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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@@ -32,7 +32,7 @@ func _ready() -> void:
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_start_columns_contract(main)
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_modal_registry_contract(main)
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main._open_settings()
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main.open_settings()
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_settle()
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await _audit("settings", [main.ui.modals.menu.settings_overlay])
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main._on_settings_closed()
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@@ -141,7 +141,7 @@ func _ready() -> void:
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if not quit_wired:
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problems.append("[esc] 退出钮接线断链(quit_requested 连接目标≠_on_esc_quit)〔ESC批 V5〕")
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var quit_chain := FileAccess.get_file_as_string("res://presentation/main.gd") + FileAccess.get_file_as_string("res://presentation/main_esc_flow.gd")
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if not quit_chain.contains("MainEscFlow._on_quit(self)") or not quit_chain.contains("root._quit_game()"):
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if not quit_chain.contains("MainEscFlow.on_quit(self)") or not quit_chain.contains("root.quit_game()"):
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problems.append("[esc] 退出调用链断裂(_on_esc_quit→_on_quit→_quit_game)〔ESC批 V5〕")
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if main.ui.screens.debug_badge.visible:
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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〕")
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@@ -173,7 +173,7 @@ func _ready() -> void:
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f_s3.close()
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if main.save_manager.slots.active_slot() != 0:
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problems.append("[savesel] 开层前激活态非零(sl9 重启链——boot/注入面后应无激活)")
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main._open_save_select()
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main.open_save_select()
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_settle()
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if not main.ui.modals.menu.save_select_overlay.visible or main.ui.screens.start_overlay.visible:
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problems.append("[savesel] 选档层未打开或开始层未隐藏(开层函数断裂)")
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@@ -323,7 +323,7 @@ func _ready() -> void:
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_find_label_text(main.ui.modals.run.end_overlay, "合计 24", found)
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if not found.ok:
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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)")
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var s: String = main._gp_summary_text({"gp_dropped": 0})
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var s: String = main.gp_summary_text({"gp_dropped": 0})
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if not s.contains("合计 24"):
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problems.append("[resume] _gp_summary_text runner=null 守卫未取快照 gp(%s)" % s)
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# 恢复现场(resume 改写了 main 的 adventure/save 态——后续无屏依赖,仅为整洁)
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@@ -363,11 +363,11 @@ func _pick_battle_node(main: Node) -> int:
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# 入口/兑付停点走 level_screen.open_choices 直传(不写 _pending_candidates)——
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# 候选从视图态取:_cand_ids × runner.nodes() 的 type(编号解析=node_id_of 单一出口)
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var ls: Node = main.ui.modals.run.level_screen
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if ls._map._runner == null:
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if ls._map.runner == null:
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return -1
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for nd in ls._map._runner.nodes():
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for nd in ls._map.runner.nodes():
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if String(nd.get("type", "")) in ["battle", "boss"]:
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var nid: int = ls._map._runner.node_id_of(nd)
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var nid: int = ls._map.runner.node_id_of(nd)
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if nid in ls._cand_ids:
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return nid
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return -1
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