iter9-T7: 卡⑰a B 档视口截图基建试点(测试分级批同窗件)——shot_probe 窗口化四屏截图探针(菜单/营地/关卡/战斗,真实按钮信号路径驱动+存档/元进度/设置三面隔离档,双帧+frame_post_draw 同步抓视口纹理)+tools/shot_checker.py B 档断言骨架(尺寸 1280×800/灰度 std≥8/唯一色数≥64);实测四屏全过(std 18.6-64.9/色数 495-1745)落 artwork/qa-screens-20260930(不入 git);探针须窗口化运行(headless 无渲染面),T8 整屏样张闸四断言在此骨架上扩
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# VERTICAL SLICE - NOT FOR PRODUCTION
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# 整屏截图探针(迭代 9 卡⑰a 2026-09-30——呈现层测试分级 B 档基建:四屏视口截图程序化产出)。
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# 必须**窗口化**运行(真渲染设备——headless 无渲染面,get_image 得到空纹理):
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# Godot_console.exe --path . res://smoke/shot_probe.tscn -- <输出目录>
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# 流程 = 真实按钮信号路径驱动(ui_click_probe 同款;存档/设置/元进度三面换注隔离档——禁碰真实档,
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# 坑册「断点写盘随 save_manager 引用走」教训同款覆盖):菜单(启动态)→ 营地(campbtn)→
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# 关卡画面(lvbtn→停点出图)→ 战斗(level_screen.press_candidate(0) 真实选路提交)。
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# 每屏双帧 + frame_post_draw 同步后抓 get_viewport().get_texture(),PNG 落输出目录;
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# 最小自检 = 四件存在且非零字节(像素方差断言归 tools/shot_checker.py——B 档骨架分工)。
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extends Node
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var main
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var out_dir := ""
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var _problems: Array = []
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func _ready() -> void:
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var args := OS.get_cmdline_user_args()
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out_dir = args[0] if args.size() >= 1 and args[0] != "" else "user://qa-screens"
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DirAccess.make_dir_recursive_absolute(out_dir)
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await get_tree().process_frame
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main = load("res://presentation/main.tscn").instantiate()
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add_child(main)
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await get_tree().process_frame
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# ── 存档/元进度/设置三面隔离(ui_click_probe 同款——真档零污染) ──
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for p0 in ["user://smoke_shot_probe.json", "user://smoke_shot_probe.json.tmp",
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"user://smoke_shot_probe_settings.cfg"]:
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if FileAccess.file_exists(p0):
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DirAccess.remove_absolute(p0)
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var iso_c = load("res://core/save_manager.gd").new("user://smoke_shot_probe.json")
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iso_c.load_from_disk()
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main.save_manager = iso_c
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main.meta = load("res://core/meta_progression.gd").new(main.db, iso_c)
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main.settings_store = load("res://presentation/settings_store.gd").new("user://smoke_shot_probe_settings.cfg")
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await get_tree().process_frame
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# ① 菜单(启动态)
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await _snap("menu")
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# ② 营地
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var campbtn: Button = _find_button_by_prefix(main._start_overlay, "营地")
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if campbtn == null:
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_problems.append("营地入口缺失(开始层 campbtn)")
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else:
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campbtn.pressed.emit()
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await get_tree().process_frame
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await _snap("camp")
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var close_btn: Button = _find_button_by_prefix(main.camp_overlay, "关闭营地")
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if close_btn != null:
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close_btn.pressed.emit()
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await get_tree().process_frame
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# ③ 关卡画面(开始冒险→停点出图——冒险开始即出图,停点前移批语义)
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var lvbtn: Button = _find_button_by_prefix(main._start_overlay, "开始冒险")
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if lvbtn == null:
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_problems.append("开始冒险按钮缺失(开始层 lvbtn)")
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else:
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lvbtn.pressed.emit()
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for i in 4:
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await get_tree().process_frame
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await _snap("level")
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# ④ 战斗(节点一——真实选路提交路径 press_candidate,ui_click_probe :199 同款)
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if main.level_screen != null and main.level_screen.visible:
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main.level_screen.press_candidate(0)
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for i in 10:
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await get_tree().process_frame
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await _snap("battle")
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else:
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_problems.append("关卡画面未出现(lvbtn 路径)")
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# ── 最小自检:四件存在且非零字节 ──
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for s in ["menu", "camp", "level", "battle"]:
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var p := out_dir.path_join("shot_%s.png" % s)
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if not FileAccess.file_exists(p):
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_problems.append("截图缺失: %s" % p)
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else:
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var fa := FileAccess.open(p, FileAccess.READ)
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if fa == null or fa.get_length() < 1000:
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_problems.append("截图疑似空文件: %s" % p)
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print("[shot_probe] 完成 out=%s 问题=%d %s" % [out_dir, _problems.size(), str(_problems)])
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get_tree().quit(1 if _problems.size() > 0 else 0)
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func _snap(key: String) -> void:
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await RenderingServer.frame_post_draw
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await RenderingServer.frame_post_draw
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var img: Image = get_viewport().get_texture().get_image()
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if img == null:
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_problems.append("视口纹理为空: %s" % key)
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return
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img.save_png(out_dir.path_join("shot_%s.png" % key))
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print("[shot_probe] saved %s (%dx%d)" % [key, img.get_width(), img.get_height()])
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func _find_button_by_prefix(root: Node, prefix: String) -> Button:
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if root == null:
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return null
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if root is Button and String(root.text).contains(prefix):
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return root
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for c in root.get_children():
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var r := _find_button_by_prefix(c, prefix)
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if r != null:
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return r
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return null
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@@ -0,0 +1,6 @@
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Script" path="res://smoke/shot_probe.gd" id="1"]
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[node name="ShotProbe" type="Node"]
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script = ExtResource("1")
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#!/usr/bin/env python3
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r"""shot_checker.py — 整屏截图 B 档断言骨架(迭代 9 卡⑰a 2026-09-30)。
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用法: python tools/shot_checker.py <截图目录> [shot_menu.png shot_camp.png shot_level.png shot_battle.png]
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断言(v1 骨架——像素级可判层):
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① 四屏 PNG 存在且尺寸 = 1280×800(工程逻辑分辨率档);
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② 每屏灰度标准差 ≥ 8(非空白/非纯色——渲染真实发生的最低证据);
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③ 每屏唯一色数 ≥ 64(内容丰富度下限——占位纯色屏会落在个位数)。
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T8 整屏样张闸四断言(全局文字 ≥4.5:1/明度三档带/焦点预算/文字禁压纹理)在本骨架上扩。
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退出码: 0 = 全过 / 1 = 有失败。
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"""
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import sys
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from pathlib import Path
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from PIL import Image
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EXPECTED = (1280, 800)
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def main() -> int:
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if len(sys.argv) < 2:
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print("用法: python tools/shot_checker.py <截图目录> [屏清单...]")
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return 1
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d = Path(sys.argv[1])
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shots = sys.argv[2:] or ["shot_menu.png", "shot_camp.png", "shot_level.png", "shot_battle.png"]
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failures = []
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for name in shots:
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p = d / name
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if not p.exists():
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failures.append("%s: 文件缺失" % name)
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continue
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img = Image.open(p).convert("RGB")
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if img.size != EXPECTED:
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failures.append("%s: 尺寸 %s != %s" % (name, img.size, EXPECTED))
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continue
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gray = img.convert("L")
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hist = gray.histogram()
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total = sum(hist)
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mean = sum(i * c for i, c in enumerate(hist)) / total
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var = sum(c * (i - mean) ** 2 for i, c in enumerate(hist)) / total
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std = var ** 0.5
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colors = len({p2 for p2 in img.getdata()})
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if std < 8.0:
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failures.append("%s: 灰度 std %.1f < 8(疑似空白/纯色)" % (name, std))
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if colors < 64:
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failures.append("%s: 唯一色数 %d < 64(疑似占位屏)" % (name, colors))
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print("[shot_checker] %s — %s std=%.1f colors=%d %s" % (
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name, "x".join(map(str, img.size)), std, colors, "OK" if std >= 8 and colors >= 64 else "FAIL"))
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if failures:
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print("[shot_checker] FAIL——")
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for f in failures:
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print(" - %s" % f)
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return 1
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print("[shot_checker] PASS(%d 屏骨架断言全过)" % len(shots))
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return 0
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if __name__ == "__main__":
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sys.exit(main())
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