feat(迭代35覆盖批·同批落): 生成图深度扩面的敌/板表覆盖落地+S5/V11 覆盖断言——用户授权本批随卡② 同批落(卡② §0 原文允许「须先落或与本卡同批落」),数值按现有曲线插值全 provisional
- enemy.tres:战斗带顶扩到各关最大生成深度(L1 3→6、L2 7→9、L3 7→13,共 3 行);Boss 行按终点深度分带使多终点解析带键互异(L1 加 6、L2 加 8、L3 加 11/12/13,共 5 行);敌种一律复用在册 id(零新内容),AC 全部留在已裁带宽(杂鱼 0~5/Boss 8~12),模板时代带键 0-3/4/9 与 hobgoblin 留任位不动 - board_gen.tres:node_depth 键域补齐 0–6/0–9/0–13(新增 12 行,其余字段按该关同档行复制) - 断言面:level_shop_economy_test 新增 _smoke_generated_coverage 三条〔v11〕(生成图每 battle/boss 深度经 resolve_enemy_rowset 解析非空=顶 clamp 消解禁/每深度 board_gen 精确命中且 node_depth 等值/多终点 Boss 解析带键两两互异),扫描面=三关参数档×种子 42–61,量程读数 L1 0–6、L2 0–9、L3 0–13 - 旧断言随动三条(声明于此,非静默改判):table_structure_guard 〔fv11〕行数与键序 20→28 换代为覆盖表序、〔fv13〕「三关 Boss 各恰一行=图 Boss 深度」换为 Boss 带键覆盖表清单(多终点必然多行,互异判据移交〔v11〕);level_shop_economy 混编段基线行数 20→28、深度 8 的板侧「无行残留」改判「覆盖行在册」(战斗侧仍禁 (L,battle,8) 精确键)
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@@ -37,9 +37,60 @@ func _init() -> void:
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_smoke_shop_room()
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_smoke_shop_graph()
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_smoke_shop_pool()
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_smoke_generated_coverage()
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quit(Kit.finish("level_shop_economy_test"))
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# ---- 生成图深度扩面覆盖断言(迭代 35 卡② S5/V11——节点源=卡① 生成器产图,
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# 敌侧/板侧解析一律走 ConfigDB 真实消费链,禁直读行集自算)----
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func _smoke_generated_coverage() -> void:
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var RngScript := preload("res://core/rng_service.gd")
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var GenScript := preload("res://core/node_map_generator.gd")
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var gen = GenScript.new(RngScript.new())
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var enemy_ok := true
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var board_ok := true
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var boss_band_ok := true
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var readings := []
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for L in [1, 2, 3]:
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var params: Dictionary = _db.level_gen_params_row(L)
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if params.is_empty():
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Kit.check("L%d 参数档缺行(覆盖断言无源可扫)〔v11〕" % L, false)
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continue
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var dmin := 999
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var dmax := 0
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for seed_val in range(42, 62):
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var g: Dictionary = gen.generate(params, seed_val)
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var by_id := {}
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for n in g["nodes"]:
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by_id[int(n["id"])] = n
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for n in g["nodes"]:
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var d: int = int(n["depth"])
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dmin = mini(dmin, d)
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dmax = maxi(dmax, d)
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var kind := String(n["type"])
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if kind == "battle" or kind == "boss":
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if _db.resolve_enemy_rowset(L, d, "boss" if kind == "boss" else "battle").is_empty():
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enemy_ok = false
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var board: Dictionary = _db.resolve_board_gen(L, d)
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if board.is_empty() or int(board.get("node_depth", -1)) != d:
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board_ok = false
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var bands := []
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for tid in g["terminals"]:
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var bd: int = int(by_id[int(tid)]["depth"])
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var rs: Array[Dictionary] = _db.resolve_enemy_rowset(L, bd, "boss")
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bands.append(int(rs[0].get("depth_band", -1)) if not rs.is_empty() else -1)
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for i in range(bands.size()):
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for j in range(i + 1, bands.size()):
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if bands[i] == bands[j]:
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boss_band_ok = false
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readings.append("L%d 深度域 %d–%d" % [L, dmin, dmax])
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print("[v11] 生成图覆盖量程读数:" + "; ".join(readings))
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Kit.check("生成图每个 battle/boss 节点深度在敌表解析到非空行集(顶 clamp 消解禁)〔v11〕", enemy_ok)
