feat(迭代35卡①): 节点图参数化生成器核心批落地——五旋钮参数档 schema+.tres 三行 provisional+ConfigDB 注册与 level_gen_params_row 单点读;RngService 新增 pure_stream 纯流面(不推计数器不落日志,derive_at 派生面流化);NodeMapGenerator 产图 generate(params,seed)+产出侧自证 validate_output(产出约束五条/结构铁律/摆放约束三条/多终点深度互异/深度=自入口最长路径步数)+参数无解致命中止无兜底图;三套断言宿主 68 条(fv1–fv10)+run_all manifest 三行登记;生长读数 L1/L2/L3 = 11/19/29 节点、层高 6/9/13。卡② 停工呈报随批(§0 硬交付序列——覆盖批未立卡)

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DKChan committed 2026-10-24 05:40:04 +08:00
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@@ -19,6 +19,7 @@ const TABLE_MANIFEST := {
"settlement": "settlement.tres",
"level": "level.tres",
"difficulty": "difficulty.tres",
"level_gen_params": "level_gen_params.tres", # LevelGenParams 参数档三行(节点图生成器核心批 卡①——五旋钮 provisional)
"shop": "shop.tres", # ShopTable(表与 schema 已入库归数据面——本处只接线加载与消费)
"meta": "meta.tres", # MetaTable 四行族(schema 与表同源已入库)
"meta_tree": "meta_tree.tres", # MetaTreeTable 12 节点(定义表 Rule 4 豁免——天赋树.md v0.8 结构事实源)
@@ -39,6 +40,7 @@ var reward: RewardTable
var settlement: SettlementTable
var level: LevelTable
var difficulty: DifficultyTable
var level_gen_params: LevelGenParams # 参数档类型化持用(生成器只吃参数档、不认关卡号——卡① 契约 6)
# ShopTable 类型化持用(schema class_name 已已入库;
# 消费面一律走下方 shop_* 访问器,禁直读行集)
var shop: ShopTable = null
@@ -141,6 +143,7 @@ func load_tables(root: String, collect_only: bool) -> bool:
settlement = loaded.get("settlement")
level = loaded.get("level")
difficulty = loaded.get("difficulty")
level_gen_params = loaded.get("level_gen_params")
shop = loaded.get("shop")
meta = loaded.get("meta")
treasure_items = loaded.get("treasure_items")
@@ -246,6 +249,11 @@ func level_row(level_index: int) -> Dictionary:
return level.row_by_level_index(level_index) if level != null else {}
# 参数档单点读取(节点图生成器核心批 卡①——键 = level_index,缺行返回空字典;调用方据此产图,生成器本体不读关卡号)
func level_gen_params_row(level_index: int) -> Dictionary:
return level_gen_params.row_by_level_index(level_index) if level_gen_params != null else {}
# 序列总关数(AdventureRunner levels_total / MetaProgression 通关累加域的取数口径)
func level_count() -> int:
return level.rows.size() if level != null else 0
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@@ -0,0 +1,537 @@
## 关卡节点图参数化长图生成器(节点图生成器核心批 卡① T2)。
## 纯函数产图面:generate(参数档, 种子) → 一张合法节点图({nodes, entries, terminals})——
## 图 = (参数档, 种子) 的函数,复现不依赖统一流计数器号位(契约 1),结构取数只经 RngService.pure_stream。
## 产前强制自证(契约 3 产出约束五条+结构铁律、契约 5 摆放约束三条、契约 2 深度赋值与多终点深度互异);
## 不合格产出=参数无解致命中止(契约 4:无兜底图、无软回退、无残图交付)。
## 生成器只吃参数档、不认关卡号(契约 6);节点深度 = 自入口最长路径步数(契约 2)。
class_name NodeMapGenerator
extends RefCounted
const NODE_TYPES := ["battle", "boss", "reward", "rest", "shop"]
const FILLER_TYPES := ["battle", "reward", "rest"]
const MAX_WIDTH := 4 # 产出约束·宽度=分叉生长(同深度节点数由岔口长出 1→2→3→4,禁摆平行层)
# 多终点图的支路互斥段必须各有独有类型(契约 5③),而商店与 Boss 是每条支路共有件,
# 独有类型只能来自 battle/reward/rest 三件 ⇒ 归属大岔口各区域的填充节点取互斥签名类型。
# 入口与主链段(大岔口上游,不属任何支路互斥段)恒为战斗节点——承载战斗保底与岔口下一跳互异基准形。
const REGION_SIGNATURES := ["rest", "reward", "battle"]
const SCOPE_STRUCTURE := 0 # 纯流面取数分域:结构流(代拍板 §10 ①——单流多次取数)
var _rng_service
var _params: Dictionary = {}
var _pool: Array = []
var _by_id: Dictionary = {}
var _next_id := 0
var _detour_heads: Array = [] # 岔口侧链首节点(下一跳类型互异的修型面)
var _detour_ids: Dictionary = {} # 侧链节点 id 集(配比填余不动侧链——战斗保底只由链上槽承载)
func _init(rng_service = null) -> void:
_rng_service = rng_service
## 产图主入口(§7 接口块定稿签名——不收 level_index,契约 6)
func generate(params: Dictionary, seed_val: int) -> Dictionary:
var errs := check_params(params)
if not errs.is_empty():
for e in errs:
push_error("[NodeMapGenerator] 参数无解: " + String(e["message"]))
_fatal("参数无解致命中止(契约 4——无兜底图、禁软回退)")
return {} # 致命中止后不可达;本行即「无残图交付」的显式证明
if _rng_service == null:
push_error("[NodeMapGenerator] 未注入 RngService(RNG 单点红线——生成器取数唯一源缺失)")
_fatal("未注入 RngService")
return {}
var built := _setup_and_build(params, seed_val)
var out_errs := validate_output(built, params)
if not out_errs.is_empty():
for e in out_errs:
push_error("[NodeMapGenerator] 产出不合格: " + String(e["message"]))
_fatal("产出自证不过=产出不合格(执行边界①——禁止进玩法)")
return {}
return built
## 调试面(卡① §8 测试方式两分法——能力验证可经调试接口直改参数档/种子驱动生成图):
## 只构型、不自证不致命,供断言逐条读产出规格违例;生产路径仍走 generate(不合格即致命中止)。
func generate_for_debug(params: Dictionary, seed_val: int) -> Dictionary:
if _rng_service == null:
return {}
return _setup_and_build(params, seed_val)
func _setup_and_build(params: Dictionary, seed_val: int) -> Dictionary:
_params = params
var rg: RandomNumberGenerator = _rng_service.pure_stream(seed_val, SCOPE_STRUCTURE)
_pool = []
_by_id = {}
_next_id = 0
_detour_heads = []
_detour_ids = {}
return _build(rg)
## 参数档可行性判定(执行边界③:参数无解=配置错误)——域校验外加深度预算与战斗保底可放性。
static func check_params(params: Dictionary) -> Array:
var errs: Array[Dictionary] = []
var L := int(params.get("layers", 0))
var e := int(params.get("exit_count", 0))
var en := int(params.get("entry_count", 0))
var bf := int(params.get("battle_floor", -1))
var bd := float(params.get("branch_density", -1.0))
if L < 6:
errs.append({"category": "domain", "message": "层深 %d 低于下限 6(层高已锁)" % L})
if e < 1 or e > 3:
errs.append({"category": "domain", "message": "出口个数 %d 越域 [1,3]" % e})
if en < 1:
errs.append({"category": "domain", "message": "入口个数 %d 越域(≥1)" % en})
if bd < 0.0 or bd > 1.0:
errs.append({"category": "domain", "message": "分支密度 %f 越域 [0,1]" % bd})
if bf < 0:
errs.append({"category": "domain", "message": "战斗保底 %d 越域(≥0)" % bf})
if int(params.get("fork_ways_min", 2)) < 2 or int(params.get("fork_ways_max", 3)) > 3:
errs.append({"category": "domain", "message": "岔口去路数域越界(锁 2/3)"})
var sum := 0.0
for rk in ["battle_ratio", "reward_ratio", "rest_ratio", "shop_ratio"]:
sum += float(params.get(rk, -1.0))
if not is_equal_approx(sum, 1.0):
errs.append({"category": "domain", "message": "配比四类合计 %f ≠ 1" % sum})
if not errs.is_empty():
return errs
var t := 0 if e == 1 else _trunk_len(L, e)
if e > 1 and t < 1:
errs.append({"category": "structural", "message": "层深 %d 与出口数 %d 无解(主链段放不下归属区域)" % [L, e]})
var battle_slots := en + t
if e == 1:
battle_slots += maxi(0, L - 2)
else:
for r in range(e):
if String(REGION_SIGNATURES[r]) == "battle":
battle_slots += maxi(0, (L - r) - t - 2)
if battle_slots < bf:
errs.append({"category": "structural", "message": "可放战斗节点 %d 低于战斗保底 %d(参数无解)" % [battle_slots, bf]})
return errs
