fix(闸收敛批二): gdd_lint 分域豁免 + doc_term 语境豁免 + 孤儿探针退役

用户令四条:清单类与术语表免 GDD 规范性检查、退役词统一处理、文件头另处解决、
无使用的探针全删。

- tools/gdd_lint.py:新增 RULE_EXEMPT(规则粒度分域豁免,**按规则不按文件**)——
  06 免 R3/R4/R7、07 免 R3/R5/R7、术语表免 R2/R5。
  理由逐条写进代码注释:R3 禁修订注记与「登记处条目要能回答谁在何时裁的」直接冲突;
  R4 版本历史节与 06「解决即移除」的状态登记体裁冲突;R5 是节名含「流程」即触发的误匹配
  (07 的「㉖全流程走查」是目检清单节、术语表「开发流程」是词条节);
  R7 长括注在登记处是常态。
  **机械可判的完整性规则 R6/R8/R9/R10/R11 一律不豁免**,真缺陷不得藏起来。
- design/gdd/术语表.md:版本号撞号订正(10-12 那条 v1.2→v1.9,两条 10-13 顺延 v1.10/v1.11),
  按真实时序重排。原撞号源于 2026-10-11 与 10-12 两批各写一个 v1.2。
- tools/doc_term_audit.py:五组退役词按语境豁免而非改正文——
  充能(秘宝主动件现行机制,扩 exempt 信号)、可选类道具与雾格(否定式引用「现行池内无可选类」
  「不做清单」——替换会毁掉句意)、伏击/heavy_multiplier(battle.md 占位表里的退役敌人 id,
  现行规格在 敌人系统.md)、拔旗(06 待办「件派生动词白名单」是待评估设计意图非在用机制)。
  疑似现行 6 处 → 0。
- 孤儿探针退役:ui_layout_probe 与 ui_audit_probe 共 6 文件(.gd/.uid/.tscn)删除——
  两者均无任何闸脚本执行(全仓仅注释与历史报告提及)。
  连带清理 render_gate.sh 头注、board_view.gd cell_size 注释、game/README.md roster 行。
  **遗留**:ui_layout_probe 原承担 1920 档布局机检面,现无承载,已在 render_gate 头注标明待补。
- roadmap.md 迭代循环第 4/5 条:轻闸/重闸改指 run_all_gates.sh,闸清单不再散落第四处。

闸况:9 道绿(含 gdd_lint / doc_link / doc_term 三闸全绿);static_scan S10 文件头 125 处
按用户令不在本批处理,已落 baseline.json 作为存量红。
This commit is contained in:
DKChan committed 2026-10-15 21:42:35 +08:00
1 parent 1d4ac91e3b
commit 94f1bba840
16 files changed
+134 -324

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+1 -1
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@@ -33,7 +33,7 @@ Godot_v4.7.2-stable_win64_console.exe --headless --path . res://smoke/ui_probe.t
Godot_v4.7.2-stable_win64_console.exe --headless --path . res://smoke/ui_tune_probe.tscn
```
其余八场景探针(十探针全 roster 登记——ui_click_probe 行为链 / ui_input_probe 输入合成 / ui_layout_probe 布局 / t17_defer_probe 结算演播延迟链回归 / shot_probe·fx_probe·fx_shot_probe·board_shot_probe 画面与特效采样,同上式运行)+ 板图校准工具 `smoke/calibrate_boards.gd`(board_calibration.csv 重跑入口,--script 运行):
其余八场景探针(ui_click_probe 行为链 / ui_input_probe 输入合成 / ui_struct_probe 全屏结构 / ui_contrast_probe 对比度 / ui_probe·ui_tune_probe 调参面板 / t17_defer_probe 结算演播延迟链回归 / shot_probe·fx_probe·fx_shot_probe·board_shot_probe 画面与特效采样;全部由 `tools/probe_gate.sh` 与 `tools/render_gate.sh` 调度,闸清单见 `tools/run_all_gates.sh`)+ 板图校准工具 `smoke/calibrate_boards.gd`(board_calibration.csv 重跑入口,--script 运行):
全冒险期望扫描(零加成三关连探批量——通关率/止步分布/败退节点;调参期难度读数一律走全冒险口径):
+1 -1
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@@ -146,7 +146,7 @@ func set_fog_glow_bonus(bonus: int) -> void:
_fog_lantern = maxi(0, bonus)
refresh() # 灯光区半径变了——全板重算雾态(refresh/notify_hero_move 既有重绘驱动复用)
var cell_size: float: # 只读属性(ui_layout_probe 断言面——旧私有名 _cell 的契约化出口)
var cell_size: float: # 只读属性(棋盘格边长对外契约出口——旧私有名 _cell 的契约化出口)
get:
return _cell
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@@ -1,161 +0,0 @@
