合并(写卡批·QA覆盖余量收口批): 卡片成立(933d67ec)——B4/B5 复核分流: 真缺口46补测+豁免165登记+p_perfect接线读表; grilling一轮12发现全处置零待裁; 能力行3行新增3行更新; 待办清单条目已写卡。批内凭据: --docs文档域闸全绿【验收通过】无新增红(流水线闸+能力审计红项0, 回执receipt.json); CI由post-merge钩子推送触发, 文档域秒级闸
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@@ -86,7 +86,8 @@ tests/
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| 技能池数据面与回放独立 | 敌人系统 | `BattleOrchestrator.begin_battle()`(技能池抽号/校验) | `round_flow_skill_pool_test.gd:_smoke_skill_pool_data`;`round_flow_skill_pool_test.gd:_smoke_skill_pool_replay_independence`;`trigger_cond_test.gd:_init`;`pool_case_d_test.gd:_init` |
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| Boss 半血解锁技门控 | 敌人系统 | `BattleOrchestrator.begin_battle()`(Boss 行) | `skill_unlock_test.gd:_test_gate_predicate`;`skill_unlock_test.gd:_test_latch_irreversible` |
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| 封印与极性路由/不可逆 | 地图战斗资源×战斗结算 | 效果引擎 × `BattleOrchestrator.begin_battle()` | `seal_polarity_test.gd:_smoke_seal_ap_exhausted`;`seal_polarity_test.gd:_smoke_seal_irreversible_quadrants`;`seal_polarity_test.gd:_smoke_polarity_routing` |
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| 变异布置门控 | 地形变异 | `BattleOrchestrator.begin_battle()`(变异布置段) | `variant_placement_test.gd:_smoke_variant_placement`;`variant_placement_test.gd:_smoke_global_variant`;`variant_placement_test.gd:_test_pack_min_from_table` |
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| 状态效果施加与行值(减伤/持续/叠层读表) | 战斗结算 | `BattleOrchestrator.begin_battle()`(状态施加段) | `round_flow_skill_pool_test.gd:_check_defensive_stance_values`(计划——需求卡片「QA覆盖余量收口批」2026-11-07 锚定) |
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| 变异布置门控 | 地形变异 | `BattleOrchestrator.begin_battle()`(变异布置段) | `variant_placement_test.gd:_smoke_variant_placement`;`variant_placement_test.gd:_smoke_global_variant`;`variant_placement_test.gd:_test_pack_min_from_table`;`variant_placement_test.gd:_test_l3_rockfall_minedust_rows`(计划——需求卡片「QA覆盖余量收口批」2026-11-07 锚定) |
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**旅程段四:奖励、经济与局外成长**
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@@ -101,7 +102,8 @@ tests/
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| 锻造与相邻通道隔离(祝福件购买锻造零变化/默认轴与钥匙解耦/甲型切换双轴可感) | 锻造工坊×元进度 | `MetaProgression.forge_select()`/`hero_type_axes()`/商店购买口 | `meta_progression_forge_test.gd:_test_blessing_no_forge_leak`;`meta_progression_forge_test.gd:_test_default_axes_pre_key`;`meta_progression_forge_test.gd:_test_armor_switch_dual_axes` |
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| 天赋树购买与六键合成 | 天赋树 | `MetaProgression.tree_buy()`/`MetaStateStore.tree_state()`/`MetaStateStore.set_tree_level()` | `meta_progression_forge_test.gd:_smoke_tree`;`meta_progression_forge_test.gd:_smoke_tree_rules`;`tree_rules_v11_test.gd:_init`;`tree_requires_level_test.gd:_init` |
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| 规则键参数读表(六键参数字典校验与激活侧透传) | 天赋树 | `MetaTreeTable.validate()`/`EffectEngine.rebuild()`/`MetaProgression.tree_rules()` | `tree_rules_v11_test.gd:_test_rule_key_params` |
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| 秘宝结构冻结与 12 件效果 | 秘宝 | `TreasureItems.add_item()`/`query_inventory()`/`validate_use()` | `treasure_items_test.gd:_init`;`treasure_effects_test.gd:_init` |