## 产出侧自证(契约 3/契约 5/契约 2)——generate 产前强制;错误类别沿
## structural/dangling_next/dup_key/enum/domain 词表。params 为空时跳过与参数档对照的计数判据。
func validate_output(graph: Dictionary, params: Dictionary = {}) -> Array:
var errs: Array[Dictionary] = []
var nodes: Array = graph.get("nodes", [])
if nodes.is_empty():
errs.append({"category": "structural", "message": "产出为空图(执行边界①——不合格产出禁止进玩法)"})
return errs
var by_id := {}
var indeg := {}
for n in nodes:
for k in ["id", "type", "depth", "next"]:
if not (n as Dictionary).has(k):
errs.append({"category": "structural", "message": "节点字段缺失: %s" % k})
return errs
var id: int = int(n["id"])
if by_id.has(id):
errs.append({"category": "dup_key", "message": "节点句柄重复: %d" % id})
by_id[id] = n
if not NODE_TYPES.has(String(n["type"])):
errs.append({"category": "enum", "message": "节点类型出域: %s" % n["type"]})
if int(n["depth"]) < 0:
errs.append({"category": "domain", "message": "节点深度为负: %d" % n["depth"]})
indeg[id] = 0
if not errs.is_empty():
return errs
for n in nodes:
for oid in (n["next"] as Array):
if not by_id.has(int(oid)):
errs.append({"category": "dangling_next", "message": "出边悬空: %d → %s" % [n["id"], oid]})
continue
if int(by_id[int(oid)]["depth"]) <= int(n["depth"]):
errs.append({"category": "structural", "message": "连线未朝前进方向(目标深度 %d 不严格大于源 %d)——环/回边" % [
int(by_id[int(oid)]["depth"]), int(n["depth"])]})
indeg[int(oid)] = int(indeg[int(oid)]) + 1
if not errs.is_empty():
return errs
var entries := []
var terminals := []
for n in nodes:
var id0: int = int(n["id"])
var outs: Array = n["next"]
if int(indeg[id0]) == 0:
entries.append(id0)
if outs.is_empty():
terminals.append(id0)
if String(n["type"]) != "boss":
errs.append({"category": "structural", "message": "终点(无出边)非 Boss: 节点 %d 类型 %s" % [id0, n["type"]]})
elif String(n["type"]) == "boss":
errs.append({"category": "structural", "message": "Boss 节点带出边: %d" % id0})
elif outs.size() != 1 and not (outs.size() >= 2 and outs.size() <= 3):
errs.append({"category": "domain", "message": "节点 %d 去路数 %d 非〔恰一条或岔口 2–3〕" % [id0, outs.size()]})
if not errs.is_empty():
return errs
# 深度=自入口最长路径步数(契约 2 赋值语义——出边严格前进的无环判据成立的前提)
var longest := _longest_paths(nodes, by_id, entries, indeg)
for n in nodes:
var id1: int = int(n["id"])
if int(n["depth"]) != int(longest.get(id1, -1)):
errs.append({"category": "domain", "message": "节点 %d 深度 %d ≠ 自入口最长路径步数 %d" % [
id1, n["depth"], int(longest.get(id1, -1))]})
var reaches := {}
for tid in terminals:
_mark_ancestors(int(tid), by_id, reaches)
for n in nodes:
if not reaches.has(int(n["id"])):
errs.append({"category": "structural", "message": "节点 %d 不可达任何终点(断头/孤儿)" % n["id"]})
if not errs.is_empty():
return errs
# 摆放约束①:每终点前一位恰一店、商店总数=终点数、终点前一层去路集合恰含一个终点
var shop_count := 0
for n in nodes:
if String(n["type"]) == "shop":
shop_count += 1
if shop_count != terminals.size():
errs.append({"category": "structural", "message": "商店总数 %d ≠ 终点数 %d(商店数=出口数已锁)" % [shop_count, terminals.size()]})
for tid in terminals:
var preds := []
for n in nodes:
if (n["next"] as Array).has(tid):
preds.append(n)
if preds.size() != 1:
errs.append({"category": "structural", "message": "终点 %d 直接前驱数 %d ≠ 1" % [tid, preds.size()]})
continue
var pred: Dictionary = preds[0]
if String(pred["type"]) != "shop":
errs.append({"category": "structural", "message": "终点 %d 前一位非商店: %s" % [tid, pred["type"]]})
continue
var t_hits := 0
for oid in (pred["next"] as Array):
if terminals.has(int(oid)):
t_hits += 1
if t_hits != 1:
errs.append({"category": "structural", "message": "终点 %d 前一层去路集合含终点 %d 个(归属锁定破)" % [tid, t_hits]})
if not _all_paths_one_shop(by_id, entries, terminals):
errs.append({"category": "structural", "message": "存在入口→终点路径穿店数 ≠ 1(必经恰一店破)"})
_check_fork_rules(nodes, by_id, errs)
var tdepths := {}
for tid in terminals:
var dd: int = int(by_id[tid]["depth"])
if tdepths.has(dd):
errs.append({"category": "structural", "message": "多终点同深度 %d(推论条款 A 破——定位信息只有两样)" % dd})
tdepths[dd] = true
var per_depth := {}
for n in nodes:
var d2: int = int(n["depth"])
per_depth[d2] = int(per_depth.get(d2, 0)) + 1
for d3 in per_depth:
if int(per_depth[d3]) > MAX_WIDTH:
errs.append({"category": "structural", "message": "深度 %d 节点数 %d 超分叉生长上限 4(平行层摆放)" % [d3, per_depth[d3]]})
var battles := 0
for n in nodes:
if String(n["type"]) == "battle":
battles += 1
if not params.is_empty():
if battles < int(params.get("battle_floor", 0)):
errs.append({"category": "domain", "message": "战斗节点数 %d 低于保底 %d" % [battles, params.get("battle_floor", 0)]})
if entries.size() != int(params.get("entry_count", entries.size())):
errs.append({"category": "structural", "message": "入口数 %d ≠ 参数档 entry_count %d" % [entries.size(), params.get("entry_count", 0)]})
if terminals.size() != int(params.get("exit_count", terminals.size())):
errs.append({"category": "structural", "message": "终点数 %d ≠ 参数档 exit_count %d" % [terminals.size(), params.get("exit_count", 0)]})
var maxd := 0
for tid in terminals:
maxd = maxi(maxd, int(by_id[tid]["depth"]))
if maxd != int(params.get("layers", maxd)):
errs.append({"category": "domain", "message": "层高(最长路径步数)%d ≠ 参数档 layers %d" % [maxd, params.get("layers", 0)]})
return errs
# ---- 构型(长图算法 HOW 归实现——D1:28;合法性由 validate_output 强制)----
func _build(rg: RandomNumberGenerator) -> Dictionary:
var L := int(_params["layers"])
var e := int(_params["exit_count"])
var en := int(_params["entry_count"])
var t := 0 if e == 1 else _trunk_len(L, e)
var entries: Array[int] = []
for i in range(en):
entries.append(_mk("battle", 0))
var prevs: Array[int] = entries.duplicate()
for d in range(1, t + 1):
var nid := _mk("battle", d)
for p in prevs:
(_by_id[p]["next"] as Array).append(nid)
prevs = [nid]
var terminals: Array[int] = []
for r in range(e):
var bdepth := L - r
var bid := _mk("boss", bdepth)
var sid := _mk("shop", bdepth - 1)
(_by_id[sid]["next"] as Array).append(bid)
var cur := sid
var sig := String(REGION_SIGNATURES[r]) if e > 1 else "battle"
for d in range(bdepth - 2, t, -1):
var fid := _mk(sig, d)
(_by_id[fid]["next"] as Array).append(cur)
cur = fid
terminals.append(bid)
for p in prevs:
(_by_id[p]["next"] as Array).append(cur)
# e>1 时 prevs 收束为主链段末节点一处 ⇒ 该节点即归属大岔口(各区域互不连达);
# e==1 时 prevs 为入口数组,直接接单区域头(无大岔口——L1 出口恒 1)。
_add_forks(rg, L, t, e)
_assign_types(rg, e)
var nodes: Array[Dictionary] = []
