test(unit): T1 单元测试与契约层——七套件实跑入口落 tests/run_all.gd

- data_config: ConfigDB 表加载+跨表护栏零诊断/进度坐标 ceil-clamp 解析与警告去重/变异池门控/shop·meta 消费面/manifest↔目录同步/越域 fatal 退出码(独立进程 expect=1,deferred 触发保 quit 通道)/统一随机流(派生确定性/计数器账本/标签不参与派生/负种子归一化)
- battle_settlement: DamageMath 四纯函数(池乘区/克制分量/掷点查档/吃掷点分量)+DamageController 伤害单据五配方+B/A 双结账模式+来源敌死作废+requires 前置门+主角倒下 halt+AC 合流三通道+池 clamp 与 refresh 政策
- contracts: 五配方/三目标/双政策词表封闭+掷点标签∈RNG 封闭词表(EC12)+单据九栏缺省+增益布尔受理口径(EC1/EC2)
- 红线: 期望值全由表读值推导(零玩法数值字面量)/零自建 RNG(夹具种子仅求复现)
- 轻闸: 冒烟 557/0 + ui_input_probe 十一断言全绿(基线零漂移)
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DKChan committed 2026-09-28 02:52:19 +08:00
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# tests/unit/contracts/system_contracts_test.gd — 系统间接口契约断言(宁缺勿错——只断言已定稿行为)
# 运行:godot --headless --path game --script res://tests/unit/contracts/system_contracts_test.gd
# 契约线清单来源:design/dev/architecture/architecture.md「API Boundaries」表 + 各系统 AC 前言(规范源)。
# 覆盖面:
# 各系统→D2 ConfigDB 类型化单点(TABLE_MANIFEST 词表封闭——伤害单据 kind/目标规则/结账政策常量);
# D2↔B1 掷点用途标签 ∈ RngService 封闭词表(EC12——settlement.armor_roll_stream 成员性);
# B1→D1 行协议公共字段形态(open_ticket 九栏缺省 + 协议公共键);
# B4→B3 增益授予布尔受理口径(域闭 EC1 / 未知 id EC2 / 受理后投影)。
extends SceneTree
const ConfigDBScript := preload("res://core/config_db.gd")
const RngServiceScript := preload("res://core/rng_service.gd")
const StatusContainerScript := preload("res://core/status_container.gd")
const DamageControllerScript := preload("res://core/damage_controller.gd")
var _failures := 0
var _checks := 0
func _init() -> void:
var db = ConfigDBScript.new()
var load_ok: bool = db.load_tables("res://data/tables", true)
_check("前置:表加载零 error", load_ok and db.diagnostics_count("error") == 0)
if load_ok:
_test_damage_controller_vocabularies()
_test_rng_tag_closure(db)
_test_ticket_nine_columns()
_test_status_boolean_acceptance(db)
if _failures > 0:
push_error("[system_contracts_test] %d/%d 项失败" % [_failures, _checks])
quit(1)
return
print("[system_contracts_test] all green (%d checks)" % _checks)
quit(0)
func _check(desc: String, ok: bool) -> void:
_checks += 1
if ok:
print(" [PASS] " + desc)
else:
_failures += 1
push_error(" [FAIL] " + desc)
# ---- B1 兑付配方词表:五配方/三目标规则/双结账政策——常量非空且互异(封闭枚举负空间) ----
func _test_damage_controller_vocabularies() -> void:
var kinds: Array = [
DamageControllerScript.KIND_HERO_ATTACK, DamageControllerScript.KIND_ENEMY_SKILL,
DamageControllerScript.KIND_BOARD_TYPED, DamageControllerScript.KIND_BOARD_BLAST,
DamageControllerScript.KIND_BOARD_FLAT_HERO,
]
var nonempty := true
for k in kinds:
if String(k).is_empty():
nonempty = false
_check("五配方常量非空(开单面唯一分派键)", nonempty)
var unique_kinds: Dictionary = {}
for k in kinds:
unique_kinds[String(k)] = true
_check("五配方常量互异(词表封闭无别名)", unique_kinds.size() == kinds.size())
var targets: Array = [
DamageControllerScript.TARGET_FRONT_ALIVE, DamageControllerScript.TARGET_HERO,
DamageControllerScript.TARGET_ALL_ALIVE,
]
