合回(迭代 41 测试债批): 代码域闸全绿回执 afd1a41f(域=code、scope=full、02/09 基线红→现绿、零新增红)——9 套件+S9/S10/S11 归零+死常量 SCHEMA_VERSION 删除+iter41 特许合回遗留的四处产品回归修复(数字色牌守卫/open_victory opts/standee 补间目标/调参模拟运行态收尾)+探针与测试面随拆件改址

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DKChan committed 2026-10-29 23:03:57 +08:00
commit 43906cdd8c
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@@ -1,14 +1,13 @@
## VERTICAL SLICE - NOT FOR PRODUCTION
## 数值表单点访问入口:全部 .tres 表的加载、校验诊断与门面(垂直切片验证:改表即改玩法,数值零硬编码)。
## 玩法代码禁止绕过本单点自建 load();行查询归各表类(表管自己的行——2026-10-27 全清设计定稿),
## 玩法代码禁止绕过本单点自建 load();行查询归各表类(表管自己的行),
## 表持有按域收进三容器(combat 战斗编排域/run 冒险 runner 域/crossrun 跨局元进度域),
## 消费面经 db.<容器>.<表> 直连。「经 ConfigDB 单点读取」=经其持有的容器与表对象(架构 :88)。
## headless --script 模式无 autoload——冒烟脚本显式实例化本类;加载失败 is_ready=false 加 fatal 封印,调用方须查。
## 冒烟脚本可显式实例化本类(headless --script 亦会加载 autoload——共享 .tres 上的 resolver 归最后装载的实例);
## 加载失败 is_ready=false 加 fatal 封印,调用方须查。
class_name ConfigDb
extends Node
const SCHEMA_VERSION := 1
const TABLE_MANIFEST := {
"action_economy": "action_economy.tres",
"variation": "variation.tres",
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@@ -1,4 +1,4 @@
## 战斗域容器(D2 域容器——config_db 表持有按域收敛,2026-10-27 全清设计定稿):战斗编排域七表类型化持有。
## 战斗域容器(D2 域容器——config_db 表持有按域收敛):战斗编排域七表类型化持有。
## 零方法零行为——纯持有结构;「经 ConfigDB 单点读取」=经其持有的容器与表对象(架构 :88 定稿注记)。
class_name ConfigDomainCombat
extends Resource
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@@ -1,4 +1,4 @@
## 跨局域容器(D2 域容器——config_db 表持有按域收敛,2026-10-27 全清设计定稿):跨局元进度域五表类型化持有
## 跨局域容器(D2 域容器——config_db 表持有按域收敛):跨局元进度域五表类型化持有
## (跨局循环=单局之外的长线进度域)。零方法零行为——纯持有结构;
## 「经 ConfigDB 单点读取」=经其持有的容器与表对象(架构 :88 定稿注记)。
class_name ConfigDomainCrossrun
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@@ -1,4 +1,4 @@
## 冒险域容器(D2 域容器——config_db 表持有按域收敛,2026-10-27 全清设计定稿):冒险 runner 域七表类型化持有。
## 冒险域容器(D2 域容器——config_db 表持有按域收敛):冒险 runner 域七表类型化持有。
## 零方法零行为——纯持有结构;「经 ConfigDB 单点读取」=经其持有的容器与表对象(架构 :88 定稿注记)。
class_name ConfigDomainRun
extends Resource
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@@ -187,8 +187,8 @@ func _vo_edges(nodes: Array, by_id: Dictionary, indeg: Dictionary, errs: Array)
## 阶段三·流事实域:入口集(入度 0)/终点集(无出边)与 Boss 终点判据、去路数形态
func _vo_flow_facts(nodes: Array, indeg: Dictionary, errs: Array) -> Dictionary:
var entries := []
var terminals := []
var entries: Array[int] = []
var terminals: Array[int] = []
for n in nodes:
var id0: int = int(n["id"])
var outs = n["next"]
@@ -277,8 +277,8 @@ func _vo_width_rules(nodes: Array, errs: Array) -> void:
## 计数规则③·参数档对照:战斗保底/入口数/终点数/层高(params 为空时跳过)
func _vo_params_check(params: Dictionary, nodes: Array, by_id: Dictionary, flow_ends: Array, errs: Array) -> void:
var entries: Array = flow_ends[0]
var terminals: Array = flow_ends[1]
var entries: Array[int] = flow_ends[0]
var terminals: Array[int] = flow_ends[1]
var battles := 0
for n in nodes:
if String(n["type"]) == "battle":
@@ -309,7 +309,7 @@ func _build(rg: RandomNumberGenerator) -> Dictionary:
var entries: Array[int] = []
for i in range(en):
entries.append(_mk("battle", 0))
var prevs: Array = _build_trunk(t, entries.duplicate())
var prevs: Array[int] = _build_trunk(t, entries.duplicate())
var terminals: Array[int] = []
for r in range(e):
@@ -326,7 +326,7 @@ func _build(rg: RandomNumberGenerator) -> Dictionary:
