diff --git a/game/smoke/level_autoplay.gd b/game/smoke/level_autoplay.gd index 4834acc2..662e756c 100644 --- a/game/smoke/level_autoplay.gd +++ b/game/smoke/level_autoplay.gd @@ -258,7 +258,9 @@ static func _on_adventure_wallet(event: String, gp_val: int, extra: Dictionary, # 三选一停点驱动(确定性策略;TP0 起 316-f 判读:1 级最稀有、同档并列取最左; # 奖励事件随 reward_events 留档) static func _on_adventure_bonus(payload: Dictionary, st: Dictionary, adr) -> void: - st.reward_events.append({"curio_pick": payload.duplicate(true)}) + var pl := payload.duplicate(true) + pl["bonus_max_hp"] = int(adr.run_ledger.bonus.get("max_hp", 0)) # 观测面:停点时刻加算区快照(回血精确断言用) + st.reward_events.append({"curio_pick": pl}) var candidates: Array = payload.get("candidates", []) as Array if candidates.is_empty(): st.result = "advance_failed" diff --git a/game/smoke/smoke_all.gd b/game/smoke/smoke_all.gd deleted file mode 100644 index 2fc0c92c..00000000 --- a/game/smoke/smoke_all.gd +++ /dev/null @@ -1,5634 +0,0 @@ -# VERTICAL SLICE - NOT FOR PRODUCTION -# Validation Question: 玩家能否无指导在一场完整战斗中经历「开战→挖掘规划→轮末结算逐行兑现→胜/负」并逐行归因(P2) -# headless 冒烟入口(承数据配置冒烟框架:extends SceneTree + autoload 显式实例化)。 -# 运行:Godot_console.exe --headless --path --script res://smoke/smoke_all.gd -extends SceneTree - -const AutoPlayer := preload("res://smoke/auto_player.gd") # O4 收口:自动玩家策略单一实现 -const ConfigDBScript := preload("res://core/config_db.gd") # T6 收口:表宿主 preload 常量(原 _initialize 运行期 load) - -var _failures := 0 -var _checks := 0 - - -func check(cond: bool, label: String, quiet: bool = false) -> void: - _checks += 1 - if cond: - if not quiet: - print(" [PASS] " + label) - elif quiet: - _failures += 1 - print(" [FAIL] (silent check)") # 原 check_silent 输出逐位保持 - else: - _failures += 1 - print(" [FAIL] " + label) - - -# WCAG 相对亮度/对比度(滑轨两段对比度断言用) -func _theme_rel_luminance(c: Color) -> float: - var lin := func(ch: float) -> float: - return ch / 12.92 if ch <= 0.03928 else pow((ch + 0.055) / 1.055, 2.4) - return 0.2126 * lin.call(c.r) + 0.7152 * lin.call(c.g) + 0.0722 * lin.call(c.b) - - -func _theme_contrast(a: Color, b: Color) -> float: - var la := _theme_rel_luminance(a) - var lb := _theme_rel_luminance(b) - return (maxf(la, lb) + 0.05) / (minf(la, lb) + 0.05) - - -func _initialize() -> void: - print("=== Dungeon Sweeper 垂直切片冒烟 ===") - var db = ConfigDBScript.new() - var load_ok: bool = db.load_tables("res://data/tables", true) - check(load_ok, "全部表加载 + 校验通过(含跨表护栏)") - if not load_ok: - for d in db.diagnostics(): - if d.severity == "error": - print(" error: [%s] %s" % [d.category, d.message]) - var rng = load("res://core/rng_service.gd").new() - rng.set_master_seed(42) - # 统一流黄金向量(数据配置 AC-3:单盐沿用 board_gen 盐, - # scope 0-3 与 board_gen 向量逐位连续;Python 参考实现逐位交叉验证一致) - check(rng.derive_at(0) == 8672514112661456564, "统一流向量 m=42 scope=0(=旧 board_gen scope0 连续性锚)") - check(rng.derive_at(1) == 8834291164406037215, "统一流向量 m=42 scope=1") - check(rng.derive_at(2) == 7714373262647006282, "统一流向量 m=42 scope=2") - check(rng.derive_at(3) == 1280102845971471347, "统一流向量 m=42 scope=3") - check(rng.derive_at(4) == 82585501446482399, "统一流向量 m=42 scope=4") - check(rng.derive_at(5) == 8078924421474470922, "统一流向量 m=42 scope=5") - check(rng.derive_at(6) == 6638052740430622424, "统一流向量 m=42 scope=6") - check(rng.derive_at(7) == 8264196488417721294, "统一流向量 m=42 scope=7") - check(rng.derive_at(0) == rng.derive_at(0), "derive_at 纯函数恒等") - # scope 取号语义:首个 open_stream = 全局 scope 0;计数器单调;用途标签不参与派生(只进事件日志) - var s0 = rng.open_stream("board_gen") - var s1 = rng.open_stream("encounter") - check(rng.counter() == 2, "open_stream 全局计数器单调 +1 ×2") - check(s0.seed == rng.derive_at(0) and s1.seed == rng.derive_at(1), "首个取号 = scope 0(顺序确定)") - rng.new_adventure(4242) - var s2 = rng.open_stream("gp_drop") - check(rng.counter() == 1 and s2.seed == rng.derive_at(0), "new_adventure 重置全局计数器") - check(FileAccess.file_exists("user://logs/rng_log_4242.jsonl"), "事件日志会话落盘(2026-09-27 统一流裁决)") - - if load_ok: - _run_core_smoke(db, rng) - - _split_tail() # V2/V3——场景拆分+会话物化断言(挂树帧推进型异步尾段;摘要与退出码随尾段落) - - -# ---- 场景拆分/会话物化异步尾段(autoload 挂载需过 _initialize 后首帧〔run_all.gd 头注时序〕, -# 挂 main.tscn 的断言在帧后执行;摘要打印与 quit 在本尾段)---- -func _split_tail() -> void: - await process_frame - await process_frame - _smoke_type_gate() - _smoke_hygiene_gates() - print("=== 冒烟完成:%d 项检查,%d 项失败 ===" % [_checks, _failures]) - quit(1 if _failures > 0 else 0) - - -# ---- 类型闸断言(V7——project.godot warning 配置在位〔源码断言〕+审计器脚本在位; -# 审计器归零判定走 static_scan S9 闸机,此处兜配置面)---- -func _smoke_type_gate() -> void: - var pj: String = FileAccess.get_file_as_string("res://project.godot") - check(pj.contains("gdscript/warnings/untyped_declaration=1"), - "V7 类型闸 warning 配置在位(untyped_declaration=1 显形)〔迭代27 T5〕") - var scan_src: String = FileAccess.get_file_as_string("res://tests/static_scan.sh") - check(scan_src.contains("audit_type_hints.py"), - "V7 类型审计器闸机在位(static_scan S9 → tools/audit_type_hints.py)〔迭代27 T5〕") - - -# ---- 卫生件 grep 闸(V8——死代码/字符串 Callable/影子账残留零命中;源码扫描面)---- -func _smoke_hygiene_gates() -> void: - var callables := 0 - for d in ["res://core", "res://presentation", "res://data"]: - var dir := DirAccess.open(d) - if dir == null: - continue - dir.list_dir_begin() - var f := dir.get_next() - while f != "": - if dir.current_is_dir() and not f.begins_with("."): - var sub := DirAccess.open(d + "/" + f) - if sub != null: - sub.list_dir_begin() - var g := sub.get_next() - while g != "": - if g.ends_with(".gd"): - var t: String = FileAccess.get_file_as_string(d + "/" + f + "/" + g) - callables += t.count("Callable(self, \"") - g = sub.get_next() - elif f.ends_with(".gd"): - var t2: String = FileAccess.get_file_as_string(d + "/" + f) - callables += t2.count("Callable(self, \"") - f = dir.get_next() - check(callables == 0, - "V8 字符串 Callable 产品码零命中(实测 %d——方法引用换装闸)〔迭代27 T6〕") - check(not FileAccess.file_exists("res://core/feats_engine.gd"), - "V8 FeatsEngine 整文件退役(class_name 注销=文件删除)〔迭代27 T6〕") - var bo: String = FileAccess.get_file_as_string("res://core/battle_orchestrator.gd") - check(not bo.contains("func _attune_row"), - "V8 死代码抽查·_attune_row 零残留〔迭代27 T6〕") - var sm: String = FileAccess.get_file_as_string("res://core/save_manager.gd") - check(not sm.contains("func attunement_counters"), - "V8 死代码抽查·attunement_counters 零残留〔迭代27 T6〕") - var mv: String = FileAccess.get_file_as_string("res://presentation/main.gd") - check(not mv.contains("gp_shadow_ledger") and not mv.contains("_gp_ledger"), - "V8 GP 影子账残留零命中(main 源码面——文件已删+委托缝已拆)〔迭代27 T3〕") - # V1d 层序落位单口:main.gd 的 move_child 调用全部收在 _apply_layer_contract 内(合同装配单口—— - # 函数体之外零调用点;出现第二处落位=硬编码层序,须改合同表而非加调用) - var fn_start: int = mv.find("func _apply_layer_contract") - var fn_end: int = mv.find("\nfunc ", fn_start + 10) - if fn_end < 0: - fn_end = mv.length() - var outside_calls: int = (mv.substr(0, fn_start) + mv.substr(fn_end)).count("move_child(") - check(outside_calls == 0, - "V1d 层序落位单口(_apply_layer_contract 之外 move_child 调用点=%d 应=0)〔装配生命批 V1〕" % outside_calls) - - -# ---- Core 集成冒烟(表加载成功才执行)---- -var _db -var _rng - - -func _run_core_smoke(db, rng) -> void: - _db = db - _rng = rng - _smoke_type_glow() - _smoke_variant_placement(1) - _smoke_variant_placement(2) - _smoke_global_variant() - _smoke_full_battle(1, 0, "L1 · 地精") - _smoke_full_battle(2, 0, "L2 · 熊地精") - _smoke_level() - _smoke_active_refresh() - _smoke_playtest_logger() - _smoke_battle_log_view() - _smoke_global_theme() - _smoke_button_five_states() - _smoke_texture_filter() - _smoke_contrast_inks() - _smoke_element_details() - _smoke_diag_button_retired() - _smoke_encounter_roll() - _smoke_clear_reward_chain() - _smoke_refresh_provenance_guard() - _smoke_polarity_routing() - _smoke_seal_irreversible_quadrants() - _smoke_negative_dictionary() - _smoke_resource_surface() - _smoke_settlement_segments() - _smoke_skill_pool() - _smoke_level_graph() - _smoke_gp_wallet() - _smoke_gp_escrow() - _smoke_shop_room() - _smoke_shop_graph() - _smoke_shop_pool() - _smoke_adventure_api() - _smoke_adventure() - _smoke_feats() - _smoke_save() - _smoke_save_slots() - _smoke_meta() - _smoke_tree() - _smoke_tree_rules() - _smoke_counter_buckets() - _smoke_node_map_templates() - - -# ---- 关卡节点图生成·模板池冒烟(v0.4 §P0.6 断言面)---- -func _smoke_node_map_templates() -> void: - # ① 扩签:node_map 入用途标签封闭词表(派生零改动——标签只进事件日志) - var svc = load("res://core/rng_service.gd").new() - check((svc.PURPOSE_TAGS as Array).has("node_map"), "node_map 标签入 rng_service 封闭词表(扩签通道=改代码+冒烟守卫)") - # ② 池参数:三关各 5 模板、模板 0 存在(回滚档成员) - for li in range(1, 4): - var row := {} - for r in _db.level.rows: - if int(r.level_index) == li: - row = r - var tpls: Array = row.get("templates", []) - check(tpls.size() == 5, "L%d 模板池 = 5 张(拍板点④——首版池规模)" % li) - check(not tpls.is_empty() and String(tpls[0].get("display_name", "")).ends_with("(现行)"), - "L%d 模板 0 = 现行固定图(回滚档成员)" % li) - # ③ 强制取 0 = 模板 0 节点表逐位相等 + 零 scope 消费 - var rng0 = load("res://core/rng_service.gd").new() - rng0.new_adventure(910001) - var runner0 = load("res://core/level_runner.gd").new(_db, rng0) - var c_before: int = rng0.counter() - check(runner0.start_level_external(2, {"hero_hp": 20, "gp": 0}, {}, # start_level_external 签名收口(bonus 参数由 RunLedger 单类下传) - Callable(self, "_smoke_rest_stub"), {}, true, 0), "强制 template_pick=0 起关受理") - check(rng0.counter() == c_before, "强制取模板零 RNG 消耗(零抽签——首次脚本语义)") - var tpl0: Dictionary = {} - for r in _db.level.rows: - if int(r.level_index) == 2: - tpl0 = r.get("templates", [])[0] - check(runner0.level_row.get("nodes", []) == tpl0.get("nodes", []), - "强制 0 的生效节点表 = 模板 0 逐位相等(回滚档成立)") - # ④ 抽签确定性:同种子两实例同模板(同种子同操作序列 → 逐位同图) - var names := [] - for i in range(2): - var rg = load("res://core/rng_service.gd").new() - rg.new_adventure(910002) - var rn = load("res://core/level_runner.gd").new(_db, rg) - rn.start_level_external(2, {"hero_hp": 20, "gp": 0}, {}, - Callable(self, "_smoke_rest_stub"), {}, true, -1) - names.append(rn.active_template_name) - check(names[0] == names[1] and String(names[0]) != "", - "抽签确定性:同种子逐位同图(实测 %s)" % String(names[0])) - # ⑤ N=1 池与现行固定图等价:单模板行过图校验(抽签取模 1 恒 0 = 回滚档) - var lt = load("res://data/schemas/level_table.gd").new() - lt.rows.assign([{"level_index": 9, "display_name": "t", "rest_heal_pct": 30, - "templates": [tpl0]}]) - check(lt.validate().is_empty(), "N=1 池表通过图校验(回滚档形态合法)") - # ⑥ 首次脚本分支:first_script=true 全关模板 0;false = 抽签(scope 恰一差异) - var rngF = load("res://core/rng_service.gd").new() - rngF.new_adventure(910003) - var adrF = load("res://core/adventure_runner.gd").new(_db, rngF) - adrF.start_adventure(910003, {"first_script": true}) - check(String(adrF.runner().active_template_name).ends_with("(现行)"), - "首次脚本模式:L1 取模板 0(全关零抽签——存档布尔位 false 语义)") - var cF: int = rngF.counter() - var rngT = load("res://core/rng_service.gd").new() - rngT.new_adventure(910003) - var adrT = load("res://core/adventure_runner.gd").new(_db, rngT) - adrT.start_adventure(910003, {"first_script": false}) - check(rngT.counter() == cF + 1, "抽签模式恰多消费 1 scope(node_map 逐关恰一——L1 起关抽签)") - check(String(adrT.runner().active_template_name) != "", - "抽签模式 active_template_name 有值(MC 分层出数取数面在位)") - # ⑦ 收束置位:新档 false → settle 置 true 恰一次(幂等) - DirAccess.remove_absolute("user://smoke_node_map_save.json") # 测试隔离——上轮 settle 写盘的残留档先删 - var sv = load("res://core/save_manager.gd").new("user://smoke_node_map_save.json") - sv.load_from_disk() - check(sv.is_first_adventure_done() == false, "新档首次冒险布尔位 = false(默认域)") - var mp = load("res://core/meta_progression.gd").new(_db, sv) - mp.settle_adventure({"levels_cleared": 1, "keystone_total": 10, "cleared": false, "result": "failed"}) - check(sv.is_first_adventure_done() == true, "冒险收束点置位(三结局同写——写入只在收束挂点)") - mp.settle_adventure({"levels_cleared": 0, "keystone_total": 0, "cleared": false, "result": "failed"}) - check(sv.is_first_adventure_done() == true, "置位幂等(重复收束不翻转)") - - -# 冒烟恢复执行体(LevelRunner 注入用——与 AdventureRunner.apply_rest 同式占位) -func _smoke_rest_stub(pct: int, hp: int, max_hp: int) -> int: - return mini(int(floor(float(max_hp) * float(pct) / 100.0)), max_hp - hp) - - -# ---- 冒险结构冒烟(AdventureTable 建表 + AdventureRunner + 冒险验收断言)---- - -# 令牌候选匹配(TP0——kind+tier 复合身份;冒烟断言面共用) -func _smoke_find_token(candidates: Array, kind: String, tier: String) -> Dictionary: - for t in candidates: - var tok: Dictionary = t as Dictionary - if String(tok.get("kind", "")) == kind and String(tok.get("tier", "")) == tier: - return tok - return {} - - -# ② 冒险结构 API 闸(状态机受理面——重复开始拒绝 / 入口停点 / 放弃两态) -func _smoke_adventure_api() -> void: - print("--- 冒险结构 API 闸(重复开始拒绝 · 入口停点 · 放弃两态受理)---") - var adr = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(42)) - adr.set_hero_override(900, 400) # 首战速胜档(放弃的非战斗受理要走到选路态) - # 入口停点观测(信号序 + 入口候选快照——容器写回规避 lambda 按值捕获) - var sig_seq: Array = [] - var obs := {"entry_cands": []} - adr.level_started.connect(_api_mark_started.bind(sig_seq)) - adr.choices_presented.connect(_api_mark_choices.bind(sig_seq, obs)) - adr.node_entered.connect(_api_mark_node.bind(sig_seq)) - check(adr.start_adventure(42, {"first_script": true}), "冒险启动受理(主种子注入恰一次——state=running;first_script=固定模板 0——精确路径断言需要现行图,零抽签)") - check(not adr.start_adventure(43), "进行中重复 start_adventure 拒绝(重开须待结算完毕)") - check(sig_seq.size() == 2 and String(sig_seq[0]) == "level_started" and String(sig_seq[1]) == "choices_presented", - "停点前移次序契约:level_started 先于入口候选呈现(反序选路口会被呈现层 runner 空防御丢弃)") - check(adr.runner().awaiting_choice() and (obs["entry_cands"] as Array).size() == 1 \ - and adr.runner().current_battle() == null, - "入口停点:选路态 + 入口单候选 + 首战未开(呈现零 RNG 消耗——pick 前零战斗域)") - check(adr.runner().pick_next_node(int(adr.runner().next_candidate_ids()[0])), - "pick 入口候选受理(同一 _enter_node——与旧自动进入逐位等价)") - check(sig_seq.size() == 3 and String(sig_seq[2]) == "node_entered" and adr.runner().current_battle() != null, - "pick 后 node_entered 到达 + 首战在飞(接口①开始关卡——停点闭合直达战斗节点)") - check(not adr.abandon(), "战斗中 abandon 拒绝(战斗域单事务在飞)") - # 驱动首战到胜利 → 选路态(非战斗期)→ abandon 受理 - var autoplay = load("res://smoke/level_autoplay.gd") - var battle = adr.runner().current_battle() - var st := _battle_st("normal") - var guard := 30 - while adr.runner().current_battle() == battle and guard > 0: - guard -= 1 - autoplay._autoplay_battle(adr.runner(), battle, st, null) - check(adr.runner().current_battle() == null and adr.runner().awaiting_choice(), - "首战胜后选路态(非战斗期——current_battle 置空)") - check(adr.abandon(), "非战斗期 abandon 受理(选路态——同失败型结算)") - var sum: Dictionary = adr.summary - check(String(sum.get("result", "")) == "abandoned" and not bool(sum.get("cleared", true)), - "放弃结算:result=abandoned · cleared=false(已获面不追回——钥石累计 %d)" % int(sum.get("keystone_total", -1))) - check(not adr.abandon(), "结算后重复 abandon 拒绝(结算受理只算一次——state=idle)") - - -# 观测桩(信号序采集——bind 容器写回,签名按各信号实参定制) -func _api_mark_started(_li: int, _dn: String, seq: Array) -> void: - seq.append("level_started") - - -func _api_mark_choices(cands: Array, seq: Array, obs: Dictionary) -> void: - seq.append("choices_presented") - obs["entry_cands"] = cands.duplicate() - - -func _api_mark_node(_node: Dictionary, _info: Dictionary, seq: Array) -> void: - seq.append("node_entered") - - -# ③ 冒险验收断言(映射 冒险结构.md 验收标准——表覆盖/满配通关/种子复现/大奖励/败北线/ -# 重复拒绝/GP 跨关延续/加算区同账/恢复数学/放弃) -func _smoke_adventure() -> void: - print("--- 冒险结构验收(三关序列 · 大奖励 · 摘要五件事 · 账本封闭)---") - var autoplay = load("res://smoke/level_autoplay.gd") - # ① 表与覆盖义务(序列关数 = 行集关数;行集内每个战斗/Boss 节点跨表精确行集——覆盖义务断言; - # enemy 侧键域 = (level_index, row_kind, depth_band)——战斗节点查 battle 键域、Boss 节点查 boss 键域, - # 同带多行合法,带键聚合天然兼容〔fv24〕) - check(int(_db.level.rows.size()) == 3, "序列关数 = 行集关数(三关正式序列生效)") - var bg_keys := {} - for row in _db.board_gen.rows: - bg_keys["%d_%d" % [int(row.level_index), int(row.node_depth)]] = true - var en_keys := {} - for row in _db.enemy.rows: - en_keys["%d_%s_%d" % [int(row.level_index), String(row.get("row_kind", "")), int(row.get("depth_band", -1))]] = true - var miss := 0 - for row in _db.level.rows: - for n in _level_active_nodes(int(row.level_index)): - var nt := String(n.get("type", "")) - if nt != "battle" and nt != "boss": - continue - var key := "%d_%s_%d" % [int(row.level_index), nt, int(n.get("node_depth", -1))] - if not bg_keys.has("%d_%d" % [int(row.level_index), int(n.get("node_depth", -1))]) or not en_keys.has(key): - miss += 1 - check(miss == 0, "行集内每个战斗/Boss 节点在 board_gen + enemy 有精确行集(缺失 %d——带键 (L,row_kind,depth_band))" % miss) - # ② 满配通关 + ④ 三层奖励兑付(三选一恰 2 次 · 回血封顶 · 钥石逐杀 · 候选零重复) - var st: Dictionary = autoplay.run_adventure(_db, 42, 900, 400) - var sum: Dictionary = st["summary"] - check(String(st["result"]) == "completed" and bool(sum.get("cleared", false)), - "满配通关(42 / atk+900 / hp+400——cleared=true;v2 怪阶梯后旧 200/100 档不再满配)") - check(int(sum.get("levels_cleared", -1)) == 3, "通关几关 = 3(levels_cleared)") - var ks_exp := 0 - for li in range(1, int(_db.level.rows.size()) + 1): - ks_exp += int(_db.meta_boss_keystone_row(li).get("first_kill", 0)) - check(int(sum.get("keystone_total", -1)) == ks_exp, - "钥石合计 = ΣBoss 首杀行值(%d——逐杀掉落新口径;断点未注入恒首杀)" % int(sum.get("keystone_total", -1))) - var drops: Array = sum.get("keystone_drops", []) as Array - check(drops.size() == 3, "逐杀掉落明细恰 3 笔(L1/L2/L3——additive 摘要键 keystone_drops)") - check(int(sum.get("master_seed", -1)) == 42, "摘要携带主种子(42)") - var picks: Array = [] - var resolves: Array = [] - var node_picks := 0 - for ev in (st["reward_events"] as Array): - if (ev as Dictionary).has("curio_pick"): - picks.append((ev as Dictionary)["curio_pick"]) - elif (ev as Dictionary).has("node_curio_pick"): - node_picks += 1 # 奖励节点三选一(每关奖励节点各 1 次) - elif (ev as Dictionary).has("curio_resolved"): - resolves.append((ev as Dictionary)["curio_resolved"]) - check(picks.size() == 2 and resolves.size() == 2 + node_picks, - "通关三选一恰呈现 2 次、恰兑付 2 次(L1/L2 后——末关不发;resolves 含节点回执另计)") - check(node_picks >= 1, "奖励节点三选一 ≥1 次(L1 链必经 1 个;L2/L3 图可选路经若干——实际经停 %d)" % node_picks) - var node_resolves := 0 - for r0 in resolves: - if String((r0 as Dictionary).get("context", "")) == "reward_node": - node_resolves += 1 - check(node_resolves == node_picks, "奖励节点兑付回执与经停逐笔相等(context=reward_node——同账计数 %d/%d)" % [node_resolves, node_picks]) - var level_resolves: Array = [] - for r0 in resolves: - if String((r0 as Dictionary).get("context", "")) != "reward_node": - level_resolves.append(r0) - var heal_ok := picks.size() == 2 - var cand_ok := picks.size() == 2 - var ks_gain_ok := picks.size() == 2 - var resolve_ok := level_resolves.size() == 2 - var max_flat := int(_db.adventure.curio_value_max_hp_common) - var heal_pct := int(_db.adventure.clear_heal_pct) - var hp_acc := 0 # max_hp 件累加(回血封顶断言的生效上限推导——TP0 起按兑付令牌实值,大小档分别计) - var ks_prefix := 0 - for i in picks.size(): - var p: Dictionary = picks[i] - var cands: Array = p.get("candidates", []) as Array - if cands.size() < 2 or cands.size() > 3: - cand_ok = false - var seen := {} - for c in cands: - # 身份键 = kind|tier|feat_id(TP0 v2.2 relic 按 feat_id 分列 - # 不参与同 kind 去重〔_token_identity relic: 前缀〕,同 tier 三枚不同流派件=三个不同选项合法态) - var ckey := "%s|%s|%s" % [String((c as Dictionary).get("kind", "")), String((c as Dictionary).get("tier", "")), String((c as Dictionary).get("feat_id", ""))] - if seen.has(ckey): - cand_ok = false - seen[ckey] = true - var heal: int = int(p.get("heal_gained", -1)) - var hp_before: int = int(p.get("hp_before", -1)) - var hp_after: int = int(p.get("hp_after", -1)) - # 模拟档 v3.4 商店贪心购血合法抬升(L2/L3 店在 Boss 前)——回血口径窗口 = 加算区件 + 购血余量 0..15 - # 账本生效上限口径:置满/回血封顶按生效上限(flat 后乘调试浮窗 pct)——窗口同步 ×5(本段 pct=400) - var heal_ok_i := false - for extra in 46: - var m := int(round(float(int(_db.hero.max_hp) + hp_acc + extra) * 5.0)) - if heal == mini(int(floor(float(m) * float(heal_pct) / 100.0)), m - hp_before): - heal_ok_i = true - break - if not heal_ok_i or hp_after != hp_before + heal or hp_after > int(round(float(int(_db.hero.max_hp) + hp_acc + 45) * 5.0)): - heal_ok = false - ks_prefix += int(_db.meta_boss_keystone_row(int(p.get("level_index", -1))).get("first_kill", 0)) - if int(p.get("keystone_gained", -1)) != int(_db.meta_boss_keystone_row(int(p.get("level_index", -1))).get("first_kill", 0)) or int(p.get("keystone_total", -1)) != ks_prefix: - ks_gain_ok = false - if resolve_ok: - var r: Dictionary = level_resolves[i] - var rk := String(r.get("picked", "")) - var rt := String(r.get("tier", "")) - if _smoke_find_token(p.get("candidates", []) as Array, rk, rt).is_empty() or int(r.get("value", -1)) != int(_db.adventure.curio_value(rk, rt)): - resolve_ok = false - if rk == "max_hp": - hp_acc += int(r.get("value", max_flat)) - check(cand_ok, "三选一候选 2–3 枚且零重复(令牌洗牌不放回——kind+tier 复合身份)") - check(heal_ok, "通关部分回血封顶(floor(上限×比例) 封顶缺口——血回满退役;购血容差窗口)") - check(ks_gain_ok, "钥石逐杀入账(首杀档位 + 累计逐位)") - check(resolve_ok, "点选恰兑付选中一件(值=令牌档位表值;未选项零生效)") - var seq: Array = st["encounter_max_hp_seq"] - var k := 5.0 # hp+400 ⇒ 调试浮窗百分比后乘 ×5(加算先加、百分比后乘——生效次序口径) - var exp_base := maxi(1, int(round(float(int(_db.hero.max_hp)) * k))) - # 模拟档 v3.4 商店贪心购血合法抬升——上限窗口 = 基础 + 加算区 3 件 + 购血余量; - # 大生命 +10(优秀档)——上界按大件最坏构成 3×10+购血 15=+45(TP0 放宽承袭) - var hp_ceiling := maxi(1, int(round(float(int(_db.hero.max_hp) + 3 * int(_db.adventure.curio_value("max_hp", "excellent")) + 15) * k))) - var seq_ok := seq.size() > 0 and int(seq[0]) == exp_base - for v in (seq as Array): - if int(v) < exp_base or int(v) > hp_ceiling: - seq_ok = false - check(seq_ok, - "各战上限入参 ∈ [基础, 基础+3×件值+购血余量](覆盖值通道——双渠道共享上限 3;模拟档贪心购血合法叠加〔数值修复批 v3.4〕;首战=基础 %d)" % exp_base) - # ③ 种子域可复现(同种子两局:summary + 上限序列 + 行进序列 + 三选一停点载荷逐位一致) - var st2: Dictionary = autoplay.run_adventure(_db, 42, 900, 400) - check(st2["summary"] == sum and st2["encounter_max_hp_seq"] == seq - and st2["visited_ids"] == st["visited_ids"] and st2["reward_events"] == st["reward_events"], - "同种子两局逐位可复现(summary/上限序列/行进序列/三选一载荷——reward_pick 封闭流)") - # ⑤ 败北线(零配 L1 败北 + 半配 L2 败北——种子扫描,仿商店房 range(42,92) 先例) - var lose := {} - for s in range(42, 92): - var stl: Dictionary = autoplay.run_adventure(_db, s, 0, 0) - if String(stl["result"]) == "failed" and int(stl["summary"].get("stopped_at", -1)) == 1: - lose = {"s": s, "st": stl} - break - check(not lose.is_empty(), "零配 L1 败北种子可达(seed=%s)" % str(lose.get("s", -1))) - if not lose.is_empty(): - var sl: Dictionary = lose["st"]["summary"] - check(not bool(sl["cleared"]) and int(sl["levels_cleared"]) == 0 \ - and int(sl["keystone_total"]) == 0 and int(sl["stopped_at"]) == 1, - "L1 败北摘要:未打穿 · 通关 0 关 · 钥石 0 · 止步第 1 层") - var dl: Dictionary = sl.get("defeat", {}) - check(int(dl.get("level_index", -1)) == 1 and int(dl.get("node_id", -1)) >= 0 \ - and String(dl.get("node_type", "")) in ["battle", "boss"], - "L1 败北败退明细:层号/节点编号/节点类型在案(数值验证取数面 2026-09-22)") - var half := {} - for s in range(42, 142): - var sth: Dictionary = autoplay.run_adventure(_db, s, 50, 0) - if String(sth["result"]) == "failed" and int(sth["summary"].get("stopped_at", -1)) == 2: - half = {"s": s, "st": sth} - break - check(not half.is_empty(), "半配(atk+50)L2 败北种子可达(seed=%s)" % str(half.get("s", -1))) - if not half.is_empty(): - var sh: Dictionary = half["st"]["summary"] - check(not bool(sh["cleared"]) and int(sh["levels_cleared"]) == 1 \ - and int(sh["keystone_total"]) == int(_db.meta_boss_keystone_row(1).get("first_kill", 0)) \ - and int(sh["stopped_at"]) == 2, - "L2 败北摘要:L1 已过(钥石=L1 首杀掉落)· 止步第 2 层") - var dh: Dictionary = sh.get("defeat", {}) - check(int(dh.get("level_index", -1)) == 2 and int(dh.get("node_id", -1)) >= 0 \ - and String(dh.get("node_type", "")) in ["battle", "boss"], - "L2 败北败退明细:层号=2 · 节点在案(数值验证取数面 2026-09-22)") - # ⑥ 重复宣布拒绝(settle 后再调 _on_level_finished——摘要零变化) - var adr6 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(7)) - adr6.set_hero_override(900, 400) - check(adr6.start_adventure(7, {"first_script": true}), "重复拒绝场景:冒险启动(seed 7——固定模板 0 同上)") - adr6.runner().pick_next_node(int(adr6.runner().next_candidate_ids()[0])) # 入口停点 pick 进首战 - var b6 = adr6.runner().current_battle() - var st6 := _adv_st() - var g6 := 30 - while adr6.runner().current_battle() == b6 and g6 > 0: - g6 -= 1 - autoplay._autoplay_battle(adr6.runner(), b6, st6, null) - check(adr6.abandon(), "重复拒绝场景就位:选路态放弃 → 已结算") - var sum6_before: Dictionary = adr6.summary.duplicate(true) - adr6._on_level_finished({"result": "victory", "hp": 10, "node_index": 1, "node_id": 1, "node_type": "battle"}) - check(adr6.summary == sum6_before, "重复关卡结束宣布拒绝(账本与摘要零变化——契约 7)") - # ⑦ GP 跨关延续(L1 收束无 clear · 每战入账恰一次 · L2 商店房余额 > 0 · 冒险收束 clear 恰一次为末事件) - var wallet: Array = st["wallet_events"] - var clears := 0 - var gains := 0 - for ev in wallet: - if String(ev["event"]) == "clear": - clears += 1 - elif String(ev["event"]) == "gain" and String(ev.get("source", "")) != "curio_pick": - gains += 1 # 战斗完成入账计数(三选一 GP 袋件入账另有 source 标记——不计战斗口径) - check(gains == int(st["battles"]), "每战完成入账恰一次(gain %d = battles %d——GP 袋件入账单列)" % [gains, int(st["battles"])]) - check(clears == 1 and wallet.size() > 0 and String(wallet[wallet.size() - 1]["event"]) == "clear", - "钱包 clear 恰一次且为末事件(关卡收束不清——GP 冒险收束清零归冒险结构)") - var shop_seq: Array = st["shop_gp_seq"] - check(shop_seq.size() == 2 and int(shop_seq[0]) > 0, - "L2 商店房到达余额 > 0(%d——L1 积累跨关延续;两关商店房必经各 1)" % (shop_seq[0] if shop_seq.size() > 0 else -1)) - # ⑧ 加算区同账(手工场景:L2 商店购买 → 三选一直调——同一本账累加 + 部分回血封顶) - var same := {} - for s in range(42, 92): - var a8 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(s)) - a8.set_hero_override(900, 400) - if not a8.start_adventure(s, {"first_script": true}): # 固定模板 0——种子扫描语义按现行图 - continue - if _adv_drive_to_shop(a8, _adv_st(), autoplay): - same = {"a": a8, "s": s} - break - check(not same.is_empty(), "同账场景种子可达(seed=%s——L2 商店房就位)" % str(same.get("s", -1))) - if not same.is_empty(): - var a8 = same["a"] - var r8 = a8.runner() - var gp0: int = int(r8.gp) - var hp_price := -1 - for p in _db.shop.products: - if String(p.get("product_id", "")) == "hp_up": - hp_price = int(p.get("base_price", -1)) - var l2_price_bonus := 0 - for pb in _db.shop.price_level_bonus: - if int(pb.get("level_index", -1)) == 2: - l2_price_bonus = int(pb.get("bonus", 0)) - check(gp0 >= hp_price + l2_price_bonus, - "进店余额 ≥ hp_up L2 首价(%d = 基价 %d + 关卡加成 %d——配置推导)" % [hp_price + l2_price_bonus, hp_price, l2_price_bonus]) - check(r8.buy_product("hp_up"), "购买 hp_up 受理(出账 + 加算区)") - var acc_shop := int(a8.run_ledger.bonus.get("max_hp", -1)) # L1 三选一后 + 商店 3(首件随种子) - check(acc_shop >= 3, "统一冒险加算区含商店值(max_hp=%d ≥ 商店 3——L1 三选一件值另计)" % acc_shop) - a8._on_level_finished({"result": "victory", "hp": int(r8.hero_hp), "node_index": r8.node_index, - "node_id": r8.current_node_id(), "node_type": "shop"}) # 模拟 L2 通关(victory 载荷直调——非末关) - check(not a8._curio_pending.is_empty(), "L2 通关三选一停点在案(直调兑付前——零自动推进)") - check(not a8.continue_to_next_level(), "未兑付推进拒绝(选择停点零自动推进契约)") - var l2_cands: Array = a8._curio_pending["candidates"] - var l2_pick: Dictionary = l2_cands[0] - check(a8.pick_curio(String(l2_pick.get("kind", "")), String(l2_pick.get("tier", "")), String(l2_pick.get("feat_id", ""))), "三选一点选兑付受理(候选取首件)") - var picked2: String = String(a8._curio_result.get("picked", "")) - var expect_acc: int = acc_shop + (int(a8._curio_result.get("value", 0)) if picked2 == "max_hp" else 0) - check(int(a8.run_ledger.bonus.get("max_hp", -1)) == expect_acc, - "三选一属性件与商店购买同账累加(max_hp=%d = %d + 三选一%s)" % [int(a8.run_ledger.bonus.get("max_hp", -1)), acc_shop, picked2]) - var max_eff8: int = a8.effective_max_hp() # 账本生效上限含调试浮窗 pct(a8 已 set 400) - check(int(a8.ledger["hero_hp"]) <= max_eff8, - "通关部分回血封顶(hp %d ≤ 生效上限 %d——血回满语义退役)" % [int(a8.ledger["hero_hp"]), max_eff8]) - check(a8.continue_to_next_level(), "兑付后推进受理(下一关开始)") - # ⑨ 恢复点数学(接口③封顶公式三读数 + 同式两落点一致) - var a9 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(99)) - check(int(a9.apply_rest(30, 70, 100)) == 30 and int(a9.apply_rest(30, 95, 100)) == 5 \ - and int(a9.apply_rest(30, 100, 100)) == 0, - "恢复点数学:floor(100×30%)=30 · 封顶缺口 5 · 满血回 0 合法") - var lr9 = load("res://core/level_runner.gd").new(_db, _fresh_rng(99)) - check(int(lr9.rest_heal_amount(30, 70, 100)) == 30 and int(lr9.rest_heal_amount(30, 95, 100)) == 5, - "同一公式两个落点逐位一致(LevelRunner.rest_heal_amount 内置默认)") - # ⑩ 放弃(战斗中拒绝 · 非战斗期受理同失败型结算) - var a10 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(15)) - a10.set_hero_override(900, 400) - check(a10.start_adventure(15, {"first_script": true}), "放弃场景:冒险启动(seed 15——固定模板 0 同上)") - check(a10.runner().pick_next_node(int(a10.runner().next_candidate_ids()[0])), - "放弃场景:入口停点 pick 进首战(停点前移批 2026-09-23 驱动口径)") - check(not a10.abandon(), "战斗中 abandon 拒绝(战斗域单事务在飞)") - var b10 = a10.runner().current_battle() - var st10 := _adv_st() - var g10 := 30 - while a10.runner().current_battle() == b10 and g10 > 0: - g10 -= 1 - autoplay._autoplay_battle(a10.runner(), b10, st10, null) - check(a10.runner().current_battle() == null and a10.abandon(), "非战斗期(选路态)abandon 受理") - # ⑪ 池耗即枯竭 + 池收缩 + 满血回 0(TP0——white-box:耗尽 attack/ap 令牌后候选零出现; - # 无种类次数上限,「达上限剔除」语义由牌库耗尽承载) - var a11 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(11)) - check(a11.start_adventure(11, {"first_script": true, "treasure_unlocked": {"wide_scout_band": true}}), - "剔牌库/替换场景:冒险启动(seed 11——道具解锁集只含 wide_scout_band)") - for di in range(a11._curio_deck.size() - 1, -1, -1): - var dk := String((a11._curio_deck[di] as Dictionary).get("kind", "")) - if dk == "attack" or dk == "ap": - a11._curio_deck.remove_at(di) - var draw: Array = a11._draw_curio_candidates() - var draw_kinds := {} - for t in draw: - draw_kinds[String((t as Dictionary).get("kind", ""))] = true - check(not draw_kinds.has("attack") and not draw_kinds.has("ap"), - "池耗即枯竭(attack/ap 令牌耗尽不出候选——%s)" % str(draw)) - check((draw as Array).size() >= 2, "池耗后候选恒 ≥2(稀有/罕见档余量——防「三选项全不可选」死角)") - # 池收缩(aux 不入三选一牌库:重复抽样零 aux 候选;同调位替换两路 - # white-box 测试属停点渠道,零投放零行为) - var treasure_seen := false - for i in 40: - for t in a11._draw_curio_candidates(): - if String((t as Dictionary).get("kind", "")) == "treasure_item": - treasure_seen = true - break - check(not treasure_seen, "池收缩——40 次重抽零 aux 候选(停点渠道 aux 卡退役,迭代 11 第①批 T7)") - # 满血回 0 合法(通关回血封顶口径) - var a12 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(12)) - a12.start_adventure(12, {"first_script": true}) - var cap := {"payload": {}} - a12.curio_choice_presented.connect(func(p): cap["payload"] = p) - var max_full := int(_db.hero.max_hp) + int(a12._base_override.get("max_hp", 0)) - a12.ledger["hero_hp"] = max_full - a12._on_level_finished({"result": "victory", "hp": max_full, "node_index": 1, "node_id": 1, "node_type": "shop"}) - check(int(cap["payload"].get("heal_gained", -1)) == 0, - "满血通关回血 0 合法(封顶口径——heal_gained=0 非负溢出)") - # ⑬ 奖励节点共享池(同库同池同摘牌;TP0:attack 令牌耗尽后节点域同样零出现) - var a13 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(13)) - check(a13.start_adventure(13, {"first_script": true, "treasure_unlocked": {"wide_scout_band": true}}), - "节点共享池场景:冒险启动(seed 13)") - for di13 in range(a13._curio_deck.size() - 1, -1, -1): - if String((a13._curio_deck[di13] as Dictionary).get("kind", "")) == "attack": - a13._curio_deck.remove_at(di13) - var ndraw: Dictionary = a13.node_curio_candidates() - var ncands13: Array = ndraw.get("candidates", []) as Array - var has_attack13 := false - for t in ncands13: - if String((t as Dictionary).get("kind", "")) == "attack": - has_attack13 = true - break - check(not has_attack13, - "奖励节点共享池:令牌耗尽同样不出候选(同库同池——%s)" % str(ncands13)) - a13.present_node_curio(ncands13) - a13.present_node_curio([{"kind": "gp", "tier": "common"}]) - var gp13 := int(a13.ledger.get("gp", 0)) - check(a13.apply_node_curio("gp", "common") and int(a13.ledger.get("gp", 0)) == gp13 + int(_db.adventure.curio_value("gp", "common")), - "奖励节点 GP 件入账(钱包「奖励入账」收口——+%d)" % int(_db.adventure.curio_value("gp", "common"))) - check(a13._node_curio_pending.is_empty(), "节点停点态兑付后清零(恰一次语义同构)") - var s10: Dictionary = a10.summary - check(String(s10.get("result", "")) == "abandoned" and not bool(s10.get("cleared", true)), - "放弃摘要:abandoned · 未打穿(已获大奖励不追回——同失败型结算)") - - -# ---- 专长冒烟(feats 四级 · 案D 池接线 · V3 订阅面逐件三列)---- - -func _smoke_feats() -> void: - print("--- 专长重设计实装(feat_table 四级 · 专长带池接线 · 订阅面逐件)---") - # ① 现行表牌库构成:30 件全量入池——102 数值令牌+30 relic 令牌(四级 rarity 直映射) - check(_db.feats != null and (_db.feats.rows as Array).size() == 30, "feat_table 已加载(30 件=基础 27+迁入 2+卡② 完美保险 1——迭代 31 卡② 换代)") - check(_db.feats.validate().is_empty(), "feat_table.validate 零违例(四级 rarity/cap 域/trigger 词表/行键白名单全过)") - var a_r0 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(71)) - check(a_r0.start_adventure(71, {"first_script": true}), "专长带场景:冒险启动(seed 71)") - var feat_tokens := 0 - var tier_counts := {} - for t in a_r0._curio_deck: - if String((t as Dictionary).get("kind", "")) == "relic": - feat_tokens += 1 - var tk := String((t as Dictionary).get("tier", "")) - tier_counts[tk] = int(tier_counts.get(tk, 0)) + 1 - check(feat_tokens == 30 and int(tier_counts.get("common", 0)) == 12 and int(tier_counts.get("excellent", 0)) == 9 and int(tier_counts.get("rare", 0)) == 9 and a_r0._curio_deck.size() == 132, - "专长带入池:30 件四级直映射(普通 12/优秀 9/稀有 9/传说 0)——牌库 102+30=132〔专长批 V2+卡② 完美保险迁入〕") - # ② 旧 27 件零残留钉面(V2——arcane_ember 系旧件表首行;全仓 grep 零残留归静态核查) - check(_db.feats.row_by_id("arcane_ember").is_empty() and _db.feats.row_by_id("magma_body").is_empty(), - "旧 27 件已退役:arcane_ember/magma_body 表内零残留〔专长批 V2〕") - check(_db.treasure_items.row_by_id("venom_edge").is_empty() and _db.treasure_items.row_by_id("seal_burst").is_empty(), - "迁出收尾:treasure_items 无 venom_edge/seal_burst 行(同调目录自然收窄)〔专长批 V13〕") - # ③ 契约面静态钉扎(V18/V19/V21/V22——人工核对 V20/V21 裁决面以外的可机检半) - var kinds_ok := true - for t in a_r0._curio_deck: - var kk := String((t as Dictionary).get("kind", "")) - if kk != "relic" and not _db.adventure.CURIO_KINDS.has(kk): - kinds_ok = false - check(kinds_ok, "层级纪律:牌库 kind 全集=CURIO_KINDS+relic(秘宝 item_id 零入池)〔专长批 V18〕") - var rewrite_rows := 0 - for row_v in (_db.feats.rows as Array): - for tv in ((row_v as Dictionary).get("triggers", []) as Array): - if String(((tv as Dictionary).get("do", {}) as Dictionary).get("kind", "")) == "rewrite_board": - rewrite_rows += 1 - check(rewrite_rows == 0, "棋盘事实不可变:新 30 行零棋盘改写类订阅(rewrite_board 已除名消费面)〔专长批 V19〕") - var bad_words := 0 - for row_v in (_db.feats.rows as Array): - var r_d: Dictionary = row_v as Dictionary - for txt_v in [String(r_d.get("display_name", "")), String(r_d.get("desc", ""))]: - if String(txt_v).contains("雷") or String(txt_v).contains("旗"): - bad_words += 1 - check(bad_words == 0, "对外命名纪律:30 行 display_name/desc 零「雷/旗」字面(封印/陷阱风味系)〔专长批 V21 初筛〕") - check(float((_db.feats.row_by_id("trap_burst").get("triggers", [{}])[0] as Dictionary).get("do", {}).get("mult", 0)) > 1.0 - and int((_db.feats.row_by_id("blood_honey").get("triggers", [{}])[0] as Dictionary).get("do", {}).get("value", 99)) < 5 - and int((_db.feats.row_by_id("stone_skin").get("triggers", [{}])[0] as Dictionary).get("do", {}).get("cap", 0)) == 3, - "数值纪律:陷阱爆发倍率>1 · 血蜜回复<典型陷阱伤 · 石肤上限 3 在册(结构锚形态内 provisional)〔专长批 V22 机检半〕") - # ④ 临时表注入(新 schema 形态——零 archetype/cap 直用):5 行 relic 入牌库/兑付/踢池/断点往返 - var rt := FeatTable.new() - rt.rows = [ - {"feat_id": "x1", "display_name": "试一", "rarity": "common", "desc": "测试揭示", "cap": 1, - "triggers": [{"on": "mine_hit", "do": {"kind": "reveal_tiles", "value": 1}}]}, - {"feat_id": "x2", "display_name": "试二", "rarity": "excellent", "desc": "测试回复", "cap": 1, - "triggers": [{"on": "mine_hit", "do": {"kind": "heal", "value": 2}}]}, - {"feat_id": "x3", "display_name": "试三", "rarity": "rare", "desc": "测试群伤", "cap": 1, - "triggers": [{"on": "seal_hit", "do": {"kind": "open_ticket", "channel": "blast", "value": 3}}]}, - {"feat_id": "x4", "display_name": "试四", "rarity": "rare", "desc": "测试减伤", "cap": 2, - "triggers": [{"on": "damage_taken", "when": [{"fact": "hp_ratio", "op": "lte", "value": 50}], "do": {"kind": "damage_reduce", "value": 2}}]}, - {"feat_id": "x5", "display_name": "试五", "rarity": "legendary", "desc": "测试AC", "cap": 1, - "triggers": [{"on": "seal_hit", "do": {"kind": "ac_bonus", "value": 1, "mode": "round"}}]}, - ] - check(rt.validate().is_empty(), "新 schema 构造表 validate 零违例(四级 rarity/cap 字段/词表全过——流派标签已退役零 archetype)") - var live_rows: FeatTable = _db.feats - _db.feats = rt - var a_r = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(72)) - check(a_r.start_adventure(72, {"first_script": true}), "专长带场景:冒险启动(seed 72——注入 5 行临时表)") - var deck_relic := 0 - for t in a_r._curio_deck: - if String((t as Dictionary).get("kind", "")) == "relic": - deck_relic += 1 - check(deck_relic == 5 and a_r._curio_deck.size() == 107, - "专长带入池:5 行 relic 每件 1 张(四级 rarity 直映射)——牌库 102+5=107") - # 渠道白名单断言(渠道轴定位:通关渠道只出专长/节点渠道零专长) - var feat_seen: Dictionary = {} - var node_relic_seen := false - for i in 60: - for t in a_r._draw_curio_candidates("level_clear"): - if String((t as Dictionary).get("kind", "")) == "relic": - feat_seen[String(t.get("feat_id", ""))] = true - for t in a_r._draw_curio_candidates("reward_node"): - if String((t as Dictionary).get("kind", "")) == "relic": - node_relic_seen = true - check(feat_seen.size() >= 2, "通关渠道只出专长(60 次重抽 ≥2 种不同 relic——身份键 feat_id 同档可多件)") - check(not node_relic_seen, "节点渠道零专长(60 次重抽零 relic——专长在非 Boss 渠道只以专长凭证形态出现)") - # T5 专长凭证行为断言(A5 拿到即开 / A6 保底计数——契约④四口径;独立 runner 防污染 a_r 牌库) - var a_t = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(91)) - a_t.start_adventure(91, {"first_script": true}) - var stock_before := {} - for kk in ["attack", "gp", "heal"]: - stock_before[kk] = a_t.pool_stock(kk) - a_t._node_curio_pending = {"candidates": [{"kind": "feat_ticket", "tier": "excellent"}, {"kind": "attack", "tier": "common"}]} - check(a_t.apply_node_curio("feat_ticket", "excellent"), "A5 专长凭证兑付受理(节点渠道——拿到即开)") - var tkt_cands: Array = (a_t.node_curio_pending_state().get("candidates", []) as Array) - var tkt_all_relic := tkt_cands.size() > 0 - for t in tkt_cands: - if String((t as Dictionary).get("kind", "")) != "relic": - tkt_all_relic = false - check(tkt_all_relic, "A5 拿到即开——停点候选已替换为专长三选一(全 relic)") - check(a_t.pool_stock("attack") == int(stock_before["attack"]) and a_t.pool_stock("gp") == int(stock_before["gp"]), - "A5 零摘牌——专长凭证兑付不动令牌库(不进持有集)") - check(not (a_t.feats_held() as Array).has("feat_ticket"), "A5 无专长凭证残留持有集") - var feats_n := (a_t.feats_held() as Array).size() - a_t.apply_node_curio("relic", String((tkt_cands[0] as Dictionary).get("tier", "rare")), String((tkt_cands[0] as Dictionary).get("feat_id", ""))) - check((a_t.feats_held() as Array).size() == feats_n + 1, "A5 专长面兑付受理(专长凭证开出候选可正常入持有集)") - # A6 保底:pity 直填 5 → 下次展示必出(第 6 次必出口径);限购满 → 恒不触发 - a_t._feat_ticket_sold = 0 # A5 已兑付一枚专长凭证(sold=1=limit)——A6 段重置计数隔离验证 - a_t._feat_ticket_pity = int(a_t.db.adventure.feat_ticket_pity_step) - var rg_t: RandomNumberGenerator = a_t.rng.open_stream("reward_pick") - check(a_t._feat_ticket_consider(rg_t), "A6 保底触发(pity=5 → 第 6 次展示必出——概率无关)") - check(a_t._feat_ticket_pity == 0, "A6 触发后清零") - a_t._feat_ticket_sold = int(a_t.db.adventure.feat_ticket_limit) - a_t._feat_ticket_pity = int(a_t.db.adventure.feat_ticket_pity_step) - check(not a_t._feat_ticket_consider(rg_t), "A6 限购满不再触发(保底冻结)") - a_t._feat_ticket_sold = 0 - a_t._feat_ticket_pity = 0 - var offered := false - for i in 200: - if a_t._feat_ticket_consider(rg_t): - offered = true - break - check(offered, "A6 概率面存在(chance=20% 200 展示内必出现——零触发=概率面失守)") - a_r._curio_pending = {"candidates": [{"kind": "relic", "tier": "rare", "feat_id": "x3"}, {"kind": "gp", "tier": "common"}], "payload": {}} - check(a_r.pick_curio("relic", "rare", "x3") and (a_r.feats_held() as Array).has("x3") and a_r.pool_stock("relic") == deck_relic - 1, - "relic 兑付:入持有集 + 牌库摘牌(选中踢池——池库存 %d→%d)" % [deck_relic, deck_relic - 1]) - # 断点往返(持有集+余库 feat_id 随行) - var sm_r = load("res://core/save_manager.gd").new("user://_smoke_feats_bp.json") - sm_r.load_from_disk() - a_r.set_save_manager(sm_r) - a_r._on_level_finished({"result": "victory", "hp": int(a_r.ledger.get("hero_hp", 26)), "node_index": 1, "node_id": 1, "node_type": "shop"}) - var bp_r: Dictionary = sm_r.breakpoint_snapshot() - check((bp_r.get("relics", []) as Array).has("x3"), "断点附随件:relics 持有集入快照(迭代 12 T1 扩列)") - check(int((bp_r.get("adventure_counters", {}) as Dictionary).size()) >= 0, "断点附随件:adventure 计数器账本键在案(T6/T7 扩列)") - var bp_deck_x3 := 0 - for t in (bp_r.get("bonus_deck", []) as Array): - if String((t as Dictionary).get("feat_id", "")) == "x3": - bp_deck_x3 += 1 - check(bp_deck_x3 == 0, "断点余库:已兑付 relic 令牌逐枚还原(x3 零残留——续玩不重复获得)") - sm_r.clear_breakpoint() - _db.feats = live_rows # 还原现行表(共享 _db 防污染——后续冒烟段零感知) - # ⑤ V3 订阅面逐件(附表 A 三列——命中面=EffectEngine dispatch 直测;账本面=counter 直读; - # 落地行为=发射点施加面〔T1 施加段承载——本段按声明逐件钉命中与边界/反例〕) - var orch = load("res://core/battle_orchestrator.gd").new(_db, _fresh_rng(73)) - var fx = orch._fx - # counter 落账 helper(dispatch 只返回命中不落账——施加面同构:counter_add 逐条落账本 helper 承载) - var apply_fx := func(hits: Array) -> void: - for h in hits: - if String(h.get("kind", "")) == "counter_add": - var sv_c = h.get("set", null) - EffectEngine.counter_add(orch.counters_ctx, String(h.get("counter_id", "")), int(h.get("value", 0)) if sv_c == null else int(sv_c), sv_c != null) - # 开格系 - fx.rebuild(["twin_pick"], [], []) - for i in 4: - var hits_dp: Array = fx.dispatch(orch.counters_ctx, "dig_paid", {"ap_cost": 1}) - var refund := false - for h in hits_dp: - if String(h.get("kind", "")) == "grant_ap": - refund = true - EffectEngine.counter_add(orch.counters_ctx, "adv_twin_digs", 1) - if i == 1 or i == 3: - check(refund, "双管镐:第 %d 次付费挖格返 1 AP(每第 2 次——mod_eq 预评估口径)" % (i + 1)) - else: - check(not refund, "双管镐反例:第 %d 次不返(未满 2 次)" % (i + 1)) - fx.rebuild(["geologist"], [], []) - var geo_hits: Array = fx.dispatch(orch.counters_ctx, "dig_reveal", {"new_resource_type": true}) - apply_fx.call(geo_hits) - check(orch._hits_of(geo_hits, "counter_add").size() == 1, "地质学家:首开新类型集 1 点〔专长批 V3〕") - EffectEngine.counter_add(orch.counters_ctx, "geo_types", 2) # 手动基数补齐(row1 已落账 1+2=3——满 4 种的预评估现值) - var geo_hits2: Array = fx.dispatch(orch.counters_ctx, "dig_reveal", {"new_resource_type": true}) - apply_fx.call(geo_hits2) - check(orch._hits_of(geo_hits2, "reveal_tiles").size() == 1 and EffectEngine.counter(orch.counters_ctx, "geo_types") == 0, - "地质学家:满 4 种(预评估现值 3+本格)→揭示 1 格·计数清零〔专长批 V3〕") - var geo_hits3: Array = fx.dispatch(orch.counters_ctx, "dig_reveal", {"new_resource_type": false}) - check(orch._hits_of(geo_hits3, "counter_add").is_empty(), "地质学家反例:同类型重复首开不叠点〔专长批 V3〕") - fx.rebuild(["hard_hat"], [], []) - apply_fx.call(fx.dispatch(orch.counters_ctx, "dig_reveal", {})) - apply_fx.call(fx.dispatch(orch.counters_ctx, "dig_reveal", {})) - check(EffectEngine.counter(orch.counters_ctx, "helm_layers") == 2, "安全帽:开安全格攒层 ×2〔专长批 V3〕") - var hh_hits: Array = fx.dispatch(orch.counters_ctx, "mine_hit", {"damage": 6}) - var hh_reduce := 0 - for h in hh_hits: - if String(h.get("kind", "")) == "damage_reduce": - hh_reduce = EffectEngine.counter(orch.counters_ctx, String(h.get("value_counter", ""))) - check(hh_reduce == 2, "安全帽:踩雷耗层减伤=层值 2(一次清零随施加面 set 行)〔专长批 V3〕") - fx.rebuild(["skip_mining"], [], []) - var sk_zero: Array = fx.dispatch(orch.counters_ctx, "dig_reveal", {"is_blank_zero": true}) - apply_fx.call(sk_zero) - check(orch._hits_of(sk_zero, "counter_add").size() == 1, "跳格采掘:空白 0 格攒 1 点〔专长批 V3〕") - EffectEngine.counter_add(orch.counters_ctx, "skip_pts", 1) # 手动基数补齐(已落账 1+1=2——满 3 点的预评估现值) - var sk_full: Array = fx.dispatch(orch.counters_ctx, "dig_reveal", {"is_blank_zero": true}) - apply_fx.call(sk_full) - check(orch._hits_of(sk_full, "reveal_tiles").size() == 1, - "跳格采掘:满 3 点→揭示 1 格〔专长批 V3〕") - check(orch._hits_of(fx.dispatch(orch.counters_ctx, "dig_reveal", {"is_blank_zero": false}), "counter_add").is_empty(), - "跳格采掘反例:普通开格不计点〔专长批 V3〕") - fx.rebuild(["blast_accounting"], [], []) - for i in 5: - var ba_hits: Array = fx.dispatch(orch.counters_ctx, "dig_paid", {"ap_cost": 1}) - for h in ba_hits: - if String(h.get("kind", "")) == "counter_add": - EffectEngine.counter_add(orch.counters_ctx, String(h.get("counter_id", "")), 1) - check(orch._hits_of(fx.dispatch(orch.counters_ctx, "round_end", {}), "grant_gp").size() == 1, "爆破会计:本轮挖格花费≥5→+1 GP〔专长批 V3〕") - fx.rebuild(["frontier_miner"], [], []) - check(orch._hits_of(fx.dispatch(orch.counters_ctx, "dig_reveal", {"is_edge_cell": true}), "grant_material").size() == 1 - and orch._hits_of(fx.dispatch(orch.counters_ctx, "dig_reveal", {"is_edge_cell": false}), "grant_material").is_empty(), - "边陲矿工:边缘格产出 +1·中心格反例零产出〔专长批 V3〕") - # 封印系 - fx.rebuild(["seal_echo"], [], []) - apply_fx.call(fx.dispatch(orch.counters_ctx, "seal_hit", {})) - apply_fx.call(fx.dispatch(orch.counters_ctx, "seal_hit", {})) - var se_hits: Array = fx.dispatch(orch.counters_ctx, "round_end", {}) - check(orch._hits_of(se_hits, "grant_ap").size() == 1 and String((orch._hits_of(se_hits, "grant_ap")[0] as Dictionary).get("mode", "")) == "queue", - "封印回响:标中计数≥2→轮末返 1 AP(下轮 queue)〔专长批 V3〕") - fx.rebuild(["seal_smith"], [], []) - var sm_remove := 0 - for i in 3: - var sm_dispatch: Array = fx.dispatch(orch.counters_ctx, "seal_hit", {}) - apply_fx.call(sm_dispatch) - for h in sm_dispatch: - if String(h.get("kind", "")) == "remove_mines": - sm_remove += 1 - check(sm_remove == 1, "封印匠:标中每第 3 次→中立移除恰一次(频率闸死)〔专长批 V3〕") - fx.rebuild(["seal_stake"], [], []) - check(orch._hits_of(fx.dispatch(orch.counters_ctx, "seal_hit", {}), "ac_bonus").size() == 1 - and String((orch._hits_of(fx.dispatch(orch.counters_ctx, "seal_hit", {}), "ac_bonus")[0] as Dictionary).get("mode", "")) == "round", - "封印桩:标中本轮 AC +N(round 域——round_start 清零)〔专长批 V3〕") - fx.rebuild(["warning_beacon"], [], []) - check(orch._hits_of(fx.dispatch(orch.counters_ctx, "seal_hit", {}), "preview_area").size() == 1, "示警烟火:标中揭示 3×3 资源类型(不揭安危位置)〔专长批 V3〕") - # 踩雷/受伤系 - fx.rebuild(["pain_memory"], [], []) - apply_fx.call(fx.dispatch(orch.counters_ctx, "mine_hit", {})) - apply_fx.call(fx.dispatch(orch.counters_ctx, "mine_hit", {})) - var pm_hits: Array = fx.dispatch(orch.counters_ctx, "attack_commit", {"atk": 10, "target": "敌", "matchup": "", "dig_streak": 0, "nest_count": 0}) - var pm_bonus := 0 - for h in orch._hits_of(pm_hits, "attack_bonus"): - pm_bonus = EffectEngine.counter(orch.counters_ctx, String(h.get("value_counter", ""))) - check(pm_bonus == 2, "疼痛记忆:攻击附加层值伤害=层值 2·用后清零(set 行随施加面)〔专长批 V3〕") - fx.rebuild(["fuse_wire"], [], []) - var fw_hits: Array = fx.dispatch(orch.counters_ctx, "damage_taken", {"kind": "terrain", "amount": 6}) - var fw_shield := 0 - for h in fw_hits: - if String(h.get("kind", "")) == "shield": - fw_shield += int(h.get("value", 0)) - check(orch._hits_of(fx.dispatch(orch.counters_ctx, "damage_taken", {"kind": "terrain", "amount": 3}), "shield").is_empty(), - "保险丝反例:单次 <5 不攒点不触发〔专长批 V3〕") - for h in fx.dispatch(orch.counters_ctx, "damage_taken", {"kind": "terrain", "amount": 6}): - if String(h.get("kind", "")) == "counter_add": - EffectEngine.counter_add(orch.counters_ctx, String(h.get("counter_id", "")), int(h.get("value", 0))) - check(fw_shield == 0, "保险丝:首点不出盾(2 点才出——预评估口径)〔专长批 V3〕") - fx.rebuild(["blood_insight"], [], []) - check(orch._hits_of(fx.dispatch(orch.counters_ctx, "mine_hit", {}), "reveal_tiles").size() == 1, "见血开窍:踩雷揭示 1 格〔专长批 V3〕") - fx.rebuild(["trap_instinct"], [], []) - apply_fx.call(fx.dispatch(orch.counters_ctx, "mine_hit", {})) - var ti_hits: Array = fx.dispatch(orch.counters_ctx, "attack_commit", {"atk": 