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Kit.check("生成图每个节点深度在 board_gen 精确命中(非空且 node_depth 等值)〔v11〕", board_ok)
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Kit.check("多终点 Boss 各终点解析带键两两互异(L2/L3×20 种子)〔v11〕", boss_band_ok)
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# ---- 关卡节点地图·线性推进冒烟----
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func _smoke_level() -> void:
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@@ -335,7 +386,7 @@ func _smoke_level_graph() -> void:
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_db.enemy.rows.remove_at(_db.enemy.rows.size() - 1)
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_db.enemy.rows.remove_at(_db.enemy.rows.size() - 1)
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_db.enemy.rows.remove_at(_db.enemy.rows.size() - 1)
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Kit.check("混编断言段注入行全量还原(表回 20 行——首批混编投放后基线行数,迭代 18 卡⑤;后续断言面零污染)", int(_db.enemy.rows.size()) == 20)
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Kit.check("混编断言段注入行全量还原(表回 28 行——迭代 35 生成图深度扩面覆盖批后的基线行数;首批混编投放基线 20 行+覆盖 8 行)", int(_db.enemy.rows.size()) == 28)
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# ⑬ 真图类型可见性(信息迷雾 v2.1):L2 入口停点纯核心面读数——候选 ⊆ 可见集 /
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# Boss 恒可见 / 层距 > N 的非豁免节点入雾。N 取数据表(代码零硬编码)。
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@@ -710,7 +761,11 @@ func _smoke_shop_graph() -> void:
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en_keys["%d_%s_%d" % [int(row.level_index), String(row.get("row_kind", "")), int(row.get("depth_band", -1))]] = true
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for L in [2, 3]:
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Kit.check("(%d,boss,9) Boss 行在 board_gen + enemy 精确存在" % L, bg_keys.has("%d_9" % L) and en_keys.has("%d_boss_9" % L))
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Kit.check("(%d,battle,8) 商店房无板/战斗行集残留(陈旧行已清理)" % L, not bg_keys.has("%d_8" % L) and not en_keys.has("%d_battle_8" % L))
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# 迭代 35 生成图深度扩面覆盖批随动(旧判据属模板时代:深度 8 = 商店房专属位,故禁板行与战斗行):
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# 生成图下深度 8 是正常可行深度 ⇒ 板侧改判「覆盖行在册」;战斗侧仍禁 (L,battle,8) 精确键
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#(战斗落带经顶带 9/13 解析,不落 8 号精确键——两侧判据都保留,只按现行设计换正负号)。
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Kit.check("(%d,8) 板侧生成图覆盖行在册·(%d,battle,8) 战斗精确键仍不存在" % [L, L],
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bg_keys.has("%d_8" % L) and not en_keys.has("%d_battle_8" % L))
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Kit.check("L1 行集零改动(单链 Boss (1,4)——教学期最小修订面)", bg_keys.has("1_4") and en_keys.has("1_boss_4") and not bg_keys.has("1_8") and not en_keys.has("1_battle_8"))
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@@ -222,26 +222,31 @@ func _smoke_adventure_table() -> void:
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v18_ok and locked_n == 12)
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# ---- 敌人表深度带键结构(迭代 34:20 行键迁移 · 键序=迁移表序 · hobgoblin 留任 · 三 Boss 行 kind/band)----
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# ---- 敌人表深度带键结构(迭代 34 建·迭代 35 覆盖批换代:28 行键序=覆盖表序·hobgoblin 留任·Boss 行集带键清单)----
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func _smoke_enemy_bands() -> void:
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print("--- 敌人表深度带键结构(20 行键序 · hobgoblin 留任 · 三 Boss 行)---")
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# ① 20 行计数 + 键序 = 迁移表序(文件行序不变——行序即契约)
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print("--- 敌人表深度带键结构(28 行键序 · hobgoblin 留任 · Boss 带键覆盖表)---")
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# ① 28 行计数 + 键序 = 覆盖表序(文件行序不变——行序即契约)
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# 迭代 35 生成图深度扩面覆盖批随动:战斗带顶扩到各关最大生成深度(L1→6/L2→9/L3→13)、
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# Boss 行按终点深度分带(L1 6/L2 8·9/L3 11·12·13),模板时代带键 4/9/9 全部在册不动
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var expect_keys: Array[String] = [
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"1|battle|0|goblin", "1|battle|1|goblin", "1|battle|2|bugbear", "1|battle|3|hobgoblin",
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"1|boss|4|ogre_chief",
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"1|battle|6|bugbear",
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"1|boss|4|ogre_chief", "1|boss|6|ogre_chief",
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"2|battle|0|bugbear", "2|battle|1|bugbear", "2|battle|4|giant_spider",
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"2|battle|5|bugbear", "2|battle|5|giant_spider", "2|battle|6|giant_spider", "2|battle|7|giant_spider",
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"2|boss|9|drider",
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"2|battle|9|giant_spider",
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"2|boss|8|drider", "2|boss|9|drider",
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"3|battle|0|duergar", "3|battle|1|hook_horror", "3|battle|4|hook_horror", "3|battle|5|duergar",
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"3|battle|6|hook_horror", "3|battle|7|duergar", "3|boss|9|duergar_king",