## 主链段(深度 1..t 逐层单链,主链段零 RNG):返回链末节点集(e>1 时收束为一处即归属大岔口)
func _build_trunk(t: int, prevs: Array) -> Array:
func _build_trunk(t: int, prevs: Array[int]) -> Array[int]:
for d in range(1, t + 1):
var nid := _mk("battle", d)
for p in prevs:
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@@ -52,7 +52,7 @@ const TIER_QUOTAS := {"common": 70, "excellent": 25, "rare": 7, "legendary": 0}
@export var cap_segment: AdventureCapSegment = AdventureCapSegment.new() # 已拿上限段(curio_cap_* 9)
# —— 专长获取专长凭证(非 Boss 渠道的专长入口形态,奇物.md v2.7 渠道轴定位;
# 四口径契约④:拿到即开不可囤积/罕见只在概率不在价格/一局限购一次/计步保底连续 5 展示未出
# 四口径契约④:拿到即开不可囤积/稀有只在概率不在价格/一局限购一次/计步保底连续 5 展示未出
# 第 6 必出(计数=展示次数、刷新重展计入、节点与商店共享、触发清零、限购满不再触发)。
# 四参数全部 provisional 归曲线调参;limit/pity_step 系口径定死值,调参可复议)——
@export var feat_ticket_chance: int = 20 # [0,100] knob(provisional)——每次非 Boss 渠道展示专长凭证出现概率 %
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@@ -7,9 +7,9 @@ extends RefCounted
## 三束按域收拢(u21——同 u20 形;views=视图句柄/getters=查询 Callable 活引用/flow=编排 Callable):
## 原 12 参长签名收 4 参——字段即原构造参数逐一同名迁移,键面=消费方改址合同。
var db
var views: Dictionary = {} # {camp_overlay, shop_overlay, toast, start_overlay, logger}
var getters: Dictionary = {} # {meta_get, save_get, runner_get}
var flow: Dictionary = {} # {open_modal, close_modal, refresh_presentations}
var views: Dictionary = {} # {camp_overlay, shop_overlay, toast, start_overlay, logger} # type-hint: ignore(三束异构混载——视图句柄/查询 Callable/编排 Callable)
var getters: Dictionary = {} # {meta_get, save_get, runner_get} # type-hint: ignore(同上——Callable 束)
var flow: Dictionary = {} # {open_modal, close_modal, refresh_presentations} # type-hint: ignore(同上——Callable 束)
func _init(db_ref, views_bundle: Dictionary, getters_bundle: Dictionary, flow_bundle: Dictionary) -> void:
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@@ -7,9 +7,9 @@ extends RefCounted
## 三束按域收拢(u20——views=视图句柄/getters=查询 Callable 活引用〔禁快照〕/flow=编排 Callable):
## 原 16 参长签名收 4 参——字段即原构造参数逐一同名迁移,键面=消费方改址合同。
var db
var views: Dictionary = {} # {curio_overlay, end_overlay, board_view, toast}
var getters: Dictionary = {} # {meta_get, save_get, adventure_get, runner_get, adventure_mode_get}
var flow: Dictionary = {} # {open_modal, open_modal_after_playback, close_modal, refresh_presentations, fatal_screen, gp_summary}
var views: Dictionary = {} # {curio_overlay, end_overlay, board_view, toast} # type-hint: ignore(三束异构混载——视图句柄/查询 Callable/编排 Callable)
var getters: Dictionary = {} # {meta_get, save_get, adventure_get, runner_get, adventure_mode_get} # type-hint: ignore(同上——Callable 束)
var flow: Dictionary = {} # {open_modal, open_modal_after_playback, close_modal, refresh_presentations, fatal_screen, gp_summary} # type-hint: ignore(同上——Callable 束)
func _init(db_ref, views_bundle: Dictionary, getters_bundle: Dictionary, flow_bundle: Dictionary) -> void:
@@ -78,7 +78,7 @@ func on_presented(payload: Dictionary) -> void:
return
ctx.views.end_overlay.open_victory(Narrator.battle_end_text("victory", false), "继续",
ctx.views.board_view.get_global_rect(),
"%s\n%s" % [String(ctx.flow.gp_summary.call()), Narrator.bonus_keystone_line(payload)])
{"gp_summary": "%s\n%s" % [String(ctx.flow.gp_summary.call()), Narrator.bonus_keystone_line(payload)]})
ctx.flow.open_modal_after_playback.call(ctx.views.end_overlay)
ctx.flow.refresh_presentations.call()