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| 天赋树节点行值与侧投影(秘宝匣钥匙门/零刷新/fork 两行/侧名与脉络投影) | 天赋树 | `MetaProgression.tree_buy()` 真链读生产行 | `meta_progression_forge_test.gd:_check_ks_workshop_row`;`meta_progression_forge_test.gd:_check_fork_side_projection`(计划——需求卡片「QA覆盖余量收口批」2026-11-07 锚定) |
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| 秘宝结构冻结与 12 件效果 | 秘宝 | `TreasureItems.add_item()`/`query_inventory()`/`validate_use()` | `treasure_items_test.gd:_init`;`treasure_effects_test.gd:_init`;`treasure_effects_test.gd:_test_rap_transfer_row_e2e`(计划——需求卡片「QA覆盖余量收口批」2026-11-07 锚定) |
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**旅程段五:排雷循环**
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@@ -143,7 +145,7 @@ tests/
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| 站桩显示档与素材分辨率绑定 | 战斗表现 | `StandeeBody.portrait_probe()`/`StandeeMotion.PORTRAIT_DISPLAY_H` | `standee_present_values_test.gd:_check_display_tier` |
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| B 区舞台背景三关变体与连续地面层(按 board_type 选图/地面层高度读布局表/四柱光柱退役) | HUD框架 | `BattleStageView.set_board_type()` | `stage_background_test.gd:_test_background_selection`;`stage_background_test.gd:_test_ground_layer_geometry`;`stage_background_test.gd:_test_beams_retired` |
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| 动画帧数规格(待机/攻击/受击;现役单帧形制锚定) | 战斗表现 | `UiKit.load_tex()`(`TEX_HERO_*` 四态件装载链——棋盘站立/行走与舞台三态同源) | `animation_frame_spec_test.gd:_test_spec_table`;`animation_frame_spec_test.gd:_test_current_form` |
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| 战斗屏三区几何与棋盘格边长(分辨率两档×四档板型) | HUD框架 | `BoardView.set_cell_area()`(D 区可用面积 → 格边长);读面 `BoardView.cell_size` | `layout_probe.gd:_ready`;`board_gen_reward_test.gd:_smoke_layout_cell_formula` |
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| 战斗屏三区几何与棋盘格边长(分辨率两档×四档板型) | HUD框架 | `BoardView.set_cell_area()`(D 区可用面积 → 格边长);读面 `BoardView.cell_size` | `layout_probe.gd:_ready`;`board_gen_reward_test.gd:_smoke_layout_cell_formula`;`stage_background_test.gd:_test_ap_bar_height_from_table`/`_test_log_band_settle_height`(计划——需求卡片「QA覆盖余量收口批」2026-11-07 锚定) |
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| 调参测速批量模拟(逐帧步进与统计读数) | 调参测量 | `TuneSimController.run()`(调试浮窗批量模拟入口) | `tune_sim_batch_parity_test.gd:_init`(配对对拍套件) |
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| sim 驱动循环单点(缺省零变化与策略/日志回调形态) | 调参测量 | `BattleDriver.drive_round()`(两参缺省与五参回调两形态) | `battle_driver_drive_test.gd:_smoke_drive_round_contract` |
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| 模拟玩家 0 格连锁算子(经真实闭包,零盲挖语义保持) | 调参测量×排雷玩法 | `AutoPlayer._deduce()`(经 `perfect_action()` 装配链) | `auto_player_deduce_test.gd:_smoke_zero_chain_rule` |
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@@ -170,6 +172,7 @@ tests/
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| 终局结算框关闭动线零引擎报错 | 战斗表现 | fx_probe/screen_flow_probe 真实败走关闭动线(`BattleEndOverlay.open_defeat()` → `BattleEndOverlay.close()`)孤立直跑,日志零报错行读数 | `fx_probe.gd:_ready`(计划测试——需求卡片「QA harness 缺陷与覆盖遗漏收口批」2026-11-06 锚定) |
