diff --git a/game/presentation/main.gd b/game/presentation/main.gd index b32047ad..d8d7d584 100644 --- a/game/presentation/main.gd +++ b/game/presentation/main.gd @@ -42,6 +42,9 @@ var _seed_edit: LineEdit var _lvbtn: Button # 开始冒险按钮句柄(迭代 8 卡③——有断点时互斥二次确认文案换面) var _resume_btn: Button # 继续上局按钮句柄(迭代 8 卡②——有断点才亮) var _lv_start_armed := false # 新冒险二次确认态(首击置位、二击提交、3s 超时回落——仿放弃确认) +var _settlement_stop_pending := false # 卡⑥ 战斗胜利总结结算框挂起态(确认「下一节点」后进选路页) +var _pending_candidates: Array = [] # 结算框挂起期的选路候选暂存(choices_presented 载荷) +var _last_gain_amount := 0 # 最近一笔钱包入账(卡⑥ GP 增量取数面——wallet_changed gain 载荷) var _start_overlay: Control var _end_overlay: BattleEndOverlay var _inter_overlay: Control @@ -432,6 +435,14 @@ func _on_battle_end_continue() -> void: # 终局出口:返回开始界面(冒险摘要留档试玩日志;钥石已在收束时入存档——存档序列化批) _close_modal(_end_overlay) _end_overlay.close() + # 卡⑥ 挂起分派:战斗胜利总结结算框的「下一节点」≠ 终局——进选路页(暂存候选恢复呈现) + if _settlement_stop_pending: + _settlement_stop_pending = false + _enter_level_screen() + level_screen.open_choices(_pending_candidates, runner) + _pending_candidates = [] + _refresh_presentations() + return _debug.reset() if runner != null: runner.restore_hero_base() @@ -687,6 +698,20 @@ func _on_choices_presented(candidates: Array) -> void: if runner == null: return log_view.append_bb(Narrator.route_line(candidates, runner)) + # 卡⑥ 战斗胜利总结结算(battle.md OQ14 拍板面接线——欠账清偿):战斗胜利停点先弹 BattleEndOverlay + # 胜利形态(金蜡封+GP 增量+总量+判定行+「下一节点」+明细回看),确认后进选路页。判据 = 战斗节点 + # 的选路停点且战斗已收场(battle 收尾分支 _settlement 置 null 先于本信号;入口/兑付/商店停点 + # 的当前节点非 battle 型——三态天然分流)。Boss 胜/失败走 level_finished 另路不经此处。 + if _adventure_mode and runner.current_battle() == null \ + and String(runner.current_node().get("type", "")) == "battle" and not candidates.is_empty(): + _settlement_stop_pending = true + _pending_candidates = candidates.duplicate() + _end_overlay.open_victory(Narrator.battle_end_text("victory", false), "下一节点", + board_view.get_global_rect(), + "战利品 GP +%d · 合计 %d" % [_last_gain_amount, int(runner.gp)]) + _open_modal(_end_overlay) + _refresh_presentations() + return _enter_level_screen() level_screen.open_choices(candidates, runner) _refresh_presentations() @@ -953,9 +978,12 @@ func _on_wallet_changed(event: String, gp: int, extra: Dictionary) -> void: match String(event): # GP 影子账(迭代 6 T7——收束清零前取值,纯呈现零核心触碰=C1 呈现层方案) "gain", "buy": _adventure_gp_view = gp + if String(event) == "gain": + _last_gain_amount = int(extra.get("amount", 0)) # 卡⑥ GP 增量取数(每战恰一笔 gain) "clear": _adventure_gp_final = _adventure_gp_view _adventure_gp_view = 0 + _last_gain_amount = 0 if shop_overlay.visible and runner != null: shop_overlay.refresh_state(runner.shop_products(), int(runner.gp)) _refresh_presentations() diff --git a/game/smoke/ui_click_probe.gd b/game/smoke/ui_click_probe.gd index 9b7e14d5..075c0c50 100644 --- a/game/smoke/ui_click_probe.gd +++ b/game/smoke/ui_click_probe.gd @@ -26,6 +26,7 @@ var _tested_end_review := false # 迭代 6 T7——终局面板回看入口( var _tested_refresh_chain := false var _tested_tooltip := false var _inter_confirms := 0 # 大奖励屏确认计数(冒险推进停点——首见确认推进 L2,再见 = L2 通关收口) +var _settlement_confirms := 0 # 卡⑥ 胜利结算框确认计数(观测面——每场普通战斗胜利恰一) var _route_clicks := 0 # 选路覆盖层点击计数(岔路使用率观测面) @@ -142,6 +143,9 @@ func _ready() -> void: 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)") # 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) + for p0 in ["user://smoke_click_probe_reset.json", "user://smoke_click_probe_reset.json.tmp"]: + if FileAccess.file_exists(p0): + DirAccess.remove_absolute(p0) # 段首清场——上次运行的残留断点会触发互斥确认早退 var iso_reset = load("res://core/save_manager.gd").new("user://smoke_click_probe_reset.json") iso_reset.load_from_disk() iso_reset.mark_first_adventure_done() # 对齐基线(真实档已有游玩史)——非首次脚本模式=逐关抽签模板 @@ -217,6 +221,22 @@ func _ready() -> void: break _flags_placed.clear() continue + if main._end_overlay.is_open() and main._settlement_stop_pending: + # 卡⑥ 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._input_locked(): + _problems.append("胜利结算框打开时输入未锁定") + var gp_line: String = main._end_overlay._gp_line.text + if not gp_line.contains("GP +%d" % main._last_gain_amount) or not gp_line.contains("合计 %d" % int(main.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._last_gain_amount, int(main.runner.gp)]) + if main._end_overlay.verdict_text() == "": + _problems.append("胜利结算框判定行缺失") + _settlement_confirms += 1 + main._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._settlement_stop_pending or not main.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._end_overlay.is_open(): # 冒险终局(失败/放弃/打穿)——单关直入口退役后无二段入口,见终局即收口(模态断言照旧) if not main._input_locked(): diff --git a/game/smoke/ui_input_probe.gd b/game/smoke/ui_input_probe.gd index 92163c50..c766672a 100644 --- a/game/smoke/ui_input_probe.gd +++ b/game/smoke/ui_input_probe.gd @@ -27,6 +27,9 @@ func _ready() -> void: await get_tree().process_frame # 存档隔离(迭代 8 卡①②——断点写盘面随冒险挂 main.save_manager;探针禁碰真实档 user://save.json, # 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) + for p0 in ["user://smoke_input_probe_save.json", "user://smoke_input_probe_save.json.tmp"]: + if FileAccess.file_exists(p0): + DirAccess.remove_absolute(p0) # 段首清场——上次运行的残留断点会触发互斥确认早退 var iso = load("res://core/save_manager.gd").new("user://smoke_input_probe_save.json") iso.load_from_disk() iso.mark_first_adventure_done() diff --git a/game/smoke/ui_layout_probe.gd b/game/smoke/ui_layout_probe.gd index 5e8e28e7..d0dfb026 100644 --- a/game/smoke/ui_layout_probe.gd +++ b/game/smoke/ui_layout_probe.gd @@ -11,6 +11,9 @@ func _ready() -> void: add_child(main) await get_tree().process_frame # 存档隔离(迭代 8 卡①②——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) + for p0 in ["user://smoke_layout_probe_save.json", "user://smoke_layout_probe_save.json.tmp"]: + if FileAccess.file_exists(p0): + DirAccess.remove_absolute(p0) # 段首清场——上次运行的残留断点会触发互斥确认早退 var iso = load("res://core/save_manager.gd").new("user://smoke_layout_probe_save.json") iso.load_from_disk() iso.mark_first_adventure_done() diff --git a/game/smoke/ui_tune_probe.gd b/game/smoke/ui_tune_probe.gd index 0652cac8..87d7314f 100644 --- a/game/smoke/ui_tune_probe.gd +++ b/game/smoke/ui_tune_probe.gd @@ -60,6 +60,9 @@ func _ready() -> void: # ⑧ 单次加成生效回归断言:应用加成 + 启动单场战斗 → 呈现快照 hero 必须是"基线 × 单次加成" # (攻击 ×2 / 生命 +50%)——旧缺陷(残留值被当基线再乘)在 encounter 参数链上同样被抓获 # 存档隔离(迭代 8 卡①——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) + for p0 in ["user://smoke_tune_probe_save.json", "user://smoke_tune_probe_save.json.tmp"]: + if FileAccess.file_exists(p0): + DirAccess.remove_absolute(p0) # 段首清场——上次运行的残留断点会触发互斥确认早退 var iso_tune = load("res://core/save_manager.gd").new("user://smoke_tune_probe_save.json") iso_tune.load_from_disk() iso_tune.mark_first_adventure_done()