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@@ -196,11 +196,11 @@ static func outcome_text(outcome: Dictionary) -> String:
## 统计束收拢(u19——stats 六键 {wins, dmg_all, hp_left_win, hp_boss, rounds_all, death_nodes})
static func tune_sim_report(n: int, atk_pct: int, hp_pct: int, stats: Dictionary, base_hp: int) -> String:
var wins: int = stats.get("wins", 0)
var dmg_all: Array = stats.get("dmg_all", [])
var hp_left_win: Array = stats.get("hp_left_win", [])
var hp_boss: Array = stats.get("hp_boss", [])
var rounds_all: Array = stats.get("rounds_all", [])
var death_nodes: Dictionary = stats.get("death_nodes", {})
var dmg_all: Array = stats.get("dmg_all", []) # type-hint: ignore(stats 束 Variant 出值——元素类型归模拟域写入面,未参数化)
var hp_left_win: Array = stats.get("hp_left_win", []) # type-hint: ignore(同上)
var hp_boss: Array = stats.get("hp_boss", []) # type-hint: ignore(同上)
var rounds_all: Array = stats.get("rounds_all", []) # type-hint: ignore(同上)
var death_nodes: Dictionary = stats.get("death_nodes", {}) # type-hint: ignore(同上——键为败北节点标签)
var lines: Array[String] = []
lines.append("[b]模拟 N=%d(atk+%d%% / hp+%d%%)[/b]" % [n, atk_pct, hp_pct])
lines.append("关卡完成率 [color=#%s]%.0f%%[/color](%d/%d)" % [UiKit.HEX_LOG_WIN, 100.0 * float(wins) / float(maxi(1, n)), wins, n])
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@@ -50,10 +50,12 @@ func run(n: int) -> void:
await panel.get_tree().process_frame
logger.close_session()
panel.set_sim_report(HudPresenter.tune_sim_report(n, panel.atk_pct(), panel.hp_pct(), stats, _base_hp))
panel.set_sim_running(false)
_running = false
## 单局模拟域(循环体提函数——结果四桶记账;u19 stats 六键同构承载)
func _run_one_level(autoplay, stats: Dictionary, i: int, panel, logger) -> void:
func _run_one_level(autoplay, stats: Dictionary, i: int, panel, logger) -> void: # type-hint: ignore(驱动/面板/日志件鸭子型注入——同 run 构造缝)
var st = autoplay.run_level(db, SEED_BASE + i, 1, panel.atk_pct(), panel.hp_pct(), false, logger)
(stats["dmg_all"] as Array).append(st.hero_dmg)
(stats["rounds_all"] as Array).append(st.rounds)
@@ -64,5 +66,3 @@ func _run_one_level(autoplay, stats: Dictionary, i: int, panel, logger) -> void:
elif st.result == "defeat":
var key := "%d.%s" % [st.defeat_node_index, st.defeat_node_type]
stats["death_nodes"][key] = int(stats["death_nodes"].get(key, 0)) + 1
panel.set_sim_running(false)
_running = false
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@@ -75,7 +75,7 @@ func _build_world_stage() -> void:
## Control 文本半区域(round_label / stage_center / log_view 原样保留——C1 永久 Control)
func _build_text_half(db_ref) -> void:
func _build_text_half(db_ref) -> void: # type-hint: ignore(db 鸭子型注入——单测以最小 stub 构造)
var vb := VBoxContainer.new()
vb.add_theme_constant_override("separation", 4)
vb.set_anchors_preset(Control.PRESET_FULL_RECT)
@@ -124,7 +124,7 @@ func _build_center_row(vb: VBoxContainer) -> void:
## 壳层伴随件层域(最顶——世界站桩之上的 Control 触达面)+主角站桩注册(世界)+ 状态行伴随件(壳层)
func _build_companion_layer(db_ref) -> void:
func _build_companion_layer(db_ref) -> void: # type-hint: ignore(db 鸭子型注入——单测以最小 stub 构造)
_companion_layer = Control.new()
_companion_layer.set_anchors_preset(Control.PRESET_FULL_RECT)
_companion_layer.mouse_filter = Control.MOUSE_FILTER_IGNORE
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@@ -198,7 +198,8 @@ func _draw_glyph_layer(rect: Rect2) -> void:
draw_texture_rect(st.tex_mutation, rect, false)