10, "target": "敌", "matchup": "", "dig_streak": 0, "nest_count": 0}) - var ti_val := 0 - for h in orch._hits_of(ti_hits, "attack_bonus"): - ti_val = EffectEngine.counter(orch.counters_ctx, String(h.get("value_counter", ""))) - check(ti_val == 2, "陷阱本能:踩雷本轮攻击 +2(attack_bonus 通道——面板加算)〔专长批 V3〕") - fx.rebuild(["chain_traps", "pain_memory"], [], []) - apply_fx.call(fx.dispatch(orch.counters_ctx, "mine_hit", {})) - var ct_before: int = EffectEngine.counter(orch.counters_ctx, "pain_layers") - apply_fx.call(fx.dispatch(orch.counters_ctx, "mine_hit", {})) - check(EffectEngine.counter(orch.counters_ctx, "pain_layers") == ct_before + 2, "连环陷阱:同轮第 2 颗起每颗额外 +1 层(疼痛记忆同账)〔专长批 V3〕") - fx.rebuild(["trap_burst"], [], []) - var tb_hits: Array = fx.dispatch(orch.counters_ctx, "mine_hit", {"damage": 8}) - check(orch._hits_of(tb_hits, "blast_scaled").size() == 1 - and float((orch._hits_of(tb_hits, "blast_scaled")[0] as Dictionary).get("mult", 0)) > 1.0, - "陷阱爆发:全体敌雷伤×倍率直伤(blast_scaled——施加面值=damage×mult)〔专长批 V3〕") - fx.rebuild(["blood_honey"], [], []) - check(orch._hits_of(fx.dispatch(orch.counters_ctx, "mine_hit", {}), "heal").size() == 1, "血蜜:踩雷回复 N 生命〔专长批 V3〕") - fx.rebuild(["stone_skin"], [], []) - var ss_hits: Array = fx.dispatch(orch.counters_ctx, "damage_taken", {"kind": "enemy_skill", "amount": 5, "source": "s", "round": 1}) - check(orch._hits_of(ss_hits, "ac_bonus").size() == 1 - and int((orch._hits_of(ss_hits, "ac_bonus")[0] as Dictionary).get("cap", 0)) == 3, - "石肤:受伤 AC+1(本场域 cap 3——达上限不再涨由累积器封顶)〔专长批 V3〕") - fx.rebuild(["last_stand"], [], []) - check(orch._hits_of(fx.dispatch(orch.counters_ctx, "damage_taken", {"kind": "enemy_skill", "amount": 5, "source": "s", "round": 1, "hp_ratio": 40}), "damage_reduce").size() == 1 - and orch._hits_of(fx.dispatch(orch.counters_ctx, "damage_taken", {"kind": "enemy_skill", "amount": 5, "source": "s", "round": 2, "hp_ratio": 80}), "damage_reduce").is_empty(), - "背水:生命≤50% 减伤·过半血反例零减伤〔专长批 V3〕") - # 跨族桥 - fx.rebuild(["breaker_strike"], [], []) - check(orch._hits_of(fx.dispatch(orch.counters_ctx, "mine_hit", {"dug_under_seal": true}), "counter_add").size() == 1 - and orch._hits_of(fx.dispatch(orch.counters_ctx, "mine_hit", {"dug_under_seal": false}), "counter_add").is_empty(), - "破封一击:挖开带封印危险格 +1 层·无封印反例零触发〔专长批 V3〕") - # 节奏系 - fx.rebuild(["map_exchange"], [], []) - var me_hits: Array = fx.dispatch(orch.counters_ctx, "dig_stop", {"ap_left": 4}) - apply_fx.call(me_hits) - EffectEngine.counter_add(orch.counters_ctx, "stop_swap", 4) # value_event="ap_left" 解析归施加面(action_economy 载荷取值)——冒烟手动落账 - check(orch._hits_of(me_hits, "counter_add").size() == 1, "弃图兑换:停手剩余 AP≥3 入账〔专长批 V3〕") - var me_atk := 0 - for h in orch._hits_of(fx.dispatch(orch.counters_ctx, "attack_commit", {"atk": 10, "target": "敌", "matchup": "", "dig_streak": 0, "nest_count": 0}), "attack_bonus"): - me_atk = EffectEngine.counter(orch.counters_ctx, String(h.get("value_counter", ""))) - check(me_atk == 4, "弃图兑换:折为攻击伤害=剩余 AP 全额·用后清零〔专长批 V3〕") - check(orch._hits_of(fx.dispatch(orch.counters_ctx, "dig_stop", {"ap_left": 2}), "counter_add").is_empty(), - "弃图兑换反例:剩余 AP<3 不触发〔专长批 V3〕") - fx.rebuild(["last_drop"], [], []) - var ld_hits: Array = fx.dispatch(orch.counters_ctx, "round_start", {"round": 2, "ap_exhausted_last": true}) - check(orch._hits_of(ld_hits, "grant_ap").size() == 1, "一滴不剩:上轮 AP 耗尽→+1 AP〔专长批 V3〕") - check(orch._hits_of(fx.dispatch(orch.counters_ctx, "round_start", {"round": 3, "ap_exhausted_last": false}), "grant_ap").is_empty(), - "一滴不剩反例:上轮有余不发〔专长批 V3〕") - fx.rebuild(["market_close"], [], []) - for i in 8: - for h in fx.dispatch(orch.counters_ctx, "dig_reveal", {}): - if String(h.get("kind", "")) == "counter_add": - EffectEngine.counter_add(orch.counters_ctx, String(h.get("counter_id", "")), 1) - check(orch._hits_of(fx.dispatch(orch.counters_ctx, "round_end", {}), "grant_gp").size() == 1, "收盘:本轮开格≥8→+1 GP〔专长批 V3〕") - # 战斗系 - fx.rebuild(["execution_scholar"], [], []) - check(orch._hits_of(fx.dispatch(orch.counters_ctx, "kill", {"target": "敌", "overflow": 0}), "reveal_tiles").size() == 1, - "斩首学者:击杀揭示 1 格〔专长批 V3〕") - fx.rebuild(["executioner"], [], []) - var ex_hits: Array = fx.dispatch(orch.counters_ctx, "enemy_hp_threshold", {"unit": "e1", "pct": 30, "is_boss": false}) - check(orch._hits_of(ex_hits, "target_attack_bonus").size() == 1 - and orch._hits_of(fx.dispatch(orch.counters_ctx, "enemy_hp_threshold", {"unit": "e1", "pct": 60, "is_boss": false}), "target_attack_bonus").is_empty(), - "处刑台:敌血量≤30% 挂单位标记加伤·阈值外反例零命中〔专长批 V3〕") - fx.rebuild(["field_dressing"], [], []) - check(orch._hits_of(fx.dispatch(orch.counters_ctx, "battle_won", {"round": 2}), "heal").size() == 1, - "战地包扎:战斗胜利回复 N 生命(battle_won 新挂点)〔专长批 V3〕") - # 契约尖点 - fx.rebuild(["blood_tax"], [], []) - check(orch._hits_of(fx.dispatch(orch.counters_ctx, "mine_hit", {}), "bonus_delta").size() == 1 - and String((orch._hits_of(fx.dispatch(orch.counters_ctx, "seal_hit", {}), "bonus_delta")[0] as Dictionary).get("axis", "")) == "atk", - "血税:双向同局账本(踩陷阱−2max_hp/封印命中+1atk——bonus_delta 战末汇入)〔专长批 V3〕") - # 迁入 2 件 - fx.rebuild(["venom_edge"], [], []) - check(orch._hits_of(fx.dispatch(orch.counters_ctx, "clamp_check", {"matchup": "magic_vs_heavy"}), "modify_ticket").size() == 1 - and orch._hits_of(fx.dispatch(orch.counters_ctx, "clamp_check", {"matchup": "normal_vs_light"}), "modify_ticket").is_empty(), - "淬毒刃纹(迁入):克制正面(magic_vs_heavy 矩阵值>0)追加·中性面反例零触发〔专长批 V3〕") - fx.rebuild(["seal_burst"], [], []) - check(orch._hits_of(fx.dispatch(orch.counters_ctx, "seal_hit", {}), "open_ticket").size() == 1, - "封印爆裂(迁入):标中全体敌群伤〔专长批 V3〕") - # 零持有 - var orch0 = load("res://core/battle_orchestrator.gd").new(_db, _fresh_rng(74)) - orch0._fx.rebuild([], [], []) - check(orch0._fx_emit("attack_commit", {"atk": 10, "target": "敌", "matchup": "", "dig_streak": 0, "nest_count": 0}).is_empty() - and orch0._fx_emit("dig_reveal", {"cell": Vector2i(1, 1), "round": 1, "is_first_dig_of_battle": true, "terrain_kind": []}).is_empty() - and orch0._fx_emit("mine_hit", {"damage": 5}).is_empty() - and orch0._fx_emit("battle_won", {"round": 1}).is_empty(), - "零持有订阅=零命中(relic 关着零扰动——伤害管线既有行为逐位不变)") - # ⑦c 特性持有呈现段(C 区「特性」节;呈现面在 06 在册) - var panel = load("res://presentation/views/hero_info_panel_view.gd").new() - panel.set_feat_holdings([]) - check(not panel._feat_section.visible, "特性段空态隐藏(视图空态纪律同特性段)") - panel.set_feat_holdings(["疼痛记忆 ×1", "双管镐 ×1"]) - check(panel._feat_section.visible and panel._feat_list.get_child_count() == 2, - "特性段持有呈现(逐件行常驻可读——「局内奖励选了什么看不到」缺口承载)") - check(String(load("res://presentation/battle_narrator.gd").feat_card_text({"feat_id": "pain_memory", "display_name": "疼痛记忆", "desc": "触陷阱攒 1 层"})).contains("触陷阱攒 1 层"), - "特性卡文案表值化:desc 行字段直读(零硬编码映射)") - - -# 手工场景驱动:L1 全程 + L2 推进到商店房(_drive_level 复用 + 兑付确认/选路/大奖励确认手工编排) -func _adv_drive_to_shop(a, st: Dictionary, autoplay) -> bool: - var guard := 24 - while guard > 0 and String(st["result"]) == "": - guard -= 1 - autoplay._drive_level(a.runner(), st, null, "normal", "min") - if String(st["result"]) != "": - return false - if a._pending_next_level: - # 三选一停点确认(确定性选件后推进,与 run_adventure 自动策略同口径;TP0 令牌化) - if not a._curio_pending.is_empty(): - var bcands: Array = a._curio_pending["candidates"] - var bpick: Dictionary = autoplay._pick_token(bcands) - a.pick_curio(String(bpick.get("kind", "")), String(bpick.get("tier", "")), String(bpick.get("feat_id", ""))) - a.continue_to_next_level() - continue - var r = a.runner() - if String(r.current_node().get("type", "")) == "shop": - return true - if r.awaiting_choice(): - var ids: Array = r.next_candidate_ids() - ids.sort() - r.pick_next_node(int(ids[0])) - continue - var t := String(r.current_node().get("type", "")) - if t == "reward": - # 奖励节点三选一(确定性选件、替换放弃新件、兑付确认回图;TP0 令牌化) - var ndraw: Dictionary = a.node_curio_candidates() - var ncands: Array = ndraw.get("candidates", []) as Array - if not ncands.is_empty(): - a.present_node_curio(ncands) - var npick: Dictionary = autoplay._pick_token(ncands) - a.apply_node_curio(String(npick.get("kind", "")), String(npick.get("tier", "")), String(npick.get("feat_id", ""))) - r.continue_after_node() - elif t == "rest": - r.continue_after_node() - return false - - -# 手工场景状态袋(_drive_level/_autoplay_battle 消费的最小字段族——run_adventure st 的同构子集) -func _adv_st() -> Dictionary: - return {"result": "", "hp_left": 0, "battles": 0, "rounds": 0, "hero_dmg": 0, - "rest_healed": 0, "hp_before_rest": -1, "defeat_node_index": -1, "defeat_node_type": "", - "boss_depth": -1, "hp_at_boss": -1, "rows": [], "timeout": false, "log_path": "", - "policy": "normal", "refreshes": 0, "mine_hits": 0, "visited_ids": [], "choices": 0} - - - -# ---- 未开格类型微光·数据侧断言(V1 作用集恒等/V2 九型归组封闭/V7 零玩法写入)---- -# 夹具纪律:身份回调形状与 reward_economy.query_identity 同构({reward_id, cell_type, tier}); -# 位点覆盖表 _glow_type_overrides(Vector2i → cell_type)+封锁集 _glow_blocked(Vector2i → true, -# 返回 null = 不在摇号清单的封锁格)。哈希兜底按坐标确定性散列——全缸可复现。 -const _GLOW_FIXTURE_TYPES := ["attack", "defense", "blast", "heal", "weaken", - "pierce", "magic", "action", "gp"] -var _glow_type_overrides := {} -var _glow_blocked := {} - - -func _glow_fixture_identity(c: Vector2i) -> Variant: - if _glow_blocked.has(c): - return null - var ctype := String(_glow_type_overrides.get(c, "")) - if ctype == "": - ctype = _GLOW_FIXTURE_TYPES[int(abs(c.x * 31 + c.y * 17)) % _GLOW_FIXTURE_TYPES.size()] - return {"reward_id": "fix_%d_%d" % [c.x, c.y], "cell_type": ctype, "tier": 1} - - -# 英雄 8 邻中未开且未移除的格数(夹具起板前提——初始展开常把 8 邻全揭示) -func _glow_unrevealed_neighbors(ms) -> int: - var n := 0 - var hero: Vector2i = ms.hero_pos() - for c in ms.current_board().neighbors8(hero): - if not ms.is_revealed(c) and not ms.is_removed(c): - n += 1 - return n - - -# 独立重算的期望作用集(不读 BoardView 私有域——恒等断言的两侧各自算) -func _glow_expected_set(b, ms) -> Dictionary: - var out := {} - var hero: Vector2i = ms.hero_pos() - for n in b.neighbors8(hero): - if not ms.is_revealed(n) and not ms.is_removed(n): - out[n] = true - return out - - -# 键集相等(期望集是纯键集——V1 恒等面对照) -func _glow_key_set_equal(a: Dictionary, b: Dictionary) -> bool: - if a.size() != b.size(): - return false - for k in a: - if not b.has(k): - return false - return true - - -# 键值逐位相等(off→on 复现——两侧都是作用集快照,组号亦须逐位一致) -func _glow_map_equal(a: Dictionary, b: Dictionary) -> bool: - if a.size() != b.size(): - return false - for k in a: - if not b.has(k) or int(a[k]) != int(b[k]): - return false - return true - - -func _smoke_type_glow() -> void: - print("--- 未开格类型微光(作用集恒等/九型归组封闭/零玩法写入)---") - 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() - # 新手策略驱动到「英雄邻域有未开格」态(初始展开常把 8 邻全揭示——取证探针同款起手法; - # 恒定种子确定性,步数上限 40 防冻态空转) - var steps := 0 - while _glow_unrevealed_neighbors(ms) < 5 and steps < 40: - 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")}]) - steps += 1 - var view = load("res://presentation/views/board_view.gd").new() - view.set_identity_resolver(_glow_fixture_identity) - view.rebuild(b, ms) - view.set_dig_glow_enabled(true) - var hero: Vector2i = ms.hero_pos() - # 快照 trio:棋盘态(零玩法写入的对照面)+作用集 - var revealed_before: Array = ms.revealed_cells() - revealed_before.sort() - var hero_before: Vector2i = ms.hero_pos() - var seals_before: int = ms.seal_count() - # ---- 相 0:夹具全集合法九型 ⇒ 作用集 == 独立重算期望集(V1)---- - var snap: Dictionary = view.type_glow_probe() - check(bool(snap.get("enabled", false)), "V1 微光默认开(Q4 丙案——呈现态布尔缺省 true,生产写入面零显式开)") - check((snap.get("errors", []) as Array).is_empty(), "V1 夹具全集合法九型 ⇒ 清单外登记为空(禁静默空光通道零误报)") - var expect: Dictionary = _glow_expected_set(b, ms) - check(_glow_key_set_equal(snap.get("cells", {}), expect), - "V1 作用集恒等:微光格集合 == _diggable ∩ 身份可查(期望 %d,实测 %d)" % [expect.size(), (snap.get("cells", {}) as Dictionary).size()]) - check(expect.size() >= 5, "V1 夹具前提:英雄未开邻格 ≥5(实测 %d——novice %d 步)" % [expect.size(), steps]) - # 已开格/r0 出生展开区零微光(S1:已开格不显示) - var opened_leak := "" - for c in ms.revealed_cells(): - if (snap.get("cells", {}) as Dictionary).has(c): - opened_leak += str(c) + " " - for c in b.compute_r0(): - if (snap.get("cells", {}) as Dictionary).has(c): - opened_leak += "r0:" + str(c) + " " - check(opened_leak == "", "V1 已开格/r0 出生展开区零微光(S1)%s" % ("" if opened_leak == "" else "违例:" + opened_leak)) - # ---- 相 1:八邻派定八型 ⇒ 五组逐格映射(V2 活板面)---- - var nbs: Array = b.neighbors8(hero) - var assign := ["attack", "heal", "pierce", "blast", "magic", "defense", "action", "gp"] - var expect_groups := {"attack": UiKit.GLOW_BUFF, "defense": UiKit.GLOW_BUFF, "weaken": UiKit.GLOW_BUFF, - "action": UiKit.GLOW_BUFF, "gp": UiKit.GLOW_BUFF, "heal": UiKit.GLOW_HEAL, - "pierce": UiKit.GLOW_PIERCE, "blast": UiKit.GLOW_AOE, "magic": UiKit.GLOW_MAGIC} - var mapped := 0 - for i in mini(assign.size(), nbs.size()): - var nb: Vector2i = nbs[i] - if ms.is_revealed(nb) or ms.is_removed(nb): - continue # 已开邻格不派定——只测未开格 - _glow_type_overrides[nb] = assign[i] - mapped += 1 - view.refresh() - snap = view.type_glow_probe() - check(mapped >= 5, "V2 夹具前提:未开邻格派定 ≥5 型(实测 %d)" % mapped) - var map_bad := "" - for i in mini(assign.size(), nbs.size()): - var nb2: Vector2i = nbs[i] - if not _glow_type_overrides.has(nb2): - continue - var got: int = int((snap.get("cells", {}) as Dictionary).get(nb2, 0)) - if got != int(expect_groups[assign[i]]): - map_bad += "%s:%s→组%d(期望组%d) " % [str(nb2), assign[i], got, int(expect_groups[assign[i]])] - check(map_bad == "", "V2 九型→五组逐格映射(attack/defense/action/gp→增益/heal→治疗/pierce→穿刺/blast→群伤/magic→魔法)%s" - % ("" if map_bad == "" else "违例:" + map_bad)) - # ---- 相 2:清单外 cell_type ⇒ 显式登记 + 该格无微光(V2 禁静默空光)---- - var bogus_cell: Vector2i = hero - for i in mini(assign.size(), nbs.size()): - var nb3: Vector2i = nbs[i] - if _glow_type_overrides.has(nb3): - bogus_cell = nb3 - break - _glow_type_overrides[bogus_cell] = "keystone" # 大宝箱未来第十型之外的清单外值 - view.refresh() - snap = view.type_glow_probe() - var errs: Array = snap.get("errors", []) - check(errs.has("keystone"), "V2 清单外 cell_type 显式登记(errors=%s)" % str(errs)) - check(not (snap.get("cells", {}) as Dictionary).has(bogus_cell), - "V2 清单外格零微光(无静默空光——%s 不在作用集)" % str(bogus_cell)) - check((snap.get("cells", {}) as Dictionary).size() == mapped - 1, - "V2 清单外格剔除后作用集 = 派定数 −1(%d→%d)" % [mapped, (snap.get("cells", {}) as Dictionary).size()]) - # ---- 相 3:封锁格(query 返回 null)⇒ 无微光且零登记 ---- - _glow_type_overrides.erase(bogus_cell) # 复位清单外(errors 保留=整图登记语义) - var blocked_cell: Vector2i = hero - for i in mini(assign.size(), nbs.size()): - var nb4: Vector2i = nbs[i] - if _glow_type_overrides.has(nb4): - blocked_cell = nb4 - break - _glow_blocked[blocked_cell] = true - view.refresh() - snap = view.type_glow_probe() - check(not (snap.get("cells", {}) as Dictionary).has(blocked_cell), - "V1 封锁格零微光(query null ⇒ 天然惰性——%s)" % str(blocked_cell)) - check((snap.get("errors", []) as Array).size() == 1, - "V1 封锁格零登记(errors 仍仅清单外一条——%s)" % str(snap.get("errors", []))) - check((snap.get("cells", {}) as Dictionary).size() == mapped - 1, - "V1 封锁格剔除后作用集 = 派定数 −1(实测 %d)" % (snap.get("cells", {}) as Dictionary).size()) - # ---- 相 4:封锁解除 ⇒ 作用集复位(进出圈复亮走回)---- - _glow_blocked.erase(blocked_cell) - view.refresh() - snap = view.type_glow_probe() - check(_glow_key_set_equal(snap.get("cells", {}), expect), - "V1 封锁解除后作用集复位恒等(期望 %d,实测 %d)" % [expect.size(), (snap.get("cells", {}) as Dictionary).size()]) - # ---- 相 5:开关 off/on(V7——off 态空+on 态逐位复现+棋盘态零扰动)---- - var snap_before_off: Dictionary = view.type_glow_probe() - view.set_type_glow_enabled(false) - snap = view.type_glow_probe() - check(not bool(snap.get("enabled", true)), "V7 off 态开关读数=false") - check((snap.get("cells", {}) as Dictionary).is_empty(), "V7 off 态作用集为空(基线保护面)") - view.set_type_glow_enabled(true) - var snap_on: Dictionary = view.type_glow_probe() - check(bool(snap_on.get("enabled", false)), "V7 on 态开关读数=true(复现)") - check(_glow_map_equal(snap_on.get("cells", {}), snap_before_off.get("cells", {})), - "V7 off→on 作用集逐位复现(关前 %d 格/开后 %d 格,组号逐位一致)" % [ - (snap_before_off.get("cells", {}) as Dictionary).size(), (snap_on.get("cells", {}) as Dictionary).size()]) - check(_glow_key_set_equal(snap_on.get("cells", {}), expect), - "V7 off→on 作用集与独立重算期望集恒等(%d 格)" % (snap_on.get("cells", {}) as Dictionary).size()) - var revealed_after: Array = ms.revealed_cells() - revealed_after.sort() - check(revealed_before == revealed_after and hero_before == ms.hero_pos() and seals_before == ms.seal_count(), - "V7 微光开关零玩法写入(已开集/英雄位/封印数三面对照逐位一致)") - # ---- 相 6:换图随 rebuild 重算(V3——旧板坐标零残留)---- - _glow_type_overrides.clear() - _glow_blocked.clear() - var b2 = board_generator.generate(1, 0, _mk_stream("board_gen", 909), _db) - var ae2 = load("res://core/action_economy.gd").new(_db) - var ms2 = load("res://core/minesweeper_rules.gd").new(_db, ae2) - ms2.install_board(b2) - ae2.notify_round_start() - view.rebuild(b2, ms2) - var snap2: Dictionary = view.type_glow_probe() - var expect2: Dictionary = _glow_expected_set(b2, ms2) - check(_glow_key_set_equal(snap2.get("cells", {}), expect2), - "V3 换图 rebuild 后作用集按新板重算(期望 %d,实测 %d——零旧板残留)" % [expect2.size(), (snap2.get("cells", {}) as Dictionary).size()]) - check((snap2.get("errors", []) as Array).is_empty(), "V3 换图清清单外登记(rebuild 清零)") - view.free() - # ---- 相 7:同板同序列 on/off 双实例结算逐位一致(契约 1 端到端面——不新起跑批)---- - # 两个平行 core(同 db/同一 BoardData 产物/同初始展开),一侧挂生产默认开态 view、一侧挂 - # 显式 off 态 view(差异唯一定位在类型微光开关——与渲染取证双帧同款隔离思想);同一动作 - # 序列逐步对照摘要,on 侧若在微光派生中意外写板态,两侧即分叉。 - var aeA = load("res://core/action_economy.gd").new(_db) - var msA = load("res://core/minesweeper_rules.gd").new(_db, aeA) - var aeB = load("res://core/action_economy.gd").new(_db) - var msB = load("res://core/minesweeper_rules.gd").new(_db, aeB) - msA.install_board(b) - msB.install_board(b) - aeA.notify_round_start() - aeB.notify_round_start() - var viewA = load("res://presentation/views/board_view.gd").new() - viewA.set_identity_resolver(_glow_fixture_identity) - viewA.rebuild(b, msA) - viewA.set_dig_glow_enabled(true) - var viewB = load("res://presentation/views/board_view.gd").new() - viewB.set_identity_resolver(_glow_fixture_identity) - viewB.rebuild(b, msB) - viewB.set_dig_glow_enabled(true) - viewB.set_type_glow_enabled(false) # off 态 = 基线保护面 - var diverge := "" - var seq_steps := 0 - while seq_steps < 12: - var act7: Dictionary = AutoPlayer.novice_action(msA) - if String(act7.get("kind", "stop")) == "stop": - break - var op7 := String(act7.get("kind", "")) - if op7 == "seal": - op7 = "seal_place" - var batch7 := [{"action": op7, "cell": act7.get("cell")}] - msA.settle_batch(batch7) - msB.settle_batch(batch7) - viewA.refresh() - viewB.refresh() - if _ms_digest(msA, aeA) != _ms_digest(msB, aeB): - diverge = "第 %d 步(%s)后摘要分叉" % [seq_steps, op7] - break - seq_steps += 1 - check(diverge == "", "契约 1 同板同序列 on/off 两态结算逐位一致(%d 步对照——A 开态/B 关态)%s" - % [seq_steps, diverge]) - check(seq_steps >= 5, "契约 1 对照前提:同序列 ≥5 步(实测 %d)" % seq_steps) - viewA.free() - viewB.free() - - -# 排雷 core 态摘要(同板同序列对照面——已开记录含 kind/digit、封印集、英雄位、AP、相位) -func _ms_digest(ms, ae) -> Array: - var b: Variant = ms.current_board() - var rev: Array = [] - for c in ms.revealed_cells(): - var rec: Dictionary = ms.reveal_record(c) - rev.append([int(c.x), int(c.y), String(rec.get("kind", "")), int(rec.get("digit", -1))]) - rev.sort() - var seals: Array = [] - for y in b.height: - for x in b.width: - var c := Vector2i(x, y) - if ms.has_seal(c): - seals.append([int(c.x), int(c.y)]) - return [[int(ms.hero_pos().x), int(ms.hero_pos().y)], rev, seals, ae.ap, ae.phase, ms.seal_count()] - - -# ---- 关卡节点地图·线性推进冒烟---- - -func _smoke_level() -> void: - print("--- 关卡节点地图·线性推进(战×2→道具→战×2→恢复→Boss)---") - var autoplay = load("res://smoke/level_autoplay.gd") - var hero_base := {"atk": int(_db.hero.atk), "hp": int(_db.hero.max_hp), "ac": int(_db.hero.armor_class)} # 配置基线快照——⑤ 回基线对比用(改表自动跟随,不再硬编码) - # ① 满配通关路径(atk+200%/hp+100%——测试面板同源的属性覆盖) - var win = autoplay.run_level(_db, 42, 1, 200, 100) - check(win.result == "victory", "关卡·满配(atk+200/hp+100)通关(实测:%s @节点 %d)" % [win.result, win.defeat_node_index]) - check(win.battles == 5, "战斗节点数 = 5(战×4 + Boss)") - check(win.boss_depth == 4, "Boss 节点以 Dmax=4 解析(棋盘生成 第三轴登记约定)") - check(win.hp_at_boss >= 1 and win.hp_at_boss <= int(_db.hero.max_hp) * 3, "进 Boss HP 携带在域内(%d)" % win.hp_at_boss) - # ② 恢复点:回复 = min(floor(生效max_hp×pct/100), 缺口)——hp+100% 档生效 max = 基线×2 - # seed 42(探针目的 = 验回复公式,种子仅载体) - var rest = autoplay.run_level(_db, 42, 1, 100, 100) - if rest.result != "start_failed" and rest.hp_before_rest >= 0: - var eff_max := maxi(1, int(round(float(_db.hero.max_hp) * 2.0))) # hp_pct=100(run_level 已恢复基线) - var expect: int = mini(int(floor(float(eff_max) * 0.3)), eff_max - rest.hp_before_rest) - check(rest.rest_healed == expect, "恢复点回复 = floor(生效max_hp×30%%) 与缺口的较小值(%d/%d,生效 max %d)" % [rest.rest_healed, expect, eff_max]) - else: - check(false, "恢复点未到达(seed 42 hp+100 在恢复点前败北?%s)" % rest.result) - # ③ 裸装败北路径(atk1/hp10——Roguelike 基线应难以通关) - var lose = autoplay.run_level(_db, 42, 1, -80, -80) - check(lose.result == "defeat", "关卡·裸装(atk≈1/hp≈10)败北路径可达(实测:%s)" % lose.result) - check(lose.defeat_node_index >= 0 and lose.defeat_node_index < 7, "败北节点记录在域内(节点 %d)" % lose.defeat_node_index) - # ④ 回放确定性:同种子两遍步骤流逐行相同 - var rep1 = autoplay.run_level(_db, 777, 1, 100, 100, true, null, "normal", "min", 0) - var rep2 = autoplay.run_level(_db, 777, 1, 100, 100, true, null, "normal", "min", 0) - check(JSON.stringify(rep1.rows) == JSON.stringify(rep2.rows), "关卡回放断言:同种子两遍结算步骤流逐行相同") - check(rep1.rows.size() > 0, "关卡步骤流非空(%d 行)" % rep1.rows.size()) - # ⑤ 属性覆盖恢复:模拟后 hero 表回基线(调整板不泄漏到后续会话;基线 = 函数入口的配置快照,改表自动跟随) - check(int(_db.hero.atk) == int(hero_base.atk) and int(_db.hero.max_hp) == int(hero_base.hp) \ - and int(_db.hero.armor_class) == int(hero_base.ac), - "模拟后 hero 表恢复基线(atk=%d hp=%d ac=%d——对配置快照)" % [int(_db.hero.atk), int(_db.hero.max_hp), int(_db.hero.armor_class)]) - - - -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 - var rg := RandomNumberGenerator.new() - rg.seed = _rng.derive_at(scope) - return rg - - -func _errs_has_cross_field(errs: Array) -> bool: - for e in errs: - if String(e.get("category", "")) == "cross_field": - return true - return false - - -# ---- 全局作用域变异 断言面(「全局池空 → region 兜底回落」路径 -# ——互锁负样本/门控三维/资源面偏斜守恒与合成序/快照投影不变)---- - -# 取号计数桩(variant_place 取号断言——子类拦截计数,派生与取数语义零改动) -class _CountVariantRng extends RngServiceCore: - var variant_calls := 0 - func open_stream(purpose: String) -> RandomNumberGenerator: - if purpose == "variant_place": - variant_calls += 1 - return super.open_stream(purpose) - - -func _smoke_global_variant() -> void: - print("--- 全局作用域变异(门控三维 + 全局池空兜底回落 + 资源面偏斜)---") - # ① 跨字段互锁负样本(resource_face ⟺ scope=global 三条 + effect_value 新域 [0,50]) - var vt = load("res://data/schemas/variation_table.gd").new() - vt.rows.assign([{"variant_id": "g1", "display_name": "负甲", "unlock_level": 2, "scope": "region", - "effect": "resource_face", "effect_value": 30, "trigger": "always", "placement": "any", - "board_types": [], "counter_items": []}]) - check(_errs_has_cross_field(vt.validate()), "互锁负样本③:resource_face + scope=region 被拒(resource_face ⇒ global)") - vt.rows.assign([{"variant_id": "g2", "display_name": "负乙", "unlock_level": 2, "scope": "global", - "effect": "hide_number", "effect_value": 0, "trigger": "always", "placement": "any", - "board_types": [], "counter_items": []}]) - check(_errs_has_cross_field(vt.validate()), "互锁负样本④:scope=global + effect=hide_number 被拒(global ⇒ resource_face)") - vt.rows.assign([{"variant_id": "g3", "display_name": "负丙", "unlock_level": 2, "scope": "global", - "effect": "resource_face", "effect_value": 30, "trigger": "on_open", "placement": "any", - "board_types": [], "counter_items": []}]) - check(_errs_has_cross_field(vt.validate()), "互锁负样本⑤:scope=global + trigger=on_open 被拒(global ⇒ always 整图恒在)") - vt.rows.assign([{"variant_id": "g4", "display_name": "负丁", "unlock_level": 2, "scope": "global", - "effect": "resource_face", "effect_value": 30, "trigger": "always", "placement": "closed_only", - "board_types": [], "counter_items": []}]) - check(_errs_has_cross_field(vt.validate()), "互锁负样本⑥:scope=global + placement=closed_only 被拒(global ⇒ any 无格子布置域)") - vt.rows.assign([{"variant_id": "g5", "display_name": "负戊", "unlock_level": 2, "scope": "global", - "effect": "resource_face", "effect_value": 51, "trigger": "always", "placement": "any", - "board_types": [], "counter_items": []}]) - var vterr: Array = vt.validate() - var domain_hit := false - for e in vterr: - if String(e.get("category", "")) == "domain": - domain_hit = true - check(domain_hit, "互锁负样本⑦:resource_face effect_value=51 越域 [0,50] 被拒(不适用 flat_damage [1,9] 加法核)") - # ② 门控第三维(节点身份——global 行仅 boss/elite 入池;缺省/普通节点静默跳过零报错) - var pool_boss_ids: Array = [] - for r in _db.variant_pool(2, "underdark", "boss"): - pool_boss_ids.append(String(r.variant_id)) - check(pool_boss_ids == ["magma", "ash"], "门控三维:L2 underdark boss 池 = region 两行(贫矿脉 2026-10-16 屏蔽删行后无 global 行)") - var pool_battle_ids: Array = [] - for r in _db.variant_pool(2, "underdark", "battle"): - pool_battle_ids.append(String(r.variant_id)) - check(pool_battle_ids == ["magma", "ash"], "门控三维:battle 节点静默跳过 global 行(普通图零报错零警告)") - check(_db.variant_pool(2, "underdark").is_empty() == false and _db.variant_pool(2, "underdark").size() == 2, - "门控三维:缺省双参调用 = global 行跳过(既有调用口径零扰动)") - check(_db.variant_pool(1, "underdark", "boss").is_empty(), "L1 Boss 免疫:unlock_level=2 门控在 boss 节点同样生效(教学保护带 B)") - check(_db.global_variant_row(2, "underdark", "battle").is_empty(), "全局决议:battle 节点恒无全局型") - check(_db.global_variant_row(2, "underdark", "boss").is_empty(), "全局决议:L2 boss 全局池空 → 空行(贫矿脉屏蔽后兜底回落承载)") - check(_db.global_variant_row(1, "underdark", "boss").is_empty() and _db.global_variant_row(1, "dungeon", "boss").is_empty(), - "全局决议:L1 boss 全局池空 → 空行(兜底回落承载)") - check(_db.global_variant_row(2, "underdark", "elite").is_empty(), "elite 前向词位:boss 同池恒空(贫矿脉屏蔽后——词表位不造行)") - # ③ 兜底回落:全局池空 → Boss 图改走 region 候选池(恰一行 region 变异 + 格子级布置 + 正常取号) - var crng = _CountVariantRng.new() - crng.set_master_seed(42) - var boss_settlement = load("res://core/battle_orchestrator.gd").new(_db, crng) - var boss_ok: bool = boss_settlement.begin_battle({"level_index": 2, "node_depth": 9, "hero_hp": int(_db.hero.max_hp), "node_type": "boss"}) - check(boss_ok, "L2 Boss 战斗启动(node_depth=9 Boss 终点——兜底回落断言载体)") - var boss1_ids: Array = [] - var boss1_variants: Dictionary = {} - var boss1_calls := 0 - if boss_ok: - var bb = boss_settlement.minesweeper.current_board() - check(bb.board_variant_ids().is_empty(), "屏蔽后回落:Boss 图无整图全局型(board_variants 空——全局池空合法态)") - var boss_vids := {} - for vc in bb.variants: - for vid in bb.variants[vc]: - boss_vids[String(vid)] = true - check(boss_vids.size() == 1 and (boss_vids.has("magma") or boss_vids.has("ash")), - "屏蔽后回落:Boss 图 region 变异恰一行且在候选池内(实测 %s)" % str(boss_vids.keys())) - check(not bb.variants.is_empty(), "屏蔽后回落:Boss 图恢复 region 变异格布置(原替换制跳过 region 的逻辑随全局池空失效)") - check(crng.variant_calls > 0, "屏蔽后回落:variant_place 恢复取号(原全局取用零取号态消失)") - var snap: Dictionary = boss_settlement.presentation_snapshot() - check(_arr_str_eq(snap.get("board_variants", []), bb.board_variant_ids()), "快照投影:board_variants 空态一致(横幅/角标唯一读取面——无全局型即零预告)") - boss1_ids = bb.board_variant_ids() - boss1_variants = bb.variants.duplicate() - boss1_calls = crng.variant_calls - # Boss 图确定性:同种子两遍逐位相同 - var crng2 = _CountVariantRng.new() - crng2.set_master_seed(42) - var boss2 = load("res://core/battle_orchestrator.gd").new(_db, crng2) - if boss2.begin_battle({"level_index": 2, "node_depth": 9, "hero_hp": int(_db.hero.max_hp), "node_type": "boss"}): - var bb2 = boss2.minesweeper.current_board() - check(_arr_str_eq(bb2.board_variant_ids(), boss1_ids) and bb2.variants == boss1_variants and crng2.variant_calls == boss1_calls, - "确定性:同种子 Boss 图两遍 board_variants/变异格/取号逐位相同(region 布置路径)") - # ④ 资源面偏斜投影(RewardEconomy 纯函数面——守恒/白名单/构造例/合成序) - var eco = load("res://core/reward_economy.gd").new(_db, load("res://core/rng_service.gd").new()) - var base_rows: Array = eco._rollable_rows() - var base_sum: int = eco._pool_weight(base_rows) - check(base_sum == 77, "偏斜基线:正向池现行合计 77(挖掘风险批口径)") - eco.board_skew = 0 - var off_rows: Array = eco._biased_cell_rows(0) # 内容数据驱动扩展批 T4:偏运权重改 reward_roll 订阅命中入参(luck_bias 注入位退役) - check(off_rows.size() == base_rows.size() and _rows_weights_equal(off_rows, base_rows), "off 态零扰动:board_skew=0 行集与基线逐位相同(不进投影域)") - eco.board_skew = 30 - var on_rows: Array = eco._biased_cell_rows(0) - check(eco._pool_weight(on_rows) == 77, "合计守恒:偏斜后正向池合计 = 77(整数最大余数重归一)") - var wmap := _rows_weight_map(on_rows) - check(wmap.get("weaken", -1) == 8 and wmap.get("ap_up", -1) == 6 and wmap.get("gp_coin", -1) == 2, - "白名单豁免:weaken/gp/action 三行偏斜后逐位不动") - check(wmap.get("heal_minor", -1) == 3 and wmap.get("ac_up", -1) == 7, "生存族下调:heal 4→3 / defense 11→7(v=30 构造例)") - check(wmap.get("attack_up", -1) == 15 and wmap.get("spark_aoe", -1) == 18 and wmap.get("pierce_strike", -1) == 9 and wmap.get("magic_bolt", -1) == 9, - "进攻族上浮:attack 14→15 / blast 16→18 / pierce 8→9 / magic 8→9(v=30 构造例,等比上浮守恒)") - eco.board_skew = 30 - var combo_rows: Array = eco._biased_cell_rows(2) # 件级加算 2=偏运硬币行 value(reward_roll bias_rewards 命中面同值) - var cw := _rows_weight_map(combo_rows) - check(eco._pool_weight(combo_rows) == 77 + 4 * 2, "合成序:图级偏斜先(乘法面)件级 luck_bias 后(加法 +2×四稀有类)——合计 77+8") - check(cw.get("heal_minor", -1) == 5 and cw.get("gp_coin", -1) == 4 and cw.get("pierce_strike", -1) == 11 and cw.get("magic_bolt", -1) == 11, - "合成序构造例:skew(heal 3)+2=5 / gp 2+2=4 / pierce 9+2=11 / magic 9+2=11(图级定型后玩家构筑叠加)") - eco.board_skew = 50 - var v50: Dictionary = _rows_weight_map(eco._biased_cell_rows(0)) - check(eco._pool_weight(eco._biased_cell_rows(0)) == 77 and int(v50.get("heal_minor", -1)) > 0, "域上界 v=50:守恒成立且逐行权重恒正(域 [0,50] 安全)") - # 普通图摇号全链路确定性(off 路径)——同种子普通图资源映射逐位相同(golden 对拍另有批前快照) - var nrng = load("res://core/rng_service.gd").new() - nrng.set_master_seed(42) - var normal1 = load("res://core/battle_orchestrator.gd").new(_db, nrng) - normal1.begin_battle({"level_index": 2, "node_depth": 0, "hero_hp": int(_db.hero.max_hp)}) - var n1: Dictionary = _board_resource_dump(normal1) - var nrng2 = load("res://core/rng_service.gd").new() - nrng2.set_master_seed(42) - var normal2 = load("res://core/battle_orchestrator.gd").new(_db, nrng2) - normal2.begin_battle({"level_index": 2, "node_depth": 0, "hero_hp": int(_db.hero.max_hp)}) - check(n1 == _board_resource_dump(normal2) and not n1.is_empty(), "确定性:同种子普通图布置/摇号两遍逐位相同(off 全链路)") - - -func _arr_str_eq(a, b: Array) -> bool: - var arr: Array = a if a is Array else [] - if arr.size() != b.size(): - return false - for i in arr.size(): - if String(arr[i]) != String(b[i]): - return false - return true - - -func _rows_weights_equal(a: Array, b: Array) -> bool: - if a.size() != b.size(): - return false - for i in a.size(): - if String(a[i].get("reward_id", "")) != String(b[i].get("reward_id", "")) or int(a[i].weight) != int(b[i].weight): - return false - return true - - -func _rows_weight_map(rows: Array) -> Dictionary: - var m := {} - for r in rows: - m[String(r.get("reward_id", ""))] = int(r.weight) - return m - - -func _board_resource_dump(settlement) -> Dictionary: - var b = settlement.minesweeper.current_board() - var dump := {} - for c in b.variants.keys(): - dump["v:%d,%d" % [c.x, c.y]] = ",".join(b.variants[c]) - for y in b.height: - for x in b.width: - var ident = settlement._reward_economy.query_identity(Vector2i(x, y)) - if ident != null: - dump["r:%d,%d" % [x, y]] = String(ident.reward_id) - return dump - - -# ---- 地形变异 布置段(棋盘设置顺序第 4 步断言面)---- -# 布置发生在编排器战斗初始化(install 初始展开 + roll_board 资源格之后),生成器产物零变异—— -# 本段经 begin_battle 走完整初始化序后断言:门控一致性 / 布置域 / 数量公式 / 连通片上限 / 确定性。 - -func _smoke_variant_placement(L: int) -> void: - print("--- 地形变异 布置段(L%d)---" % L) - var rng = load("res://core/rng_service.gd").new() - rng.set_master_seed(42) - var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) - if not settlement.begin_battle({"level_index": L, "node_depth": 0, "hero_hp": _db.hero.max_hp}): - check(false, "L%d 布置段战斗启动失败" % L) - return - var b = settlement.minesweeper.current_board() - check(b != null, "L%d 布置段板非空" % L) - if b == null: - return - var pool_ids: Array = [] - for r in _db.variant_pool(L, String(b.board_type)): - pool_ids.append(String(r.variant_id)) - var vcells: Array = b.variants.keys() - var vid0 := "" - var single_type := true - var bad_id := false - for c in vcells: - var ids: Array = b.variants[c] - if ids.size() != 1: - single_type = false - for vid in ids: - if vid0 == "": - vid0 = String(vid) - elif vid0 != String(vid): - single_type = false - if not pool_ids.has(String(vid)): - bad_id = true - check(not bad_id, "L%d 变异 id 全在候选池(门控一致性:%s)" % [L, str(pool_ids)]) - check(single_type, "L%d 每图至多一种变异类型(单格单 id + 全图同 id)" % L) - var r0 := {} - for c in b.compute_r0(): - r0[c] = true - var domain_ok := true - for c in vcells: - if r0.has(c) or b.is_mine(c): - domain_ok = false - check(domain_ok, "L%d 变异格全在初始展开区外且不吃危险格(布置域结构保障——closed_only)" % L) - var cand_count := 0 - for c in b.safe_cells(): - if not r0.has(c): - cand_count += 1 - var expect_cap: int = int(round(float(cand_count) * float(_db.variation.percent_of_cells) / 100.0)) \ - + (L - 1) * int(_db.variation.per_level_bonus) - check(vcells.size() <= expect_cap, "L%d 变异格数 %d ≤ 公式上限 %d(可挖池百分比 + 关卡递增)" % [L, vcells.size(), expect_cap]) - # 数量公式量随候选池缩放:L1 无关卡加成,极小池(<10 格)可 round 至 0—— - # 零布置为合法态(同池空口径);非零断言为条件式,公式量>0 时才要求非零(L2/L3 关卡加成保底恒>0) - check(expect_cap == 0 or vcells.size() > 0, "L%d 公式量>0 时非零布置(极小池 round 至 0 = 合法零布置——2026-09-21 基数修正批)" % L) - var pack_max: int = int(_db.variation.pack_max) - var vset := {} - for c in vcells: - vset[c] = true - var seen := {} - var pack_ok := true - for c in vcells: - if seen.has(c): - continue - seen[c] = true - var comp_size := 1 - var q: Array = [c] - while q.size() > 0: - var x: Vector2i = q.pop_front() - for n in b.neighbors8(x): - if vset.has(n) and not seen.has(n): - seen[n] = true - comp_size += 1 - q.append(n) - if comp_size > pack_max: - pack_ok = false - check(pack_ok, "L%d 全部连通片 ≤ %d 格(全连通生长、2×2/1×4/1×3+1 等形)" % [L, pack_max]) - # 布置确定性:全新 RngService 同种子重开,变异布置逐格相同(variant_place 流确定性) - var rng2 = load("res://core/rng_service.gd").new() - rng2.set_master_seed(42) - var s2 = load("res://core/battle_orchestrator.gd").new(_db, rng2) - s2.begin_battle({"level_index": L, "node_depth": 0, "hero_hp": _db.hero.max_hp}) - var b2 = s2.minesweeper.current_board() - check(b2 != null and _variant_dump(b2) == _variant_dump(b), "L%d 同种子变异布置逐格相同(variant_place 流确定性)" % L) - - -func _variant_dump(b) -> String: - var keys: Array = b.variants.keys() - keys.sort_custom(func(a, b2): return a.y * 1000 + a.x < b2.y * 1000 + b2.x) - var parts: Array = [] - for c in keys: - parts.append("%d,%d:%s" % [c.x, c.y, str(b.variants[c])]) - return "|".join(parts) - - -# ---- 完整战斗回放(自动玩家,确定性)——回放断言:同种子两遍步骤流逐行相同 ---- - -func _smoke_full_battle(L: int, D: int, label: String) -> void: - print("--- 完整战斗回放:%s ---" % label) - var run1 = _run_battle(L, D) - var run2 = _run_battle(L, D) - check(run1.terminated, "%s 战斗在轮次上限内终局(%d 轮,%s)" % [label, run1.rounds, run1.result]) - if JSON.stringify(run1.stream) != JSON.stringify(run2.stream): - for i in range(maxi(run1.stream.size(), run2.stream.size())): - var a := JSON.stringify(run1.stream[i]) if i < run1.stream.size() else "" - var b := JSON.stringify(run2.stream[i]) if i < run2.stream.size() else "" - if a != b: - print(" 流差异 @%d:\n run1=%s\n run2=%s" % [i, a, b]) - break - check(JSON.stringify(run1.stream) == JSON.stringify(run2.stream), "%s 回放断言:结算步骤流逐行相同" % label) - check(JSON.stringify(run1.events) == JSON.stringify(run2.events), "%s 回放断言:事件流逐位相同" % label) - check(run1.stream.size() > 0, "%s 结算步骤流非空(%d 行)" % [label, run1.stream.size()]) - var has_verdict := false - var hero_attacks := 0 - var hero_breakdown_ok := true - for row in run1.stream: - if row.get("type", "") == "verdict": - has_verdict = true - if row.get("source_class", "") == "hero_attack": - hero_attacks += 1 - # 单分量伤害构成行:hero_attack 行必须携带实际攻击类型键 + 掷点读数(P2 归因) - # 类型键主语 = 锻造工坊配置默认值(hero.tres 无两轴字段;本夹具零注入) - var atk_t: String = String(_db.forge_default_attack_type()) - if not (row.has(atk_t) and row.has("roll") and row.has("ac") and row.has("tier")): - hero_breakdown_ok = false - check(has_verdict, "%s 步骤流含判定行" % label) - # 案C:授予段不产出伤害——进入战斗段时主角恒存活且场上有敌, - # 先手必兑(地图账在战斗段末整体结账)。 - check(hero_attacks >= 1, "%s 主角先手攻击行必存在(2026-09-11 拍板① + 案C 地图账殿后)×%d" % [label, hero_attacks]) - check(hero_breakdown_ok, "%s 主角攻击行携带类型键与掷点读数(单分量——充能退役批)" % label) - - -func _run_battle(L: int, D: int, axes: Dictionary = {}) -> Dictionary: - # 每遍全新 RngService(同 master 种子)——回放断言的隔离前提(地图战斗资源 AC"两套全新 RngService+地图战斗资源"同款) - var rng = load("res://core/rng_service.gd").new() - rng.set_master_seed(42) - var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) - var out := {"stream": [], "events": [], "rounds": 0, "result": "", "terminated": false} - settlement.step_row.connect(func(row): out.stream.append(row)) - settlement.battle_finished.connect(func(payload): out.result = payload.get("result", "")) - settlement.minesweeper.cell_revealed.connect(func(evt): out.events.append(evt)) - settlement.minesweeper.seal_judged.connect(func(evt): out.events.append(evt)) - settlement.minesweeper.round_end_board.connect(func(p): out.events.append({"ev": "round_end_board", "path_tag": p.path_tag})) - settlement.action_economy.round_end_stopped.connect(func(p): out.events.append({"ev": "round_end_stopped", "path_tag": p.path_tag})) - var minesweeper = settlement.minesweeper - var action_economy = settlement.action_economy - var enc := {"level_index": L, "node_depth": D, "hero_hp": _db.hero.max_hp} - enc.merge(axes, true) # 两根类型轴注入尾参(缺省零注入=回退面) - if not settlement.begin_battle(enc): - out.stream.append({"type": "verdict", "value": "begin_failed"}) - return out - var max_rounds := 40 - while out.result == "" and out.rounds < max_rounds: - out.rounds += 1 - _auto_play_round(settlement, out) - if out.result == "": - out.result = "timeout" - out.terminated = out.result == "victory" or out.result == "defeat" - if out.terminated: - # P0-3 回归断言:notify_combat_end 曾被并进行尾注释从不执行—— - # 战斗收束后相位必须回 Idle(RAP 清零),任何「相位卡 Waiting」回归在此被抓 - check(action_economy.phase == "Idle", - "战斗收束后行动经济相位回 Idle(notify_combat_end 生效,实测=%s)" % String(action_economy.phase)) - return out - - -func _auto_play_round(settlement, out: Dictionary) -> void: - var minesweeper = settlement.minesweeper - var action_economy = settlement.action_economy - var start_round: int = settlement.round_index - # 确定性自动玩家:挖最近的已探明邻接未开格;无可挖则停手(结算窗口由信号回调提交) - var guard := 400 - while action_economy.phase == "Active" and settlement.round_index == start_round and guard > 0 and out.result == "": - guard -= 1 - var plan := AutoPlayer.choose_dig(minesweeper) - if plan.is_empty(): - break - if plan.hero_cell != minesweeper.hero_pos(): - minesweeper.settle_batch([{"action": "move", "cell": plan.hero_cell}]) - if action_economy.phase != "Active" or settlement.round_index != start_round: - break - minesweeper.settle_batch([{"action": "dig", "cell": plan.dig_cell}]) - if action_economy.phase == "Active" and settlement.round_index == start_round and out.result == "": - minesweeper.settle_batch([{"action": "stop"}]) - - - -# ---- 行动经济·轮内刷新冒烟(方案 A:Active 相位当场换图继续挖)---- - -func _smoke_active_refresh() -> void: - print("--- 行动经济·轮内刷新(方案 A)---") - var rng = load("res://core/rng_service.gd").new() - rng.set_master_seed(20260912) - var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) - # 计数器用容器(GDScript lambda 对局部 int 按值捕获——int 计数在 lambda 内加无效) - var ct := {"board_swaps": 0, "safe_events": 0, "safe_rows": 0, "waiting_refresh_rejected": true, "waiting_probe_hit": false} - settlement.board_changed.connect(func(): ct["board_swaps"] += 1) - settlement.minesweeper.cell_revealed.connect(func(evt): - if evt.kind == "safe" and evt.channel != "initial": - ct["safe_events"] += 1) - settlement.step_row.connect(func(row): - if row.source_class == "safe_cell": - ct["safe_rows"] += 1 # 结算流中 safe_cell 来源行(含兑付/未生效——每格必有行) - # 结算中(Waiting 相位——段内)发起刷新必须被拒(等待期换图通道回归探针: - # 衰减行恒在每结算出现,借其在段内同步探测一次) - if String(row.get("type", "")) == "decay" and not bool(ct["waiting_probe_hit"]): - ct["waiting_probe_hit"] = true - ct["waiting_refresh_rejected"] = not settlement.player_request_refresh()) - check(settlement.begin_battle({"level_index": 1, "node_depth": 4, "hero_hp": int(_db.hero.max_hp), "node_type": "boss"}), "轮内刷新战斗启动(Boss 行 150HP——承载多轮样本)") - var minesweeper = settlement.minesweeper - # 轮 1–3:零挖掘停手攒 RAP = 3×AP(每轮全转存;表驱动——AP 从表读不写死) - for i in range(3): - minesweeper.settle_batch([{"action": "stop"}]) - var rap_banked: int = 3 * int(_db.action_economy.ap_per_round) - check(settlement.round_index == 4 and settlement.action_economy.rap == rap_banked, "三轮停手攒 RAP=%d(round=%d rap=%d)" % [rap_banked, settlement.round_index, settlement.action_economy.rap]) - check(settlement.action_economy.phase == "Active", "第 4 轮 Active 相位") - # 挖 1 格 → 刷 → 挖 1 格 → 刷 → 挖 1 格 → 第 3 刷拒(上限) - var plan = AutoPlayer.choose_dig(minesweeper) - if plan.hero_cell != minesweeper.hero_pos(): - minesweeper.settle_batch([{"action": "move", "cell": plan.hero_cell}]) - minesweeper.settle_batch([{"action": "dig", "cell": plan.dig_cell}]) - var ap_before: int = settlement.action_economy.ap - var board_before = minesweeper.current_board() - var swaps_before: int = ct["board_swaps"] - var ok1: bool = settlement.player_request_refresh() - check(ok1, "轮内第 1 次刷新受理") - check(settlement.action_economy.phase == "Active" and settlement.action_economy.ap == ap_before, "相位保持 Active、AP 保留不重置(ap=%d)" % settlement.action_economy.ap) - check(settlement.action_economy.rap == rap_banked - int(_db.action_economy.rap_refresh_cost), "RAP -刷新价(%d)" % settlement.action_economy.rap) - check(int(ct["board_swaps"]) == swaps_before + 1 and minesweeper.current_board() != board_before, "当场换新图(board_changed +1)") - var plan2 = AutoPlayer.choose_dig(minesweeper) - if plan2.hero_cell != minesweeper.hero_pos(): - minesweeper.settle_batch([{"action": "move", "cell": plan2.hero_cell}]) - minesweeper.settle_batch([{"action": "dig", "cell": plan2.dig_cell}]) - var ok2: bool = settlement.player_request_refresh() - check(ok2, "轮内第 2 次刷新受理(RAP=%d)" % settlement.action_economy.rap) - var plan3 = AutoPlayer.choose_dig(minesweeper) - if plan3.hero_cell != minesweeper.hero_pos(): - minesweeper.settle_batch([{"action": "move", "cell": plan3.hero_cell}]) - minesweeper.settle_batch([{"action": "dig", "cell": plan3.dig_cell}]) - var ok3: bool = settlement.player_request_refresh() - check(not ok3, "第 3 次刷新被拒(每轮兜底上限 2——RAP %d 足额仍拒)" % settlement.action_economy.rap) - # V5(刷新双账收口):受理计数单源=结算快照 economy.refresh_used,与 can_refresh 门一致 - check(int(settlement.presentation_snapshot().get("refresh_used", -1)) == 2, - "V5 快照刷新计数=2(受理单源——main 副本已删)〔迭代27 T3〕") - check(not settlement.can_refresh(), "V5 上限达门禁一致(can_refresh 与快照计数同源)〔迭代27 T3〕") - # 跨图 facts 完整兑现:拒绝后挖到 AP 耗尽自动结算(扩大跨图样本——三段挖掘分属三张图) - var dig_guard := 20 - while settlement.action_economy.phase == "Active" and settlement.round_index == 4 and dig_guard > 0: - dig_guard -= 1 - var p = AutoPlayer.choose_dig(minesweeper) - if p.is_empty(): - minesweeper.settle_batch([{"action": "stop"}]) - break - if p.hero_cell != minesweeper.hero_pos(): - minesweeper.settle_batch([{"action": "move", "cell": p.hero_cell}]) - minesweeper.settle_batch([{"action": "dig", "cell": p.dig_cell}]) - check(settlement.round_index == 5 and settlement.battle_result == "", "轮 4 挖至 AP 耗尽自动结算(round=%d result='%s')" % [settlement.round_index, settlement.battle_result]) - check(int(ct["safe_rows"]) == int(ct["safe_events"]), "跨图 facts 完整兑现(safe_cell 结算行 %d == safe 事件 %d——快照批次隔离)" % [int(ct["safe_rows"]), int(ct["safe_events"])]) - check(int(ct["safe_events"]) >= 3, "跨图挖掘 safe 事件 ≥3(%d——断言非空转)" % int(ct["safe_events"])) - check(bool(ct["waiting_refresh_rejected"]) and bool(ct["waiting_probe_hit"]), "结算段内(Waiting 相位)刷新被拒(等待期换图通道已移除)") - # 回放确定性:同种子两遍步骤流逐行相同(含两次轮内刷新取号序) - var rep1 = _active_refresh_replay() - var rep2 = _active_refresh_replay() - check(JSON.stringify(rep1) == JSON.stringify(rep2), "轮内刷新回放断言:同种子两遍步骤流逐行相同") - check(rep1.size() > 0, "轮内刷新步骤流非空(%d 行)" % rep1.size()) - - -func _active_refresh_replay() -> Array: - var rng = load("res://core/rng_service.gd").new() - rng.set_master_seed(20260912) - var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) - var rows: Array = [] - settlement.step_row.connect(func(row): rows.append(row)) - if not settlement.begin_battle({"level_index": 1, "node_depth": 4, "hero_hp": int(_db.hero.max_hp), "node_type": "boss"}): - return rows - var minesweeper = settlement.minesweeper - for i in range(3): - minesweeper.settle_batch([{"action": "stop"}]) - for attempt in range(3): - var plan = AutoPlayer.choose_dig(minesweeper) - if not plan.is_empty(): - if plan.hero_cell != minesweeper.hero_pos(): - minesweeper.settle_batch([{"action": "move", "cell": plan.hero_cell}]) - minesweeper.settle_batch([{"action": "dig", "cell": plan.dig_cell}]) - settlement.player_request_refresh() - minesweeper.settle_batch([{"action": "stop"}]) - return rows - - - - -# 板真相直读找封印目标:未开 + 指定雷/安全属性 + 存在可达已开邻格(测试允许读板真相——排雷玩法 冒烟同口径) -func _find_seal_target(minesweeper, want_mine: bool) -> Dictionary: - var revealed: Array = minesweeper.revealed_cells() - var revealed_set := {} - for c in revealed: - revealed_set[c] = true - for y in minesweeper.current_board().height: - for x in minesweeper.current_board().width: - var c := Vector2i(x, y) - if minesweeper.is_revealed(c) or minesweeper.has_seal(c): - continue - if minesweeper.current_board().is_mine(c) != want_mine: - continue - for n in minesweeper.current_board().neighbors8(c): - if revealed_set.has(n) and (minesweeper.compute_move_path(n).size() > 0 or n == minesweeper.hero_pos()): - return {"seal_cell": c, "hero_cell": n} - return {} - - -# ---- 封印不可逆四情况冒烟(禁撤封印 + 挖封印格兑付改判)---- -# 四情况:① 插危险格不动 = 标中奖励照常;② 插危险格再挖开 = 只受挖雷一层惩罚(mine_hit 照常)标中不发; -# ③ 插安全格不动 = 标空惩罚照常;④ 插安全格再挖开 = 零惩罚零奖励(正向兑付作废、标空不判)。 -# 拒绝面:seal_pull 出目录(out_of_catalog);重复封印仍 seal_present 拒绝。 -# 场景 A(④ + 拒绝面):标安全格 → seal_pull 拒绝 → 重复封印拒绝 → 直接挖开 → 收轮。 -# 场景 B(②):标危险格 → 直接挖开 → 收轮。 -# 场景 C(①③):标安全格 + 标危险格 → 不挖收轮 → 标空/标中判定照常。 -func _smoke_seal_irreversible_quadrants() -> void: - print("--- 封印不可逆四情况(禁撤封印 + 挖封印格兑付改判)---") - # 场景 A:安全格直挖(情况④)+ seal_pull/重复封印拒绝面 - var rng_a = load("res://core/rng_service.gd").new() - rng_a.set_master_seed(20260919) - var settle_a = load("res://core/battle_orchestrator.gd").new(_db, rng_a) - var rows_a: Array = [] - settle_a.step_row.connect(func(row): rows_a.append(row)) - check(settle_a.begin_battle({"level_index": 1, "node_depth": 4, "hero_hp": int(_db.hero.max_hp), "node_type": "boss"}), "四情况 A:开局受理") - var ms_a = settle_a.minesweeper - var t_a := _find_seal_target(ms_a, false) - check(not t_a.is_empty(), "四情况 A:找到安全格封印目标") - if not t_a.is_empty(): - if t_a.hero_cell != ms_a.hero_pos(): - ms_a.settle_batch([{"action": "move", "cell": t_a.hero_cell}]) - check(ms_a.settle_batch([{"action": "seal_place", "cell": t_a.seal_cell}])[0].accepted, "四情况 A:封印受理") - var pull_out: Array = ms_a.settle_batch([{"action": "seal_pull", "cell": t_a.seal_cell}]) - check(not pull_out.is_empty() and not bool(pull_out[0].get("accepted", true)) and String(pull_out[0].get("sub_reason", "")) == "out_of_catalog", - "四情况 A:seal_pull 出目录拒绝(撤封印退役)") - var dup_place: Array = ms_a.settle_batch([{"action": "seal_place", "cell": t_a.seal_cell}]) - check(not dup_place.is_empty() and not bool(dup_place[0].get("accepted", true)) and String(dup_place[0].get("sub_reason", "")) == "seal_present", - "四情况 A:重复封印仍被拒(seal_present)") - var dig_a: Array = ms_a.settle_batch([{"action": "dig", "cell": t_a.seal_cell}]) - check(not dig_a.is_empty() and bool(dig_a[0].get("accepted", false)), "四情况 A:封印格直接挖开被受理(不再须先撤封印)") - check(not ms_a.has_seal(t_a.seal_cell), "四情况 A:封印随挖掘隐式退役(has_seal = false)") - ms_a.settle_batch([{"action": "stop"}]) - var target_a: Array = [t_a.seal_cell.x, t_a.seal_cell.y] - var miss_a := 0 - var grant_a := 0 - var void_a := 0 - for row in rows_a: - if row.get("origin_cell", [0, 0]) != target_a: - continue - if row.get("type", "") == "seal_miss" or String(row.get("source_class", "")) == "seal_miss": - miss_a += 1 - if String(row.get("source_class", "")) == "safe_cell" and row.get("type", "") != "reward_ineffective": - grant_a += 1 - if row.get("type", "") == "reward_ineffective": - void_a += 1 - check(miss_a == 0, "四情况 A:标空判定零兑付(×%d——封印已擦除不入轮末基线)" % miss_a) - check(grant_a == 0, "四情况 A:安全格正向兑付作废(×%d——零奖励)" % grant_a) - check(void_a == 1, "四情况 A:兑付作废归因行恰一次(×%d——零惩罚零奖励留痕)" % void_a) - # 场景 B:危险格直挖(情况②) - var rng_b = load("res://core/rng_service.gd").new() - rng_b.set_master_seed(20260919) - var settle_b = load("res://core/battle_orchestrator.gd").new(_db, rng_b) - var rows_b: Array = [] - settle_b.step_row.connect(func(row): rows_b.append(row)) - check(settle_b.begin_battle({"level_index": 1, "node_depth": 4, "hero_hp": int(_db.hero.max_hp), "node_type": "boss"}), "四情况 B:开局受理") - var ms_b = settle_b.minesweeper - var t_b := _find_seal_target(ms_b, true) - check(not t_b.is_empty(), "四情况 B:找到危险格封印目标") - if not t_b.is_empty(): - if t_b.hero_cell != ms_b.hero_pos(): - ms_b.settle_batch([{"action": "move", "cell": t_b.hero_cell}]) - check(ms_b.settle_batch([{"action": "seal_place", "cell": t_b.seal_cell}])[0].accepted, "四情况 B:封印受理") - var dig_b: Array = ms_b.settle_batch([{"action": "dig", "cell": t_b.seal_cell}]) - check(not dig_b.is_empty() and bool(dig_b[0].get("accepted", false)), "四情况 B:封印危险格直接挖开被受理") - check(ms_b.is_revealed(t_b.seal_cell) and ms_b.current_board().is_mine(t_b.seal_cell), "四情况 B:危险格已揭示(挖雷本体照常)") - ms_b.settle_batch([{"action": "stop"}]) - var target_b: Array = [t_b.seal_cell.x, t_b.seal_cell.y] - var mine_hit_b := 0 - var hit_b := 0 - for row in rows_b: - if row.get("origin_cell", [0, 0]) != target_b: - continue - if String(row.get("source_class", "")) == "mine_hit": - mine_hit_b += 1 - if row.get("type", "") == "seal_hit" or String(row.get("source_class", "")) == "seal_hit": - hit_b += 1 - check(mine_hit_b >= 1, "四情况 B:挖雷惩罚照常兑付(×%d——只受挖雷一层惩罚)" % mine_hit_b) - check(hit_b == 0, "四情况 B:标中不发(×%d——封印已擦除不判)" % hit_b) - # 场景 C:不挖收轮(①③判定照常) - var rng_c = load("res://core/rng_service.gd").new() - rng_c.set_master_seed(20260919) - var settle_c = load("res://core/battle_orchestrator.gd").new(_db, rng_c) - var rows_c: Array = [] - settle_c.step_row.connect(func(row): rows_c.append(row)) - check(settle_c.begin_battle({"level_index": 1, "node_depth": 4, "hero_hp": int(_db.hero.max_hp), "node_type": "boss"}), "四情况 C:开局受理") - var ms_c = settle_c.minesweeper - var t_safe := _find_seal_target(ms_c, false) - var t_mine := _find_seal_target(ms_c, true) - check(not t_safe.is_empty() and not t_mine.is_empty(), "四情况 C:安全格+危险格封印目标齐备") - if not t_safe.is_empty() and not t_mine.is_empty(): - for t in [t_safe, t_mine]: - if t.hero_cell != ms_c.hero_pos(): - ms_c.settle_batch([{"action": "move", "cell": t.hero_cell}]) - ms_c.settle_batch([{"action": "seal_place", "cell": t.seal_cell}]) - ms_c.settle_batch([{"action": "stop"}]) # 不挖收轮——两封印均在场基线 - var safe_c: Array = [t_safe.seal_cell.x, t_safe.seal_cell.y] - var mine_c: Array = [t_mine.seal_cell.x, t_mine.seal_cell.y] - var miss_c := 0 - var miss_neg_c := 0 - var hit_c := 0 - for row in rows_c: - if row.get("origin_cell", [0, 0]) == safe_c and row.get("type", "") == "seal_miss": - miss_c += 1 - if row.get("origin_cell", [0, 0]) == safe_c and String(row.get("source_class", "")) == "seal_miss" and row.get("type", "") != "seal_miss": - miss_neg_c += 1 - if row.get("origin_cell", [0, 0]) == mine_c and (row.get("type", "") == "seal_hit" or String(row.get("source_class", "")) == "seal_hit"): - hit_c += 1 - check(miss_c >= 1 and miss_neg_c >= 1, "四情况 C:标空惩罚照常(归因×%d 负向兑付×%d)" % [miss_c, miss_neg_c]) - check(hit_c >= 1, "四情况 C:标中奖励照常(×%d)" % hit_c) - - -# ---- 试玩日志器冒烟(结算快照 JSONL + 诊断转储)---- -func _smoke_playtest_logger() -> void: - print("--- PlaytestLogger(结算快照 JSONL + 诊断转储)---") - var rng = load("res://core/rng_service.gd").new() - rng.set_master_seed(20260912) - var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) - var logger = load("res://presentation/playtest_logger.gd").new() - var path: String = logger.start_session(20260912) - logger.attach_battle(settlement) - var snaps: Array = [] - settlement.settlement_snapshot.connect(func(snap): snaps.append(snap)) - check(path.contains("playtest_20260912"), "会话文件开启(%s)" % path) - check(settlement.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": int(_db.hero.max_hp)}), "快照战斗启动") - var minesweeper = settlement.minesweeper - for i in range(2): - minesweeper.settle_batch([{"action": "stop"}]) - check(snaps.size() == 2, "每结算一快照(%d 次结算 → %d 快照)" % [2, snaps.size()]) - var s1: Dictionary = snaps[0] - var required := ["kind", "level", "depth", "round", "verdict", "hero", "economy", "board", "enemies", "buffs", "round_facts", "spawn_count"] - var missing := [] - for k in required: - if not s1.has(k): - missing.append(k) - check(missing.is_empty(), "快照字段齐备(缺 %s)" % str(missing)) - check(int(s1.hero.max_hp) == int(_db.hero.max_hp) and s1.economy.has("phase") and s1.board.has("seq"), "快照含英雄/经济/板序号(板 seq=%d)" % int(s1.board.seq)) - # spawn_count 回归(playtest-2026-09-12 报告 Bug#1):停手两轮零击杀(主角攻击 6×2 < 24 HP 确定)→ - # unit_count 必须 == spawn_count(全灭才允许 <);快照级区分「首轮全灭」vs「空场」的数据面在位 - check(int(s1.get("spawn_count", -1)) >= 1 and int(s1.get("spawn_count", -1)) == int(s1.get("unit_count", -2)), - "快照 spawn_count 在位且 == unit_count(无击杀轮:%d/%d——全灭/空场可判别)" % [int(s1.get("spawn_count", -1)), int(s1.get("unit_count", -1))]) - logger.log_action("dig", Vector2i(1, 1), true) - var diag: String = logger.dump_diagnosis({"test": true}) - check(diag.contains("diag_"), "诊断转储文件生成(%s)" % diag) - # JSONL 文件内容验证(重新读取) - var f := FileAccess.open(path, FileAccess.READ) - var lines := 0 - var parse_ok := true - while not f.eof_reached(): - var line := f.get_line() - if line.strip_edges() == "": - continue - lines += 1 - var parsed = JSON.parse_string(line) - if parsed == null: - parse_ok = false - check(lines >= 3 and parse_ok, "JSONL 全部行可解析(%d 行 = session + 2 结算)" % lines) - logger.close_session() - - -# ---- 遭遇随机化冒烟(难度曲线与Boss Core Rule 8:区间骰/encounter 流/可回放/空表定值路径)---- - -func _smoke_encounter_roll() -> void: - print("--- 遭遇随机化(unit_count 区间骰)---") - var counts: Array = [] - for i in range(20): - var rng = load("res://core/rng_service.gd").new() - rng.set_master_seed(30000 + i) - var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) - check(settlement.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": int(_db.hero.max_hp)}), "遭遇扫描战斗启动(quiet 计数档——计数入总账,成败由后续 spawn 断言归因)", true) - counts.append(settlement.presentation_snapshot().enemies.size()) - # 区间生效:20 个种子应出现 1 和 2(D0 [1,2]) - check(counts.has(1) and counts.has(2), "D0 区间 [1,2] 两值均出现(分布 %s)" % str(counts)) - # 域内断言带标签(断言必须能抓住失效,禁恒真 check(true)) - var all_in_domain := true - for c in counts: - if c < 1 or c > 2: - all_in_domain = false - check(all_in_domain, "全部计数在域内 [1,2](分布 %s)" % str(counts)) - # 同种子可回放:两遍同数量(encounter 流确定性) - var r1 := _encounter_replay(30000) - var r2 := _encounter_replay(30000) - check(r1 == r2, "同种子遭遇骰可回放(%s == %s)" % [str(r1), str(r2)]) - # D1 [2,3]:seed 30005 路径(任意种子域内即可) - var rng3 = load("res://core/rng_service.gd").new() - rng3.set_master_seed(31000) - var settlement_d1 = load("res://core/battle_orchestrator.gd").new(_db, rng3) - check(settlement_d1.begin_battle({"level_index": 1, "node_depth": 1, "hero_hp": int(_db.hero.max_hp)}), "D1 战斗启动") - var n1: int = settlement_d1.presentation_snapshot().enemies.size() - check(n1 >= 2 and n1 <= 3, "D1 区间 [2,3] 域内(%d 只)" % n1) - # 熊地精首遇带固定(教学位不加骰)——首遇带数据驱动定位(契约 8,禁写死坐标) - var bugbear_lead_band := _first_encounter_band(1, "bugbear") - var bugbear_lead_row: Dictionary = {} - for row in _db.enemy.rows: - if int(row.level_index) == 1 and String(row.row_kind) == "battle" \ - and int(row.depth_band) == bugbear_lead_band and String(row.enemy_id) == "bugbear": - bugbear_lead_row = row - break - var rng4 = load("res://core/rng_service.gd").new() - rng4.set_master_seed(31000) - var settlement_d2 = load("res://core/battle_orchestrator.gd").new(_db, rng4) - settlement_d2.begin_battle({"level_index": 1, "node_depth": bugbear_lead_band, "hero_hp": int(_db.hero.max_hp)}) - check(settlement_d2.presentation_snapshot().enemies.size() == 1 \ - and int(bugbear_lead_row.get("unit_count", -1)) == 1 and not bugbear_lead_row.has("unit_count_max"), - "熊地精首遇带(1,battle,%d——扫表取最低带)固定 1 不加骰〔fv23〕" % bugbear_lead_band) - # 全深度 × 多种子域内扫描(playtest-2026-09-12 报告 Bug#1 回归——区间下限 1 不可掷 0: - # 战斗结算 roll_lo 下限 + 敌人系统 spawn count<1 fail-fast 双闸;单深度单种子是盲区,全域扫描才钉死不变式) - var depths: Array = [] - for node in _level_battle_nodes(1): - depths.append(int(node.get("node_depth", -1))) - var scan_bad := 0 - var scan_total := 0 - for i in range(12): - var rngs = load("res://core/rng_service.gd").new() - rngs.set_master_seed(32000 + i) - for depth_v in depths: - scan_total += 1 - var settlement_scan = load("res://core/battle_orchestrator.gd").new(_db, rngs) - if not settlement_scan.begin_battle({"level_index": 1, "node_depth": int(depth_v), "hero_hp": int(_db.hero.max_hp)}): - scan_bad += 1 - continue - var n: int = settlement_scan.presentation_snapshot().enemies.size() - var erow2: Dictionary = _db.resolve_enemy_rowset(1, int(depth_v), "battle")[0] # 行集首行(扫描面 = 战斗节点) - var lo2: int = int(erow2.get("unit_count", 1)) - var hi2: int = int(erow2.get("unit_count_max", lo2)) - if n < 1 or n < lo2 or n > hi2: - scan_bad += 1 - check(scan_bad == 0, "全深度 × 12 种子 spawn 全域内(%d 场,∈[unit_count, unit_count_max] 且 ≥1)——空遭遇不可达(Bug#1 回归)" % scan_total) - - -# 节点类型 → 敌人表 row_kind(非 Boss 战斗位恒 battle——深度带批寻址第三维) -func _row_kind_of(level_index: int, depth: int) -> String: - for n in _level_active_nodes(level_index): - if int(n.get("node_depth", -1)) == depth and String(n.get("type", "")) == "boss": - return "boss" - return "battle" - - -# 该关 Boss 节点深度(单终点图的终点编号——数据驱动,禁写死坐标) -func _boss_depth(level_index: int) -> int: - for n in _level_active_nodes(level_index): - if String(n.get("type", "")) == "boss": - return int(n.get("node_depth", -1)) - return -1 - - -# 首遇带数据驱动定位(契约 8):该 (L, battle, enemy_id) 的最低 depth_band,禁写死坐标数字 -func _first_encounter_band(level_index: int, enemy_id: String) -> int: - var best := -1 - for row in _db.enemy.rows: - if int(row.get("level_index", -1)) != level_index: - continue - if String(row.get("row_kind", "")) != "battle" or String(row.get("enemy_id", "")) != enemy_id: - continue - var band := int(row.get("depth_band", -1)) - if best < 0 or band < best: - best = band - return best - - -# 模板感知取节点表(row.templates 非空取模板 0=现行固定图,保持既有断言语义) -func _level_active_nodes(level_index: int) -> Array: - for row in _db.level.rows: - if int(row.level_index) == level_index: - var tpls: Array = row.get("templates", []) - if not tpls.is_empty(): - return tpls[0].get("nodes", []) - return row.get("nodes", []) - return [] - - -func _level_battle_nodes(level_index: int) -> Array: - var out: Array = [] - for row in _db.level.rows: - if int(row.level_index) == level_index: - for node in _level_active_nodes(level_index): - var t := String(node.get("type", "")) - if t == "battle" or t == "boss": - out.append(node) - return out - - -func _encounter_replay(seed_val: int) -> Array: - var out: Array = [] - var rng = load("res://core/rng_service.gd").new() - rng.set_master_seed(seed_val) - var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) - settlement.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": int(_db.hero.max_hp)}) - out.append(settlement.presentation_snapshot().enemies.size()) - return out - - -# ==================== 清图奖励双份兑付链 / 轮内刷新 provenance 守卫 / 窗口锚行 ==================== -# 清图 = 全安全格开完。清图测试用"真雷封印(零误标→完美封印)+ AutoPlayer 逐轮清图"真实流驱动; -# DifficultyTable 注入 hp_mult=10 把 Boss 血量抬到 1500,保证清图批次发生在战斗结束之前(测试台账,跑完即还原)。 - -const CLEAR_SMOKE_DEPTH := 4 -const CLEAR_SMOKE_HERO_HP := 100000 -var _regular_clear_reward_rows := 0 # 常规(非刷新图)清图的 clear_reward 行数——刷新守卫对照基线 - - -func _smoke_clear_reward_chain() -> void: - print("--- 清图奖励·双份兑付链(完美封印 / 零兑付 / 第二份被拒 / 高光记实)---") - # ① 真实流完美封印:标中一面真雷封印 + 零误标 + 清全图 → grant_clear 身份(clear_blast)双份真实兑付 - var rows: Array = [] - var run := _run_full_clear(20260915, false, rows) - check(bool(run.cleared), "① 完美封印清图达成(%d 轮)" % int(run.rounds)) - var dmg := [] - for r in rows: - if String(r.get("type", "")) == "damage" and String(r.get("source_class", "")) == "clear_reward": - dmg.append(r) - var hl := _rows_of_type(rows, "highlight") - _regular_clear_reward_rows = dmg.size() - check(dmg.size() == 2, "① 清图奖励双份真实兑付(clear_reward 伤害行 ×%d——clear_blast 身份两份各打一发)" % dmg.size()) - if dmg.size() == 2: - check(String(dmg[0].display_name).contains("清图奖励") and String(dmg[1].display_name).contains("完美第二份"), - "① 第二份按身份类型走真实兑付(首份『清图奖励』/ 第二份『完美第二份』)") - check(hl.size() == 1 and int(hl[0].value) == 2, "④ 高光行 value = 实际有效份数 2(不记名义值;行数 %d)" % hl.size()) - if hl.size() == 1: - check(String(hl[0].get("highlight", "")) == "perfect_sweep", "高光标记 = perfect_sweep") - # ②/③ 弱形式:正常战斗流不可达的零兑付分支(见函数头注) - _smoke_clear_reward_zero_paths() - - -# 弱形式登记:正常战斗流下"授段时刻无存活敌"不可达——敌全灭当轮判定段即判胜并终止战斗,而清图批在判定段之前, -# 恒有存活敌;故本组直调编排私有面构造状态,只断言"路径存在 + 行为符合契约"(构造手法见各行注释)。 -func _smoke_clear_reward_zero_paths() -> void: - # ②-a 首份零兑付判定(无存活敌)→ first_ok=false + 未生效行 - var rng = load("res://core/rng_service.gd").new() - rng.set_master_seed(20260915) - var s = load("res://core/battle_orchestrator.gd").new(_db, rng) - var rows: Array = [] - s.step_row.connect(func(row): rows.append(row)) - check(s.begin_battle({"level_index": 1, "node_depth": CLEAR_SMOKE_DEPTH, "hero_hp": 80, "hero_max_hp": 80, "node_type": "boss"}), - "零兑付构造战斗启动") - for u in s._enemy_system.all_enemies(): - s._enemy_system.apply_damage(u, int(u.hp)) # 测试通道:构造"无存活敌"(弱形式——全灭而非 despawn) - var snap = s._reward_economy.grant_clear() - check(snap != null and String(snap.cell_type) == "blast", - "清图槽身份 = blast 型(clear_default 唯一活行 clear_blast——第二份同身份兑付)") - rows.clear() - var first_ok: bool = s._grant_clear_identity(snap, 1, "(清图奖励)") - check(not first_ok, "② 即时类首份零兑付(无存活敌)→ first_ok=false") - check(_has_source_row(rows, "reward_ineffective", "clear_reward", "clear_blast"), - "② 零兑付产出 reward_ineffective 行(batch_key=clear_blast)") - # ②-b 高光守卫:perfect 谓词成立但首份零兑付 → 高光行不发(不记名义值) - var rng_b = load("res://core/rng_service.gd").new() - rng_b.set_master_seed(20260915) - var s_b = load("res://core/battle_orchestrator.gd").new(_db, rng_b) - var rows_b: Array = [] - s_b.step_row.connect(func(row): rows_b.append(row)) - check(s_b.begin_battle({"level_index": 1, "node_depth": CLEAR_SMOKE_DEPTH, "hero_hp": 80, "hero_max_hp": 80, "node_type": "boss"}), - "高光守卫构造战斗启动") - for u in s_b._enemy_system.all_enemies(): - s_b._enemy_system.apply_damage(u, int(u.hp)) - s_b._perfect_hit_true = 1 # 测试通道:构造完美谓词成立(真值在正常流由封印判定累加) - s_b._perfect_hit_false = 0 - rows_b.clear() - s_b._grant_clear_reward(1) - check(_has_source_row(rows_b, "reward_ineffective", "clear_reward", "clear_blast"), - "② _grant_clear_reward 守卫路径重走首份 → 未生效行仍在案") - check(_rows_of_type(rows_b, "highlight").is_empty(), "② 首份零兑付 → 高光行不发(不记名义值 2)") - # ③ 第二份被拒:唯一存活敌 HP ≤ 首份 aoe 量 → 首份击杀 → 第二份无存活敌(zero + 未生效行) - var rng2 = load("res://core/rng_service.gd").new() - rng2.set_master_seed(20260915) - var s2 = load("res://core/battle_orchestrator.gd").new(_db, rng2) - var rows2: Array = [] - s2.step_row.connect(func(row): rows2.append(row)) - check(s2.begin_battle({"level_index": 1, "node_depth": CLEAR_SMOKE_DEPTH, "hero_hp": 80, "hero_max_hp": 80, "node_type": "boss"}), - "第二份被拒构造战斗启动") - var boss = s2._enemy_system.all_enemies()[0] - boss.hp = 1 # 测试通道:压低至首份 aoe 必杀(弱形式——正常流 Boss 血量不可控) - s2._perfect_hit_true = 1 - s2._perfect_hit_false = 0 - rows2.clear() - s2._grant_clear_reward(1) - check(_has_source_row(rows2, "damage", "clear_reward"), "③ 首份 aoe 真实兑付(击杀唯一存活敌)") - check(_has_source_row(rows2, "reward_ineffective", "clear_reward", "clear_blast"), - "③ 第二份被拒产出 reward_ineffective 行(零兑付)") - var hl2 := _rows_of_type(rows2, "highlight") - check(hl2.size() == 1 and int(hl2[0].value) == 1, "④ 高光行 value = 实际有效份数 1(不记名义值 2)") - - -# 轮内刷新 provenance 守卫:刷新换来的图同轮清图不发清图奖励(_board_from_midround_refresh 守卫) -func _smoke_refresh_provenance_guard() -> void: - print("--- 轮内刷新 provenance 守卫(刷新图清图不发清图奖励)---") - var rows: Array = [] - var run := _run_full_clear(20260916, true, rows) - check(bool(run.refreshed), "轮内刷新受理(三轮停手攒 RAP 后 Active 相位发起)") - check(bool(run.cleared), "刷新图清图达成(%d 轮)" % int(run.rounds)) - var cr := 0 - var hl := 0 - for r in rows: - if String(r.get("source_class", "")) == "clear_reward": - cr += 1 - if String(r.get("type", "")) == "highlight": - hl += 1 - check(cr == 0, "刷新图清图 → 无 clear_reward 行(守卫在位——实测 %d 行)" % cr) - check(hl == 0, "刷新图清图 → 无高光行(守卫在位——实测 %d 行)" % hl) - check(_regular_clear_reward_rows > 0, "对照基线:常规换图清图有 clear_reward 行(×%d——守卫非全局静默)" % _regular_clear_reward_rows) - - -# ==================== 格面资源批新增覆盖(极性路由 / 负向字典 / 资源面 / 五段全序) ==================== -# 极性路由断言(战斗结算 验收):挖安全格/封印命中只出正向、挖危险格/标错封印只出负向、兑付行指回来源格。 -# 正向字典效果集 = {attack_up, ac_up, weaken} -# + spark_aoe/heal_minor(flat)+ gp_gain(GP 袋,escrow 缓冲路由键非增益容器行); -# 负向字典效果集 = {enrage, off_guard, sapped}(percent)+ 直伤(heal flat)/ alert 警觉(blast percent) -# + gp_loss(破财,escrow 缓冲路由键)。 -const POSITIVE_EFFECTS := ["attack_up", "ac_up", "weaken", "gp_gain"] -const NEGATIVE_EFFECTS := ["enrage", "off_guard", "sapped", "alert", "gp_loss"] - - -# 构造验收谓词(hunt 用——种子按行为面扫描:四触达 + 标空封印负向兑付行在案) -func _polarity_probe_accepts(probe: Dictionary) -> bool: - if not (bool(probe["seal_hit_done"]) and bool(probe["seal_miss_done"])): - return false - if int(probe["mine_events"]) < 1 or int(probe["safe_events"]) < 1: - return false - var miss_rows := _rows_at(probe["rows"], "seal_miss", probe["miss_cell"]) - if miss_rows.is_empty(): - return false - for r in miss_rows: - if String(r.get("type", "")) == "seal_miss": - continue - var eff := String(r.get("effect_id", "")) - if eff != "" and not NEGATIVE_EFFECTS.has(eff): - return false - return true - - -func _smoke_polarity_routing() -> void: - print("--- 极性路由(挖安全格正向 / 挖危险格负向 / 标中正向 / 标空负向)---") - # 战斗随机值面随全局序漂移——构造种子按行为面扫描(谓词见 _polarity_probe_accepts) - var probe := {} - var polarity_seed := -1 - for s in [20260918, 20260919, 20260920, 20260921, 42, 4242, 7, 100, 20260922, 123, 2024, 31337, 555, 1111, 2222, 20260923, 999, 777]: - probe = _run_polarity_probe(s) - if _polarity_probe_accepts(probe): - polarity_seed = s - break - check(polarity_seed > 0, "极性路由构造种子可达(seed=%d——并流后行为面重锚)" % polarity_seed) - check(bool(probe["seal_hit_done"]) and bool(probe["seal_miss_done"]), "构造触达:标中真雷 + 标空安全格均入队") - check(int(probe["mine_events"]) >= 1, "构造触达:挖到危险格 ≥1(%d)" % int(probe["mine_events"])) - check(int(probe["safe_events"]) >= 1, "构造触达:挖到安全格 ≥1(%d)" % int(probe["safe_events"])) - # 挖到的安全格:只出正向——其全部来源行必存在且 effect 行 ∈ 正向集 - # (action 型排队行 effect_id=ap_delta 正负两极共用路由键——按行值符号辨极性:正向格恒 +power) - var safe_all_pos := true - for e in probe["safe_cells"].keys(): - var cell_arr: Array = [e.x, e.y] - var rows := _rows_at(probe["rows"], "safe_cell", cell_arr) - if rows.is_empty(): - safe_all_pos = false # 每个资源格必有 ≥1 兑付行(每格必有货 → 每格必有行) - for r in rows: - var eff := String(r.get("effect_id", "")) - if eff == "ap_delta": - if int(r.get("value", 0)) <= 0: - safe_all_pos = false - continue - if eff != "" and not POSITIVE_EFFECTS.has(eff): - safe_all_pos = false - check(safe_all_pos, "挖安全格 → 只出正向兑付(效果行 ∈ 正向字典 + 每格 ≥1 行——%d 格)" % probe["safe_cells"].size()) - # 挖到的危险格:只出负向——来源行必存在且 effect 行 ∈ 负向集(alert = blast 负向;heal 负向 = damage 行; - # action 型排队行同按行值符号辨极性:危险格恒 −power) - var mine_all_neg := true - for e in probe["mine_cells"].keys(): - var cell_arr: Array = [e.x, e.y] - var rows := _rows_at(probe["rows"], "mine_hit", cell_arr) - if rows.is_empty(): - mine_all_neg = false - for r in rows: - var eff := String(r.get("effect_id", "")) - if eff == "ap_delta": - if int(r.get("value", 0)) >= 0: - mine_all_neg = false - continue - if eff != "" and not NEGATIVE_EFFECTS.has(eff): - mine_all_neg = false - check(mine_all_neg, "挖危险格 → 只出负向兑付(效果行 ∈ 负向字典 + 每格 ≥1 行——%d 格)" % probe["mine_cells"].size()) - # 封印命中:该危险格正向兑付行(seal_hit 来源)+ 效果 ∈ 正向字典 - var hit_ok := false - for r in probe["rows"]: - if String(r.get("source_class", "")) == "seal_hit" and r.get("origin_cell", [0, 0]) == probe["hit_cell"]: - hit_ok = true - var eff := String(r.get("effect_id", "")) - if eff != "" and not POSITIVE_EFFECTS.has(eff): - hit_ok = false - check(hit_ok, "封印命中 → 该危险格资源的正向兑付行(origin 指回危险格,效果 ∈ 正向字典)") - # 条款3 条件二封印溢价断言(标中兑付行数值 = 同型正向 ×(1+δ)): - # δ 读 settlement.seal_hit_premium(125 provisional);九型正向行值全固定(唯一区间行 clear_blast - # 系清图槽不入格池)⇒ 逐型期望全确定。整数量级四舍五入域注记:ac_up/action 1 点量纲取整后不变 - # =整数粒度地板——等号压线判读在当量聚合面(audit 工具/registry clause3_inequality),非断言面。 - var prem_pct: int = int(_db.settlement.seal_hit_premium) - check(prem_pct == 125, "封印溢价配置在位(seal_hit_premium=125 provisional——形态 a 兑付溢价)") - var prem_rows := 0 - var prem_ok := true - for r in probe["rows"]: - if String(r.get("source_class", "")) != "seal_hit" or String(r.get("highlight", "")) != "seal_hit": - continue - prem_rows += 1 - var rtype := String(r.get("type", "")) - var v := int(r.get("value", 0)) - var eff := String(r.get("effect_id", "")) - if rtype == "effect": - if eff == "gp_gain": - prem_ok = prem_ok and v == int(round(3 * prem_pct / 100.0)) # GP 袋 3→4 - elif eff == "ap_delta": - prem_ok = prem_ok and v == 1 # +1AP:1 点量纲(round(1.25)=1——整数粒度地板) - else: - var mag: int = int(_db.status_effect_row(eff).get("magnitude", -999)) - prem_ok = prem_ok and v == int(round(mag * prem_pct / 100.0)) # 增伤50→63/削弱65→81/护甲1→1 - elif rtype == "heal": - # 急救 2→3(clamp 封顶只降不升:满血走 reward_ineffective 不入本行——区间断言) - prem_ok = prem_ok and v >= 1 and v <= int(round(2 * prem_pct / 100.0)) - elif rtype == "damage": - var at := String(r.get("attack_type", "")) - if at == "": - prem_ok = prem_ok and v == int(round(1 * prem_pct / 100.0)) # 爆裂粉尘 1→1(群伤行值=表值直付) - else: - # 穿刺/魔法 2→3(行值=落地伤=基准+克制点数——反推基准核对;damage_floor 兜底下成立) - prem_ok = prem_ok and (v - int(r.get("effectiveness", 0))) == int(round(2 * prem_pct / 100.0)) - check(prem_rows >= 1 and prem_ok, "标中兑付溢价(×%d 行逐型=同型正向 ×%d/100——等号压线注记:δ=1.25 时条件二 E[标中]=1.25·E_dig 恰等成立)" % [prem_rows, prem_pct]) - # 标空不乘溢价:负向直伤行(反噬6/陷阱8/魔法反噬8 固定表值)零溢价污染——溢价值挂标中正向单点 - var miss_flat_ok := true - for r in _rows_at(probe["rows"], "seal_miss", probe["miss_cell"]): - if String(r.get("type", "")) == "damage": - miss_flat_ok = miss_flat_ok and int(r.get("value", 0)) in [6, 8] - check(miss_flat_ok, "标空惩罚零溢价(负向直伤行=固定表值原值——溢价只挂标中正向)") - # 标空封印:归因行 + 该安全格负向兑付行(seal_miss 来源) - var miss_rows := _rows_at(probe["rows"], "seal_miss", probe["miss_cell"]) - var miss_neg_ok := false - for r in miss_rows: - if String(r.get("type", "")) == "seal_miss": - miss_neg_ok = true - else: - var eff := String(r.get("effect_id", "")) - if eff != "" and not NEGATIVE_EFFECTS.has(eff): - miss_neg_ok = false - check(not miss_rows.is_empty() and miss_neg_ok, "标空封印 → 封印未中归因行 + 该安全格资源负向兑付(同格同批)") - # 抵消过滤既有语义:封印后被撤封印不判(发射面基线过滤)——由排雷玩法 冒烟与封印判定基线覆盖,此处核兑付行零泄漏 - var seal_srcs := {} - for r in probe["rows"]: - if String(r.get("source_class", "")) in ["seal_hit", "seal_miss"]: - seal_srcs[r.get("origin_cell")] = true - check(int(seal_srcs.size()) <= 2, "封印判定兑付仅封印判定批两封印在案(撤封印抵消过滤零泄漏——%d 格)" % seal_srcs.size()) - - -# 极性路由探针驱动:标 1 面真雷封印(标中)+ 1 面安全格封印(标空)→ AutoPlayer 挖到战斗终局(多轮样本)。 -# 收集全部 cell_revealed / seal_judged 事件与结算行;返回格子集合与封印格坐标。 -func _run_polarity_probe(seed_val: int) -> Dictionary: - _db.difficulty.rows.append({"level_index": 1, "node_depth": 0, "hp_mult": 10.0, "atk_mult": 0.5}) # 抬敌血压低敌攻——多轮挖掘样本不被终局截断 - var rng = load("res://core/rng_service.gd").new() - rng.set_master_seed(seed_val) - var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) - var probe := {"rows": [], "safe_cells": {}, "mine_cells": {}, "hit_cell": [], "miss_cell": [], - "mine_events": 0, "safe_events": 0, "seal_hit_done": false, "seal_miss_done": false} - settlement.step_row.connect(func(row): probe["rows"].append(row)) - settlement.minesweeper.cell_revealed.connect(func(evt): - if String(evt.get("channel", "")) == "initial": - return - if evt.kind == "mine": - probe["mine_cells"][evt.cell] = true - probe["mine_events"] = int(probe["mine_events"]) + 1 - elif evt.kind == "safe": - probe["safe_cells"][evt.cell] = true - probe["safe_events"] = int(probe["safe_events"]) + 1) - settlement.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": 300, "hero_max_hp": 300}) - var ms = settlement.minesweeper - # 封印 1:真雷(标中 → 正向);封印 2:安全格(标空 → 负向) - var mine_t := _find_seal_target(ms, true) - var safe_t := _find_seal_target(ms, false) - if not mine_t.is_empty(): - if mine_t.hero_cell != ms.hero_pos(): - ms.settle_batch([{"action": "move", "cell": mine_t.hero_cell}]) - ms.settle_batch([{"action": "seal_place", "cell": mine_t.seal_cell}]) - probe["hit_cell"] = [mine_t.seal_cell.x, mine_t.seal_cell.y] - probe["seal_hit_done"] = true - if not safe_t.is_empty(): - if safe_t.hero_cell != ms.hero_pos(): - ms.settle_batch([{"action": "move", "cell": safe_t.hero_cell}]) - ms.settle_batch([{"action": "seal_place", "cell": safe_t.seal_cell}]) - probe["miss_cell"] = [safe_t.seal_cell.x, safe_t.seal_cell.y] - probe["seal_miss_done"] = true - # 挖到终局(封印挡链不影响 AutoPlayer——choose_dig 跳过封印格) - var out := {"result": "", "rounds": 0, "terminated": false, "stream": []} - var guard := 40 - while settlement.battle_result == "" and guard > 0: - guard -= 1 - _auto_play_round(settlement, out) - _db.difficulty.rows.clear() # 测试台账还原 - return probe - - -func _rows_at(rows: Array, source_class: String, cell) -> Array: - var out: Array = [] - for r in rows: - if String(r.get("source_class", "")) == source_class and r.get("origin_cell", [9, 9]) == cell: - out.append(r) - return out - - -# 负向字典逐型直验(类型化兑付行协议):找真实板上各型非封锁格,直调 _grant_routed 负向路由, -# 断言每型的兑付形态(enrage/off_guard/sapped 效果行、heal 直伤行、blast 警觉行、action 行动点排队)。 -func _smoke_negative_dictionary() -> void: - print("--- 负向字典逐型直验(sapped 在位 / heal 直伤 / blast 警觉 / action 行动点)---") - # 数据面:sapped 行在位(状态表七行 + effect_pool_map 映射在位) - var sapped: Dictionary = _db.status_effect_row("sapped") - check(not sapped.is_empty() and String(sapped.get("target_side", "")) == "hero" \ - and int(sapped.get("magnitude", 0)) == -25 and int(sapped.get("duration_settlements", 0)) == 1 \ - and int(sapped.get("max_stack", 0)) == 16 and String(sapped.get("stack_policy", "")) == "stack", - "sapped 行在位(hero · −25 percent · dur 1 · max 16 · stack——weaken 型负向)") - check(String(_db.settlement.effect_pool_map.get("sapped", "")) == "hero_offense", - "effect_pool_map 收编 sapped → hero_offense(attack_up 镜像池)") - # 行为面:逐型负向兑付形态(真实板 + 真实路由路径) - # heal 权重低(无 heal 板概率 ≈1/3)——单板五型齐备不再必然: - # 本断言多板扫描,取第一块五型齐备的板做行为断言。 - var settlement = null - var board = null - var by_type := {} # cell_type → 首个非封锁格(query_identity 雷安同池——危险格可查) - var rows: Array = [] - for seed_i in range(6): - # 每板独立 rng 实例(复用实例重播种触发 set_master_seed 的 _counter==0 守卫; - # 单板 break 会掩盖该违例,多板扫描才暴露) - var rng = load("res://core/rng_service.gd").new() - rng.set_master_seed(20260919 + seed_i) - settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) - rows = [] - settlement.step_row.connect(func(row): rows.append(row)) - if not settlement.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": int(_db.hero.max_hp), "hero_max_hp": int(_db.hero.max_hp)}): - continue - board = settlement.minesweeper.current_board() - var r0 := {} - for c in board.compute_r0(): - r0[c] = true - by_type = {} - for y in board.height: - for x in board.width: - var c := Vector2i(x, y) - if r0.has(c) or by_type.size() == 5: - continue - var ident = settlement.query_reward_identity(c) - # aux 身份不入五型轴(五型齐备=格面资源断言轴, - # aux 供给挤占不改变本断言语义;扫描排除 aux 身份格) - if ident != null and String(ident.cell_type) != RewardTable.TREASURE_ITEM_TYPE and not by_type.has(String(ident.cell_type)): - by_type[String(ident.cell_type)] = c - # break 条件=percent_map 三型齐备(aux 供给挤占下 weaken/defense 收集时机漂移, - # 直验可达性优先;五型多样性 check 保留不动) - if by_type.has("attack") and by_type.has("defense") and by_type.has("weaken"): - break - check(by_type.size() == 5, "扫描 6 板内出现五型齐备板(%s)" % str(by_type.keys())) - # attack/defense/weaken:负向字典行走 apply_effect(off_guard 走 ac 轴——兑付形态不变) - var percent_map := {"attack": "enrage", "defense": "off_guard", "weaken": "sapped"} - for ctype in percent_map.keys(): - if not by_type.has(ctype): - continue - rows.clear() - var snap: Dictionary = settlement._reward_economy.query_full_snapshot(by_type[ctype]) - settlement._grant_routed(snap, "negative", "mine_hit", by_type[ctype], 1) - var eff: String = percent_map[ctype] - check(_has_source_row(rows, "effect", "mine_hit") and _has_effect_id(rows, eff), - "%s 型负向 → %s 效果行(mine_hit 来源指回该格)" % [ctype, eff]) - # heal:负向 = 主角直伤(表值;不经增益状态) - if by_type.has("heal"): - rows.clear() - var hp_before: int = int(settlement.presentation_snapshot().hero.hp) - var snap_h: Dictionary = settlement._reward_economy.query_full_snapshot(by_type["heal"]) - settlement._grant_routed(snap_h, "negative", "mine_hit", by_type["heal"], 1) - var hp_after: int = int(settlement.presentation_snapshot().hero.hp) - var backlash_power: int = 0 - for row in _db.reward.rows: - if String(row.get("reward_id", "")) == "heal_backlash": - backlash_power = int(row.power) - check(hp_after == hp_before - backlash_power, "heal 型负向 → 主角直伤 %d(%d → %d,不经增益状态)" % [backlash_power, hp_before, hp_after]) - # blast:负向 = 警觉(敌方护甲等级 +1 percent 行) - if by_type.has("blast"): - rows.clear() - var snap_b: Dictionary = settlement._reward_economy.query_full_snapshot(by_type["blast"]) - settlement._grant_routed(snap_b, "negative", "mine_hit", by_type["blast"], 1) - var alert_ok: bool = false - for eff_a in settlement._status_effects.query_active("enemy"): - if String(eff_a.effect_id) == "alert": - alert_ok = true - check(alert_ok, "blast 型负向 → 警觉(敌方护甲等级 +1 状态在位)") - # action:负向 = 下轮行动点 −1 / 正向 = +1(排队,轮开始兑现;确定性直验不依赖板面摇号) - rows.clear() - var d0: int = settlement.action_economy.pending_ap_delta() - settlement._grant_routed({"reward_id": "ap_drain", "cell_type": "action", "polarity": "negative", "display_name": "迟滞", "power": 1}, "negative", "mine_hit", Vector2i(0, 0), 1) - check(settlement.action_economy.pending_ap_delta() == d0 - 1, "action 型负向 → 下轮行动点 −1(排队)") - settlement._grant_routed({"reward_id": "ap_up", "cell_type": "action", "polarity": "positive", "display_name": "行动点", "power": 1}, "positive", "safe_open", Vector2i(0, 0), 1) - check(settlement.action_economy.pending_ap_delta() == d0, "action 型正负抵消 → 排队净值归零") - - -# 资源面断言:chain/dig 事件恒携带 resource=true(危险格同权);initial 恒 false(封锁格); -# 封锁格查询 = null、危险格未开恒可查。 -func _smoke_resource_surface() -> void: - print("--- 格面资源资格面(危险格携带 / 封锁格无资源)---") - var run1 = _run_battle(1, 0) - var run2 = _run_battle(2, 0) - var all_events: Array = run1.events + run2.events - var digchain_bad := 0 - var initial_bad := 0 - var mine_with_resource := 0 - var initial_count := 0 - for evt in all_events: - if not evt.has("resource"): - continue # 非揭示事件(round_end 标记等) - if String(evt.get("channel", "")) == "initial": - initial_count += 1 - if bool(evt.resource): - initial_bad += 1 - else: - if not bool(evt.resource): - digchain_bad += 1 - if evt.kind == "mine": - mine_with_resource += 1 - check(digchain_bad == 0, "chain/dig 揭示事件 resource 恒 true(雷安同池——违例 %d)" % digchain_bad) - check(initial_bad == 0 and initial_count >= 1, "initial 揭示事件(封锁格)resource 恒 false(×%d 事件)" % initial_count) - check(mine_with_resource >= 1, "危险格揭示携带资源(mine ×resource=true %d——危险格不再恒无)" % mine_with_resource) - # 封锁格无身份 / 危险格未开恒可查(未开格恒可查——秘宝 桥接结构前提) - var rng3 = load("res://core/rng_service.gd").new() - rng3.set_master_seed(20260920) - var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng3) - settlement.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": int(_db.hero.max_hp)}) - var board = settlement.minesweeper.current_board() - var r0_first: Variant = null - for c in board.compute_r0(): - r0_first = c - break - var mine_unrevealed = null - for c in board.mines.keys(): - if not settlement.minesweeper.is_revealed(c): - mine_unrevealed = c - break - check(settlement.query_reward_identity(r0_first) == null, "封锁格(R₀)身份查询 = null(不入摇号清单)") - check(mine_unrevealed != null and settlement.query_reward_identity(mine_unrevealed) != null, - "未开危险格身份恒可查({reward_id, cell_type, tier}——秘宝 桥接前提)") - - -# 五段全序断言(战斗结算 验收"五段全序"+ 行型封闭 10 类):逐轮行相位序 = 授予 → 增益/减益 → 战斗 → 衰减 → 判定。 -func _smoke_settlement_segments() -> void: - print("--- 五段全序 + 行型封闭 ---") - check(Array(_db.settlement.segment_order) == SettlementTable.FROZEN_SEGMENT_ORDER - and SettlementTable.FROZEN_SEGMENT_ORDER == ["grant", "buff_debuff", "combat", "decay", "verdict"], - "segment_order 五段冻结在位(表值 = 拍板序恒等)") - var run = _run_battle(1, 0) - var legacy := {"item": 0, "consumed_ineffective": 0, "use_rejected": 0, "window_open": 0, "window_skip": 0} - for row in run.stream: - if legacy.has(String(row.get("type", ""))): - legacy[String(row.get("type", ""))] += 1 - var legacy_total := 0 - for k in legacy: - legacy_total += int(legacy[k]) - check(legacy_total == 0, "行型封闭 10 类(删五类零残留:item/consumed_ineffective/use_rejected/window_open/window_skip)") - var order_ok := true - var decay_verdict_ok := true - var by_round := {} - for row in run.stream: - var ri: int = int(row.get("round_index", 0)) - if not by_round.has(ri): - by_round[ri] = [] - by_round[ri].append(row) - for ri in by_round.keys(): - var phases: Array = [] - for row in by_round[ri]: - phases.append(_row_phase(row, ri)) - var max_phase := 0 - for p in phases: - if int(p) < max_phase: - order_ok = false - max_phase = maxi(max_phase, int(p)) - var decays := 0 - var verdicts := 0 - for row in by_round[ri]: - if String(row.get("type", "")) == "decay": - decays += 1 - if String(row.get("type", "")) == "verdict": - verdicts += 1 - if decays != 1 or verdicts != 1: - decay_verdict_ok = false # 衰减/判定每结算恰一次 - check(order_ok, "每轮行相位单调(授予→增益/减益→战斗→衰减→判定)") - # 案C 段内序:段内伤害序 = 主角先手 →〔连珠矢随先手段〕→ 敌方逐个 → 地图账殿后。 - # 地图账 = 全部棋盘来源伤害行 + 主角倒下不兑留痕行;违序(先于先手或插进敌方还手中间)即失败。 - var mapdmg_ok := true - for ri_key in by_round.keys(): - var rows_r: Array = by_round[ri_key] - var first_hero := -1 - var last_enemy := -1 - for i in rows_r.size(): - var rw: Dictionary = rows_r[i] - if String(rw.get("type", "")) != "damage": - continue - if String(rw.get("source_class", "")) == "hero_attack" and first_hero < 0: - first_hero = i - elif String(rw.get("source_class", "")) == "enemy_action": - last_enemy = i - for i in rows_r.size(): - var rw: Dictionary = rows_r[i] - var sc := String(rw.get("source_class", "")) - var is_board_acct: bool = (String(rw.get("type", "")) == "damage" \ - and not ["hero_attack", "enemy_action", "fx_streak_segments"].has(sc)) \ - or String(rw.get("forfeit", "")) == "hero_down" - if not is_board_acct: - continue - if (first_hero >= 0 and i < first_hero) or (last_enemy >= 0 and i < last_enemy): - mapdmg_ok = false - check(mapdmg_ok, "案C 段内序:地图伤害账殿后(主角先手→敌方逐个→地图账;连珠矢随先手段)") - check(decay_verdict_ok, "衰减/判定段每结算恰一段(先兑付后衰减——含末轮)") - - -# 行相位归类(五段序断言用):0=授予(含高光/归因)1=增益减益(续存组合行)2=战斗 3=衰减 4=判定 -func _row_phase(row: Dictionary, ri: int) -> int: - match String(row.get("type", "")): - "decay": - return 3 - "verdict": - return 4 - "cast": - return 2 - "damage": - return 2 # 案C:全部伤害兑付=战斗段(主角先手/敌方还手/地图账殿后统一结账) - "reward_ineffective": - return 2 if String(row.get("forfeit", "")) == "hero_down" else 0 # 战斗段末地图账不兑留痕 vs 授予段未生效 - match String(row.get("source_class", "")): - "safe_cell", "mine_hit", "seal_hit", "seal_miss", "clear_reward": - if int(row.get("round_index", ri)) < ri: - return 1 # 前轮授予实例的续存组合行(增益/减益段) - return 0 - _: - return 0 - - -# 清图驱动(真实流):标一面真雷封印(完美前置)→ 逐轮 AutoPlayer 挖到轮末;board_seq 递增 = 清图换图。 -# from_refresh=true 时先三轮停手攒 RAP、第 4 轮轮内刷新换图,再清刷新图。 -func _run_full_clear(seed_val: int, from_refresh: bool, rows: Array) -> Dictionary: - _db.difficulty.rows.append({"level_index": 1, "node_depth": CLEAR_SMOKE_DEPTH, "hp_mult": 10.0, "atk_mult": 1.0}) - var rng = load("res://core/rng_service.gd").new() - rng.set_master_seed(seed_val) - var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) - settlement.step_row.connect(func(row): rows.append(row)) - var res := {"cleared": false, "refreshed": false, "rounds": 0} - if not settlement.begin_battle({"level_index": 1, "node_depth": CLEAR_SMOKE_DEPTH, "node_type": "boss", - "hero_hp": CLEAR_SMOKE_HERO_HP, "hero_max_hp": CLEAR_SMOKE_HERO_HP}): - _db.difficulty.rows.clear() - return res - if from_refresh: - for i in range(3): - settlement.minesweeper.settle_batch([{"action": "stop"}]) - res["refreshed"] = settlement.player_request_refresh() - var drive := _drive_clear(settlement) - res["cleared"] = drive.cleared - res["rounds"] = drive.rounds - _db.difficulty.rows.clear() # 测试台账还原(后续冒烟基线) - return res - - -func _drive_clear(settlement) -> Dictionary: - var seal_done := false - var rounds := 0 - while rounds < 60: - rounds += 1 - var ms = settlement.minesweeper - if not seal_done: - var t := _find_seal_target(ms, true) - if not t.is_empty(): - if t.hero_cell != ms.hero_pos(): - ms.settle_batch([{"action": "move", "cell": t.hero_cell}]) - ms.settle_batch([{"action": "seal_place", "cell": t.seal_cell}]) - seal_done = true # 一面真雷封印 = 完美封印前半(零误标),后半靠 AutoPlayer 清图 - var seq_before: int = int(settlement.diagnostic_snapshot().board_seq) - var out := {"result": "", "rounds": 0, "terminated": false, "stream": []} - _auto_play_round(settlement, out) - if int(settlement.diagnostic_snapshot().board_seq) > seq_before: - return {"cleared": true, "rounds": rounds} # 清图换图 = board_seq 递增 - if settlement.battle_result != "": - return {"cleared": false, "rounds": rounds} - return {"cleared": false, "rounds": rounds} - - -func _rows_of_type(rows: Array, t: String) -> Array: - var out: Array = [] - for r in rows: - if String(r.get("type", "")) == t: - out.append(r) - return out - - -func _has_source_row(rows: Array, t: String, source: String, batch_key: String = "") -> bool: - for r in rows: - if String(r.get("type", "")) != t or String(r.get("source_class", "")) != source: - continue - if batch_key == "" or String(r.get("batch_key", "")) == batch_key: - return true - return false - - -func _has_effect_id(rows: Array, effect_id: String) -> bool: - for r in rows: - if String(r.get("effect_id", "")) == effect_id: - return true - return false - - -# 手搓战斗状态袋单点(7 处字面量收在一处;_autoplay_battle 直接消费的最小字段族。 -# 大字段族同构袋仍走 _adv_st()——_drive_level/_autoplay_battle 全字段消费面) -func _battle_st(policy: String) -> Dictionary: - return {"result": "", "rounds": 0, "refreshes": 0, "mine_hits": 0, "hero_dmg": 0, "policy": policy} - - -# ==================== 敌人技能池(开轮摇号出招系统) ==================== -# 六项验收断言(proposal-skill-pool.md〔提案已吸收退役 git a6833b6a——现行事实源=敌人系统.md 技能池节〕 §8 批 1):同种子回放逐位复现 / 单敌轨迹独立复放 / -# EV 抽样对锚 / 死亡打断作废 / 空池不可能 / 加载校验拒绝。 - -func _smoke_skill_pool() -> void: - print("--- 敌人技能池(开轮摇号 · 冷却/保底两闸 · 三乘法链 · 独立子流)---") - _smoke_skill_pool_data() - _smoke_skill_pool_replay_independence() - _smoke_skill_pool_ev_anchor() - _smoke_skill_pool_death_void() - _smoke_skill_pool_validation_reject() - _smoke_debuff_rider() - - -# ① 数据面:技能表行集 + 普攻锁死 + 建议池行值 + 空池不可能(结构断言) -func _smoke_skill_pool_data() -> void: - check(_db.skill.rows.size() == 14, "技能表十四行(普攻/突刺/蓄力/重击/硬化 + 撕咬/毒爆/蛛网束缚 + 大地脉动 + 震地怒击/遏毒/岩崩 + 毒吐/盾击——前三批 + Boss 半血解锁技三行〔迭代14④ T5〕+ 普通敌错峰两行〔迭代 24 N2〕)") - var basic: Dictionary = _db.skill.row_by_id("attack") - check(not basic.is_empty() and String(basic.type) == "basic" and int(basic.cooldown_beats) == 0 - and (not basic.has("damage_mult") or is_equal_approx(float(basic.damage_mult), 1.0)), - "普攻行:倍率恒 1 · 冷却恒 0(域校验锁死——池恒非空的结构前提)") - var lunge: Dictionary = _db.skill.row_by_id("lunge") - check(not lunge.is_empty() and is_equal_approx(float(lunge.damage_mult), 1.5) and int(lunge.cooldown_beats) == 2, - "突刺行(伤害 ×1.5 · 冷却 2——提案 §2.5 建议池新行)") - var charge_row: Dictionary = _db.skill.row_by_id("charge") - check(not charge_row.is_empty() and String(charge_row.buff_ref) == "empower", - "蓄力行 = 纯攻击增益技(0 伤害、buff_ref → empower——与重击无组合语义)") - var bite: Dictionary = _db.skill.row_by_id("bite") - check(not bite.is_empty() and is_equal_approx(float(bite.damage_mult), 1.5) and int(bite.cooldown_beats) == 1, - "撕咬行(伤害 ×1.5 · 冷却 1——巨蜘蛛池载体,与突刺同倍率错开冷却轴)") - var venom: Dictionary = _db.skill.row_by_id("venom_burst") - check(not venom.is_empty() and is_equal_approx(float(venom.damage_mult), 2.5) and int(venom.cooldown_beats) == 4 - and is_equal_approx(float(venom.rider_mult), 0.75), - "毒爆行(伤害 ×2.5 · 冷却 4 · 必中附加 ×0.75——蛛化卓尔精灵专属池独占技,新效应词汇批)") - var venom_sole_ok := true - for row in _db.enemy.rows: - for entry in row.pool: - if String(entry.skill_id) == "venom_burst" and String(row.enemy_id) != "drider": - venom_sole_ok = false - check(venom_sole_ok, "毒爆独占性(仅蛛化卓尔精灵池引用——Boss 专属池独占技纪律)") - # 妨害技首发行 + off_guard 落点 + 实装面收窄 - var snare: Dictionary = _db.skill.row_by_id("web_snare") - check(not snare.is_empty() and String(snare.type) == "debuff" and String(snare.buff_ref) == "off_guard" - and int(snare.buff_duration) == 2 and int(snare.cooldown_beats) == 4, - "蛛网束缚行(妨害型 · buff_ref → off_guard 失衡 · duration 2 = 1 有效拍 · 冷却 4——新效应词汇批首发)") - var snare_sole_ok := true - for row in _db.enemy.rows: - for entry in row.pool: - if String(entry.skill_id) == "web_snare" and String(row.enemy_id) != "drider": - snare_sole_ok = false - check(snare_sole_ok, "蛛网束缚独占性(仅蛛化卓尔精灵池引用——实装面收窄,其余敌种不动)") - var off_guard_row: Dictionary = _db.status_effect_row("off_guard") - check(not off_guard_row.is_empty() and String(off_guard_row.target_side) == "hero" and String(off_guard_row.unit) == "ac", - "失衡状态行(hero · ac 轴——妨害技落点,ConfigDB side 守卫正例)") - # 普通敌错峰两新行——毒吐/盾击(V3) - var spit: Dictionary = _db.skill.row_by_id("venom_spit") - check(not spit.is_empty() and String(spit.display_name) == "毒吐" and String(spit.type) == "damage" \ - and is_equal_approx(float(spit.damage_mult), 1.6) and int(spit.cooldown_beats) == 2 and not spit.has("rider_mult"), - "毒吐行(伤害 ×1.6 · 冷却 2 · 无 rider——低 atk 下 rider 恒被 damage_floor 兜成 1 白占字段,迭代 24 N2)") - var bash: Dictionary = _db.skill.row_by_id("shield_bash") - check(not bash.is_empty() and String(bash.display_name) == "盾击" and String(bash.type) == "damage" \ - and is_equal_approx(float(bash.damage_mult), 1.7) and int(bash.cooldown_beats) == 3 and not bash.has("rider_mult"), - "盾击行(伤害 ×1.7 · 冷却 3 · 无 rider——迭代 24 N2)") - var spider_lead_band := _first_encounter_band(2, "giant_spider") # 首遇带数据驱动定位(契约 8) - var spit_sole_ok := true # 毒吐只挂巨蜘蛛族且首遇带不投(Q6——教学位池零新招) - var bash_sole_ok := true # 盾击只挂灰矮人族三行 - for row in _db.enemy.rows: - for entry in row.pool: - var sid := String(entry.skill_id) - if sid == "venom_spit" and not (String(row.enemy_id) == "giant_spider" and int(row.level_index) == 2 \ - and int(row.depth_band) > spider_lead_band): - spit_sole_ok = false - if sid == "shield_bash" and not (String(row.enemy_id) == "duergar" and int(row.level_index) == 3): - bash_sole_ok = false - check(spit_sole_ok, "毒吐投放面(仅 depth_band > 巨蜘蛛首遇带(%d)的巨蜘蛛族行——首遇带池不动,迭代 24 N2/Q6)〔fv24〕" % spider_lead_band) - check(bash_sole_ok, "盾击投放面(仅 (3,·) 灰矮人族——钩爪恐魔零触碰,迭代 24 N2)") - # 首遇带行池恒 {attack:6, bite:2, charge:1}(去写死深度判据——带键口径) - var spider_lead_pool := {} - for row in _db.enemy.rows: - if int(row.level_index) == 2 and String(row.row_kind) == "battle" \ - and int(row.depth_band) == spider_lead_band and String(row.enemy_id) == "giant_spider": - for entry in row.pool: - spider_lead_pool[String(entry.skill_id)] = int(entry.weight) - check(spider_lead_pool == {"attack": 6, "bite": 2, "charge": 1}, - "巨蜘蛛首遇带行 pool 恒 {attack:6, bite:2, charge:1}(教学位池零新招——毒吐首投在更深的带)〔fv24〕") - # 行集键 = (level_index, row_kind, depth_band, enemy_id)——分支节点图批起 bugbear 等敌种跨关异池, - # enemy_id 不再唯一;同带混编多行时每行各一池(行序 = 文件序 = 契约序) - var expect_pools := { - "1_battle_0_goblin": {"attack": 9, "lunge": 1}, - "1_battle_1_goblin": {"attack": 9, "lunge": 1}, - "1_battle_2_bugbear": {"attack": 6, "charge": 2, "heavy": 2}, - "1_battle_3_hobgoblin": {"attack": 6, "charge": 2, "heavy": 2}, - "1_boss_4_ogre_chief": {"attack": 6, "heavy": 2, "harden": 2, "quake_smash": 2}, - "2_battle_0_bugbear": {"attack": 6, "lunge": 1, "heavy": 2}, - "2_battle_1_bugbear": {"attack": 6, "lunge": 1, "heavy": 2}, - "2_battle_4_giant_spider": {"attack": 6, "bite": 2, "charge": 1}, - "2_battle_5_giant_spider": {"attack": 6, "bite": 2, "charge": 1, "venom_spit": 2}, - "2_battle_5_bugbear": {"attack": 5, "lunge": 2, "heavy": 2}, - "2_battle_6_giant_spider": {"attack": 6, "bite": 2, "charge": 1, "venom_spit": 2}, - "2_battle_7_giant_spider": {"attack": 6, "bite": 2, "charge": 1, "venom_spit": 2}, - "2_boss_9_drider": {"attack": 6, "heavy": 2, "venom_burst": 2, "web_snare": 2, "venom_curb": 2}, - "3_battle_0_duergar": {"attack": 6, "charge": 2, "heavy": 2, "shield_bash": 2}, - "3_battle_1_hook_horror": {"attack": 6, "bite": 2, "charge": 1}, - "3_battle_4_hook_horror": {"attack": 6, "bite": 2, "charge": 1}, - "3_battle_5_duergar": {"attack": 5, "lunge": 2, "heavy": 2, "shield_bash": 2}, - "3_battle_6_hook_horror": {"attack": 6, "bite": 2, "charge": 1}, - "3_battle_7_duergar": {"attack": 6, "charge": 2, "heavy": 2, "shield_bash": 2}, - "3_boss_9_duergar_king": {"attack": 6, "heavy": 2, "earth_pulse": 2, "rockslide": 2}, - } - var pools_ok := true - for row in _db.enemy.rows: - var rk := "%d_%s_%d_%s" % [int(row.level_index), String(row.row_kind), int(row.depth_band), String(row.enemy_id)] - if not expect_pools.has(rk): - pools_ok = false - continue - var got := {} - for entry in row.pool: - got[String(entry.skill_id)] = int(entry.weight) - if got != expect_pools[rk]: - pools_ok = false - check(pools_ok, "二十行九种池模板 = 建议池行值((L,row_kind,depth_band,enemy_id) 四元键逐行精确比对;L1 地精 9/1 · 熊地精 6/2/2 · 酋长 6/2/2;L2 熊地精 6/1/2 · 蜘蛛 6/2/1+毒吐2〔首遇带不投——迭代 24 N2〕 · 重击手 5/2/2 · 蛛化卓尔精灵 6/2/2/2〔Boss〕;L3 灰矮人 6/2/2+盾击2 · 钩爪恐魔 6/2/1 · 重装手 5/2/2+盾击2 · 石君王 6/2/2〔earth_pulse〕——全部 provisional;三 Boss 池尾 +1 门控条目〔quake_smash/venom_curb/rockslide 权重 2+unlock_hp_pct 50——迭代14④ T5〕;混编行集同带多行各一池合法——首批投放 (2,battle,5) 双行〔迭代 18 卡⑤:重击手+巢群〕,其余带键仍恰一行)") - var basic_count_ok := true - for row in _db.enemy.rows: - var n := 0 - for entry in row.pool: - var srow: Dictionary = _db.skill_row(String(entry.skill_id)) - if not srow.is_empty() and String(srow.type) == "basic": - n += 1 - if n != 1: - basic_count_ok = false - check(basic_count_ok, "每池恰一行普攻(空池不可能的加载校验同款)") - # 池构成纪律复查(V4):零违反——增益 ≤1 / 妨害 ≤1(敌人系统 v0.13 结构冻结;载入期 - # validate_skill_pool_links 已硬闸,此处冒烟侧显式复核新投放后仍绿) - var comp_ok := true - for row in _db.enemy.rows: - var n_buff := 0 - var n_debuff := 0 - for entry in row.pool: - var srow: Dictionary = _db.skill_row(String(entry.skill_id)) - if srow.is_empty(): - continue - if String(srow.type) == "buff": - n_buff += 1 - elif String(srow.type) == "debuff": - n_debuff += 1 - if n_buff > 1 or n_debuff > 1: - comp_ok = false - check(comp_ok, "逐池增益 ≤1 · 妨害 ≤1(池构成纪律——迭代 24 N2 毒吐/盾击投放后复查)") - # Boss 半血解锁技·编排集成断言(真实编排回路:半血 → 下轮开轮闩检查 → 解锁行恰一次) - var st_unlock: Dictionary = {"rows": []} - var sett_u = load("res://core/battle_orchestrator.gd").new(_db, _fresh_rng(4242)) - sett_u.step_row.connect(func(row): st_unlock["rows"].append(row)) - check(sett_u.begin_battle({"level_index": 2, "node_depth": 9, "hero_hp": int(_db.hero.max_hp), "node_type": "boss"}), "前置:卓尔 Boss 战受理(2,9——解锁技 venom_curb 门槛 50)") - var boss_u = sett_u._enemy_system.all_enemies()[0] # 白盒夹具(smoke 惯例——autoplay 同族私有面) - sett_u._enemy_system.apply_damage(boss_u, (int(boss_u.max_hp) - 65)) - check(int(boss_u.hp) == 65, "前置:Boss 压到阈值 65(=round(130×0.5))") - sett_u.minesweeper.settle_batch([{"action": "stop"}]) # 收轮 → 结算 → 次轮开轮闩检查 - var unlock_rows: Array = [] - for r in st_unlock["rows"]: - if String(r.get("highlight", "")) == "skill_unlock": - unlock_rows.append(r) - check(unlock_rows.size() == 1, "解锁归因行恰一次(×%d——闩去重,二次检查零行)" % unlock_rows.size()) - if unlock_rows.size() == 1: - check(String(unlock_rows[0].get("display_name", "")) == "蛛化卓尔精灵 解锁了 遏毒", - "解锁行文本 =「蛛化卓尔精灵 解锁了 遏毒」(高光键 skill_unlock——呈现层一次性技能名 toast 路由键)") - check(String(unlock_rows[0].get("type", "")) == "highlight", "解锁行型 = highlight 既有行型(零行型新增——行协议封闭)") - var rollable_ok := true - for depth in [0, 1, 2, 3, 4]: - var es = load("res://core/unit_container.gd").new(_db) - es.spawn(1, int(depth), int(_db.hero.max_hp), [], -1, -1, [], "", _row_kind_of(1, int(depth))) - for u in es.all_enemies(): - if es.rollable_skills(u).is_empty(): - rollable_ok = false - for depth in [0, 1, 4, 5, 6, 7, 8]: - var es2 = load("res://core/unit_container.gd").new(_db) - es2.spawn(2, int(depth), int(_db.hero.max_hp), [], -1, -1, [], "", _row_kind_of(2, int(depth))) - for u in es2.all_enemies(): - if es2.rollable_skills(u).is_empty(): - rollable_ok = false - check(rollable_ok, "全深度实例 spawn 后可摇集合恒非空(普攻恒冷却 0——容器级断言,L1/L2 双关卡)") - # 状态表新行 + 敌方防御池映射 - var empower: Dictionary = _db.status_effect_row("empower") - var fortify: Dictionary = _db.status_effect_row("fortify") - check(not empower.is_empty() and String(empower.target_side) == "enemy" and int(empower.magnitude) == 100, - "蓄力状态行 empower(enemy +100 percent——敌方输出 ×2 走既有 enemy_output 池)") - check(not fortify.is_empty() and String(fortify.target_side) == "enemy" and int(fortify.magnitude) == -50, - "硬化状态行 fortify(enemy −50 percent——敌方防御池负值 = 主角攻击折半;+100 符号 bug 2026-09-18 纠正,provisional 归 状态层重设计批)") - check(String(_db.settlement.effect_pool_map.get("empower", "")) == "enemy_output" \ - and String(_db.settlement.effect_pool_map.get("fortify", "")) == "enemy_defense", - "effect_pool_map 收编 empower/fortify(敌方防御池 enemy_defense 入表)") - - -# ② 同种子回放逐位复现(D3 大地精,多实例同种) -# 单敌轨迹不独立复放——轨迹取数与其它流交错,无法脱离全序重建; -# 同种子全战斗逐位复现由 ② 全对拍承载,单点定位归事件日志。 -func _smoke_skill_pool_replay_independence() -> void: - var seed_val := -1 - for s in range(1, 60): - var seqs := _record_pool_trajectories(s, 1) - if not seqs.is_empty() and int(seqs.count) >= 2: - seed_val = s - break - check(seed_val > 0, "多实例种子可达(seed=%d——D3 遭遇 ≥2 实例)" % seed_val) - # 敌 hp 低(表值 6)时 hero_atk=1 十轮内必然击杀(实例错位、轨迹断裂)—— - # 观测窗取 5 轮(5 拍 ×1 伤 < 6 HP 全员存活;仍覆盖保底 M=4 的触发窗)。 - var rounds := 5 - var run1 := _record_pool_trajectories(seed_val, rounds) - var run2 := _record_pool_trajectories(seed_val, rounds) - check(not run1.is_empty() and JSON.stringify(run1.seqs) == JSON.stringify(run2.seqs), - "同种子回放:各实例摇定动作序列逐位相同(×%d 轮 × %d 实例——子流独立复放面随并流退役)" % [rounds, int(run1.count)]) - - -# 多敌战逐轮记录各实例摇定动作(hero_atk=1/hp=300 构造全员存活满 N 轮——轨迹长度 = 轮数) -func _record_pool_trajectories(seed_val: int, rounds: int) -> Dictionary: - var rng = load("res://core/rng_service.gd").new() - rng.set_master_seed(seed_val) - var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) - if not settlement.begin_battle({"level_index": 1, "node_depth": 3, "hero_hp": 300, "hero_max_hp": 300, "hero_atk": 1}): - return {} - var seqs: Array = [] - for u in settlement._enemy_system.all_enemies(): - seqs.append([]) - for r in rounds: - var handles: Array = settlement._enemy_system.all_enemies() - for i in handles.size(): - seqs[i].append(settlement._enemy_system.pending_action(handles[i])) - settlement.minesweeper.settle_batch([{"action": "stop"}]) - if settlement.battle_result != "": - return {} - return {"count": seqs.size(), "seqs": seqs} - - -# ④ EV 抽样对锚(含闸长期速率 vs 静态锚——proposal §2.5;精确重锚归 难度曲线与Boss)。 -# 带宽口径:熊地精/酋长 EV 结构性恒 1(普攻 1 + 重击 2 与蓄力/硬化 0 加权守恒)→ 窄带; -# 地精突刺池受保底闸抬升(唯一特殊技 w=1/10,保底 M=4 把突刺率从自然 10% 抬到 ~20%+)→ 宽带登记。 -func _smoke_skill_pool_ev_anchor() -> void: - var bands := {"goblin": [1.00, 1.20], "bugbear": [0.97, 1.03], "ogre_chief": [1.10, 1.30]} # 酋长重锚(震地怒击半血解锁入池,含闸长期速率上移:实测 1.1948;EV 锚注 enemy.tres) - var species := ["goblin", "bugbear", "ogre_chief"] - var rng = load("res://core/rng_service.gd").new() - rng.set_master_seed(20260921) - var n_beats := 5000 - var pity_m: int = int(_db.skill.pity_threshold) - for si in species.size(): - var eid: String = species[si] - var template: Array = [] - for row in _db.enemy.rows: - if String(row.enemy_id) == eid: - template = row.pool - break - var pool: Array = [] - for entry in template: - pool.append({"skill_id": String(entry.skill_id), "weight": int(entry.weight), "cooldown_left": 0}) - var streak := 0 - var ev_sum := 0.0 - for k in n_beats: - var entries: Array = [] - for e in pool: - if int(e.cooldown_left) <= 0: - entries.append({"skill_id": e.skill_id, "weight": e.weight}) - if streak >= pity_m: - var specials: Array = [] - for e in pool: - var sr: Dictionary = _db.skill_row(String(e.skill_id)) - if not sr.is_empty() and String(sr.type) != "basic": - specials.append({"skill_id": e.skill_id, "weight": e.weight}) - if not specials.is_empty(): - entries = specials - var sid := SkillLottery.draw(entries, rng.open_stream("behavior_roll")) - var srow: Dictionary = _db.skill_row(sid) - var mult := 0.0 - if String(srow.type) == "basic": - mult = 1.0 - elif String(srow.type) == "damage": - mult = float(srow.get("damage_mult", 1.0)) - ev_sum += mult - for e in pool: - e.cooldown_left = maxi(0, int(e.cooldown_left) - 1) - if String(e.skill_id) == sid: - e.cooldown_left = int(srow.cooldown_beats) - streak = streak + 1 if String(srow.type) == "basic" else 0 - var measured: float = ev_sum / float(n_beats) - var band: Array = bands[eid] - var in_band: bool = measured >= float(band[0]) and measured <= float(band[1]) - check(in_band, "EV 抽样对锚 %s(实测 %.4f ∈ [%.2f, %.2f] 含闸长期速率,×%d 拍)" % [eid, measured, float(band[0]), float(band[1]), n_beats]) - - -# ⑤ 死亡打断作废(摇定后、兑现前死亡 → 本拍技能作废、不动手、不进账) -func _smoke_skill_pool_death_void() -> void: - var void_seed := -1 - for s in range(1, 400): - var rg = load("res://core/rng_service.gd").new() - rg.set_master_seed(s) - var erow: Dictionary = _db.resolve_enemy_rowset(1, 2, "battle")[0] # 行集首行(战斗节点 battle 键域) - var entries: Array = [] - for entry in erow.pool: - entries.append({"skill_id": String(entry.skill_id), "weight": int(entry.weight)}) - var sid := SkillLottery.draw(entries, rg.open_stream("behavior_roll")) - if String(_db.skill_row(sid).type) != "basic": - void_seed = s - break - check(void_seed > 0, "死亡打断种子可达(seed=%d——D2 首拍摇中特殊技)" % void_seed) - var rng = load("res://core/rng_service.gd").new() - rng.set_master_seed(void_seed) - var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) - var rows: Array = [] - settlement.step_row.connect(func(row): rows.append(row)) - check(settlement.begin_battle({"level_index": 1, "node_depth": 2, "hero_hp": int(_db.hero.max_hp), "hero_atk": 999}), - "死亡打断战斗启动(hero_atk 999——先手必杀 40HP 熊地精)") - var u: Dictionary = settlement._enemy_system.all_enemies()[0] # 句柄预捕获(胜利 despawn 后容器已清,字典引用仍可读) - var pending: String = settlement._enemy_system.pending_action(u) - check(pending != "", "开轮已摇定本拍动作(待发 = %s)" % pending) - settlement.minesweeper.settle_batch([{"action": "stop"}]) - var enemy_rows := 0 - for row in rows: - if String(row.get("source_class", "")) == "enemy_action": - enemy_rows += 1 - check(enemy_rows == 0, "先手击杀 → 摇定技能作废(第 1 轮零敌方行动行——死亡即不动手)") - var cd_sum := 0 - for e in u.pool: - cd_sum += int(e.cooldown_left) - check(cd_sum == 0 and int(u.basic_streak) == 0, - "作废不进账(全池冷却 0 · 保底计数 0——执行上报未发生)") - - -# ⑥ 加载校验拒绝(单表域校验 + 跨表池构成纪律) -func _smoke_skill_pool_validation_reject() -> void: - var skill_table = load("res://data/schemas/skill_table.gd").new() - var enemy_table = load("res://data/schemas/enemy_table.gd").new() - enemy_table.rows.assign([{"enemy_id": "x", "display_name": "x", "pool": [{"skill_id": "ghost", "weight": 1}]}]) - check(_has_err_category(_db.validate_skill_pool_links(skill_table, enemy_table), "dangling_skill"), - "加载校验拒绝:池条目 skill_id 悬空致命") - skill_table.rows.assign([{"skill_id": "a", "display_name": "a", "type": "damage", "damage_mult": 1.5, "cooldown_beats": 2}]) - check(_has_err_category(_db.validate_skill_pool_links(skill_table, enemy_table), "pool_composition"), - "加载校验拒绝:池普攻行数 ≠ 1(空池不可能前提)") - skill_table.rows.assign([ - {"skill_id": "b1", "display_name": "b1", "type": "buff", "buff_ref": "empower", "buff_duration": 2, "cooldown_beats": 3}, - {"skill_id": "b2", "display_name": "b2", "type": "buff", "buff_ref": "fortify", "buff_duration": 2, "cooldown_beats": 4}]) - enemy_table.rows.assign([{"enemy_id": "x", "display_name": "x", "pool": [{"skill_id": "b1", "weight": 1}, {"skill_id": "b2", "weight": 1}]}]) - check(_has_err_category(_db.validate_skill_pool_links(skill_table, enemy_table), "pool_composition"), - "加载校验拒绝:池增益技 > 1(每池增益 ≤1 纪律)") - skill_table.rows.assign([{"skill_id": "atk", "display_name": "a", "type": "basic", "damage_mult": 2.0, "cooldown_beats": 0}]) - check(not skill_table.validate().is_empty(), "加载校验拒绝:普攻配倍率 ≠ 1(域校验锁死)") - skill_table.rows.assign([{"skill_id": "atk", "display_name": "a", "type": "basic", "cooldown_beats": 2}]) - check(not skill_table.validate().is_empty(), "加载校验拒绝:普攻配冷却 ≠ 0(域校验锁死)") - skill_table.rows.assign([{"skill_id": "d", "display_name": "d", "type": "damage", "damage_mult": 30.0, "cooldown_beats": 1}]) - check(not skill_table.validate().is_empty(), "加载校验拒绝:damage_mult 越域 [1.1,16]") - var et2 = load("res://data/schemas/enemy_table.gd").new() - et2.rows.assign([{"enemy_id": "x", "display_name": "x", "pool": [{"skill_id": "a", "weight": 0}]}]) - check(not et2.validate().is_empty(), "加载校验拒绝:池权重 ≤ 0") - et2.rows.assign([{"enemy_id": "x", "display_name": "x", "pool": []}]) - check(not et2.validate().is_empty(), "加载校验拒绝:空池(禁)") - # 妨害 / 必中附加分量校验组 - skill_table.rows.assign([ - {"skill_id": "w1", "display_name": "w1", "type": "debuff", "buff_ref": "off_guard", "buff_duration": 2, "cooldown_beats": 4}, - {"skill_id": "w2", "display_name": "w2", "type": "debuff", "buff_ref": "off_guard", "buff_duration": 2, "cooldown_beats": 4}]) - enemy_table.rows.assign([{"enemy_id": "x", "display_name": "x", "pool": [{"skill_id": "w1", "weight": 1}, {"skill_id": "w2", "weight": 1}]}]) - check(_has_err_category(_db.validate_skill_pool_links(skill_table, enemy_table), "pool_composition"), - "加载校验拒绝:池妨害技 > 1(每池妨害 ≤1 纪律)") - skill_table.rows.assign([{"skill_id": "w1", "display_name": "w1", "type": "debuff", "cooldown_beats": 4}]) - check(not skill_table.validate().is_empty(), "加载校验拒绝:妨害技缺 buff_ref(效果引用)") - skill_table.rows.assign([{"skill_id": "d", "display_name": "d", "type": "damage", "damage_mult": 1.5, "rider_mult": 1.5, "cooldown_beats": 1}]) - check(not skill_table.validate().is_empty(), "加载校验拒绝:rider_mult 越域 (0,1]") - skill_table.rows.assign([{"skill_id": "b", "display_name": "b", "type": "buff", "buff_ref": "empower", "buff_duration": 2, "rider_mult": 0.5, "cooldown_beats": 1}]) - check(not skill_table.validate().is_empty(), "加载校验拒绝:非伤害技带必中附加分量") - # 施放类 side 守卫:妨害技引用敌方侧状态 → 拒绝(增益技引用主角侧同罪,本组以妨害反例覆盖) - skill_table.rows.assign([ - {"skill_id": "atk", "display_name": "a", "type": "basic", "cooldown_beats": 0}, - {"skill_id": "w1", "display_name": "w1", "type": "debuff", "buff_ref": "empower", "buff_duration": 2, "cooldown_beats": 4}]) - enemy_table.rows.assign([{"enemy_id": "x", "display_name": "x", "pool": [{"skill_id": "atk", "weight": 1}, {"skill_id": "w1", "weight": 1}]}]) - check(_has_err_category(_db.validate_skill_pool_links(skill_table, enemy_table, _db.status_effects), "cast_side"), - "加载校验拒绝:妨害技引用敌方侧状态(施放类 side 守卫)") - - -func _has_err_category(errs: Array, category: String) -> bool: - for e in errs: - if String(e.get("category", "")) == category: - return true - return false - - -# ⑦ 实装探针(妨害技蛛网束缚 + 毒爆必中附加分量,实装面 = L2 Boss 卓尔): -# 停手轮驱动 (2,9)——零挖掘零封印 → 零池,伤害行可逐拍精确复算;种子 hunt 至少各命一粒毒爆伤害行 -# 与蛛网束缚施放行;毒分量随开战掷定的攻击基线缩放(atk 区间 2–4 → rider 1–3)。 -func _smoke_debuff_rider() -> void: - var venom_seed := -1 - var venom_check_ok := true - var venom_rows_seen := 0 - var snare_seed := -1 - var base_ac: int = int(_db.hero.armor_class) - var off_m: int = int(_db.status_effect_row("off_guard").magnitude) - var floor_v: int = int(_db.settlement.damage_floor) - for s in range(1, 401): - if venom_seed > 0 and snare_seed > 0: - break - var rg = load("res://core/rng_service.gd").new() - rg.set_master_seed(s) - var settlement = load("res://core/battle_orchestrator.gd").new(_db, rg) - var rows: Array = [] - settlement.step_row.connect(func(row): rows.append(row)) - if not settlement.begin_battle({"level_index": 2, "node_depth": 9, "hero_hp": int(_db.hero.max_hp), "node_type": "boss"}): - continue - var boss_atk: int = int(settlement._enemy_system.all_enemies()[0].atk) # 开战掷定攻击基线(毒分量随其缩放) - for i in range(6): - if settlement.battle_result != "": - break - settlement.minesweeper.settle_batch([{"action": "stop"}]) - var has_venom := false - var has_snare := false - var snare_round := -1 - for row in rows: - if String(row.get("type", "")) != "damage" or String(row.get("source_class", "")) != "enemy_action": - if String(row.get("type", "")) == "cast" and String(row.get("skill_id", "")) == "web_snare": - has_snare = true - snare_round = int(row.get("round_index", -1)) - continue - if String(row.get("skill_id", "")) == "venom_burst": - has_venom = true - venom_rows_seen += 1 - var rider_v: int = int(row.get("rider", -1)) - if rider_v != maxi(floor_v, int(floor(float(boss_atk) * 0.75))): - venom_check_ok = false - # 终值精确复算(停手轮池恒空):主分量链结果 + 必中附加后置 - var base_factor: float = float(int(row.tier)) * (float(_db.settlement.crit_multiplier) / 100.0 if bool(row.get("crit", false)) else 1.0) - var rolled_main: int = int(floor(float(int(row.baseline)) * base_factor / 100.0)) - var expected: int = maxi(floor_v, rolled_main + int(row.get("attach", 0))) + rider_v - if int(row.value) != expected: - venom_check_ok = false - elif row.has("rider"): - venom_check_ok = false # rider 键只允许出现在带 rider_mult 的技能行 - if has_snare: - # 施放后主角掷点阈值下调(off_guard ac 轴):同轮起的伤害行阈值读数 = 基准 AC + 失衡幅度。 - # 只取"可观测"种子(施放轮后仍有敌方伤害行——施放在末轮随战斗终局属合法不可观测,不作失败)。 - var seen_lowered := false - for row in rows: - if String(row.get("type", "")) != "damage" or String(row.get("source_class", "")) != "enemy_action": - continue - if int(row.get("round_index", -1)) >= snare_round and int(row.get("ac", -999)) == base_ac + off_m: - seen_lowered = true - break - if seen_lowered and snare_seed < 0: - snare_seed = s - if has_venom and venom_seed < 0: - venom_seed = s - check(venom_seed > 0 and venom_rows_seen >= 1, "毒爆必中附加分量种子可达(seed=%d,毒爆伤害行 ×%d)" % [venom_seed, venom_rows_seen]) - check(venom_check_ok, "毒爆伤害行逐拍精确复算:终值 = max(1, 掷点档位主分量) + 必中附加(rider 只随 rider_mult 行出现)") - check(snare_seed > 0, "蛛网束缚落主角:施放后掷点阈值 = 基准 AC + 失衡幅度(off_guard ac 轴端到端,seed=%d)" % snare_seed) - - -# ---- 分支节点图冒烟:图合法性校验 + L2 幽暗地域图版行进(关卡节点地图 v1.0 图版)---- - -func _smoke_level_graph() -> void: - print("--- 关卡节点地图·分支节点图(L2 幽暗地域)---") - var autoplay = load("res://smoke/level_autoplay.gd") - # ① L1 单链与 L2 图经同一套加载校验(单链 = 出边恰一的退化形态——load_tables 全绿已含,显式复述) - check(_db.level.validate().is_empty(), "LevelTable 图合法性校验:L1 单链 + L2 图同套算法零错误") - # ② L2 行集结构(网状图建议规模) - var l2 := {} - for row in _db.level.rows: - if int(row.level_index) == 2: - l2 = row - check(not l2.is_empty() and _level_active_nodes(2).size() == 10, "L2 节点数 = 10(入口 1 + 中间三层 2/3/2 + 商店房 + Boss——商店房批 Boss 重编号 8→9)") - var tcount := {"battle": 0, "reward": 0, "rest": 0, "boss": 0, "shop": 0} - var branch := 0 - for node in _level_active_nodes(2): - tcount[String(node.get("type", ""))] = int(tcount[String(node.get("type", ""))]) + 1 - if node.get("next", []).size() >= 2: - branch += 1 - check(int(tcount.battle) == 6 and int(tcount.boss) == 1, "L2 普通战斗节点 = 6 + Boss 恒一(编号最大恒终点)") - check(int(tcount.reward) == 1 and int(tcount.rest) == 1 and int(tcount.shop) == 1, "L2 恢复节点 1(rest_heal_pct 行字段)+ 奖励节点 1(直通空态)+ 商店房节点 1(商店房批)") - check(branch >= 2, "L2 真实岔路 = %d 处(≥2)" % branch) - # ③ 图校验正反断言(违规行集定位到类别——加载期致命的同款算法) - var lt = load("res://data/schemas/level_table.gd").new() - var good := [{"node_depth": 0, "type": "battle", "next": [1, 2]}, {"node_depth": 1, "type": "battle", "next": [2]}, - {"node_depth": 2, "type": "boss"}] - lt.rows.assign([{"level_index": 9, "display_name": "t", "rest_heal_pct": 30, "nodes": good}]) - check(lt.validate().is_empty(), "图校验正例:两岔合流小图零错误") - var dup = JSON.parse_string(JSON.stringify(good)) - dup[1].node_depth = 0 - lt.rows.assign([{"level_index": 9, "display_name": "t", "rest_heal_pct": 30, "nodes": dup}]) - check(_has_err_category(lt.validate(), "dup_key"), "图校验拒绝:节点编号重复(关卡内唯一定位地址)") - var dual = JSON.parse_string(JSON.stringify(good)) - dual.append({"node_depth": 9, "type": "battle", "next": [2]}) - lt.rows.assign([{"level_index": 9, "display_name": "t", "rest_heal_pct": 30, "nodes": dual}]) - check(_has_err_category(lt.validate(), "structural"), - "图校验拒绝:第二无入边节点(入口唯一违例——入口节点数 = 3)") - var boss_out = JSON.parse_string(JSON.stringify(good)) - boss_out[2].next = [1] - lt.rows.assign([{"level_index": 9, "display_name": "t", "rest_heal_pct": 30, "nodes": boss_out}]) - check(_has_err_category(lt.validate(), "structural"), "图校验拒绝:Boss 带出边(终点不可外出)") - var cyc = JSON.parse_string(JSON.stringify(good)) - cyc[1].next = [0] - lt.rows.assign([{"level_index": 9, "display_name": "t", "rest_heal_pct": 30, "nodes": cyc}]) - check(_has_err_category(lt.validate(), "structural"), "图校验拒绝:回边 1→0(连线只朝前进方向 ⇒ 无环)") - var dang = JSON.parse_string(JSON.stringify(good)) - dang[0].next = [1, 7] - lt.rows.assign([{"level_index": 9, "display_name": "t", "rest_heal_pct": 30, "nodes": dang}]) - check(_has_err_category(lt.validate(), "dangling_next"), "图校验拒绝:出边指向不存在编号(悬空致命)") - var orphan = JSON.parse_string(JSON.stringify(good)) - orphan[0].next = [1] - orphan[1].next = [2] - orphan.append({"node_depth": 5, "type": "battle", "next": [2]}) - lt.rows.assign([{"level_index": 9, "display_name": "t", "rest_heal_pct": 30, "nodes": orphan}]) - var orphan_errs: Array = lt.validate() - check(_has_err_category(orphan_errs, "structural"), "图校验拒绝:孤儿节点(从入口不可达 / 双入口同体违例)") - # ④ L2 选路推进:min / max 双路径全通(确定性路径轴——零随机流自开) - # 战斗随机值面随全局序漂移——max 路径种子按行为面扫描(路线形状/商店/选路口为断言本体) - var win_min = autoplay.run_level(_db, 42, 2, 200, 100, false, null, "normal", "min", 0) - check(win_min.result == "victory", "L2·满配 min 路径通关(实测:%s)" % win_min.result) - check(win_min.boss_depth == 9, "L2 Boss 以编号 9 解析(终点编号最大——商店房批重编号 8→9)") - check(win_min.visited_ids == [0, 1, 3, 7, 8, 9], "min 路径 = 0→1→3(休整)→7→8(商店零购离开)→9(实测 %s——T17 出度≤2 拍板模板 0 重建)" % str(win_min.visited_ids)) - check(win_min.choices >= 3, "选路口发生 %d 次(每节点兑付后——零自动推进)" % win_min.choices) - # max 路径 = 存储种子(T17 改造——废除逐种子扫描):本项目核心承诺=确定性复放(同代码同表 - # 同种子逐位一致),「能赢且路径符合的种子」是恒定事实,采一次存死即可。旧形态 range(42,300) - # 逐种子全关卡通关扫描找命中,期望路径过期时 258 次模拟撞 180s 闸(台账 257 + - # 出度≤2 重建两次实证)。存储种子常态一次跑完;图表/数值有意变更致本断言红=快速失败(一次 - # 即红非扫描超时),重采=临时脚本跑同款 run_level 循环取首命中种子回填(离线一次性)。 - const MAX_PATH_SEED := 43 # 种子重采程序:同款循环首命中(断言注释既定程序,临时脚本用后即删) - var win_max: Dictionary = autoplay.run_level(_db, MAX_PATH_SEED, 2, 200, 100, false, null, "normal", "max", 0) - check(win_max.result == "victory" and win_max.visited_ids == [0, 2, 6, 7, 8, 9], - "L2·满配 max 路径(max 取最大编号候选)通关 = 0→2(奖励)→6→7→8(商店零购离开)→9(存储种子 %d——T17 出度≤2 拍板模板 0 重建)" % MAX_PATH_SEED) - # ⑤ 零自动推进状态机(手动驱动——兑付确认 / 选路拒绝语义逐拍断言) - var runner = load("res://core/level_runner.gd").new(_db, _fresh_rng(42)) - runner.set_hero_override(200, 100) - var choice_sizes: Array = [] - runner.choices_presented.connect(func(c): choice_sizes.append(c.size())) - check(runner.start_level(2, 42, {}, 0), "手动驱动:L2 启动(入口战斗直接开打——入口无前置兑付;template_pick=0 固定现行图——精确选路断言)") - var st = _battle_st("normal") - var first = runner.current_battle() - var res_box := {} # 信号写回容器(lambda 按值捕获局部变量——Dictionary 引用可变) - first.battle_finished.connect(func(p): res_box["result"] = String(p.get("result", ""))) - while runner.current_battle() == first and not res_box.has("result"): - autoplay._autoplay_battle(runner, first, st, null) - check(String(res_box.get("result", "")) == "victory" and runner.current_battle() == null and runner.awaiting_choice(), - "首战胜利后:settlement 释放 + 进选路态(战斗胜利不再自动推进——接口漂移清偿)") - check(runner.next_candidate_ids() == [1, 2], "入口岔路候选 = [1, 2](T17 出度≤2 拍板模板 0 宽廊双干——层宽 4 上限随出度约束)") - check(not runner.pick_next_node(8) and runner.awaiting_choice(), "候选外编号拒绝且仍待选(拒绝语义)") - check(runner.pick_next_node(2), "选编号 2(奖励点)受理") - check(String(runner.current_node().get("type", "")) == "reward" and not runner.awaiting_choice(), - "到达奖励点:直通兑付(确认前不出选路口)") - check(runner.continue_after_node() and runner.awaiting_choice() and runner.next_candidate_ids() == [5, 6], - "兑付确认后才出现选路口(continue_after_node 泛化语义)候选 = [5, 6]") - check(runner.pick_next_node(6) and runner.current_battle() != null, "选编号 6(巨蜘蛛巢群)开战") - # ⑥ L2 锚行首遇战:基线 0 加成 · 完美档(零盲挖 = 零踩雷上限口径)多种子扫描 - # (绿档口径 = 12 局多数胜 + 零踩雷恒要求;还原全胜档需回调锚行血量,归用户决策) - var green_ok := true - var green_min_hp := 99999 - var green_wins := 0 - for i in range(12): - var g_runner = load("res://core/level_runner.gd").new(_db, _fresh_rng(9100 + i)) - g_runner.start_level(2, 9100 + i) - var g_st = _battle_st("perfect") - var g_first = g_runner.current_battle() - var g_box := {} - g_first.battle_finished.connect(func(p): - g_box["result"] = String(p.get("result", "")) - g_box["hero_hp"] = int(p.get("hero_hp", 0))) - var g_guard := 6 - while g_runner.current_battle() == g_first and not g_box.has("result") and g_guard > 0: - g_guard -= 1 - autoplay._autoplay_battle(g_runner, g_first, g_st, null) - if int(g_st.mine_hits) > 0: - green_ok = false - if String(g_box.get("result", "")) == "victory": - green_wins += 1 - if int(g_box.get("hero_hp", 0)) > 0: - green_min_hp = mini(green_min_hp, int(g_box.hero_hp)) - check(green_ok, "首遇位零踩雷:完美档 12 种子(节点 0 熊地精)恒零踩雷") - check(green_wins >= 7, "首遇战胜局 ≥7/12(实际 %d——阶段拔高后锚行退出绿档,多数胜口径)" % green_wins) - check(green_min_hp > 0, "首遇战胜后 HP 下探读数 %d(>0——绿档记录)" % green_min_hp) - # ⑦ 跨表行完整:L2 每战斗/Boss 节点在 board_gen 与 enemy 精确行集(加载校验同款显式复述; - # enemy 键域 = (level_index, row_kind, depth_band)——战斗节点查 battle 键域、Boss 节点查 boss 键域) - var bg_keys := {} - for row in _db.board_gen.rows: - bg_keys["%d_%d" % [int(row.level_index), int(row.node_depth)]] = true - var en_keys := {} - for row in _db.enemy.rows: - en_keys["%d_%s_%d" % [int(row.level_index), String(row.get("row_kind", "")), int(row.get("depth_band", -1))]] = true - var cross_ok := true - for node in _level_active_nodes(2): - var t := String(node.get("type", "")) - if t != "battle" and t != "boss": - continue - if not bg_keys.has("2_%d" % int(node.node_depth)) or not en_keys.has("2_%s_%d" % [t, int(node.node_depth)]): - cross_ok = false - check(cross_ok, "跨表行完整:L2 全部战斗/Boss 节点在 board_gen + enemy 精确行集(7 节点——带键 (2,row_kind,depth_band))") - # ⑦a 定点:L2 首遇带行集与 Boss 行集(首遇带 = 数据驱动最低带,契约 8——禁写死坐标; - # 断言行集构成而非单行:行序 = 文件序,首行即叙述取数面) - var l2_spider_band: int = _first_encounter_band(2, "giant_spider") - var l2_spider_set: Array = _db.resolve_enemy_rowset(2, l2_spider_band, "battle") - var l2_spider_ids := {} - for r in l2_spider_set: - l2_spider_ids[String(r.get("enemy_id", ""))] = true - check(l2_spider_band >= 0 and l2_spider_ids.has("giant_spider") and l2_spider_ids.size() == 1 and l2_spider_set.size() == 1 \ - and int(l2_spider_set[0].get("unit_count", -1)) == 2 and not l2_spider_set[0].has("unit_count_max"), - "巨蜘蛛首遇带(2,battle,%d——扫表取最低带)行集 = {giant_spider} 恰一行且 unit_count=2 无 unit_count_max(固定 2 只——首遇教学位不加骰)〔fv22〕" % l2_spider_band) - var l2_boss_set: Array = _db.resolve_enemy_rowset(2, _boss_depth(2), "boss") - var l2_boss_ids := {} - for r in l2_boss_set: - l2_boss_ids[String(r.get("enemy_id", ""))] = true - check(l2_boss_ids.has("drider") and l2_boss_ids.size() == 1 and String(l2_boss_set[0].get("armor_type", "")) == "ward", - "蛛化卓尔精灵 Boss 行集(2,boss,%d)= {drider} 恰一行且首行魔法甲(护甲类型重配批 2026-09-18:关卡 2 唯一非轻甲;P4 乙 Boss 行集多行合法——零内容期仍单行)〔fv24〕" % _boss_depth(2)) - # ⑦b 定点:混编遭遇行集 (2,battle,5)(R6 行序契约运行面: - # 行集两行文件内相邻、行序 = 声明序 = 生成序;静态最坏骰和 Σ(unit_count_max,固定行缺省 = unit_count) ≤ 4) - var l2_mix_set: Array = _db.resolve_enemy_rowset(2, 5, "battle") - var mix_shape_ok: bool = l2_mix_set.size() == 2 \ - and String(l2_mix_set[0].get("enemy_id", "")) == "bugbear" \ - and String(l2_mix_set[1].get("enemy_id", "")) == "giant_spider" - check(mix_shape_ok, - "首批混编行集 (2,battle,5) = 双行且行序 [bugbear 重击手 → giant_spider 巢群](R6 行序契约——文件序 = 声明序 = 生成序,首行默认目标 = 前排坦克;迭代 18 卡⑤投放)〔fv18〕") - var mix_sum_max := 0 - for r in l2_mix_set: - mix_sum_max += int(r.get("unit_count_max", int(r.get("unit_count", 1)))) - check(mix_sum_max <= 4, - "首批混编行集 (2,battle,5) 静态最坏骰和 = Σ(unit_count_max,固定行缺省=unit_count) = %d ≤ 4(行集实例总数守卫同口径——重击手固定 1 + 巢群 [2,3])〔fv19〕" % mix_sum_max) - check(int(l2_mix_set[1].get("unit_count", 0)) == 2 and int(l2_mix_set[1].get("unit_count_max", 0)) == 3 \ - and int(l2_mix_set[1].get("hp", 0)) == 26 and int(l2_mix_set[1].get("armor_class", -1)) == 2, - "首批混编新行 (2,battle,5,giant_spider) 行值 = 复制巢群行(P4 甲零数值新增——2-3 只/hp 26/atk [1,2]/light/ac 2;既有 19 行现值零变更)") - # ---- L3 灰矮人矿城断言段 ---- - # ⑧ L3 行集结构(复用 L2 九节点图模板——6 战 + Boss + 奖励 + 恢复,真实岔路 4 处) - var l3 := {} - for row in _db.level.rows: - if int(row.level_index) == 3: - l3 = row - check(not l3.is_empty() and _level_active_nodes(3).size() == 10, "L3 节点数 = 10(入口 1 + 中间三层 2/3/2 + 商店房 + Boss——L2 同模板 + 商店房批)") - var tcount3 := {"battle": 0, "reward": 0, "rest": 0, "boss": 0, "shop": 0} - var branch3 := 0 - for node in _level_active_nodes(3): - tcount3[String(node.get("type", ""))] = int(tcount3[String(node.get("type", ""))]) + 1 - if node.get("next", []).size() >= 2: - branch3 += 1 - check(int(tcount3.battle) == 6 and int(tcount3.boss) == 1, "L3 普通战斗节点 = 6 + Boss 恒一(编号最大恒终点)") - check(int(tcount3.reward) == 1 and int(tcount3.rest) == 1 and int(tcount3.shop) == 1, "L3 恢复节点 1(rest_heal_pct 行字段)+ 奖励节点 1(直通空态)+ 商店房节点 1(商店房批)") - check(branch3 == 3, "L3 真实岔路 = %d 处(0→[1,2,3,4,5] · 2→[6,7] · 5→[6,7]——U2 返工批五岔环廊层宽 5)" % branch3) - # ⑨ 跨表行完整:L3 每战斗/Boss 节点在 board_gen 与 enemy 精确行集(⑦ 的 bg_keys/en_keys 复用—— - # 键域同形:(L,row_kind,depth_band)) - var cross_ok3 := true - for node in _level_active_nodes(3): - var t3 := String(node.get("type", "")) - if t3 != "battle" and t3 != "boss": - continue - if not bg_keys.has("3_%d" % int(node.node_depth)) or not en_keys.has("3_%s_%d" % [t3, int(node.node_depth)]): - cross_ok3 = false - check(cross_ok3, "跨表行完整:L3 全部战斗/Boss 节点在 board_gen + enemy 精确行集(7 节点——带键 (3,row_kind,depth_band))") - # ⑩ 定点:L3 首遇带行集与 Boss 行集(克制面重轻错开——重甲灰矮人首次登台;首遇带数据驱动定位同 ⑦a) - var l3_lead_band: int = _first_encounter_band(3, "duergar") - var l3_lead_set: Array = _db.resolve_enemy_rowset(3, l3_lead_band, "battle") - var l3_lead_ids := {} - for r in l3_lead_set: - l3_lead_ids[String(r.get("enemy_id", ""))] = true - check(l3_lead_band >= 0 and l3_lead_ids.has("duergar") and l3_lead_ids.size() == 1 \ - and String(l3_lead_set[0].get("armor_type", "")) == "heavy" \ - and int(l3_lead_set[0].get("unit_count", -1)) == 1 and not l3_lead_set[0].has("unit_count_max"), - "灰矮人首遇带(3,battle,%d——扫表取最低带)行集 = {duergar} 恰一行、首行重甲、固定 1 只不加骰〔fv23〕" % l3_lead_band) - var l3_king_set: Array = _db.resolve_enemy_rowset(3, _boss_depth(3), "boss") - var l3_king_ids := {} - for r in l3_king_set: - l3_king_ids[String(r.get("enemy_id", ""))] = true - check(l3_king_ids.has("duergar_king") and l3_king_ids.size() == 1 and String(l3_king_set[0].get("armor_type", "")) == "heavy", - "灰矮人石君王 Boss 行集(3,boss,%d)= {duergar_king} 恰一行且首行重甲(重甲收束「轻甲→魔法甲→重甲」教学梯度)〔fv24〕" % _boss_depth(3)) - # ⑪ L3 成长代理档首遇绿档:模拟 GP 商店成长后的入关参数(atk_pct=200 / hp_pct=100)· 完美档多种子首遇战稳过 - # (零加成基线红档属预期——断言口径 = 成长代理档,非基线;跑法同 ⑥) - var green3_ok := true - var green3_min_hp := 99999 - for i in range(12): - var g3_runner = load("res://core/level_runner.gd").new(_db, _fresh_rng(9100 + i)) - g3_runner.set_hero_override(200, 100) - g3_runner.start_level(3, 9100 + i) - var g3_st = _battle_st("perfect") - var g3_first = g3_runner.current_battle() - var g3_box := {} - g3_first.battle_finished.connect(func(p): - g3_box["result"] = String(p.get("result", "")) - g3_box["hero_hp"] = int(p.get("hero_hp", 0))) - var g3_guard := 6 - while g3_runner.current_battle() == g3_first and not g3_box.has("result") and g3_guard > 0: - g3_guard -= 1 - autoplay._autoplay_battle(g3_runner, g3_first, g3_st, null) - if String(g3_box.get("result", "")) != "victory" or int(g3_st.mine_hits) > 0: - green3_ok = false - elif int(g3_box.get("hero_hp", 0)) > 0: - green3_min_hp = mini(green3_min_hp, int(g3_box.hero_hp)) - check(green3_ok, "L3 首遇位绿档:成长代理档口径(atk_pct=200/hp_pct=100)完美档 12 种子首遇战(节点 0 灰矮人)全胜且零踩雷") - check(green3_min_hp > 0, "L3 首遇战胜后 HP 下探读数 %d(>0——绿档记录)" % green3_min_hp) - - # ⑫ 混编行集运行面正反断言:注入带键 (1,battle,5)/(1,battle,6) = - # L1 节点图与全部既有扫描面之外的新带键(带命中精确取注入行集——新 L 会被 ceil 封顶到 L3 不可用), - # 断言后立即还原表,后续断言面零污染。R3 fail-fast 正反验证 + R6 行序运行面验证。 - var mix_row_a := {"level_index": 1, "row_kind": "battle", "depth_band": 5, "enemy_id": "goblin", "display_name": "地精", "unit_count": 1, "hp": 10, "atk": 2, "pool": [{"skill_id": "attack", "weight": 9}]} - var mix_row_b := {"level_index": 1, "row_kind": "battle", "depth_band": 5, "enemy_id": "bugbear", "display_name": "熊地精", "unit_count": 2, "hp": 20, "atk": 3, "pool": [{"skill_id": "attack", "weight": 9}]} - _db.enemy.rows.append(mix_row_a) - _db.enemy.rows.append(mix_row_b) - var mix_sys = load("res://core/unit_container.gd").new(_db) - check(mix_sys.spawn(1, 5, int(_db.hero.max_hp)), "混编行集 spawn 受理((1,battle,5) 双行 地精1+熊地精2——定值无区间路径,行集构成纪律放开面正向)") - var mix_units: Array = mix_sys.all_enemies() - check(mix_units.size() == 3, "混编实例总数 = 各行数量求和(1+2=3——行集实例总数 ≤4 守卫内)") - check(String(mix_units[0].get("enemy_id")) == "goblin" and String(mix_units[1].get("enemy_id")) == "bugbear" and String(mix_units[2].get("enemy_id")) == "bugbear", - "混编生成序 = 文件行序(行序即契约——地精在前熊地精在后,handle_id 跨行连续派发)") - check(String(mix_units[0].get("display_name")) == "地精" and int(mix_units[1].get("hp")) == 20 and int(mix_units[1].get("atk")) == 3, - "混编各行行值独立投影(display_name/hp/atk 按各自行值——同场不同种不同值)") - _db.enemy.rows.append({"level_index": 1, "row_kind": "battle", "depth_band": 6, "enemy_id": "goblin", "display_name": "地精", "unit_count": 3, "hp": 10, "atk": 2, "pool": [{"skill_id": "attack", "weight": 9}]}) - _db.enemy.rows.append({"level_index": 1, "row_kind": "battle", "depth_band": 6, "enemy_id": "bugbear", "display_name": "熊地精", "unit_count": 3, "hp": 20, "atk": 3, "pool": [{"skill_id": "attack", "weight": 9}]}) - var over_sys = load("res://core/unit_container.gd").new(_db) - check(not over_sys.spawn(1, 6, int(_db.hero.max_hp)), "行集实例总数守卫:两行各定值 3(总 6 > 4)spawn 被拒(行集构成纪律③——R3 fail-fast 运行面)") - _db.enemy.rows.remove_at(_db.enemy.rows.size() - 1) - _db.enemy.rows.remove_at(_db.enemy.rows.size() - 1) - _db.enemy.rows.remove_at(_db.enemy.rows.size() - 1) - _db.enemy.rows.remove_at(_db.enemy.rows.size() - 1) - check(int(_db.enemy.rows.size()) == 20, "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)") - - # 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 / - # 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)。 - var vis_runner = load("res://core/level_runner.gd").new(_db, _fresh_rng(42)) - var vis_ledger := {"hero_hp": 10, "gp": 0} - var vis_ok: bool = vis_runner.start_level_external(2, vis_ledger, {}, Callable(), {}, true, 0) - check(vis_ok and vis_runner.awaiting_choice() and vis_runner.current_node_id() == -1, - "可见性冒烟:L2 入口停点就位(defer_entry——无当前节点,锚层 0)") - var vis_ids: Array = vis_runner.type_visible_ids() - var vis_cand_in := true - for cid in vis_runner.next_candidate_ids(): - if not vis_ids.has(int(cid)): - vis_cand_in = false - check(vis_cand_in, "可见性冒烟:入口停点候选集 ⊆ 类型可见集(下一跳恒可见)〔fv4〕") - check(vis_ids.has(_boss_depth(2)), "可见性冒烟:L2 Boss(编号 %d)恒在可见集(终点不入雾)〔fv3〕" % _boss_depth(2)) - var vis_n: int = int(_db.level.info_visible_layers) - check(vis_n == 2, "可见性冒烟:N 读数据表 = %d(provisional 2——代码零硬编码)〔fv6〕" % vis_n) - check(not vis_ids.has(7) and not vis_ids.has(8), - "可见性冒烟:入口锚层 0 时层距 3/4 的节点 7/8 入雾(非豁免——入口 BFS 层差 > N)〔fv1〕") - - -# 冒烟隔离用全新 RngService(同 master 种子——回放确定性纪律) -func _fresh_rng(seed_val: int): - var rng = load("res://core/rng_service.gd").new() - rng.set_master_seed(seed_val) - return rng - - -# ==================== GP+商店房冒烟 ==================== -# ① GP 到账(战斗完成入账恰一次 + Boss 关级加值)② escrow 隔离(格面兑付入缓冲/破财不透支) -# ③ 商店三收口(购买出账/加算区/余额不足拒/离开/收束清零)④ 图不变式(商店必经位/跨表行集迁移) -# ⑤ 九型与 gp_drop 流(奖励字典 18 格 + 黄金向量)。 - -# ---- ① GP 冒险钱包·到账 ---- - -func _smoke_gp_wallet() -> void: - print("--- GP 冒险钱包·到账(战斗完成入账恰一次 + Boss 加值)---") - var autoplay = load("res://smoke/level_autoplay.gd") - # ① L1 首战(普通战档——掷定 [2,4] + 关级加值 0):runner 驱动,收集 battle_finished 与钱包事件 - var runner = load("res://core/level_runner.gd").new(_db, _fresh_rng(42)) - runner.set_hero_override(200, 100) - var fin := {} - var wallet_events: Array = [] - runner.wallet_changed.connect(func(ev, gp_val, extra): wallet_events.append({"event": String(ev), "gp": int(gp_val), "amount": int(extra.get("amount", 0))})) - check(runner.start_level(1, 42), "GP 到账:L1 启动(普通战档)") - var battle = runner.current_battle() - var rows: Array = [] - battle.step_row.connect(func(row): rows.append(row)) - battle.battle_finished.connect(func(p): fin["p"] = p) - var st := _battle_st("normal") - var guard := 30 - while runner.current_battle() == battle and not fin.has("p") and guard > 0: - guard -= 1 - autoplay._autoplay_battle(runner, battle, st, null) - check(fin.has("p") and String(fin["p"].get("result", "")) == "victory", "L1 首战胜利(battle_finished gp_dropped 载荷在案)") - var escrow_sum := _escrow_sum_of(rows) - var gp_dropped: int = int(fin["p"].get("gp_dropped", -999)) - check(gp_dropped - escrow_sum >= 2 and gp_dropped - escrow_sum <= 4, - "L1 普通战 gp_dropped − escrow ∈ [2+0, 4+0](掷定+关级加值 %d,escrow %+d)" % [gp_dropped - escrow_sum, escrow_sum]) - var gains: Array = [] - for ev in wallet_events: - if ev["event"] == "gain": - gains.append(ev) - check(gains.size() == 1, "钱包恰入账一次(gain 事件 ×%d)" % gains.size()) - if gains.size() == 1: - check(int(gains[0]["amount"]) == gp_dropped, "入账金额 = gp_dropped 载荷(%d)" % gp_dropped) - check(runner.gp == maxi(0, gp_dropped) and runner.gp == int(gains[0]["gp"]), - "钱包读数 = 入账后投影(gp=%d,破财负值场景经 clamp ≥0)" % runner.gp) - # ② L2 Boss 战(节点 9——商店房批重编号):掷定 [6,10] + 关级加值 1 - var boss = load("res://core/battle_orchestrator.gd").new(_db, _fresh_rng(42)) - var rows_b: Array = [] - var fin_b := {} - boss.step_row.connect(func(row): rows_b.append(row)) - boss.battle_finished.connect(func(p): fin_b["p"] = p) - check(boss.begin_battle({"level_index": 2, "node_depth": 9, "node_type": "boss", "hero_hp": int(_db.hero.max_hp)}), - "L2 Boss 战启动((2,9)——Boss 档掷定 [6,10] + 关级加值 1)") - var guard_b := 60 - while boss.battle_result == "" and guard_b > 0: - guard_b -= 1 - boss.minesweeper.settle_batch([{"action": "stop"}]) - check(fin_b.has("p"), "L2 Boss 战终局(%s——gp_dropped 于战斗末掷定上抛)" % String(boss.battle_result)) - var escrow_b := _escrow_sum_of(rows_b) - var gp_b: int = int(fin_b.get("p", {}).get("gp_dropped", -999)) if fin_b.has("p") else -999 - check(gp_b - escrow_b >= 7 and gp_b - escrow_b <= 11, - "L2 Boss 战 gp_dropped − escrow ∈ [6+1, 10+1](掷定+关级加值 %d,escrow %+d)" % [gp_b - escrow_b, escrow_b]) - - -# 步骤流中 GP 型兑付行(effect_id gp_gain/gp_loss)的 value 代数和 = escrow 会计算(归因行随行携带) -func _escrow_sum_of(rows: Array) -> int: - var sum := 0 - for row in rows: - if String(row.get("effect_id", "")) == "gp_gain" or String(row.get("effect_id", "")) == "gp_loss": - sum += int(row.get("value", 0)) - return sum - - -# ---- ② escrow 隔离(GP安全格兑付 / 破财直验 / 钱包 clamp)---- - -func _smoke_gp_escrow() -> void: - print("--- GP escrow 隔离(GP安全格兑付入缓冲 · 破财不透支)---") - # ① 种子扫描:找GP 袋(gp 型安全格)可挖掘局——挖开兑付 +3 入 escrow,战斗末随 gp_dropped 一次上抛 - var scan := {} - for s in range(1, 121): - var rng = _fresh_rng(s) - var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) - var rows: Array = [] - settlement.step_row.connect(func(row): rows.append(row)) - var fin := {} - settlement.battle_finished.connect(func(p): fin["p"] = p) - if not settlement.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": int(_db.hero.max_hp), "hero_atk": 999}): - continue - var target := _find_gp_dig(settlement.minesweeper, settlement) - if target.is_empty(): - continue - scan = {"seed": s, "settlement": settlement, "target": target, "rows": rows, "fin": fin} - break - check(not scan.is_empty(), "GP 袋(gp 型安全格)可挖掘局种子可达(seed=%s)" % str(scan.get("seed", -1))) - if not scan.is_empty(): - var settlement2 = scan["settlement"] - var ms = settlement2.minesweeper - var t: Dictionary = scan["target"] - var dig_arr: Array = [t["dig_cell"].x, t["dig_cell"].y] - if t["hero_cell"] != ms.hero_pos(): - ms.settle_batch([{"action": "move", "cell": t["hero_cell"]}]) - ms.settle_batch([{"action": "dig", "cell": t["dig_cell"]}]) - var guard_stop := 12 - while settlement2.battle_result == "" and guard_stop > 0: - guard_stop -= 1 - ms.settle_batch([{"action": "stop"}]) # 收轮结算:授予段兑付 +3 → 战斗段先手 999 清场 → 胜利上抛 - check(settlement2.battle_result == "victory", "GP局战斗终局(先手 999 收束)") - var gain_ok := false - for row in scan["rows"]: - if String(row.get("effect_id", "")) == "gp_gain" and row.get("origin_cell", []) == dig_arr and int(row.get("value", 0)) == 3: - gain_ok = true - check(gain_ok, "GP 袋兑付行在案(GP 袋 +3 → 战斗内缓冲,origin 指回来源格)") - check(int(settlement2.escrow) >= 3, "escrow 累计缓冲 ≥3(实测 %d——战斗域中间态,不入钱包不入增益容器)" % int(settlement2.escrow)) - var gp_d: int = int(scan["fin"].get("p", {}).get("gp_dropped", -999)) - check(gp_d - int(settlement2.escrow) >= 2 and gp_d - int(settlement2.escrow) <= 4, - "格面兑付计入 gp_dropped(%d − escrow %d ∈ [2,4]——战斗末一次到账,随上抛即弃)" % [gp_d, int(settlement2.escrow)]) - # ② 破财(gp_loss)直验:兑付入口直调(weight 0 不入池——字典负向行单测通道,负向字典冒烟前例) - var rng_l = _fresh_rng(20260921) - var settle_l = load("res://core/battle_orchestrator.gd").new(_db, rng_l) - var fin_l := {} - settle_l.battle_finished.connect(func(p): fin_l["p"] = p) - check(settle_l.begin_battle({"level_index": 1, "node_depth": 4, "hero_hp": int(_db.hero.max_hp), "hero_atk": 999, "node_type": "boss"}), - "破财直验战斗启动") - for i in range(3): - settle_l._grant_routed({"reward_id": "gp_lose", "cell_type": "gp", "polarity": "negative", "display_name": "破财", "power": 2, "effect_id": "gp_loss", "stacks": 1}, - "negative", "mine_hit", Vector2i(0, 0), 1) - check(int(settle_l.escrow) == -6, "破财 ×3 → escrow −6(负向缓冲记账,零钱包触达)") - settle_l.minesweeper.settle_batch([{"action": "stop"}]) - var gp_l: int = int(fin_l.get("p", {}).get("gp_dropped", 999)) - var boss_drop: Dictionary = _db.shop_gp_drop_row("boss") - var boss_bonus1: int = _db.shop_level_gp_bonus(1) - check(gp_l + 6 >= int(boss_drop.get("roll_min", 0)) + boss_bonus1 and gp_l + 6 <= int(boss_drop.get("roll_max", 0)) + boss_bonus1, - "破财压制 gp_dropped 负值上抛(%d + 6 = %d ∈ Boss 档掷定 [%d,%d] + 关级加值 %d——掷定不受破财污染)" % [ - gp_l, gp_l + 6, int(boss_drop.get("roll_min", 0)), int(boss_drop.get("roll_max", 0)), boss_bonus1]) - # ③ 钱包不透支(clamp ≥0):runner 驱动 L1 首战 + 战斗中注入破财 → gp_dropped 负值 → 钱包钳制归 0 - var runner = load("res://core/level_runner.gd").new(_db, _fresh_rng(4242)) - runner.set_hero_override(49850, 0) # atk 2 → 999(快速终局;hp 基线) - var ev_box := {"gains": [], "min_gp": 999999} - runner.wallet_changed.connect(func(ev, gp_val, extra): - ev_box["gains"].append({"event": String(ev), "gp": int(gp_val), "amount": int(extra.get("amount", 0))}) - ev_box["min_gp"] = mini(ev_box["min_gp"], int(gp_val))) - check(runner.start_level(1, 4242), "clamp 场景:L1 启动(冒险钱包开局 0)") - var b3 = runner.current_battle() - var fin3 := {} - b3.battle_finished.connect(func(p): fin3["p"] = p) - for i in range(3): - b3._grant_routed({"reward_id": "gp_lose", "cell_type": "gp", "polarity": "negative", "display_name": "破财", "power": 2, "effect_id": "gp_loss", "stacks": 1}, - "negative", "mine_hit", Vector2i(0, 0), 1) - var guard3 := 12 - while runner.current_battle() == b3 and not fin3.has("p") and guard3 > 0: - guard3 -= 1 - b3.minesweeper.settle_batch([{"action": "stop"}]) - var gp3: int = int(fin3.get("p", {}).get("gp_dropped", 999)) - check(gp3 < 0, "破财压制入账载荷为负(gp_dropped=%d)" % gp3) - var gain3: Array = [] - for ev in ev_box["gains"]: - if ev["event"] == "gain": - gain3.append(ev) - check(gain3.size() == 1 and int(gain3[0]["amount"]) == gp3 and int(gain3[0]["gp"]) == 0, - "破财入账恰一次且投影读数 0(amount=%d,clamp 后 gp=0)" % gp3) - check(runner.gp == 0 and int(ev_box["min_gp"]) >= 0, "钱包全程不透支(gp=%d,事件投影最小读数 %d ≥ 0)" % [runner.gp, int(ev_box["min_gp"])]) - - -# 板真相直读找GP 袋挖掘目标:未开安全格 + gp 型资源身份 + 存在可达已开邻格(_find_seal_target 同款口径) -func _find_gp_dig(minesweeper, settlement) -> Dictionary: - var board = minesweeper.current_board() - var revealed := {} - for c in minesweeper.revealed_cells(): - revealed[c] = true - for y in board.height: - for x in board.width: - var c := Vector2i(x, y) - if revealed.has(c) or board.is_mine(c): - continue - var ident = settlement.query_reward_identity(c) - if ident == null or String(ident.get("cell_type", "")) != "gp": - continue - for n in board.neighbors8(c): - if revealed.has(n) and (minesweeper.compute_move_path(n).size() > 0 or n == minesweeper.hero_pos()): - return {"dig_cell": c, "hero_cell": n} - return {} - - -# ---- ③ 商店房三收口 ---- - -func _smoke_shop_room() -> void: - print("--- 商店房三收口(现价/加算区/余额不足拒/离开回选路/收束清零)---") - var autoplay = load("res://smoke/level_autoplay.gd") - # 行进到商店房(min 路径:0→1→3(恢复)→6→8)——种子扫描保证进店余额 ≥ 三件首购总价 16(6+4+6) - var shop_run := {} - for s in range(42, 92): - var runner = load("res://core/level_runner.gd").new(_db, _fresh_rng(s)) - runner.set_hero_override(900, 400) # 行进段快速通关档(购买断言与百分比轴正交——加算区单独断言) - runner.start_level(2, s, {}, 0) # 固定模板 0——商店经济断言按现行图 GP 账本 - var st := _battle_st("normal") - var guard := 40 - while String(runner.level_result) == "" and int(runner.current_node_id()) != 8 and guard > 0: - guard -= 1 - if runner.awaiting_choice(): - var ids: Array = runner.next_candidate_ids() - ids.sort() - runner.pick_next_node(int(ids[0])) - continue - var t := String(runner.current_node().get("type", "")) - if t == "reward" or t == "rest": - runner.continue_after_node() - continue - if t == "shop": - break - var b = runner.current_battle() - if b == null: - break - var fin := {} - b.battle_finished.connect(func(p): fin["p"] = p) - var g2 := 80 - while runner.current_battle() == b and not fin.has("p") and g2 > 0: - g2 -= 1 - autoplay._autoplay_battle(runner, b, st, null) - if String(runner.level_result) == "" and int(runner.current_node_id()) == 8 and runner.gp >= 16: - shop_run = {"seed": s, "runner": runner} - break - check(not shop_run.is_empty(), "商店房到达种子可达(seed=%s——进店 GP ≥ 16)" % str(shop_run.get("seed", -1))) - if shop_run.is_empty(): - return - var runner = shop_run["runner"] - check(String(runner.current_node().get("type", "")) == "shop" and int(runner.current_node_id()) == 8, - "L2 行进到商店房(节点 8,next=[9]——Boss 前必经位)") - check(not runner.awaiting_choice() and runner.next_candidate_ids().is_empty(), - "到店开店态(覆盖层数据源就位——离开前不出选路口,零自动推进)") - # 现价 = 基价 + price_level_bonus(L2)=2 + 步长 × 已购档数 - var prods: Array = runner.shop_products() - check(prods.size() == 3, "三商品全陈列(atk_up/hp_up/armor_up——无刷新无摇号)") - var by_id := _shop_products_by_id(prods) - check(int(by_id["atk_up"]["price"]) == 6 and int(by_id["hp_up"]["price"]) == 4 and int(by_id["armor_up"]["price"]) == 6, - "L2 首购现价 = 基价 + 关级加值 2(atk_up 6 / hp_up 4 / armor_up 6)") - # 购买 atk_up:钱包 −6 · 加算区 atk +1 · 二购现价 8 - var gp0: int = runner.gp - check(runner.buy_product("atk_up"), "购买 atk_up 受理(现价 6)") - check(runner.gp == gp0 - 6, "钱包扣现价 6(%d → %d)" % [gp0, runner.gp]) - check(int(runner.run_ledger.bonus.get("atk", -1)) == 1 and int(runner.run_ledger.bonus.get("max_hp", -1)) == 0 and int(runner.run_ledger.bonus.get("armor_class", -1)) == 0, # 加算区住 RunLedger - "统一冒险加算区 atk +1(bonus={atk,max_hp,armor_class} 账本)") - by_id = _shop_products_by_id(runner.shop_products()) - check(int(by_id["atk_up"]["price"]) == 8 and int(by_id["atk_up"]["purchased"]) == 1, - "atk_up 二购现价 = 4+2+2=8(步长 2 × 已购 1 档,现价现算)") - # 行进段百分比归零(购买/生效断言按加算区裸值口径——调试浮窗百分比后乘;hp 快照钳到新口径上限防 spawn 越界,测试通道) - runner.set_hero_override(0, 0) - runner.hero_hp = mini(runner.hero_hp, runner.effective_max_hp()) - # hp_up:上限与当前生命同步 +3(封顶新上限) - var hp_before: int = runner.hero_hp - var mhp_before: int = runner.effective_max_hp() - check(runner.buy_product("hp_up"), "购买 hp_up 受理(现价 4)") - check(runner.gp == gp0 - 6 - 4, "钱包扣 4(%d)" % runner.gp) - check(runner.effective_max_hp() == mhp_before + 3, "生命上限 +3(%d → %d——加算区 max_hp 轴)" % [mhp_before, runner.effective_max_hp()]) - check(runner.hero_hp == mini(hp_before + 3, runner.effective_max_hp()), "当前生命同步 +3 封顶新上限(%d → %d)" % [hp_before, runner.hero_hp]) - # armor_up:AC 10+1 - check(runner.buy_product("armor_up"), "购买 armor_up 受理(现价 6)") - check(runner.effective_ac() == int(_db.hero.armor_class) + 1, "AC = 10+1(armor_class 加算区轴,无百分比通道)") - # 余额不足购买被拒(零副作用):hp_up 连购至不可负担后兜底拒绝 - var guard_drain := 20 - var hp_buys := 1 # 夹具前段已购 1 笔(购买 hp_up 受理断言)——总数 = 前段 + 本循环 - while guard_drain > 0: - guard_drain -= 1 - var hp_price: int = int(_shop_products_by_id(runner.shop_products())["hp_up"]["price"]) - if runner.gp < hp_price: - break - if not runner.buy_product("hp_up"): - break - hp_buys += 1 - var gp_dry: int = runner.gp - var tier_dry: int = runner.purchased_tier("hp_up") - var hp_dry: int = int(_shop_products_by_id(runner.shop_products())["hp_up"]["price"]) - check(not runner.buy_product("hp_up") and runner.gp == gp_dry and runner.purchased_tier("hp_up") == tier_dry, - "余额不足购买被拒(gp=%d < 现价 %d——零扣费零档位变动)" % [gp_dry, hp_dry]) - # 离开 → 回选路口(候选 [9]) - check(runner.continue_after_node() and runner.awaiting_choice() and runner.next_candidate_ids() == [9], - "离开商店 → 回选路口(候选 [9]——零自动推进收口)") - # 下一战参数 = 基础表值 + 加算区(百分比已归零——加算先乘后乘序的前半在案) - check(runner.effective_atk() == int(_db.hero.atk) + 1, "主角攻击生效值 = 2+1(基础表值 + 加算区)") - check(runner.pick_next_node(9) and