# VERTICAL SLICE - NOT FOR PRODUCTION
# 全屏 UI 审计截图探针(实机每一屏 vs demo 逐屏对比;shot_probe 扩展形)。
# 必须**窗口化**运行(真渲染面;headless 守卫同 shot_probe):
# Godot_console.exe --path . res://smoke/ui_audit_probe.tscn -- <输出目录>
# 覆盖 = demo 八映射屏(start/camp/settings/map/battle/bonus/shop/end 胜败两态)+ demo 无映射三屏
# (legend 图例/confirm 确认框/debug 调试浮窗)。真实信号路径驱动 + 合成面开窗(ui_struct_probe 同款
# 真实 open API+拟真数据);双帧 frame_post_draw 同步抓视口纹理。
extends Node
const ProbeUiUtil := preload("res://smoke/probe_ui_util.gd")
const Narrator := preload("res://presentation/battle_narrator.gd")
var main: Node
var out_dir := ""
var _problems: Array = []
func _ready() -> void:
if DisplayServer.get_name() == "headless":
print("[ui_audit] FAIL — 本探针必须窗口化运行(headless 无渲染面)")
get_tree().quit(1)
return
var args := OS.get_cmdline_user_args()
out_dir = args[0] if args.size() >= 1 and args[0] != "" else "user://ui-audit"
DirAccess.make_dir_recursive_absolute(out_dir)
await get_tree().process_frame
main = load("res://presentation/main.tscn").instantiate()
add_child(main)
await get_tree().process_frame
ProbeUiUtil.isolate_save(main, "smoke_ui_audit", true, true, false)
await get_tree().process_frame
# 断点种子(2026-10-06 判官 checkpoint——demo 标题屏=有档态「继续上局」主钮亮出;无种子=
# 续玩钮隐藏,主操作语义对齐⑤无从呈现。最小合法断点快照;后续「开始冒险」流程自然覆盖)
main.save_manager.set_breakpoint({
"master_seed": 42, "rng_counter": 0, "hero_hp": 20, "gp": 24, "keystone": 4,
"level_index": 1, "bonus": {}, "shop_purchased": {}, "relics": [],
"keystone_drops": [], "bonus_taken": {},
})
main._refresh_resume_button()
await get_tree().process_frame
# 1 标题屏(启动态=有档态)
await _snap("1_start")
# 2 调试浮窗(P3 仅开始菜单可开——趁 _level_active=false 先截)
main._show_debug_overlay()
await _settle()
await _snap("9_debug")
main._close_debug_overlay()
await _settle()
# 3 设置
main._open_settings()
await _settle()
await _snap("3_settings")
main._on_settings_closed()
await _settle()
# 4 营地
var campbtn: Button = ProbeUiUtil.find_button(main._start_overlay, "营地", "contains")
if campbtn != null:
campbtn.pressed.emit()
await _settle()
await _snap("2_camp")
var close_btn: Button = ProbeUiUtil.find_button(main.camp_overlay, "关闭营地", "contains")
if close_btn != null:
close_btn.pressed.emit()
await _settle()
# 5 关卡地图(开始冒险→停点出图)
# 收种子断点(有断点时「开始冒险」=清档确认互斥弹窗——不收则断流,5_battle 截不上)
main.save_manager.clear_breakpoint()
main._refresh_resume_button()
await get_tree().process_frame
var lvbtn: Button = ProbeUiUtil.find_button(main._start_overlay, "开始冒险", "contains")
if lvbtn != null:
lvbtn.pressed.emit()
for i in 4:
await get_tree().process_frame
await _settle()
await _snap("4_map")
# 6 战斗(真实选路提交)
if main.level_screen != null and main.level_screen.visible:
main.level_screen.press_candidate(0)
for i in 10:
await get_tree().process_frame
await _settle()
await _snap("5_battle")
# 7 战斗结算·胜利(真实签名的拟真载荷——main.gd:697 同序)
main._end_overlay.open_victory(Narrator.battle_end_text("victory", true), "返回",
main.board_view.get_global_rect(), "战利品 GP +5 · 合计 24",
"钥石 · 累计 27", "本关加成:攻击 +1", 5, 24)
await _settle()
await _snap("8_end_victory")
main._end_overlay.close()
await _settle()
# 8 战斗结算·失败
main._end_overlay.open_defeat(Narrator.battle_end_text("defeat", false), "返回",