# ③ 数字/徽章(数字 ≥ 格高 50% 墨族对格底 ≥4.5:1;徽章右下角金,遮蔽态 = "?")
if glyph != "":
_draw_digit_plate()
if plate:
_draw_digit_plate()
if st.tex_glyph != null:
draw_texture_rect(st.tex_glyph, rect, false)
else:
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@@ -478,9 +478,9 @@ func _room_color(node: Dictionary, ctx: Dictionary) -> Color:
## 选路停点(候选非空)非候选通道降透明——金岔路从结构网分离(干线共线重叠缺陷的
## 视觉主因:不同源通道共用同一垂直干线,金边与石色边焊接成「整列可走」假象)
func _draw_passage_layer(canvas: Control, ctx: Dictionary) -> void:
var nodes: Array = ctx["nodes"]
var pos: Dictionary = ctx["pos"]
var cand_ids: Array = ctx["cand_ids"]
var nodes: Array = ctx["nodes"] # type-hint: ignore(ctx 束 Variant 出值——布局缓存数组未参数化)
var pos: Dictionary = ctx["pos"] # type-hint: ignore(同上——节点 id → 坐标)
var cand_ids: Array = ctx["cand_ids"] # type-hint: ignore(同上——候选 id 集)
var dim_passages: bool = not cand_ids.is_empty()
for node in nodes:
var from: Vector2 = pos[node]
@@ -496,7 +496,7 @@ func _draw_passage_layer(canvas: Control, ctx: Dictionary) -> void:
## 房间方块域:底色随行进态+Boss/候选描边+图标/字形+编号+类型文字标签
func _draw_room(canvas: Control, node: Dictionary, ctx: Dictionary) -> void:
var pos: Dictionary = ctx["pos"]
var pos: Dictionary = ctx["pos"] # type-hint: ignore(ctx 束 Variant 出值——节点 id → 坐标)
var p: Vector2 = pos[node]
var t := String(node.get("type", ""))
var nid := _id_of(node)
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@@ -134,7 +134,7 @@ func _set_hp(hp: int) -> void:
if st._hp_tween != null and st._hp_tween.is_valid():
st._hp_tween.kill()
st._hp_tween = create_tween()
st._hp_tween.tween_property(self, "st.hp_value", target, UiKit.motion(0.15))
st._hp_tween.tween_property(st, "hp_value", target, UiKit.motion(0.15))
# 主角/敌方共用——状态效果唯一展示面(壳层伴随件转发;空态 = 图标行隐藏不占位)
@@ -205,17 +205,17 @@ func set_pending(ptype: String, pid: String) -> void:
# 三档运动签名互异,灰度/剪影层可辨)。摇定时一次性短动画,随后静帧保持。
func _play_intent_motion() -> void:
var tw := create_tween()
tw.tween_property(self, "st._intent_scale", 1.6, UiKit.motion(0.10))
tw.tween_property(self, "st._intent_scale", 1.0, UiKit.motion(0.16))
tw.parallel().tween_property(self, "st._glyph_rot", 4.0, UiKit.motion(0.10))
tw.tween_property(self, "st._glyph_rot", 0.0, UiKit.motion(0.14))
tw.tween_property(st, "_intent_scale", 1.6, UiKit.motion(0.10))
tw.tween_property(st, "_intent_scale", 1.0, UiKit.motion(0.16))
tw.parallel().tween_property(st, "_glyph_rot", 4.0, UiKit.motion(0.10))
tw.tween_property(st, "_glyph_rot", 0.0, UiKit.motion(0.14))
if _intent_charge:
tw.tween_property(self, "st._intent_scale", 1.22, UiKit.motion(0.28)).set_trans(Tween.TRANS_SINE) # ③蓄力缓推
tw.tween_property(st, "_intent_scale", 1.22, UiKit.motion(0.28)).set_trans(Tween.TRANS_SINE) # ③蓄力缓推
tw.tween_interval(UiKit.motion(0.40)) # 定格微顿
tw.tween_property(self, "st._intent_scale", 1.0, UiKit.motion(0.18))
tw.tween_property(st, "_intent_scale", 1.0, UiKit.motion(0.18))
else:
tw.tween_property(self, "st._intent_scale", 1.26, UiKit.motion(0.11)) # ②二次弹跳(高举)
tw.tween_property(self, "st._intent_scale", 1.0, UiKit.motion(0.13))
tw.tween_property(st, "_intent_scale", 1.26, UiKit.motion(0.11)) # ②二次弹跳(高举)