for n in _pool:
nodes.append(n)
return {"nodes": nodes, "entries": entries, "terminals": terminals}
## 岔口布置:主链段(深度 ≤ t-2)或单出口图链上(深度 ≤ L-3)的节点扩为 2–3 去路岔口;
## 侧支节点与主去路同深(保持「深度=自入口最长路径步数」不变量),两支各自汇入主去路的后继,
## 于是支路互斥段={主去路节点} 与 {侧支节点}——两支类型互异即同时满足「下一跳互异」与「各有独有类型」。
func _add_forks(rg: RandomNumberGenerator, L: int, t: int, e: int) -> void:
var wanted := clampi(int(round(float(_params["branch_density"]) * float(L))), 1, 24)
var anchors := []
for n in _pool:
if int(n["depth"]) > (t - 2 if e > 1 else L - 3):
continue
if (n["next"] as Array).size() != 1:
continue
anchors.append(n)
anchors = _shuffle(rg, anchors)
var selected := {} # 已扩岔节点 id
var succ_selected := {} # 已扩岔节点的主去路 id(禁再作锚点)
for a in anchors:
if wanted <= 0:
break
var node: Dictionary = a
var nid := int(node["id"])
if (node["next"] as Array).size() != 1:
continue # 同一节点不重复扩岔(去路数上限 3)
var v: Dictionary = _by_id[int((node["next"] as Array)[0])]
var vid := int(v["id"])
# 相邻两层不得同时扩岔:若主去路 v 也是岔口,v 的侧支会落进本岔口主支路的互斥段,
# 使侧支自己的类型不再独有(契约 5③)——两个方向都要拦。
if selected.has(vid) or succ_selected.has(nid):
continue
var v_outs: Array = v["next"]
if v_outs.is_empty():
continue # 主去路无后继(无可汇入点)——该锚点弃用
var extra := 2 if (int(_params["fork_ways_max"]) >= 3 and rg.randf() < 0.35) else 1
var made := 0
for k in range(extra):
if _depth_count(int(v["depth"])) >= MAX_WIDTH:
break
var wid := _mk("battle", int(v["depth"]))
(node["next"] as Array).append(wid)
(_by_id[wid]["next"] as Array).append(int(v_outs[0]))
_detour_heads.append(_by_id[wid])
_detour_ids[wid] = true
made += 1
if made > 0:
selected[nid] = true
succ_selected[vid] = true
wanted -= 1
# 确定性洗牌(Fisher-Yates,取数只经注入的纯流 RNG——Array.shuffle() 走引擎全局随机、
# 破「同(种子,参数档)⇒ 同图」的纯函数复现前提,禁用于生成器)
func _shuffle(rg: RandomNumberGenerator, arr: Array) -> Array:
var out := arr.duplicate()
for i in range(out.size() - 1, 0, -1):
var j := rg.randi_range(0, i)
var tmp = out[i]
out[i] = out[j]
out[j] = tmp
return out
func _depth_count(d: int) -> int:
var c := 0
for n in _pool:
if int(n["depth"]) == d:
c += 1
return c
## 类型装配:多出口图区域签名/主链段类型在构型期已定(支路互斥段的独有类型来源),此处只补
## 单出口图的配比填余(摆放优先、配比填余、战斗保底兜底——§8.1 次序),再统一修岔口下一跳互异。
func _assign_types(rg: RandomNumberGenerator, e: int) -> void:
if e == 1:
var free: Array = []
var chain_battles := 0
for n in _pool:
if String(n["type"]) == "shop" or String(n["type"]) == "boss":
continue
if _detour_ids.has(int(n["id"])):
continue # 侧链节点类型由岔口互异修型决定,不占配比填余面
if int(n["depth"]) == 1:
continue # 区域首节点留战斗——配比填余不破坏岔口下一跳互异的基准形
if String(n["type"]) == "battle":
chain_battles += 1
free.append(n)
free = _shuffle(rg, free)
var want := int(round(float(_pool.size()) * (float(_params["reward_ratio"]) + float(_params["rest_ratio"]))))
var floor_n := int(_params["battle_floor"])
var rest_first := rg.randf() < 0.5
for i in range(want):
if i >= free.size():
break
# 战斗保底优先:链上战斗数降到保底下限即停(侧链修型可能再让出战斗位,故保底只看链上)
if chain_battles - 1 < floor_n:
break
var node: Dictionary = free[i]
node["type"] = "rest" if ((i % 2 == 0) == rest_first) else "reward"
chain_battles -= 1
for head in _detour_heads:
var h: Dictionary = head
var fork = null
for n in _pool:
if (n["next"] as Array).has(int(h["id"])):
fork = n
break
if fork == null:
continue
var used := {}
for oid in (fork["next"] as Array):
if int(oid) != int(h["id"]):
used[String(_by_id[int(oid)]["type"])] = true
for cand in FILLER_TYPES:
if not used.has(cand):
h["type"] = cand
break
func _mk(type_: String, depth_: int) -> int:
var n := {"id": _next_id, "type": type_, "depth": depth_, "next": []}
_next_id += 1
_pool.append(n)
_by_id[int(n["id"])] = n
return int(n["id"])
static func _trunk_len(L: int, e: int) -> int:
return mini(int(L / 2), L - e - 1)
# ---- 自证辅助 ----
func _longest_paths(nodes: Array, by_id: Dictionary, entries: Array, indeg: Dictionary) -> Dictionary:
var out := {}
var din := {}
var q := []
for id in indeg:
din[int(id)] = int(indeg[int(id)])
for eid in entries:
out[int(eid)] = 0
q.append(int(eid))
while not q.is_empty():
var id: int = int(q.pop_front())
for oid in (by_id[id]["next"] as Array):
var nid: int = int(oid)
out[nid] = maxi(int(out.get(nid, 0)), int(out[id]) + 1)
din[nid] = int(din[nid]) - 1
if din[nid] == 0:
q.append(nid)
return out
func _mark_ancestors(t: int, by_id: Dictionary, reached: Dictionary) -> void:
var q := [t]
reached[t] = true
while not q.is_empty():
var id: int = int(q.pop_front())
for n in by_id.values():
if (n["next"] as Array).has(id) and not reached.has(int(n["id"])):
reached[int(n["id"])] = true
q.append(int(n["id"]))
func _all_paths_one_shop(by_id: Dictionary, entries: Array, terminals: Array) -> bool:
var stack := []
for eid in entries:
stack.append([int(eid), 1 if String(by_id[int(eid)]["type"]) == "shop" else 0])
while not stack.is_empty():
var frame: Array = stack.pop_back()
var id: int = int(frame[0])
var shops := int(frame[1])
var outs: Array = by_id[id]["next"]
if outs.is_empty():
if shops != 1 or not terminals.has(id):
return false
continue
for oid in outs:
stack.append([int(oid), shops + (1 if String(by_id[int(oid)]["type"]) == "shop" else 0)])
return true
func _check_fork_rules(nodes: Array, by_id: Dictionary, errs: Array) -> void:
for n in nodes:
var outs: Array = n["next"]
if outs.size() < 2:
continue
var head_types := {}
for oid in outs:
var ty := String(by_id[int(oid)]["type"])
if head_types.has(ty):
errs.append({"category": "structural", "message": "岔口 %d 各去路下一节点类型重复: %s" % [n["id"], ty]})
head_types[ty] = true
var reach_sets := []
for oid in outs:
reach_sets.append(_descendants(int(oid), by_id))
var comps := []
for i in range(reach_sets.size()):
var excl := {}
for rid in reach_sets[i]:
var shared := false
for j in range(reach_sets.size()):
if j != i and reach_sets[j].has(rid):
shared = true
break
if not shared:
excl[int(rid)] = String(by_id[int(rid)]["type"])
var arr := []
for v in excl.values():
arr.append(v)
arr.sort()
comps.append(arr)
for i in range(comps.size()):
for j in range(i + 1, comps.size()):
if comps[i] == comps[j]:
errs.append({"category": "structural", "message": "岔口 %d 支路 %d/%d 类型构成相同" % [n["id"], i, j]})
for i in range(comps.size()):
var uniq := false
for ty in comps[i]:
var in_other := false
for j in range(comps.size()):
if j != i and (comps[j] as Array).has(ty):
in_other = true
break
if not in_other:
uniq = true
break
