秘宝批T5组B-2:ConfigDB注册键treasure_items/持有变量/五访问器全族+调用方+桩表+loaded取键同步(冒烟755/0;run_all对照基线零新增——reward_overlay_test红系②批遗留基线红,treasure_items_test由红转绿系本批修复T4桩回退行漏改)
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@@ -1,8 +1,8 @@
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# VERTICAL SLICE - NOT FOR PRODUCTION
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# 秘宝 TreasureItems 类单测(迭代 7 T7——结构冻结断言面;设计权威 秘宝.md + registry aux_items)。
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# 秘宝 TreasureItems 类单测(迭代 7 T7——结构冻结断言面;设计权威 秘宝.md + registry treasure_items)。
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# 覆盖:授予归因 / Used 不可逆 / 真视恒可用 / 预读点击级零信息拒绝 / 3×3 边缘窗口∩板 /
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# 叠加层三清(retire_overlays 不动库存)/ 关卡末 reset / 零随机(同操作序列重放两遍投影逐位)。
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# 运行:godot --headless --path game --script res://tests/unit/core/aux_items_test.gd(expect 0)
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# 运行:godot --headless --path game --script res://tests/unit/core/treasure_items_test.gd(expect 0)
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extends SceneTree
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const TreasureItemsScript := preload("res://core/treasure_items.gd")
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@@ -18,7 +18,7 @@ class StubTable:
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class StubDB:
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var aux_items: StubTable
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var treasure_items: StubTable
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func _stub_db() -> StubDB:
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@@ -32,7 +32,7 @@ func _stub_db() -> StubDB:
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"effect_kinds": ["reward_preview"], "target": "area_3x3", "magnitude": 0, "use_phase": "active_dig"},
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}
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var db := StubDB.new()
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db.aux_items = t
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db.treasure_items = t
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return db
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@@ -103,4 +103,4 @@ func _init() -> void:
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Kit.check_quiet(str(replay_a) == str(replay_b), "零随机重放:库存+叠加层+探针投影逐位相同")
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# ---- 汇总 ----
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quit(Kit.finish("aux_items_test", "PASS — 授予归因/Used 不可逆/真视恒可用/零信息拒绝/边缘窗口/三清/零随机重放 全过"))
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quit(Kit.finish("treasure_items_test", "PASS — 授予归因/Used 不可逆/真视恒可用/零信息拒绝/边缘窗口/三清/零随机重放 全过"))
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