iter52-卡3:迭代52卡③(presentation层封装修复): A1三类42字段公开化(280处改址)+A2拆件子件公开面(vitals14/motion14/board_hover七口)+B族组合根交接面(18服务+12句柄口,束参两处,on_*保私有)+C族杂项(UiKit三工厂/构造交付)——presentation私取sweep恒零(V1-V4,105checks),main.gd例外键32与ui_kit例外键23落基线(§3.2误测0/0反哺点),探针测试22处引用迁移,渲染golden与探针套件零转红; 验收档中

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DKChan committed 2026-11-05 03:04:21 +08:00
1 parent f2c3a3887d
commit 67024cb9ec
42 files changed
+1391 -679

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+7 -7
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@@ -32,7 +32,7 @@ func _ready() -> void:
_start_columns_contract(main)
_modal_registry_contract(main)
main._open_settings()
main.open_settings()
_settle()
await _audit("settings", [main.ui.modals.menu.settings_overlay])
main._on_settings_closed()
@@ -141,7 +141,7 @@ func _ready() -> void:
if not quit_wired:
problems.append("[esc] 退出钮接线断链(quit_requested 连接目标≠_on_esc_quit)〔ESC批 V5〕")
var quit_chain := FileAccess.get_file_as_string("res://presentation/main.gd") + FileAccess.get_file_as_string("res://presentation/main_esc_flow.gd")
if not quit_chain.contains("MainEscFlow._on_quit(self)") or not quit_chain.contains("root._quit_game()"):
if not quit_chain.contains("MainEscFlow.on_quit(self)") or not quit_chain.contains("root.quit_game()"):
problems.append("[esc] 退出调用链断裂(_on_esc_quit→_on_quit→_quit_game)〔ESC批 V5〕")
if main.ui.screens.debug_badge.visible:
problems.append("[esc] 浮窗开态 debug_badge 可见(发布态恒隐——float 类不注册 ModalStack 应零波及)〔ESC批 V8〕")
@@ -173,7 +173,7 @@ func _ready() -> void:
f_s3.close()
if main.save_manager.slots.active_slot() != 0:
problems.append("[savesel] 开层前激活态非零(sl9 重启链——boot/注入面后应无激活)")
main._open_save_select()
main.open_save_select()
_settle()
if not main.ui.modals.menu.save_select_overlay.visible or main.ui.screens.start_overlay.visible:
problems.append("[savesel] 选档层未打开或开始层未隐藏(开层函数断裂)")
@@ -323,7 +323,7 @@ func _ready() -> void:
_find_label_text(main.ui.modals.run.end_overlay, "合计 24", found)
if not found.ok:
problems.append("[resume] 胜利总结面 GP 行未见快照合计「合计 24」(runner 缺位守卫缺位——717 回归)")
var s: String = main._gp_summary_text({"gp_dropped": 0})
var s: String = main.gp_summary_text({"gp_dropped": 0})
if not s.contains("合计 24"):
problems.append("[resume] _gp_summary_text runner=null 守卫未取快照 gp(%s)" % s)
# 恢复现场(resume 改写了 main 的 adventure/save 态——后续无屏依赖,仅为整洁)
@@ -363,11 +363,11 @@ 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.ui.modals.run.level_screen
if ls._map._runner == null:
if ls._map.runner == null:
return -1
for nd in ls._map._runner.nodes():
for nd in ls._map.runner.nodes():
if String(nd.get("type", "")) in ["battle", "boss"]:
var nid: int = ls._map._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