runner.current_battle() != null, "选 Boss(节点 9)开战") - var snap: Dictionary = runner.current_battle().presentation_snapshot() - # max_hp 期望按实际购买笔数推导(可购笔数 - # 随经济漂移;断言语义=「加算区笔数×3 全额入战斗开始参数」,不锚死恰好 1 笔) - check(int(snap["hero"].get("atk", -1)) == int(_db.hero.atk) + 1 and int(snap["hero"].get("max_hp", -1)) == int(_db.hero.max_hp) + 3 * hp_buys, - "战斗开始参数 = 基础表值 + 加算区(atk %d = 2+1 / max_hp %d = %d+%d×3)" % [int(snap["hero"].get("atk", -1)), int(snap["hero"].get("max_hp", -1)), int(_db.hero.max_hp), hp_buys]) - # 冒险收束(Boss 胜或败北——基线裸装口径任一结局)→ 钱包清零 - var fin_end := {} - runner.level_finished.connect(func(p): fin_end["p"] = p) - var g3 := 60 - while not fin_end.has("p") and g3 > 0: - g3 -= 1 - var b_end = runner.current_battle() - if b_end == null: - break - autoplay._autoplay_battle(runner, b_end, _battle_st("normal"), null) - check(fin_end.has("p") and String(fin_end["p"].get("result", "")) in ["victory", "defeat"], - "冒险收束(Boss 战终局:%s)" % String(fin_end.get("p", {}).get("result", ""))) - check(runner.gp == 0, "冒险收束钱包清零(局内货币生命周期终点——不入存档不入摘要)") - - -func _shop_products_by_id(prods: Array) -> Dictionary: - var out := {} - for p in prods: - out[String(p["product_id"])] = p - return out - - -# ---- ④ 商店房图不变式(恰 1 商店 · 必经位 · 跨表行集迁移)---- - -func _smoke_shop_graph() -> void: - print("--- 商店房图不变式(恰 1 商店房 · 全路径必经 · 跨表行集迁移)---") - for L in [2, 3]: - var row := {} - for r in _db.level.rows: - if int(r.level_index) == L: - row = r - var shops: Array = [] - var boss_id := -1 - var max_id := -1 - for n in _level_active_nodes(L): - var t := String(n.get("type", "")) - if t == "shop": - shops.append(int(n.get("node_depth", -1))) - if t == "boss": - boss_id = int(n.get("node_depth", -1)) - max_id = maxi(max_id, int(n.get("node_depth", -1))) - check(shops.size() == 1 and int(shops[0]) == 8, "L%d 商店房恰 1 且 node_depth=8(next=[9])" % L) - check(boss_id == 9 and boss_id == max_id, "L%d Boss = 9 = 全图最大编号(商店房批重编号 8→9)" % L) - var paths: Array = _all_entry_boss_paths(_level_active_nodes(L)) - var via_shop := true - for p in paths: - if not p.has(8): - via_shop = false - check(paths.size() >= 2 and via_shop, "L%d 全部 %d 条入口→Boss 路径穿商店房 8(必经位——DFS 枚举)" % [L, paths.size()]) - # 跨表校验:(·,boss,9) Boss 行精确存在 · (·,battle,8) 无战斗行残留(陈旧行清理确认) - var bg_keys := {} - for row in _db.board_gen.rows: - bg_keys["%d_%d" % [int(row.level_index), int(row.node_depth)]] = true - var en_keys := {} - for row in _db.enemy.rows: - en_keys["%d_%s_%d" % [int(row.level_index), String(row.get("row_kind", "")), int(row.get("depth_band", -1))]] = true - for L in [2, 3]: - check(bg_keys.has("%d_9" % L) and en_keys.has("%d_boss_9" % L), "(%d,boss,9) Boss 行在 board_gen + enemy 精确存在" % L) - check(not bg_keys.has("%d_8" % L) and not en_keys.has("%d_battle_8" % L), "(%d,battle,8) 商店房无板/战斗行集残留(陈旧行已清理)" % L) - check(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"), - "L1 行集零改动(单链 Boss (1,4)——教学期最小修订面)") - - -# ---- ⑤ 商店共享池(三选一同构/乘法价/跨渠道共账/切边/断点扩键)---- - -func _smoke_shop_pool() -> void: - print("--- 商店共享池(抽3买1全重抽 · 乘法定价 ceil · 池空硬闸 · 切边零入店)---") - var autoplay = load("res://smoke/level_autoplay.gd") - var shelf_kinds: Array = [] - for row in _db.shop_pool_rows(): - shelf_kinds.append(String(row.get("kind_id", ""))) - # ① 池模式场景可达(_adv_drive_to_shop 复用——L1 全程+L2 推进到商店房;pool 模式进店即抽架) - var scen := {} - var first_shelf_a: Array = [] - var first_shelf_b: Array = [] - for s in range(42, 92): - var a8 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(s)) - a8.set_hero_override(900, 400) - if not a8.start_adventure(s, {"first_script": true, "shop_mode": "pool"}): - continue - if not _adv_drive_to_shop(a8, _adv_st(), autoplay): - continue - scen = {"a": a8, "s": s, "r": a8.runner()} - first_shelf_a = (a8.runner().shop_shelf() as Array).duplicate(true) - break - check(not scen.is_empty(), "池模式商店房场景可达(seed=%s)" % str(scen.get("s", -1))) - if not scen.is_empty(): - # 同种子再跑一遍采第二份首架(确定性对拍——断点货架续玩=确定性重放承载的实证面) - var a8b = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(int(scen["s"]))) - a8b.set_hero_override(900, 400) - if a8b.start_adventure(int(scen["s"]), {"first_script": true, "shop_mode": "pool"}) \ - and _adv_drive_to_shop(a8b, _adv_st(), autoplay): - first_shelf_b = (a8b.runner().shop_shelf() as Array).duplicate(true) - check(first_shelf_a.size() == 3, "进店抽 3(货架 %d 卡——同构交互)" % first_shelf_a.size()) - # MC-1 商店独立刷新(P-C2+Q2 裁——基础免费 0;GP 刷新 ceil(20×1.8^n) provisional;重抽同源) - if not scen.is_empty(): - var r8 = scen["r"] - var gp0: int = int(r8.gp) - var cost0: int = r8.shop_refresh_cost() - check(cost0 == int(_db.adventure.shop_refresh_cost_base), "刷新首价=基价(%d)" % cost0) - check(r8.shop_refresh_free_left() == 0, "基础免费 0 次(Q2——天赋增益位后续添加)") - var shelf_pre: Array = (r8.shop_shelf() as Array).duplicate(true) - check(r8.shop_refresh(), "GP 刷新受理(gp=%d cost=%d)" % [gp0, cost0]) - check(int(r8.gp) == gp0 - cost0, "GP 刷新扣费(%d→%d)" % [gp0, int(r8.gp)]) - check(int(r8.shop_refresh_cost()) == int(ceil(float(cost0) * float(_db.adventure.shop_refresh_cost_curve))), "刷新爬价 ×curve(%d)" % int(r8.shop_refresh_cost())) - var same_shelf := first_shelf_a.size() == first_shelf_b.size() - if same_shelf: - for i in first_shelf_a.size(): - if String(first_shelf_a[i].get("kind_id", "")) != String(first_shelf_b[i].get("kind_id", "")) \ - or int(first_shelf_a[i].get("price", -1)) != int(first_shelf_b[i].get("price", -1)): - same_shelf = false - break - check(same_shelf, "同种子同货架逐位(确定性重放承载——断点货架续玩语义)") - if scen.is_empty(): - return - var a8 = scen["a"] - var r8 = scen["r"] - # ② 货架投影形制:kind 词表封闭 + 现价公式推导(ceil(base×b^(关序−1)×A^0)——核心现算,呈现零复算) - var l2 := int(r8.level_row.level_index) - for c in r8.shop_shelf(): - # T6 商店保底后 relic 卡合法入架(保底占位)——词表断言放行 relic;价格断言分叉 - # (数值卡走 shop_pool_row 推导 / relic 卡走 15 固定锚——同公式不同基价) - var ckind := String(c.get("kind_id", "")) - var is_relic := ckind == "relic" - check(is_relic or shelf_kinds.has(ckind), "货架 kind 在封闭词表或保底 relic 卡(%s)" % ckind) - var expect_p: int - if is_relic: - expect_p = int(ceil(15.0 * pow(_db.shop_price_b(), float(l2 - 1)) * 1.0)) - else: - var prow: Dictionary = _db.shop_pool_row(ckind) - expect_p = int(ceil(float(int(prow.get("base_price", 0))) * pow(_db.shop_price_b(), float(l2 - 1)) * 1.0)) - check(int(c.get("price", -1)) == expect_p, - "首购现价 = ceil(基价×b^(关序−1))(%s: %d = %d 推导)" % [ckind, int(c.get("price", -1)), expect_p]) - # ③ 买 1 全重抽:出账+加算区+账本三落点 + 现价 A 链递增(买后 visit 计数=1;TP0——消费在架令牌本体) - var buy_c: Dictionary = {} - for c in r8.shop_shelf(): - if int(c.get("price", 1 << 30)) <= int(r8.gp): - buy_c = c - break - check(not buy_c.is_empty(), "可购卡在架(GP %d——种子扫描保证首购空间)" % int(r8.gp)) - if not buy_c.is_empty(): - var kind := String(buy_c.get("kind_id", "")) - var tier := String(buy_c.get("tier", "")) - var val_map := {"attack": "atk", "max_hp": "max_hp", "armor": "armor_class", "ap": "ap"} - var gp0: int = int(r8.gp) - var taken0: int = int(a8._curio_taken.get(kind, 0)) - var val0: int = int(a8.run_ledger.bonus.get(String(val_map[kind]), -999)) - check(r8.buy_pool_item(kind), "购买受理(pool 口——%s|%s)" % [kind, tier]) - check(int(r8.gp) == gp0 - int(buy_c.get("price", 0)), "钱包扣现价(%d → %d)" % [gp0, int(r8.gp)]) - check(int(a8.run_ledger.bonus.get(String(val_map[kind]), -999)) == val0 + int(_db.adventure.curio_value(kind, tier)), - "加算区 +令牌档位件值(池件=奖励件本体——%s|%s %+d)" % [kind, tier, int(_db.adventure.curio_value(kind, tier))]) - check(int(a8._curio_taken.get(kind, 0)) == taken0 + 1, "共享池账本 -1(跨渠道单点——taken %d → %d)" % [taken0, int(a8._curio_taken.get(kind, 0))]) - # A 链:同visit 第二购现价 = ceil(base×b^(l2−1)×A^1)(货架已全重抽——新卡新价同公式) - var second: Dictionary = {} - for c in r8.shop_shelf(): - if int(c.get("price", 1 << 30)) <= int(r8.gp): - second = c - break - if not second.is_empty(): - var prow2: Dictionary = _db.shop_pool_row(String(second.get("kind_id", ""))) - var expect_p2: int = int(ceil(float(int(prow2.get("base_price", 0))) * pow(_db.shop_price_b(), float(l2 - 1)) * _db.shop_price_a())) - check(int(second.get("price", -1)) == expect_p2, - "A 链爬价 = ceil(base×b^(关序−1)×A^1)(进店第 2 购——%d)" % expect_p2) - check(r8.buy_pool_item(String(second.get("kind_id", ""))), "同 visit 第二购受理(A 链软闸在价不在限)") - # ④ 切边零入店(白-box 重抽 40 次——GP 袋/规则改写型特性永不在架;重抽消费 shop_draw 签,场景尾不回写主时间线) - var cut_seen := false - for i in 40: - r8._shop_draw_shelf() - for c in r8.shop_shelf(): - if String(c.get("kind_id", "")) == "gp" or String(c.get("kind_id", "")) == "treasure_item": - cut_seen = true - check(not cut_seen, "切边件零入店(40 次重抽零 gp/aux——负交易切边+三轴 doctrine)") - # ⑤ 池空硬闸(库存尽剔出牌库——TP0:white-box 耗尽 attack 令牌后货架零 attack + 消费口拒绝) - for di8 in range(a8._curio_deck.size() - 1, -1, -1): - if String((a8._curio_deck[di8] as Dictionary).get("kind", "")) == "attack": - a8._curio_deck.remove_at(di8) - var attack_seen := false - for i in 40: - r8._shop_draw_shelf() - if (r8.shop_shelf() as Array).any(func(c): return String(c.get("kind_id", "")) == "attack"): - attack_seen = true - break - check(not attack_seen, "库存尽剔牌库(attack 令牌耗尽——池消耗即上限跨渠道共库 reward→shop 向)") - var stock_before: int = a8.pool_stock("attack") - check(not a8._consume_pool_purchase("attack", "common") and a8.pool_stock("attack") == stock_before, - "池空消费拒绝(handler 零副作用——买光即枯竭硬闸)") - # ⑥ 跨渠道共库 shop→reward 向:回填一枚 attack 令牌 → 消费口受理 → 奖励牌库同步摘牌 - a8._curio_deck.append({"kind": "attack", "tier": "common"}) - check(a8._consume_pool_purchase("attack", "common"), "商店消费口受理(_apply_curio_pick 同口——真单点库)") - var reward_attack_seen := false - for t6 in a8._draw_curio_candidates(): - if String((t6 as Dictionary).get("kind", "")) == "attack": - reward_attack_seen = true - break - check(not reward_attack_seen, - "商店购买进奖励牌库摘牌(买一件=奖励面少一件——shop→reward 向共库)") - # ⑦ 断点扩键(P2 甲——save v4 域内:shop_shelf/shop_visit_buys 入快照;离开店=空架合法态) - var sm = load("res://core/save_manager.gd").new("user://_smoke_shop_pool_save.json") - sm.load_from_disk() - a8.set_save_manager(sm) - check(r8.continue_after_node() and r8.awaiting_choice(), "离开商店 → 回选路口(货架态清零落档——零自动推进收口)") - var bp: Dictionary = sm.breakpoint_snapshot() - check(bp.has("shop_shelf") and (bp["shop_shelf"] as Array).is_empty(), - "断点扩键 shop_shelf 在案(离开店=空架合法态——P2 甲扩列)") - check(bp.has("shop_visit_buys") and int(bp["shop_visit_buys"]) == 0, - "断点扩键 shop_visit_buys 在案(离开店清零——A 链输入不入档语义)") - sm.clear_breakpoint() - # ⑧ 终局池读数(run_adventure pool 面——商店与奖励跨渠道消耗后的终局余量出讫) - var st_pool: Dictionary = autoplay.run_adventure(_db, 42, 0, 0, false, null, "normal", "min", {}, {}, {"mode": "pool"}) - var ps: Dictionary = st_pool.get("pool_stock", {}) - check(ps.size() == 6, "终局池读数六键出讫(run_adventure pool 面——四池种+T5 专长凭证+T6 heal 行,读数只锚一次载体)") - var ps_ok := true - for k in ps.keys(): - var quota := 0 - for tier in _db.adventure.TIERS: - quota += int(_db.adventure.curio_quota(String(k), tier)) - if int(ps[k]) < 0 or int(ps[k]) > quota: - ps_ok = false - check(ps_ok, "终局池余量在域 [0,配额](%s)" % str(ps)) - - -# 入口→Boss 全路径枚举(DFS 迭代栈——图合法性校验保证单入口无环,路径有限) -func _all_entry_boss_paths(nodes: Array) -> Array: - var by_id := {} - var inbound := {} - for n in nodes: - by_id[int(n.get("node_depth", -1))] = n - for n in nodes: - for tid in n.get("next", []): - inbound[int(tid)] = true - var entry := -1 - for n in nodes: - if not inbound.has(int(n.get("node_depth", -1))): - entry = int(n.get("node_depth", -1)) - var paths: Array = [] - var stack: Array = [[entry]] - while not stack.is_empty(): - var path: Array = stack.pop_back() - var cur: Dictionary = by_id[path[path.size() - 1]] - var outs: Array = cur.get("next", []) - if outs.is_empty(): - paths.append(path) - continue - for t in outs: - var np := path.duplicate() - np.append(int(t)) - stack.append(np) - return paths - - - -# ---- 元进度·MetaTable 表结构(行值全 provisional 归元进度设计文档配读数; -# conversion 覆盖恰三,Boss 两档 first ≥ repeat)---- -func _smoke_meta() -> void: - _meta_pricing_and_buy() - _meta_settle_and_workshop() - _meta_injection() - _smoke_forge_axes() - _status_panel_projection() - _career_overlay_projection() - - -# ---- 锻造工坊·两根类型轴所有权移交(V5 前半:hero.tres 两轴删除+锻造配置默认值)---- -# 后半(build_adventure_params 注入默认值/选中覆盖)随 T4 注入接线同批断言;写口/解锁面归 T3。 -func _smoke_forge_axes() -> void: - print("--- 锻造工坊·类型轴所有权移交(T2)---") - # V5:hero.tres 静态表两轴已删(全表加载零违例——config_db_test 同款闸;此处钉字段不在位) - check(not ("attack_type" in _db.hero) and not ("armor_type" in _db.hero), - "hero.tres 无 attack_type/armor_type 字段(契约 2——静态表两轴删除)〔锻造工坊批 V5〕") - # 锻造配置默认值 = normal/light(常驻持有——与柜台解锁状态解耦,未点亮也照常可读) - check(_db.forge_default_attack_type() == "normal" and _db.forge_default_armor_type() == "light", - "锻造配置默认值 attack_type=normal / armor_type=light(常驻持有)〔锻造工坊批 V5〕") - # 单位快照回退面:spawn 三参形态(零注入)= 锻造配置默认值 - var uc = load("res://core/unit_container.gd").new(_db) - check(uc.spawn(1, 0, int(_db.hero.max_hp)), "spawn 受理(三参形态——两轴缺省回退面)") - check(String(uc.hero_unit().get("attack_type", "")) == "normal" - and String(uc.hero_unit().get("armor_type", "")) == "light", - "主角单位快照两轴 = 锻造配置默认值 normal/light(零注入回退——行为连续)〔锻造工坊批 V5〕") - - # ---- T3 写口族(V2 购买/几何价 · V3 并联双通道 · V4 两币分工 · V6 选中切换)---- - # 注入口径(两分法):add_keystone 置余额/直写存档域构造状态 → 直调写口 → 断余额/等级/读回 - var sv2 = _meta_new_save(_META_SMOKE_PATHS[13]) - var mp2 = load("res://core/meta_progression.gd").new(_db, sv2) - # V2①:长剑首购=20(0 级位几何价)、等级 0→1、扣币即盘、reload 持久 - sv2.add_keystone(100) - check(mp2.forge_buy_level("sword") and sv2.forge_route_level("sword") == 1 - and sv2.keystone_balance() == 80, - "长剑锻造首购:扣 20 钥石、等级 0→1(Q1——第一级=获得装备=首个 +1)〔锻造工坊批 V2〕") - var sv2r = _meta_new_save(_META_SMOKE_PATHS[13]) - check(sv2r.forge_route_level("sword") == 1 and sv2r.keystone_balance() == 80, - "购买持久(reload 后等级与余额不变——即时写盘)〔锻造工坊批 V2〕") - # V2②:二级=30(1 级位);六路线独立(买长剑不动轻甲) - check(mp2.forge_buy_level("sword") and sv2.forge_route_level("sword") == 2 - and sv2.keystone_balance() == 50 and sv2.forge_route_level("light") == 0, - "长剑二级购:扣 30、等级→2;轻甲独立零扰动(六路线各练各的)〔锻造工坊批 V2〕") - # V2③:余额不足拒且零副作用(等级/选中/解锁三面零变化) - var sv2d = _meta_new_save(_META_SMOKE_PATHS[14]) - var mp2d = load("res://core/meta_progression.gd").new(_db, sv2d) - var fr_dry: Dictionary = sv2d.forge_routes_snapshot() - check(not mp2d.forge_buy_level("sword") and sv2d.keystone_balance() == 0 - and sv2d.forge_routes_snapshot() == fr_dry, - "余额不足购买拒绝且零副作用(0 余额——三域零变化)〔锻造工坊批 V2〕") - # V2④:已满级拒购(cap 闸);未解锁拒购 - sv2.set_forge_route_level("sword", 5) - check(not mp2.forge_buy_level("sword") and not mp2d.forge_buy_level("spear"), - "已满级拒购/未解锁拒购(cap 闸+解锁闸——零副作用)〔锻造工坊批 V2〕") - # V3① 通道一:练满前一档(长剑 cap)→ 长枪/法杖派生解锁(零收费);轻甲未满→甲线仍锁 - check(mp2.forge_route_unlocked("spear") and mp2.forge_route_unlocked("staff") - and not mp2.forge_route_unlocked("heavy") and not mp2.forge_route_unlocked("ward"), - "通道一:长剑练满→长枪/法杖派生解锁;轻甲未练满→重甲/魔法护甲仍锁〔锻造工坊批 V3〕") - check(mp2.forge_buy_level("spear") and sv2.forge_route_level("spear") == 1 - and sv2.keystone_balance() == 30, - "派生解锁后长枪可购(首购 20——余额 50−20)〔锻造工坊批 V3〕") - # V3② 通道二:一次性解锁价直购(未练满也可买——两通道互不影响) - var sv3 = _meta_new_save(_META_SMOKE_PATHS[15]) - var mp3 = load("res://core/meta_progression.gd").new(_db, sv3) - sv3.add_keystone(500) - check(not mp3.forge_route_unlocked("ward") and mp3.forge_buy_unlock("ward") - and sv3.keystone_balance() == 300 and mp3.forge_route_unlocked("ward"), - "通道二:魔法护甲一次性解锁价 200 直购开(轻甲未练满也可买)〔锻造工坊批 V3〕") - # V3③ 直购后练满不重复收(练满通道=派生零收费;已解锁再直购=拒绝) - sv3.set_forge_route_level("light", 5) - check(mp3.forge_route_unlocked("ward") and not mp3.forge_buy_unlock("ward") - and sv3.keystone_balance() == 300, - "直购后练满不重复收(已解锁=拒绝零收费——两通道互不影响)〔锻造工坊批 V3〕") - # V3④ 不设串联门槛(法杖直购开——长枪零状态不阻;dry 档充值走直购) - sv2d.add_keystone(500) - check(mp2d.forge_buy_unlock("staff") and mp2d.forge_route_unlocked("staff") - and sv2d.forge_route_level("spear") == 0 and not mp2d.forge_route_unlocked("spear"), - "不设串联门槛(法杖直购开——长枪零状态不阻)〔锻造工坊批 V3〕") - # V4:任一购买/解锁只扣钥石——GP 侧零触碰(meta 域无 GP 键=域界扫描同款;此处钉余额差=当级价) - var ks4: int = sv3.keystone_balance() - check(mp3.forge_buy_level("ward") and sv3.keystone_balance() == ks4 - 20 - and sv3.forge_route_level("ward") == 1, - "两币分工:购买只扣钥石(余额差=当级价 20——GP 零触碰、无材料计数)〔锻造工坊批 V4〕") - # V6①:营地切换=写存档域+免费(余额零动);旧路线练度保留(只不生效) - var ks6: int = sv3.keystone_balance() - check(mp3.forge_select_armor("ward") and sv3.forge_armor() == "ward" - and sv3.keystone_balance() == ks6, - "选中切换免费(余额零动——写存档域即盘)〔锻造工坊批 V6〕") - check(sv3.forge_route_level("light") == 5, - "切换后旧路线练度保留(轻甲 5 级不丢——回家待命只不生效)〔锻造工坊批 V6〕") - # V6②:未解锁路线拒选零副作用(dry 档:长枪未解锁) - check(not mp2d.forge_select_weapon("spear") and sv2d.forge_weapon() == "sword", - "未解锁路线拒选零副作用〔锻造工坊批 V6〕") - # V6③:类型轴读数随选中走(切换后读 ward;未解锁选中态防御回退默认值) - check(mp3.hero_armor_type() == "ward" and mp2d.hero_attack_type() == "normal" - and mp2d.hero_armor_type() == "light", - "类型轴当前生效值随选中走(ward;未解锁档回退默认 normal/light)〔锻造工坊批 V5/V6〕") - - # ---- T4 注入接线(V5 后半 · V6 锁死 · V7 公式对拍 · V10 树零攻防复核)---- - # V5:build_adventure_params 注入默认值(新档=树钥匙未点亮)+点亮后读存档选中覆盖 - var sv4 = _meta_new_save(_META_SMOKE_PATHS[16]) - var mp4 = load("res://core/meta_progression.gd").new(_db, sv4) - var bp_params: Dictionary = load("res://presentation/main.gd").build_adventure_params(sv4, mp4) - check(String(bp_params.get("attack_type", "")) == "normal" - and String(bp_params.get("armor_type", "")) == "light", - "build_adventure_params 注入默认值 normal/light(树钥匙未点亮——新档初始持有态)〔锻造工坊批 V5〕") - sv4.add_keystone(1000) - check(mp4.forge_buy_unlock("spear") and mp4.forge_buy_level("spear") and mp4.forge_select_weapon("spear"), - "长枪直购解锁+首购+选中(注入面夹具——200+20 钥石)") - var bp_sel: Dictionary = load("res://presentation/main.gd").build_adventure_params(sv4, mp4) - check(String(bp_sel.get("attack_type", "")) == "pierce" - and String(bp_sel.get("armor_type", "")) == "light", - "build_adventure_params 读存档选中覆盖(选中长枪→pierce)〔锻造工坊批 V5〕") - # V7:hero_override 公式对拍=树 flat+锻造路线加值(旧路线练度待命不生效;切回即生效) - check(int(mp4.hero_override().get("atk", -1)) == 1 - and int(mp4.hero_override().get("max_hp", -1)) == 0 - and int(mp4.hero_override().get("armor_class", -1)) == 0 - and not mp4.hero_override().has("hit"), - "hero_override=锻造路线加值(选中长枪 Lv1→atk +1;甲 0 级→AC +0;树零分量;无 hit 键)〔锻造工坊批 V7〕") - sv4.set_forge_route_level("sword", 3) # 长剑练度待命(未选中) - check(int(mp4.hero_override().get("atk", -1)) == 1, - "换当前武器→攻击加值随切换(长剑 3 级待命不生效——只认选中)〔锻造工坊批 V7〕") - check(mp4.forge_select_weapon("sword") and int(mp4.hero_override().get("atk", -1)) == 3, - "切回长剑→加值=3 级量(旧路线练度保留且生效)〔锻造工坊批 V7〕") - # V7 三层 AC:重甲(基础 12)+路线 Lv1 加值+局内 0——经参数面起冒险断 runner 生效值 - var sv5 = _meta_new_save(_META_SMOKE_PATHS[17]) - var mp5 = load("res://core/meta_progression.gd").new(_db, sv5) - sv5.add_keystone(1000) - check(mp5.forge_buy_unlock("heavy") and mp5.forge_buy_level("heavy") and mp5.forge_select_armor("heavy"), - "重甲直购解锁+首购+选中(三层 AC 夹具)") - var adr5 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(77)) - var p5: Dictionary = load("res://presentation/main.gd").build_adventure_params(sv5, mp5) - check(adr5.start_adventure(77, p5), "注入参数冒险启动(两轴+override 同面)") - var r5 = adr5.runner() - check(int(r5.effective_ac()) == 12 + 1, - "入战 AC 三层:甲型基础 12(重甲)+路线加值 1+局内 0〔锻造工坊批 V7〕") - check(adr5.hero_attack_type == "normal" and adr5.hero_armor_type == "heavy", - "参数面快照入 runner(attack_type=normal/armor_type=heavy)〔锻造工坊批 V6〕") - # V6 锁死:开冒险后改存档选中→参数面/注入值不变(快照冻结;light=初始持有已解锁可切) - check(mp5.forge_select_armor("light") and adr5.hero_armor_type == "heavy" - and int(r5.effective_ac()) == 12 + 1, - "冒险开始后锁死:改存档选中不影响参数面快照与生效值(契约 8)〔锻造工坊批 V6〕") - # V5/V7 末端:enc 两轴直达 spawn 英雄快照(hero_attack 行携带选中类型键) - var run_ax = _run_battle(1, 0, {"attack_type": "pierce", "armor_type": "ward"}) - var pierce_rows := 0 - for row in run_ax.stream: - if row.get("source_class", "") == "hero_attack" and row.has("pierce"): - pierce_rows += 1 - check(pierce_rows >= 1, - "enc 两轴直达 spawn 英雄快照(hero_attack 行携带 pierce 键——注入链末端)〔锻造工坊批 V5〕") - # spawn 显式注入面(三参旧形态零注入已在上方覆盖——此处钉显式值) - var uc2 = load("res://core/unit_container.gd").new(_db) - check(uc2.spawn(1, 0, int(_db.hero.max_hp), [], -1, -1, [], "magic", "heavy") - and String(uc2.hero_unit().get("attack_type", "")) == "magic" - and String(uc2.hero_unit().get("armor_type", "")) == "heavy", - "spawn 显式两轴注入(magic/heavy 直入英雄快照)〔锻造工坊批 V5〕") - # V10 复核:树表 12 行 effects 键集无 atk/armor_class(契约 1——树零攻防来源) - var tree_atk_ac := false - for trow in _db.tree_rows(): - var eff: Dictionary = trow.get("effects", {}) - if eff.has("atk") or eff.has("armor_class"): - tree_atk_ac = true - check(not tree_atk_ac, - "树零攻防来源复核(12 行 effects 键集无 atk/armor_class——契约 1)〔锻造工坊批 V10〕") - - -# ---- 状态面板只读投影一致性(R4 数据只读同源:状态面板展示值逐项 == MetaProgression -# 访问器读数;投影拼装与 main._status_data 同构(同访问器族同序)。只读性连接巡检与零动效 -# 断言归 ui_struct_probe 呈现侧,本段只管数据面)---- -func _status_panel_projection() -> void: - print("--- 状态面板·只读投影一致性(隔离档 smoke_meta_buy 复用)---") - _meta_smoke_cleanup() - var sv = _meta_new_save(_META_SMOKE_PATHS[0]) - var mp = load("res://core/meta_progression.gd").new(_db, sv) - # 已购态夹具:余额非零 + 秘宝匣首件解锁——投影可辨非全零白板 - sv.add_keystone(37) - sv.unlock_item("morning_order") - sv.write_to_disk() - # 投影拼装(main._status_data 同构)+ 视图喂入 - var data := {"balance": mp.keystone_balance(), "workshop": mp.treasure_shop_status(), - "tree": mp.tree_camp_rows(), "fork_groups": mp.tree_fork_groups()} - var po = load("res://presentation/views/status_panel.gd").new() - po.open_status(data) - check(po.visible, "状态面板开层可见(open_status 直开——P4 甲零动效路径)") - check(String(po._balance_badge.value_label.text) == "钥石 %d" % mp.keystone_balance(), - "余额徽投影 = keystone_balance() 读数(%s)" % po._balance_badge.value_label.text) - var ws: Array = mp.treasure_shop_status() - var ws_ok: bool = po._workshop_holder.get_child_count() == ws.size() - var uikit_s = load("res://presentation/views/ui_kit.gd") - for i in mini(ws.size(), po._workshop_holder.get_child_count()): - var row: Dictionary = ws[i] - var lbls2: Array = [] - for ch in po._workshop_holder.get_child(i).get_children(): - if ch is Label: - lbls2.append(ch) - var unlocked: bool = bool(row.get("unlocked", false)) - var expect_prog := "已入手" - if not unlocked: - if String(row.get("mode", "")) == "keystone": - expect_prog = "钥石 %d" % int(row.get("price", 0)) - elif String(row.get("mode", "")) == "condition": - var parts: Array[String] = [] - for req_v2 in (row.get("reqs", []) as Array): - var req2: Dictionary = req_v2 as Dictionary - var lbl2 := String(uikit_s.TREASURE_REQ_LABELS.get(String(req2.get("key", "")), "条件")) - parts.append("%s %d/%d" % [lbl2, int(req2.get("progress", 0)), int(req2.get("threshold", 0))]) - expect_prog = "、".join(parts) - var expect_st2 := "已解锁" if unlocked else "未解锁" - ws_ok = ws_ok and lbls2.size() == 3 \ - and String(lbls2[0].text) == String(row.get("display_name", "")) \ - and String(lbls2[1].text) == expect_prog \ - and String(lbls2[2].text) == expect_st2 - check(ws_ok, "秘宝匣 12 行投影 = treasure_shop_status() 逐项(名称/钥石价与条件进度/解锁态——首件解锁夹具在列)〔秘宝批 V19 呈现数据源〕") - var owned := 0 - for trow in (mp.tree_camp_rows() as Array): - if int(trow.get("level", 0)) > 0: - owned += 1 - var tree_txt := String(po._tree_label.text) - check(tree_txt == "尚未购买任何节点(天赋树在营地主柜台)" or tree_txt.begins_with("已购 %d 项:" % owned), - "天赋树概览聚合文案与已购节点数一致(零已购=空态句)") - po.visible = false - po.free() - - -# ---- 生涯页只读投影一致性(汇总段六类九项逐行 == SaveManager 计数访问器/ -# MetaProgression 访问器读数;投影拼装与 main._career_data 同构(同访问器族同序)。 -# 只读性连接巡检与零动效断言归 ui_struct_probe 呈现侧,本段只管数据面+旧档载入显示 -# (v5 样档升 v6——完成定义 6「计数域缺省补零、页正常显示」))---- -func _career_overlay_projection() -> void: - print("--- 生涯页·只读投影一致性(隔离档 smoke_meta_career/career_v5)---") - var sv = _meta_new_save(_META_SMOKE_PATHS[9]) - var mp = load("res://core/meta_progression.gd").new(_db, sv) - # 已玩态夹具:两局收束(一通一止)+ 钥石非零——投影可辨非全零白板 - # (生涯页不统计天赋树与账号成长态,只统计终身计数) - sv.add_keystone(45) - sv.apply_adventure_summary({"result": "completed", "cleared": true, "levels_cleared": 3, - "stopped_at": 0, "keystone_total": 0, "master_seed": 21}) - sv.apply_adventure_summary({"result": "abandoned", "cleared": false, "levels_cleared": 1, - "stopped_at": 2, "keystone_total": 0, "master_seed": 22}) - sv.write_to_disk() - # 投影拼装(main._career_data 同构)+ 视图喂入 - var data := {"total": sv.adventure_total(), "cleared": sv.adventure_cleared(), - "clears": [], "boss_first_kills": 0, "boss_first_total": _db.level_count(), - "boss_kills": sv.boss_kill_count(), "keystone": mp.keystone_balance()} - for i in _db.level_count(): - var li: int = i + 1 - data["clears"].append({"display_name": String(_db.level_row(li).get("display_name", "")), - "count": sv.clear_count(li)}) - if sv.boss_first_kill_marked(li): - data["boss_first_kills"] += 1 - var co = load("res://presentation/views/career_overlay.gd").new() - co.open_career(data) - check(co.visible, "生涯页开层可见(open_career 直开——零动效路径)") - check(String(co._total_label.text) == "2 局", - "总局数投影 = adventure_total() 读数(%s)" % co._total_label.text) - check(String(co._cleared_label.text) == "1 局(三关全通)", - "通关局数投影 = adventure_cleared() 读数(%s)" % co._cleared_label.text) - var expect_clears: Array[String] = [] - for row in (data["clears"] as Array): - expect_clears.append("%s ×%d" % [String(row.get("display_name", "")), int(row.get("count", 0))]) - check(String(co._clears_label.text) == " · ".join(expect_clears), - "各关通关次数投影 = clear_count() 逐关读数(%s)" % co._clears_label.text) - check(String(co._boss_first_label.text) == "3/3 关" and String(co._boss_kills_label.text) == "4 次", - "Boss 首杀/总杀投影 = 首杀标记计数 + boss_kill_count()(%s / %s)" % [co._boss_first_label.text, co._boss_kills_label.text]) - check(String(co._keystone_badge.value_label.text) == "钥石 %d" % mp.keystone_balance(), - "钥石余额徽投影 = keystone_balance() 读数(%s)" % co._keystone_badge.value_label.text) - co.visible = false - co.free() - # 旧档载入显示(完成定义 6):v5 现役档形态(计数域两键不存在)升 v6 → 生涯页正常呈现缺省值 - var v5 = load("res://core/save_manager.gd").new(_META_SMOKE_PATHS[10]) - var fv5c := FileAccess.open(_META_SMOKE_PATHS[10], FileAccess.WRITE) - fv5c.store_string(JSON.stringify({"version": 5, "meta": {"keystone_balance": 3}})) - fv5c.close() - check(v5.load_from_disk() and v5.adventure_total() == 0 and v5.adventure_cleared() == 0, - "v5 现役档升 v6 载入成功(计数域缺省补零)") - var mp_v5 = load("res://core/meta_progression.gd").new(_db, v5) - var data_v5 := {"total": v5.adventure_total(), "cleared": v5.adventure_cleared(), - "clears": [], "boss_first_kills": 0, "boss_first_total": _db.level_count(), - "boss_kills": v5.boss_kill_count(), "keystone": mp_v5.keystone_balance()} - for i in _db.level_count(): - data_v5["clears"].append({"display_name": String(_db.level_row(i + 1).get("display_name", "")), - "count": v5.clear_count(i + 1)}) - var co_v5 = load("res://presentation/views/career_overlay.gd").new() - co_v5.open_career(data_v5) - check(co_v5.visible and String(co_v5._total_label.text) == "0 局" \ - and String(co_v5._cleared_label.text) == "0 局(三关全通)" \ - and String(co_v5._keystone_badge.value_label.text) == "钥石 3", - "旧档载入后生涯页正常显示(v5 升 v6:总局数/通关局数显示 0,既有钥石余额原样呈现)") - co_v5.visible = false - co_v5.free() - - -# 冒烟隔离存档名册(段首清陈旧 + 段尾清理——契约:测试不污染 user://save.json 真实档) -const _META_SMOKE_PATHS := ["user://smoke_meta_buy.json", "user://smoke_meta_dry.json", - "user://smoke_meta_settle.json", "user://smoke_meta_workshop.json", - "user://smoke_meta_cap.json", "user://smoke_meta_white.json", - "user://smoke_meta_attune.json", "user://smoke_meta_attune2.json", - "user://smoke_meta_tree.json", "user://smoke_meta_career.json", - "user://smoke_meta_career_v5.json", "user://smoke_meta_treasure_unlock.json", "user://smoke_meta_treasure_blank.json", - "user://smoke_meta_forge.json", "user://smoke_meta_forge2.json", "user://smoke_meta_forge3.json", - "user://smoke_meta_forge4.json", "user://smoke_meta_forge5.json"] - - -func _meta_smoke_cleanup() -> void: - for p in _META_SMOKE_PATHS: - for suffix in ["", ".tmp", ".corrupt.bak"]: - if FileAccess.file_exists(p + suffix): - DirAccess.remove_absolute(p + suffix) - - -func _meta_new_save(path: String): - var sv = load("res://core/save_manager.gd").new(path) - sv.load_from_disk() - return sv - - -# ---- 元进度 ②树购买面(购买受理/持久/余额不足拒绝/未知节点拒绝; -# 行价=表值 flat 单价)---- -func _meta_pricing_and_buy() -> void: - print("--- 元进度·树购买面(隔离档 smoke_meta_buy/dry)---") - _meta_smoke_cleanup() - var sv = _meta_new_save(_META_SMOKE_PATHS[0]) - var mp = load("res://core/meta_progression.gd").new(_db, sv) - # ③ 购买成功:级+1、余额−价;buy 内含写盘——reload 后持久(树全钥石单币) - sv.add_keystone(1000) - var bal0: int = sv.keystone_balance() - var price0: int = int(_db.tree_node("sp_hp").get("price", 0)) - check(mp.tree_buy("sp_hp") and sv.tree_level("sp_hp") == 1 and sv.keystone_balance() == bal0 - price0, - "树购买受理(Lv 0→1、余额 %d−%d)" % [bal0, price0]) - var sv_r = _meta_new_save(_META_SMOKE_PATHS[0]) - check(sv_r.tree_level("sp_hp") == 1 and sv_r.keystone_balance() == bal0 - price0, "购买持久(reload 后级与余额不变)") - # ③ 余额不足 / 未知节点:false 零副作用 - var sv_dry = _meta_new_save(_META_SMOKE_PATHS[1]) - var mp_dry = load("res://core/meta_progression.gd").new(_db, sv_dry) - var tn_before: Dictionary = sv_dry.tree_nodes() - var fs_before: Dictionary = sv_dry.fork_sides() - check(not mp_dry.tree_buy("sp_hp") and sv_dry.keystone_balance() == 0 - and sv_dry.tree_nodes() == tn_before and sv_dry.fork_sides() == fs_before, - "余额不足 false 零副作用(0 余额购买拒绝——三域零变化〔天赋树批 V3〕)") - check(not mp_dry.tree_buy("no_such_node"), "未知节点 false 零副作用(词表外出域)") - - -# ---- 元进度 ④注入可见 + 白板成立(验收 4/2/3——程序面;MC 逐位回归归 T7 全量验证)---- -func _meta_injection() -> void: - print("--- 元进度·注入可见与白板(隔离档 smoke_meta_white/dry)---") - var sv = _meta_new_save(_META_SMOKE_PATHS[1]) - var mp = load("res://core/meta_progression.gd").new(_db, sv) - # 树生命淬炼注入(公式:基础值+树淬炼 flat+锻造路线加值位预留 0——2 级 = +10; - # 注入走调试口径直置等级〔两分法——购买链已在 _smoke_tree 覆盖,此处隔离行门槛干扰〕) - sv.set_tree_level("sp_hp", 2) - check(int(mp.hero_override().get("max_hp", -1)) == 2 * int(_db.tree_node("sp_hp").get("effects", {}).get("max_hp", 0)), - "生命淬炼 2 级 → hero_override().max_hp == Σ 节点 effects×等级(验收4 换代〔天赋树批 V12〕)") - check(int(mp.hero_override().get("atk", -1)) == 0 and int(mp.hero_override().get("armor_class", -1)) == 0, - "攻/AC 树零来源(契约 9——树表零 atk/armor_class 行,override 二轴恒 0+预留位 0)") - check(not mp.hero_override().has("hit"), - "命中线在账未注入(契约 6——override 无 hit 字段〔天赋树批 V13〕)") - var adr = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(920251)) - check(adr.start_adventure(920251, {"hero_override": mp.hero_override()}), "注入参数冒险启动(start_adventure params 通道)") - var r = adr.runner() - var ov: Dictionary = mp.hero_override() - check(int(r.effective_atk()) == int(_db.hero.atk) + int(ov.get("atk", 0)), - "首战 hero_atk = 表值 + 永久强化 flat(begin_battle 同表达式——下一局能用到强化)") - check(int(r.effective_max_hp()) == int(_db.hero.max_hp) + int(ov.get("max_hp", 0)) - and int(adr.ledger["hero_hp"]) == int(_db.hero.max_hp) + int(ov.get("max_hp", 0)), - "首战 hero_max_hp 与开局生命账本 = 表值 + 注入档") - # 白板:同种子下 空参数 = 零强化参数 = 纯表值(逐位一致——注入通道默认值漏改在此转红) - var adr_w = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(920251)) - check(adr_w.start_adventure(920251), "白板冒险启动(无 params 实参——B1 空参数路径)") - var sv_white = _meta_new_save(_META_SMOKE_PATHS[5]) - var adr_z = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(920251)) - check(adr_z.start_adventure(920251, {"hero_override": load("res://core/meta_progression.gd").new(_db, sv_white).hero_override()}), - "零强化参数冒险启动(新档 hero_override 全零)") - var rw = adr_w.runner() - var rz = adr_z.runner() - check(int(rw.effective_atk()) == int(_db.hero.atk) and int(rw.effective_max_hp()) == int(_db.hero.max_hp) - and int(rz.effective_atk()) == int(rw.effective_atk()) and int(rz.effective_max_hp()) == int(rw.effective_max_hp()) - and int(rz.effective_ac()) == int(rw.effective_ac()), - "白板成立:空参数 = 零强化参数 = 纯表值(atk/max_hp/ac 三轴逐位一致——验收 2/3)") - check(int(rw.effective_ac()) == int(_db.hero.armor_class) and int(r.effective_ac()) == int(_db.hero.armor_class), - "ac 轴:白板恒表值、未换强化时注入零位移") - _meta_smoke_cleanup() - - -# ---- 元进度 ⑥Boss 两档 ⑦钥石不丢 ⑧工坊解锁 ⑩摘要副本与 cap(合成摘要驱动——settle 纯账面零跑局)---- -func _meta_settle_and_workshop() -> void: - print("--- 元进度·收束入账与工坊(隔离档 smoke_meta_settle/workshop/cap)---") - var sv = _meta_new_save(_META_SMOKE_PATHS[2]) - var mp = load("res://core/meta_progression.gd").new(_db, sv) - var row1: Dictionary = _db.meta_boss_keystone_row(1) - var row2: Dictionary = _db.meta_boss_keystone_row(2) - # ⑥ 逐杀掉落收束入账(掉落已在冒险内逐杀入账〔summary.keystone_total 含全部〕, - # keystone_drops 明细随摘要归档;首杀标记仍由 apply 逐通关关次置位) - var d1: Dictionary = mp.settle_adventure({"result": "failed", "cleared": false, "levels_cleared": 1, - "stopped_at": 2, "keystone_total": int(row1.get("first_kill", 0)), - "keystone_drops": [{"level": 1, "first": true, "amount": int(row1.get("first_kill", 0))}], - "master_seed": 11}) - var drop1: Dictionary = d1["boss_drops"][0] - check(bool(drop1.get("first", false)) and int(drop1.get("amount", 0)) == int(row1.get("first_kill", -1)) - and int(drop1.get("level", 0)) == 1, "新档首通 L1:boss_drops[0] {first:true, amount=first_kill}(验收5——明细随摘要归档)") - check(int(d1.get("total", 0)) == int(row1.get("first_kill", 0)), "明细 total = keystone_total(逐杀掉落全源——无二次派生加账)") - check(sv.keystone_balance() == int(row1.get("first_kill", 0)), "余额 = 累计入账(逐杀掉落合计——无重复加账)") - # ⑥ 再通转复杀档(首杀标记置位后小额恒定不递减——标记面在 apply,金额面在逐杀裁决) - var d2: Dictionary = mp.settle_adventure({"result": "failed", "cleared": false, "levels_cleared": 1, - "stopped_at": 2, "keystone_total": int(row1.get("repeat_kill", 0)), - "keystone_drops": [{"level": 1, "first": false, "amount": int(row1.get("repeat_kill", 0))}], - "master_seed": 12}) - var drop2: Dictionary = d2["boss_drops"][0] - check(not bool(drop2.get("first", true)) and int(drop2.get("amount", 0)) == int(row1.get("repeat_kill", -1)), - "再通 L1:{first:false, amount=repeat_kill}(首杀标记置位后转小额)") - var d3: Dictionary = mp.settle_adventure({"result": "failed", "cleared": false, "levels_cleared": 1, - "stopped_at": 2, "keystone_total": int(row1.get("repeat_kill", 0)), - "keystone_drops": [{"level": 1, "first": false, "amount": int(row1.get("repeat_kill", 0))}], - "master_seed": 13}) - check(not bool(d3["boss_drops"][0].get("first", true)) and int(d3["boss_drops"][0].get("amount", 0)) == int(row1.get("repeat_kill", -1)), - "重复杀第三轮恒定不递减(验收5——无衰减曲线)") - # 混合归因:通关两关 → L1 重复 + L2 首杀(明细随摘要逐笔归档) - var d4: Dictionary = mp.settle_adventure({"result": "failed", "cleared": false, "levels_cleared": 2, - "stopped_at": 0, "keystone_total": int(row1.get("repeat_kill", 0)) + int(row2.get("first_kill", 0)), - "keystone_drops": [{"level": 1, "first": false, "amount": int(row1.get("repeat_kill", 0))}, - {"level": 2, "first": true, "amount": int(row2.get("first_kill", 0))}], - "master_seed": 14}) - check(not bool(d4["boss_drops"][0].get("first", true)) and bool(d4["boss_drops"][1].get("first", false)) - and int(d4["boss_drops"][1].get("amount", 0)) == int(row2.get("first_kill", -1)), - "两关通关逐关归因:L1 重复档 + L2 首杀档(first_kill 金额)") - # ⑦ 败北零通关摘要:余额只增不减(零入账)、clear_counts 不变 - var bal_before: int = sv.keystone_balance() - var cc1_before: int = sv.clear_count(1) - var dz: Dictionary = mp.settle_adventure({"result": "failed", "cleared": false, "levels_cleared": 0, - "stopped_at": 1, "keystone_total": 0, "master_seed": 15}) - check(dz["boss_drops"].is_empty() and sv.keystone_balance() == bal_before and sv.clear_count(1) == cc1_before, - "败北零通关摘要:零入账零标记(钥石只增不减——验收1;败北局 clear_counts 不变)") - # ⑧ 秘宝解锁服务(V3 钥石购买/V4 条件解锁;注入=直调解锁写口+直置存档生涯计数, - # 不走正常资源积累流程——卡片 7.1 测试方式) - var sv_u = _meta_new_save(_META_SMOKE_PATHS[11]) - var mp_u = load("res://core/meta_progression.gd").new(_db, sv_u) - sv_u.add_keystone(10) - check(not mp_u.buy_treasure_unlock("sky_eye") and not sv_u.item_unlocked("sky_eye") - and not mp_u.buy_treasure_unlock("ranged_pick"), - "条件件误购拒绝(购买件专属——契约 8 分配面)〔秘宝批 V3 反例〕") - check(not mp_u.buy_treasure_unlock("twin_loader") and sv_u.keystone_balance() == 10, - "余额不足购买拒绝且零副作用(余额 10 < 价 25)〔秘宝批 V3〕") - check(mp_u.buy_treasure_unlock("morning_order") and sv_u.item_unlocked("morning_order") - and sv_u.keystone_balance() == 0, - "钥石购买解锁:余额足→解锁态落档+余额扣减正确(价 10)〔秘宝批 V3〕") - check(not mp_u.buy_treasure_unlock("morning_order"), - "已解锁重复购买拒绝〔秘宝批 V3〕") - check(mp_u.refresh_treasure_unlocks().is_empty() and not sv_u.item_unlocked("ranged_pick"), - "条件未达不解锁(远程镐=通关 1 次)〔秘宝批 V4〕") - sv_u._data["meta"]["adventure_cleared"] = 1 # 直置存档生涯计数(调试注入口径) - check((mp_u.refresh_treasure_unlocks() as Array).has("ranged_pick") - and sv_u.item_unlocked("ranged_pick") and mp_u.refresh_treasure_unlocks().is_empty(), - "远程镐=adventure_cleared≥1 达标恰解锁一次+重复刷新幂等(C6:通关=打通整局冒险)〔秘宝批 V4〕") - sv_u._data["meta"]["boss_kill_count"] = 3 - check((mp_u.refresh_treasure_unlocks() as Array).has("refresh_license"), - "刷新执照=boss_kill_count≥3(阈值读 unlock_requires 行值不硬编)〔秘宝批 V4〕") - sv_u._data["meta"]["adventure_cleared"] = 3 - check(not sv_u.item_unlocked("sky_eye"), "天眼单条件不足不解锁(AND 语义——cleared 3 达 boss 4 未达)〔秘宝批 V4〕") - sv_u._data["meta"]["boss_kill_count"] = 4 - check((mp_u.refresh_treasure_unlocks() as Array).has("sky_eye"), - "天眼双条件 AND(通关≥3 且 Boss≥4)达标解锁〔秘宝批 V4〕") - sv_u._data["meta"]["vision_used"] = 10 - check((mp_u.refresh_treasure_unlocks() as Array).has("beacon_network"), - "信标网络=真视类工具累计使用≥10(行为计数新域——use_treasure 受理成功累计)〔秘宝批 V4〕") - var r_n := 0 - for st_row in mp_u.treasure_shop_status(): - r_n += 1 if bool(st_row.get("unlocked", false)) else 0 - check(r_n == 5, "解锁态持久投影一致(reload 面同源读数;5 件=购买 1+条件 4)〔秘宝批 V4〕") - # ⑩ recent_summaries:元素含 boss_drops 副本、最新在前、cap 10 - var rs: Array = sv.recent_summaries() - check(rs.size() >= 5 and String(rs[0].get("result", "")) != "" and rs[0].has("boss_drops") - and (rs[1] as Dictionary).has("keystone_drops") - and int(rs[0].get("master_seed", -1)) == 15, "摘要最新在前 + 元素含掉落明细副本(复盘可归因——验收5)") - var sv_c = _meta_new_save(_META_SMOKE_PATHS[4]) - var mp_c = load("res://core/meta_progression.gd").new(_db, sv_c) - for i in 12: - mp_c.settle_adventure({"result": "failed", "cleared": false, "levels_cleared": 0, - "stopped_at": 1, "keystone_total": 0, "master_seed": i}) - check(sv_c.recent_summaries().size() == 10 and int(sv_c.recent_summaries()[0].get("master_seed", -1)) == 11, - "摘要 cap 10 且最新在前(12 连 settle 截断后 seed 11 居首)") - # ⑪ 同调位账本(装配持久/满位禁选/Y 升级语义;写口 = MetaProgression 同调段) - var sv_a = _meta_new_save(_META_SMOKE_PATHS[6]) - var mp_a = load("res://core/meta_progression.gd").new(_db, sv_a) - check(Attunement.slots(_db, sv_a) == 0 and int(mp_a.attune_camp_status()["refresh"]["charges"]) == 0, - "白板档同调位求值 = 0(0 起步裁决)且 Y=0(未购无刷新能力——P1 甲初始 0 同构)") - check(mp_a.toggle_attunement("morning_order") == false, - "满位禁选(Slots 0 时装配拒绝;兼未解锁拒绝前置——直置解锁后下方装配)〔秘宝批 V5〕") - sv_a.add_keystone(200) - sv_a.unlock_item("morning_order") - sv_a.unlock_item("twin_loader") - check(mp_a.buy_attune_refresh() and sv_a.attune_refresh_level() == 1 - and int(mp_a.attune_camp_status()["refresh"]["charges"]) == 1, - "Y 升级购买入账(Lv1 → 每冒险 +1 次刷新)") - mp_a.settle_adventure({"result": "failed", "cleared": false, "levels_cleared": 1, - "stopped_at": 2, "keystone_total": 0, "master_seed": 21}) - check(Attunement.slots(_db, sv_a) == 0 and sv_a.boss_kill_count() == 1, - "通关 1 关 → Slots 恒 0(旧「按击杀 Boss 次数自动涨」条件已删——槽位唯一来源=树点亮)且 Boss 击杀总数=1(计数域保留)〔天赋树批 V14〕") - sv_a.set_tree_level("att_socket1", 1) - check(Attunement.slots(_db, sv_a) == 1, - "树上点亮同调位 1 → Slots=1(槽位收编树节点——Q2 裁甲)") - check(not mp_a.toggle_attunement("sky_eye"), - "稀有件入普通格拒绝(件档 rank 3 > 装入位序 1——契约 2 档位格校验)〔秘宝批 V5〕") - check(mp_a.toggle_attunement("morning_order") and mp_a.toggle_attunement("twin_loader") == false, - "装配持久写入 + 满位禁选(Slots 1 装第二件拒绝)〔秘宝批 V5 换主语〕") - check(mp_a.toggle_attunement("morning_order") and mp_a.toggle_attunement("morning_order"), - "卸下恒可再装配(自卸自装——营地换装=冒险开始前合法面,装配不可变只锁运行中)〔秘宝批换主语〕") - var sv_a2 = _meta_new_save(_META_SMOKE_PATHS[7]) - sv_a2.set_attunement_equipped(["morning_order"]) - var mp_a2 = load("res://core/meta_progression.gd").new(_db, sv_a2) - check((mp_a2.attune_camp_status()["equipped"] as Array).has("morning_order"), - "装配关系读回持久(reload 后投影一致——写新件 id)〔秘宝批 V15〕") - # ⑫ 充能重置 / 刷新双计数器 - var a12 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(12)) - check(a12.start_adventure(12, {"attunement": ["incense_stick", "sky_eye"]}), - "充能重置场景:装配冒险启动(seed 12)〔秘宝批 V8 换主语〕") - check(int(a12.run_ledger.attune_charges.get("incense_stick", -1)) == 1 and int(a12.run_ledger.attune_charges.get("sky_eye", -1)) == 1, # 充能账住 RunLedger - "充能账本按装备 active_charged 件重置(新目录表值:线香 battle 级 1 次/天眼 level 级 1 次——周期重置点归 V8 逐形态面)") - a12._attunement = [] - a12._attune_refresh_x = 1 - a12._attune_refresh_y = 2 - a12._curio_pending = {"candidates": [{"kind": "gp", "tier": "common"}, {"kind": "attack", "tier": "common"}, {"kind": "max_hp", "tier": "common"}], "payload": {}} - check(a12.refresh_curio() and a12._attune_refresh_x == 0 and a12._attune_refresh_y == 2, - "刷新双计数器——X 优先消耗(x1y2 → x0y2)") - check(a12.refresh_curio() and a12.refresh_curio() and a12._attune_refresh_y == 0 - and a12.refresh_curio() == false, - "刷新双计数器——X 耗尽转 Y 池、池竭拒绝(x0y2 → y0 → 第四次 false 零副作用)") - a12._reset_refresh_x() - check(a12._attune_refresh_x == 0 and a12.attune_refresh_left() == 0, - "刷新 X 每碰三选一重置(不结转;新目录无 bonus_refresh 行源——X 机制保留恒 0 空转,存量加仓走 _refresh_stock=刷新练习 V8)〔秘宝批换代〕") - # ⑬ 主菜单开局传参面(开新/续玩两入口同调三键随开局下传防回归:真实入口曾 - # 三键恒空(缺陷①),冒烟夹具直呼 runner 参数面拦不住——此处直呼 main.build_adventure_params - # 单测统一构造面(static 免实例化整菜单场景;真实两入口共用本构造),取值与营地投影同源) - var sv_e = _meta_new_save(_META_SMOKE_PATHS[8]) - sv_e.set_attunement_equipped(["morning_order"]) - sv_e.set_attune_refresh_level(2) - sv_e.set_fork_side("fg_posture", "a") - var mp_e = load("res://core/meta_progression.gd").new(_db, sv_e) - var rules_e: Array = mp_e.tree_rule_keys() - check(rules_e.has("posture_first_strike") and mp_e.attune_refresh_charges() == 2, - "开局传参夹具前置:Fork 侧 a 激活 rule 键非空 + Y=Lv2 行表值 2(防断言空转)") - var p_new: Dictionary = load("res://presentation/main.gd").build_adventure_params(sv_e, mp_e, - {"first_script": true, "treasure_unlocked": {}, "shop_mode": "pool"}) - check((p_new.get("attunement", []) as Array) == (sv_e.attunement_equipped() as Array), - "主菜单开新冒险参数面:同调装配 = 存档装配集(营地装了什么开局就带什么)") - check(int(p_new.get("attune_refresh_y", -1)) == mp_e.attune_refresh_charges(), - "主菜单开新冒险参数面:Y 刷新池 = 当前等级行表值(营地升几档开局就给几次)") - check((p_new.get("tree_rules", []) as Array) == rules_e, - "主菜单开新冒险参数面:树 rule 键集 = Fork 激活侧 effects(点哪侧带哪侧)") - check(bool(p_new.get("first_script", false)) and String(p_new.get("shop_mode", "")) == "pool", - "主菜单开新冒险参数面:入口特有键(first_script/shop_mode)随 extra 原样并入") - var p_resume: Dictionary = load("res://presentation/main.gd").build_adventure_params(sv_e, mp_e, - {"treasure_unlocked": {}}) - check((p_resume.get("attunement", []) as Array) == (sv_e.attunement_equipped() as Array) - and int(p_resume.get("attune_refresh_y", -1)) == mp_e.attune_refresh_charges() - and (p_resume.get("tree_rules", []) as Array) == rules_e, - "主菜单继续上局参数面:三键与开新冒险同源同值(续玩不吃白板开局)") - # 续玩路径 tree_rules 受理断言:直呼 runner 续玩参数面 - # (v2 旧断点夹具同式最小断点——smoke ⑫ 受理路径同形)验 _tree_rules 与传入一致。 - var adr_res = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(19)) - var bp_min: Dictionary = {"level_index": 1, "node_id": -1, "hero_hp": 40, "gp": 5, - "bonus": {"atk": 0, "max_hp": 0, "armor_class": 0}, "shop_purchased": {}, - "template_pick": -1, "master_seed": 777, "rng_counter": 3, "keystone": 0, - "visited_ids": []} - check(adr_res.resume_adventure(bp_min, p_resume), - "继续上局受理面:resume_adventure 受理三键参数面(尾裁微批b 受理闭环——受理不再吃白板)") - check((adr_res._tree_rules as Array) == rules_e, - "继续上局受理面:tree_rules 随参数面进 runner._tree_rules(消费面 set_tree_rules 下传现成)") - _meta_smoke_cleanup() - - -# ---- 天赋树冒烟(v0.8 12 节点:schema/购买面/Fork 一节点双态/彩蛋特化)---- - -func _smoke_tree() -> void: - print("--- 天赋树(12 节点 · 购买面 · Fork 双态 · 彩蛋觉醒)---") - # 〔V1〕结构:12 行 + schema 零违例 - check(_db.meta_tree != null and (_db.meta_tree.rows as Array).size() == 12, - "meta_tree 已加载(12 节点=脊柱 2〔生命/命中淬炼一线一节点 cap4〕+锻造 2〔钥匙+彩蛋——彩蛋含在锻造 2 内非第 13 行〕+钥石 2〔秘宝匣/刷新升级〕+同调 6〔socket 3+Fork 3 双态〕——v0.8 终态)〔天赋树批 V1〕") - check(_db.meta_tree.validate().is_empty(), - "MetaTreeTable.validate 零违例(脉/类型/币词表出域即拒/Fork 三组每组恰一且持 a/b 双效果键/彩蛋 ≤3/effects 键封闭/零 archetype)") - # 彩蛋行硬要求(契约 9 红线落点):effects 键集 ⊆ {max_hp, hit} - var ley: Dictionary = _db.meta_tree.row_by_id("easter_ley") - var ley_ok: bool = not ley.is_empty() - for k in (ley.get("effects", {}) as Dictionary).keys(): - if not (String(k) == "max_hp" or String(k) == "hit"): - ley_ok = false - check(ley_ok, "easter_ley effects 键集 ⊆ {max_hp, hit}(攻/护分量已摘除——契约 9)〔天赋树批 V8 落点〕") - # V1/V4 反例:出域行逐类构造被拒(复制行副本塞词表外值) - var t2 = load("res://data/schemas/meta_tree_table.gd").new() - var bad_vein: Dictionary = (_db.meta_tree.row_by_id("sp_hp") as Dictionary).duplicate(true) - bad_vein["node_id"] = "bad_vein" - bad_vein["vein"] = "underworld" - t2.rows = [bad_vein] - check(not t2.validate().is_empty(), "schema 反例:vein 出域被拒") - var bad_fork: Dictionary = (_db.meta_tree.row_by_id("fork_posture") as Dictionary).duplicate(true) - bad_fork["node_id"] = "bad_fork" - bad_fork["fork_group"] = "fg_mastery" - t2.rows = [bad_fork] - check(not t2.validate().is_empty(), "schema 反例:fork_group 出域(fg_mastery 已退役组)被拒") - var bad_arch: Dictionary = (_db.meta_tree.row_by_id("sp_hp") as Dictionary).duplicate(true) - bad_arch["node_id"] = "bad_arch" - bad_arch["effects"] = {"archetype": 1} - t2.rows = [bad_arch] - check(not t2.validate().is_empty(), "schema 反例:effects.archetype 加载致命(🔴 层级纪律护栏面)〔天赋树批 V4〕") - var bad_dangling: Dictionary = (_db.meta_tree.row_by_id("sp_hp") as Dictionary).duplicate(true) - bad_dangling["requires"] = ["ghost_node"] - t2.rows = [bad_dangling] - check(not t2.validate().is_empty(), "schema 反例:requires 悬空被拒") - # 购买面(V2 主干) - var sv = _meta_new_save(_META_SMOKE_PATHS[8]) - var mp = load("res://core/meta_progression.gd").new(_db, sv) - sv.add_keystone(1000) - check(mp.tree_buy("sp_hp") and sv.tree_level("sp_hp") == 1, "树购买受理(脊柱生命 L1——树全钥石单币)") - check(not mp.tree_can_buy("sp_hp"), - "行门槛:第 2 级不可购(总等级 1 < 4——一线一节点主语,买第 N 级需全树总投入 ≥4×(N−1))〔天赋树批 V2〕") - check(mp.tree_buy("sp_hit") and mp.tree_buy("forge_workshop") and mp.tree_buy("att_socket1"), - "命中 L1/锻造钥匙(free 无前置=初始零购零币可点亮)/同调位 1(根节点无前置)受理(总等级 1→4)") - check(int(_db.tree_node("forge_workshop").get("price", -1)) == 0, "锻造工坊钥匙零币(free)") - check(mp.tree_can_buy("sp_hp"), "行门槛恰达开放(总等级 4 ≥ 4×1)") - check(mp.tree_buy("sp_hp") and sv.tree_level("sp_hp") == 2, "第 2 级购买受理(门槛恰达当刻开放)") - # Fork 一节点双态(V9) - sv.add_keystone(100) - check(mp.tree_buy_fork("fork_posture") and sv.tree_level("fork_posture") == 1 and sv.fork_side("fg_posture") == "a", - "Fork 购买=解锁+默认 A 态(一节点双态——单行承载)") - check(not mp.tree_can_buy("fork_posture"), "已解锁 Fork 重复购买拒绝(cap 1)") - check(not mp.tree_toggle_fork("fg_posture", "a"), "同态重复切换零操作(false)") - check(not mp.tree_toggle_fork("fg_sense", "b"), "未解锁 Fork 切换拒绝(解锁唯一入口=购买面)") - var bal_pre_toggle: int = sv.keystone_balance() - check(mp.tree_toggle_fork("fg_posture", "b") and sv.fork_side("fg_posture") == "b", - "零币切态 b(购买解锁后 A/B 可切)") - check(int(sv.keystone_balance()) == bal_pre_toggle, "切态零消费(钥石余额差分不动)") - check((mp.tree_rule_keys() as Array).has("posture_bulwark") and not (mp.tree_rule_keys() as Array).has("posture_first_strike"), - "规则键投影=激活态效果键(B 态稳健拓荒——tree_rule_keys 随切态换键集)") - check(mp.tree_toggle_fork("fg_posture", "a") and (mp.tree_rule_keys() as Array).has("posture_first_strike"), - "切回 A 态键集随换(六键词表在册——V11 校验面归单元段)") - # 彩蛋特化觉醒(V8) - check(not mp.tree_can_buy("easter_ley"), "彩蛋不经购买(手动购亮=红——觉醒唯一入口=特化判定)") - check(sv.tree_level("easter_ley") == 0, "觉醒前置未满足不亮(两线未拉满)") - sv.set_tree_level("sp_hp", 4) - sv.set_tree_level("sp_hit", 4) - sv.set_tree_level("att_socket2", 1) - mp.tree_buy("att_socket3") # 经购买口触发 _check_easter_egg - check(sv.tree_level("easter_ley") == 1, "两线拉满+同调位全解锁 → 地脉共鸣自动点亮(零币特化判定)") - var bal_now: int = sv.keystone_balance() - mp.tree_buy("sp_hp") - check(int(sv.keystone_balance()) == bal_now, "觉醒零消费(钥石余额不动)") - _meta_smoke_cleanup() - - -# ---- 天赋树六键行为冒烟(V10:开局姿态窗/危险直觉限次/财富之道聚散/守侧失误补偿; -# 引擎直构 + 编排授予段直注(_grant_seg._judge_seal=结算授予段封印判定单口))---- -func _smoke_counter_buckets() -> void: - print("--- 效果引擎无状态化四桶正向验收(卡② §9 V1/V6)---") - # V1——adventure 桶跨战持久:同一 RunLedger 下两战各真实 request_dig 一次, - # 断付费计数经 ctx 就地写入宿主字典并跨战累积(副本搬运态:读不到上一战值→第 2 战仍 1,此断言会红)。 - var led = load("res://core/run_ledger.gd").new() - var RigS = load("res://core/battle_orchestrator.gd") - var RngS = load("res://core/rng_service.gd") - var enc1 = {"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": ["twin_pick"], "tree_rules": [], "battle_index": 1, - "bonus_ref": {"atk": 0, "max_hp": 0, "armor_class": 0}, "voucher_rap": 0, "voucher_time_sand": 0, - "node_type": "battle", "ledger": led} - var o1 = RigS.new(_db, _fresh_rng(779301)) - o1.begin_battle(enc1) - var dig1: bool = o1.action_economy.request_dig(0, false) - check(dig1, "V1 第1战真实 request_dig 受理(begin_battle 后 ACTIVE 相位)〔无状态化 V1〕") - check(int(led.adventure_counters.get("adv_twin_digs", 0)) == 1, - "V1 第1战付费挖格经 ctx 就地写 adventure 桶=1(无 export 搬运时点)〔无状态化 V1〕") - var enc2 = enc1.duplicate(true) - enc2["battle_index"] = 2 - var o2 = RigS.new(_db, _fresh_rng(779302)) - o2.begin_battle(enc2) - check(EffectEngine.counter(o2.counters_ctx, "adv_twin_digs") == 1, - "V1 第2战 begin_battle 经 ctx 读到上一战持久值=1(读路径走宿主字典引用,非副本种子回灌)〔无状态化 V1〕") - o2.action_economy.request_dig(0, false) - check(int(led.adventure_counters.get("adv_twin_digs", 0)) == 2, - "V1 第2战挖后 adventure 桶跨战累积=2(run_ledger:42 判空早退缺陷消解的回归钉面——旧副本态恒 1)〔无状态化 V1〕") - # V6——battle 桶随宿主销毁:第1战标错落 insurance_used(battle 桶无前缀),次战新编排器读 0。 - var encA = {"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": ["perfect_insurance"], "tree_rules": [], "battle_index": 1, - "bonus_ref": {"atk": 0, "max_hp": 0, "armor_class": 0}, "voucher_rap": 0, "voucher_time_sand": 0, - "node_type": "battle", "ledger": load("res://core/run_ledger.gd").new()} - var oA = RigS.new(_db, _fresh_rng(779401)) - oA.begin_battle(encA) - var safe_a: Variant = null - for ca in oA.minesweeper.current_board().all_cells(): - if not oA.minesweeper.current_board().is_mine(ca): - safe_a = ca - break - oA._grant_seg._judge_seal({"cell": safe_a, "hit": false}, 1) - check(EffectEngine.counter(oA.counters_ctx, "insurance_used") == 1, - "V6 第1战标错落 battle 桶 insurance_used=1(_apply_counter_hit 静态写口经 ctx)〔无状态化 V6〕") - var encB = encA.duplicate(true) - encB["battle_index"] = 2 - var oB = RigS.new(_db, _fresh_rng(779402)) - oB.begin_battle(encB) - check(EffectEngine.counter(oB.counters_ctx, "insurance_used") == 0, - "V6 battle 桶随宿主销毁:次战新编排器 fx_counters_battle 天然空,读 insurance_used=0〔无状态化 V6〕") - - -func _smoke_tree_rules() -> void: - print("--- 天赋树六键行为(V10:窗/限次/聚散/守侧)---") - # 开局姿态组:每关首轮窗(battle_index 事实——引擎直构 + 自建 ctx) - var fx = load("res://core/effect_engine.gd").new(null) - fx.rebuild([], [], ["posture_first_strike", "posture_bulwark"]) - var ctx_p := EffectContext.new() - check((fx.dispatch(ctx_p, "round_start", {"battle_index": 1, "round_index": 1}, Callable()) as Array).size() == 1, - "先手压制:每关首战首轮窗命中(battle_index=1 且 round=1 → grant_ap queue)〔天赋树批 V10〕") - check((fx.dispatch(ctx_p, "round_start", {"battle_index": 1, "round_index": 2}, Callable()) as Array).is_empty() - and (fx.dispatch(ctx_p, "round_start", {"battle_index": 2, "round_index": 1}, Callable()) as Array).is_empty(), - "先手压制:首轮窗外地不触发(第二轮/第二关首战首轮——「每战首轮」旧语义换代件)") - check((fx.dispatch(ctx_p, "damage_taken", {"battle_index": 1, "round_index": 1}, Callable()) as Array).size() == 1 - and (fx.dispatch(ctx_p, "damage_taken", {"battle_index": 2, "round_index": 1}, Callable()) as Array).is_empty(), - "稳健拓荒:首轮窗内受击出盾、窗外不出(shield damage_taken 同窗条件)") - # 危险直觉·锋:限次闸(引擎直构——mine_hit 挂点现成;限次计数住 level 桶,跨战持久=共享同一字典引用) - var fz = load("res://core/effect_engine.gd").new(null) - fz.rebuild([], [], ["sense_sharp"]) - var lvl_shared := {} # 同一关的 level 桶(两编排器共享引用 = 跨战持久,替代旧副本搬运) - var ctx_fz := EffectContext.new() - ctx_fz.level_bucket = lvl_shared - var got_mult := false - var got_add := false - for h in (fz.dispatch(ctx_fz, "mine_hit", {}, Callable()) as Array): - if String(h.get("kind", "")) == "damage_mult": - got_mult = true - if String(h.get("kind", "")) == "counter_add": - got_add = true - check(got_mult and got_add, "锋:踩雷减半命中+限次记账(counter 0<2 闸开——damage_mult+counter_add 双行同预评估态)") - EffectEngine.counter_add(ctx_fz, "lvl_tree_sense_sharp_used", 2) # 直调置数(V10 注入口径——置 level 桶计数后走事件路径) - check((fz.dispatch(ctx_fz, "mine_hit", {}, Callable()) as Array).is_empty(), "锋:限次耗尽全额(counter 2 不<2 闸关——每关限次 provisional 2)〔无状态化 V5〕") - var fz2 = load("res://core/effect_engine.gd").new(null) - fz2.rebuild([], [], ["sense_sharp"]) - var ctx_fz2 := EffectContext.new() - 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) - check((fz2.dispatch(ctx_fz2, "mine_hit", {}, Callable()) as Array).is_empty(), - "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〕") - # 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)) - check(orch.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": ["sense_guard"], "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"}), - "守侧 rig:战斗编排启动(tree_rules=sense_guard 携带)") - var board = orch.minesweeper.current_board() - var safe := Vector2i(-1, -1) - for c in board.all_cells(): - if not board.is_mine(c): - safe = c - break - check(safe.x >= 0, "守侧 rig:安全格定位(非危险格=标错负样本)") - check(int(orch.action_economy.pending_ap_delta()) == 0, "守侧 rig:首轮后 queue 干净(开局 posture queue 已兑现)") - # 场景①:当回合新封印、结算判标错且封印仍在场 → queue +1(本轮 AP 零变化=queue 承载、下轮 notify_round_start 兑现) - orch._grant_seg._judge_seal({"cell": safe, "hit": false}, 1) - check(int(orch.action_economy.pending_ap_delta()) == 1, - "守①:当回合标错且封印在场 → 下轮 AP+1(queue 排队——本轮 AP 逐位零变化)") - # 场景③④:之前回合标错重判(封印在场状态)与同格重复——去重闸挡回,最多返还一次 - orch._grant_seg._judge_seal({"cell": safe, "hit": false}, 2) - orch._grant_seg._judge_seal({"cell": safe, "hit": false}, 3) - check(int(orch.action_economy.pending_ap_delta()) == 1, - "守③④:旧封印重判零触发+同格最多一次(_seal_miss_seen 去重闸=「当回合标错动作」判别器)") - # 场景②负样本:封印命中(hit=true 正向兑付路径)零触发 - orch._grant_seg._judge_seal({"cell": safe, "hit": true}, 4) - check(int(orch.action_economy.pending_ap_delta()) == 1, "守②负样本:标中/被挖封印零触发(标错事件只在 miss 分支发射——发射面过滤承载)") - # 场景⑤:末轮判出→无下一轮=queue 不兑现(编排器每战新建——队列实例随战亡,合法作废态) - var orch2 = load("res://core/battle_orchestrator.gd").new(_db, _fresh_rng(777002)) - check(orch2.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": ["sense_guard"], "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"}), - "守⑤ rig:次战编排启动(新战新队列实例)") - check(int(orch2.action_economy.pending_ap_delta()) == 0, - "守⑤:末轮判出不返(queue 只在 notify_round_start 兑现、战亡即弃——无跨战泄漏)") - # 树限次按关清零改由 LevelRunner.level_counters 随 new 承载(旧硬编码名单冒烟断言随函数删除——换代同生死;新语义由 V4/V5 段承载) - # 财富之道·散:商品标价折价(level_runner 计价单点) - var lr = load("res://core/level_runner.gd").new(_db, _fresh_rng(777004)) - lr.set_tree_rules([]) - check(int(lr._spend_discounted(100)) == 100, "散未激活:商品标价原价(无 economy_spend 键)") - lr.set_tree_rules(["economy_spend"]) - check(int(lr._spend_discounted(100)) == 80 and int(lr._spend_discounted(1)) == 1, - "散激活:商品购买价 ×80%(provisional 折率——floor 偏向玩家、下限 1;刷新价不折=另一计价点零触碰)") - # 财富之道·聚:战斗掉落乘算·入账前(编排 _roll_gp_drop——同种子配对对拍 1.5×) - var orch3 = load("res://core/battle_orchestrator.gd").new(_db, _fresh_rng(777005)) - check(orch3.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"}), - "聚 rig:基线编排启动(无增益侧)") - orch3.encounter["tree_rules"] = [] - var gp_base: int = orch3._roll_gp_drop() - var orch4 = load("res://core/battle_orchestrator.gd").new(_db, _fresh_rng(777005)) - check(orch4.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": ["economy_hoard"], "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"}), - "聚 rig:增益编排启动(tree_rules=economy_hoard)") - orch4.encounter["tree_rules"] = ["economy_hoard"] - var gp_hoard: int = orch4._roll_gp_drop() - check(gp_hoard == int(round(float(gp_base) * 1.5)) and gp_hoard >= gp_base, - "聚:战斗掉落乘算 ×1.5(provisional——同种子配对 %d→%d,入账前=结算框显示实得)") - _meta_smoke_cleanup() - - -# ---- 战斗日志视图·行格式化呈现层同步闸(真人试玩卡断 bug 回归: -# 伤害行 attach 字段变更后本视图拆行分支漏网未同步——敌方首笔攻击行带 baseline 无 attach, -# _format_row Invalid access 使结算段中途夭折、界面卡死。行协议变更必须同步呈现层〔战斗结算 §行协议〕, -# 本段把现行行形态逐型喂进真实视图:拆行残留与行字段错位在此转红)---- -func _smoke_battle_log_view() -> void: - print("--- 战斗日志视图行格式化(行协议 9 类呈现层同步闸)---") - var view = load("res://presentation/views/battle_log_view.gd").new(_db) - # 敌方行动伤害行(现行形态:baseline 在场、attach 已出协议——修复前此行即 Invalid access) - view.append_row({"type": "damage", "display_name": "地精 撕咬", "value": 2, "target": "主角", - "baseline": 3, "roll": 15, "ac": 12, "tier": 100, - "source_class": "enemy_action", "round_index": 2}) - var enemy_txt: String = view.parsed_text() - check(enemy_txt.contains("撕咬") and enemy_txt.contains("〔掷 15 vs 护甲 12"), "敌方伤害行格式化(baseline 行不读退役 attach)") - check(not enemy_txt.contains("伏击") and not enemy_txt.contains("基线"), "退役伏击/基线拆行文案不再出现") - # 主角攻击行·单分量模型(payload 只带实际攻击类型一键——pierce/magic 多键即崩) - view.append_row({"type": "damage", "display_name": "主角攻击", "value": 4, "pierce": 4, - "roll": 20, "ac": 13, "tier": 100, "crit": true, "killed": true, - "source_class": "hero_attack", "round_index": 2}) - var hero_txt: String = view.parsed_text() - check(hero_txt.contains("暴击×") and hero_txt.contains("⚔击杀") and hero_txt.contains("■"), "主角穿刺型暴击行金框(单分量 payload 不触发三分量拆行)") - check(not hero_txt.contains(" + 穿刺 "), "退役三分量拆行文案不再出现") - # 未生效行聚合(pattern 3 聚合纪律——同键两行呈现 ×2 不逐行刷屏) - view.append_row({"type": "reward_ineffective", "display_name": "增益未生效(满层)", "batch_key": "attack_up", "source_class": "safe_cell", "round_index": 1}) - view.append_row({"type": "reward_ineffective", "display_name": "增益未生效(满层)", "batch_key": "attack_up", "source_class": "safe_cell", "round_index": 1}) - view.append_row({"type": "heal", "display_name": "急救包", "value": 3, "target": "主角", "source_class": "safe_cell", "round_index": 1}) - var agg_txt: String = view.parsed_text() - check(agg_txt.contains("⚠") and agg_txt.contains("×2"), "未生效行聚合计数 ×2 呈现") - # 其余行型逐型喂入:格式化中途夭折 = 解析文本零增长(脚本错误静默吞断言的盲区由此转为可见 FAIL) - var rest := { - "effect": {"type": "effect", "display_name": "攻击强化", "value": 1, "pool_value": 2, "effect_id": "attack_up", "source_class": "seal_hit", "round_index": 1}, - "seal_miss": {"type": "seal_miss", "display_name": "封印未中", "source_class": "seal_miss", "round_index": 1}, - "cast": {"type": "cast", "display_name": "卓尔精灵 施放 毒雾", "source_class": "enemy_action", "round_index": 3}, - "decay": {"type": "decay", "value": 1, "round_index": 3}, - "verdict": {"type": "verdict", "display_name": "下一轮次", "value": 0, "round_index": 3}, - "highlight": {"type": "highlight", "display_name": "完美封印!清图奖励 ×2", "value": 2, "source_class": "clear_reward", "round_index": 4}, - } - for row_type in rest: - var before: int = view.parsed_text().length() - view.append_row(rest[row_type]) - check(view.parsed_text().length() > before, "行型 %s 格式化落地(解析文本增长)" % String(row_type)) - - -# ---- 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) -func _smoke_global_theme() -> void: - print("--- UI 全局主题(main_theme.tres 挂载与词条断言)---") - var th := ThemeDB.get_project_theme() - check(th != null, "V1 项目主题挂载(project.godot gui/theme/custom → main_theme.tres)") - if th == null: - return - # V1:类型集覆盖 §4「做」清单全部类型(含 PopupMenu 弹层预盖) - var need_types := ["VScrollBar", "HScrollBar", "ScrollContainer", "HSlider", "VSlider", - "TooltipPanel", "TooltipLabel", "LineEdit", "SpinBox", "HSeparator", "VSeparator", - "CheckBox", "CheckButton", "OptionButton", "PopupMenu"] - var type_set := th.get_type_list() - for t in need_types: - check(type_set.has(t), "V1 主题类型覆盖 %s" % t) - # V1 红线:Button 类型词条零接触(五态矩阵归 06 第一层第二条) - check(not type_set.has("Button"), "V1 红线 Button 类型词条零接触") - # V1 红线:focus 族词条一律零定义(扫本主题自有条目,不走默认主题链) - var focus_hits := "" - for t in type_set: - for n in (th.get_stylebox_list(t) + th.get_icon_list(t) + th.get_color_list(t) - + th.get_font_list(t) + th.get_font_size_list(t) + th.get_constant_list(t)): - if "focus" in String(n): - focus_hits += "%s/%s " % [t, n] - check(focus_hits == "", "V1 红线 focus 族词条零定义%s" % ("" if focus_hits == "" else "(违例:" + focus_hits + ")")) - # V1:关键词条抽查在位(实例走主题链解析) - var vsb := VScrollBar.new() - check(vsb.has_theme_stylebox("scroll") and vsb.has_theme_stylebox("grabber") - and vsb.has_theme_stylebox("grabber_highlight") and vsb.has_theme_stylebox("grabber_pressed"), - "V1 滚动条槽/柄三态词条在位") - check(not th.has_stylebox("scroll_focus", "VScrollBar") and not th.has_stylebox("scroll_focus", "HScrollBar"), - "V1 滚动条 scroll_focus 未定义(红线)") - var hsl := HSlider.new() - check(hsl.has_theme_stylebox("slider") and hsl.has_theme_stylebox("grabber_area") - and hsl.has_theme_stylebox("grabber_area_highlight") - and hsl.has_theme_icon("grabber") and hsl.has_theme_icon("grabber_highlight") - and hsl.has_theme_icon("grabber_disabled"), "V1 滑轨槽/填充/柄词条在位") - var le := LineEdit.new() - check(le.has_theme_stylebox("normal") and le.has_theme_color("font_color") - and le.has_theme_color("font_placeholder_color"), "V1 LineEdit 词条在位(含占位色 font_placeholder_color)") - var sp := SpinBox.new() - check(sp.has_theme_icon("updown"), "V1 SpinBox 箭头词条在位(updown 合并槽)") - var hsep := HSeparator.new() - var vsep := VSeparator.new() - check(hsep.has_theme_stylebox("separator") and vsep.has_theme_stylebox("separator"), "V1 分隔线词条在位") - var tpanel := PanelContainer.new() - var tlabel := Label.new() - check(tpanel.has_theme_stylebox("panel"), "V1 TooltipPanel 词条在位") - check(tlabel.has_theme_color("font_color") and tlabel.has_theme_font_size("font_size"), "V1 TooltipLabel 词条在位") - # V2:滑轨修复——已填充段 BG_ROOT 对槽暖石 ≈5.5:1(冻结值锚定) - var fill_sb: StyleBox = hsl.get_theme_stylebox("grabber_area") - var track_sb: StyleBox = hsl.get_theme_stylebox("slider") - if fill_sb is StyleBoxFlat and track_sb is StyleBoxFlat: - var fill_c: Color = (fill_sb as StyleBoxFlat).bg_color - var track_c: Color = (track_sb as StyleBoxFlat).bg_color - check(fill_c.is_equal_approx(Color8(58, 46, 34)) and track_c.is_equal_approx(Color8(184, 165, 130)), - "V2 冻结值锚定(已填充段=BG_ROOT #3A2E22,槽=暖石 #B8A582)") - var ratio := _theme_contrast(fill_c, track_c) - check(ratio >= 4.5, "V2 滑轨两段对比 %.2f:1 ≥4.5:1(拖到中点一眼可辨)" % ratio) - else: - check(false, "V2 滑轨 stylebox 类型均为 StyleBoxFlat") - # V3:预盖件运行时证词(临时实例化读词条——无实役控件的在役证据) - var cbx := CheckBox.new() - check(cbx.get_theme_icon("checked") != null and cbx.get_theme_icon("unchecked") != null - and cbx.get_theme_icon("checked_disabled") != null and cbx.get_theme_icon("unchecked_disabled") != null, - "V3 CheckBox 四态图标非空") - var cbt := CheckButton.new() - check(cbt.get_theme_icon("checked") != null and cbt.get_theme_icon("unchecked") != null - and cbt.get_theme_icon("checked_disabled") != null and cbt.get_theme_icon("unchecked_disabled") != null, - "V3 CheckButton 四态图标非空(与 CheckBox 同套 checked/unchecked 名,4.7 源码实证)") - var pm := PopupMenu.new() - check(pm.has_theme_stylebox("panel") and pm.has_theme_stylebox("hover") - and pm.has_theme_font_size("font_size"), "V3 PopupMenu 词条存在(弹层预盖)") - var ob := OptionButton.new() - check(ob.has_theme_stylebox("normal") and ob.has_theme_stylebox("hover") - and ob.has_theme_stylebox("pressed") and ob.has_theme_color("font_color"), - "V3 OptionButton 词条存在(预盖)") - # V4:旧形态源码零残留(剥注释行后扫;ui_kit 两函数+挂载行+滑轨工厂) - for path in ["res://presentation/views/ui_kit.gd", "res://presentation/ui_assembler.gd", - "res://presentation/views/settings_overlay.gd", "res://presentation/views/debug_overlay.gd"]: - var src: String = FileAccess.get_file_as_string(path) - var bad := "" - for ln in src.split("\n", false): - var s := ln.strip_edges() - if s.begins_with("#"): - continue - if "styled_slider" in s or "tooltip_theme" in s or "_tip_theme" in s or "overlay.theme" in s: - bad += s + " " - check(bad == "", "V4 退役实现零残留(%s)%s" % [path, "" if bad == "" else "违例:" + bad]) - # V6:中文字体防御——default_font 非空且 Label 实取字体非空 - check(th.default_font != null, "V6 主题 default_font 非空(挂主题顶掉 custom_font 也不丢中文字形)") - var lbl := Label.new() - lbl.text = "测试" - check(lbl.get_theme_font("font") != null, "V6 Label 实取字体非空(中文字形防御实证)") - vsb.free(); hsl.free(); le.free(); sp.free(); hsep.free(); vsep.free() - tpanel.free(); tlabel.free(); cbx.free(); cbt.free(); pm.free(); ob.free(); lbl.free() - - -# ---- 按钮五态矩阵冒烟(四工厂产物逐实例 override 断言;V1/V2)---- -func _smoke_button_five_states() -> void: - print("--- UI 按钮五态矩阵(四工厂五态样式盒)---") - var uikit_s = load("res://presentation/views/ui_kit.gd") - var states := ["normal", "hover", "pressed", "disabled", "focus"] - # 普通钮(verb_button 同走 button() 打底——同断言覆盖) - var b = uikit_s.button("测试") - for st in states: - check(b.has_theme_stylebox_override(st), "V1 普通钮 %s 样式盒非空" % st) - var n_sb: StyleBox = b.get_theme_stylebox("normal") - var h_sb: StyleBox = b.get_theme_stylebox("hover") - var p_sb: StyleBox = b.get_theme_stylebox("pressed") - var d_sb: StyleBox = b.get_theme_stylebox("disabled") - var f_sb: StyleBox = b.get_theme_stylebox("focus") - check(n_sb is StyleBoxTexture and h_sb is StyleBoxTexture and d_sb is StyleBoxTexture, - "V1 普通钮 normal/hover/disabled 均为石纹九宫格贴图样式盒") - # 悬停=乙案:modulate 提亮(≠常态 WHITE——乙案判据) - var h_mod: Color = (h_sb as StyleBoxTexture).modulate_color - check(h_mod != Color.WHITE and h_mod.r > 1.0, "V1 普通钮 hover=modulate 提亮(乙案,异于常态 WHITE)") - # 禁用=甲案:本族底+α0.45 幽灵化 - var d_mod: Color = (d_sb as StyleBoxTexture).modulate_color - check(is_equal_approx(d_mod.a, 0.45) and d_mod.r == 1.0 and d_mod.g == 1.0, - "V1 普通钮 disabled=本族底 α0.45 幽灵化(甲案)") - # 错配修正判据:disabled≠pressed(旧「禁用=按压图」) - check(d_sb != p_sb, "V1 普通钮 disabled≠pressed(旧错配已修正)") - # 焦点=甲案:INK 2px 内缩 1px 环、无底(叠加态不遮钮底) - check(f_sb is StyleBoxFlat, "V1 普通钮 focus 样式盒为扁平环(StyleBoxFlat)") - var fsb := f_sb as StyleBoxFlat - check(fsb.border_color == uikit_s.INK, "V1 焦点环色=INK(与 font_focus_color 同源)") - check(is_equal_approx(fsb.border_width_left, 2.0) and is_equal_approx(fsb.border_width_right, 2.0) - and is_equal_approx(fsb.border_width_top, 2.0) and is_equal_approx(fsb.border_width_bottom, 2.0), - "V1 焦点环宽=2px") - check(is_equal_approx(fsb.expand_margin_left, -1.0) and is_equal_approx(fsb.expand_margin_top, -1.0) - and is_equal_approx(fsb.expand_margin_right, -1.0) and is_equal_approx(fsb.expand_margin_bottom, -1.0), - "V1 焦点环内缩=1px") - check(not fsb.draw_center and fsb.bg_color.a < 0.001, "V1 焦点环无底(叠加态不遮钮底)") - b.free() - # 主钮:五态非空+本族平涂(pressed/disabled 非石纹)+disabled≠pressed+hover 提亮档承现行 - var pb = uikit_s.primary_button("测试") - for st in states: - check(pb.has_theme_stylebox_override(st), "V1 主钮 %s 样式盒非空" % st) - var ppn: StyleBox = pb.get_theme_stylebox("pressed") - var pdd: StyleBox = pb.get_theme_stylebox("disabled") - var phv: StyleBox = pb.get_theme_stylebox("hover") - check(ppn is StyleBoxFlat and pdd is StyleBoxFlat, "V1 主钮 pressed/disabled=本族平涂(非石纹)") - check((ppn as StyleBoxFlat).bg_color == Color8(214, 172, 88), "V1 主钮 pressed=烛光黄深档(现行值不动)") - check(is_equal_approx((pdd as StyleBoxFlat).bg_color.a, 0.45), "V1 主钮 disabled=本族底 α0.45 幽灵化") - check(pdd != ppn, "V1 主钮 disabled≠pressed") - check((phv as StyleBoxFlat).bg_color == uikit_s.CANDLE.lightened(0.06), "V1 主钮 hover=提亮档(承现行不动)") - pb.free() - # 危险钮:补本族 pressed(深档)+disabled 幽灵化+focus;pressed/disabled 非石纹 - var db = uikit_s.danger_button("测试") - for st in states: - check(db.has_theme_stylebox_override(st), "V1 危险钮 %s 样式盒非空" % st) - var dpr: StyleBox = db.get_theme_stylebox("pressed") - var dds: StyleBox = db.get_theme_stylebox("disabled") - check(dpr is StyleBoxFlat and dds is StyleBoxFlat, "V1 危险钮 pressed/disabled=本族平涂(非石纹,旧错配已修正)") - check((dpr as StyleBoxFlat).bg_color.r < 180.0 / 255.0, "V1 危险钮 pressed=深红深档(暗于常态)") - check(is_equal_approx((dds as StyleBoxFlat).bg_color.a, 0.45), "V1 危险钮 disabled=本族底 α0.45 幽灵化") - check(dds != dpr, "V1 危险钮 disabled≠pressed") - db.free() - # 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 - var th := ThemeDB.get_project_theme() - if th != null: - check(not th.get_type_list().has("Button"), "V2 红线维持 Button 类型词条零接触") - var focus_hits := "" - for t in th.get_type_list(): - for nm in (th.get_stylebox_list(t) + th.get_icon_list(t) + th.get_color_list(t) - + th.get_font_list(t) + th.get_font_size_list(t) + th.get_constant_list(t)): - if "focus" in String(nm): - focus_hits += "%s/%s " % [t, nm] - check(focus_hits == "", "V2 红线维持 focus 族词条零定义%s" % ("" if focus_hits == "" else "(违例:" + focus_hits + ")")) - - -# ---- 全局纹理过滤冒烟(工程设置 Nearest+平滑渐变件 LINEAR 白名单;V3)---- -func _smoke_texture_filter() -> void: - print("--- UI 全局纹理过滤(Nearest+白名单三件)---") - var v = ProjectSettings.get_setting("rendering/textures/canvas_textures/default_texture_filter") - check(v != null and int(v) == 0, "V3 工程设置 default_texture_filter=0(Nearest,翻转面=立绘/瓦片/九宫格 crisp)") - var uikit_s = load("res://presentation/views/ui_kit.gd") - var vg = uikit_s.vignette_rect() - check(vg.texture_filter == CanvasItem.TEXTURE_FILTER_LINEAR, "V3 白名单在位:暗角 vignette 显式 LINEAR") - vg.free() - var bm = uikit_s.beams_rect() - check(bm.texture_filter == CanvasItem.TEXTURE_FILTER_LINEAR, "V3 白名单在位:光柱 beams 显式 LINEAR") - # 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 - var bimg: Image = bm.texture.get_image() - var max_a := 0.0 - var mid_a := 0 - var top_sum := 0.0 - var bot_sum := 0.0 - for y in 560: - for x in 560: - var pa := bimg.get_pixel(x, y).a - max_a = maxf(max_a, pa) - if pa > 0.001 and pa < 0.049: - mid_a += 1 - if y < 280: - top_sum += pa - else: - bot_sum += pa - check(max_a >= 12.0 / 255.0 and max_a <= 0.05, - "T4 光柱带心峰值 α≈0.05(8bit 截断量化下限 12/255,实测 %.5f)" % max_a) - check(mid_a > 100, "T4 光柱带内连续 alpha 过渡像素 %d 个(旧零过渡硬边已修)" % mid_a) - check(top_sum > bot_sum * 2.0, "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]) - bm.free() - var gb = uikit_s.gradient_base(Color.BLACK, Color.WHITE) - check(gb.texture_filter == CanvasItem.TEXTURE_FILTER_LINEAR, "V3 白名单在位:地图渐变 gradient_base 显式 LINEAR") - gb.free() - # 既有显式 LINEAR 两处不丢(源码锚定——脚影/状态图标) - var bw_src: String = FileAccess.get_file_as_string("res://presentation/views/board_world.gd") - check(bw_src.contains("shadow.texture_filter = CanvasItem.TEXTURE_FILTER_LINEAR"), - "V3 脚影显式 LINEAR 不丢(board_world.gd)") - var ss_src: String = FileAccess.get_file_as_string("res://presentation/views/status_slot_row.gd") - check(ss_src.contains("icon.texture_filter = CanvasItem.TEXTURE_FILTER_LINEAR"), - "V3 状态图标显式 LINEAR 不丢(status_slot_row.gd)") - - -# ---- <4.5:1 文字位换墨冒烟(站桩徽标两族亮档+RAP 行深石墨;V4)---- -func _smoke_contrast_inks() -> void: - print("--- UI 残余 <4.5:1 文字位换墨(V4 对比度锚定)---") - var uikit_s = load("res://presentation/views/ui_kit.gd") - var stage: Color = uikit_s.STAGE_BG - var r_order := _theme_contrast(uikit_s.GOLD_BRIGHT, stage) - check(r_order >= 4.5, "V4 顺位徽标/重甲徽标 GOLD_BRIGHT 对舞台底 %.2f:1 ≥4.5:1" % r_order) - var r_ward := _theme_contrast(uikit_s.HERO_BLUE_BRIGHT, stage) - check(r_ward >= 4.5, "V4 魔法护甲徽标 HERO_BLUE_BRIGHT 对舞台底 %.2f:1 ≥4.5:1" % r_ward) - var r_rap := _theme_contrast(uikit_s.STONE_DEEP, uikit_s.PANEL_DATA) - check(r_rap >= 4.5, "V4 RAP 反馈行 STONE_DEEP 对数据板 %.2f:1 ≥4.5:1" % r_rap) - # 消费点源码锚定:新墨在位、旧裸用点清零、语义岗常量不动 - var sb_src: String = FileAccess.get_file_as_string("res://presentation/views/standee_body.gd") - check(sb_src.contains("HORIZONTAL_ALIGNMENT_LEFT, -1, 13, UiKit.GOLD_BRIGHT"), - "V4 顺位徽标①②③ 墨=GOLD_BRIGHT(13px 行原位)") - check(sb_src.contains("col = UiKit.HERO_BLUE_BRIGHT"), "V4 魔法护甲徽标墨=HERO_BLUE_BRIGHT") - check(sb_src.contains("col = UiKit.GOLD_BRIGHT"), "V4 重甲徽标墨=GOLD_BRIGHT") - check(sb_src.contains("if _intent_col == UiKit.GOLD_DEEP:"), - "V4 GOLD_DEEP 语义岗不动(standee:199 意图动画判据)") - var ap_src: String = FileAccess.get_file_as_string("res://presentation/views/ap_bar_view.gd") - check(ap_src.contains('UiKit.label("",UiKit.FS_CAPTION, false, UiKit.STONE_DEEP)'), - "V4 RAP 反馈行墨=STONE_DEEP(原位行锚定)") - check(not ap_src.contains("STONE_FAINT"), "V4 RAP 反馈行旧墨 STONE_FAINT 清零(含注记面)") - - -# ---- 元素细节余②③冒烟(BCard 图标槽明度差降档+商店居中+营地四栏等高)---- -func _smoke_element_details() -> void: - print("--- UI 元素细节余②③(图标槽降档+布局修)---") - var uikit_s = load("res://presentation/views/ui_kit.gd") - # ②白图标 ≥3:1 图形对比硬约束+降档方向锚定 - var r_white := _theme_contrast(Color.WHITE, uikit_s.SLOT_BACKDROP_SOFT) - check(r_white >= 3.0, "T5② BCard 图标槽白图标对比 %.2f:1 ≥3:1(硬约束)" % r_white) - var r_new := _theme_contrast(uikit_s.SLOT_BACKDROP_SOFT, uikit_s.PANEL_DATA) - var r_old := _theme_contrast(uikit_s.SLOT_BACKDROP, uikit_s.PANEL_DATA) - check(r_new < r_old, "T5② 明度差降档生效(槽对卡面 %.2f:1 < 旧 %.2f:1)" % [r_new, r_old]) - var uk_src: String = FileAccess.get_file_as_string("res://presentation/views/ui_kit.gd") - check(uk_src.contains("UiKit.panel_flat(SLOT_BACKDROP_SOFT, PANEL_BORDER, 0, 1)"), - "T5② BCard 图标槽落柔和档(SLOT_BACKDROP_SOFT)") - var ss_src: String = FileAccess.get_file_as_string("res://presentation/views/status_slot_row.gd") - check(ss_src.contains("UiKit.SLOT_BACKDROP"), "T5② B 区状态图标槽仍用深档(SLOT_BACKDROP,未误伤)") - # ③布局修源码锚定 - var shop_src: String = FileAccess.get_file_as_string("res://presentation/views/shop_overlay_view.gd") - check(shop_src.contains("_cards_box.alignment = BoxContainer.ALIGNMENT_CENTER"), - "T5③ 商店卡片区垂直居中(ALIGNMENT_CENTER)") - var camp_src: String = FileAccess.get_file_as_string("res://presentation/views/camp_overlay_view.gd") - var camp_min := camp_src.count("custom_minimum_size = Vector2(0, 336)") - check(camp_min == 3, "T5③ 营地三 holder 统一 min 高 336(实测 %d 处)" % camp_min) - var camp_fill := camp_src.count("size_flags_vertical = Control.SIZE_FILL") - check(camp_fill == 4, "T5③ 营地四栏面板纵向 FILL 等高(实测 %d 处)" % camp_fill) - check(camp_src.count("SIZE_SHRINK_CENTER") >= 3, "T5③ 三处锁文垂直居中在位") - - -# ---- 诊断转储钮冒烟(角落钮不在玩家画面+转储入口在调试浮窗;V6)---- -func _smoke_diag_button_retired() -> void: - print("--- UI 诊断转储钮退役(V6:玩家画面清零+浮窗可达)---") - var main_src: String = FileAccess.get_file_as_string("res://presentation/main.gd") - check(not main_src.contains("build_diag_button"), "V6 主区无 build_diag_button 调用残留(旧实现同批清理)") - check(main_src.contains("debug_overlay.diagnose_requested.connect(_on_diagnose_pressed)"), - "V6 转储入口连接随迁(组合根接浮窗 diagnose_requested 信号)") - check(main_src.contains("func _on_diagnose_pressed()"), "V6 转储编排承接函数在位(dump_diagnosis 卡死取证保留)") - var asm_src: String = FileAccess.get_file_as_string("res://presentation/ui_assembler.gd") - check(not asm_src.contains("build_diag_button"), "V6 build_diag_button 工厂已退役(ui_assembler 零残留)") - var dbg_src: String = FileAccess.get_file_as_string("res://presentation/views/debug_overlay.gd") - check(dbg_src.contains("signal diagnose_requested"), "V6 调试浮窗 diagnose_requested 信号在位") - check(dbg_src.contains("_emit_diagnose_requested"), "V6 浮窗转储钮外发方法在位(纯视图边界)") - check(dbg_src.contains('UiKit.button("转储")'), "V6 浮窗诊断转储钮在位(玩家画面角落钮清零后唯一入口)") - - -# ---- 存档序列化冒烟(SaveManager——读写往返/新档合法/余额拒花/锻造出域拒/高版本拒读禁写/ -# 损坏兜底/迁移链/域界干净/摘要 cap/摘要集成/生涯终身计数域 v6)。测试文件统一 user://smoke_save_*.json 隔离, -# 段首清场+段尾清理——绝不碰 user://save.json(红线)。 -func _smoke_save() -> void: - print("--- SaveManager 存档读写/迁移/兜底 ---") - var sm_script = load("res://core/save_manager.gd") - var paths := ["user://smoke_save_roundtrip.json", "user://smoke_save_fresh.json", - "user://smoke_save_spend.json", "user://smoke_save_highver.json", - "user://smoke_save_corrupt.json", "user://smoke_save_migrate.json", - "user://smoke_save_domain.json", "user://smoke_save_cap.json", - "user://smoke_save_integration.json", "user://smoke_save_breakpoint.json", - "user://smoke_save_v2compat.json", "user://smoke_save_v5upgrade.json", - "user://smoke_save_v5legacy.json", "user://smoke_save_v16discard.json", - "user://smoke_save_forge_v6legacy.json"] - var stale: Array = [] - for p in paths: - stale.append(p) - stale.append(p + ".tmp") - stale.append(p + ".corrupt.bak") - for p in stale: - if FileAccess.file_exists(p): - DirAccess.remove_absolute(p) - - # ① 往返:全访问器写非默认值 → write → 新实例 load → 逐域逐值相等 - var w = sm_script.new(paths[0]) - w.add_keystone(7) - w.set_tree_level("sp_hp", 2) - w.set_tree_level("sp_hit", 1) - w.set_fork_side("fg_posture", "b") # 树域写入 - w.set_forge_route_level("spear", 3) # 锻造工坊域写入(等级+直购解锁+选中标记) - w.add_forge_unlock("spear") - w.set_forge_weapon("spear") - w.set_forge_armor("ward") - w.unlock_item("probe_compass") - w.apply_adventure_summary({"result": "failed", "cleared": false, "levels_cleared": 2, - "stopped_at": 3, "keystone_total": 3, "master_seed": 99}) - check(w.keystone_balance() == 10 and w.clear_count(1) == 1 and w.clear_count(2) == 1 and w.clear_count(3) == 0, - "apply 原语入账(钥石 7+3、通关次数 1/1/0)") - check(w.boss_first_kill_marked(1) and w.boss_first_kill_marked(2) and not w.boss_first_kill_marked(3), - "首杀标记随通关关卡置位(1/2 有、3 无)") - check(w.adventure_total() == 1 and w.adventure_cleared() == 0, - "生涯终身计数随 apply 自增恰一(中止局:总局数 1、通关局数 0——迭代 18 卡④)") - check(w.write_to_disk(), "写盘成功") - var r = sm_script.new(paths[0]) - check(r.load_from_disk(), "读回成功") - check(r.keystone_balance() == 10, "钥石余额往返相等(10)") - check(r.tree_level("sp_hp") == 2 and r.tree_level("sp_hit") == 1 and r.fork_side("fg_posture") == "b", - "树域往返相等(tree_nodes/fork_sides——迭代 21 换代承载)") - check(r.forge_route_level("spear") == 3 and r.forge_route_level("sword") == 0 - and r.forge_unlocked_purchases() == ["spear"] - and r.forge_weapon() == "spear" and r.forge_armor() == "ward", - "锻造工坊域往返相等(levels/unlocked/weapon/armor——迭代 23 T5)〔锻造工坊批 V8〕") - check(r.item_unlocked("probe_compass") and not r.item_unlocked("rope"), "道具解锁往返相等") - check(r.clear_count(1) == 1 and r.clear_count(2) == 1 and r.clear_count(3) == 0, "通关次数表往返相等") - check(r.boss_first_kill_marked(1) and r.boss_first_kill_marked(2) and not r.boss_first_kill_marked(3), - "首杀标记往返相等") - check(r.adventure_total() == 1 and r.adventure_cleared() == 0, "生涯终身计数往返相等(1/0)") - var s0: Dictionary = r.recent_summaries()[0] - check(r.recent_summaries().size() == 1 and int(s0.get("master_seed", -1)) == 99 and int(s0.get("keystone_total", -1)) == 3, - "冒险摘要往返相等(1 条,seed 99)") - - # ② 新档合法:不存在路径 load → true + 全零默认值 - var f2 = sm_script.new(paths[1]) - check(f2.load_from_disk() and f2.keystone_balance() == 0 and f2.tree_level("sp_hp") == 0 - and not f2.item_unlocked("anything") and f2.clear_count(1) == 0 and f2.recent_summaries().is_empty(), - "新档合法态(load true + 全零默认)") - check(f2.adventure_total() == 0 and f2.adventure_cleared() == 0, - "新档生涯终身计数缺省全零(迭代 18 卡④两新域——白板存档完整可玩)") - - # ③ spend 拒绝:余额不足 false 且零副作用(钥石只增不减——消费除外) - var f3 = sm_script.new(paths[2]) - f3.add_keystone(5) - check(not f3.spend_keystone(8) and f3.keystone_balance() == 5, "余额 5 花 8 拒绝且余额不动") - check(f3.spend_keystone(3) and f3.keystone_balance() == 2, "余额内消费成功(5→2)") - - # ⑤ 高版本拒读:load false、原文件字节不动、后续写盘拒绝且文件仍字节不动(契约 4) - var hv_text := "{\"version\": 99, \"meta\": {\"keystone_balance\": 1}}" - var fhv := FileAccess.open(paths[3], FileAccess.WRITE) - fhv.store_string(hv_text) - fhv.close() - var f5 = sm_script.new(paths[3]) - check(not f5.load_from_disk(), "高版本拒读(load false)") - check(FileAccess.open(paths[3], FileAccess.READ).get_as_text() == hv_text, "拒读后原文件字节不动") - check(not f5.write_to_disk() and FileAccess.open(paths[3], FileAccess.READ).get_as_text() == hv_text, - "拒读态写盘拒绝且文件仍字节不动") - - # ⑥ 损坏兜底:非 JSON 字节 → 默认数据 + .corrupt.bak(不静默丢档) - var junk := "not json {{{" - var fj := FileAccess.open(paths[4], FileAccess.WRITE) - fj.store_string(junk) - fj.close() - var f6 = sm_script.new(paths[4]) - check(f6.load_from_disk() and f6.keystone_balance() == 0 and f6.recent_summaries().is_empty(), - "损坏档兜底(默认数据继续)") - check(FileAccess.file_exists(paths[4] + ".corrupt.bak"), "坏档备份 .corrupt.bak 存在") - check(FileAccess.open(paths[4] + ".corrupt.bak", FileAccess.READ).get_as_text() == junk, "备份内容 = 原坏档字节") - - # ⑦ 迁移链:register_migration 测试钩 → 手工 v0 旧结构档 → 链式升级 v1 - var mig := func(d: Dictionary) -> Dictionary: - return {"version": 1, "meta": {"keystone_balance": int(d.get("keystone_old", 0))}} - var f7 = sm_script.new(paths[5]) - f7.register_migration(0, mig) - var fm := FileAccess.open(paths[5], FileAccess.WRITE) - fm.store_string(JSON.stringify({"version": 0, "keystone_old": 12})) - fm.close() - check(f7.load_from_disk() and f7.keystone_balance() == 12, "v0 旧档经迁移链入账(keystone_old 12 → 余额 12)") - check(f7.write_to_disk() and int(JSON.parse_string(FileAccess.open(paths[5], FileAccess.READ).get_as_text()).get("version", -1)) == 7, - "迁移链 0→1(测试钩)→7(生产) 写盘 version == 7(v7=锻造工坊域,迭代 23 T5——v6=生涯终身计数域迭代 18 卡④)") - - # ⑧ 域界干净:meta 永久进度域不含局内资源键(行动点/RAP/GP/道具库存/生命账本不入档——契约 2; - # 扫描收窄到 meta 域——断点域=冒险进行中瞬态快照,生命/GP 属豁免面) - var disk_parsed = JSON.parse_string(FileAccess.open(paths[0], FileAccess.READ).get_as_text()) - var meta_text := JSON.stringify((disk_parsed as Dictionary).get("meta", {})) - var banned := ["\"ap\"", "\"rap\"", "\"gp\"", "\"inventory\"", "\"hero_hp\""] - var leaked := [] - for b in banned: - if meta_text.contains(b): - leaked.append(b) - check(leaked.is_empty(), "域界干净——meta 域无局内资源键(发现 %s)" % str(leaked)) - - # ⑩ 摘要 cap:12 份 → 保留 10、最新在前 - var f10 = sm_script.new(paths[7]) - for i in range(12): - f10.apply_adventure_summary({"result": "completed", "cleared": true, "levels_cleared": 0, - "stopped_at": 0, "keystone_total": 0, "master_seed": i}) - var arr: Array = f10.recent_summaries() - check(arr.size() == 10, "摘要 cap 10(12 份 → 10 条)") - check(int(arr[0].get("master_seed", -1)) == 11 and int(arr[9].get("master_seed", -1)) == 2, - "最新在前(头 seed 11 / 尾 seed 2)") - - # ⑨ 摘要集成(冒险结构批产物驱动):run_adventure 真局摘要 → apply 原语 → 域读数 → 写盘读回保持 - var autoplay = load("res://smoke/level_autoplay.gd") - var st9: Dictionary = autoplay.run_adventure(_db, 42, 900, 400) - var f9 = sm_script.new(paths[8]) - f9.apply_adventure_summary(st9.get("summary", {})) - var ks_run := 0 - for li in range(1, int(_db.level.rows.size()) + 1): - ks_run += int(_db.meta_boss_keystone_row(li).get("first_kill", 0)) - check(String(st9.get("result", "")) == "completed", "摘要集成:冒险驱动满配通关(seed 42)") - check(f9.keystone_balance() == ks_run, "集成钥石余额 = ΣBoss 首杀行值(%d——逐杀掉落全源)" % f9.keystone_balance()) - check(f9.clear_count(1) == 1 and f9.clear_count(2) == 1 and f9.clear_count(3) == 1, "集成通关次数表全 1") - check(f9.boss_first_kill_marked(1) and f9.boss_first_kill_marked(2) and f9.boss_first_kill_marked(3), - "集成三关首杀标记齐") - check(f9.recent_summaries().size() == 1 and int(f9.recent_summaries()[0].get("master_seed", -1)) == 42, - "集成 recent 1 条且 seed 42") - var st9b: Dictionary = autoplay.run_adventure(_db, 42, 900, 400) - f9.apply_adventure_summary(st9b.get("summary", {})) - check(f9.clear_count(1) == 2 and f9.clear_count(2) == 2 and f9.clear_count(3) == 2, "第二局后通关次数全 2") - check(f9.keystone_balance() == 2 * ks_run, "第二局后余额翻倍(2 × Σ首杀——模拟驱动恒首杀口径)") - check(f9.recent_summaries().size() == 2, "集成 recent 长度 2") - check(f9.write_to_disk(), "集成写盘成功") - var r9 = sm_script.new(paths[8]) - check(r9.load_from_disk() and r9.keystone_balance() == 2 * ks_run and r9.clear_count(3) == 2 - and r9.recent_summaries().size() == 2 and r9.boss_first_kill_marked(3), - "集成写盘读回全量保持") - - # ⑪ 断点域:七字段写读往返逐位一致+附随件+值拷贝出户+清除+旧档迁移合法空态 - var fbp = sm_script.new(paths[9]) - check(not fbp.has_breakpoint(), "断点:新档无断点(合法空态——「继续上局」隐藏)") - fbp.set_breakpoint({ - "level_index": 2, "node_id": 5, "hero_hp": 13, - "bonus": {"atk": 2, "max_hp": 5, "armor_class": 1}, - "gp": 17, "shop_purchased": {"hp_small": 2, "atk_small": 1}, - "template_pick": 3, - "master_seed": 424242, "rng_counter": 38, "keystone": 6, - "visited_ids": [0, 2, 5], - "aux_items": [{"item_id": "aux_scout", "source_class": "reward_node", - "origin_cell": [3, 4], "round_index": 2, "used": false}], - }) - check(fbp.has_breakpoint() and fbp.write_to_disk(), "断点:写入+写盘成功") - var rb = sm_script.new(paths[9]) - check(rb.load_from_disk() and rb.has_breakpoint(), "断点:读回在档") - var bp: Dictionary = rb.breakpoint_snapshot() - check(int(bp.get("level_index", -1)) == 2 and int(bp.get("node_id", -1)) == 5 - and int(bp.get("hero_hp", -1)) == 13, "断点七字段往返:关卡序号/节点位/生命") - var bp_bonus: Dictionary = bp.get("bonus", {}) - check(int(bp_bonus.get("atk", -1)) == 2 and int(bp_bonus.get("max_hp", -1)) == 5 - and int(bp_bonus.get("armor_class", -1)) == 1, "断点七字段往返:属性加成区") - check(int(bp.get("gp", -1)) == 17, "断点七字段往返:GP 钱包") - var bp_shop: Dictionary = bp.get("shop_purchased", {}) - check(int(bp_shop.get("hp_small", -1)) == 2 and int(bp_shop.get("atk_small", -1)) == 1, - "断点七字段往返:商店已购档") - check(int(bp.get("template_pick", -1)) == 3, "断点七字段往返:已抽模板") - check(int(bp.get("master_seed", -1)) == 424242 and int(bp.get("rng_counter", -1)) == 38 - and int(bp.get("keystone", -1)) == 6, "断点附随件往返:主种子/计数器/钥石累计") - var bp_visited: Array = bp.get("visited_ids", []) - check(bp_visited.size() == 3 and int(bp_visited[0]) == 0 and int(bp_visited[2]) == 5, - "断点附随件往返:已到节点序") - var bp_treasure: Array = bp.get("aux_items", []) - check(bp_treasure.size() == 1 and String(bp_treasure[0].get("item_id", "")) == "aux_scout", - "断点附随件往返:道具库存") - bp["hero_hp"] = 999 - check(int((rb.breakpoint_snapshot() as Dictionary).get("hero_hp", -1)) == 13, - "断点读面值拷贝(改读面不渗档)") - rb.clear_breakpoint() - check(not rb.has_breakpoint() and rb.write_to_disk(), "断点:清除+写盘(三结局收束口径)") - var rc = sm_script.new(paths[9]) - check(rc.load_from_disk() and not rc.has_breakpoint(), "断点:清除后读回无断点") - var fo = sm_script.new(paths[9]) - var fold := FileAccess.open(paths[9], FileAccess.WRITE) - fold.store_string("{\"version\": 1, \"meta\": {\"keystone_balance\": 4}}") - fold.close() - check(fo.load_from_disk() and fo.keystone_balance() == 4 and not fo.has_breakpoint(), - "v1 旧档迁移 v7:断点域补空(合法空态,无断点域不炸)") - check(fo.write_to_disk() and int(JSON.parse_string(FileAccess.open(paths[9], FileAccess.READ).get_as_text()).get("version", -1)) == 7, - "v1 旧档迁移后写盘 version == 7(v1→v7 链式——锻造工坊域 2026-10-12)") - - # ⑫ v2 旧档→v3 兼容(semver 向后兼容:旧断点零丢失、新代码可续玩) - var fv2 = sm_script.new(paths[10]) - var fv2f := FileAccess.open(paths[10], FileAccess.WRITE) - fv2f.store_string(JSON.stringify({"version": 2, "meta": {"keystone_balance": 7}, - "breakpoint": {"level_index": 1, "node_id": -1, "hero_hp": 40, "gp": 5, - "bonus": {"atk": 0, "max_hp": 0, "armor_class": 0}, "shop_purchased": {}, - "template_pick": -1, "master_seed": 777, "rng_counter": 3, "keystone": 0, - "visited_ids": []}})) - fv2f.close() - check(fv2.load_from_disk() and fv2.has_breakpoint() and fv2.keystone_balance() == 7, - "v2 旧档迁移 v3:断点域与 meta 域原样保留(缺新附随件=合法空态)") - check(int((fv2.breakpoint_snapshot() as Dictionary).get("master_seed", 0)) == 777, - "v2 旧断点字段零丢失(向后兼容——breakpoint 内容不因 schema 升版重写)") - var adr_v2 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(777)) - check(adr_v2.resume_adventure(fv2.breakpoint_snapshot(), {"hero_override": {}}), - "v2 旧断点续玩受理(缺 bonus 附随件走常规重建路径——g 裁 semver 口径)") - - # ⑬ 生涯终身计数域:v5 旧档升 v6 缺省补零 + 升档幂等 + 收束自增恰一 - #(真实旧档形态=计数域两键不存在;升档只增不改——既有 meta 值零触碰,存档红线 S2 断言面) - var f13 = sm_script.new(paths[11]) - var fv5u := FileAccess.open(paths[11], FileAccess.WRITE) - fv5u.store_string(JSON.stringify({"version": 5, "meta": {"keystone_balance": 9}})) - fv5u.close() - check(f13.load_from_disk() and f13.adventure_total() == 0 and f13.adventure_cleared() == 0 - and f13.keystone_balance() == 9, - "v5 旧档升 v7:计数域缺省补零且既有余额原样(迁移只增字段不改值——v5→v6→v7 链式)") - check(f13.write_to_disk() and f13.load_from_disk() - and int(JSON.parse_string(FileAccess.open(paths[11], FileAccess.READ).get_as_text()).get("version", -1)) == 7 - and f13.adventure_total() == 0 and f13.adventure_cleared() == 0, - "升档幂等:v7 档写盘再载零漂移(重复迁移零副作用——锻造工坊域同批补齐)") - var f13b = sm_script.new(paths[12]) - f13b.load_from_disk() - f13b.apply_adventure_summary({"result": "completed", "cleared": true, "levels_cleared": 3, - "stopped_at": 0, "keystone_total": 0, "master_seed": 1}) - check(f13b.adventure_total() == 1 and f13b.adventure_cleared() == 1, - "收束自增恰一·通关局(三关全通 cleared=true:总局数+1 且通关局数+1)") - f13b.apply_adventure_summary({"result": "abandoned", "cleared": false, "levels_cleared": 1, - "stopped_at": 2, "keystone_total": 0, "master_seed": 2}) - check(f13b.adventure_total() == 2 and f13b.adventure_cleared() == 1, - "收束自增恰一·中止局(放弃局:仅总局数+1,通关局数不动)") - - # ⑮ 旧档破坏性废弃(契约 4:换代前结构检测=树域废弃重置,禁迁移禁折算)〔V16〕 - var f15 = sm_script.new(paths[13]) - var fv16 := FileAccess.open(paths[13], FileAccess.WRITE) - fv16.store_string(JSON.stringify({"version": 6, "meta": {"keystone_balance": 33, - "forge_levels": {"max_hp": 3, "atk": 4, "armor_class": 2}, - "tree_nodes": {"sp_hp_r1": 3, "forge_atk": 2, "fork_posture_a": 1}, - "fork_sides": {"fg_posture": "a", "fg_mastery": "b"}}})) - fv16.close() - check(f15.load_from_disk() and f15.keystone_balance() == 33 - and f15.tree_nodes().is_empty() and f15.fork_sides().is_empty(), - "换代前结构存档:树域废弃重置(旧节点 id/fork 侧/forge_levels 旧域残留清退)、钥石余额零折算零变动") - var mp16 = load("res://core/meta_progression.gd").new(_db, f15) - f15.add_keystone(50) - check(mp16.tree_buy("sp_hp") and f15.tree_level("sp_hp") == 1, "废弃重置后后续购买正常受理(无残留脏节点)") - - # ⑯ 锻造工坊域 forge_routes(V8):v6 旧档缺键补齐=初始持有态+无特效域+域界干净 - var f16 = sm_script.new(paths[14]) - var fv6 := FileAccess.open(paths[14], FileAccess.WRITE) - fv6.store_string(JSON.stringify({"version": 6, "meta": {"keystone_balance": 21, - "tree_nodes": {"sp_hp": 1}, "tree_struct": 2, "adventure_total": 4, "adventure_cleared": 1}})) - fv6.close() - check(f16.load_from_disk() and f16.keystone_balance() == 21 - and f16.tree_level("sp_hp") == 1 and f16.adventure_total() == 4 and f16.adventure_cleared() == 1, - "v6 旧档升 v7:既有域逐位不动(钥石/树/生涯计数零折算——迁移只增不改)〔锻造工坊批 V8〕") - check(f16.forge_route_level("sword") == 0 and f16.forge_route_level("spear") == 0 - and f16.forge_route_level("light") == 0 and f16.forge_route_level("ward") == 0 - and f16.forge_unlocked_purchases().is_empty() - and f16.forge_weapon() == "sword" and f16.forge_armor() == "light", - "v6 旧档缺键补齐=初始持有态(六路线 0 级/直购清单空/选中=sword+light)〔锻造工坊批 V8〕") - var fr_keys: Array = (f16.forge_routes_snapshot() as Dictionary).keys() - fr_keys.sort() - check(fr_keys == ["armor", "levels", "unlocked", "weapon"], - "forge_routes 域键集恰四项(无特效域——满级特效本期不做,契约 7)〔锻造工坊批 V8/V11〕") - var lv_keys: Array = ((f16.forge_routes_snapshot() as Dictionary).get("levels", {}) as Dictionary).keys() - lv_keys.sort() - check(lv_keys == ["heavy", "light", "spear", "staff", "sword", "ward"], - "levels 六路线键集恰全(sword/spear/staff/light/heavy/ward)〔锻造工坊批 V8〕") - # 值拷贝出户(改快照不渗档——本类契约) - var snap: Dictionary = f16.forge_routes_snapshot() - (snap.get("levels", {}) as Dictionary)["sword"] = 99 - check(f16.forge_route_level("sword") == 0, "forge_routes_snapshot 值拷贝出户(改快照不渗档)〔锻造工坊批 V8〕") - - # ⑭ 收束链入账(真实收束挂点全链恰一:主流程 adventure_finished → - # MetaProgression.settle_adventure → apply_adventure_summary 单口;两夹具经同链入账) - var mp13 = load("res://core/meta_progression.gd").new(_db, f13b) - mp13.settle_adventure({"result": "failed", "cleared": false, "levels_cleared": 2, - "stopped_at": 3, "keystone_total": 0, "master_seed": 3}) - check(f13b.adventure_total() == 3 and f13b.adventure_cleared() == 1, - "收束链自增·中止局(settle_adventure 真实挂点:总局数+1、通关局数不动)") - mp13.settle_adventure({"result": "completed", "cleared": true, "levels_cleared": 3, - "stopped_at": 0, "keystone_total": 0, "master_seed": 4}) - check(f13b.adventure_total() == 4 and f13b.adventure_cleared() == 2, - "收束链自增·通关局(三关全通:总局数+1 且通关局数+1——全链恰一)") - - # 段尾清理(测试文件绝不残留) - for p in stale: - if FileAccess.file_exists(p): - DirAccess.remove_absolute(p) - - -# ---- 三存档位承载(迭代 33 卡①:三槽往返/新档/进档/删档/窥视三态/各槽迁移/旧单档迁移)---- -# 测试文件统一 user://smoke_save_slot_%d.json 模板隔离(attach_slot_template 注入口——禁各自拼槽名), -# 段首清场+段尾清理——绝不碰 user://save.json 与真实槽 user://save_slot_N.json(红线)。 -func _smoke_save_slots() -> void: - print("--- SaveManager 三存档位承载(迭代 33 卡①)---") - var sm_script = load("res://core/save_manager.gd") - var slot_tpl := "user://smoke_save_slot_%d.json" - var legacy_src := "user://smoke_save_legacy_src.json" - var stale: Array = [] - for i in range(1, 4): - for suf in ["", ".tmp", ".corrupt.bak"]: - stale.append(slot_tpl % i + suf) - stale.append_array([legacy_src, legacy_src + ".migrated.bak"]) - for p in stale: - if FileAccess.file_exists(p): - DirAccess.remove_absolute(p) - - var t = sm_script.new() - t.attach_slot_template(slot_tpl) - - # ① 三槽往返×3+位间隔离+进档(sv1/sv5/sv10) - for i in range(1, 4): - check(t.activate_slot(i), "sv5 进档受理·槽 %d(激活+读盘)〔卡① sv5〕" % i) - t.apply_adventure_summary({"result": "completed", "cleared": i == 1, "levels_cleared": i, - "stopped_at": 0, "keystone_total": 100 * i, "master_seed": i}) - check(t.write_to_disk(), "sv3 激活态写盘受理·槽 %d〔卡① sv1〕" % i) - var t2 = sm_script.new() - t2.attach_slot_template(slot_tpl) - for i in range(1, 4): - check(t2.activate_slot(i) and t2.keystone_balance() == 100 * i - and t2.adventure_total() == 1 and t2.adventure_cleared() == (1 if i == 1 else 0), - "sv1 三槽往返一致·槽 %d(异值按位读回)〔卡① sv1〕" % i) - var slot2_before := FileAccess.get_file_as_bytes(slot_tpl % 2) - t.activate_slot(1) - t.add_keystone(7) - check(t.write_to_disk(), "sv3 写盘受理·槽 1 加值后〔卡① sv1〕") - check(FileAccess.get_file_as_bytes(slot_tpl % 2) == slot2_before, - "sv1 位间隔离:改槽 1 槽 2 字节不动〔卡① sv1〕") - - # ② 删档原语(sv6):删激活槽(指针连清除)→ 删非激活槽(指针保持+他槽字节不动) - check(t.activate_slot(3), "sv5 切激活至槽 3(删激活槽夹具前置)〔卡① sv5〕") - check(t.delete_slot(3), "sv6 删档受理·激活槽 3〔卡① sv6〕") - check(not FileAccess.file_exists(slot_tpl % 3) and not FileAccess.file_exists(slot_tpl % 3 + ".tmp"), - "sv6 删后文件不在盘+无 .tmp 残留〔卡① sv6〕") - check(t.active_slot() == 0 and not t.has_write_target(), - "sv6 删激活槽激活指针连清除(该槽不再可写)〔卡① sv6〕") - var slot1_before := FileAccess.get_file_as_bytes(slot_tpl % 1) - t.activate_slot(1) - check(t.delete_slot(2), "sv6 删非激活槽受理·槽 2〔卡① sv6〕") - check(not FileAccess.file_exists(slot_tpl % 2) and t.active_slot() == 1, - "sv6 删非激活槽:文件不在盘+激活指针保持〔卡① sv6〕") - check(FileAccess.get_file_as_bytes(slot_tpl % 1) == slot1_before, - "sv6 删槽 2 槽 1 字节不动(位间互隔离)〔卡① sv6〕") - - # ③ 新档原语(sv4):非白板旧内容覆盖为全零可玩白板(判别锚:新档禁读旧档——变异可红), - # 创建即激活并落盘(生产路径只在空槽调用;本段预置旧内容是对原语白板保证的钉死,超生产面) - var fold := FileAccess.open(slot_tpl % 3, FileAccess.WRITE) - fold.store_string(JSON.stringify({"version": 7, "meta": {"keystone_balance": 999, - "adventure_total": 5, "adventure_cleared": 2, "tree_nodes": {}, "fork_sides": {}, "tree_struct": 2}})) - fold.close() - check(t.create_slot(3), "sv4 新档受理·槽 3(创建即激活)〔卡① sv4〕") - check(t.active_slot() == 3 and t.keystone_balance() == 0 and not t.has_breakpoint() - and t.adventure_total() == 0, - "sv4 新档=全零可玩合法白板态(旧内容 999/5 零带入——钥石/总局数/断点全零)〔卡① sv4〕") - var created: Dictionary = JSON.parse_string(FileAccess.get_file_as_string(slot_tpl % 3)) - check(int((created.get("meta", {}) as Dictionary).get("keystone_balance", -1)) == 0, - "sv4 新档落盘=白板内容(盘面核验非 999 旧值)〔卡① sv4〕") - - # ④ 高版本拒读槽按槽成立+激活失败恢复切换前三态(sv9/sv10) - var fhv := FileAccess.open(slot_tpl % 2, FileAccess.WRITE) - fhv.store_string(JSON.stringify({"version": 99, "meta": {}})) - fhv.close() - var hv = sm_script.new() - hv.attach_slot_template(slot_tpl) - check(hv.activate_slot(1) and hv.keystone_balance() == 107, "sv5 进档槽 1 读回(107)〔卡① sv10〕") - var slot2_hv := FileAccess.get_file_as_bytes(slot_tpl % 2) - check(not hv.activate_slot(2), "sv9 高版本槽进档拒绝(拒读禁写链按槽)〔卡① sv9〕") - check(hv.active_slot() == 1 and hv.keystone_balance() == 107, - "sv10 激活失败恢复切换前三态(路径/激活号/数据归槽 1)〔卡① sv10〕") - hv.add_keystone(1) - check(hv.write_to_disk() and FileAccess.get_file_as_bytes(slot_tpl % 2) == slot2_hv, - "sv10 恢复后写盘落激活槽 1(高版本槽 2 零误写)〔卡① sv10〕") - - # ⑤ 迁移链各槽成立(sv9):三槽各喂 v5 旧档 → 各自激活读回迁移值 - for i in range(1, 4): - var fm := FileAccess.open(slot_tpl % i, FileAccess.WRITE) - fm.store_string(JSON.stringify({"version": 5, "meta": {"keystone_balance": i * 11}})) - fm.close() - for i in range(1, 4): - var mi = sm_script.new() - mi.attach_slot_template(slot_tpl) - check(mi.activate_slot(i) and mi.keystone_balance() == i * 11 - and mi.write_to_disk(), - "sv9 迁移链按槽成立·槽 %d(v5→v7 各槽独立+写盘 version=7)〔卡① sv9〕" % i) - - # ⑥ 窥视三态零副作用(sv7/sv8):异值三槽逐槽三项+空槽零值+坏/高版本字节 mtime 双比对 - var pv = sm_script.new() - pv.attach_slot_template(slot_tpl) - for i in range(1, 4): - var fp := FileAccess.open(slot_tpl % i, FileAccess.WRITE) - fp.store_string(JSON.stringify({"version": 7, "meta": {"keystone_balance": 200 * i, - "adventure_total": 5 * i, "adventure_cleared": i, - "tree_nodes": {}, "fork_sides": {}, "tree_struct": 2}})) - fp.close() - for i in range(1, 4): - var ps: Dictionary = pv.peek_slot_summary(i) - check(bool(ps.get("readable", false)) and int(ps.get("keystone", -1)) == 200 * i - and int(ps.get("cleared", -1)) == i and int(ps.get("total", -1)) == 5 * i, - "sv7 窥视三项逐槽正确·槽 %d〔卡① sv7〕" % i) - check(pv.delete_slot(3), "sv6 删槽 3 备空槽窥视〔卡① sv6〕") - var pe: Dictionary = pv.peek_slot_summary(3) - check(bool(pe.get("readable", false)) and int(pe.get("keystone", -1)) == 0 - and int(pe.get("cleared", -1)) == 0 and int(pe.get("total", -1)) == 0, - "sv7 空槽窥视=零值合法态〔卡① sv7〕") - var fbad := FileAccess.open(slot_tpl % 1, FileAccess.WRITE) - fbad.store_string("not json{{{") - fbad.close() - var bad_bytes := FileAccess.get_file_as_bytes(slot_tpl % 1) - var bad_mtime := FileAccess.get_modified_time(slot_tpl % 1) - var pb: Dictionary = pv.peek_slot_summary(1) - check(not bool(pb.get("readable", true)), "sv8 坏槽窥视=显式损坏标记〔卡① sv8〕") - check(FileAccess.get_file_as_bytes(slot_tpl % 1) == bad_bytes - and FileAccess.get_modified_time(slot_tpl % 1) == bad_mtime - and not FileAccess.file_exists(slot_tpl % 1 + ".corrupt.bak"), - "sv8 坏槽窥视零副作用(字节+mtime 双比对不变+零 .corrupt.bak 改名)〔卡① sv8〕") - var fhv2 := FileAccess.open(slot_tpl % 2, FileAccess.WRITE) - fhv2.store_string(JSON.stringify({"version": 99, "meta": {}})) - fhv2.close() - var hv_bytes := FileAccess.get_file_as_bytes(slot_tpl % 2) - var hv_mtime := FileAccess.get_modified_time(slot_tpl % 2) - var ph: Dictionary = pv.peek_slot_summary(2) - check(not bool(ph.get("readable", true)), "sv8 高版本槽窥视=不可读标记〔卡① sv8〕") - check(FileAccess.get_file_as_bytes(slot_tpl % 2) == hv_bytes - and FileAccess.get_modified_time(slot_tpl % 2) == hv_mtime, - "sv8 高版本窥视零副作用(字节+mtime 不变+零改名)〔卡① sv8〕") - - # ⑦ 旧单档迁移(sv12):字节搬运+源改名留痕+幂等+他槽零触碰 - var ml = sm_script.new() - ml.attach_slot_template(slot_tpl) - var fsrc := FileAccess.open(legacy_src, FileAccess.WRITE) - fsrc.store_string(JSON.stringify({"version": 7, "meta": {"keystone_balance": 1234}})) - fsrc.close() - DirAccess.remove_absolute(slot_tpl % 1) - ml._migrate_legacy_save(legacy_src, slot_tpl % 1, legacy_src + ".migrated.bak") - var migrated: Dictionary = JSON.parse_string(FileAccess.get_file_as_string(slot_tpl % 1)) - check(int((migrated.get("meta", {}) as Dictionary).get("keystone_balance", -1)) == 1234, - "sv12 旧档字节迁入槽 1(逐域相等——余额 1234)〔卡① sv12〕") - check(not FileAccess.file_exists(legacy_src) and FileAccess.file_exists(legacy_src + ".migrated.bak"), - "sv12 迁移后源改名留痕(.migrated.bak 在盘、原路径不在)〔卡① sv12〕") - var s2_before := FileAccess.get_file_as_bytes(slot_tpl % 2) - var s3_before := FileAccess.get_file_as_bytes(slot_tpl % 3) - var fsrc2 := FileAccess.open(legacy_src, FileAccess.WRITE) - fsrc2.store_string(JSON.stringify({"version": 7, "meta": {"keystone_balance": 777}})) - fsrc2.close() - ml._migrate_legacy_save(legacy_src, slot_tpl % 1, legacy_src + ".migrated.bak") - var slot1_now: Dictionary = JSON.parse_string(FileAccess.get_file_as_string(slot_tpl % 1)) - check(int((slot1_now.get("meta", {}) as Dictionary).get("keystone_balance", -1)) == 1234 - and FileAccess.file_exists(legacy_src), - "sv12 幂等:槽 1 已存在不重迁(预置 777 零覆盖、源保留)〔卡① sv12〕") - check(FileAccess.get_file_as_bytes(slot_tpl % 2) == s2_before - and FileAccess.get_file_as_bytes(slot_tpl % 3) == s3_before, - "sv12 迁移他槽零触碰(槽 2/3 字节不动)〔卡① sv12〕") - - # 段尾清理(测试文件绝不残留) - for p in stale: - if FileAccess.file_exists(p): - DirAccess.remove_absolute(p) diff --git a/game/smoke/smoke_all.gd.uid b/game/smoke/smoke_all.gd.uid deleted file mode 100644 index 9afd813a..00000000 --- a/game/smoke/smoke_all.gd.uid +++ /dev/null @@ -1 +0,0 @@ -uid://bk7yf7sf5w3h3 diff --git a/game/tests/.gates/mut_snapshots/seal_polarity_test.gd b/game/tests/.gates/mut_snapshots/seal_polarity_test.gd deleted file mode 100644 index 01846251..00000000 --- a/game/tests/.gates/mut_snapshots/seal_polarity_test.gd +++ /dev/null @@ -1,74 +0,0 @@ -# tests/unit/battle_settlement/seal_polarity_test.gd — 封印与极性单元测试宿主 -# 断言面 = 八套(批 B 断言迁移自 smoke_all.gd,G5 施工组;八套按源编排序分八笔原子提交迁入): -# 末点 AP 封印轮末结算(playtest 缺陷②回归——action_economy 末点花费与轮终结) -# 封印不可逆四情况(禁撤封印 + 挖封印格兑付改判——minesweeper_rules 拒绝面) -# 清图奖励双份兑付链(真实流完美封印——orchestrator grant_clear 身份兑付) -# 清图奖励弱形式分支(零兑付 / 高光守卫 / 第二份拒——直调编排私有面构造) -# 轮内刷新 provenance 守卫(刷新图清图不发清图奖励) -# 极性路由 + 封印溢价 125%(挖安全格正向 / 挖危险格负向 / 标中标空兑付极性) -# 负向字典逐型直验(效果行 / heal 直伤 / blast 警觉 / action 行动点排队) -# 格面资源资格面(揭示事件 resource 标记 + 封锁格身份查询) -# 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(各套自建 RngService——源套掷点隔离形态,宿主不持统一流); -# 表加载失败不中止(沿被迁断言面的源语义——诊断在此展开,表值变异的红由具体断言落,承 G2/G3/G4 同款)。 -# 运行:godot --headless --path game --script res://tests/unit/battle_settlement/seal_polarity_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://smoke/auto_player.gd") # 自动玩家策略单一实现(迁移期按现路径 preload——账本 §五夹具前提) - -var _db - - -func _init() -> void: - _db = ConfigDBScript.new() - # 表加载失败不中止(承 G2/G3/G4 同款:表损坏的红落在具体断言上—— - # 诊断在此展开,后续断言按坏表实况逐条验红;collect_only=true 下成员照常赋值可评) - var load_ok: bool = _db.load_tables("res://data/tables", true) - if not load_ok: - push_error("[seal_polarity_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]) - # 套执行序沿源编排序 - _smoke_seal_ap_exhausted() - quit(Kit.finish("seal_polarity_test")) - - -# ---- 末点 AP 封印轮末结算(playtest 缺陷②回归:末点 AP 花在封印必须终结轮次进入下一轮)---- - -func _smoke_seal_ap_exhausted() -> void: - print("--- 排雷玩法·封印动作耗尽末点 AP 回归 ---") - var rng = load("res://core/rng_service.gd").new() - rng.set_master_seed(20260911) - var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) - var rounds: Array = [] - settlement.round_started.connect(func(ri): rounds.append(ri)) - Kit.check("回归战斗启动(Boss 行——D0 20HP 级会被盲挖粉尘秒杀,无法承载封印回归场景)", - settlement.begin_battle({"level_index": 1, "node_depth": 4, "hero_hp": int(_db.hero.max_hp), "node_type": "boss"})) - var minesweeper = settlement.minesweeper - # 恰花 (AP-1) 点挖掘,留末点给封印(表驱动——AP 从表读不写死) - var ap_total: int = int(_db.action_economy.ap_per_round) - for i in range(ap_total - 1): - if settlement.action_economy.phase != "Active" or settlement.action_economy.ap == 0: - break - var plan = AutoPlayer.choose_dig(minesweeper) - if plan.is_empty(): - break - if plan.hero_cell != minesweeper.hero_pos(): - minesweeper.settle_batch([{"action": "move", "cell": plan.hero_cell}]) - minesweeper.settle_batch([{"action": "dig", "cell": plan.dig_cell}]) - Kit.check("%d 次挖掘后恰剩 1 AP(phase=%s ap=%d)" % [ap_total - 1, str(settlement.action_economy.phase), settlement.action_economy.ap], - settlement.action_economy.phase == "Active" and settlement.action_economy.ap == 1) - # 末点 AP 花在封印——轮次必须终结并结算进入第 2 轮 - # 封印目标 = 挖掘策略的下一目标格(构造保证:未开、与小人邻接——先把小人移到其邻接已开格) - var plan2 = AutoPlayer.choose_dig(minesweeper) - Kit.check("仍存在可挖目标(封印目标来源)", not plan2.is_empty()) - var out: Array = [] - if not plan2.is_empty(): - if plan2.hero_cell != minesweeper.hero_pos(): - minesweeper.settle_batch([{"action": "move", "cell": plan2.hero_cell}]) - out = minesweeper.settle_batch([{"action": "seal_place", "cell": plan2.dig_cell}]) - Kit.check("末点 AP 封印被受理", not out.is_empty() and bool(out[0].accepted)) - Kit.check("封印动作耗尽 AP 触发轮末结算并进入第 2 轮(rounds=%s)" % str(rounds), rounds.size() >= 2) diff --git a/game/tests/integration/cross_system_flow_test.gd b/game/tests/integration/cross_system_flow_test.gd new file mode 100644 index 00000000..83a30d7e --- /dev/null +++ b/game/tests/integration/cross_system_flow_test.gd @@ -0,0 +1,183 @@ +# tests/integration/cross_system_flow_test.gd — L2 集成用例:跨系统真实流×落盘(批 B 转办块宿主) +# 断言面 = 四块 22 条(批 B 断言迁移自 smoke_all.gd,主会话裁决一/二/三/七改判集成,装配批落位; +# 标签与 cond 逐字搬运,宿主通道换线 Kit.check——与单元侧同一对账口径): +# RNG 事件日志会话落盘 1 条(源 `_initialize` :70,裁决一——RngService 会话日志×磁盘) +# 专长断点往返 3 条(源 `_smoke_feats` 基点 :1420–1426,裁决二——AdventureRunner 兑付态×SaveManager 断点快照) +# 存档摘要集成 10 条(源 `_smoke_save` ⑨ 基点 :6807–6831,裁决三——level_autoplay 真局×SaveManager 入账×写盘读回) +# 试玩记录仪 8 条(源 `_smoke_playtest_logger` 整套,裁决七——PlaytestLogger×BattleOrchestrator 真实结算流×JSONL 落盘) +# 协议照集成侧惯例(与单元同入口同协议,tests/README「测试层级」):extends SceneTree+Kit.check 主通道; +# --script 模式无 autoload,ConfigDB/RngService 显式实例化构造注入;表加载失败不中止(沿被迁断言面的 +# 源语义——诊断在此展开,红由具体断言落,承 G2–G5 同款);冒烟库件迁移期按现路径 preload(账本 §五夹具前提)。 +# 驱动代码随条自持、零新增断言(验证集不扩大为绝对约束——前置受理失败自然落到后续断言红)。 +# 运行:godot --headless --path game --script res://tests/integration/cross_system_flow_test.gd +extends SceneTree + +const Kit := preload("res://tests/unit/test_kit.gd") +const ConfigDBScript := preload("res://core/config_db.gd") +const LevelAutoplay := preload("res://smoke/level_autoplay.gd") # 真局驱动(迁移期按现路径 preload——账本 §五夹具前提) + +var _db + + +func _init() -> void: + _db = ConfigDBScript.new() + # 表加载失败不中止(承 G2–G5 同款:表损坏的红落在具体断言上) + var load_ok: bool = _db.load_tables("res://data/tables", true) + if not load_ok: + push_error("[cross_system_flow_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]) + # 套执行序沿源编排(_initialize 尾条 → _smoke_feats 断点块 → _smoke_save ⑨ → _smoke_playtest_logger) + _rng_event_log_session() + _feats_breakpoint_roundtrip() + _save_summary_integration() + _smoke_playtest_logger() + quit(Kit.finish("cross_system_flow_test")) + + +# 冒烟隔离用全新 RngService(同 master 种子——回放确定性纪律;smoke_all.gd helper 的宿主自持私有副本) +func _fresh_rng(seed_val: int): + var rng = load("res://core/rng_service.gd").new() + rng.set_master_seed(seed_val) + return rng + + +# ---- ① RNG 事件日志会话落盘(源 `_initialize` :70,主会话裁决一改判集成—— +# 驱动沿源 :60–70 取号序列自持:master 种子 42 → 前置取号 → new_adventure 开日志会话 → 会话内取号)---- +func _rng_event_log_session() -> void: + var rng = load("res://core/rng_service.gd").new() + rng.set_master_seed(42) + rng.open_stream("board_gen") + rng.open_stream("encounter") + rng.new_adventure(4242) + rng.open_stream("gp_drop") + Kit.check("事件日志会话落盘(2026-09-27 统一流裁决)", FileAccess.file_exists("user://logs/rng_log_4242.jsonl")) + + +# ---- ② 专长断点往返(源 `_smoke_feats` 基点 :1420–1426 三条,主会话裁决二改判集成—— +# 驱动沿源 :721–797 重建:5 行临时表注入+seed 72 起局+兑付 x3+save_manager 装配+ +# _on_level_finished(victory)+breakpoint_snapshot 取读+clear_breakpoint; +# 起局与兑付两步的受理断言留单元宿主(adventure_feats_test),此处纯驱动——前置失败自然落红)---- +func _feats_breakpoint_roundtrip() -> void: + var rt := FeatTable.new() + rt.rows = [ + {"feat_id": "x1", "display_name": "试一", "rarity": "common", "desc": "测试揭示", "cap": 1, + "triggers": [{"on": "mine_hit", "do": {"kind": "reveal_tiles", "value": 1}}]}, + {"feat_id": "x2", "display_name": "试二", "rarity": "excellent", "desc": "测试回复", "cap": 1, + "triggers": [{"on": "mine_hit", "do": {"kind": "heal", "value": 2}}]}, + {"feat_id": "x3", "display_name": "试三", "rarity": "rare", "desc": "测试群伤", "cap": 1, + "triggers": [{"on": "seal_hit", "do": {"kind": "open_ticket", "channel": "blast", "value": 3}}]}, + {"feat_id": "x4", "display_name": "试四", "rarity": "rare", "desc": "测试减伤", "cap": 2, + "triggers": [{"on": "damage_taken", "when": [{"fact": "hp_ratio", "op": "lte", "value": 50}], "do": {"kind": "damage_reduce", "value": 2}}]}, + {"feat_id": "x5", "display_name": "试五", "rarity": "legendary", "desc": "测试AC", "cap": 1, + "triggers": [{"on": "seal_hit", "do": {"kind": "ac_bonus", "value": 1, "mode": "round"}}]}, + ] + var live_rows: FeatTable = _db.feats + _db.feats = rt + var a_r = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(72)) + a_r.start_adventure(72, {"first_script": true}) # 源 :723(受理断言留单元宿主) + a_r._curio_pending = {"candidates": [{"kind": "relic", "tier": "rare", "feat_id": "x3"}, {"kind": "gp", "tier": "common"}], "payload": {}} + a_r.pick_curio("relic", "rare", "x3") # 源 :781(兑付断言留单元宿主) + # 断点往返(持有集+余库 feat_id 随行) + var bp_path := "user://_smoke_feats_bp.json" # 段首清场(存档域隔离纪律——上轮残留断点先删) + if FileAccess.file_exists(bp_path): + DirAccess.remove_absolute(bp_path) + var sm_r = load("res://core/save_manager.gd").new(bp_path) + sm_r.load_from_disk() + a_r.set_save_manager(sm_r) + a_r._on_level_finished({"result": "victory", "hp": int(a_r.ledger.get("hero_hp", 26)), "node_index": 1, "node_id": 1, "node_type": "shop"}) + var bp_r: Dictionary = sm_r.breakpoint_snapshot() + Kit.check("断点附随件:relics 持有集入快照(迭代 12 T1 扩列)", (bp_r.get("relics", []) as Array).has("x3")) + Kit.check("断点附随件:adventure 计数器账本键在案(T6/T7 扩列)", bp_r.has("adventure_counters")) + var bp_deck_x3 := 0 + for t in (bp_r.get("bonus_deck", []) as Array): + if String((t as Dictionary).get("feat_id", "")) == "x3": + bp_deck_x3 += 1 + Kit.check("断点余库:已兑付 relic 令牌逐枚还原(x3 零残留——续玩不重复获得)", bp_deck_x3 == 0) + sm_r.clear_breakpoint() + if FileAccess.file_exists(bp_path): # 段尾清理(与段首清场对称) + DirAccess.remove_absolute(bp_path) + _db.feats = live_rows # 还原现行表(共享 _db 防污染——后续集成块零感知) + + +# ---- ③ 存档摘要集成(源 `_smoke_save` ⑨ 基点 :6807–6831 十条,主会话裁决三改判集成—— +# level_autoplay 真局摘要 → apply 原语 → 域读数 → 写盘读回保持;临时档 user://smoke_save_integration.json +# 段首清场+段尾清理(源 _smoke_save 隔离纪律),绝不碰 user://save.json(红线))---- +func _save_summary_integration() -> void: + var sm_script = load("res://core/save_manager.gd") + var path9 := "user://smoke_save_integration.json" # 源 paths[8] + if FileAccess.file_exists(path9): + DirAccess.remove_absolute(path9) + # ⑨ 摘要集成(冒险结构批产物驱动):run_adventure 真局摘要 → apply 原语 → 域读数 → 写盘读回保持 + var st9: Dictionary = LevelAutoplay.run_adventure(_db, 42, 900, 400) + var f9 = sm_script.new(path9) + f9.apply_adventure_summary(st9.get("summary", {})) + var ks_run := 0 + for li in range(1, int(_db.level.rows.size()) + 1): + ks_run += int(_db.meta_boss_keystone_row(li).get("first_kill", 0)) + Kit.check("摘要集成:冒险驱动满配通关(seed 42)", String(st9.get("result", "")) == "completed") + Kit.check("集成钥石余额 = ΣBoss 首杀行值(%d——逐杀掉落全源)" % f9.keystone_balance(), f9.keystone_balance() == ks_run) + Kit.check("集成通关次数表全 1", f9.clear_count(1) == 1 and f9.clear_count(2) == 1 and f9.clear_count(3) == 1) + Kit.check("集成三关首杀标记齐", f9.boss_first_kill_marked(1) and f9.boss_first_kill_marked(2) and f9.boss_first_kill_marked(3)) + Kit.check("集成 recent 1 条且 seed 42", f9.recent_summaries().size() == 1 and int(f9.recent_summaries()[0].get("master_seed", -1)) == 42) + var st9b: Dictionary = LevelAutoplay.run_adventure(_db, 42, 900, 400) + f9.apply_adventure_summary(st9b.get("summary", {})) + Kit.check("第二局后通关次数全 2", f9.clear_count(1) == 2 and f9.clear_count(2) == 2 and f9.clear_count(3) == 2) + Kit.check("第二局后余额翻倍(2 × Σ首杀——模拟驱动恒首杀口径)", f9.keystone_balance() == 2 * ks_run) + Kit.check("集成 recent 长度 2", f9.recent_summaries().size() == 2) + Kit.check("集成写盘成功", f9.write_to_disk()) + var r9 = sm_script.new(path9) + Kit.check("集成写盘读回全量保持", r9.load_from_disk() and r9.keystone_balance() == 2 * ks_run and r9.clear_count(3) == 2 + and r9.recent_summaries().size() == 2 and r9.boss_first_kill_marked(3)) + if FileAccess.file_exists(path9): # 段尾清理(与段首清场对称——源 _smoke_save 同款) + DirAccess.remove_absolute(path9) + + +# ---- ④ 试玩记录仪(源 `_smoke_playtest_logger` 整套八条,主会话裁决七改判集成—— +# PlaytestLogger 挂真实结算流:会话文件/逐结算快照/字段齐备/spawn_count 回归/诊断转储/JSONL 回读)---- +func _smoke_playtest_logger() -> void: + print("--- PlaytestLogger(结算快照 JSONL + 诊断转储)---") + var rng = load("res://core/rng_service.gd").new() + rng.set_master_seed(20260912) + var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) + var logger = load("res://presentation/playtest_logger.gd").new() + var path: String = logger.start_session(20260912) + logger.attach_battle(settlement) + var snaps: Array = [] + settlement.settlement_snapshot.connect(func(snap): snaps.append(snap)) + Kit.check("会话文件开启(%s)" % path, path.contains("playtest_20260912")) + Kit.check("快照战斗启动", settlement.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": int(_db.hero.max_hp)})) + var minesweeper = settlement.minesweeper + for i in range(2): + minesweeper.settle_batch([{"action": "stop"}]) + Kit.check("每结算一快照(%d 次结算 → %d 快照)" % [2, snaps.size()], snaps.size() == 2) + var s1: Dictionary = snaps[0] + var required := ["kind", "level", "depth", "round", "verdict", "hero", "economy", "board", "enemies", "buffs", "round_facts", "spawn_count"] + var missing := [] + for k in required: + if not s1.has(k): + missing.append(k) + Kit.check("快照字段齐备(缺 %s)" % str(missing), missing.is_empty()) + Kit.check("快照含英雄/经济/板序号(板 seq=%d)" % int(s1.board.seq), int(s1.hero.max_hp) == int(_db.hero.max_hp) and s1.economy.has("phase") and s1.board.has("seq")) + # spawn_count 回归(playtest-2026-09-12 报告 Bug#1):停手两轮零击杀(主角攻击 6×2 < 24 HP 确定)→ + # unit_count 必须 == spawn_count(全灭才允许 <);快照级区分「首轮全灭」vs「空场」的数据面在位 + Kit.check("快照 spawn_count 在位且 == unit_count(无击杀轮:%d/%d——全灭/空场可判别)" % [int(s1.get("spawn_count", -1)), int(s1.get("unit_count", -1))], + int(s1.get("spawn_count", -1)) >= 1 and int(s1.get("spawn_count", -1)) == int(s1.get("unit_count", -2))) + logger.log_action("dig", Vector2i(1, 1), true) + var diag: String = logger.dump_diagnosis({"test": true}) + Kit.check("诊断转储文件生成(%s)" % diag, diag.contains("diag_")) + # JSONL 文件内容验证(重新读取) + var f := FileAccess.open(path, FileAccess.READ) + var lines := 0 + var parse_ok := true + while not f.eof_reached(): + var line := f.get_line() + if line.strip_edges() == "": + continue + lines += 1 + var parsed = JSON.parse_string(line) + if parsed == null: + parse_ok = false + Kit.check("JSONL 全部行可解析(%d 行 = session + 2 结算)" % lines, lines >= 3 and parse_ok) + logger.close_session() diff --git a/game/tests/integration/node_map_templates_test.gd b/game/tests/integration/node_map_templates_test.gd new file mode 100644 index 00000000..839fc9c0 --- /dev/null +++ b/game/tests/integration/node_map_templates_test.gd @@ -0,0 +1,107 @@ +# tests/integration/node_map_templates_test.gd — L2 集成用例:关卡节点图生成·模板池 +# 断言面 = 模板池套(批 B 断言迁移自 smoke_all.gd `_smoke_node_map_templates`,G12 施工组; +# 主会话裁决六整套集成不拆——跨四系统且走落盘)。 +# 跨系统面 = RngService(node_map 用途标签/抽签确定性/零消耗计账)× +# LevelRunner(start_level_external 受理/模板 0 回滚档)× +# AdventureRunner(first_script 全关零抽签/逐关恰一抽签)× +# SaveManager+MetaProgression(首次冒险布尔位收束置位落盘——真实档写盘)。 +# 与单元侧同入口同协议:extends SceneTree+Kit.check 主通道;--script 模式无 autoload, +# ConfigDB 显式实例化构造注入;表加载失败不中止(沿被迁断言面的源语义——诊断展开,红由断言落)。 +# 运行:godot --headless --path game --script res://tests/integration/node_map_templates_test.gd +extends SceneTree + +const Kit := preload("res://tests/unit/test_kit.gd") + +var _db + + +func _init() -> void: + _db = load("res://core/config_db.gd").new() + # 表加载失败不中止(承 G2/G3/G4/G5 同款:表损坏的红落在具体断言上) + var load_ok: bool = _db.load_tables("res://data/tables", true) + if not load_ok: + push_error("[node_map_templates_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]) + _smoke_node_map_templates() + quit(Kit.finish("node_map_templates_test")) + + +# ---- 关卡节点图生成·模板池冒烟(v0.4 §P0.6 断言面)---- +func _smoke_node_map_templates() -> void: + # ① 扩签:node_map 入用途标签封闭词表(派生零改动——标签只进事件日志) + var svc = load("res://core/rng_service.gd").new() + Kit.check("node_map 标签入 rng_service 封闭词表(扩签通道=改代码+冒烟守卫)", + (svc.PURPOSE_TAGS as Array).has("node_map")) + # ② 池参数:三关各 5 模板、模板 0 存在(回滚档成员) + for li in range(1, 4): + var row := {} + for r in _db.level.rows: + if int(r.level_index) == li: + row = r + var tpls: Array = row.get("templates", []) + Kit.check("L%d 模板池 = 5 张(拍板点④——首版池规模)" % li, tpls.size() == 5) + Kit.check("L%d 模板 0 = 现行固定图(回滚档成员)" % li, + not tpls.is_empty() and String(tpls[0].get("display_name", "")).ends_with("(现行)")) + # ③ 强制取 0 = 模板 0 节点表逐位相等 + 零 scope 消费 + var rng0 = load("res://core/rng_service.gd").new() + rng0.new_adventure(910001) + var runner0 = load("res://core/level_runner.gd").new(_db, rng0) + var c_before: int = rng0.counter() + Kit.check("强制 template_pick=0 起关受理", runner0.start_level_external(2, {"hero_hp": 20, "gp": 0}, {}, # start_level_external 签名收口(bonus 参数由 RunLedger 单类下传) + Callable(self, "_smoke_rest_stub"), {}, true, 0)) + Kit.check("强制取模板零 RNG 消耗(零抽签——首次脚本语义)", rng0.counter() == c_before) + var tpl0: Dictionary = {} + for r in _db.level.rows: + if int(r.level_index) == 2: + tpl0 = r.get("templates", [])[0] + Kit.check("强制 0 的生效节点表 = 模板 0 逐位相等(回滚档成立)", + runner0.level_row.get("nodes", []) == tpl0.get("nodes", [])) + # ④ 抽签确定性:同种子两实例同模板(同种子同操作序列 → 逐位同图) + var names := [] + for i in range(2): + var rg = load("res://core/rng_service.gd").new() + rg.new_adventure(910002) + var rn = load("res://core/level_runner.gd").new(_db, rg) + rn.start_level_external(2, {"hero_hp": 20, "gp": 0}, {}, + Callable(self, "_smoke_rest_stub"), {}, true, -1) + names.append(rn.active_template_name) + Kit.check("抽签确定性:同种子逐位同图(实测 %s)" % String(names[0]), + names[0] == names[1] and String(names[0]) != "") + # ⑤ N=1 池与现行固定图等价:单模板行过图校验(抽签取模 1 恒 0 = 回滚档) + var lt = load("res://data/schemas/level_table.gd").new() + lt.rows.assign([{"level_index": 9, "display_name": "t", "rest_heal_pct": 30, + "templates": [tpl0]}]) + Kit.check("N=1 池表通过图校验(回滚档形态合法)", lt.validate().is_empty()) + # ⑥ 首次脚本分支:first_script=true 全关模板 0;false = 抽签(scope 恰一差异) + var rngF = load("res://core/rng_service.gd").new() + rngF.new_adventure(910003) + var adrF = load("res://core/adventure_runner.gd").new(_db, rngF) + adrF.start_adventure(910003, {"first_script": true}) + Kit.check("首次脚本模式:L1 取模板 0(全关零抽签——存档布尔位 false 语义)", + String(adrF.runner().active_template_name).ends_with("(现行)")) + var cF: int = rngF.counter() + var rngT = load("res://core/rng_service.gd").new() + rngT.new_adventure(910003) + var adrT = load("res://core/adventure_runner.gd").new(_db, rngT) + adrT.start_adventure(910003, {"first_script": false}) + Kit.check("抽签模式恰多消费 1 scope(node_map 逐关恰一——L1 起关抽签)", rngT.counter() == cF + 1) + Kit.check("抽签模式 active_template_name 有值(MC 分层出数取数面在位)", + String(adrT.runner().active_template_name) != "") + # ⑦ 收束置位:新档 false → settle 置 true 恰一次(幂等) + DirAccess.remove_absolute("user://smoke_node_map_save.json") # 测试隔离——上轮 settle 写盘的残留档先删 + var sv = load("res://core/save_manager.gd").new("user://smoke_node_map_save.json") + sv.load_from_disk() + Kit.check("新档首次冒险布尔位 = false(默认域)", sv.is_first_adventure_done() == false) + var mp = load("res://core/meta_progression.gd").new(_db, sv) + mp.settle_adventure({"levels_cleared": 1, "keystone_total": 10, "cleared": false, "result": "failed"}) + Kit.check("冒险收束点置位(三结局同写——写入只在收束挂点)", sv.is_first_adventure_done() == true) + mp.settle_adventure({"levels_cleared": 0, "keystone_total": 0, "cleared": false, "result": "failed"}) + Kit.check("置位幂等(重复收束不翻转)", sv.is_first_adventure_done() == true) + + +# ---- 冒烟恢复执行体(LevelRunner 注入用——与 AdventureRunner.apply_rest 同式占位; +# smoke_all.gd helper 的宿主自持私有副本——源文件收尾整体删除,宿主自给自足)---- +func _smoke_rest_stub(pct: int, hp: int, max_hp: int) -> int: + return mini(int(floor(float(max_hp) * float(pct) / 100.0)), max_hp - hp) diff --git a/game/tests/mutation/mutation_engine.gd b/game/tests/mutation/mutation_engine.gd deleted file mode 100644 index 19c5bdc4..00000000 --- a/game/tests/mutation/mutation_engine.gd +++ /dev/null @@ -1,2173 +0,0 @@ -# tests/mutation/mutation_engine.gd — 按条变异验证引擎(单进程·内存内变异·零触盘) -# 干什么:游戏环境启动一次,对每条断言执行「内存里改坏 → 只重跑该断言所在套函数 → -# 确认这条断言报警(FAIL)→ 撤销改坏 → 记录结果」,一条接一条;全程不改任何文件。 -# -# 三件武器(按套配置适配,见 mutation_plan.gd): -# table 表/资源改写——改已加载 Resource 的内存字段,跑完按原值回写; -# inject 注入编译——被测生产脚本源码字符串在内存做最小变换(数值±1/比较符翻转/ -# 布尔翻转/键错位/置空等形态),GDScript.reload() 原地重编译(零触盘), -# 套函数内 load()/preload() 到的类即变异体,跑完全量还原源码再 reload; -# state 状态篡改——直接改运行中对象的内存状态:宿主长活成员(_db 等)、 -# 生产脚本静态变量与成员初值、autoload 实例成员与场景树节点名。 -# 改坏点自动生成:按计划里该套守的生产模块枚举全部候选改坏,逐个试跑该套函数, -# 扫到能让目标断言翻 FAIL 的改坏即记(摊销扫描:一次试跑同时判定套内全部未杀条目); -# 随后逐条复验(该断言的改坏点单独跑一轮确认红)出逐条台账记录。 -# -# 用法(工作目录 = game/): -# godot --headless --path . --script res://tests/mutation/mutation_engine.gd -- --all -# godot ... -- --host=board_gen_reward # 指定宿主全部套 -# godot ... -- --suite=seal_polarity:_smoke_seal_ap_exhausted -# godot ... -- --snap=seal_polarity=<快照绝对或 res 路径> # 物化迁移中宿主的提交快照 -# godot ... -- --ledger --out=res://reports/批B-变异统一台账.md -# 可选:--resume(跳过已有结果 JSON 的套)· --budget=N · --cap-ms=N -# 退出码:0=全部条目验红(打不红的条全部进异常清单)· 1=存在未验红且不在异常清单 -# · 2=零条目(含无参数用法打印)。 -extends SceneTree - -const Plan := preload("res://tests/mutation/mutation_plan.gd") - -const _USER_GUARD_FILES := ["save.json", "save_slot_1.json", "save_slot_2.json", "save_slot_3.json"] -const _RESULT_DIR := "user://mutation_work/results" - -var _args := {} -var _jobs: Array = [] # [[host_id, suite_name], ...] -var _adhoc_hosts := {} # id -> cfg(--adhoc 零配置宿主:套/表/模块从宿主源码自动推导) -var _orig_src := {} # 路径 -> 原始源码(宿主与模块件,FileAccess 原文) -var _orig_scripts := {} # 路径 -> 原件 GDScript 对象(进程内首捕;终态夺回路径用) -var _orig_variant := {} # 路径 -> 原件源码变体(无 class_name,编译一次反复接管——还原通道) -var _mod_cand_cache := {} # 模块路径 -> Array[候选](含 func 归属,未排序) -var _host_states := {} # host_id -> {cfg, scan, gds, inst} -var _user_backup := {} # user 档备份(文件名 -> 字节或 null) -var _mut_proxy: Object = null # 活树代理(root 引流+套创建节点记录) -var _mut_tops: Array = [] # 当前 trial 经代理入树的顶层节点(顺序) -var _mut_pending: Array = [] # 待施加树形模板(trial 内节点入树时按路径匹配施加) -var _mut_tree_templates: Array = [] # 基线轮挖出的树形状态模板(候选来源) -var _mut_recording := false # 基线轮记录开关 -var _started := false -var _done := false -var _t0_ms := 0 - - -# ============================ 主循环骨架 ============================ - -func _process(_delta: float) -> bool: - if not _started: - _started = true - _t0_ms = Time.get_ticks_msec() - _main() - return false - if _done: - return true - if Time.get_ticks_msec() - _t0_ms > Plan.GLOBAL_WATCHDOG_MS: - push_error("[mut] 全局看门狗到点,强制收束(已完成套的结果已落盘 %s)" % _RESULT_DIR) - quit(1) - return true - return false - - -func _main() -> void: - _parse_args() - if _args.has("help") or (_args.is_empty() and not _args.has("ledger-only")): - _print_usage() - quit(2) - _done = true - return - DirAccess.make_dir_recursive_absolute(ProjectSettings.globalize_path(_RESULT_DIR)) - var ledger_only: bool = _args.has("ledger-only") - if not ledger_only: - _build_adhoc_hosts() - _parse_jobs() - _apply_snaps() - _backup_user_save() - var n := _jobs.size() - var done := 0 - for job in _jobs: - done += 1 - print("[mut] ===== 套 %d/%d %s:%s =====" % [done, n, job[0], job[1]]) - await _run_job(String(job[0]), String(job[1])) - _restore_user_save() - var integrity := _verify_scripts_restored() - print("[mut] 全部套完成:jobs=%d · 生产/宿主源码还原核验=%s" % [n, "全还原" if integrity == "" else "异常:" + integrity]) - var code := 2 - if _args.has("ledger") or ledger_only: - code = _build_ledger(_ledger_out_path()) - else: - code = _exit_code_from_results() - quit(code) - _done = true - - -func _parse_args() -> void: - for a in OS.get_cmdline_user_args(): - if not a.begins_with("--"): - continue - var body := a.substr(2) - var eq := body.find("=") - var k := body if eq < 0 else body.substr(0, eq) - var v := "true" if eq < 0 else body.substr(eq + 1) - if k == "suite": - if not _args.has("suites"): - _args["suites"] = [] - _args["suites"].append(v) - elif k == "snap": - if not _args.has("snaps"): - _args["snaps"] = [] - _args["snaps"].append(v) - elif k == "adhoc": - if not _args.has("adhocs"): - _args["adhocs"] = [] - _args["adhocs"].append(v) - elif k == "excl-func": - if not _args.has("excl-funcs"): - _args["excl-funcs"] = [] - _args["excl-funcs"].append(v) - elif k == "excl-line": - if not _args.has("excl-lines"): - _args["excl-lines"] = [] - _args["excl-lines"].append(v) - else: - _args[k] = v - - -# --adhoc==<宿主 res 路径>:零配置宿主(主会话统一验证跑计划外宿主用)。 -# 套 = 有断言点且零必填参的函数(_init/_initialize 除外);表 = 源码 _db.<名> 访问词; -# 模块 = 源码 load/preload 的 res://*.gd;通道 Kit.check 在场=kit 否则 self;含 await=异步。 -# 武器三件全开(table 候选按推导表、inject 按推导模块;细化归计划条目——候选招数不全的 -# 套按台账异常清单补计划配置后重跑)。 -func _build_adhoc_hosts() -> void: - for spec in _args.get("adhocs", []): - var parts := String(spec).split("=", true, 1) - if parts.size() != 2: - push_error("[mut] --adhoc 规格非法(要 id=res://路径):%s" % String(spec)) - continue - var hid := String(parts[0]) - var src_path := String(parts[1]) - var src := FileAccess.get_file_as_string(src_path) - if src == "": - push_error("[mut] adhoc 宿主源码为空/缺失:%s" % src_path) - continue - var scan := _scan_source(src) - var re_table := RegEx.create_from_string("_db\\.([a-z][a-z_0-9]*)") - var tables := {} - for m in re_table.search_all(src): - tables[String(m.get_string(1))] = true - var re_mod := RegEx.create_from_string("(?:load|preload)\\(\\s*\"(res://[^\"]+\\.gd)\"") - var modules := {} - for m2 in re_mod.search_all(src): - var mp := String(m2.get_string(1)) - if mp != src_path: - modules[mp] = true - var by_func := {} - for s in scan["sites"]: - var fn := String(s["func"]) - if fn in ["_init", "_initialize", ""]: - continue - by_func[fn] = int(by_func.get(fn, 0)) + 1 - var suites := {} - for fn2 in by_func.keys(): - if not scan["func_ranges"].has(fn2) or _func_required_args(scan, fn2) > 0: - continue - suites[fn2] = {"count": int(by_func[fn2]), "weapons": ["table", "inject", "state"], - "tables": tables.keys(), "modules": modules.keys()} - if suites.is_empty(): - push_error("[mut] adhoc 宿主无可运行套(断言点全在有参 helper 里?):%s" % src_path) - continue - _adhoc_hosts[hid] = {"id": hid, "src": src_path, - "channel": "kit" if src.find("Kit.check") >= 0 else "self", - "async": src.find("await ") >= 0, "budget": 800, - "cap_ms": Plan.SUITE_CAP_MS_DEFAULT, "state_autoloads": [], "suites": suites} - var n := 0 - for s2 in suites.values(): - n += int(s2["count"]) - print("[mut] adhoc 宿主 %s(%d 套 %d 点 · 表 %d · 模块 %d)" % [hid, suites.size(), n, tables.size(), modules.size()]) - - -# 函数必填参数个数(带默认值的不计——零必填参才可作套函数直呼) -func _func_required_args(scan: Dictionary, fname: String) -> int: - var r: Dictionary = scan["func_ranges"][fname] - var head := String(scan["lines"][int(r["start"])]) - var open_i := head.find("(") - var close_i := head.rfind(")") - if open_i < 0 or close_i <= open_i: - return 0 - var n := 0 - for seg in head.substr(open_i + 1, close_i - open_i - 1).split(","): - var s := String(seg).strip_edges() - if s != "" and s.find("=") < 0: - n += 1 - return n - - -func _parse_jobs() -> void: - _jobs.clear() - if _args.has("all"): - for h in Plan.hosts(): - for s in h["suites"].keys(): - _jobs.append([h["id"], s]) - elif _args.has("host"): - var h := _plan_cfg(String(_args["host"])) - if h.is_empty(): - push_error("[mut] 未知宿主:%s" % String(_args["host"])) - else: - for s in h["suites"].keys(): - _jobs.append([h["id"], s]) - elif _args.has("suites"): - for spec in _args["suites"]: - var parts := String(spec).split(":", true, 1) - if parts.size() != 2 or _plan_cfg(parts[0]).is_empty(): - push_error("[mut] --suite 规格非法(要 宿主:套名):%s" % String(spec)) - continue - _jobs.append([parts[0], parts[1]]) - # --adhoc 宿主整host入队(仅在无 --all/--host/--suite 显式选面时;显式 --suite 仍可单挑其套) - var explicit := _args.has("all") or _args.has("host") or _args.has("suites") - if not explicit: - for hid in _adhoc_hosts.keys(): - for s in _adhoc_hosts[hid]["suites"].keys(): - _jobs.append([String(hid), String(s)]) - if String(_args.get("resume", "false")) == "true": - var kept: Array = [] - for job in _jobs: - if FileAccess.file_exists(_result_path(String(job[0]), String(job[1]))): - print("[mut] resume 跳过已有结果:%s:%s" % [job[0], job[1]]) - else: - kept.append(job) - _jobs = kept - - -func _apply_snaps() -> void: - for spec in _args.get("snaps", []): - var parts := String(spec).split("=", true, 1) - if parts.size() != 2: - continue - var h := _plan_cfg(parts[0]) - if h.is_empty(): - continue - var content := FileAccess.get_file_as_string(parts[1]) - if content == "": - push_error("[mut] 快照源为空:%s" % parts[1]) - continue - var dst: String = h["src"] - DirAccess.make_dir_recursive_absolute(ProjectSettings.globalize_path(dst).get_base_dir()) - var f := FileAccess.open(dst, FileAccess.WRITE) - f.store_string(content) - f.close() - print("[mut] 已物化宿主快照 %s <- %s(%d 行)" % [dst, parts[1], content.count("\n") + 1]) - - -func _print_usage() -> void: - print("按条变异验证引擎——用法:") - print(" godot --headless --path game --script res://tests/mutation/mutation_engine.gd -- --all") - print(" 可选:--host= · --suite=:<套名>(可多次)· --snap=<宿主id>=<快照路径>") - print(" --adhoc==<宿主 res:// 路径>(零配置宿主:套/表/模块自动推导,可多次)") - print(" --excl-func=<文件名>:<函数名>(函数级候选排除——挂死/崩溃型毒候选隔离阀,可多次)") - print(" --excl-line=<文件名>:<1基行号>(行级毒候选定点排除,可多次)") - print(" --resume · --budget=N · --cap-ms=N · --ledger --out= · --ledger-only") - print("计划内宿主×套×静态断言数(合计 %d):" % Plan.total_static_checks()) - for h in Plan.hosts(): - for s in h["suites"].keys(): - print(" %s : %s = %d 条" % [h["id"], s, h["suites"][s]["count"]]) - - -# ============================ 源码扫描 ============================ - -# 宿主配置查找:--adhoc 注册的零配置宿主优先,其次计划条目 -func _plan_cfg(host_id: String) -> Dictionary: - if _adhoc_hosts.has(host_id): - return _adhoc_hosts[host_id] - return Plan.host_by_id(host_id) - - -func _host_state(host_id: String) -> Dictionary: - if _host_states.has(host_id): - return _host_states[host_id] - var cfg := _plan_cfg(host_id) - if cfg.is_empty(): - return {} - var src := FileAccess.get_file_as_string(String(cfg["src"])) - if src == "": - push_error("[mut] 宿主源码为空/缺失:%s(迁移中宿主需先 --snap 物化)" % String(cfg["src"])) - return {} - _orig_src[String(cfg["src"])] = src - var scan := _scan_source(src) - var st := {"cfg": cfg, "src": src, "scan": scan, "gds": null, "inst": null} - _host_states[host_id] = st - return st - - -func _scan_source(src: String) -> Dictionary: - var lines := src.split("\n") - var codes: Array[String] = [] - var in_tqs := false - for raw in lines: - var tq := raw.count("\"\"\"") - if in_tqs: - if tq % 2 == 1: - in_tqs = false - codes.append("") - continue - if tq % 2 == 1: - in_tqs = true - codes.append(_strip_comment(raw)) - var func_ranges := {} # 函数名 -> {start, end} - var func_of_line := {} - var cur := "" - for i in lines.size(): - var s := codes[i].strip_edges() - if s.begins_with("func ") or s.begins_with("static func "): - var head := s.substr(s.find("func ") + 5) - var nm := head.substr(0, head.find("(")).strip_edges() - if cur != "": - func_ranges[cur]["end"] = i - cur = nm - func_ranges[cur] = {"start": i, "end": lines.size() - 1} - func_of_line[i] = cur - var sites := [] - var idx := 0 - for i in lines.size(): - var is_def := codes[i].strip_edges().begins_with("func ") or codes[i].strip_edges().begins_with("static func ") - var col := 0 - while true: - var hit := _find_check_call(codes[i], col) - if hit["col"] < 0: - break - col = int(hit["col"]) + int(hit["len"]) - if is_def and hit["kind"] == "self": - continue - sites.append({"idx": idx, "line": i, "col": int(hit["col"]), "len": int(hit["len"]), - "kind": hit["kind"], "func": func_of_line[i]}) - idx += 1 - return {"lines": lines, "codes": codes, "func_ranges": func_ranges, - "func_of_line": func_of_line, "sites": sites} - - -func _find_check_call(code: String, from: int) -> Dictionary: - var found := {"col": -1, "len": 0, "kind": ""} - var probes := [["Kit.check_quiet(", "kit_q", 1], ["Kit.check(", "kit", 0], ["check(", "self", 1]] - for p in probes: - var token: String = p[0] - var c := code.find(token, from) - while c >= 0: - var prev := " " if c == 0 else code[c - 1] - var ok_site := true - if p[1] == "self": - if prev == "." or prev == "_": - ok_site = false - if c >= 5 and code.substr(c - 5, 5) == "func ": - ok_site = false - else: - if not (prev in [" ", "\t", "(", "[", "=", ",", "+"]): - ok_site = false - if ok_site: - if found["col"] < 0 or c < int(found["col"]): - found = {"col": c, "len": token.length(), "kind": p[1], "arg": p[2]} - break - c = code.find(token, c + 1) - return found - - -func _extract_label(scan: Dictionary, site: Dictionary) -> String: - var lines: Array = scan["lines"] - var start_line: int = site["line"] - var start_col: int = int(site["col"]) + int(site["len"]) - var depth := 0 - var args: Array[String] = [] - var cur_arg := "" - var in_str := false - for li in range(start_line, lines.size()): - var raw: String = lines[li] - var ci := 0 - if li == start_line: - ci = start_col - while ci < raw.length(): - var ch := raw[ci] - if in_str: - cur_arg += ch - if ch == "\\" and ci + 1 < raw.length(): - ci += 1 - cur_arg += raw[ci] - elif ch == "\"": - in_str = false - ci += 1 - continue - if ch == "\"": - in_str = true - cur_arg += ch - elif ch == "(" or ch == "[" or ch == "{": - depth += 1 - cur_arg += ch - elif ch == ")" or ch == "]" or ch == "}": - depth -= 1 - if depth < 0: - args.append(cur_arg) - return _pick_label(args, int(site.get("arg", 0))) - cur_arg += ch - elif ch == "," and depth == 0: - args.append(cur_arg) - cur_arg = "" - else: - cur_arg += ch - ci += 1 - cur_arg += " " - return _pick_label(args, int(site.get("arg", 0))) - - -func _pick_label(args: Array[String], want: int) -> String: - if want >= args.size(): - return "<取参失败>" - var a := args[want].strip_edges().replace("\t", " ") - while a.find(" ") >= 0: - a = a.replace(" ", " ") - return a - - -func _strip_comment(line: String) -> String: - var out := "" - var in_str := false - var i := 0 - while i < line.length(): - var c := line[i] - if in_str: - out += c - if c == "\\" and i + 1 < line.length(): - out += line[i + 1] - i += 2 - continue - if c == "\"": - in_str = false - i += 1 - else: - if c == "#": - break - if c == "\"": - in_str = true - out += c - i += 1 - if in_str: - return "" # 引号不闭合——保守跳过该行 - return out - - -# ============================ 宿主源码内存变换与编译 ============================ - -func _compile_variant(host_id: String, run_fn: String, strip_siblings: bool) -> Dictionary: - var st := _host_state(host_id) - if st.is_empty(): - return {} - var scan: Dictionary = st["scan"] - var lines: Array = scan["lines"] - var new_lines: Array = [] - for l in lines: - new_lines.append(String(l)) - # ① 断言点改写 _mut_check(idx, ...)(自后向前替换,列号不漂移) - var sites: Array = scan["sites"] - for si in range(sites.size() - 1, -1, -1): - var s: Dictionary = sites[si] - var token := "Kit.check_quiet(" if s["kind"] == "kit_q" else ("Kit.check(" if s["kind"] == "kit" else "check(") - var raw := String(new_lines[int(s["line"])]) - new_lines[int(s["line"])] = raw.substr(0, int(s["col"])) + "_mut_check(%d, " % int(s["idx"]) + raw.substr(int(s["col"]) + token.length()) - # ② 中和 _init/_initialize(保夹具,删套调用与 quit);_split_tail 形态另删兄弟套调用 - var suite_names: Array = st["cfg"]["suites"].keys() - for fname in ["_init", "_initialize"]: - if not scan["func_ranges"].has(fname): - continue - var r: Dictionary = scan["func_ranges"][fname] - for i in range(int(r["start"]) + 1, int(r["end"]) + 1): - var code := String(scan["codes"][i]).strip_edges() - if code == "": - continue - var m := _simple_call_name(code) - if m != "" and scan["func_ranges"].has(m) and m != fname: - new_lines[i] = "\tpass # [mut 变换] 套调用摘除" - elif code.begins_with("quit("): - new_lines[i] = "\tpass # [mut 变换] quit 摘除" - if strip_siblings and scan["func_ranges"].has(run_fn): - var r2: Dictionary = scan["func_ranges"][run_fn] - for i in range(int(r2["start"]) + 1, int(r2["end"]) + 1): - var code2 := String(scan["codes"][i]).strip_edges() - var m2 := _simple_call_name(code2) - if code2.begins_with("await ") and m2 != "" and m2 in suite_names and m2 != run_fn: - new_lines[i] = "\t\tpass # [mut 变换] 兄弟套调用摘除" - elif code2.begins_with("quit("): - new_lines[i] = "\tpass # [mut 变换] quit 摘除" - # ③ 活树/帧信号改道(root/get_root/process_frame → 引擎注入方法;按变换后行重取代码面前缀) - for i in new_lines.size(): - var raw2 := String(new_lines[i]) - var cpart := _strip_comment(raw2) - if cpart == "": - continue - var r1 := _replace_word(raw2, cpart, "get_root()", "_mut_root()") - var r2b := _replace_word(r1["line"], r1["scan"], "process_frame", "_mut_pf()") - var r3 := _replace_word(r2b["line"], r2b["scan"], "root", "_mut_root()") - new_lines[i] = r3["line"] - # ④ 注入预置(断言记点 / 活树改道) - var prelude := "\n\n# ---- [mut 变换] 引擎注入预置 ----\n" - prelude += "var _mut_engine = null\nvar _mut_sites = {}\n" - prelude += "func _mut_check(idx, a, b) -> void:\n" - prelude += "\tif not _mut_sites.has(idx):\n\t\t_mut_sites[idx] = []\n" - prelude += "\t_mut_sites[idx].append(bool(b) if (b is bool) else bool(a))\n" - prelude += "func _mut_root():\n\treturn _mut_engine.mut_root()\n" - prelude += "func _mut_pf():\n\treturn _mut_engine.process_frame\n" - var gds := GDScript.new() - gds.source_code = "\n".join(new_lines) + prelude - if gds.reload() != OK: - push_error("[mut] 宿主变换编译失败:%s run_fn=%s" % [host_id, run_fn]) - return {} - return {"gds": gds} - - -func _simple_call_name(code: String) -> String: - var c := code - if c.begins_with("await "): - c = c.substr(6).strip_edges() - if not c.ends_with("()"): - return "" - var nm := c.substr(0, c.length() - 2) - if nm == "" or nm.find("(") >= 0 or nm.find(" ") >= 0 or not nm.is_valid_identifier(): - return "" - return nm - - -func _replace_word(raw: String, scan: String, token: String, repl: String) -> Dictionary: - var out := raw - var s := scan - var pos := s.find(token) - while pos >= 0: - var before_ok := pos == 0 or not _is_word_char(s[pos - 1]) - var after := pos + token.length() - var after_ok := after >= s.length() or not _is_word_char(s[after]) - var dotted := pos > 0 and s[pos - 1] == "." - if before_ok and after_ok and not dotted and not _inside_string_span(s, pos): - out = out.substr(0, pos) + repl + out.substr(pos + token.length()) - s = s.substr(0, pos) + repl + s.substr(pos + token.length()) - pos = s.find(token, pos + repl.length()) - else: - pos = s.find(token, pos + token.length()) - return {"line": out, "scan": s} - - -func _is_word_char(c: String) -> bool: - if c == "_": - return true - return (c >= "a" and c <= "z") or (c >= "A" and c <= "Z") or (c >= "0" and c <= "9") - - -# ============================ 套执行 ============================ - -func _run_job(host_id: String, suite_name: String) -> void: - var st := _host_state(host_id) - if st.is_empty(): - _write_result(host_id, suite_name, {"host": host_id, "suite": suite_name, "complete": true, - "rows": [], "anomalies": [{"scope": "suite", "reason": "宿主源码缺失"}], "meta": {}}) - return - var senv: Dictionary = st["cfg"]["suites"][suite_name] - var run_fn := String(senv.get("run_fn", suite_name)) - var variant := _compile_variant(host_id, run_fn, bool(senv.get("strip_siblings", false))) - if variant.is_empty(): - _write_result(host_id, suite_name, {"host": host_id, "suite": suite_name, "complete": true, - "rows": [], "anomalies": [{"scope": "suite", "reason": "宿主变换编译失败"}], "meta": {}}) - return - var gds: GDScript = variant["gds"] - var inst: Object = gds.new() - inst.set("_mut_engine", self) - st["gds"] = gds - st["inst"] = inst - var scan: Dictionary = st["scan"] - var targets: Array = [] - var label_of := {} - for s in scan["sites"]: - if s["func"] == suite_name: - var s2 := {"idx": s["idx"], "line": s["line"], "col": s["col"], "len": s["len"], - "kind": s["kind"], "arg": s.get("arg", 0), "func": s["func"]} - targets.append(s2) - label_of[int(s["idx"])] = _extract_label(scan, s2) - var anomalies: Array = [] - var expect := int(senv["count"]) - if targets.size() != expect: - anomalies.append({"scope": "suite", "reason": "静态断言点账实不符:计划 %d 实扫 %d(以实扫为准)" % [expect, targets.size()]}) - var budget := int(_args.get("budget", st["cfg"]["budget"])) - var cap_ms := int(_args.get("cap-ms", st["cfg"].get("cap_ms", Plan.SUITE_CAP_MS_DEFAULT))) - # ---- 基线(未执行 = 条件分支未走到,视为可杀形态;执行了必须全真) ---- - _mut_tree_templates = [] - _mut_recording = true - var base = await _run_suite_fn(st, run_fn) - _mut_recording = false - var base_ok := {} - for t in targets: - var idx := int(t["idx"]) - if base["sites"].has(idx): - var any_false := false - for v in base["sites"][idx]: - if not v: - any_false = true - break - if any_false: - anomalies.append({"scope": "assert", "idx": idx, "label": label_of[idx], - "reason": "基线即红——未变异已失败(死断言候选或环境污染)"}) - base_ok[idx] = false - else: - base_ok[idx] = true - else: - base_ok[idx] = true - var pending := 0 - for t in targets: - if base_ok[int(t["idx"])]: - pending += 1 - # ---- 候选改坏点(按武器优先序;摊销扫描) ---- - var weapon_cands := _build_candidates(st, senv, suite_name) - if String(_args.get("debug", "false")) == "true": - for w3 in ["table", "inject", "state"]: - print("[mut-debug] %s 候选数=%d" % [w3, weapon_cands[w3].size()]) - for di in range(0, mini(12, weapon_cands["inject"].size())): - print("[mut-debug] inject#%d %s" % [di, String(weapon_cands["inject"][di]["desc"])]) - var killers := {} - for t in targets: - killers[int(t["idx"])] = [] - var tried := 0 - var suite_t0 := Time.get_ticks_msec() - for w in senv["weapons"]: - for c in weapon_cands[String(w)]: - if pending <= 0 or tried >= budget or Time.get_ticks_msec() - suite_t0 > cap_ms: - break - var _trace := String(_args.get("trace", "false")) == "true" - if _trace: - print("[mut-trace] try #%d %s" % [tried + 1, String(c.get("desc", ""))]) - if not _apply_candidate(c): - _restore_candidate(c) # 施加失败也还原——失败施加可能已动了一半内存态 - tried += 1 - if _trace: - print("[mut-trace] #%d apply失败 %s" % [tried, String(c.get("desc", ""))]) - continue - var r = await _run_suite_fn(st, run_fn) - _restore_candidate(c) - tried += 1 - if _trace: - var nred := 0 - for t9 in targets: - var i9 := int(t9["idx"]) - if r["sites"].has(i9): - for v9 in r["sites"][i9]: - if not v9: - nred += 1 - break - print("[mut-trace] #%d %s 红数=%d" % [tried, String(c.get("desc", "")), nred]) - for t in targets: - var idx2 := int(t["idx"]) - if not base_ok[idx2] or not killers[idx2].is_empty(): - continue - if r["sites"].has(idx2): - var bad := false - for v in r["sites"][idx2]: - if not v: - bad = true - break - if bad: - killers[idx2].append(c) - pending -= 1 - if pending <= 0 or tried >= budget or Time.get_ticks_msec() - suite_t0 > cap_ms: - break - # ---- 逐条复验(改坏 → 跑该断言所在函数 → 验 FAIL → 撤销 → 记录) ---- - var rows: Array = [] - for t in targets: - var idx3 := int(t["idx"]) - if not base_ok[idx3]: - rows.append({"idx": idx3, "label": label_of[idx3], "status": "anomaly", - "reason": _anomaly_reason(anomalies, idx3), "weapon": "", "cand": "", - "cand_file": "", "cand_line": "", "cand_kind": "", "ms": 0, "collateral": -1}) - continue - var verified := false - for c in killers[idx3]: - if not _apply_candidate(c): - continue - var rv = await _run_suite_fn(st, run_fn) - _restore_candidate(c) - if rv["sites"].has(idx3): - var red := false - for v in rv["sites"][idx3]: - if not v: - red = true - break - if red: - var coll := 0 - for other_idx in rv["sites"].keys(): - if int(other_idx) == idx3: - continue - for v2 in rv["sites"][other_idx]: - if not v2: - coll += 1 - break - rows.append({"idx": idx3, "label": label_of[idx3], "status": "verified", - "weapon": String(c["weapon"]), "cand": String(c["desc"]), - "cand_file": String(c.get("file", "")), "cand_line": str(int(c.get("line", -1))), - "cand_kind": String(c.get("kind", "")), "ms": int(rv["us"] / 1000.0), - "collateral": coll, "killers_available": killers[idx3].size()}) - verified = true - break - if not verified: - var reason := "" - if killers[idx3].is_empty(): - reason = ("预算内未找到能翻红的改坏(试跑 %d 轮,武器=%s)——死断言候选或改坏面缺形" % [tried, ", ".join(PackedStringArray(senv["weapons"]))]) if tried > 0 else "零轮试跑(预算/上限异常)" - reason += _env_read_hint(scan, t) - if String(label_of[idx3]).find("幂等") >= 0: - reason += ";标签含幂等语义——确定性快照的内容等值在单行确定性变异下难破,疑似结构性打不红,须人工研判改坏面" - else: - reason = "复验未红(改坏候选 %d 个均不复现——疑似非确定断言)" % killers[idx3].size() - anomalies.append({"scope": "assert", "idx": idx3, "label": label_of[idx3], "reason": reason}) - rows.append({"idx": idx3, "label": label_of[idx3], "status": "anomaly", "reason": reason, - "weapon": "", "cand": "", "cand_file": "", "cand_line": "", "cand_kind": "", - "ms": 0, "collateral": -1}) - # ---- 收尾:跑后基线复绿(零残留证明) ---- - var rend = await _run_suite_fn(st, run_fn) - var end_green := true - for t in targets: - var idx4 := int(t["idx"]) - if rend["sites"].has(idx4): - for v in rend["sites"][idx4]: - if not v: - end_green = false - break - if not end_green: - anomalies.append({"scope": "suite", "reason": "跑后基线未复绿——存在跨试跑状态残留,须人工排查"}) - var verify_ms_total := 0 - for r in rows: - verify_ms_total += int(r.get("ms", 0)) - _write_result(host_id, suite_name, {"host": host_id, "suite": suite_name, "complete": true, - "run_fn": run_fn, "budget": budget, "tried": tried, "targets": targets.size(), - "static_plan": expect, "rows": rows, "anomalies": anomalies, - "end_baseline_green": end_green, - "meta": {"verify_ms_total": verify_ms_total}}) - inst.free() - st["inst"] = null - st["gds"] = null - - -func _anomaly_reason(anomalies: Array, idx: int) -> String: - for a in anomalies: - if int(a.get("idx", -1)) == idx: - return String(a["reason"]) - return "基线异常" - - -# 断言表达式环境面识别(断言行连读三行——多行 cond 的续行):命中 FileAccess/DirAccess -# (磁盘读取)或「大写成员常量读取」(schema 词表 const 经宿主 preload 编译期绑定原件—— -# 路径接管不可达且 const 深冻结)的打不红条目注明归因——台账异常清单用(禁触盘/禁 reload -# 原件是引擎红线,此类条目只能如实进异常清单,不为验红改文件) -func _env_read_hint(scan: Dictionary, t: Dictionary) -> String: - var lines: Array = scan["lines"] - var re_const := RegEx.create_from_string("\\.