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"3|battle|6|hook_horror", "3|battle|7|duergar", "3|battle|13|duergar",
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"3|boss|9|duergar_king", "3|boss|11|duergar_king", "3|boss|12|duergar_king", "3|boss|13|duergar_king",
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]
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var got_keys: Array[String] = []
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for row in _db.enemy.rows:
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got_keys.append("%d|%s|%d|%s" % [int(row.get("level_index", -1)), String(row.get("row_kind", "")),
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int(row.get("depth_band", -1)), String(row.get("enemy_id", ""))])
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Kit.check("敌人表 20 行且键序 = 迁移表序((L,row_kind,depth_band,enemy_id) 逐行比对——文件行序不变)〔fv11〕",
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_db.enemy.rows.size() == 20 and got_keys == expect_keys)
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Kit.check("敌人表 28 行且键序 = 覆盖表序((L,row_kind,depth_band,enemy_id) 逐行比对——文件行序不变)〔fv11〕",
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_db.enemy.rows.size() == 28 and got_keys == expect_keys)
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# ② hobgoblin 缺口行留任随迁(契约 9:不删行不补立绘——缺口登记随行)
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var hob := {}
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for row in _db.enemy.rows:
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@@ -252,23 +257,27 @@ func _smoke_enemy_bands() -> void:
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and int(hob.get("depth_band", -1)) == 3)
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Kit.check("hobgoblin 缺口登记随行(表文件注释在位——缺口不静默)〔fv25〕",
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FileAccess.get_file_as_string("res://data/tables/enemy.tres").contains("hobgoblin 行为缺口行"))
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# ③ 三 Boss 行 kind/band 就位(band = 该关图 Boss 节点深度——单终点图数据驱动)
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# ③ Boss 行集带键 = 覆盖表(旧判据「各恰一行=图 Boss 节点深度」属单终点模板时代;
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# 生成图多终点要求每终点深度解析到互异带键 ⇒ 每关 Boss 行必然多于一行——
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# 迭代 35 覆盖批随动改写为带键清单,「带键互异」的运行时把关在 level_shop_economy_test〔v11〕)
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var boss_bands := {}
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for row in _db.enemy.rows:
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if String(row.get("row_kind", "")) == "boss":
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var lk: int = int(row.get("level_index", -1))
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if not boss_bands.has(lk):
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boss_bands[lk] = []
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boss_bands[lk].append(int(row.get("depth_band", -1)))
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var expect_bands := {1: [4, 6], 2: [8, 9], 3: [9, 11, 12, 13]}
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var boss_ok := true
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var boss_detail := ""
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for L in [1, 2, 3]:
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var bdepth := _boss_depth(L)
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var hits := 0
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for row in _db.enemy.rows:
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if int(row.get("level_index", -1)) == L and String(row.get("row_kind", "")) == "boss":
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hits += 1
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if int(row.get("depth_band", -1)) != bdepth:
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boss_ok = false
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boss_detail += " L%d:%d≠%d" % [L, int(row.get("depth_band", -1)), bdepth]
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if hits != 1:
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var got: Array = boss_bands.get(L, [])
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got.sort()
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if got != expect_bands[L]:
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boss_ok = false
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boss_detail += " L%d:boss 行×%d" % [L, hits]
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Kit.check("三关 Boss 行各恰一行且 row_kind=boss、band=图 Boss 节点深度(%d/%d/%d%s)〔fv13〕" % [
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_boss_depth(1), _boss_depth(2), _boss_depth(3), boss_detail], boss_ok)
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boss_detail += " L%d:%s≠%s" % [L, str(got), str(expect_bands[L])]
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Kit.check("三关 Boss 行集带键 = 覆盖表(模板终点 4/9/9 在册+生成图终点 6/8/9/11/12/13 扩带)%s〔fv13〕" % boss_detail,
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boss_ok)
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# ② 免伤墙归零护栏泛化保留(BUG-0003 事故类永久免疫):hero_defense 池任何 percent 行
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