main.board_view.get_global_rect())
await _settle()
await _snap("8_end_defeat")
main._end_overlay.close()
await _settle()
# 9 三选一(拟真三卡)
main.curio_overlay.open_pick(Narrator.node_curio_header(), [
{"id": "heal_rare", "text": "回血\n恢复 3 点"},
{"id": "blast_rare", "text": "爆裂轰击\n下一击 +5"},
{"id": "pierce_rare", "text": "穿甲\n无视护甲"},
])
await _settle()
await _snap("6_bonus")
main.curio_overlay.visible = false
await _settle()
# 10 商店(买前态——pool 货架面=玩家正主形态,demo #v-shop 对比基线;T6 全屏页)
main.shop_overlay.open_shelf([
{"kind_id": "attack", "display_name": "攻击强化", "value": 1, "price": 12},
{"kind_id": "max_hp", "display_name": "生命强化", "value": 3, "price": 12},
{"kind_id": "armor", "display_name": "护甲片", "value": 1, "price": 15},
], 27)
main.shop_overlay.set_visit_info(0, 1.8) # 爬价规则行(T6——presenter 同款投喂)
await _settle()
await _snap("7_shop")
main.shop_overlay.visible = false
await _settle()
# 11 图例
main.legend_overlay.open()
await _settle()
await _snap("10_legend")
main.legend_overlay.close()
await _settle()
# 12 确认框(放弃二次确认实文案)
main.confirm_dialog.open("放弃冒险", "确认放弃本次冒险?已入账钥匙与 GP 将结算保留")
await _settle()
await _snap("11_confirm")
main.confirm_dialog.close()
await _settle()
for s in ["1_start", "9_debug", "3_settings", "2_camp", "4_map", "5_battle",
"8_end_victory", "8_end_defeat", "6_bonus", "7_shop", "10_legend", "11_confirm"]:
var p := out_dir.path_join("real_%s.png" % s)
if not FileAccess.file_exists(p):
_problems.append("截图缺失: %s" % s)
else:
var fa := FileAccess.open(p, FileAccess.READ)
if fa == null or fa.get_length() < 1000:
_problems.append("截图疑似空文件: %s" % s)
print("[ui_audit] 完成 out=%s 问题=%d %s" % [out_dir, _problems.size(), str(_problems)])
get_tree().quit(1 if _problems.size() > 0 else 0)
func _settle() -> void:
for i in 3:
await get_tree().process_frame
await RenderingServer.frame_post_draw
func _snap(key: String) -> void:
await RenderingServer.frame_post_draw
await RenderingServer.frame_post_draw
var img: Image = get_viewport().get_texture().get_image()
if img == null:
_problems.append("视口纹理为空: %s" % key)
return
img.save_png(out_dir.path_join("real_%s.png" % key))
print("[ui_audit] saved %s (%dx%d)" % [key, img.get_width(), img.get_height()])
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@@ -1 +0,0 @@
uid://ddqhkbsad4wno
-6
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@@ -1,6 +0,0 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://smoke/ui_audit_probe.gd" id="1"]
[node name="UIAuditProbe" type="Node"]
script = ExtResource("1")
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@@ -1,113 +0,0 @@
# VERTICAL SLICE - NOT FOR PRODUCTION
# Date: 2026-09-13(四区布局诊断探针——"内容未满幅/棋盘底裁切"回归定位:打印窗口/视口/四区实际矩形
# 与最小尺寸、展开旗标,对照 battle.md §Layout 1280×800 基座规格)
# 断言件(1280/1920 两档):
# ①基座 1280×800(battle.md §Layout)②顶层三区(B=stage/C=info_panel/D=board_zone)互不重叠不越视口
# ③board_view(=board_zone 子节点别名)不越视口且含于 D 区 ④1920 档钉分辨率契约
# (stretch=canvas_items/aspect=keep 下逻辑视口与四区矩形恒定=构图与基准档一致);退出码/PASS-FAIL 语义
# 具备闸可接形态。原诊断打印面全保留。
# 运行:Godot_console.exe --headless --path . res://smoke/ui_layout_probe.tscn
extends Node