if not uniq:
errs.append({"category": "structural", "message": "岔口 %d 支路 %d 无独有类型" % [n["id"], i]})
func _descendants(start: int, by_id: Dictionary) -> Dictionary:
var out := {start: true}
var q := [start]
while not q.is_empty():
var id: int = int(q.pop_front())
for oid in (by_id[id]["next"] as Array):
if not out.has(int(oid)):
out[int(oid)] = true
q.append(int(oid))
return out
func _fatal(msg: String) -> void:
assert(false, msg)
OS.crash("NodeMapGenerator: " + msg)
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@@ -0,0 +1 @@
uid://daomfkyfn2i8e
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@@ -81,6 +81,20 @@ func restore_adventure(seed_val: int, counter_val: int) -> void:
_open_log_session(_master_seed)
# 纯流面(节点图生成器核心批 卡① 契约 1 新增):结构生成专用取数面——(seed_val, scope) 的纯函数,
# 不推全局计数器、不落事件日志、不读 _master_seed。同 (seed_val, scope) ⇒ 逐位同流,
# 故生成器产图与号位无关(断点续玩在停点号位重生成同图的前提)。随机仍出自本服务(禁自建 RNG 红线不破——
# 本面是 derive_at 纯派生面的流化,与 open_stream 取号面同服务内分工,非另起第二套流)。
func pure_stream(seed_val: int, scope: int) -> RandomNumberGenerator:
assert(seed_val != INT64_MIN, "pure_stream 种子 INT64_MIN 与 0 静默别名(禁止)")
assert(scope >= 0, "负 scope 与 scope+2^63 经输出掩码别名(禁止)")
var s: int = absi(seed_val)
var t: int = s + scope * GOLDEN_RATIO # wrap64 自然回绕——与 derive_at 同语义
var rg := RandomNumberGenerator.new()
rg.seed = _mix64(SINGLE_SALT ^ t)
return rg
# 取号门面:一次调用 = 一次全局 scope 取号(计数器读值 → 派生 → +1 → 落日志)。
# purpose 不参与派生——只作事件日志的用途标签(七流名保留为合法标签词表)。
func open_stream(purpose: String) -> RandomNumberGenerator:
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@@ -0,0 +1,80 @@
## 关卡节点图参数档 schema(节点图生成器核心批 卡① T1):五旋钮+战斗保底+岔口去路数的行式数据表。
## 键 = level_index(关卡行集单点),消费面经 ConfigDB.level_gen_params_row() 读取;生成器只吃参数档、不认关卡号(契约 6)。
## 数值全 provisional(定值批落终值);域校验沿关卡节点图生成.md v1.1 调参表已锁条款——层深 L1≥6 递增增幅变大、
## 配比四类合计 1、出口 L1 恒 1/L2-L3 1-3、岔口去路数恒 2/3、战斗保底≥0。
class_name LevelGenParams
extends Resource
const RATIO_KEYS := ["battle_ratio", "reward_ratio", "rest_ratio", "shop_ratio"]
const ROW_KEYS := ["level_index", "layers", "branch_density", "entry_count", "exit_count",
"battle_floor", "fork_ways_min", "fork_ways_max"] + RATIO_KEYS
@export var rows: Array[Dictionary] = [] # 每行 = ROW_KEYS 键集(level_index 唯一正整数)
func validate() -> Array:
var errs: Array[Dictionary] = []
var seen := {}
var layers_by_level := {}
for row in rows:
var L: int = int(row.get("level_index", 0))
var key := "level %d" % L
if seen.has(L):
errs.append({"category": "dup_key", "message": "LevelGenParams 键重复: %d" % L})
seen[L] = true
if L < 1:
errs.append({"category": "domain", "message": "%s 关卡序号越域(≥1)" % key})
var ks := (row as Dictionary).keys()
ks.sort()
var expect := ROW_KEYS.duplicate()
expect.sort()
if ks != expect:
errs.append({"category": "structural", "message": "%s 字段键集非 ROW_KEYS 闭集" % key})
continue
var layers: int = int(row.get("layers", 0))
if layers < 6:
errs.append({"category": "domain", "message": "%s 层深 %d 低于下限 6(层深 L1≥6 已锁)" % [key, layers]})
layers_by_level[L] = layers
var bd: float = float(row.get("branch_density", -1.0))
if bd < 0.0 or bd > 1.0:
errs.append({"category": "domain", "message": "%s 分支密度 %f 越域 [0,1]" % [key, bd]})
var ratio_sum := 0.0
for rk in RATIO_KEYS:
var v: float = float(row.get(rk, -1.0))
if v < 0.0 or v > 1.0:
errs.append({"category": "domain", "message": "%s %s=%f 越域 [0,1]" % [key, rk, v]})
ratio_sum += v
if not is_equal_approx(ratio_sum, 1.0):
errs.append({"category": "domain", "message": "%s 配比四类合计 %f ≠ 1(已锁)" % [key, ratio_sum]})
var entry_count: int = int(row.get("entry_count", 0))
if entry_count < 1:
errs.append({"category": "domain", "message": "%s 入口个数 %d 越域(≥1)" % [key, entry_count]})
var exit_count: int = int(row.get("exit_count", 0))
if exit_count < 1 or exit_count > 3:
errs.append({"category": "domain", "message": "%s 出口个数 %d 越域 [1,3](已锁范围)" % [key, exit_count]})
if L == 1 and exit_count != 1:
errs.append({"category": "domain", "message": "%s 出口个数 %d ≠ 1(L1 出口恒 1 已锁)" % [key, exit_count]})
var bf: int = int(row.get("battle_floor", -1))
if bf < 0:
errs.append({"category": "domain", "message": "%s 战斗保底 %d 越域(≥0)" % [key, bf]})
var fmin: int = int(row.get("fork_ways_min", 0))
var fmax: int = int(row.get("fork_ways_max", 0))
if fmin != 2 or fmax != 3:
errs.append({"category": "domain", "message": "%s 岔口去路数 (%d,%d) ≠ (2,3)(已锁)" % [key, fmin, fmax]})
if layers_by_level.has(1) and layers_by_level.has(2) and layers_by_level.has(3):
var d12: int = int(layers_by_level[2]) - int(layers_by_level[1])
var d23: int = int(layers_by_level[3]) - int(layers_by_level[2])
if not (int(layers_by_level[1]) < int(layers_by_level[2]) and int(layers_by_level[2]) < int(layers_by_level[3])):
errs.append({"category": "domain", "message": "层深逐关递增不成立(L1/L2/L3 = %d/%d/%d)" % [
layers_by_level[1], layers_by_level[2], layers_by_level[3]]})
elif d23 <= d12:
errs.append({"category": "domain", "message": "层深增幅未变大(Δ(L1→L2)=%d、Δ(L2→L3)=%d)" % [d12, d23]})
return errs
# 参数档单点读取(键 = level_index,缺行返回空字典——沿 level_row() 体例)
func row_by_level_index(level_index: int) -> Dictionary:
for row in rows:
if int(row.get("level_index", 0)) == level_index:
return row
return {}
@@ -0,0 +1 @@
uid://c3yc3mhl1w7w4
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@@ -0,0 +1,49 @@
[gd_resource type="Resource" script_class="LevelGenParams" load_steps=2 format=3]
[ext_resource type="Script" path="res://data/schemas/level_gen_params.gd" id="1"]
[resource]
script = ExtResource("1")
rows = [{
"level_index": 1,
"layers": 6,
"branch_density": 0.3,
"battle_ratio": 0.5,
"reward_ratio": 0.2,
"rest_ratio": 0.2,
"shop_ratio": 0.1,
"entry_count": 1,
"exit_count": 1,
"battle_floor": 4,
"fork_ways_min": 2,
"fork_ways_max": 3
}, {
"level_index": 2,
"layers": 9,
"branch_density": 0.5,
"battle_ratio": 0.5,
"reward_ratio": 0.2,
"rest_ratio": 0.15,
"shop_ratio": 0.15,
"entry_count": 2,
"exit_count": 2,
"battle_floor": 6,
"fork_ways_min": 2,
"fork_ways_max": 3
}, {
"level_index": 3,
"layers": 13,
"branch_density": 0.7,
"battle_ratio": 0.55,
"reward_ratio": 0.15,
"rest_ratio": 0.15,
"shop_ratio": 0.15,
"entry_count": 2,
"exit_count": 3,
"battle_floor": 8,
"fork_ways_min": 2,
"fork_ways_max": 3
}]
; 节点图生成器核心批 卡① §8.1 参数档 provisional 取值表逐行填列(定值批落终值,数值全 provisional)。
; 层深/出口/岔口去路数为已锁域;商店实数由摆放约束钉死=出口数(shop_ratio 为名义值,配比填余次序见卡① §8.1 注)。
