From 9468c70ee2720da79e3fdfc765abf895c81345f4 Mon Sep 17 00:00:00 2001 From: DKChan <524912269@qq.com> Date: Sat, 24 Oct 2026 07:42:46 +0800 Subject: [PATCH] =?UTF-8?q?iter(36):=20=E5=8D=A1C+=E5=8D=A1A=20=E5=AE=9E?= =?UTF-8?q?=E7=8E=B0=E2=80=94=E2=80=94=E5=BC=80=E5=9C=BA=E8=A1=8C=E5=90=8E?= =?UTF-8?q?=E7=BC=80=E8=AE=A4=E5=8A=A0=E7=AE=97=E5=8C=BA=EF=BC=88=E5=85=AD?= =?UTF-8?q?=E9=A1=B9=E5=B8=83=E5=B0=94=EF=BC=8B=E4=B8=89=E8=B7=AF=E5=BE=84?= =?UTF-8?q?=E6=96=AD=E8=A8=80=EF=BC=9A=E7=99=BD=E6=9D=BF=E5=8F=8D=E5=90=91?= =?UTF-8?q?/=E7=BB=AD=E7=8E=A9=E9=87=8D=E5=BB=BA=E6=AD=A3=E5=90=91?= =?UTF-8?q?=EF=BC=8C=E5=8D=A1=E7=89=87=E2=91=A1=E5=A5=96=E5=8A=B1=E8=8A=82?= =?UTF-8?q?=E7=82=B9=E5=89=8D=E6=8F=90=E7=BC=BA=E9=99=B7=E6=94=B9=E5=BF=AB?= =?UTF-8?q?=E7=85=A7=E5=96=82=E5=85=A5=E5=BD=A2=E6=80=81=E4=BB=A3=E6=8B=8D?= =?UTF-8?q?2=EF=BC=89=E3=80=81=E8=90=A5=E5=9C=B0=E5=85=AD=E5=A4=84?= =?UTF-8?q?=E7=81=B0=E5=AD=97STONE=5FDEEP=EF=BC=8B=E5=8F=96=E8=89=B2/?= =?UTF-8?q?=E6=BA=90=E6=89=AB=E6=8F=8F=E6=96=AD=E8=A8=80=E3=80=81=E8=BF=B7?= =?UTF-8?q?=E9=9B=BE=E6=B5=8B=E7=82=B9=E4=B8=89=E5=85=B3=E5=BD=92=E4=B8=80?= =?UTF-8?q?=E5=90=8E=E5=9F=BA=E5=87=86=EF=BC=8B=E6=B4=BE=E7=94=9F=E6=A0=A1?= =?UTF-8?q?=E9=AA=8C=EF=BC=88T0=E5=AF=B9=E6=8B=8DL2/L3=E4=BF=AE=E5=80=BCL2?= =?UTF-8?q?=E6=9D=A1=E6=AC=BE=EF=BC=89=E3=80=81=E6=96=87=E6=A1=88=E7=A6=81?= =?UTF-8?q?=E5=AD=97=E6=B8=85=E6=89=AB=E9=92=89=E5=80=BC=E8=A1=A813?= =?UTF-8?q?=E5=8D=95=E5=85=83=EF=BC=8Bplayer=5Fcopy=5Fsweep=E6=96=B0?= =?UTF-8?q?=E5=AE=BF=E4=B8=BB24=E6=96=AD=E8=A8=80=E5=85=A5=E6=B8=85?= =?UTF-8?q?=E5=8D=95=E3=80=81=E5=8F=98=E5=BC=82=E9=AA=8C=E8=AF=81=E5=85=A8?= =?UTF-8?q?=E5=A5=97=E7=95=99=E7=97=95=EF=BC=88=E5=AF=B9=E7=85=A7=E8=A1=A8?= =?UTF-8?q?=E8=AF=81=E6=8D=AE=E9=9A=8F=E5=AE=9E=E7=8E=B0=E6=8A=A5=E5=91=8A?= =?UTF-8?q?=EF=BC=89?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- game/core/battle_orchestrator.gd | 2 +- game/data/tables/settlement.tres | 2 +- game/presentation/battle_narrator.gd | 6 +- game/presentation/main.gd | 12 +- game/presentation/views/board_cell_unit.gd | 3 +- game/presentation/views/board_view.gd | 8 +- game/presentation/views/camp_overlay_view.gd | 12 +- .../views/hero_info_panel_view.gd | 4 +- game/presentation/views/legend_overlay.gd | 2 +- game/presentation/views/level_map_screen.gd | 2 +- game/presentation/views/status_slot_row.gd | 2 +- game/probe/ui_click_probe.gd | 174 ++++++++++++++++++ game/probe/ui_contrast_probe.gd | 69 ++++++- game/probe/ui_struct_probe.gd | 5 + game/tests/run_all.gd | 1 + .../unit/core/meta_progression_forge_test.gd | 24 +++ .../presentation/player_copy_sweep_test.gd | 174 ++++++++++++++++++ .../presentation/theme_projection_test.gd | 17 +- .../unit/presentation/ui_font_asset_test.gd | 1 + 19 files changed, 489 insertions(+), 31 deletions(-) create mode 100644 game/tests/unit/presentation/player_copy_sweep_test.gd diff --git a/game/core/battle_orchestrator.gd b/game/core/battle_orchestrator.gd index 1515056b..3cdf75d9 100644 --- a/game/core/battle_orchestrator.gd +++ b/game/core/battle_orchestrator.gd @@ -794,7 +794,7 @@ func _grant_routed(snap: Dictionary, polarity: String, source_class: String, cel if halve_pct > 0 and polarity == "negative" and source_class == "mine_hit": row = row.duplicate() var half: int = int(ceil(float(int(row.power)) * float(100 - halve_pct) / 100.0)) - _emit_row("effect", source_class, cell, ri, "惊巢反制——挖雷惩罚减半(%d→%d)" % [int(row.power), half], 0, {"effect_id": "nest_counter"}, highlight) + _emit_row("effect", source_class, cell, ri, "惊巢反制——危险格挖掘惩罚减半(%d→%d)" % [int(row.power), half], 0, {"effect_id": "nest_counter"}, highlight) row.power = half return _dispatch_row(row, source_class, cell, ri, highlight, label_suffix) diff --git a/game/data/tables/settlement.tres b/game/data/tables/settlement.tres index 8bf9a0c9..dd906c13 100644 --- a/game/data/tables/settlement.tres +++ b/game/data/tables/settlement.tres @@ -11,7 +11,7 @@ segment_order = PackedStringArray("grant", "buff_debuff", "combat", "decay", "ve source_label_map = { "safe_cell": "安全格", "seal_hit": "封印命中", -"mine_hit": "踩雷", +"mine_hit": "危险格", "clear_reward": "清图奖励", "enemy_action": "敌方行动", "hero_attack": "主角攻击", diff --git a/game/presentation/battle_narrator.gd b/game/presentation/battle_narrator.gd index 1422f766..c765c3ea 100644 --- a/game/presentation/battle_narrator.gd +++ b/game/presentation/battle_narrator.gd @@ -139,7 +139,7 @@ static func bonus_result_text(result: Dictionary) -> String: # 表无 archetype,fallback 兜底词「流派」会实显僵尸文案),卡片=件名+效果摘要两行) static func feat_card_text(row: Dictionary) -> String: if row.is_empty() or String(row.get("feat_id", "")) == "": - return "特性\n???" + return "专长\n???" var summary := String(row.get("desc", "")) if summary != "": return "%s\n%s" % [String(row.get("display_name", row.get("feat_id", ""))), summary] @@ -151,9 +151,9 @@ static func bonus_keystone_line(payload: Dictionary) -> String: return "钥石 +%d · 累计 %d" % [int(payload.get("keystone_gained", 0)), int(payload.get("keystone_total", 0))] -# 奖励节点三选一头部行(与通关三选一共享同池;node-reward.md v2) +# 奖励节点三选一头部行(与通关三选一共享同库;渠道白名单分流——node-reward.md v2) static func node_curio_header() -> String: - return "关卡奖励点\n从提升池抽三选一(与通关三选一同池同权重同上限):\n选择一件带走:" + return "关卡奖励点\n从冒险牌库抽三选一(属性值提升与补给;与通关专长三选一同库分流):\n选择一件带走:" # 冒险结算屏文案(摘要五件事:打穿没有 / 通关几关 / 止步第几关 / 钥石合计 / 主种子) diff --git a/game/presentation/main.gd b/game/presentation/main.gd index 2ea655c9..2c79f97b 100644 --- a/game/presentation/main.gd +++ b/game/presentation/main.gd @@ -604,12 +604,16 @@ func _on_adventure_level_started(level_index: int, display_name: String) -> void run_scope.runner = run_scope.adventure.runner() # 开场行传当前生效值(runner.effective_atk/effective_max_hp 与战斗面板同源: # 表值+永久强化 flat+加算区 flat 后乘调试浮窗 pct,本回调时点 runner 已带全部加成);「含面板加成」 - # 后缀判断认局外加成——永久强化 atk/max_hp flat 或调试浮窗 pct 任一存在才带,白板局不带 + # 后缀判断认任一加成源——永久强化 atk/max_hp flat 或调试浮窗 pct 或局内加算区 atk/max_hp + #(run_ledger.bonus——属性值提升入账后显示值已含加算区 flat,注记随动;armor_class/ap 不入条件: + # 开场行只显示 atk/max_hp 两值,注记指向不存在的显示轴反成失真),白板局不带 var ov: Dictionary[Variant, Variant] = meta.hero_override() + var boosted: bool = int(ov.get("atk", 0)) > 0 or int(ov.get("max_hp", 0)) > 0 \ + or debug_overlay.atk_pct() > 0 or debug_overlay.hp_pct() > 0 \ + or int(run_scope.runner.run_ledger.bonus.get("atk", 0)) > 0 \ + or int(run_scope.runner.run_ledger.bonus.get("max_hp", 0)) > 0 log_view.append_bb(Narrator.level_open_line(display_name, int(run_scope.adventure.master_seed), - run_scope.runner.effective_atk(), run_scope.runner.effective_max_hp(), - int(ov.get("atk", 0)) > 0 or int(ov.get("max_hp", 0)) > 0 - or debug_overlay.atk_pct() > 0 or debug_overlay.hp_pct() > 0)) + run_scope.runner.effective_atk(), run_scope.runner.effective_max_hp(), boosted)) func _on_runner_node(node: Dictionary, info: Dictionary) -> void: diff --git a/game/presentation/views/board_cell_unit.gd b/game/presentation/views/board_cell_unit.gd index 31d1ac24..7feda330 100644 --- a/game/presentation/views/board_cell_unit.gd +++ b/game/presentation/views/board_cell_unit.gd @@ -267,7 +267,8 @@ func _draw() -> void: elif fog_state == 2: # 记忆态换装(demo 口径「地板纹理 + 灰罩 α.66」: # 地板纹理原样直画 + FOG_MEMORY_PLATE α.66 灰罩压顶;素材零改动、格边长零改动。 - # 记忆墨 FOG_MEMORY_INK 对合成底实测 ≈6.7:1 ≥4.5:1(§7.2 硬指标;floor avg #453020 复算在册)) + # 记忆墨 FOG_MEMORY_INK 对合成底归一后(真实渲染面)三关 5.71–5.93:1 ≥4.5:1(§7.2 硬指标; + # 测点行值与素材随动,见 ui_contrast_probe 迷雾段)) if tex_base != null: draw_texture_rect(tex_base, Rect2(Vector2.ZERO, Vector2(edge, edge)), false) draw_rect(Rect2(Vector2.ZERO, Vector2(edge, edge)), Color(UiKit.FOG_MEMORY_PLATE, 0.66), true) diff --git a/game/presentation/views/board_view.gd b/game/presentation/views/board_view.gd index 88e2d230..976a2006 100644 --- a/game/presentation/views/board_view.gd +++ b/game/presentation/views/board_view.gd @@ -727,7 +727,7 @@ func _paint_cell(c: Vector2i, hero: Vector2i) -> void: var rec: Dictionary[Variant, Variant] = _minesweeper.reveal_record(c) # 已开记录经查询面 if rec.get("kind", "") == "mine": bg = COL_FLOOR - glyph = "雷" + glyph = "危" digit_col = UiKit.RED_MINE else: bg = COL_FLOOR @@ -773,13 +773,13 @@ func _paint_cell(c: Vector2i, hero: Vector2i) -> void: u.bg_sb = sb u.glyph = glyph u.glyph_color = digit_col - # 色牌后备(数字直画退牌;雷/「?」维持牌载保读性)+ v3.4:双峰纹理板 + # 色牌后备(数字直画退牌;「危」/「?」维持牌载保读性)+ v3.4:双峰纹理板 #(_digit_plate——underdark 系亮白筋+近黑斑并存的直画不可救纹理)数字落牌,牌上深墨 12:1 - var plate_digit := _digit_plate and glyph != "" and glyph != "雷" and glyph != "?" and glyph != "封" and glyph != "人" + var plate_digit := _digit_plate and glyph != "" and glyph != "危" and glyph != "?" and glyph != "封" and glyph != "人" if plate_digit: digit_col = COL_DIGIT # 牌上深墨族(素牌 12:1——双峰纹理免疫) u.glyph_color = digit_col - u.plate = revealed and (glyph == "雷" or glyph == "?" or plate_digit) + u.plate = revealed and (glyph == "危" or glyph == "?" or plate_digit) u.outline_sides.assign([]) # typed Array[int](assign 保持引用语义) u.facade_south = false u.proj_band = 0.0 diff --git a/game/presentation/views/camp_overlay_view.gd b/game/presentation/views/camp_overlay_view.gd index e039b033..543c0380 100644 --- a/game/presentation/views/camp_overlay_view.gd +++ b/game/presentation/views/camp_overlay_view.gd @@ -164,7 +164,7 @@ func _init() -> void: atlas_panel.size_flags_horizontal = Control.SIZE_EXPAND_FILL atlas_panel.size_flags_vertical = Control.SIZE_FILL # 四栏等高:任一栏长高时四栏同步拉伸 mid.add_child(atlas_panel) - var lock_l := UiKit.label(" —— 柜台结构位预留:内容排 Alpha(地图战斗资源差异化批)",UiKit.FS_HINT, false, UiKit.STONE) + var lock_l := UiKit.label(" —— 柜台结构位预留:内容排 Alpha(地图战斗资源差异化批)",UiKit.FS_HINT, false, UiKit.STONE_DEEP) lock_l.size_flags_vertical = Control.SIZE_SHRINK_CENTER # 锁文在等高栏内垂直居中 lock_l.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART lock_l.custom_minimum_size = Vector2(280, 0) @@ -414,7 +414,7 @@ func refresh_camp(data: Dictionary) -> void: card.progress_l.text = prog_text # 状态色用亮板双色墨制(深墨族替代暖白族——亮板上暖白不可读) var st_text := "未解锁" - var st_col: Color = UiKit.STONE + var st_col: Color = UiKit.STONE_DEEP if unlocked: st_text = "已解锁" st_col = UiKit.GOLD_INK # GOLD_DEEP 对行板 3.00:1 越带,换深金墨 5.84:1 @@ -473,7 +473,7 @@ func _rebuild_workshop(data: Dictionary) -> void: progress_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS line.add_child(progress_l) # 状态色用亮板双色墨制(深墨族替代暖白族)——色随刷新态条件赋值,非机械两行式 - var status_l := UiKit.label("",UiKit.FS_HINT, true, UiKit.STONE) + var status_l := UiKit.label("",UiKit.FS_HINT, true, UiKit.STONE_DEEP) status_l.clip_text = true # 同上——「已解锁 · 能力封存中」不撑柜(余宽吸收者) status_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS status_l.size_flags_horizontal = Control.SIZE_EXPAND_FILL @@ -506,11 +506,11 @@ func _rebuild_attune(data: Dictionary) -> void: name_l.clip_text = true name_l.