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| 停手钮真输入命中与停手收轮落效 | 行动经济 | ui_click_probe 使能窗真输入点击(AP 条停手钮经 `ProbeUiUtil.push_click()`)+journey_player 全线跑批(sim) | `ui_click_probe.gd:_stoptest_tick`(计划测试——需求卡片「QA harness 缺陷与覆盖遗漏收口批」2026-11-06 锚定) |
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| 停点链与控件级真输入命中 | HUD框架 | 探针与测试宿主真输入驱动(节点继续/三选一选卡·确认/弃图刷新确认/奖励刷新/地图候选矩形中心/调试浮窗钮,一律经 `ProbeUiUtil.push_click()`/`push_click_at()` 进 `push_input`) | `ui_click_probe.gd:_ready`(停点链段——计划测试,需求卡片「QA harness 缺陷与覆盖遗漏收口批」2026-11-06 锚定) |
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| 控件动线扩面真输入可达(图例关闭/节点继续/三选一与商店/秘宝架/树高档与先手/弃图链/地图放弃/进入下一层/Esc 设置/减动效开关)+cell_mark 模态断言 | HUD框架×各屏 | 合成 InputEvent 经 `Viewport.push_input()` 真点(`ProbeUiUtil.push_click_at()`;扩面十二段,高档钮经调试注钥使能) | `ui_click_probe.gd:_ready`(动线扩面段);`ui_struct_probe.gd:_ready`(cell_mark 段)(计划——需求卡片「QA覆盖余量收口批」2026-11-07 锚定) |
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**旅程段七:数据配置与跨系统契约**
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| 运行期越域致命与进程非 0 退出 | 数据配置 | `BoardGenTable.resolve_row()`/`ConfigDbResolver.resolve_enemy_rowset()` | `config_db_fatal_oob_test.gd:_trigger_oob`;`config_db_resolver_test.gd:_test_request_oob` |
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| 加载期违规表拒绝:跨表悬空/计数器前缀/真视窄域/效果类型出域 | 数据配置×秘宝×奇物 | `ConfigDB.load_tables()` | `reward_dangling_treasure_test.gd:_init`;`counter_prefix_fatal_test.gd:_assert_rejected`;`treasure_target_violation_test.gd:_init`;`effect_kind_retired_test.gd:_assert_rejected`;`extended_row_violation_test.gd:_init` |
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| 表结构守卫:域校验/行序键/跨字段互锁/配额锚 | 数据配置×敌人系统×地形变异×冒险结构 | `EnemyTable.validate()`/`VariationTable.variant_pool()`/`AdventureTable.validate()` | `table_structure_guard_test.gd:_smoke_enemy_bands`;`table_structure_guard_test.gd:_smoke_variation_framework`;`table_structure_guard_test.gd:_smoke_adventure_table`;`table_structure_guard_test.gd:_test_feat_cap_required` |
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| schema 违约词拒绝路径与关键表值钉(空表/冻结/出域/白名单/settlement 钉/cap 段七槽钉) | 数据配置×战斗结算 | 各表 schema `validate()` 直调注入坏行(`BoardGenTable.validate()` 同款面)/表行读值 | `schema_vocab_violation_test.gd:_check_empty_tables`;`table_structure_guard_test.gd:_check_settlement_pin_values`;`table_structure_guard_test.gd:_check_curio_cap_segment_pins`(计划——需求卡片「QA覆盖余量收口批」2026-11-07 锚定) |
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| 变异表头域校验(地形变异) | 地形变异 | `VariationTable.validate()` | `table_structure_guard_test.gd:_test_variation_header_domains` |
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| 难度修饰套乘:空表零行为/套乘生效/越域 clamp | 难度曲线与Boss | `UnitContainer.spawn()`/`ConfigDbResolver.resolve_difficulty_modifiers()` | `table_structure_guard_test.gd:_smoke_difficulty_table`;`config_db_resolver_test.gd:_test_difficulty_clamp` |
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| Boss 出场门控(每区域恰一 Boss 终点/Boss 节点开战必选 Boss 行集) | 难度曲线与Boss | `NodeMapGenerator.generate()`/`BattleOrchestrator.begin_battle()` | `node_map_generator_test.gd:_test_boss_exit_per_region`;`boss_gate_test.gd:_test_boss_node_spawns_boss_rowset` |
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