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@@ -41,6 +41,7 @@ func _suites() -> Array:
# 样板件占位断言跑绿没有信息量,且占据「27 套件」计数。文件保留作模板(同类先例见下 fog_lantern 摘除行)。
{"path": "res://tests/unit/data_config/config_db_test.gd", "expect": 0},
{"path": "res://tests/unit/data_config/forge_table_test.gd", "expect": 0}, # 六路线 schema 正反(V1)+特效留空(V11)+几何价格梯(V2 半边)
{"path": "res://tests/unit/data_config/level_gen_params_test.gd", "expect": 0}, # 参数档 schema 正反+访问器读回(节点图生成器核心批 卡① V2〔fv2〕)
{"path": "res://tests/unit/data_config/config_db_fatal_oob_test.gd", "expect": 1},
{"path": "res://tests/unit/data_config/treasure_target_violation_test.gd", "expect": 1}, # 真视窄域护栏
# negative=true=负面套件:坏表/违规输入是它的测试目标,输出里必然带 Parse Error,
@@ -51,6 +52,8 @@ func _suites() -> Array:
{"path": "res://tests/unit/data_config/table_structure_guard_test.gd", "expect": 0}, # 表结构守卫宿主(adventure 配额与同调目录/enemy 带键行序/AC 单轨与掷点参数/variation 门控互锁/difficulty 修饰/reward 九型/meta 行族)
{"path": "res://tests/unit/data_config/rng_stream_boot_test.gd", "expect": 0}, # 启动初始化与统一 RNG 流宿主(data/tables 加载链/统一流黄金向量 m=42/derive_at 恒等/open_stream 取号序/new_adventure 计数器重置——批 B 自 smoke_all 迁入;源 :70 事件日志落盘条按裁决一转办集成宿主)
{"path": "res://tests/unit/core/treasure_items_test.gd", "expect": 0}, # 秘宝结构冻结断言面
{"path": "res://tests/unit/core/node_map_generator_test.gd", "expect": 0}, # 节点图生成器产出合格/可复现/岔路取舍/恰一店/归属锁定/战斗保底/出口结构/RNG 纯流面(卡① V1·V3·V5–V7·V9·V10)
{"path": "res://tests/unit/core/node_map_growth_test.gd", "expect": 0}, # 生成图生长递增+参数无解 fail-fast 子进程通道(卡① V8/V4)
{"path": "res://tests/unit/core/breakpoint_resume_test.gd", "expect": 0}, # 断点往返/续玩确定性/幂等/退出清断点
{"path": "res://tests/unit/core/curio_refresh_paid_test.gd", "expect": 0}, # 三选一刷新免费双源+GP 付费档(对齐商店 MC-1:价曲线/优先序/停点清零/钱包单口)
{"path": "res://tests/unit/core/level_map_type_vis_test.gd", "expect": 0}, # 信息迷雾——类型可见性(层距 N+Boss/候选豁免+单圈+N 读表+续玩同值)
@@ -0,0 +1,407 @@
# tests/unit/core/node_map_generator_test.gd — 节点图生成器验收断言(节点图生成器核心批 卡① T2/T3)
# 覆盖:V1 产出合格(三关参数档×种子产出自证零错误+违规夹具逐类报错)、V3 可复现(同种子逐位同图+
# counter 无关+异种子异图)、V5 岔路取舍两条、V6 必经恰一店+归属锁定+多终点深度互异、V7 战斗保底、
# V9 含岔口与出口结构(第一关即含岔口/L1 出口恒 1/大岔口自 L2 起)、V10 RNG 单点纯流面(counter 前后不变)。
# 运行:godot --headless --path game --script res://tests/unit/core/node_map_generator_test.gd(expect 0)
# 协议(tests/README):extends SceneTree + quit(code);RngService 显式实例化注入(--script 禁裸 autoload)。
extends SceneTree
const ConfigDBScript := preload("res://core/config_db.gd")
const RngScript := preload("res://core/rng_service.gd")
const GenScript := preload("res://core/node_map_generator.gd")
const Kit := preload("res://tests/unit/test_kit.gd")
var _db
var _gen
func _init() -> void:
_db = ConfigDBScript.new()
var load_ok: bool = _db.load_tables("res://data/tables", true)
if not load_ok:
push_error("[node_map_generator_test] 前置表加载失败")
quit(2)
return
_gen = GenScript.new(RngScript.new())
_test_output_ok()
_test_reproducible()
_test_fork_rules()
_test_shop_and_attribution()
_test_battle_floor()
_test_exit_structure()
_test_rng_single_point()
_test_negative_fixtures()
quit(Kit.finish("node_map_generator_test"))
func _params(L: int) -> Dictionary:
return _db.level_gen_params_row(L)
func _graph(L: int, seed_val: int) -> Dictionary:
return _gen.generate(_params(L), seed_val)
func _sig(g: Dictionary) -> String:
return JSON.stringify(g)
func _node(g: Dictionary, id: int) -> Dictionary:
for n in g["nodes"]:
if int(n["id"]) == id:
return n
return {}
func _count_type(g: Dictionary, ty: String) -> int:
var c := 0
for n in g["nodes"]:
if String(n["type"]) == ty:
c += 1
return c
func _terminals(g: Dictionary) -> Array:
return g["terminals"]
func _max_depth(g: Dictionary) -> int:
var m := 0
for n in g["nodes"]:
m = maxi(m, int(n["depth"]))
return m
# ---- V1 产出合格:三档×种子扫描,自证零错误 ----
func _test_output_ok() -> void:
var all_ok := true
var entry_exit_ok := true
for L in [1, 2, 3]:
for s in range(42, 62):
var g := _graph(L, s)
if not _gen.validate_output(g, _params(L)).is_empty():
all_ok = false
if (g["entries"] as Array).size() != int(_params(L)["entry_count"]) \
or (g["terminals"] as Array).size() != int(_params(L)["exit_count"]):
entry_exit_ok = false
Kit.check("三档×20 种子产出图过产出约束五条+结构铁律(自证零错误)〔fv1〕", all_ok)
Kit.check("入口数/终点数 = 参数档 entry_count/exit_count〔fv1〕", entry_exit_ok)
# ---- V3 可复现:纯函数+counter 无关 ----
func _test_reproducible() -> void:
var same := true
for L in [1, 2, 3]:
if _sig(_graph(L, 42)) != _sig(_graph(L, 42)):
same = false
Kit.check("同(种子,参数档)两次产图逐位同图〔fv3〕", same)
# counter 无关:两台 RngService 处于不同号位状态,产图必须逐位相同
var svc_a = RngScript.new()
svc_a.new_adventure(1)
var gen_a = GenScript.new(svc_a)
var svc_b = RngScript.new()
svc_b.new_adventure(999999)
for i in range(7):
svc_b.open_stream("node_map")
var gen_b = GenScript.new(svc_b)
Kit.check("counter 无关(不同号位态同种子同图)〔fv3〕",
_sig(gen_a.generate(_params(2), 42)) == _sig(gen_b.generate(_params(2), 42))
and _sig(gen_a.generate(_params(3), 7)) == _sig(gen_b.generate(_params(3), 7)))
var distinct := 0
var seen := {}
for s in range(42, 52):
var k := _sig(_graph(3, s))
if not seen.has(k):
distinct += 1
seen[k] = true
Kit.check("同参数档不同种子产出异图(10 种子去重数 ≥ 8)〔fv3〕", distinct >= 8)
# ---- V5 岔路取舍两条 ----
func _test_fork_rules() -> void:
var next_hop_ok := true
var comp_ok := true
for L in [1, 2, 3]:
for s in [42, 43, 44]:
var g := _graph(L, s)
var forks := 0
for n in g["nodes"]:
var outs: Array = n["next"]
if outs.size() < 2:
continue
forks += 1
var types := {}
for oid in outs:
var ty := String(_node(g, int(oid))["type"])
if types.has(ty):
next_hop_ok = false
types[ty] = true
var comps := []
for oid in outs:
comps.append(_branch_types(g, int(oid), outs))
for i in range(comps.size()):
for j in range(i + 1, comps.size()):
if comps[i] == comps[j]:
comp_ok = false
for c in comps:
var has_unique := false
for ty in (c as Array):
var in_other := false
for o in comps:
if o != c and (o as Array).has(ty):
in_other = true
break
if not in_other:
has_unique = true
break
if not has_unique:
comp_ok = false
Kit.check_quiet(forks >= 1, "档 %d 种子 %d 图含岔口节点(出度≥2)" % [L, s])
Kit.check("任意岔口各去路下一节点类型互不相同〔fv5〕", next_hop_ok)
Kit.check("任意岔口各支路类型构成互异且各有独有类型〔fv5〕", comp_ok)
# 支路互斥段类型多重集(口径=自出边起至再汇合/终点止,卡① §10 ②)
func _branch_types(g: Dictionary, head_id: int, sibling_outs: Array) -> Array:
var reach := {head_id: true}