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS line.add_child(name_l) - var form_l := UiKit.label("被动" if String(row.get("form", "")) == "passive" else "主动·充能",UiKit.FS_CAPTION, false, UiKit.STONE) + var form_l := UiKit.label("被动" if String(row.get("form", "")) == "passive" else "主动·充能",UiKit.FS_CAPTION, false, UiKit.STONE_DEEP) form_l.custom_minimum_size = Vector2(58, 0) line.add_child(form_l) # 档位标签(槽位档位显示:件档=普通/优秀/稀有,装入须件档≤格档契约 2 的呈现半边) - var tier_l := UiKit.label(String(UiKit.TREASURE_TIER_LABELS.get(String(row.get("tier", "")), "—")),UiKit.FS_CAPTION, false, UiKit.STONE) + var tier_l := UiKit.label(String(UiKit.TREASURE_TIER_LABELS.get(String(row.get("tier", "")), "—")),UiKit.FS_CAPTION, false, UiKit.STONE_DEEP) tier_l.custom_minimum_size = Vector2(36, 0) line.add_child(tier_l) var btn := UiKit.button("装配", 0.0) # 行板紧凑钮豁免 @@ -522,7 +522,7 @@ func _rebuild_attune(data: Dictionary) -> void: _attune_btns.append({"item_id": iid, "btn": btn, "unlocked": bool(row.get("unlocked", false)), "equipped": bool(row.get("equipped", false))}) var refresh_line := HBoxContainer.new() refresh_line.add_theme_constant_override("separation", 6) - _refresh_l = UiKit.label("",UiKit.FS_CAPTION, false, UiKit.STONE) + _refresh_l = UiKit.label("",UiKit.FS_CAPTION, false, UiKit.STONE_DEEP) refresh_line.add_child(_refresh_l) _refresh_btn = UiKit.button("升级", 0.0) # 行板紧凑钮豁免 _refresh_btn.pressed.connect(_emit_buy_requested.bind("attune_refresh")) diff --git a/game/presentation/views/hero_info_panel_view.gd b/game/presentation/views/hero_info_panel_view.gd index a7465d05..bc020fff 100644 --- a/game/presentation/views/hero_info_panel_view.gd +++ b/game/presentation/views/hero_info_panel_view.gd @@ -70,7 +70,7 @@ func _init() -> void: _feat_section.add_theme_constant_override("separation", 4) _feat_section.visible = false col.add_child(_feat_section) - _feat_section.add_child(UiKit.label("特性",UiKit.FS_BODY, true)) + _feat_section.add_child(UiKit.label("专长",UiKit.FS_BODY, true)) _feat_list = VBoxContainer.new() _feat_list.add_theme_constant_override("separation", 2) _feat_section.add_child(_feat_list) @@ -90,7 +90,7 @@ func _init() -> void: _curio_section.add_theme_constant_override("separation", 4) _curio_section.visible = false col.add_child(_curio_section) - _curio_section.add_child(UiKit.label("特性",UiKit.FS_BODY, true)) + _curio_section.add_child(UiKit.label("属性值提升",UiKit.FS_BODY, true)) _curio_list = VBoxContainer.new() _curio_list.add_theme_constant_override("separation", 2) _curio_section.add_child(_curio_list) diff --git a/game/presentation/views/legend_overlay.gd b/game/presentation/views/legend_overlay.gd index 45f979e0..08454647 100644 --- a/game/presentation/views/legend_overlay.gd +++ b/game/presentation/views/legend_overlay.gd @@ -8,7 +8,7 @@ signal closed const ENTRIES := [ ["#C9AF83", "完整覆尘地砖", "未开格——左键挖开(1AP,须相邻)· 右键封印(1AP)"], ["#B39A78", "碎裂裸土", "已开 0 格——可通行,左键移动(免费)"], - ["#000000", "封印", "封印印记(呈现名·不能拔)——轮末自动判定标中;插错可左键直接挖开(安全格零奖励、危险格吃挖雷惩罚)"], + ["#000000", "封印", "封印印记(呈现名·不能拔)——轮末自动判定标中;标空可左键直接挖开(安全格零奖励、危险格受挖掘惩罚)"], ["#2e86de", "小人", "探险者——8 向相邻未开格常驻微光 = 可挖域"], ["#F0A828", "金徽章", "已开格奖励身份 icon(封印之下、数值之上,不进数字区)"], ["#F0A828", "九徽章解码", "攻=攻击 · 守=护甲 · 爆=爆裂 · 医=回复 · 弱=削弱 · 穿=穿刺 · 魔=魔法 · 行=行动点 · 金=GP"], diff --git a/game/presentation/views/level_map_screen.gd b/game/presentation/views/level_map_screen.gd index d0516d07..a0de2bf1 100644 --- a/game/presentation/views/level_map_screen.gd +++ b/game/presentation/views/level_map_screen.gd @@ -168,7 +168,7 @@ func _init() -> void: _bonus_row.add_child(bonus_box) var bonus_inner := VBoxContainer.new() bonus_box.add_child(bonus_inner) - var bonus_cap := UiKit.label("特性",UiKit.FS_CAPTION, false, UiKit.INK_HINT) # 深墨(亮板可读) + var bonus_cap := UiKit.label("属性值提升",UiKit.FS_CAPTION, false, UiKit.INK_HINT) # 深墨(亮板可读) bonus_inner.add_child(bonus_cap) _bonus_value = UiKit.label("",UiKit.FS_BODY, true, UiKit.INK_TITLE) # 淡墨→深墨(同上) bonus_inner.add_child(_bonus_value) diff --git a/game/presentation/views/status_slot_row.gd b/game/presentation/views/status_slot_row.gd index 073aba28..0e1cf51d 100644 --- a/game/presentation/views/status_slot_row.gd +++ b/game/presentation/views/status_slot_row.gd @@ -37,7 +37,7 @@ const EFFECT_SEMANTIC := { "empower": "敌方输出 ×2(enemy_output 池加算——蓄力技施放;持续 1 个有效结算)", "fortify": "敌方防御 −50(enemy_defense 池——硬化技施放,主角攻击 ×0.5;持续 1 个有效结算)", } -const SOURCE_NAMES := {"safe_cell": "安全格", "seal_hit": "封印命中", "mine_hit": "踩雷", "clear_reward": "清图奖励"} +const SOURCE_NAMES := {"safe_cell": "安全格", "seal_hit": "封印命中", "mine_hit": "危险格", "clear_reward": "清图奖励"} # 未知图标键的占位(HUD框架:占位也要可见,禁静默空图标——debug 断言先行,release 回退槽内 ? 文本) const ICON_PLACEHOLDER := "?" diff --git a/game/probe/ui_click_probe.gd b/game/probe/ui_click_probe.gd index d64d845d..36af9112 100644 --- a/game/probe/ui_click_probe.gd +++ b/game/probe/ui_click_probe.gd @@ -26,6 +26,9 @@ var _tested_review := false var _tested_end_review := false # 终局面板回看入口(z 序修复回归) var _tested_refresh_chain := false var _tested_tooltip := false +var _tested_copy := false # 迭代36 卡A——C 区两段头真实入口断言(每 run 一次) +var _tested_curio_head := false # 迭代36 卡A——三选一头部旧话清零断言(奖励点停点捕获) +var _tested_map_cap := false # 迭代36 卡A——地图屏加成帽换代断言(每 run 一次) var _tested_status := false # 状态面板角标开合/守卫断言(每 run 一次) var _tested_map_status := false # 地图屏角标一次性 case(选路态零扰动) var _inter_confirms := 0 # 大奖励屏确认计数(冒险推进停点——首见确认推进 L2,再见 = L2 通关收口) @@ -121,6 +124,54 @@ func _ready() -> void: iso_fk.load_from_disk() if String(iso_fk.fork_side("fg_posture")) != "b": _problems.append("Fork 切态未持久(reload 后激活态 != b)") + # ---- 营地六处灰字取色断言(迭代36 wc4——真实入口开营地后按文本锚取 label, + # font_color 逐处 == STONE_DEEP;六源位 :167 图鉴锁文/:417+:476 行状态字/:509 同调形态/:513 档位标签/:525 刷新行)---- + var camp_labels: Array = [] + _collect_labels_by_text(main.camp_overlay, camp_labels) + var atlas_locks := _labels_with_text(camp_labels, "柜台结构位预留") + if atlas_locks.is_empty(): + _problems.append("营地灰字:图鉴柜台锁文 label 未找到(wc4 定位锚失守)") + for l in atlas_locks: + if l.get_theme_color("font_color") != UiKit.STONE_DEEP: + _problems.append("营地灰字:图鉴锁文未用 STONE_DEEP(wc4 :167)") + # 「未解锁」锚收窄到秘宝匣行容器子树(树行/锻造行也有「未解锁」态字样——非 wc4 目标位) + var locked_status: Array = [] + if main.camp_overlay.get("_workshop_holder") != null: + var ws_labels: Array = [] + _collect_labels_by_text(main.camp_overlay._workshop_holder, ws_labels) + locked_status = _labels_with_text(ws_labels, "未解锁") + if locked_status.is_empty(): + _problems.append("营地灰字:秘宝匣行「未解锁」态 label 未找到(wc4 夹具前提失守——新档应有锁定秘宝行)") + for l in locked_status: + if l.get_theme_color("font_color") != UiKit.STONE_DEEP: + _problems.append("营地灰字:秘宝行「未解锁」态未用 STONE_DEEP(wc4 :417/:476)") + var form_found := false + for l in camp_labels: + if l.text == "被动" or l.text == "主动·充能": + form_found = true + if l.get_theme_color("font_color") != UiKit.STONE_DEEP: + _problems.append("营地灰字:同调形态标签未用 STONE_DEEP(wc4 :509)") + if not form_found: + _problems.append("营地灰字:同调行形态标签未找到(wc4 定位锚失守——同调段应有行)") + var tier_vals := {} + for v in UiKit.TREASURE_TIER_LABELS.values(): + tier_vals[String(v)] = true + var tier_found := false + for l in camp_labels: + if tier_vals.has(l.text): + tier_found = true + if l.get_theme_color("font_color") != UiKit.STONE_DEEP: + _problems.append("营地灰字:同调档位标签未用 STONE_DEEP(wc4 :513)") + if not tier_found: + _problems.append("营地灰字:同调档位标签未找到(wc4 定位锚失守)") + var refresh_inked := false + for l in camp_labels: + if String(l.text).contains("三选一刷新"): + refresh_inked = true + if l.get_theme_color("font_color") != UiKit.STONE_DEEP: + _problems.append("营地灰字:刷新行未用 STONE_DEEP(wc4 :525)") + if not refresh_inked: + _problems.append("营地灰字:刷新行 label 未找到(wc4 定位锚失守)") main._on_camp_closed() await get_tree().process_frame main._on_save_select_closed() # 关闭被栈还原的选档层(动线序中间态——卡④ 换代点) @@ -322,6 +373,12 @@ func _ready() -> void: var t1 := Time.get_ticks_msec() main._start_adventure_from_menu() await get_tree().process_frame + await get_tree().process_frame + # 既有口径回归(迭代36 wc3——调试滑条 400/200=局外加成 pct>0,开场行应带「(含面板加成)」; + # 本局为本探针首个冒险,日志无先前行,全文本判即可) + var wc3_txt: String = main.log_view._log.get_parsed_text() + if not wc3_txt.contains("种子 42") or not wc3_txt.contains("(含面板加成)"): + _problems.append("开场行回归失守:局外加成(pct>0)局的开场行应带「(含面板加成)」(wc3)") # 关卡开始 = 入口选路停点——press_candidate 图上命中路径选入口候选进首战 #(首格可点 AC 口径随之含入口选路一步:菜单点击 → 停点呈现 → pick → 棋盘安装) if main.level_screen.visible: @@ -358,6 +415,12 @@ func _ready() -> void: # 未适配则走到即卡死)。两态分派:result 态(兑付反馈——点继续推进)/ # 待选态(点首件+确认)。真实信号路径全线。〔无替换子态——装配不可变契约。〕 # 三选一停点输入锁定断言(停点态断言面:待选/兑付两态共用此层)。 + if not _tested_curio_head and main.run_scope.adventure != null and not main.run_scope.adventure._curio_pending.is_empty() and String(main.curio_overlay._header).contains("关卡奖励点"): + _tested_curio_head = true + var ch := String(main.curio_overlay._header) + if not ch.contains("冒险牌库") or not ch.contains("属性值提升与补给") or ch.contains("同权重") or ch.contains("同上限") or ch.contains("提升池"): + _problems.append("三选一头部旧话残留或新话缺失(wa4——%s)" % ch.replace(" +", "|")) if not main._input_locked(): _problems.append("三选一停点打开时输入未锁定") if main.curio_overlay._continue_btn.visible: @@ -395,6 +458,18 @@ func _ready() -> void: rbtn2.pressed.emit() if main.status_panel.visible or not main.level_screen.visible: _problems.append("状态面板关闭后地图屏态失守(恢复语义破)") + # 地图屏加成帽换代断言(迭代36 卡A wa2——「特性」→「属性值提升」;帽 Label 常在树; + # 独立旗标——_tested_map_status 在同拍前置块已置位,禁复用其门控) + if not _tested_map_cap: + _tested_map_cap = true + var cap_found := false + var ls_labels: Array = [] + _collect_labels_by_text(main.level_screen, ls_labels) + for l in ls_labels: + if l.text == "属性值提升": + cap_found = true + if not cap_found: + _problems.append("地图屏加成帽未换代为「属性值提升」(wa2)") main.level_screen.press_candidate(_route_clicks % 2) _route_clicks += 1 _seals_placed.clear() @@ -553,6 +628,67 @@ func _ready() -> void: # ②③ 中断→续玩全链+互斥确认两分支:随三入口化撤出(卡② §7.2 申报——断点确认探针段移交 # 卡④大门 T5 接收,两头登记禁静默删除;续玩钮已退役,主菜单确认链已摘 mn6)。 # ① 战斗收口断点写盘断言保留(上方——冒险流直调中间态 mn10)。 + + # ---- 开场行三路径段(迭代36 wc1/wc2——真实入口驱动;隔离新档)---- + # 驱动设计(0/0 白板局生存性不成立的实证处置——L2 记录进实现报告): + # ① 菜单开新局·白板反向=独立短局:0/0 滑条开局断言 L1 开场行零后缀(不开驱动—— + # 断言完成后该局被 ② 的开局自然替换,白板局生存性不参与判定); + # ② 局内加算区正向=生存局:400/200 滑条开局保可通关(:363 先例),三选一专选 atk/max_hp + # 卡(无则任选推进——不触后缀、循环重试);至大奖励屏先 reset_sliders() 再确认进下一层 + # ——L2 开场行时点 pct=0 且新档 ov=0,后缀只能归因局内加算区(变异:回退条件 hunk→红); + # ③ 断点续玩正向:L2 入口选路停点(bonus 已入账、bonus_pending/bonus_result 皆空——选路停点形) + # 经 _resume_from_menu 唯一消费口重建,重建开场行带后缀。 + # 判定面=开局清日志后的新局日志(_start_adventure 内 log_view.clear());「(含面板加成)」 + # 唯一来源=开场行,计数即判定;「· 种子 」=开场行独有形态锚。 + for p_ol in ["user://smoke_click_probe_openline.json", "user://smoke_click_probe_openline.json.tmp"]: + if FileAccess.file_exists(p_ol): + DirAccess.remove_absolute(p_ol) + ProbeUiUtil.isolate_save(main, "smoke_click_probe_openline", true, false, true) + main.debug_overlay.reset_sliders() # ① 白板反向前提(_start_adventure 只关窗不清值——残值跨段存活防坑) + main.debug_overlay.seed_edit.text = "42" + main._start_adventure_from_menu() + var ol_l1_wait := 0 + while ol_l1_wait < 24 and String(main.log_view._log.get_parsed_text()).count("· 种子 ") < 1: + ol_l1_wait += 1 + await get_tree().process_frame + if ol_l1_wait >= 24: + _problems.append("开场行路径①:L1 开场行未达日志(开局清日志后 24 帧内未现种子行)") + elif String(main.log_view._log.get_parsed_text()).count("(含面板加成)") > 0: + _problems.append("开场行路径①失守:白板局 L1 开场行带「(含面板加成)」(wc1 反向)") + print("[click_probe] 开场行①判定 wait=%d 帧断言完成" % ol_l1_wait) + # ②③ 断点续玩正向(既有快照喂入形态——代拍板 2 预授权;生产「继续上局」钮已随三入口化 + # 撤出,_resume_from_menu=唯一消费口;断点形态=选路停点形钉值:bonus 已入账、 + # bonus_pending/bonus_result 皆空——set_breakpoint 注入口同 system_test V3i 先例, + # 卡内警示的 bonus_pending 形夹具是本形态反例,禁复用)。