "43"
main._start_adventure_from_menu()
for i in range(6):
await process_frame
@@ -560,12 +560,12 @@ func _smoke_lifecycle_matrix() -> void:
await _stage_faces(main, "V3h 两连局·开局停点", "alive", "alive", "null", {"mf_start": false, "level_vis": true})
check(main.run_scope.adventure.abandon(), "V3h 放弃受理(第二局)〔装配生命批 V3〕")
for i in range(12):
if main.ui.modals.end_overlay.is_open():
if main.ui.modals.run.end_overlay.is_open():
break
await process_frame
main.ui.screens.row_pacer.flush()
for i in range(8):
if main.ui.modals.end_overlay.is_open():
if main.ui.modals.run.end_overlay.is_open():
break
await process_frame
await _stage_faces(main, "V3h 两连局·终局面", "alive", "alive", "null", {"mf_start": false, "end_open": true})
@@ -58,7 +58,7 @@ func _init() -> void:
main._start_adventure_from_menu()
await process_frame
# 入口停点选路进首战(真实停点链)
if not main.ui.modals.level_screen.visible:
if not main.ui.modals.run.level_screen.visible:
_problems.append("入口停点未呈现(前置失守)")
_finish()
return
@@ -716,7 +716,7 @@ func _smoke_diag_button_retired() -> void:
Kit.check("V6 主区无 build_diag_button 调用残留(旧实现同批清理)",
not main_src.contains("build_diag_button"))
Kit.check("V6 转储入口连接随迁(组合根经注册面接浮窗 diagnose_requested 信号)〔注册面 V2〕",
main_src.contains("ui.modals.debug_overlay.diagnose_requested.connect(_on_diagnose_pressed)"))
main_src.contains("ui.modals.menu.debug_overlay.diagnose_requested.connect(_on_diagnose_pressed)"))
Kit.check("V6 转储编排承接函数在位(dump_diagnosis 卡死取证保留)",
main_src.contains("func _on_diagnose_pressed()"))
var asm_src: String = FileAccess.get_file_as_string("res://presentation/ui_assembler.gd")