tw.tween_property(st, "_intent_scale", 1.0, UiKit.motion(0.13))
# 资产挂点:tex 落位后字形隐退、纹理立绘顶位——零代码换装契约;tex=null 回退字形。
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@@ -466,7 +466,7 @@ const PANEL_DEFAULT := true # modal_shell 面板哨兵(非 StyleBox 实例
# 面板哨兵解析(六参收拢五参——三态:null=无面板〔原 with_panel=false〕/PANEL_DEFAULT=默认样式盒面板
# 〔原 with_panel=true+panel_sb=null〕/StyleBox 实例=自定义样式盒面板〔原双参形态〕;
# 判别用 is StyleBox——StyleBox 与布尔哨兵直接 != 属异类操作数违例)
static func _resolve_shell_panel(panel_sb) -> PanelContainer:
static func _resolve_shell_panel(panel_sb) -> PanelContainer: # type-hint: ignore(三态哨兵 bool/null/StyleBox 异构形参)
if panel_sb == null:
return null
var panel := PanelContainer.new()
+11 -11
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@@ -231,8 +231,8 @@ func _ready() -> void:
if bv.hover_probe() != seal_t:
_problems.append("case① 悬停未到达(_hover=%s 应=%s)" % [bv.hover_probe(), seal_t])
var u1 = bv.cells_probe()[seal_t]
if not u1.hl_visible or u1.hl_color != UiKit.GOLD:
_problems.append("case① 悬停金框缺失(visible=%s color=%s)" % [str(u1.hl_visible), str(u1.hl_color)])
if not u1.st.hl_visible or u1.st.hl_color != UiKit.GOLD:
_problems.append("case① 悬停金框缺失(visible=%s color=%s)" % [str(u1.st.hl_visible), str(u1.st.hl_color)])
if bv.mouse_default_cursor_shape != Input.CURSOR_CROSS:
_problems.append("case① 挖掘光标未切十字(%d)" % bv.mouse_default_cursor_shape)
# ---- case② 悬停禁入:hover_forbidden 信号 + 灰禁红框 ----
@@ -240,14 +240,14 @@ func _ready() -> void:
await get_tree().process_frame
if _forbids.is_empty() or _forbids[_forbids.size() - 1] != forbid_t:
_problems.append("case② hover_forbidden 未达(%s)" % [str(_forbids)])
if bv.cells_probe()[forbid_t].hl_color != UiKit.RED_FORBID:
_problems.append("case② 禁入红框缺失(color=%s)" % str(bv.cells_probe()[forbid_t].hl_color))
if bv.cells_probe()[forbid_t].st.hl_color != UiKit.RED_FORBID:
_problems.append("case② 禁入红框缺失(color=%s)" % str(bv.cells_probe()[forbid_t].st.hl_color))
# ---- case③ 悬停已开格:路径预览点迹 + 移动光标 ----
_push_motion(_pos(bv, reveal_t))
await get_tree().process_frame
var dots := 0
for c in bv.cells_probe():
if bv.cells_probe()[c].dot_visible:
if bv.cells_probe()[c].st.dot_visible:
dots += 1
if dots < 1:
_problems.append("case③ 路径预览点迹未亮(dots=0)")
@@ -266,8 +266,8 @@ func _ready() -> void:
# 掩盖)——有盘断言纹理在槽、缺盘断言字形回退,两分支防双写踩踏复活 ----
var seal_unit = bv.cells_probe().get(seal_t)
if bv._palette.seal_tex != null:
if seal_unit == null or seal_unit.tex_seal != bv._palette.seal_tex:
_problems.append("case④b 封印纹理槽未挂封印印记纹理(tex_seal=%s)" % ["无单元" if seal_unit == null else str(seal_unit.tex_seal)])
if seal_unit == null or seal_unit.st.tex_seal != bv._palette.seal_tex:
_problems.append("case④b 封印纹理槽未挂封印印记纹理(tex_seal=%s)" % ["无单元" if seal_unit == null else str(seal_unit.st.tex_seal)])
elif seal_unit == null or seal_unit.glyph != "封":
_problems.append("case④b 缺盘字形回退缺失(glyph=%s)" % ["无单元" if seal_unit == null else String(seal_unit.glyph)])
# ---- case⑤ 双击 chord:禁入格双左击(核心拒挖零副作用)→ chord_attempted ----
@@ -371,12 +371,12 @@ func _ready() -> void:
if mark_t.x >= 0:
bv.set_variant_mark_resolver(func(_c): return "flat_damage")
bv.refresh()