续玩重建开场行时点 pct=0 + # +新档 ov=0+bonus.atk=5 已回填(resume_adventure :151-154)——后缀只能归因局内加算区。 + # 【卡片前提缺陷记录(随实现报告/停机呈报)】路径②原设计「奖励节点三选一拿属性卡→下一关 + # 开场行」在现行 build 不可驱动:L1 全模板零商店节点、reward 节点=零兑付直通占位 + # (level_runner _enter_node 注记)——新开局在任一开场行时点均无局内 bonus 来源。 + # 条件加算区两项的机制面由本续玩路径全链承载(回填→level_started→条件求值,与 fresh 同式), + # 变异(回退条件 hunk)见红;fresh 正向拦截能力未证,如实申报。 + var bp_ol: Dictionary = { + "master_seed": 42, "rng_counter": 0, "hero_hp": 30, "gp": 10, "keystone": 0, + "level_index": 1, "bonus": {"atk": 5, "max_hp": 0, "armor_class": 0, "ap": 0}, + "shop_purchased": {}, "relics": [], "keystone_drops": [], "bonus_taken": {}, + "node_id": -1, "visited_ids": [], "template_pick": -1, + } + main.save_manager.set_breakpoint(bp_ol) + # 判定面=续玩开局清日志后的新局日志(_resume_from_menu 内 log_view.clear()——选路停点形 + # resume 同步重建开场行,返回时已在日志) + main._resume_from_menu() + var ol_r_wait := 0 + while ol_r_wait < 24 and String(main.log_view._log.get_parsed_text()).count("· 种子 ") < 1: + ol_r_wait += 1 + await get_tree().process_frame + if main.run_scope.runner == null or int(main.run_scope.runner.run_ledger.bonus.get("atk", 0)) != 5: + _problems.append("开场行路径②③前提失守:续玩重建后加算区 atk!=5(断点回填链断)") + if ol_r_wait >= 24: + _problems.append("开场行路径②③失守:续玩重建未发开场行(选路停点形应重发——形态/驱动复核)") + elif String(main.log_view._log.get_parsed_text()).count("(含面板加成)") < 1: + _problems.append("开场行路径②③失守:bonus 已入账(pct=0/ov=0)的续玩重建开场行未带「(含面板加成)」(wc1 正向/wc2)") + else: + print("[click_probe] 开场行②③判定:续玩重建开场行带后缀(bonus.atk=5、pct=0)— wait=%d 帧" % ol_r_wait) + print("[click_probe] 循环退出(done=%s budget=%s)问题=%d" % [ str(_done), str(action_budget), _problems.size()]) for p in _problems: @@ -568,6 +704,23 @@ func _ready() -> void: # ---- 模态/tooltip/刷新链一次性覆盖(真实信号路径驱动) ---- func _run_modal_probes_once() -> void: + # ⓪ 玩家面文案真实入口断言(迭代36 卡A wa1——C 区两段头随战斗常驻) + if not _tested_copy and main.info_panel != null and main.info_panel.visible: + _tested_copy = true + var feat_head: Label = null + var curio_head: Label = null + for child in main.info_panel._feat_section.get_children(): + if child is Label: + feat_head = child + break + for child in main.info_panel._curio_section.get_children(): + if child is Label: + curio_head = child + break + if feat_head == null or feat_head.text != "专长": + _problems.append("C 区专长段头未换代(wa1——真实入口)") + if curio_head == null or curio_head.text != "属性值提升": + _problems.append("C 区属性值提升段头未换代(wa1——真实入口)") # ① 图例模态(pattern 6):打开 → 遮挡物隐藏 + 输入锁定;关闭 → 恢复 if not _tested_legend: _tested_legend = true @@ -582,6 +735,10 @@ func _run_modal_probes_once() -> void: for e in main.legend_overlay.ENTRIES: if String(e[1]) == "封印": legend_has_seal = true + # 图例封印行换代断言(迭代36 卡A wa5——真实 AP 条图例钮开层路径) + if not String(e[2]).contains("标空") or not String(e[2]).contains("受挖掘惩罚") or String(e[2]).contains("插错") or String(e[2]).contains("挖雷"): + _problems.append("图例封印行旧词残留(wa5——%s)" % String(e[2]).replace(" +", "|")) if not legend_has_seal: _problems.append("图例缺『封印』格态条目(格态图例基线)") main.legend_overlay.close() @@ -660,6 +817,23 @@ func _run_modal_probes_once() -> void: _problems.append("HUD 刷新余量与快照推导失符(HUD='%s' 应含 %d)" % [main.ap_bar.refresh_remaining_text(), remain_expect]) +# ---- 营地灰字取色断言辅助(迭代36 wc4——文本锚定位,全 Label 递归收集)---- + +func _collect_labels_by_text(root: Node, out: Array) -> void: + if root is Label: + out.append(root) + for child in root.get_children(): + _collect_labels_by_text(child, out) + + +func _labels_with_text(labels: Array, needle: String) -> Array: + var found: Array = [] + for l in labels: + if String(l.text).contains(needle): + found.append(l) + return found + + func _play_one_action() -> void: var settlement = main.run_scope.settlement if settlement == null: diff --git a/game/probe/ui_contrast_probe.gd b/game/probe/ui_contrast_probe.gd index c2cf240c..bfe6403c 100644 --- a/game/probe/ui_contrast_probe.gd +++ b/game/probe/ui_contrast_probe.gd @@ -58,10 +58,22 @@ func _pairs() -> Array: ["设置·选项标签/设置板", UiKit.INK_LABEL, UiKit.PANEL_DATA, 1.0], # 设置行标签/状态字(标签深墨) ["三选一·停点头部墨/暗页底", UiKit.WARM_SOFT, UiKit.BG_ROOT, 1.0], # 三选一停点头部/回血反馈行(page_shell 根底档) ["三选一·卡名墨/货架板", UiKit.INK_TITLE, UiKit.PANEL_DATA, 1.0], # bcard 选项卡名(与商店货架同构卡) - ["迷雾·记忆墨/灰罩合成底", UiKit.FOG_MEMORY_INK, # fog_state2 记忆板 α.66 压 floor avg #453020 - Color(UiKit.FOG_MEMORY_PLATE.r * 0.66 + 69.0 / 255.0 * 0.34, # 合成底(素材侧值无常量形态——取 art-bible §389 在册复算值,素材更新随动; - UiKit.FOG_MEMORY_PLATE.g * 0.66 + 48.0 / 255.0 * 0.34, # 三关逐关 avg 缺在册且素材不入 git 不可实查——最坏情况判据扩对归移交) - UiKit.FOG_MEMORY_PLATE.b * 0.66 + 32.0 / 255.0 * 0.34), 1.0], + # ---- 迷雾测点三关扩对(迭代36 wc5——甲·归一后基准:行值=三关归一后(真实渲染面) + # 地板均值合成底(写卡会话 PIL 复算+两轮 grilling 独立复算吻合;T0 探针派生首跑对拍 + # L2/L3 修值(PIL↔Godot 导入解码系统差约 5/255,卡内 L2 条款预授权以派生为准); + # 素材更新随动——一致性由 _ready 派生校验断言钉住,行值回原图基准或素材换代未随动均红)---- + ["迷雾·记忆墨/合成底L1地牢", UiKit.FOG_MEMORY_INK, + Color(UiKit.FOG_MEMORY_PLATE.r * 0.66 + 111.0 / 255.0 * 0.34, # L1 归一后地板均值 #6F4D33(合成底 #4C4038 5.71:1·最差关) + UiKit.FOG_MEMORY_PLATE.g * 0.66 + 77.0 / 255.0 * 0.34, + UiKit.FOG_MEMORY_PLATE.b * 0.66 + 51.0 / 255.0 * 0.34), 1.0], + ["迷雾·记忆墨/合成底L2幽暗", UiKit.FOG_MEMORY_INK, + Color(UiKit.FOG_MEMORY_PLATE.r * 0.66 + 74.0 / 255.0 * 0.34, # L2 归一后地板均值 #4A4F60(合成底 #3F4147 5.83:1) + UiKit.FOG_MEMORY_PLATE.g * 0.66 + 79.0 / 255.0 * 0.34, + UiKit.FOG_MEMORY_PLATE.b * 0.66 + 96.0 / 255.0 * 0.34), 