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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@@ -58,14 +58,12 @@ func _run() -> void:
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and rows.has("light") and rows.has("heavy") and rows.has("ward"))
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# ③ 初始持有行(长剑/轻甲):购买钮现形带几何价、选中钮=当前禁用
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var rsw = rows.get("sword", {})
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var rli = rows.get("light", {})
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Kit.check("长剑行:购买钮「锻造 20」(0 级位几何价)+选中钮「当前」禁用〔锻造工坊批 V13〕",
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rsw.get("buy_btn") != null and String(rsw.buy_btn.text) == "锻造 20" and not rsw.buy_btn.disabled
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and rsw.get("select_btn") != null and String(rsw.select_btn.text) == "当前" and rsw.select_btn.disabled)
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Kit.check("轻甲行:购买钮「锻造 20」+选中钮「当前」禁用〔锻造工坊批 V13〕",
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rli.get("buy_btn") != null and String(rli.buy_btn.text) == "锻造 20"
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and String(rli.select_btn.text) == "当前" and rli.select_btn.disabled)
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# 两行同取谓词并集(轻甲行补 select_btn 非空 + buy_btn 可用两子句——原件少写,只增不减)
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for pair in [["sword", "长剑"], ["light", "轻甲"]]:
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var r: Dictionary = rows.get(pair[0], {})
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Kit.check("%s行:购买钮「锻造 20」(0 级位几何价)+选中钮「当前」禁用〔锻造工坊批 V13〕" % pair[1],
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r.get("buy_btn") != null and String(r.buy_btn.text) == "锻造 20" and not r.buy_btn.disabled
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and r.get("select_btn") != null and String(r.select_btn.text) == "当前" and r.select_btn.disabled)
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# ④ 待解锁行(长枪/法杖/重甲/魔法护甲):解锁钮 200、无购买钮、无选中钮、状态含双通道文案
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var rsp = rows.get("spear", {})
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@@ -35,7 +35,7 @@ func _runner(db, nodes: Array, candidates: Array, n: int = 2):
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var t := LevelTableScript.new()
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t.info_visible_layers = n
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t.rows = [{"level_index": 1, "display_name": "夹具关", "rest_heal_pct": 30, "nodes": nodes}]
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db.level = t
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db.run.level = t
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var r = load("res://core/level_runner.gd").new(db, load("res://core/rng_service.gd").new())
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r.level_row.assign({"level_index": 1, "display_name": "夹具关", "rest_heal_pct": 30, "nodes": nodes})
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r.node_index = -1
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@@ -56,10 +56,8 @@ func _sweep_narrator() -> void:
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var head := String(narrator.node_curio_header())
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Kit.check("奖励点头部含「冒险牌库」(u3 机制事实①同库)〔wa4〕", head.contains("冒险牌库"))
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Kit.check("奖励点头部含「属性值提升与补给」(u3 机制事实②渠道分流)〔wa4〕", head.contains("属性值提升与补给"))
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Kit.check("奖励点头部含「同库分流」(u3 机制事实②措辞)〔wa4〕", head.contains("同库分流"))
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Kit.check("奖励点头部零「同权重」旧话(u3 清零)〔wa4〕", not head.contains("同权重"))
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Kit.check("奖励点头部零「同上限」旧话(u3 清零)〔wa4〕", not head.contains("同上限"))
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Kit.check("奖励点头部零「提升池」旧话(u3 清零)〔wa4〕", not head.contains("提升池"))
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for w in ["同权重", "同上限", "提升池"]:
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Kit.check("奖励点头部零「%s」旧话(u3 清零)〔wa4〕" % w, not head.contains(w))
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Kit.check("专长卡兜底==「专长\n???」(u11 换代——数据缺行真实兜底路径)〔wa3〕",
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String(narrator.feat_card_text({})) == "专长\n???")