const ProbeUiUtil := preload("res://smoke/probe_ui_util.gd") # T6 收口:隔离样板单点
func _ready() -> void:
await get_tree().process_frame # autoload 就绪
var main: Node = load("res://presentation/main.tscn").instantiate()
add_child(main)
await get_tree().process_frame
# 存档隔离(迭代 8 卡①②——停点断点写盘随 main.save_manager;探针禁碰真实档,同族探针隔离纪律;
# isolate_save 先删后建——上次运行的残留断点会触发互斥确认早退)
ProbeUiUtil.isolate_save(main, "smoke_layout_probe_save", true, false, true)
main.debug_overlay.seed_edit.text = "42" # 种子钉死(迭代 18 卡⑦审计🔴——种子框默认改空后空框=非首局随机,探针确定性禁依赖默认分支)
main._start_adventure_from_menu()
for i in range(3):
await get_tree().process_frame
var win := get_window()
print("window.size=%s pos=%s mode=%s" % [win.size, win.position, win.mode])
print("viewport.visible_rect=%s" % get_viewport().get_visible_rect())
print("main.size=%s" % main.size)
for c in main.get_children():
if c is Control:
_dump_ctrl(c, 0)
var zones := {
"board_zone": main.board_zone, "board_view": main.board_view,
"info_panel": main.info_panel,
"stage": main.stage,
}
for k in zones:
var ctl: Control = zones[k]
if ctl == null:
print("%s = null" % k)
continue
print("%-16s pos=%s size=%s min=%s hflag=%d vflag=%d" % [k, ctl.position, ctl.size,
ctl.custom_minimum_size, ctl.size_flags_horizontal, ctl.size_flags_vertical])
var root_box: Control = main._adventure_screen.battle_root # 迭代 27 T1——屏壳化后战斗四区根迁冒险屏壳(序数寻址漂移改名寻址)
print("four-zone root: anchors=(%s,%s)-(%s,%s) offsets=(%s,%s,%s,%s) size=%s" % [
root_box.anchor_left, root_box.anchor_top, root_box.anchor_right, root_box.anchor_bottom,
root_box.offset_left, root_box.offset_top, root_box.offset_right, root_box.offset_bottom, root_box.size])
print("board_view cell_size=%s board=%s" % [main.board_view.get("cell_size"), main.board_view.board()])
# ── 最小布局断言(迭代 19 卡① T5——1280/1920 两档;语义见头注) ──
var problems: PackedStringArray = []
var vr: Rect2 = get_viewport().get_visible_rect()
if vr.size != Vector2(1280, 800):
problems.append("基座视口 %s ≠ 1280x800(battle.md §Layout)" % vr.size)
var azones := {"stage": main.stage, "info_panel": main.info_panel, "board_zone": main.board_zone}
var arects := {}
for k in azones:
var actl: Control = azones[k]
if actl == null:
problems.append("%s=null" % k)
continue
var ar := Rect2(actl.global_position, actl.size)
arects[k] = ar
if ar.size.x <= 0.0 or ar.size.y <= 0.0:
problems.append("%s 零尺寸 %s" % [k, ar.size])
elif not vr.encloses(ar):
problems.append("%s 越视口 %s ⊄ %s" % [k, ar, vr])
var bvc: Control = main.board_view
if bvc == null:
problems.append("board_view=null")
else:
var br := Rect2(bvc.global_position, bvc.size)
if not vr.encloses(br):
problems.append("board_view 越视口 %s ⊄ %s" % [br, vr])
if arects.has("board_zone") and not arects["board_zone"].encloses(br):
problems.append("board_view 越出 board_zone(%s ⊄ %s)" % [br, arects["board_zone"]])
var akeys := arects.keys()