1.0], + ["迷雾·记忆墨/合成底L3深幽", UiKit.FOG_MEMORY_INK, + Color(UiKit.FOG_MEMORY_PLATE.r * 0.66 + 71.0 / 255.0 * 0.34, # L3 归一后地板均值 #474B63(合成底 #3E4048 5.93:1) + UiKit.FOG_MEMORY_PLATE.g * 0.66 + 75.0 / 255.0 * 0.34, + UiKit.FOG_MEMORY_PLATE.b * 0.66 + 99.0 / 255.0 * 0.34), 1.0], ] @@ -94,8 +106,9 @@ func _ready() -> void: if r < MIN_RATIO: problems.append("[contrast] %s = %.2f:1 < %.1f(测点对须垫牌或换墨)" % [p[0], r, MIN_RATIO]) problems.append_array(_scan_static()) + problems.append_array(_fog_derived_check()) if problems.is_empty(): - print("[ui_contrast_probe] PASS — 对比度 %d 对测点全绿(≥%.1f:1 无区域例外)+ 裸色白名单/preload 红线静态段绿" % [pairs.size(), MIN_RATIO]) + print("[ui_contrast_probe] PASS — 对比度 %d 对测点全绿(≥%.1f:1 无区域例外)+ 裸色白名单/preload 红线静态段绿 + 迷雾三关派生校验绿" % [pairs.size(), MIN_RATIO]) get_tree().quit(0) else: for msg in problems: @@ -104,6 +117,52 @@ func _ready() -> void: get_tree().quit(1) +# ---- 迷雾测点行值一致性派生校验(迭代36 wc5——行值 vs 运行时按生产归一函数实算的 +# 三关归一后地板均值,容差 ±2/255=8-bit 量化级;行值回原图基准或素材换代未随动均红)---- +func _fog_derived_check() -> Array: + var problems: Array = [] + var rows := [ + ["L1地牢", "dungeon", Color8(111, 77, 51)], + ["L2幽暗", "underdark", Color8(74, 79, 96)], + ["L3深幽", "deep_underdark", Color8(71, 75, 99)], + ] + for row in rows: + var derived := _norm_floor_avg(row[1]) + var expect: Color = row[2] + if absi(derived.r8 - expect.r8) > 2 or absi(derived.g8 - expect.g8) > 2 or absi(derived.b8 - expect.b8) > 2: + problems.append("[contrast] 迷雾测点行值失真:%s 行值 (%d,%d,%d) vs 运行时归一派生 (%d,%d,%d)(±2/255——素材更新须随动改行值)" + % [row[0], expect.r8, expect.g8, expect.b8, derived.r8, derived.g8, derived.b8]) + return problems + + +# 迷雾测点派生助手(迭代36 wc5 契约 3——全仓唯一「按板型算归一后均值」判据面):纹理路径经 +# BoardView.TILE_FLOOR_FMT 常量(禁复制字面量)、归一经 BoardView._normalize_floor_luma +# 生产静态函数直呼(真渲染同源——禁探针内复制 k 公式);逐像素归一后均值再五变体平均。 +static func _norm_floor_avg(board_type: String) -> Color: + var sum_r := 0.0 + var sum_g := 0.0 + var sum_b := 0.0 + var px := 0 + for i in range(1, BoardView.TILE_FLOOR_VARIANTS + 1): + var tex := UiKit.load_tex(BoardView.TILE_FLOOR_FMT % [board_type, i]) + if tex == null: + continue + var img: Image = BoardView._normalize_floor_luma(tex, 0.10, null).get_image() + if img.is_compressed(): + img.decompress() + img.convert(Image.FORMAT_RGBA8) + for y in range(img.get_height()): + for x in range(img.get_width()): + var c := img.get_pixel(x, y) + sum_r += c.r + sum_g += c.g + sum_b += c.b + px += 1 + if px == 0: + return Color(-1, -1, -1) # 素材缺位=派生校验必红(禁跳过——契约 3 齐盘条款) + return Color(sum_r / px, sum_g / px, sum_b / px) + + # ---- 机检段②③(需求卡片 §7):呈现层裸 Color8( 计数 vs 白名单 + 素材 preload 计数 = 0 ---- func _scan_static() -> Array: var problems: Array = [] diff --git a/game/probe/ui_struct_probe.gd b/game/probe/ui_struct_probe.gd index 4deede60..7256de01 100644 --- a/game/probe/ui_struct_probe.gd +++ b/game/probe/ui_struct_probe.gd @@ -43,6 +43,11 @@ func _ready() -> void: else: _settle() await _audit("camp", [main.camp_overlay]) + # 营地灰字源 token 扫描(迭代36 wc4 静态半——源内零裸 UiKit.STONE;判别式= + # STONE 出现次数 == STONE_DEEP 出现次数,即每处 STONE 都带 _DEEP 后缀) + var camp_src := FileAccess.get_file_as_string("res://presentation/views/camp_overlay_view.gd") + if camp_src.count("UiKit.STONE") != camp_src.count("UiKit.STONE_DEEP"): + problems.append("[camp] camp_overlay_view.gd 存在裸 UiKit.STONE(非 _DEEP 后缀——wc4 源扫描)") main._on_camp_closed() _settle() main._on_save_select_closed() # 关闭被栈还原的选档层(动线序中间态——卡④ 换代点) diff --git a/game/tests/run_all.gd b/game/tests/run_all.gd index c6d447f8..31fd7f14 100644 --- a/game/tests/run_all.gd +++ b/game/tests/run_all.gd @@ -99,6 +99,7 @@ func _suites() -> Array: {"path": "res://tests/unit/presentation/battle_narrator_test.gd", "expect": 0}, # 战斗叙述(数值带入/胜负互异/收束态恒定) {"path": "res://tests/unit/presentation/type_glow_test.gd", "expect": 0}, # 未开格类型微光数据面(九型归组封闭/清单外显式失败/冻结色相只准动明度/α170·带宽cell÷8锚定/合成空间阶梯单调+模型CR≥1.20/probe API 形状) {"path": "res://tests/unit/presentation/theme_projection_test.gd", "expect": 0}, # 呈现投影与主题宿主(微光数据面/战斗日志行协议/全局主题与按钮五态/纹理过滤白名单/对比度墨色锚/元素细节源码锚/诊断钮退役源码契约/状态面板与生涯页只读投影——批 B 自 smoke_all 迁入;试玩记录仪整套按裁决七转办集成宿主) + {"path": "res://tests/unit/presentation/player_copy_sweep_test.gd", "expect": 0}, # 玩家面文案清扫宿主(迭代36 卡A——钉值表换代断言①–⑧⑩+源 token 扫描两处;直建断言族,禁字「雷」族与旧术语清零钉值) ] diff --git a/game/tests/unit/core/meta_progression_forge_test.gd b/game/tests/unit/core/meta_progression_forge_test.gd index 7bbe65c2..6f4e2f3a 100644 --- a/game/tests/unit/core/meta_progression_forge_test.gd +++ b/game/tests/unit/core/meta_progression_forge_test.gd @@ -662,6 +662,30 @@ func _smoke_tree_rules() -> void: ctx_fz2.level_bucket = lvl_shared # 挂同一 level 桶引用(新形态跨战持久:无 export/seed,同字典即持久) Kit.check("锋:限次跨战持久(level 桶共享引用——替代旧副本搬运链)〔无状态化 V4〕", (fz2.dispatch(ctx_fz2, "mine_hit", {}, Callable()) as Array).is_empty()) + # 锋·惊巢反制效果行换代断言(迭代36 u13/wa12——_grant_routed 减半分支效果行=战斗日志 + # step_row 真实生产面;display_name 玩家可见,禁字「挖雷」由此行清零钉住) + var orch_nc = load("res://core/battle_orchestrator.gd").new(_db, _fresh_rng(777003)) + orch_nc.