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@@ -72,11 +70,11 @@ func _sweep_legend() -> void:
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if String(e[1]) == "封印":
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seal_row = e
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break
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Kit.check("图例封印行存在(wa5 夹具前提)〔wa5〕", not seal_row.is_empty())
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Kit.check("图例封印行含「标空」(u4——与「标中」成对)〔wa5〕", String(seal_row[2] if seal_row.size() > 2 else "").contains("标空"))
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Kit.check("图例封印行含「受挖掘惩罚」(u4 雷字清零换代)〔wa5〕", String(seal_row[2] if seal_row.size() > 2 else "").contains("受挖掘惩罚"))
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Kit.check("图例封印行零「插错」(u4 旗族遗留词干清零)〔wa5〕", not String(seal_row[2] if seal_row.size() > 2 else "").contains("插错"))
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Kit.check("图例封印行零「挖雷」(u4 雷字清零)〔wa5〕", not String(seal_row[2] if seal_row.size() > 2 else "").contains("挖雷"))
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for w in ["插错", "挖雷"]:
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Kit.check("图例封印行零「%s」〔wa5〕" % w,
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not String(seal_row[2] if seal_row.size() > 2 else "").contains(w))
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# ⑤⑥ 来源名双源(u5/u6——状态槽消费半+表值 ConfigDB 真装载+battle_log 行消费半)
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@@ -81,7 +81,7 @@ func _init() -> void:
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stage.on_step_row_fx({"type": "damage", "target": "地精", "target_id": "goblin_b"})
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await create_timer(0.6).timeout # 弹道到达拍 0.33s + 余量
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Kit.check("伤害行按 target_id 命中正确站桩(闪白落点)〔wd12〕",
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s2._flash_count == 1 and s1._flash_count == 0)
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s2.fx_probe().flash_count == 1 and s1.fx_probe().flash_count == 0)
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# 口二:enemy_standee_center —— id 先、display_name 兜底
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var c_b = stage.enemy_standee_center("goblin_b", "地精")
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var c_b_expect: Vector2 = stage.world_to_shell(s2.position + s2.box * 0.5)
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@@ -91,14 +91,16 @@ func _init() -> void:
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Kit.check("无 target_id 时按名兜底同旧行为(首命中)〔wd12〕", c_fallback != null and c_fallback == c_fallback_expect)
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# ---- ① 意图蓄力档可达(d2)----
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s1.set_pending("damage", "heavy")
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Kit.check("蓄力技能(heavy)置 _intent_charge=true〔wd2〕", s1._intent_charge)
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s1.set_pending("damage", "goblin_slash")
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Kit.check("非蓄力攻击技(goblin_slash)零置位〔wd2〕", not s1._intent_charge)
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s1.set_pending("buff", "goblin_rage")
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Kit.check("增益系零置位〔wd2〕", not s1._intent_charge)
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s1.set_pending("damage", "basic")
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Kit.check("普攻零表示路径复位 _intent_charge〔wd2〕", not s1._intent_charge)
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# 蓄力判据表:[kind, skill_id, 期望 _intent_charge, 个案标签]
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var charge_cases := [
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["damage", "heavy", true, "蓄力技能(heavy)置 _intent_charge=true"],
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["damage", "goblin_slash", false, "非蓄力攻击技(goblin_slash)零置位"],
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["buff", "goblin_rage", false, "增益系零置位"],
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["damage", "basic", false, "普攻零表示路径复位 _intent_charge"],
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]
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for c in charge_cases:
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s1.set_pending(c[0], c[1])
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Kit.check("%s〔wd2〕" % c[3], s1._intent_charge == c[2])
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# ---- ② 庆祝 tween 句柄纪律(d4)----
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var ov = BattleEndScript.new()
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@@ -611,18 +611,6 @@ func _smoke_button_five_states() -> void:
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is_equal_approx((dds as StyleBoxFlat).bg_color.a, 0.45))
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Kit.check("V1 危险钮 disabled≠pressed", _sb_content_differs(dpr, dds))
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db.free()
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# V2 主题红线维持(Button 类型词条零接触+focus 族词条零定义)——与 _smoke_global_theme 同判据复述
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var th := ThemeDB.get_project_theme()
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if th != null:
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Kit.check("V2 红线维持 Button 类型词条零接触", not th.get_type_list().has("Button"))
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var focus_hits := ""
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for t in th.get_type_list():
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for nm in (th.get_stylebox_list(t) + th.get_icon_list(t) + th.get_color_list(t)
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+ th.get_font_list(t) + th.get_font_size_list(t) + th.get_constant_list(t)):
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if "focus" in String(nm):
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focus_hits += "%s/%s " % [t, nm]
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Kit.check("V2 红线维持 focus 族词条零定义%s" % ("" if focus_hits == "" else "(违例:" + focus_hits + ")"),
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focus_hits == "")
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# ---- 全局纹理过滤冒烟(工程设置 Nearest+平滑渐变件 LINEAR 白名单;V3)----
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@@ -636,7 +624,7 @@ func _smoke_texture_filter() -> void:
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Kit.check("V3 白名单在位:暗角 vignette 显式 LINEAR",
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vg.texture_filter == CanvasItem.TEXTURE_FILTER_LINEAR)
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vg.free()
