iter41-卡2:呈现层结构收敛批:67清+2豁免+2展平改善——拆私有族+六状态件+ui_kit收敛+束收拢+print删;含u14补做、并master并案与收尾产出物
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@@ -89,8 +89,8 @@ func _first_encounter_band(level_index: int, enemy_id: String) -> int:
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# ① 冒险表(单行全局 Rule 4 豁免——建表与接线闸;TP0 令牌池:配额结构/件值对/池总量域检)
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func _smoke_adventure_table() -> void:
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print("--- 冒险表(AdventureTable——令牌池行值单点:回血/配额/件值对/同调位)---")
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Kit.check("db.adventure 已加载(adventure.tres 入 manifest)", _db.adventure != null)
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if _db.adventure == null:
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Kit.check("db.adventure 已加载(adventure.tres 入 manifest)", _db.run.adventure != null)
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if _db.run.adventure == null:
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return
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Kit.check("AdventureTable.validate() 零违例(全键域检+档位配额结构锚在案)", _db.run.adventure.validate().is_empty())
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Kit.check("clear_heal_pct ∈ [0,100](%d——关卡完成部分回血比例)" % int(_db.run.adventure.clear_heal_pct),
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@@ -419,7 +419,7 @@ func _smoke_variation_framework() -> void:
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func _smoke_difficulty_table() -> void:
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print("--- 难度曲线与Boss·DifficultyTable 结构位 ---")
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Kit.check("DifficultyTable MVP 空表加载(结构位)", _db.difficulty != null and _db.run.difficulty.rows.is_empty())
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Kit.check("DifficultyTable MVP 空表加载(结构位)", _db.run.difficulty != null and _db.run.difficulty.rows.is_empty())
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# ① 空表零行为:敌人系统.spawn 敌值 = EnemyTable 行值原样
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var enemy_system = load("res://core/unit_container.gd").new(_db)
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Kit.check("spawn 受理", enemy_system.spawn({"level_index": 1, "node_depth": 0, "hero_hp": int(_db.combat.hero.max_hp)}))
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@@ -498,7 +498,7 @@ func _smoke_nine_types_gp_stream() -> void:
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# conversion 覆盖恰三,Boss 两档 first ≥ repeat)----
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func _smoke_meta() -> void:
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print("--- 元进度·MetaTable 表结构 ---")
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var meta_tbl = _db.meta
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var meta_tbl = _db.crossrun.meta
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Kit.check("MetaTable 非空 + validate 零错(三行族词表封闭/唯一/连续/域界/first≥repeat/ratio 全过)",
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meta_tbl != null and meta_tbl.validate().is_empty())
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Kit.check("MetaTable 行族规模 3/3/2(Boss/换算恰三/Y 升级两档——forge_products 迭代 21 退役、workshop_items 迭代 22 退役)",
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