var unique_targets: Dictionary = {}
for t in targets:
unique_targets[String(t)] = true
_check("三目标规则常量互异(结账时刻现场解析词表)", unique_targets.size() == targets.size())
_check("双结账政策常量互异(A 即结 / B 攒批回切位)",
String(DamageControllerScript.POLICY_IMMEDIATE) != String(DamageControllerScript.POLICY_SEGMENT))
# ---- D2↔B1:掷点用途标签 ∈ RngService 封闭词表(EC12——跨系统字面量契约的成员性断言) ----
func _test_rng_tag_closure(db) -> void:
var stream_label: String = String(db.settlement.armor_roll_stream)
_check("settlement.armor_roll_stream ∈ RngService 封闭标签词表(EC12)",
RngServiceScript.PURPOSE_TAGS.has(stream_label))
_check("RngService 用途标签词表非空且互异(封闭语义由流改标签)",
RngServiceScript.PURPOSE_TAGS.size() > 0)
# ---- B1→D1 行协议:单据九栏缺省齐备 + 协议公共键形态 ----
func _test_ticket_nine_columns() -> void:
var ctrl = _bare_controller()
var t: Dictionary = ctrl.open_ticket(DamageControllerScript.KIND_BOARD_FLAT_HERO, "mine_hit",
"契约探针", "棋盘兑付", 1, DamageControllerScript.TARGET_HERO, 0)
var columns := ["kind", "source_class", "origin_cell", "round_index", "display",
"channel", "attack_type", "base_value", "target_rule", "rider", "highlight", "context",
"requires", "source_unit"]
var all_present := true
for c in columns:
if not t.has(c):
all_present = false
_check("单据九栏 + 可选两栏缺省齐备(开单面只写差异栏前提)", all_present)
_check("缺省无类型轴(attack_type 空 = 恒不查克制矩阵)", String(t.attack_type) == "")
_check("缺省无前置依赖(requires = -1)", int(t.requires) == -1)
func _bare_controller():
var db = ConfigDBScript.new()
# 只取 open_ticket 纯构造面——容器/依赖传桩(构造期不消费)
var units = UnitContainerStub.new()
var effects = StatusContainerStub.new()
return DamageControllerScript.new(db, RngStub.new(), units, effects)
# 桩容器:构造期零消费(DamageController._init 只 connect unit_died 信号——桩需同名信号)
class UnitContainerStub:
signal unit_died(u: Dictionary)
class StatusContainerStub:
pass
class RngStub:
pass
# ---- B4→B3:增益授予布尔受理口径(受理/拒绝二元面 + 投影一致性) ----
func _test_status_boolean_acceptance(db) -> void:
var effects = StatusContainerScript.new(db)
# EC1 域闭:notify_battle_start 前授予 = false(受理面封闭)
var any_row: Dictionary = {}
if db.status_effects.rows.size() > 0:
any_row = db.status_effects.rows[0]
_check("前置:状态表非空", not any_row.is_empty())
if any_row.is_empty():
return
var probe_id: String = String(any_row.effect_id)
var src := {"source_class": "safe_cell", "origin_cell": Vector2i(-1, -1), "round_index": 0}
_check("域闭授予拒绝(EC1——战斗域外 apply_effect = false)", effects.apply_effect(probe_id, src) == false)
_check("未知 effect_id 拒绝(EC2)", effects.apply_effect("no_such_effect_id__", src) == false)
effects.notify_battle_start()
_check("开域后受理已知 id(布尔受理口径 true 通道)", effects.apply_effect(probe_id, src) == true)
var active: Array = effects.query_active(String(any_row.target_side))
var projected := false
for a in active:
if String(a.effect_id) == probe_id:
projected = int(a.effective_value) == int(a.layers) * int(a.snap_magnitude)
_check("受理后投影 effective_value = 层数×授予时快照(抗热重载 EC9 面)", projected)
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