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var bm = uikit_s.beams_rect()
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var bm = uikit_s._beams_rect()
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Kit.check("V3 白名单在位:光柱 beams 显式 LINEAR",
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bm.texture_filter == CanvasItem.TEXTURE_FILTER_LINEAR)
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# T4 光柱连续 alpha 结构断言(观感归目检):带心峰值 0.05/带缘连续过渡/纵向衰减上亮下暗
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@@ -661,7 +649,7 @@ func _smoke_texture_filter() -> void:
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Kit.check("T4 光柱纵向衰减生效(上半亮度 %.0f > 下半 %.0f 的 2 倍——上亮下暗)" % [top_sum, bot_sum],
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top_sum > bot_sum * 2.0)
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bm.free()
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var gb = uikit_s.gradient_base(Color.BLACK, Color.WHITE)
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var gb = uikit_s._gradient_base(Color.BLACK, Color.WHITE)
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Kit.check("V3 白名单在位:地图渐变 gradient_base 显式 LINEAR",
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gb.texture_filter == CanvasItem.TEXTURE_FILTER_LINEAR)
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gb.free()
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@@ -64,12 +64,10 @@ func _test_grouping_closed() -> void:
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for bad in ["keystone", "", "ATTACK", "aoe", "blast_mine", " heal"]:
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Kit.check("清单外值「%s」→ GLOW_NONE(禁静默空光)" % bad,
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UiKitScript.glow_group_for_cell_type(bad) == UiKitScript.GLOW_NONE)
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# 与卡顶带 tg_band 的归组差异锚定(Q3 甲案两带并存、禁互引):blast 在格面带归群伤、
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# 在卡顶带归魔法(E5 回滚既存行为)——若将来误把两带统一,本断言红
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# 与卡顶带 tg_band 的归组差异锚定(Q3 甲案两带并存、禁互引):blast 在卡顶带归魔法(E5 回滚既存行为)
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# ——格面带 blast→群伤由上方九型封闭循环的 TYPE_EXPECT["blast"] 承载,此处不重述
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var band_blast: Color = UiKitScript.tg_band("blast_charge")
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Kit.check("两带并存锚定:卡顶带 blast→TG_MAGIC(E5 回滚既存行为未动)", band_blast == UiKitScript.TG_MAGIC)
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Kit.check("两带并存锚定:格面微光 blast→群伤组(与卡顶带刻意不同)",
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UiKitScript.glow_group_for_cell_type("blast") == UiKitScript.GLOW_AOE)
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# 色值出口:五组各取本组常量;无组/越界组号 → 全透明(不画)
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Kit.check("glow_color_for_group 群伤组 = TG_GLOW_AOE",
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UiKitScript.glow_color_for_group(UiKitScript.GLOW_AOE) == UiKitScript.TG_GLOW_AOE)
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@@ -92,13 +90,8 @@ func _test_frozen_hue_face() -> void:
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var ds: float = absf(m.s - f.s)
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Kit.check("冻结色相保持:%s ΔH=%.3f° ≤0.2° 且 ΔS=%.4f ≤0.01(只动明度档)" % [g, dh * 360.0, ds],
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dh <= 0.2 / 360.0 and ds <= 0.01)
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# 群伤组专锚(#A61D37):H/S 与冻结逐位一致、V=0.65 档
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var aoe_f: Color = FROZEN["AOE"]
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# 群伤组专锚(#A61D37):V=0.65 明度档——H/S 两腿由上方逐组循环的 ΔH/ΔS 阈承载
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var aoe_m: Color = UiKitScript.TG_GLOW_AOE
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Kit.check("群伤组专项:H 与冻结 #FF2D55 差 %.4f°(零移动)" % (absf(aoe_m.h - aoe_f.h) * 360.0),
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absf(aoe_m.h - aoe_f.h) < 0.001)
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Kit.check("群伤组专项:S 与冻结差 %.4f ≤0.01(8bit 量化噪声级)" % absf(aoe_m.s - aoe_f.s),
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absf(aoe_m.s - aoe_f.s) <= 0.01)
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Kit.check("群伤组专项:V=0.65 明度档( provisional 域内)", absf(aoe_m.v - 166.0 / 255.0) < 0.002)
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@@ -15,10 +15,19 @@ func _init() -> void:
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var f: Font = UiKitScript.load_font(path)
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Kit.check("随包字体守卫装载非空(res://assets/fonts/ui_font_fusion_pixel_zh_hans.ttf)", f != null)
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if f != null:
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Kit.check("中文字形在集(攻/雷/旗/封)", f.has_char("攻".unicode_at(0)) and f.has_char("雷".unicode_at(0)) \
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and f.has_char("旗".unicode_at(0)) and f.has_char("封".unicode_at(0)))
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Kit.check("中文字形在集(危——已开危险格字形换代前置,迭代36 u12/wa9)", f.has_char("危".unicode_at(0)))
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Kit.check("ASCII/数字字形在集(A/0/%)", f.has_char("A".unicode_at(0)) and f.has_char("0".unicode_at(0)) and f.has_char("%".unicode_at(0)))
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# 字形集表:[个案标签, 须在集字符]——缺字明细进消息
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var glyph_groups := [
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["中文字形在集(攻/雷/旗/封)", "攻雷旗封"],
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["中文字形在集(危——已开危险格字形换代前置,迭代36 u12/wa9)", "危"],
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["ASCII/数字字形在集(A/0/%)", "A0%"],
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]
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for g in glyph_groups:
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var missing := ""
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for i in String(g[1]).length():
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var ch := String(g[1])[i]
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if not f.has_char(ch.unicode_at(0)):
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missing += ch
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Kit.check("%s(缺=%s)" % [g[0], missing if missing != "" else "无"], missing == "")
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var sz := 18
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var w_cn: float = f.get_string_size("战斗胜利", HORIZONTAL_ALIGNMENT_LEFT, -1, sz).x
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var w_label: float = f.get_string_size("攻击 2", HORIZONTAL_ALIGNMENT_LEFT, -1, sz).x
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