var q := [head_id]
while not q.is_empty():
var id: int = int(q.pop_front())
for oid in (_node(g, id)["next"] as Array):
if not reach.has(int(oid)):
reach[int(oid)] = true
q.append(int(oid))
for sid in sibling_outs:
if int(sid) == head_id:
continue
var other := {_node(g, int(sid))["id"]: true}
var qq: Array = [int(sid)]
while not qq.is_empty():
var iid: int = int(qq.pop_front())
for oid in (_node(g, iid)["next"] as Array):
if not other.has(int(oid)):
other[int(oid)] = true
qq.append(int(oid))
for rid in other.keys():
reach.erase(int(rid))
var arr := []
for rid in reach.keys():
arr.append(String(_node(g, int(rid))["type"]))
arr.sort()
return arr
# ---- V6 必经恰一店+归属锁定+多终点深度互异 ----
func _test_shop_and_attribution() -> void:
var paths_ok := true
var lock_ok := true
var depth_ok := true
for L in [1, 2, 3]:
for s in [42, 43, 44]:
var g := _graph(L, s)
for p in _all_paths(g):
var shops := 0
for id in p:
if String(_node(g, int(id))["type"]) == "shop":
shops += 1
if shops != 1:
paths_ok = false
if _count_type(g, "shop") != _terminals(g).size():
lock_ok = false
for tid in _terminals(g):
var preds := []
for n in g["nodes"]:
if (n["next"] as Array).has(tid):
preds.append(n)
if preds.size() != 1 or String((preds[0] as Dictionary)["type"]) != "shop":
lock_ok = false
var ds := {}
for tid in _terminals(g):
var d: int = int(_node(g, int(tid))["depth"])
if ds.has(d):
depth_ok = false
ds[d] = true
Kit.check("任意入口→终点路径恰过一家店〔fv6〕", paths_ok)
Kit.check("每终点前一位恰一店+商店总数=终点数(归属锁定)〔fv6〕", lock_ok)
Kit.check("多终点落在互异节点深度(L2/L3)〔fv6〕", depth_ok)
func _all_paths(g: Dictionary) -> Array:
var out := []
for eid in g["entries"]:
var stack: Array = [[int(eid), []]]
while not stack.is_empty():
var frame: Array = stack.pop_back()
var path: Array = frame[1] + [int(frame[0])]
var outs: Array = _node(g, int(frame[0]))["next"]
if outs.is_empty():
out.append(path)
continue
for oid in outs:
stack.append([int(oid), path])
return out
# ---- V7 战斗保底 ----
func _test_battle_floor() -> void:
var ok := true
for L in [1, 2, 3]:
for s in range(42, 52):
if _count_type(_graph(L, s), "battle") < int(_params(L)["battle_floor"]):
ok = false
Kit.check("任意合法产出战斗节点数 ≥ battle_floor〔fv7〕", ok)
# ---- V9 含岔口与出口结构 ----
func _test_exit_structure() -> void:
var fork_all := true
var l1_single := true
var big_fork_ok := true
for L in [1, 2, 3]:
for s in [42, 43, 44]:
var g := _graph(L, s)
var has_fork := false
for n in g["nodes"]:
if (n["next"] as Array).size() >= 2:
has_fork = true
if not has_fork:
fork_all = false
if L == 1 and _terminals(g).size() != 1:
l1_single = false
if L > 1 and int(_params(L)["exit_count"]) > 1:
var big := false
for n in g["nodes"]:
if (n["next"] as Array).size() == int(_params(L)["exit_count"]) \
and _terminals_reachable(g, int(n["id"])) >= 2:
big = true
if not big:
big_fork_ok = false
Kit.check("三关参数档生成图各含 ≥1 岔口节点(第一关即含)〔fv9〕", fork_all)
Kit.check("L1 生成图终点恰 1(出口恒 1)〔fv9〕", l1_single)
Kit.check("L2/L3 含分区域大岔口(一节点可达 ≥2 终点且去路数=出口数)〔fv9〕", big_fork_ok)
func _terminals_reachable(g: Dictionary, id: int) -> int:
var reach := {}
var q := [id]
while not q.is_empty():
var cur: int = int(q.pop_front())
for oid in (_node(g, cur)["next"] as Array):
if not reach.has(int(oid)):
reach[int(oid)] = true
q.append(int(oid))
var c := 0
for tid in _terminals(g):
if reach.has(int(tid)):
c += 1
return c
# ---- V10 RNG 单点(纯流面 counter 不变)----
func _test_rng_single_point() -> void:
var svc = RngScript.new()
svc.new_adventure(4242)
var before: int = svc.counter()
var g = GenScript.new(svc).generate(_params(2), 42)
Kit.check("pure_stream 不推全局计数器(产图前后 counter 同值)〔fv10〕", svc.counter() == before)
var a = svc.pure_stream(42, 0)
var b = svc.pure_stream(42, 0)
Kit.check("pure_stream 同 (seed,scope) 同流〔fv10〕", a.randf() == b.randf() and a.randi() == b.randi())
Kit.check("pure_stream 不推计数器且产图非空〔fv10〕",
svc.counter() == before and (g["nodes"] as Array).size() > 0)
# ---- V1 违规夹具:各报对应错误类别 ----
func _test_negative_fixtures() -> void:
# 夹具构造器:手写 nodes/entries/terminals
var dup := _fx([
{"id": 0, "type": "battle", "depth": 0, "next": [1]},
{"id": 0, "type": "boss", "depth": 1, "next": []}])
Kit.check("句柄重复夹具报 dup_key〔fv1〕", _has_cat(_gen.validate_output(dup), "dup_key"))
var dang := _fx([
{"id": 0, "type": "battle", "depth": 0, "next": [9]},
{"id": 1, "type": "boss", "depth": 1, "next": []}])
Kit.check("悬空出边夹具报 dangling_next〔fv1〕", _has_cat(_gen.validate_output(dang), "dangling_next"))
var badty := _fx([
{"id": 0, "type": "mine", "depth": 0, "next": [1]},
{"id": 1, "type": "boss", "depth": 1, "next": []}])
Kit.check("类型出域夹具报 enum〔fv1〕", _has_cat(_gen.validate_output(badty), "enum"))
# 非 Boss 终点(断头链末不是 boss)
var noBoss := _fx([
{"id": 0, "type": "battle", "depth": 0, "next": [1]},
{"id": 1, "type": "battle", "depth": 1, "next": []}])
Kit.check("非 Boss 终点夹具报 structural〔fv1〕", _has_cat(_gen.validate_output(noBoss), "structural"))
# 环/回边:深度不前进
var loop := _fx([
{"id": 0, "type": "battle", "depth": 0, "next": [1]},
{"id": 1, "type": "shop", "depth": 1, "next": [2]},
{"id": 2, "type": "boss", "depth": 0, "next": []}])
Kit.check("回边夹具报前进方向违例(structural)〔fv1〕", _has_cat(_gen.validate_output(loop), "structural"))
# 双终点合法夹具(区域类型互异+异深)与同深度违规夹具
var twin := _fx([
{"id": 0, "type": "battle", "depth": 0, "next": [1, 4]},
{"id": 1, "type": "battle", "depth": 1, "next": [2]},
{"id": 2, "type": "shop", "depth": 2, "next": [3]},
{"id": 3, "type": "boss", "depth": 3, "next": []},
{"id": 4, "type": "rest", "depth": 1, "next": [5]},
{"id": 5, "type": "shop", "depth": 2, "next": [6]},
{"id": 6, "type": "boss", "depth": 3, "next": []}])
Kit.check("多终点同深度夹具报 structural〔fv6〕", _has_cat(_gen.validate_output(twin), "structural"))
var twin_ok := _fx([
{"id": 0, "type": "battle", "depth": 0, "next": [1, 4]},
{"id": 1, "type": "battle", "depth": 1, "next": [2]},
{"id": 2, "type": "shop", "depth": 2, "next": [3]},
{"id": 3, "type": "boss", "depth": 3, "next": []},
{"id": 4, "type": "rest", "depth": 1, "next": [5]},
{"id": 5, "type": "rest", "depth": 2, "next": [6]},
{"id": 6, "type": "shop", "depth": 3, "next": [7]},
{"id": 7, "type": "boss", "depth": 4, "next": []}])
Kit.check("双终点异深+区域类型互异合法夹具自证零错误〔fv6〕", _gen.validate_output(twin_ok).is_empty())
# 终点前驱非店
var noShopPred := _fx([