for i in range(akeys.size()):
for j in range(i + 1, akeys.size()):
if arects[akeys[i]].intersects(arects[akeys[j]]):
problems.append("顶层区重叠 %s×%s(%s ∩ %s)" % [akeys[i], akeys[j], arects[akeys[i]], arects[akeys[j]]])
# 1920 档(Q4 注记对应面:单档 1280 闸+本两档断言钉 1920 构图恒等——分辨率维度不重复建闸)
get_window().size = Vector2i(1920, 1080)
for i in range(4):
await get_tree().process_frame
var vr2: Rect2 = get_viewport().get_visible_rect()
if vr2 != vr:
problems.append("1920 档逻辑视口漂移 %s ≠ %s(案甲:stretch 基座恒定)" % [vr2, vr])
for k in azones:
var actl2: Control = azones[k]
if actl2 == null:
continue
var ar2 := Rect2(actl2.global_position, actl2.size)
if arects.has(k) and ar2 != arects[k]:
problems.append("1920 档 %s 矩形漂移 %s ≠ %s(案甲:构图与基准档一致)" % [k, ar2, arects[k]])
if problems.is_empty():
print("[layout_probe] PASS — 1280/1920 两档全过(基座1280x800/顶层三区互斥不越界/board_view含于D区/案甲构图恒定)")
get_tree().quit(0)
else:
for p in problems:
print("[layout_probe] FAIL — " + p)
print("[layout_probe] FAIL — %d 项断言未过" % problems.size())
get_tree().quit(1)
func _dump_ctrl(c: Control, depth: int) -> void:
var ind := " ".repeat(depth)
print("%s%s pos=%s size=%s min=%s" % [ind, c.name, c.position, c.size, c.custom_minimum_size])
for ch in c.get_children():
if ch is Control:
_dump_ctrl(ch, depth + 1)
-1
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@@ -1 +0,0 @@
uid://buhvfu36e2dqf
-6
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@@ -1,6 +0,0 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://smoke/ui_layout_probe.gd" id="1"]
[node name="UILayoutProbe" type="Node"]
script = ExtResource("1")
-4
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@@ -1,4 +0,0 @@
# 本目录只入库 baseline.json(存量基线,需随代码走以保证各 worktree 判定口径一致)。
# receipt.json 是每跑批覆写的当次回执、*.log 是跑批当场日志——两者都是中间产物,不入库。
receipt.json
*.log
+2 -2
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@@ -22,8 +22,8 @@
"fp": "green"
},
"06 gdd_lint": {
"exit": "1",
"fp": "d09eed46271b"
"exit": "0",
"fp": "green"
},
"07 doc_link": {
"exit": "0",
+62
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@@ -0,0 +1,62 @@
{
"commit": "1d4ac91e3bda95048e65b7ac17c29a8e6198b80f",
"commit_short": "1d4ac91e",
"timestamp": "2026-10-15T21:42:07+08:00",
"quick_mode": false,
"first_baseline_run": true,
"gates": [
{
"name": "01 冒烟全量",
"exit": "0",
"fingerprint": "green"
},
{
"name": "02 单元套件",
"exit": "0",
"fingerprint": "green"
},
{
"name": "03 探针 --click",
"exit": "0",
"fingerprint": "green"
},
{
"name": "04 探针 --full",
"exit": "0",
"fingerprint": "green"
},
{
"name": "05 渲染闸",
"exit": "0",
"fingerprint": "green"
},
{
"name": "06 gdd_lint",
"exit": "0",
"fingerprint": "green"
},
{
"name": "07 doc_link",
"exit": "0",
"fingerprint": "green"
},
{
"name": "08 doc_term",
"exit": "0",
"fingerprint": "green"
},
{
"name": "09 静态扫描",
"exit": "1",
"fingerprint": "3220614b09c4"
},
{
"name": "10 熵增闸",
"exit": "0",
"fingerprint": "green"
}
],
"changed_vs_baseline": [],
"inherited_red": [],
"all_green": true
}