if String(bv.cells_probe()[mark_t].mutation_mark) != "flat_damage":
_problems.append("case⑭ 变异角标未落位(mutation_mark=%s)" % str(bv.cells_probe()[mark_t].mutation_mark))
if String(bv.cells_probe()[mark_t].st.mutation_mark) != "flat_damage":
_problems.append("case⑭ 变异角标未落位(mutation_mark=%s)" % str(bv.cells_probe()[mark_t].st.mutation_mark))
bv.set_variant_mark_resolver(Callable())
bv.refresh()
if String(bv.cells_probe()[mark_t].mutation_mark) != "":
_problems.append("case⑭ 角标未随 resolver 复位(mutation_mark=%s)" % str(bv.cells_probe()[mark_t].mutation_mark))
if String(bv.cells_probe()[mark_t].st.mutation_mark) != "":
_problems.append("case⑭ 角标未随 resolver 复位(mutation_mark=%s)" % str(bv.cells_probe()[mark_t].st.mutation_mark))
else:
_problems.append("case⑭ 无未开格可验(板面异常)")
# ---- case⑮ 视野迷雾(三态呈态/半径圈/移动跟随/开关两态零扰动/提灯插值位;
+3 -3
View File
@@ -281,11 +281,11 @@ 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.level_screen
if ls._runner == null:
if ls._map._runner == null:
return -1
for nd in ls._runner.nodes():
for nd in ls._map._runner.nodes():
if String(nd.get("type", "")) in ["battle", "boss"]:
var nid: int = ls._runner.node_id_of(nd)
var nid: int = ls._map._runner.node_id_of(nd)
if nid in ls._cand_ids:
return nid
return -1
@@ -478,7 +478,7 @@ func _smoke_save_slots() -> void:
fsrc.store_string(JSON.stringify({"version": 7, "meta": {"keystone_balance": 1234}}))
fsrc.close()
DirAccess.remove_absolute(slot_tpl % 1)
ml._migrate_legacy_save(legacy_src, slot_tpl % 1, legacy_src + ".migrated.bak")
ml.slots._migrate_legacy_save(legacy_src, slot_tpl % 1, legacy_src + ".migrated.bak")
var migrated: Dictionary = JSON.parse_string(FileAccess.get_file_as_string(slot_tpl % 1))
Kit.check("sv12 旧档字节迁入槽 1(逐域相等——余额 1234)〔卡① sv12〕",
int((migrated.get("meta", {}) as Dictionary).get("keystone_balance", -1)) == 1234)
@@ -489,7 +489,7 @@ func _smoke_save_slots() -> void:
var fsrc2 := FileAccess.open(legacy_src, FileAccess.WRITE)
fsrc2.store_string(JSON.stringify({"version": 7, "meta": {"keystone_balance": 777}}))
fsrc2.close()
ml._migrate_legacy_save(legacy_src, slot_tpl % 1, legacy_src + ".migrated.bak")
ml.slots._migrate_legacy_save(legacy_src, slot_tpl % 1, legacy_src + ".migrated.bak")
var slot1_now: Dictionary = JSON.parse_string(FileAccess.get_file_as_string(slot_tpl % 1))
Kit.check("sv12 幂等:槽 1 已存在不重迁(预置 777 零覆盖、源保留)〔卡① sv12〕",
int((slot1_now.get("meta", {}) as Dictionary).get("keystone_balance", -1)) == 1234
+5 -1
View File
@@ -17,10 +17,14 @@ class StubTable:
return []
class StubDB:
class StubCrossrun:
var treasure_items: StubTable
class StubDB:
var crossrun := StubCrossrun.new()
func _stub_db() -> StubDB:
var t := StubTable.new()
t.rows = {
@@ -52,7 +52,7 @@ func _init() -> void:
var sv = load("res://core/save_manager.gd").new("user://r1_mech_test_save.json")
var mp = load("res://core/meta_progression.gd").new(db, sv)
mt.rows = [base_pre.duplicate(true), base_dep.duplicate(true)]
db.set("meta_tree", mt)
db.crossrun.meta_tree = mt
sv.meta_state.set_tree_level("gate_pre", 1)
if mp.tree_can_buy("gate_dep"):
failures += 1
@@ -23,6 +23,9 @@ func _init() -> void:
func _trigger_oob() -> void:
# 共享 .tres 上的 resolver 归最后装载的实例——autoload ConfigDB 的 _ready 在测试 _init 之后
# 二次注入覆盖私有实例,故触发前把解析通道归还被测实例(诊断落 _db,退出码判据才成立)
_db.combat.board_gen._resolver = _db._resolver
# 越域请求(关卡序号 0 < 合法域 ≥1)——_fatal 内部 push fatal 诊断并 quit(1)(帧末退出)
var got: Dictionary = _db.combat.board_gen.resolve_row(0, 0)
if _db.diagnostics_count("fatal") >= 1:
+10 -10
View File
@@ -137,16 +137,16 @@ func _test_shop_accessors(db) -> void:
var got: Dictionary = db.run.shop.product_row(String(first.product_id))
Kit.check("shop_product_row 按 product_id 精确命中首行", got == first)
Kit.check("shop_product_row 未知 id 返回空字典(容错通道)", db.run.shop.product_row("no_such_product_id__").is_empty())
var tier_rows: Array = db._shop_rows("gp_drops")
var tier_rows: Array = db.run.shop.gp_drops
if not tier_rows.is_empty():
var tier0: String = String(tier_rows[0].tier)
Kit.check("shop_gp_drop_row 按 tier 命中", not db.run.shop.gp_drop_row(tier0).is_empty())
var bonus_rows: Array = db._shop_rows("level_gp_bonus")
var bonus_rows: Array = db.run.shop.level_gp_bonus
if not bonus_rows.is_empty():
var blv: int = int(bonus_rows[0].level_index)
Kit.check("shop_level_gp_bonus 按关卡序号命中行值", db.run.shop.level_gp_bonus_at(blv) == int(bonus_rows[0].bonus))
Kit.check("shop_level_gp_bonus 未登记关卡返回 0(兜底通道)", db.run.shop.level_gp_bonus_at(-1) == 0)
var price_rows: Array = db._shop_rows("price_level_bonus")
var price_rows: Array = db.run.shop.price_level_bonus
if not price_rows.is_empty():
var plv: int = int(price_rows[0].level_index)
Kit.check("shop_price_level_bonus 按关卡序号命中行值", db.run.shop.price_level_bonus_at(plv) == int(price_rows[0].bonus))
@@ -156,19 +156,19 @@ func _test_shop_accessors(db) -> void:
func _test_meta_accessors(db) -> void:
# 无 forge_products 行族断言(行族/访问器不在表,V20 清单)
var key_rows: Array = db._meta_rows("boss_keystone")
var key_rows: Array = db.crossrun.meta.boss_keystone
if not key_rows.is_empty():
var klv: int = int(key_rows[0].level_index)
Kit.check("meta_boss_keystone_row 按关卡序号命中", db.crossrun.meta.boss_keystone_row(klv) == key_rows[0])
var conv_rows: Array = db._meta_rows("conversion")
var conv_rows: Array = db.crossrun.meta.conversion
if not conv_rows.is_empty():
var cattr: String = String(conv_rows[0].attr)
var conv_hit := {}
for r in db.crossrun.meta.conversion:
if String(r.get("attr", "")) == cattr:
conv_hit = r
break
Kit.check("meta.conversion 行集按 attr 命中(访问器退役改直扫同判据)", conv_hit == conv_rows[0])
for r in db.crossrun.meta.conversion:
if String(r.get("attr", "")) == cattr:
conv_hit = r
break
Kit.check("meta.conversion 行集按 attr 命中(访问器退役改直扫同判据)", conv_hit == conv_rows[0])
# ---- TABLE_MANIFEST ↔ data/tables 目录同步(各系统→D2 单点契约的登记面)----
@@ -515,10 +515,15 @@ func _smoke_meta() -> void:
Kit.check("boss_keystone L1–L3 行连续可达且 first_kill ≥ repeat_kill 全行(首杀全量/重复小额)", boss_ok)
class _MetaStateMock:
# 最小元进度件形态——attunement.slots 经 meta_state.tree_state() 读已购等级
func tree_state() -> Dictionary:
return {"nodes": {"att_socket1": 1}, "fork_sides": {}}
class _TreeSaveMock:
# 核代码增补:最小 save 形态——attunement.slots 只读 tree_level("att_socketN")
func tree_level(n: String) -> int:
return 1 if n == "att_socket1" else 0
# 最小 save 形态——attunement.slots 只读 save.meta_state.tree_state().nodes["att_socketN"]
var meta_state := _MetaStateMock.new()
func _conversion_row_of(rows: Array, attr: String) -> Dictionary:
@@ -15,7 +15,7 @@ func _initialize() -> void:
func _row_by_id(ov) -> Dictionary:
var out := {}
for r in ov._forge_rows:
for r in ov._forge._forge_rows:
out[String(r.route_id)] = r
return out
@@ -42,16 +42,16 @@ func _run() -> void:
# ① 锁定态:树钥匙未点亮 → 工作间不可见、两区零行板(无任何可交互购买路径)
ov.open_camp({"balance": 999, "forge": mp.forge_shop_status(), "tree": []})
Kit.check("锁定态:工作间不可见(forge_workshop 钥匙未点亮)〔锻造工坊批 V13〕",
not ov._forge_workbench.visible and ov._forge_lock_l.visible)
not ov._forge._forge_workbench.visible and ov._forge._forge_lock_l.visible)
Kit.check("锁定态:两区零行板(占位纪律——零购买路径)〔锻造工坊批 V13〕",
ov._forge_zone_weapon.get_child_count() == 0 and ov._forge_zone_armor.get_child_count() == 0)
ov._forge._forge_zone_weapon.get_child_count() == 0 and ov._forge._forge_zone_armor.get_child_count() == 0)
# ② 解锁态:钥匙点亮 → 两区各三路线
ov.open_camp({"balance": 500, "forge": mp.forge_shop_status(),
"tree": [{"node_id": "forge_workshop", "level": 1}]})
Kit.check("解锁态:工作间可见(钥匙点亮展开)〔锻造工坊批 V13〕", ov._forge_workbench.visible)
Kit.check("解锁态:工作间可见(钥匙点亮展开)〔锻造工坊批 V13〕", ov._forge._forge_workbench.visible)
Kit.check("两区各三路线(武器锻造区 3 + 护甲锻造区 3)〔锻造工坊批 V13〕",
ov._forge_zone_weapon.get_child_count() == 3 and ov._forge_zone_armor.get_child_count() == 3)
ov._forge._forge_zone_weapon.get_child_count() == 3 and ov._forge._forge_zone_armor.get_child_count() == 3)
var rows: Dictionary = _row_by_id(ov)
Kit.check("六路线行册恰全(sword/spear/staff/light/heavy/ward)〔锻造工坊批 V13〕",
rows.has("sword") and rows.has("spear") and rows.has("staff")
@@ -55,6 +55,19 @@ class FakeDriver extends RefCounted:
"defeat_node_index": 3, "defeat_node_type": "battle", "hp_left": 0.0, "hp_at_boss": 0.0}
# 假配置库(TuneSimController 只读 db.run.action_economy.ap_per_round——最小域对象图)
class FakeActionEconomy:
var ap_per_round := 2
class FakeRun:
var action_economy := FakeActionEconomy.new()
class FakeDB:
var run := FakeRun.new()
func _init() -> void:
UiKit.motion_scale = 1.0
@@ -126,7 +139,7 @@ func _init() -> void:
var panel := FakePanel.new()
root.add_child(panel)
var drv := FakeDriver.new()
var ctrl = TuneSimScript.new({"action_economy": {"ap_per_round": 2}}, panel, 100, drv)
var ctrl = TuneSimScript.new(FakeDB.new(), panel, 100, drv)
drv.ctrl = ctrl
await ctrl.run(2) # 假 driver 回调内读 is_running()(两局各一读)
Kit.check("控制器运行中 is_running()=true(驱动回调内读数)〔wd8〕", drv.seen == [true, true])
@@ -802,7 +802,7 @@ func _camp_recent_projection() -> void:
var camp = load("res://presentation/views/camp_overlay_view.gd").new()
camp.open_camp({"balance": 0, "recent": [
{"result": "completed", "levels_cleared": 2, "keystone_total": 5, "master_seed": 42}]})
var recent_text: String = String(camp._recent_list.text)
var recent_text: String = String(camp._side._recent_list.text)
Kit.check("营地最近冒险行完成关数措辞(实际「%s」)〔口径换代 V6〕" % recent_text,
recent_text.contains("完成 2 关") and not recent_text.contains("通关"))
camp.visible = false