{"id": 0, "type": "battle", "depth": 0, "next": [1]},
{"id": 1, "type": "battle", "depth": 1, "next": [2]},
{"id": 2, "type": "boss", "depth": 2, "next": []}])
var cats: Array = _gen.validate_output(noShopPred)
Kit.check("终点前驱非店夹具报 structural(必经恰一店/商店数)〔fv6〕", _has_cat(cats, "structural"))
# 岔口两去路同类型
var sameHop := _fx([
{"id": 0, "type": "battle", "depth": 0, "next": [1, 2]},
{"id": 1, "type": "battle", "depth": 1, "next": [3]},
{"id": 2, "type": "battle", "depth": 1, "next": [3]},
{"id": 3, "type": "shop", "depth": 2, "next": [4]},
{"id": 4, "type": "boss", "depth": 3, "next": []}])
Kit.check("岔口同类型下一跳夹具报 structural〔fv5〕", _has_cat(_gen.validate_output(sameHop), "structural"))
func _fx(nodes: Array) -> Dictionary:
var entries := []
var terminals := []
var indeg := {}
for n in nodes:
indeg[int(n["id"])] = 0
for n in nodes:
for oid in (n["next"] as Array):
if indeg.has(int(oid)):
indeg[int(oid)] += 1
for n in nodes:
if int(indeg[int(n["id"])]) == 0:
entries.append(int(n["id"]))
if (n["next"] as Array).is_empty():
terminals.append(int(n["id"]))
return {"nodes": nodes, "entries": entries, "terminals": terminals}
func _has_cat(errs: Array, cat: String) -> bool:
for e in errs:
if String(e["category"]) == cat:
return true
return false
@@ -0,0 +1 @@
uid://cxxjxju8g6txd
@@ -0,0 +1,107 @@
# tests/unit/core/node_map_growth_test.gd — 生长递增+参数无解 fail-fast(节点图生成器核心批 卡① T3)
# 覆盖:V8 生长递增(L1/L2/L3 最长路径步数与节点总数逐关递增、Δ(L2→L3)>Δ(L1→L2))、
# V4 执行边界(参数无解=致命中止,无残图、无兜底回退——独立进程退出码非零通道,沿 config_db_fatal_oob 先例)。
# 运行:godot --headless --path game --script res://tests/unit/core/node_map_growth_test.gd(expect 0)
# 子进程夹具:同路径加 user arg "fatal-fixture" → 无解参数档产图 → 期望进程致命中止(退出码非零)。
extends SceneTree
const ConfigDBScript := preload("res://core/config_db.gd")
const RngScript := preload("res://core/rng_service.gd")
const GenScript := preload("res://core/node_map_generator.gd")
const Kit := preload("res://tests/unit/test_kit.gd")
func _init() -> void:
if OS.get_cmdline_user_args().has("fatal-fixture"):
_trigger_fatal()
return
var db = ConfigDBScript.new()
if not db.load_tables("res://data/tables", true):
push_error("[node_map_growth_test] 前置表加载失败")
quit(2)
return
var gen = GenScript.new(RngScript.new())
_test_growth(gen, db)
_test_fail_fast_static(gen, db)
_test_fatal_subprocess()
quit(Kit.finish("node_map_growth_test"))
func _reading(gen, db, L: int) -> Dictionary:
var g: Dictionary = gen.generate(db.level_gen_params_row(L), 42)
var maxd := 0
for n in g["nodes"]:
maxd = maxi(maxd, int(n["depth"]))
return {"steps": maxd, "nodes": (g["nodes"] as Array).size()}
# ---- V8 生长递增(三档×多种子逐档读数)----
func _test_growth(gen, db) -> void:
var steps_ok := true
var count_ok := true
for s in [42, 43, 44, 45, 46]:
var r1: Dictionary = _reading(gen, db, 1)
var r2: Dictionary = _reading(gen, db, 2)
var r3: Dictionary = _reading(gen, db, 3)
Kit.check_quiet(int(r1["steps"]) < int(r2["steps"]) and int(r2["steps"]) < int(r3["steps"]),
"种子 %d 最长路径步数逐关递增(%d/%d/%d)" % [s, r1["steps"], r2["steps"], r3["steps"]])
var d12: int = int(r2["nodes"]) - int(r1["nodes"])
var d23: int = int(r3["nodes"]) - int(r2["nodes"])
Kit.check_quiet(int(r1["nodes"]) < int(r2["nodes"]) and d23 > d12,
"种子 %d 节点总数递增且 Δ(L2→L3)=%d > Δ(L1→L2)=%d" % [s, d23, d12])
if not (int(r1["steps"]) < int(r2["steps"]) and int(r2["steps"]) < int(r3["steps"])):
steps_ok = false
if not (int(r1["nodes"]) < int(r2["nodes"]) and d23 > d12):
count_ok = false
Kit.check("生长递增:三档最长路径步数逐关变大〔fv8〕", steps_ok)
Kit.check("生长递增:节点总数逐关变大且增幅变大〔fv8〕", count_ok)
# ---- V4 参数无解判定(静态面:域/预算无解夹具必须被 check_params 拦下)----
func _test_fail_fast_static(gen, db) -> void:
Kit.check("生产三档参数档可行性判定零错误〔fv4〕",
NodeMapGenerator.check_params(db.level_gen_params_row(1)).is_empty()
and NodeMapGenerator.check_params(db.level_gen_params_row(3)).is_empty())
var unsolvable := {"layers": 6, "branch_density": 0.0, "battle_ratio": 0.5, "reward_ratio": 0.2,
"rest_ratio": 0.2, "shop_ratio": 0.1, "entry_count": 1, "exit_count": 3, "battle_floor": 4,
"fork_ways_min": 2, "fork_ways_max": 3}
Kit.check("层深 6 放三出口无解 → check_params 拦截〔fv4〕", not NodeMapGenerator.check_params(unsolvable).is_empty())
var overfloor := {"layers": 6, "branch_density": 0.0, "battle_ratio": 0.5, "reward_ratio": 0.2,
"rest_ratio": 0.2, "shop_ratio": 0.1, "entry_count": 1, "exit_count": 1, "battle_floor": 99,
"fork_ways_min": 2, "fork_ways_max": 3}
Kit.check("战斗保底超可放数无解 → check_params 拦截〔fv4〕", not NodeMapGenerator.check_params(overfloor).is_empty())
# ---- V4 致命中止真实通道(子进程退出码非零;零回退分支=件核)----
func _test_fatal_subprocess() -> void:
var bin := _engine_bin()
if bin == "":
Kit.check("未找到引擎二进制,致命子进程通道未跑(如实标注)〔fv4〕", false)
return
var game_dir := ProjectSettings.globalize_path("res://")
var out := []
var code: int = OS.execute(bin, ["--headless", "--path", game_dir, "--script",
"res://tests/unit/core/node_map_growth_test.gd", "--", "fatal-fixture"], out, true)
Kit.check("无解参数档产图进程致命中止(退出码非零,无残图交付)〔fv4〕", code != 0)
func _trigger_fatal() -> void:
var gen = GenScript.new(RngScript.new())
# 域内合法但深度预算无解:层深 6 放三出口(check_params 拦下 → 致命中止)
var unsolvable := {"layers": 6, "branch_density": 0.0, "battle_ratio": 0.5, "reward_ratio": 0.2,
"rest_ratio": 0.2, "shop_ratio": 0.1, "entry_count": 1, "exit_count": 3, "battle_floor": 4,
"fork_ways_min": 2, "fork_ways_max": 3}
gen.generate(unsolvable, 42)
# 走到这里=致命通道未止住(软回退缺陷)→ 显式退出码 2 与崩溃码区分
push_error("[fatal-fixture] 参数无解未致命中止(fail-fast 失效回归)")
quit(2)
func _engine_bin() -> String:
var env_bin := OS.get_environment("GODOT_BIN")
if env_bin != "" and FileAccess.file_exists(env_bin):
return env_bin
return OS.get_executable_path()
@@ -0,0 +1 @@
uid://gxtncmtalosl
@@ -0,0 +1,105 @@
# tests/unit/data_config/level_gen_params_test.gd — 关卡节点图参数档单测(节点图生成器核心批 卡① T1/V2)
# 覆盖:生产表三行加载+validate 零违例、域校验逐类负向(出口 L1 恒 1/配比合计 1/层深下限/增幅变大/
# 岔口去路数锁定/键集闭集/键重复)、ConfigDB 访问器按 level_index 读回与缺行空字典。
# 运行:godot --headless --path game --script res://tests/unit/data_config/level_gen_params_test.gd(expect 0)
# 协议(tests/README):extends SceneTree + quit(code);负向用例资源直构不碰生产表。
extends SceneTree
const ConfigDBScript := preload("res://core/config_db.gd")
const LgpScript := preload("res://data/schemas/level_gen_params.gd")
const Kit := preload("res://tests/unit/test_kit.gd")
func _init() -> void:
var db = ConfigDBScript.new()