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": 40, "hero_atk": 8, "hero_max_hp": 40, + "hero_armor_class": 10, "hero_ap_bonus": 0, "attunement": [], "attune_charges": {}, + "feats": [], "tree_rules": [], "battle_index": 1, + "bonus_ref": {"atk": 0, "max_hp": 0, "armor_class": 0}, "adventure_counters": {}, + "voucher_rap": 0, "voucher_time_sand": 0, "node_type": "battle"}) # 真实战斗上下文(状态容器开域——dispatch 链受理) + var nc_rows: Array = [] # step_row 采集盒(lambda 捕引用容器——捕获变量赋值不出闭包) + orch_nc.step_row.connect(func(r): nc_rows.append(r)) + # heal 负向行表值 power=6(极性字典行值——负向 power 走表值不走快照)→ halve 50% ceil=3 + orch_nc._grant_routed({"cell_type": "heal", "power": 10}, "negative", + "mine_hit", Vector2i.ZERO, 0, "", "", 50) + # 受理判据=惊巢反制效果行落 step_row(halve 分支先于 dispatch 发行——flat 行 _dispatch_row + # 恒返 false,返回值不承载受理语义;行发行即分支受理) + var nc_hit := "" + for r in nc_rows: + if String((r as Dictionary).get("display_name", "")).contains("惊巢反制"): + nc_hit = String((r as Dictionary).get("display_name", "")) + break + Kit.check("锋:惊巢反制 mine_hit 减半分支受理(wa12 前提——halve_pct=50 效果行落 step_row)〔wa12〕", + nc_hit != "") + Kit.check("惊巢反制效果行==「惊巢反制——危险格挖掘惩罚减半(6→3)」零「挖雷」(u13 换代)〔wa12〕", + nc_hit == "惊巢反制——危险格挖掘惩罚减半(6→3)" and not nc_hit.contains("挖雷")) # 守侧五场景(契约 12):编排 rig——begin_battle 携 sense_guard,授予段 _grant_seg._judge_seal 直注 var orch = load("res://core/battle_orchestrator.gd").new(_db, _fresh_rng(777001)) Kit.check("守侧 rig:战斗编排启动(tree_rules=sense_guard 携带)", diff --git a/game/tests/unit/presentation/player_copy_sweep_test.gd b/game/tests/unit/presentation/player_copy_sweep_test.gd new file mode 100644 index 00000000..882d3d61 --- /dev/null +++ b/game/tests/unit/presentation/player_copy_sweep_test.gd @@ -0,0 +1,174 @@ +# tests/unit/presentation/player_copy_sweep_test.gd — 玩家面文案清扫直建断言宿主(迭代36 卡A) +# 断言面 = 玩家面字符串字面量换代钉值(u1–u13 钉值表——分类词/渠道旧话/「雷」族禁字清零): +# ① hero 面板两段头(专长/属性值提升——同屏分类撞车消除) +# ② 奖励节点三选一头部(冒险牌库/渠道分流三机制事实,零「同权重/同上限/提升池」旧话) +# ③ 专长卡兜底(feat_card_text 空行兜底「专长\n???」) +# ④ 图例封印行(标空/受挖掘惩罚,零「插错/挖雷」) +# ⑤ 状态槽来源名(mine_hit→危险格——tooltip 消费半) +# ⑥ 结算来源名(settlement 表值经 ConfigDB 真装载+battle_log 行消费半) +# ⑦ 已开危险格字形(glyph「危」+plate+RED_MINE——BoardView rebuild 真实刷新路径) +# ⑧ 源 token 扫描一:board_view.gd 零 "雷" 字面量(哨兵族统一钉住) +# ⑩ 源 token 扫描二:battle_orchestrator.gd 玩家面字符串字面量零「挖雷」(注释剥离=行首 # 判) +# 扫域口径:玩家面字符串字面量(契约 2 保留面——注释/内部常量名与注记/测试消息串不入域)。 +# 协议照单元侧惯例:extends SceneTree+Kit.check 主通道;--script 模式无 autoload, +# ConfigDB 显式实例化构造注入(统一流 master 种子 42 沿源)。 +# 运行:godot --headless --path game --script res://tests/unit/presentation/player_copy_sweep_test.gd +extends SceneTree + +const Kit := preload("res://tests/unit/test_kit.gd") +const ConfigDBScript := preload("res://core/config_db.gd") +const AutoPlayer := preload("res://sim/auto_player.gd") # 自动玩家策略单一实现(夹具开域驱动) + +var _db + + +func _init() -> void: + _db = ConfigDBScript.new() + var load_ok: bool = _db.load_tables("res://data/tables", true) + if not load_ok: + push_error("[player_copy_sweep_test] 表加载返回失败——诊断如下(红由具体断言落)") + for d in _db.diagnostics(): + if d.severity == "error" or d.severity == "fatal": + push_error(" [%s] %s: %s" % [d.severity, d.category, d.message]) + _sweep_hero_panel() + _sweep_narrator() + _sweep_legend() + _sweep_source_names() + _sweep_board_glyph() + _sweep_token_scans() + quit(Kit.finish("player_copy_sweep_test")) + + +# ① C 区两段头(u1/u2——直建 hero 面板,adventure_feats_test ⑦c 族同构) +func _sweep_hero_panel() -> void: + var panel = load("res://presentation/views/hero_info_panel_view.gd").new() + var feat_head := _first_label(panel._feat_section) + var curio_head := _first_label(panel._curio_section) + Kit.check("C 区专长段头==「专长」(u1 换代——段头文案钉值)〔wa1〕", + feat_head != null and feat_head.text == "专长") + Kit.check("C 区属性值提升段头==「属性值提升」(u2 换代——同屏两段同标撞车消除)〔wa1〕", + curio_head != null and curio_head.text == "属性值提升") + + +# ②③ 奖励节点头部+专长卡兜底(u3/u11——静态直调) +func _sweep_narrator() -> void: + var narrator = load("res://presentation/battle_narrator.gd") + var head := String(narrator.node_curio_header()) + 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")) + 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")) + 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")) + Kit.check("奖励点头部零「同权重」旧话(u3 清零)〔wa4〕", not head.contains("同权重")) + Kit.check("奖励点头部零「同上限」旧话(u3 清零)〔wa4〕", not head.contains("同上限")) + Kit.check("奖励点头部零「提升池」旧话(u3 清零)〔wa4〕", not head.contains("提升池")) + Kit.check("专长卡兜底==「专长\n???」(u11 换代——数据缺行真实兜底路径)〔wa3〕", + String(narrator.feat_card_text({})) == "专长\n???") + + +# ④ 图例封印行(u4——直建 LegendOverlay 读 ENTRIES 常量) +func _sweep_legend() -> void: + load("res://presentation/views/legend_overlay.gd").new() # 直建(_init(rap_cost) 现签名) + var seal_row: Array = [] + for e in load("res://presentation/views/legend_overlay.gd").ENTRIES: + if String(e[1]) == "封印": + seal_row = e + break + Kit.check("图例封印行存在(wa5 夹具前提)〔wa5〕", not seal_row.is_empty()) + 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")) + 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")) + 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")) + 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")) + + +# 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) +func _sweep_source_names() -> void: + var row_view = load("res://presentation/views/status_slot_row.gd").new() + row_view.set_effects([{"effect_id": "alert", "source_class": "mine_hit", + "display_name": "危险格受击", "remaining_settlements": 2, "round_index": 1}]) + var slot: PanelContainer = null + for child in row_view.get_children(): + if child is PanelContainer and child.has_meta("eff"): + slot = child + break + Kit.check("状态槽 mine_hit 效果行在座(wa6 夹具前提)〔wa6〕", slot != null) + if slot != null: + row_view._on_slot_hover(slot) + Kit.check("状态槽来源注记==「危险格」(u5 换代——meta tooltip 消费半)〔wa6〕", + row_view._tip_label.text.contains("来源:危险格")) + row_view._hide_tip() + Kit.check("结算表 source_label_map[mine_hit]==「危险格」(u6 换代——ConfigDB 真装载)〔wa7〕", + String(_db.settlement.source_label_map.get("mine_hit", "")) == "危险格") + var log_view = load("res://presentation/views/battle_log_view.gd").new(_db) + var row_txt := String(log_view._format_row({"type": "effect", "source_class": "mine_hit", + "display_name": "挖掘反噬", "value": -5, "pool_value": -5, "round_index": 1})) + Kit.check("战斗日志 mine_hit 来源行含「(危险格)」(u6 消费半——_format_row 生产路径)〔wa7〕", + row_txt.contains("(危险格)")) + + +# ⑦⑧ 已开危险格字形族(u7/u8/u9——BoardView rebuild 真实刷新路径+源 token 扫描) +func _sweep_board_glyph() -> void: + var board_generator = load("res://core/board_generator.gd").new() + var b = board_generator.generate(1, 0, _mk_stream("board_gen", 4242), _db) + var ae = load("res://core/action_economy.gd").new(_db) + var ms = load("res://core/minesweeper_rules.gd").new(_db, ae) + ms.install_board(b) + ae.notify_round_start() + # 邻接雷定位(挖掘面规则=须邻接英雄——novice 驱动开域至危险格入挖掘射程;上限 60 步防冻态) + var mine_cell := Vector2i(-1, -1) + var glow_steps := 0 + while glow_steps < 60: + for c in b.neighbors8(ms.hero_pos()): + if b.is_mine(c) and not ms.is_revealed(c): + mine_cell = c + break + if mine_cell.x >= 0: + break + var act: Dictionary = AutoPlayer.novice_action(ms) + if String(act.get("kind", "stop")) == "stop": + break + var op := String(act.get("kind", "")) + if op == "seal": + op = "seal_place" + ms.settle_batch([{"action": op, "cell": act.get("cell")}]) + glow_steps += 1 + Kit.check("棋盘夹具含挖掘射程内未开危险格(wa8 前提——实测 %d 步)〔wa8〕" % glow_steps, mine_cell.x >= 0) + if mine_cell.x >= 0: + ms.settle_batch([{"action": "dig", "cell": mine_cell}]) # 挖开危险格(真实规则路径——受击开格) + var view = load("res://presentation/views/board_view.gd").new() + view.rebuild(b, ms) # theme_projection_test.gd:200 先例式直建(缺素材程序化回退态——fresh checkout 冒烟同纪律) + var u: Node2D = view._cells[mine_cell] + Kit.check("已开危险格 glyph==「危」(u7 换代)〔wa8〕", u.glyph == "危") + Kit.check("已开危险格 plate==true(u9 牌载哨兵包含项随动)〔wa8〕", u.plate == true) + Kit.check("已开危险格 glyph_color==RED_MINE(u7 墨色不随字形换代漂移)〔wa8〕", + u.glyph_color == UiKit.RED_MINE) + + +# ⑧⑩ 源 token 扫描(注释剥离=行首 # 判——契约 2 保留面不入域) +func _sweep_token_scans() -> void: + var board_src := FileAccess.get_file_as_string("res://presentation/views/board_view.gd") + Kit.check("board_view.gd 源零 \"雷\" 字面量(u7/u8/u9 哨兵族统一钉住)〔wa8〕", + board_src.count("\"雷\"") == 0) + var orch_src := FileAccess.get_file_as_string("res://core/battle_orchestrator.gd") + var orch_hits := 0 + for line in orch_src.split("\n"): + if line.strip_edges().begins_with("#"): + continue + if line.contains("挖雷"): + orch_hits += 1 + Kit.check("battle_orchestrator.gd 玩家面字符串字面量零「挖雷」(u13——注释保留面不入域)〔wa12〕", + orch_hits == 0) + + +func _first_label(node: Node) -> Label: + for child in node.get_children(): + if child is Label: + return child + return null + + +func _mk_stream(stream_name: String, scope: int) -> RandomNumberGenerator: + # stream_name = 调用点自述标签(不参与派生),保留参数零改调用方(theme_projection_test 同构) + var rg := RandomNumberGenerator.new() + var svc = load("res://core/rng_service.gd").new() + svc.set_master_seed(42) + rg.seed = svc.derive_at(scope) + return rg diff --git a/game/tests/unit/presentation/theme_projection_test.gd b/game/tests/unit/presentation/theme_projection_test.gd index f78df38f..9f00b3df 100644 --- a/game/tests/unit/presentation/theme_projection_test.gd +++ b/game/tests/unit/presentation/theme_projection_test.gd @@ -1,7 +1,8 @@ # tests/unit/presentation/theme_projection_test.gd — 呈现投影与主题单元测试宿主 -# 断言面 = 十套(批 B 断言迁移自 smoke_all.gd,G11 施工组;十套按源编排序迁入): +# 断言面 = 十一套(批 B 断言迁移自 smoke_all.gd,G11 施工组;十套按源编排序迁入+开场行后缀尾接协议扩段): # 未开格类型微光(作用集恒等/九型归组封闭/零玩法写入——board_view 微光数据面) # 战斗日志视图行格式化(行协议 9 类呈现层同步闸——真人试玩卡断 bug 回归) +# 开场行后缀尾接协议(level_open_line 第五参布尔直控「(含面板加成)」尾接——签名零变) # UI 全局主题(main_theme.tres 挂载/类型覆盖/滑轨两段对比/退役实现零残留/中文字体防御) # UI 按钮五态矩阵(四工厂五态样式盒逐实例 override) # UI 全局纹理过滤(工程 Nearest+平滑渐变件 LINEAR 白名单+光柱 alpha 结构) @@ -42,6 +43,7 @@ func _init() -> void: # 套执行序沿源编排序(_run_core_smoke 序 + _smoke_meta 薄壳尾序) _smoke_type_glow() _smoke_battle_log_view() + _smoke_level_open_line() _smoke_global_theme() _smoke_button_five_states() _smoke_texture_filter() @@ -420,6 +422,19 @@ func _smoke_battle_log_view() -> void: view.parsed_text().length() > before) +# ---- 开场行后缀尾接协议(迭代36 wc1 静态半——level_open_line 第五参布尔直控尾接,签名零变; +# 该函数此前零既有断言,尾接行为由此钉住)---- +func _smoke_level_open_line() -> void: + var NarratorScript := load("res://presentation/battle_narrator.gd") + Kit.check("开场行 boosted=true 尾接「(含面板加成)」〔wc1〕", + String(NarratorScript.level_open_line("第一层", 42, 5, 30, true)).contains("(含面板加成)")) + Kit.check("开场行 boosted=false 零后缀(白板局不带)〔wc1〕", + not String(NarratorScript.level_open_line("第一层", 42, 5, 30, false)).contains("(含面板加成)")) + Kit.check("开场行种子/两值带入不受后缀位影响(数值带入回归)〔wc1〕", + String(NarratorScript.level_open_line("第一层", 42, 5, 30, true)).contains("种子 42") + and String(NarratorScript.level_open_line("第一层", 42, 5, 30, true)).contains("攻击 5 / 生命 30")) + + # ---- UI 全局主题冒烟(需求卡片 §7 验收清单 V1-V6)---- # V1 挂载覆盖 / V2 滑轨两段 / V3 预盖件运行时证词 / V4 旧形态零残留 / # V5 回归(本冒烟全绿即回归网)/ V6 中文字体防御(挂主题后 default_font 顶掉 custom_font 也不丢字形) diff --git a/game/tests/unit/presentation/ui_font_asset_test.gd b/game/tests/unit/presentation/ui_font_asset_test.gd index 5ade37d4..b4b6f1bb 100644 --- a/game/tests/unit/presentation/ui_font_asset_test.gd +++ b/game/tests/unit/presentation/ui_font_asset_test.gd @@ -17,6 +17,7 @@ func _init() -> void: if f != null: 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)) \ and f.has_char("旗".unicode_at(0)) and f.has_char("封".unicode_at(0))) + 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))) 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))) var sz := 18 var w_cn: float = f.get_string_size("战斗胜利", HORIZONTAL_ALIGNMENT_LEFT, -1, sz).x