var load_ok: bool = db.load_tables("res://data/tables", true)
Kit.check("生产 level_gen_params.tres 随全表加载 + validate 零违例〔fv2〕",
load_ok and db.diagnostics_count("error") == 0)
if load_ok:
_test_production(db)
_test_accessor()
_test_negative()
quit(Kit.finish("level_gen_params_test"))
func _row(L: int, layers: int, bd: float, ratios: Array, entry: int, exit_c: int, floor_n: int) -> Dictionary:
return {"level_index": L, "layers": layers, "branch_density": bd,
"battle_ratio": ratios[0], "reward_ratio": ratios[1], "rest_ratio": ratios[2], "shop_ratio": ratios[3],
"entry_count": entry, "exit_count": exit_c, "battle_floor": floor_n,
"fork_ways_min": 2, "fork_ways_max": 3}
func _table(rows: Array) -> Variant:
var t = LgpScript.new()
var typed: Array[Dictionary] = []
for r in rows:
typed.append(r)
t.rows = typed
return t
# ---- 生产三行正向(V2)----
func _test_production(db) -> void:
var r1: Dictionary = db.level_gen_params_row(1)
var r2: Dictionary = db.level_gen_params_row(2)
var r3: Dictionary = db.level_gen_params_row(3)
Kit.check("访问器读回 L1 行五旋钮齐备〔fv2〕",
int(r1.get("layers", 0)) == 6 and is_equal_approx(float(r1.get("branch_density", 0.0)), 0.3)
and int(r1.get("exit_count", 0)) == 1 and int(r1.get("entry_count", 0)) == 1)
Kit.check("访问器读回 L2/L3 行层深 9/13 递增〔fv2〕",
int(r2.get("layers", 0)) == 9 and int(r3.get("layers", 0)) == 13)
Kit.check("三行出口 = 1/2/3、战斗保底 = 4/6/8 与 §8.1 表对上〔fv2〕",
int(r1.get("battle_floor", 0)) == 4 and int(r2.get("exit_count", 0)) == 2
and int(r3.get("exit_count", 0)) == 3 and int(r3.get("battle_floor", 0)) == 8)
Kit.check("生产表 validate 零错误〔fv2〕", db.level_gen_params.validate().is_empty())
# ---- 访问器缺行防御 ----
func _test_accessor() -> void:
var t = _table([_row(1, 6, 0.3, [0.5, 0.2, 0.2, 0.1], 1, 1, 4)])
Kit.check("row_by_level_index 缺行返回空字典〔fv2〕", t.row_by_level_index(9).is_empty())
# ---- 域校验逐类负向(V2)----
func _test_negative() -> void:
# 合法基线三行
var base := [_row(1, 6, 0.3, [0.5, 0.2, 0.2, 0.1], 1, 1, 4),
_row(2, 9, 0.5, [0.5, 0.2, 0.15, 0.15], 2, 2, 6),
_row(3, 13, 0.7, [0.55, 0.15, 0.15, 0.15], 2, 3, 8)]
Kit.check("合法三行域校验零错误(夹具自证)〔fv2〕", _table(base).validate().is_empty())
# ① L1 出口改 2 → 出口恒 1 断言红(变异步同款)
var bad_l1_exit := [_row(1, 6, 0.3, [0.5, 0.2, 0.2, 0.1], 1, 2, 4), base[1], base[2]]
Kit.check("L1 出口=2 被拒(出口 L1 恒 1 已锁)〔fv2〕", not _table(bad_l1_exit).validate().is_empty())
# ② 配比合计 0.5 → 合计 1 断言红(变异步同款)
var bad_ratio := [_row(1, 6, 0.3, [0.2, 0.1, 0.1, 0.1], 1, 1, 4), base[1], base[2]]
Kit.check("配比合计 0.5 被拒(四类合计 1 已锁)〔fv2〕", not _table(bad_ratio).validate().is_empty())
# ③ 层深低于下限
var bad_layers := [_row(1, 5, 0.3, [0.5, 0.2, 0.2, 0.1], 1, 1, 4), base[1], base[2]]
Kit.check("层深 5<6 被拒(层深下限已锁)〔fv2〕", not _table(bad_layers).validate().is_empty())
# ④ 增幅未变大(6/9/11:Δ12=3、Δ23=2)
var bad_growth := [base[0], _row(2, 9, 0.5, [0.5, 0.2, 0.15, 0.15], 2, 2, 6),
_row(3, 11, 0.7, [0.55, 0.15, 0.15, 0.15], 2, 3, 8)]
Kit.check("层深增幅倒挂被拒(递增且增幅变大)〔fv2〕", not _table(bad_growth).validate().is_empty())
# ⑤ 出口越上界(L3 出口 4)
var bad_exit := [base[0], base[1], _row(3, 13, 0.7, [0.55, 0.15, 0.15, 0.15], 2, 4, 8)]
Kit.check("出口 4 越域 [1,3] 被拒〔fv2〕", not _table(bad_exit).validate().is_empty())
# ⑥ 岔口去路数改 (2,4)
var bad_fork_row := _row(1, 6, 0.3, [0.5, 0.2, 0.2, 0.1], 1, 1, 4)
bad_fork_row["fork_ways_max"] = 4
Kit.check("岔口去路数 (2,4) 被拒(恒 2/3 已锁)〔fv2〕",
not _table([bad_fork_row, base[1], base[2]]).validate().is_empty())
# ⑦ 键集非闭集(多塞未知键)
var bad_keys_row: Dictionary = _row(1, 6, 0.3, [0.5, 0.2, 0.2, 0.1], 1, 1, 4)
bad_keys_row["mystery"] = 1
Kit.check("字段键集非 ROW_KEYS 闭集被拒〔fv2〕",
not _table([bad_keys_row, base[1], base[2]]).validate().is_empty())
# ⑧ level_index 重复
Kit.check("键重复行被拒〔fv2〕", not _table([base[0], base[0]]).validate().is_empty())
# ⑨ 战斗保底负值
Kit.check("战斗保底 -1 被拒(≥0)〔fv2〕",
not _table([_row(1, 6, 0.3, [0.5, 0.2, 0.2, 0.1], 1, 1, -1), base[1], base[2]]).validate().is_empty())
# ⑩ 空表=合法态(沿 difficulty_table 先例)
Kit.check("空表域校验零错误(合法态)〔fv2〕", _table([]).validate().is_empty())
@@ -0,0 +1 @@
uid://cq281qsnb0s28
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# 迭代 35 卡② 停机呈报(实现段零裁断——退回上游)
- 日期:2026-10-24
- 触发:`/iter 35` 第 4 步逐卡推进——卡① 已开工并实现,卡② 开 T1 前核 §0 前置,命中卡片自述硬交付序列
- 批性质:代码实现批;本呈报只移交缺陷,不改卡片、不改 `design/`、不改待办清单
- 本卡改动:**零**(未动 `level_table.gd`/`level.tres`/`level_runner.gd` 任何消费侧文件)
## 一、现状差在哪
卡② `reports/需求卡片-节点图消费侧换代批-2026-10-21.md` §0「硬交付序列」明文:
> 敌人深度带数据对生成图深度域的覆盖……归口=卡③ §5 已登记的「生成图深度扩面覆盖问题」,**尚未立卡(2026-10-24 实况登记)**……未覆盖时覆盖断言(§8.1 S5)红、遭遇解析顶 clamp 消解,**本卡不得单独合入**。
待办清单 `待办清单.md:143` 同口径登记:覆盖批的立卡要件(敌侧每 (关, row_kind) 顶带键 ≥ 该关最大生成深度+Boss 带键可互异+板侧 `board_gen` 键域覆盖全域)尚未成为任何一张卡片,roadmap 也没有该批的迭代行。
卡① 已落地的参数档深度域(`game/data/tables/level_gen_params.tres`)= L1 0–6/L2 0–9/L3 0–13;敌侧带顶仍是 L1=3/L2=L3=7、Boss 各关单带 4/9/9,板侧 `board_gen` 精确行同域缺口未变。
## 二、建议做什么
卡② 停工退回上游,按既定归口先走「生成图深度扩面覆盖批」的登记→写卡→编排三段,该批落地后再重编卡②。
预期效果:卡② 的 S5 覆盖断言(V11)有绿灯前提,切源后起关不再触发 `EnemyTable.band_of` 返 -1 的加载致命(`game/data/schemas/enemy_table.gd:157-161`、`game/core/config_db_cross_validator.gd:94-106`)。
会动到的面:`game/data/tables/enemy.tres` 深度带键域与 Boss 行集、`game/data/tables/board_gen.tres` 的 `node_depth` 键域——全是数值表改动,需用户发起(AGENTS.md 数值单点+MC 审批红线),不属本实现批职权。
本迭代已交付面:卡① 生成器本体+参数档数据表+产出侧自证+断言批(见 `reports/iter35-卡①-实现报告-2026-10-24.md`)。
## 三、为什么选这个做法
备选与淘汰依据:
1. **本批顺带补敌/板覆盖数据**——淘汰:卡② §5「不做」与卡① §5「不做」都明写覆盖归卡③/后续表批;实现段自扩数值域=越范围,且数值改动需用户发令。
2. **卡② 只交 T1(加载校验换代)不合切源**——淘汰:T1 退役旧判据与模板池校验分支后,`level.tres` 仍携 15 张模板,中间态必红(卡② §7 估时注记「T2+T3 须同轮落地,拆开中间态冒烟必红」),交出去的是一半不能验收的卡。
3. **等覆盖批、卡② 整卡停工**(本呈报建议案)——代价=迭代 35 只交卡①,与 2026-10-24 上午停机呈报的「读法乙」一致,用户当时已裁「整体停工」并按此重锚两卡。
## 四、做完怎么验证
覆盖批的验收面已由卡② 预写死:S5/V11 断言=生成图逐 battle/boss 节点 `band_of` 非 -1(禁顶 clamp)+多终点 Boss 解析带键两两互异+板侧解析命中非空,扫描面=三关参数档×种子(卡② §8 V11)。该批落地后卡② 重编,这些断言即其开工门。
把握不足处:L2/L3 多终点 Boss 带键「可互异」需要敌表 Boss 行集从单带扩成按终点深度分带——具体带切法属卡③ 契约 5 的续域,覆盖批写卡时须一并裁。
## 五、待办清单状态回退与缺口补记拟稿(落笔归上游段/用户)
`待办清单.md:149` 现状态行:`文档设计已闭合+已写卡+已编迭代 34+已编迭代 35`
拟改为:
```
**状态**:文档设计已闭合+已写卡+已编迭代 34+已编迭代 35;迭代 35 卡① 已实现待合回(2026-10-24);卡② 停工退回——覆盖批未立卡,其 §0 硬交付序列未满足,须「生成图深度扩面覆盖批」落地后重编
```
缺口补记(拟入 06 条目,替换现第 143 行缺口段的「迭代 35 停机退回」表述):
```
**缺口状态更新(2026-10-24 迭代 35 实现批)**:卡② §0 硬交付序列仍未满足——覆盖批未立卡,卡② 停工退回上游;卡① 不触覆盖域,已在本迭代实现(生成器产出深度域 L1 0–6/L2 0–9/L3 0–13 实测坐实)。
立卡要件不变:敌侧每 (关, row_kind) 顶带键 ≥ 该关最大生成深度+Boss 带键可互异;板侧 board_gen 键域覆盖生成深度全域;数值 provisional。
```