[A-Z][A-Z0-9_]{2,}\\b") - for li in range(int(t["line"]), mini(int(t["line"]) + 3, lines.size())): - var s := _strip_comment(String(lines[li])) - if s.find("FileAccess") >= 0 or s.find("DirAccess") >= 0: - return ";断言表达式含磁盘读取(FileAccess/DirAccess)——内存内改坏不可达,归环境面死断言候选" - if re_const != null and re_const.search(s) != null: - return ";断言表达式读 schema 常量(大写成员,宿主 preload 编译期绑定原件)——路径接管不可达且 const 深冻结,归结构性打不红候选" - return "" - - -func _run_suite_fn(st: Dictionary, run_fn: String) -> Dictionary: - var inst: Object = st["inst"] - inst.set("_mut_sites", {}) - _mut_tops = [] - var t0 := Time.get_ticks_usec() - if bool(st["cfg"]["async"]): - await inst.call(run_fn) - else: - inst.call(run_fn) - var us := Time.get_ticks_usec() - t0 - var out := {} - var sites: Dictionary = inst.get("_mut_sites") - for k in sites.keys(): - out[int(k)] = sites[k].duplicate() - return {"sites": out, "us": us} - - -# ============================ 候选改坏点生成 ============================ - -func _build_candidates(st: Dictionary, senv: Dictionary, suite_name: String) -> Dictionary: - var by_weapon := {"table": [], "inject": [], "state": []} - var tokens := _suite_tokens(st, String(senv.get("run_fn", suite_name))) - for w in senv["weapons"]: - match String(w): - "table": - by_weapon["table"] = _table_candidates(st, senv.get("tables", []), - _suite_literals(st, String(senv.get("run_fn", suite_name)))) - "inject": - for mp in senv.get("modules", []): - for c in _module_candidates(String(mp)): - c["weapon"] = "inject" - by_weapon["inject"].append(c) - # 相关性置前:套函数体内出现过的标识符(被测入口/协作者名)命中的候选优先试跑—— - # 大模块按行序扫会把深处守卫排在预算外,套源码词面+计划 funcs 提示是仅有的自动定位信号 - var scored: Array = [] - var hinted_all: Dictionary = senv.get("funcs", {}) - for ci in by_weapon["inject"].size(): - var c2: Dictionary = by_weapon["inject"][ci] - var sc := 0 - var mp_file := String(String(c2.get("file", "")).get_file()) - var hinted_names: Array = hinted_all.get(mp_file, []) - if hinted_names.has("*") or hinted_names.has(String(c2.get("func", ""))): - sc += 4 - if tokens.has(String(c2.get("func", ""))): - sc += 2 - for t in _word_tokens(String(c2.get("line_text", ""))): - if t.length() >= 4 and tokens.has(t): - sc += 1 - break - scored.append(sc) - var order := range(by_weapon["inject"].size()) - order.sort_custom(func(a: int, b: int) -> bool: - if scored[a] != scored[b]: - return int(scored[a]) > int(scored[b]) - return a < b) - var reordered: Array = [] - for oi in order: - reordered.append(by_weapon["inject"][oi]) - by_weapon["inject"] = reordered - "state": - by_weapon["state"] = _state_candidates(st, senv) - for tc in _tree_state_candidates(): - by_weapon["state"].append(tc) - # 跨武器去重(同文件同行同形态只留先到者;注入/初值候选无 set_key——以行号+形态区分; - # 按套的武器优先序迭代——先到武器保留该行候选的武器归属) - var seen := {} - var worder: Array = [] - for w4 in senv["weapons"]: - worder.append(String(w4)) - for w5 in ["table", "inject", "state"]: - if not worder.has(w5): - worder.append(w5) - for w2 in worder: - var kept: Array = [] - for c in by_weapon[w2]: - var key := "%s|%s|%s|%s" % [c.get("file", ""), c.get("kind", ""), c.get("set_key", ""), str(c.get("line", -1))] - if seen.has(key): - continue - seen[key] = true - kept.append(c) - by_weapon[w2] = kept - return by_weapon - - -# 词法切分(标识符提取用——4.7 RegEx 无 split,手扫字符) -func _word_tokens(code: String) -> PackedStringArray: - var out := PackedStringArray() - var cur := "" - for i in code.length(): - var ch := code[i] - if _is_word_char(ch): - cur += ch - elif cur != "": - out.append(cur) - cur = "" - if cur != "": - out.append(cur) - return out - - -# 套函数体标识符集合(注释剔除后取词;run_fn 本体及其调用的套内私有 helper 一并纳入—— -# 供注入候选按「被套源码词面命中」排序) -func _suite_tokens(st: Dictionary, run_fn: String) -> Dictionary: - var scan: Dictionary = st["scan"] - var tokens := {} - var want: Array = [run_fn] - var seen_fns := {} - while not want.is_empty(): - var fn := String(want.pop_back()) - if fn == "" or seen_fns.has(fn) or not scan["func_ranges"].has(fn): - continue - seen_fns[fn] = true - var r: Dictionary = scan["func_ranges"][fn] - for i in range(int(r["start"]), int(r["end"]) + 1): - var code := String(scan["codes"][i]) - if code.strip_edges() == "": - continue - for t in _word_tokens(code): - if t.length() >= 4: - tokens[t] = true - var m := _simple_call_name(code.strip_edges()) - if m != "" and scan["func_ranges"].has(m): - want.append(m) - return tokens - - -func _table_candidates(st: Dictionary, table_names: Array, lits: Array) -> Array: - var cands: Array = [] - var inst: Object = st["inst"] - if inst == null or inst.get("_db") == null: - return cands - var db = inst.get("_db") - for tname in table_names: - var t = db.get(String(tname)) - if t == null or not (t is Resource): - continue - var before := cands.size() - _walk_table(t, String(tname), cands, 0, lits) - if String(_args.get("debug", "false")) == "true": - print("[mut-debug] 表 %s 候选 %d(累计 %d)" % [String(tname), cands.size() - before, cands.size()]) - return cands - - -# 套函数体字符串字面量(注释剔除后引号内文本;套内私有 helper 一并纳入)。 -# 供表武器「字面量键位插行/加键」候选——断言点名的业务键(如 defense_up)就是套源码 -# 字面量,账本 §九 G2 旧法「补立已退役行/加键」形态的自动取材通道。 -func _suite_literals(st: Dictionary, run_fn: String) -> Array: - var scan: Dictionary = st["scan"] - var out: Array = [] - var seen := {} - var want: Array = [run_fn] - var seen_fns := {} - while not want.is_empty(): - var fn := String(want.pop_back()) - if fn == "" or seen_fns.has(fn) or not scan["func_ranges"].has(fn): - continue - seen_fns[fn] = true - var r: Dictionary = scan["func_ranges"][fn] - for i in range(int(r["start"]), int(r["end"]) + 1): - var code := String(scan["codes"][i]) - if code.strip_edges() == "": - continue - var ci := 0 - while ci < code.length(): - if code[ci] == "\"": - var cj := ci + 1 - var buf := "" - while cj < code.length() and code[cj] != "\"": - if code[cj] == "\\" and cj + 1 < code.length(): - cj += 2 - continue - buf += code[cj] - cj += 1 - if cj >= code.length(): - break - var lit := buf - if lit.length() >= 3 and lit.length() <= 40 and not seen.has(lit) \ - and _is_ident_like(lit): - seen[lit] = true - out.append(lit) - ci = cj + 1 - continue - ci += 1 - var m := _simple_call_name(code.strip_edges()) - if m != "" and scan["func_ranges"].has(m): - want.append(m) - if out.size() >= 24: - break - return out - - -func _is_ident_like(s: String) -> bool: - if s == "" or (s[0] >= "0" and s[0] <= "9"): - return false - for i in s.length(): - if not _is_word_char(s[i]): - return false - return true - - -func _walk_table(res: Resource, label: String, cands: Array, depth: int, lits: Array) -> void: - var n := 0 - for p in res.get_property_list(): - if n >= 96 or cands.size() >= 2600: - return - var pname := String(p["name"]) - if pname.begins_with("resource_") or pname in ["script", "metadata", "resource_name", "reference"]: - continue - var v = res.get(pname) - match typeof(v): - TYPE_OBJECT: - if v is Resource and depth < 2: - _walk_table(v, label + "." + pname, cands, depth + 1, lits) - TYPE_INT: - for nv in [v + 1, v - 1, 0, v * 10]: - if nv != v and nv >= 0: - cands.append(_val_cand(res, label + "." + pname, pname, nv)) - n += 1 - TYPE_FLOAT: - for fv in [v + 1.0, v * 10.0]: - cands.append(_val_cand(res, label + "." + pname, pname, fv)) - n += 1 - TYPE_BOOL: - cands.append(_val_cand(res, label + "." + pname, pname, not v)) - n += 1 - TYPE_STRING: - if v != "": - cands.append(_val_cand(res, label + "." + pname, pname, v + "_x")) - cands.append(_val_cand(res, label + "." + pname, pname, "")) - n += 2 - TYPE_DICTIONARY: - # 字典值属性(如 settlement.effect_pool_map):现键值改写+套字面量加键—— - # has/键查通道的击穿面(「无 X 键」类断言须造出同名键才翻红) - if depth < 2: - _dict_prop_candidates(v, label + "." + pname, cands, lits, depth) - TYPE_ARRAY: - if depth < 2: - _array_prop_candidates(v, label + "." + pname, cands, lits, depth) - n += 1 - - -# 数组值属性(行集为主):结构性改坏置前(账本 §九 G2 旧法主力形态:复插/删行/加键/删键) -# +套字面量键位插行(已退役行/清单规模类断言)+空表插行+逐键值改写(逐键上限,防 -# 前排字符串键吃光配额把纵深数值键排到预算外) -func _array_prop_candidates(arr: Array, label: String, cands: Array, lits: Array, depth: int) -> void: - var row_cap := mini(arr.size(), 16) - if String(_args.get("debug", "false")) == "true": - print("[mut-debug] 数组 %s 行数=%d row_cap=%d lits=%d" % [label, arr.size(), row_cap, lits.size()]) - for ei in row_cap: - var el0 = arr[ei] - if el0 is Dictionary: - cands.append(_dict_addkey_cand(el0, "%s[%d]" % [label, ei])) - var kk := 0 - for key0 in el0.keys(): - if kk >= 2: - break - cands.append(_dict_erase_cand(el0, "%s[%d].%s" % [label, ei, str(key0)], key0)) - kk += 1 - if cands.size() >= 2600: - return - if arr.size() > 0: - cands.append(_row_dup_cand(arr, label)) - cands.append(_row_dup_cand(arr, label, mini(2, arr.size() - 1))) - cands.append(_row_del_cand(arr, label, 0)) - if arr.size() > 2: - cands.append(_row_del_cand(arr, label, arr.size() - 1)) - # 字面量键位插行:键名取行首键,值=套源码字面量、其余字段抄行0(append 表尾—— - # 规模/成员/退役行查通道全翻红;还原按持引用 erase,跑后基线复绿闸兜底残留) - var el_first = arr[0] - var idk = null - if el_first is Dictionary and el_first.size() > 0: - idk = el_first.keys()[0] - var idv = el_first.get(idk) if idk != null else null - var lit_n := 0 - for lit in lits: - if lit_n >= 8 or cands.size() >= 2600: - break - # 键值非字符串不插(int 键位插字符串值必畸形行);键值==字面量无新信息不插 - if idk == null or typeof(idv) != TYPE_STRING or str(idv) == lit: - continue - cands.append(_row_lit_insert_cand(arr, label, idk, lit)) - lit_n += 1 - # 新键值插行(每行集一挺——「十型封闭/成员集合」类断言要一个词表外的键值才翻红; - # 键值型非字符串不生成——typed 行插异型必 apply 失败白轮) - if idk != null and typeof(idv) == TYPE_STRING: - cands.append(_row_lit_insert_cand(arr, label, idk, "mut_seed")) - elif arr.is_empty(): - cands.append(_row_synth_insert_cand(arr, label)) - for ei in row_cap: - var el = arr[ei] - if el is Dictionary: - # 每键候选各自成列再轮转并取——宽行(如 enemy 行 15 键、armor_class 殿后) - # 不被前排键的累计配额挤掉:先让每个键拿到第一形态,再谈第二三形态 - var per_key: Array = [] - for key in el.keys(): - var ev = el[key] - var tag := "%s[%d].%s" % [label, ei, str(key)] - var l: Array = [] - _dict_value_candidates(el, tag, key, ev, l, depth, lits) - per_key.append(l) - var added := 0 - var round_i := 0 - while round_i < 4 and added < 48 and cands.size() < 2600: - for l2 in per_key: - if round_i < l2.size(): - cands.append(l2[round_i]) - added += 1 - if added >= 48 or cands.size() >= 2600: - break - round_i += 1 - elif el is Resource: - _walk_table(el, "%s[%d]" % [label, ei], cands, depth + 1, lits) - else: - match typeof(el): - TYPE_INT: - for nv3 in [el + 1, el - 1, 0]: - if nv3 != el and nv3 >= 0: - cands.append(_arr_elem_cand(arr, label, ei, nv3)) - TYPE_FLOAT: - cands.append(_arr_elem_cand(arr, label, ei, el + 1.0)) - TYPE_BOOL: - cands.append(_arr_elem_cand(arr, label, ei, not el)) - TYPE_STRING: - if el != "": - cands.append(_arr_elem_cand(arr, label, ei, el + "_x")) - - -# 字典值属性候选:现键值改写(逐键上限)+套字面量加键 -func _dict_prop_candidates(dd: Dictionary, label: String, cands: Array, lits: Array, depth: int) -> void: - var kc := 0 - for key in dd.keys(): - if kc >= 6 or cands.size() >= 2600: - break - var ev = dd[key] - kc += _dict_value_candidates(dd, "%s.%s" % [label, str(key)], key, ev, cands, depth, lits) - var v0 = null - for k0 in dd.keys(): - v0 = dd[k0] - break - if v0 == null: - v0 = true - for lit in lits: - if cands.size() >= 2600: - break - if dd.has(lit): - continue - cands.append(_dict_lit_addkey_cand(dd, label, lit, v0)) - - -# 单键值改写候选(每键上限 2——纵深键不再被前排键的配额挤掉;返回追加数) -func _dict_value_candidates(dict: Dictionary, tag: String, key, ev, cands: Array, depth: int, lits: Array) -> int: - var kc := 0 - match typeof(ev): - TYPE_INT: - for nv2 in [ev - 1, ev + 1, 0]: - if kc >= 3: - break - if nv2 != ev and nv2 >= 0: - cands.append(_dict_cand(dict, tag, key, nv2)) - kc += 1 - TYPE_FLOAT: - for fv2 in [ev + 1.0, ev * 10.0]: - if kc >= 2: - break - cands.append(_dict_cand(dict, tag, key, fv2)) - kc += 1 - TYPE_STRING: - if ev != "": - cands.append(_dict_cand(dict, tag, key, ev + "_x")) - kc += 1 - TYPE_BOOL: - cands.append(_dict_cand(dict, tag, key, not ev)) - kc += 1 - TYPE_OBJECT: - if ev is Resource and depth < 1: - _walk_table(ev, tag, cands, depth + 1, lits) - return kc - - -var _rm_slot = null # 删行候选的暂存行(施加→还原窗口内持有) - - -func _dict_addkey_cand(dict: Dictionary, tag: String) -> Dictionary: - var apply_f := func() -> bool: - if dict.has("mut_seed"): - return false - dict["mut_seed"] = true - return true - var restore_f := func() -> void: - dict.erase("mut_seed") - return {"weapon": "table", "file": tag, "line": -1, "kind": "table 加键", - "set_key": tag + ".mut_seed", "desc": "表行加键 %s: mut_seed=true" % tag, - "apply": apply_f, "restore": restore_f} - - -func _dict_erase_cand(dict: Dictionary, tag: String, key) -> Dictionary: - var has_old: bool = dict.has(key) - var old = dict.get(key) - var apply_f := func() -> bool: - if not dict.has(key): - return false - dict.erase(key) - return true - var restore_f := func() -> void: - if has_old: - dict[key] = old - return {"weapon": "table", "file": tag, "line": -1, "kind": "table 删键", - "set_key": tag + ".erase", "desc": "表行删键 %s" % tag, - "apply": apply_f, "restore": restore_f} - - -func _row_dup_cand(arr: Array, label: String, ei: int = 0) -> Dictionary: - var apply_f := func() -> bool: - if ei >= arr.size(): - return false - var ins = arr[ei].duplicate(true) - arr.insert(0, ins) - _rm_slot = ins - return true - var restore_f := func() -> void: - # erase 按内容等价删首个命中——副本与原行同内容,删哪个对断言面等价; - # apply 失败时 _rm_slot 恒 null,restore 空操作(不误删真行) - if _rm_slot != null: - arr.erase(_rm_slot) - _rm_slot = null - return {"weapon": "table", "file": label, "line": -1, "kind": "table 复插行", - "set_key": label + ".dup" + str(ei), "desc": "表复插行 %s[%d] → 表首" % [label, ei], - "apply": apply_f, "restore": restore_f} - - -func _row_del_cand(arr: Array, label: String, ei: int) -> Dictionary: - var apply_f := func() -> bool: - if ei >= arr.size(): - return false - _rm_slot = arr[ei] - arr.remove_at(ei) - return true - var restore_f := func() -> void: - if _rm_slot != null: - arr.insert(mini(ei, arr.size()), _rm_slot) - _rm_slot = null - return {"weapon": "table", "file": label, "line": -1, "kind": "table 删行", - "set_key": label + ".del" + str(ei), "desc": "表删行 %s[%d]" % [label, ei], - "apply": apply_f, "restore": restore_f} - - -# 字面量键位插行(行首键=套源码字面量、其余字段抄行0)——「已退役行不存在/清单规模/ -# 成员封闭」类断言的击穿面 -func _row_lit_insert_cand(arr: Array, label: String, idk, lit: String) -> Dictionary: - var proto: Dictionary = arr[0] - var row: Dictionary = proto.duplicate(true) - row[idk] = lit - var apply_f := func() -> bool: - if arr.has(row): - return false - arr.append(row) - return true - var restore_f := func() -> void: - arr.erase(row) - return {"weapon": "table", "file": "%s.%s=%s" % [label, str(idk), lit], "line": -1, - "kind": "table 字面量插行", "set_key": "%s.%s=%s" % [label, str(idk), lit], - "desc": "表插行 %s:%s=%s(其余字段抄行0)" % [label, str(idk), lit], - "apply": apply_f, "restore": restore_f} - - -# 空表插行(空行集的「空表加载/零行为」类断言击穿面;值型按数组元素型适配, -# 不认识的元素型不生成——apply 必失败的白轮) -func _row_synth_insert_cand(arr: Array, label: String) -> Dictionary: - var row = {"mut_seed": true} - var typed_ok := true - if arr.is_typed(): - match arr.get_typed_builtin(): - TYPE_STRING: - row = "mut_seed" - TYPE_INT, TYPE_FLOAT: - row = 1 - TYPE_BOOL: - row = true - TYPE_DICTIONARY, TYPE_NIL, TYPE_OBJECT: - pass - _: - typed_ok = false - var apply_f := func() -> bool: - if not typed_ok: - return false - arr.append(row) - return true - var restore_f := func() -> void: - arr.erase(row) - return {"weapon": "table", "file": label, "line": -1, "kind": "table 空表插行", - "set_key": label + ".synth", "desc": "空表插行 %s(合成行灭 is_empty)" % label, - "apply": apply_f, "restore": restore_f} - - -# 字典字面量加键(断言点名的键名——「无 X 键/has 通道」类断言的击穿面;值抄现键值型) -func _dict_lit_addkey_cand(dd: Dictionary, label: String, lit: String, v0) -> Dictionary: - var apply_f := func() -> bool: - if dd.has(lit): - return false - dd[lit] = v0 - return true - var restore_f := func() -> void: - dd.erase(lit) - return {"weapon": "table", "file": "%s.%s" % [label, lit], "line": -1, - "kind": "table 字典加键", "set_key": "%s.%s" % [label, lit], - "desc": "字典加键 %s:%s(值型抄现键)" % [label, lit], - "apply": apply_f, "restore": restore_f} - - -func _arr_elem_cand(arr: Array, label: String, ei: int, nv) -> Dictionary: - var old = arr[ei] - var apply_f := func() -> bool: - arr[ei] = nv - return true - var restore_f := func() -> void: - arr[ei] = old - return {"weapon": "table", "file": "%s[%d]" % [label, ei], "line": -1, "kind": "table_elem", - "set_key": "%s[%d]=%s" % [label, ei, _fmt_val(nv)], "desc": "表元素改写 %s[%d]: %s → %s" % [label, ei, _fmt_val(old), _fmt_val(nv)], - "apply": apply_f, "restore": restore_f} - - -func _val_cand(res: Resource, path_label: String, pname: String, nv) -> Dictionary: - var old = res.get(pname) - var apply_f := func() -> bool: - res.set(pname, nv) - return true - var restore_f := func() -> void: - res.set(pname, old) - return {"weapon": "table", "file": path_label, "line": -1, "kind": "table_set", - "set_key": path_label + "=" + _fmt_val(nv), "desc": "表改写 %s: %s → %s" % [path_label, _fmt_val(old), _fmt_val(nv)], - "apply": apply_f, "restore": restore_f} - - -func _dict_cand(dict: Dictionary, path_label: String, key, nv) -> Dictionary: - var old = dict.get(key) - var apply_f := func() -> bool: - dict[key] = nv - return true - var restore_f := func() -> void: - dict[key] = old - return {"weapon": "table", "file": path_label, "line": -1, "kind": "table_set", - "set_key": path_label + "=" + _fmt_val(nv), "desc": "表行改写 %s: %s → %s" % [path_label, _fmt_val(old), _fmt_val(nv)], - "apply": apply_f, "restore": restore_f} - - -func _fmt_val(v) -> String: - var s := str(v) - return s.substr(0, 40) - - -# 模块源码行级候选(注释/字符串感知;loop 行跳过防挂死;含 func 归属供套级提示排序) -func _module_candidates(path: String) -> Array: - if _mod_cand_cache.has(path): - return _mod_cand_cache[path] - var src := FileAccess.get_file_as_string(path) - if src == "": - var s = load(path) - src = String(s.source_code) if s != null else "" - if src == "": - push_error("[mut] 模块源码缺失:%s" % path) - _mod_cand_cache[path] = [] - return [] - _orig_src[path] = src - if not _orig_scripts.has(path): - var so = load(path) - if so != null: - _orig_scripts[path] = so # 原件对象捕获(还原通道+终态核验基准) - var lines := src.split("\n") - var codes: Array[String] = [] - var in_tqs := false - for raw in lines: - var tq := raw.count("\"\"\"") - if in_tqs: - if tq % 2 == 1: - in_tqs = false - codes.append("") - continue - if tq % 2 == 1: - in_tqs = true - codes.append(_strip_comment(raw)) - var cur_func := "" - var all: Array = [] - for i in lines.size(): - var s := codes[i].strip_edges() - if s.begins_with("func ") or s.begins_with("static func "): - var head := s.substr(s.find("func ") + 5) - cur_func = head.substr(0, head.find("(")).strip_edges() - if s == "": - continue - if _func_excluded(path, cur_func): - continue - var scope := "body" if cur_func != "" else "init" - all.append_array(_line_candidates(codes[i], i, String(lines[i]), path, scope, cur_func)) - _mod_cand_cache[path] = all - return all - - -# 函数级候选排除(--excl-func=<文件名>:<函数名>,可多次):挂死/崩溃型变异体的隔离阀—— -# 有毒候选(如把带重试环的 generate 改成无限递归→栈溢出杀进程)按函数整段剔除, -# 同模块其余函数的候选照常生成 -func _func_excluded(path: String, fname: String) -> bool: - for spec in _args.get("excl-funcs", []): - var parts := String(spec).split(":", true, 1) - if parts.size() == 2 and String(path).get_file() == parts[0] and fname == parts[1]: - return true - return false - - -# 行级候选排除(--excl-line=<文件名>:<1 基行号>,可多次):单行毒候选(如 BFS 邻接条件 -# 取反→队列无界增长→OOM 杀进程)的精确定点阀,同函数其余行照常 -func _line_excluded(path: String, i: int) -> bool: - for spec in _args.get("excl-lines", []): - var parts := String(spec).split(":", true, 1) - if parts.size() == 2 and String(path).get_file() == parts[0] and int(parts[1]) == i + 1: - return true - return false - - -func _line_candidates(code: String, i: int, orig_line: String, path: String, scope: String, cur_func: String) -> Array: - var cands: Array = [] - var stripped := code.strip_edges() - if stripped == "" or stripped.begins_with("class_name") or stripped.begins_with("extends"): - return cands - var loop_risk := stripped.begins_with("while") or stripped.begins_with("for ") \ - or code.find(" range(") >= 0 or code.find("\tfor ") >= 0 - var fname := String(path).get_file() - var muts: Array = [] - if _line_excluded(path, i): - return cands - if not loop_risk: - muts.append_array(_op_muts(code)) - muts.append_array(_token_muts(code, 2)) - muts.append_array(_empty_coll_muts(code)) - muts.append_array(_num_muts(code, 5)) - if code.find(" :=") < 0: - muts.append_array(_assign_null_muts(code)) - muts.append_array(_negret_muts(code)) - muts.append_array(_return_swap_muts(code)) - muts.append_array(_if_negate_muts(code)) - muts.append_array(_string_muts(code, 2)) - muts.append_array(_const_coll_append_muts(code)) - for m in muts: - var new_line := String(m["line"]) - if new_line == orig_line: - continue - var apply_f := func() -> bool: - # 变体编译+路径接管(原件零 reload——GDScript.reload 在原件有循环引用实例时 - # 恒返 ERR_ALREADY_IN_USE,进程内原地重编译对战斗核心件不可行) - var src := String(_orig_src.get(path, "")) - if src == "": - return false - var ls := src.split("\n") - if i >= ls.size() or ls[i] != orig_line: - return false - ls[i] = new_line - return _take_over_variant(path, "\n".join(ls)) - var restore_f := func() -> void: - var orig_s: GDScript = _orig_scripts.get(path) - if orig_s != null: - orig_s.take_over_path(path) # 原件对象夺回路径——缓存映射回到开工态(零重编译) - cands.append({"weapon": "inject", "file": path, "line": i, "kind": String(m["kind"]), - "scope": scope, "func": cur_func, "line_text": code, - "desc": "%s:%d %s [%s]" % [fname, i + 1, String(m["kind"]), _snippet_pair(orig_line, new_line)], - "apply": apply_f, "restore": restore_f}) - return cands - - -func _snippet_pair(a: String, b: String) -> String: - var sa := a.strip_edges() - var sb := b.strip_edges() - if sa.length() > 46: - sa = sa.substr(0, 46) + "…" - if sb.length() > 46: - sb = sb.substr(0, 46) + "…" - return sa + " → " + sb - - -func _op_muts(code: String) -> Array: - var flips := [["==", "!="], ["!=", "=="], [">=", "<"], ["<=", ">"], [">", "<="], ["<", ">="]] - var done: Array = [] - var out: Array = [] - for f in flips: - var from: String = f[0] - var to: String = f[1] - var pos := code.find(from) - while pos >= 0: - var ok := true - var ch_before := " " if pos == 0 else code[pos - 1] - var after_i := pos + from.length() - var ch_after := " " if after_i >= code.length() else code[after_i] - if ch_before in ["=", "!", "<", ">", "+", "-", "*", "/", "%", "&", "|", ":"]: - ok = false - if ch_after in ["=", "<", ">"]: - ok = false - if ok and _inside_string_span(code, pos): - ok = false - if ok: - var nl := code.substr(0, pos) + to + code.substr(pos + from.length()) - if not done.has(nl): - done.append(nl) - out.append({"kind": "op %s→%s" % [from, to], "line": nl}) - pos = code.find(from, pos + 1) - return out - - -func _inside_string_span(code: String, pos: int) -> bool: - var in_str := false - var i := 0 - while i < pos: - if code[i] == "\\": - i += 2 - continue - if code[i] == "\"": - in_str = not in_str - i += 1 - return in_str - - -func _token_muts(code: String, cap: int) -> Array: - var out: Array = [] - for t in [["true", "false"], ["false", "true"]]: - var pos := code.find(t[0]) - while pos >= 0 and out.size() < cap: - var before_ok := pos == 0 or not _is_word_char(code[pos - 1]) - var after: int = pos + String(t[0]).length() - var after_ok := after >= code.length() or not _is_word_char(code[after]) - if before_ok and after_ok and not _inside_string_span(code, pos): - out.append({"kind": "bool %s→%s" % [t[0], t[1]], "line": code.substr(0, pos) + t[1] + code.substr(after)}) - pos = code.find(t[0], pos + 1) - return out - - -func _num_muts(code: String, cap: int) -> Array: - var out: Array = [] - var i := 0 - while i < code.length() and out.size() < cap: - var c := code[i] - if c >= "0" and c <= "9": - var before_ok := i == 0 or not (_is_word_char(code[i - 1]) or code[i - 1] == ".") - var hexlike := c == "0" and i + 1 < code.length() and code[i + 1] in ["x", "b", "X", "B"] - if before_ok and not hexlike: - var j := i - var dot := false - while j < code.length() and ((code[j] >= "0" and code[j] <= "9") or (code[j] == "." and not dot)): - if code[j] == ".": - dot = true - j += 1 - var lit := code.substr(i, j - i) - var head := code.substr(0, i) - var tail := code.substr(j) - if not dot: - var iv := lit.to_int() - for nv in [iv + 1, iv - 1]: - if nv >= 0: - out.append({"kind": "num %d→%d" % [iv, nv], "line": head + str(nv) + tail}) - # 折半——±1 够不着的钳制带/阈值断言(旧法 46→25 类大跳)的最小通用替代形态 - var hv := iv / 2 - if hv != iv and hv >= 0: - out.append({"kind": "num %d→%d(折半)" % [iv, hv], "line": head + str(hv) + tail}) - else: - var fv := lit.to_float() - out.append({"kind": "num %s→%s" % [lit, _fmt_val(fv + 1.0)], "line": head + _fmt_val(fv + 1.0) + tail}) - var hv2 := fv * 0.5 - out.append({"kind": "num %s→%s(折半)" % [lit, _fmt_val(hv2)], "line": head + _fmt_val(hv2) + tail}) - i = j - continue - i += 1 - return out - - -func _empty_coll_muts(code: String) -> Array: - var out: Array = [] - for pair in [["= {}", "{\"mut_seed\": true}", "coll {}→注脏"], ["= []", "[\"mut_seed\"]", "coll []→注脏"]]: - var pos := code.find(pair[0]) - if pos >= 0 and not _inside_string_span(code, pos): - if pos > 0 and code[pos - 1] == ":": - continue # :={} 推断赋值——跳过避免生成非法行 - # 带类型标注的声明(var x: T = …)换异形字面量必编译失败——只吃无标注的普通赋值 - if code.substr(0, pos).contains(":"): - continue - var nl: String = code.substr(0, pos) + String(pair[1]) + code.substr(pos + String(pair[0]).length()) - out.append({"kind": pair[2], "line": nl}) - return out - - -func _assign_null_muts(code: String) -> Array: - var out: Array = [] - var pos := code.find(" = ") - while pos >= 0 and out.size() < 1: - var ch_before := "" if pos == 0 else code[pos - 1] - if not (ch_before in ["=", "!", "<", ">", "+", "-", "*", "/", "%", ":"]): - # 类型标注(var x: T = …)与 const 置 null 必编译失败——只吃无标注赋值 - if not code.substr(0, pos).contains(":") and not code.strip_edges().begins_with("const"): - var rhs := code.substr(pos + 3).strip_edges() - if rhs != "" and not rhs.begins_with("null"): - out.append({"kind": "asgn 置null", "line": code.substr(0, pos) + " = null"}) - pos = code.find(" = ", pos + 1) - return out - - -func _negret_muts(code: String) -> Array: - var out: Array = [] - var stripped := code.strip_edges() - if stripped.begins_with("return ") and not stripped.begins_with("return not"): - var expr := stripped.substr(7).strip_edges() - if expr != "": - var cut := code.find("return") - var indent := code.substr(0, cut) - out.append({"kind": "return 取反", "line": indent + "return not (" + expr + ")"}) - var key := ": return " - var pos := code.find(key) - if pos >= 0: - var expr2 := code.substr(pos + key.length()).strip_edges() - if expr2 != "" and not expr2.begins_with("not"): - out.append({"kind": "lambda 取反", "line": code.substr(0, pos) + key + "not (" + expr2 + ")"}) - return out - - -# return 置换(守卫击穿的最小通用形态):非平凡 return 表达式换成常量假/空—— -# 与返回类型不合的形态 reload 即拒、apply 内自动回写原件(廉价废轮,不跑套) -func _return_swap_muts(code: String) -> Array: - var out: Array = [] - var stripped := code.strip_edges() - if not stripped.begins_with("return "): - return out - var expr := stripped.substr(7).strip_edges() - if expr == "" or expr.begins_with("not") or expr in ["false", "0"]: - return out - var cut := code.find("return") - var indent := code.substr(0, cut) - if expr == "null": - out.append({"kind": "return null→{}", "line": indent + "return {}"}) - return out - if expr == "{}": - # 空字典返回=「清单外查空」类断言的守卫面——非空化击穿(读取通道在位类) - out.append({"kind": "return {}→非空", "line": indent + "return {\"mut_seed\": true}"}) - return out - if expr == "[]": - out.append({"kind": "return []→非空", "line": indent + "return [\"mut_seed\"]"}) - return out - out.append({"kind": "return 置假", "line": indent + "return false"}) - out.append({"kind": "return 置空", "line": indent + "return []"}) - return out - - -# if/elif 条件击穿两面:正条件取反;not 条件去 not(not(not X) ≡ X——对 not 形态取反 -# 无义不生成)。守卫与幂等缓存命中的通用击穿形态(账本旧法「has 恒真/恒假」类的自动替身; -# 跨行条件不处理——行尾无冒号即跳过) -func _if_negate_muts(code: String) -> Array: - var out: Array = [] - var stripped := code.strip_edges() - var head := "" - if stripped.begins_with("if "): - head = "if " - elif stripped.begins_with("elif "): - head = "elif " - if head == "": - return out - var cond := stripped.substr(head.length()) - if not cond.ends_with(":"): - return out - var body := cond.substr(0, cond.length() - 1).strip_edges() - var ci := code.find(head) - var indent := code.substr(0, ci) - if body.begins_with("not "): - out.append({"kind": head.strip_edges() + " 去not", "line": indent + head + body.substr(4) + ":"}) - else: - out.append({"kind": head.strip_edges() + " 取反", "line": indent + head + "not (" + body + "):"}) - return out - - -# const 数组追加元素(词表封闭类断言的击穿面——CELL_TYPES 等词表加一个词表外成员, -# size 与 has 双面翻红;单行字面量数组限定,跨行不处理) -func _const_coll_append_muts(code: String) -> Array: - var out: Array = [] - var stripped := code.strip_edges() - if not stripped.begins_with("const "): - return out - var open_i := code.find("[") - var close_i := code.rfind("]") - if open_i < 0 or close_i <= open_i: - return out - var body := code.substr(open_i + 1, close_i - open_i - 1) - if body.find("[") >= 0 or body.find("]") >= 0: - return out - var nl := code.substr(0, close_i) + ", \"mut_seed\"" + code.substr(close_i) - out.append({"kind": "const 数组追加", "line": nl}) - return out - - -func _string_muts(code: String, cap: int) -> Array: - var out: Array = [] - var i := 0 - while i < code.length() and out.size() < cap: - if code[i] == "\"": - var j := i + 1 - while j < code.length() and code[j] != "\"": - if code[j] == "\\": - j += 1 - j += 1 - if j < code.length(): - var content := code.substr(i + 1, j - i - 1) - if content != "" and not content.contains("res://") and not content.contains("user://") \ - and not content.contains("%") and not content.contains("$"): - var nl := code.substr(0, i + 1) + content + "_x" + code.substr(j) - out.append({"kind": "key 错位:\"%s\"" % content.substr(0, 20), "line": nl}) - i = j + 1 - continue - i += 1 - return out - - -# 状态篡改候选:宿主长活成员 / 模块静态变量与成员初值 / autoload 实例与树状态 -func _state_candidates(st: Dictionary, senv: Dictionary) -> Array: - var cands: Array = [] - var inst: Object = st["inst"] - # (a) 宿主长活成员 - if inst != null and inst.get("_db") != null: - var db = inst.get("_db") - if typeof(db.get("_fatal_flag")) == TYPE_BOOL: - cands.append(_obj_prop_cand(db, "_fatal_flag", true, "宿主._db._fatal_flag")) - if typeof(db.get("is_ready")) == TYPE_BOOL: - cands.append(_obj_prop_cand(db, "is_ready", false, "宿主._db.is_ready")) - # (b) 模块成员初值行(对象出生状态)+ 静态变量运行态改写 - for mp in senv.get("modules", []): - var mps := String(mp) - for c in _module_candidates(mps): - if c.get("scope", "body") == "init": - var c2: Dictionary = c.duplicate(true) - c2["weapon"] = "state" - c2["desc"] = "[状态·初值] " + String(c["desc"]) - cands.append(c2) - var msrc := FileAccess.get_file_as_string(mps) - if msrc == "" and load(mps) != null: - msrc = String(load(mps).source_code) - if msrc == "": - continue - var script = load(mps) - if script == null: - continue - var mlines := msrc.split("\n") - var static_found := 0 - for mi in mlines.size(): - if static_found >= 6: - break - var s := _strip_comment(String(mlines[mi])).strip_edges() - if not s.begins_with("static var "): - continue - var decl := s.substr(11) - var sp := decl.find(" ") - if sp <= 0: - continue - var vname := decl.substr(0, sp) - var old = script.get(vname) - if old == null: - continue - var nv = null - if typeof(old) == TYPE_BOOL: - nv = not old - elif typeof(old) == TYPE_INT: - nv = int(old) + 1 - elif typeof(old) == TYPE_FLOAT: - nv = float(old) + 1.0 - elif typeof(old) == TYPE_STRING and String(old) != "": - nv = String(old) + "_x" - if nv == null: - continue - var mfile := mps.get_file() - var sname := vname - var ov = old - var apply_f := func() -> bool: - script.set(sname, nv) - return true - var restore_f := func() -> void: - script.set(sname, ov) - cands.append({"weapon": "state", "file": mps, "line": mi, "kind": "static_var", - "desc": "[状态·静态] %s:%d %s → %s" % [mfile, mi + 1, sname, _fmt_val(nv)], - "apply": apply_f, "restore": restore_f}) - static_found += 1 - # (c) autoload 实例与树状态 - for aname in st["cfg"].get("state_autoloads", []): - var nm := String(aname) - var node := get_root().get_node_or_null(NodePath("/root/" + nm)) - if node == null: - continue - var nobj: Object = node - var apply_r := func() -> bool: - nobj.set("name", nm + "__mut") - return true - var restore_r := func() -> void: - nobj.set("name", nm) - cands.append({"weapon": "state", "file": "/root/" + nm, "line": -1, "kind": "tree_rename", - "desc": "[状态·树] autoload 节点 /root/%s 改名(装配链就绪护栏击穿)" % nm, - "apply": apply_r, "restore": restore_r}) - var bound := 0 - for p in nobj.get_property_list(): - if bound >= 12: - break - var pname := String(p["name"]) - if pname.begins_with("resource_") or pname in ["script", "metadata", "name", "owner", - "process_mode", "process_priority", "physics_process_priority", - "scene_file_path", "unique_name_in_owner"]: - continue - if (int(p.get("usage", 0)) & PROPERTY_USAGE_STORAGE) == 0: - continue - var pv = nobj.get(pname) - if typeof(pv) == TYPE_INT: - var o1: int = pv - var p1 := pname - var apply_p1 := func() -> bool: - nobj.set(p1, o1 + 1) - return true - var restore_p1 := func() -> void: - nobj.set(p1, o1) - cands.append({"weapon": "state", "file": "/root/" + nm, "line": -1, "kind": "obj_prop", - "set_key": p1, "desc": "[状态·实例] %s.%s: %d → %d" % [nm, p1, o1, o1 + 1], - "apply": apply_p1, "restore": restore_p1}) - bound += 1 - elif typeof(pv) == TYPE_BOOL: - var o2: bool = pv - var p2 := pname - var apply_p2 := func() -> bool: - nobj.set(p2, not o2) - return true - var restore_p2 := func() -> void: - nobj.set(p2, o2) - cands.append({"weapon": "state", "file": "/root/" + nm, "line": -1, "kind": "obj_prop", - "set_key": p2, "desc": "[状态·实例] %s.%s: %s → %s" % [nm, p2, _fmt_val(o2), _fmt_val(not o2)], - "apply": apply_p2, "restore": restore_p2}) - bound += 1 - return cands - - -func _obj_prop_cand(obj: Object, pname: String, nv, label: String) -> Dictionary: - var old = obj.get(pname) - var apply_f := func() -> bool: - obj.set(pname, nv) - return true - var restore_f := func() -> void: - obj.set(pname, old) - return {"weapon": "state", "file": label, "line": -1, "kind": "obj_prop", "set_key": pname, - "desc": "[状态·实例] %s: %s → %s" % [label, _fmt_val(old), _fmt_val(nv)], - "apply": apply_f, "restore": restore_f} - - -# ============================ 改坏施加与还原 ============================ - -# 活树代理:套代码里 root/get_root() 经编译变换改道至此(_mut_root())。代理把 add_child -# 引流到真实 root 并记录入树顶层节点——供「树形状态模板」武器按基线树形在 trial 内改写 -# 场景承载脚本的节点属性(.tscn 经 uid 直引脚本对象+场景缓存,路径接管不可达——这是 -# 呈现类断言唯一可达的改坏通道)。套代码用到的 root 面仅 add_child/get_node_or_null/ -# get_children(system_test 七处 add_child+autoload 探针;其余方法按需在此扩)。 -func mut_root() -> Object: - if _mut_proxy == null: - _mut_proxy = _MutRootProxy.new(self) - return _mut_proxy - - -class _MutRootProxy: - var eng - func _init(e) -> void: - eng = e - func add_child(n: Node, legacy_argument: bool = false, legible: bool = false) -> void: - eng.root.add_child(n) - eng._on_mut_add(n) - func remove_child(n: Node) -> void: - eng.root.remove_child(n) - func get_children() -> Array: - return eng.root.get_children() - func get_child(i: int) -> Node: - return eng.root.get_child(i) - func get_node_or_null(p) -> Node: - return eng.root.get_node_or_null(p) - func has_node(p) -> bool: - return eng.root.has_node(p) - func _to_string() -> String: - return str(eng.root) - - -func _on_mut_add(top: Node) -> void: - _mut_tops.append(top) - var top_i := _mut_tops.size() - 1 - if _mut_recording: - _mine_tree_templates(top, top_i) - for p in _mut_pending: - if int(p["top"]) != top_i: - continue - var n: Node = top - var ok := true - for seg in p["path"]: - n = n.get_node_or_null(NodePath(String(seg))) - if n == null: - ok = false - break - if ok: - n.set(String(p["prop"]), p["val"]) - - -# 树形模板挖掘(基线轮、入树即时):子树展平至深 3,Control 取 visible 翻转+mouse_filter -# 轮转,全部节点取 name 加尾——场景承载断言的默认态/在位链改坏面。路径=自顶的名字链。 -func _mine_tree_templates(top: Node, top_i: int) -> void: - if _mut_tree_templates.size() >= 24: - return - var stack: Array = [[top, []]] - while not stack.is_empty() and _mut_tree_templates.size() < 24: - var e: Array = stack.pop_front() - var n: Node = e[0] - var path: Array = e[1] - if not path.is_empty(): - if n is Control and typeof(n.get("visible")) == TYPE_BOOL: - _mut_tree_templates.append({"top": top_i, "path": path, "prop": "visible", - "val": not bool(n.get("visible")), "desc": "树态 %s.visible → %s" % ["/".join(PackedStringArray(path)), str(not bool(n.get("visible")))]}) - if n is Control and typeof(n.get("mouse_filter")) == TYPE_INT: - var mf: int = int(n.get("mouse_filter")) - _mut_tree_templates.append({"top": top_i, "path": path, "prop": "mouse_filter", - "val": (mf + 1) % 3, "desc": "树态 %s.mouse_filter → %d" % ["/".join(PackedStringArray(path)), (mf + 1) % 3]}) - if n.get_parent() != null: - _mut_tree_templates.append({"top": top_i, "path": path, "prop": "name", - "val": String(n.name) + "__mut", "desc": "树态 %s.name 改名" % "/".join(PackedStringArray(path))}) - if path.size() < 3: - for c in n.get_children(): - var np: Array = path.duplicate() - np.append(String(c.name)) - stack.push_back([c, np]) - - -func _tree_state_candidates() -> Array: - var cands: Array = [] - for t in _mut_tree_templates: - var tmpl: Dictionary = t - var apply_f := func() -> bool: - _mut_pending = [tmpl] - return true - var restore_f := func() -> void: - _mut_pending = [] - cands.append({"weapon": "state", "file": "/root(树态)", "line": -1, "kind": "tree_prop", - "desc": "[状态·树] %s" % String(tmpl["desc"]), "apply": apply_f, "restore": restore_f}) - return cands - - -func _apply_candidate(c: Dictionary) -> bool: - var f: Callable = c["apply"] - return bool(f.call()) - - -func _restore_candidate(c: Dictionary) -> void: - var f: Callable = c["restore"] - f.call() - - -# 变体编译+路径接管:变体为无路径 GDScript(去掉 class_name 行——重名注册会 hides-a-global-class -# 编译失败),编译成功后 take_over_path 让后续 load(路径) 取到变体;原件对象零 reload 零触碰 -func _take_over_variant(path: String, src: String) -> bool: - var v := GDScript.new() - v.source_code = _strip_class_name_line(src) - if v.reload() != OK: - return false - v.take_over_path(path) - return true - - -func _strip_class_name_line(src: String) -> String: - var ls := src.split("\n") - for i in ls.size(): - if String(ls[i]).strip_edges().begins_with("class_name "): - ls.remove_at(i) - break - return "\n".join(ls) - - -func _verify_scripts_restored() -> String: - var bad: Array[String] = [] - for p in _orig_scripts.keys(): - _orig_scripts[p].take_over_path(String(p)) # 兜底夺回(正常已由逐候选还原完成) - for p in _orig_scripts.keys(): - if load(String(p)) != _orig_scripts[p]: - bad.append(String(p) + "(缓存映射非原件)") - for p in _orig_src.keys(): - if FileAccess.get_file_as_string(String(p)) != String(_orig_src[p]): - bad.append(String(p) + "(磁盘源码变动!)") - if bad.is_empty(): - return "" - return "、".join(bad) - - -# ============================ user:// 真实档守卫 ============================ - -func _backup_user_save() -> void: - _user_backup.clear() - for p in _USER_GUARD_FILES: - var path := "user://" + String(p) - if FileAccess.file_exists(path): - var f := FileAccess.open(path, FileAccess.READ) - _user_backup[p] = f.get_buffer(f.getLength()) - f.close() - else: - _user_backup[p] = null - var cnt := 0 - for p in _USER_GUARD_FILES: - if _user_backup.get(p, null) != null: - cnt += 1 - print("[mut] user:// 真实档已备份(在档 %d 个)——跑毕核对零触碰" % cnt) - - -func _restore_user_save() -> void: - var touched := 0 - for p in _USER_GUARD_FILES: - var path := "user://" + String(p) - var orig = _user_backup.get(p, null) - var cur_exists := FileAccess.file_exists(path) - if orig == null: - if cur_exists: - DirAccess.remove_absolute(ProjectSettings.globalize_path(path)) - touched += 1 - else: - var cur := PackedByteArray() - if cur_exists: - var f := FileAccess.open(path, FileAccess.READ) - if f != null: - cur = f.get_buffer(f.getLength()) - f.close() - if cur != orig: - var w := FileAccess.open(path, FileAccess.WRITE) - w.store_buffer(orig) - w.close() - touched += 1 - if touched > 0: - push_error("[mut] 警告:user:// 真实档被 %d 个文件触碰,已按开工备份还原" % touched) - else: - print("[mut] user:// 真实档零触碰(跑毕与开工逐字节一致)") - - -# ============================ 结果落盘与台账 ============================ - -func _result_path(host_id: String, suite: String) -> String: - return _RESULT_DIR + "/" + host_id + "__" + suite + ".json" - - -func _write_result(host_id: String, suite: String, data: Dictionary) -> void: - data["generated_at"] = Time.get_datetime_string_from_system() - var f := FileAccess.open(_result_path(host_id, suite), FileAccess.WRITE) - if f == null: - push_error("[mut] 结果写盘失败:" + _result_path(host_id, suite)) - return - f.store_string(JSON.stringify(data, " ")) - f.close() - var nv := 0 - var na := 0 - for r in data["rows"]: - if r["status"] == "verified": - nv += 1 - else: - na += 1 - print("[mut] 结果已落盘 %s(%d 条:验红 %d / 异常 %d)" % [_result_path(host_id, suite), data["rows"].size(), nv, na]) - - -func _exit_code_from_results() -> int: - var files := _list_results() - if files.is_empty(): - return 2 - var unresolved := 0 - for fp in files: - var data := _read_json(String(fp)) - for r in data.get("rows", []): - if r["status"] != "verified" and String(r.get("reason", "")) == "": - unresolved += 1 - return 1 if unresolved > 0 else 0 - - -func _list_results() -> Array: - var out: Array = [] - var dir := DirAccess.open(_RESULT_DIR) - if dir == null: - return out - dir.list_dir_begin() - var f := dir.get_next() - while f != "": - if not dir.current_is_dir() and f.ends_with(".json"): - out.append(_RESULT_DIR + "/" + f) - f = dir.get_next() - dir.list_dir_end() - out.sort() - return out - - -func _read_json(path: String) -> Dictionary: - var f := FileAccess.open(path, FileAccess.READ) - if f == null: - return {} - var data = JSON.parse_string(f.get_as_text()) - f.close() - return data if data is Dictionary else {} - - -# 台账落盘路径:缺省 = 仓库根 reports/(res:// 映射 game/ 切片,仓库根 reports/ 是其上级目录—— -# 直接写 res://reports/ 会在 game/ 下造新目录,触熵增闸红区);--out 显式给绝对路径时原样用。 -func _ledger_out_path() -> String: - var given := String(_args.get("out", "")) - if given != "" and not given.begins_with("res://"): - return given - if given.begins_with("res://reports/"): - var base := ProjectSettings.globalize_path("res://") - return base + given.substr("res://".length()) - return ProjectSettings.globalize_path("res://") + "../reports/批B-变异统一台账.md" - - -func _build_ledger(out_path: String) -> int: - var files := _list_results() - if files.is_empty(): - print("[mut] 台账中止:无结果 JSON(%s)" % _RESULT_DIR) - return 2 - var ordered: Array = [] - var ordered_keys := {} - for h in Plan.hosts(): - for s in h["suites"].keys(): - var p := _result_path(String(h["id"]), String(s)) - if FileAccess.file_exists(p): - ordered.append(_read_json(p)) - ordered_keys[p] = true - for fp in files: - if not ordered_keys.has(String(fp)): - ordered.append(_read_json(String(fp))) - var total := 0 - var verified := 0 - var anom := 0 - var unresolved := 0 - var md := "" - var cmd_disp := String(_args.get("label", "")) if _args.has("label") else " ".join(OS.get_cmdline_user_args()) - md += "# 批 B 变异统一台账(机器生成)\n\n" - md += "> 生成命令:`godot --headless --path game --script res://tests/mutation/mutation_engine.gd -- %s`\n" % cmd_disp - md += "> 生成时间:%s · 引擎:游戏环境启动一次,逐条执行「内存内改坏 → 重跑该断言所在套函数 → 验 FAIL → 撤销 → 记录」,全程不改任何文件。\n" % Time.get_datetime_string_from_system() - md += "> 三武器:table=已加载 Resource 内存字段改写 · inject=生产脚本源码内存变换+reload 原地重编译(零触盘)· state=对象状态篡改(长活成员/静态与初值/autoload 树状态)。\n" - md += "> 中间结果 JSON 在 `user://mutation_work/results/`(仓库外);本文件为唯一持久产出。\n\n" - md += "## 一、逐条记录\n\n" - md += "| 宿主 | 套 | # | 标签 | 武器 | 改坏点 | 结果 | 复验轮耗时 | 连带红 |\n" - md += "|---|---|---|---|---|---|---|---|---|\n" - for data in ordered: - if data.is_empty(): - continue - for r in data.get("rows", []): - total += 1 - var status := String(r["status"]) - if status == "verified": - verified += 1 - else: - anom += 1 - if String(r.get("reason", "")) == "": - unresolved += 1 - var cand_disp := String(r.get("cand", "")) - var cfile := String(r.get("cand_file", "")) - if cfile != "" and status == "verified": - cand_disp = "%s:%s %s | %s" % [cfile.get_file(), String(r.get("cand_line", "")), String(r.get("cand_kind", "")), cand_disp] - md += "| %s | %s | %d | %s | %s | %s | %s | %s | %s |\n" % [ - _md_cell(String(data["host"])), _md_cell(String(data["suite"]).lstrip("_")), int(r["idx"]), - _md_cell(String(r["label"])), _md_cell(String(r.get("weapon", ""))), _md_cell(cand_disp), - ("验红" if status == "verified" else "异常"), - ("%dms" % int(r.get("ms", 0)) ) if status == "verified" else "—", - str(int(r.get("collateral", 0))) if status == "verified" else "—"] - md += "\n## 二、异常清单(打不红的条+原因)\n\n" - if anom == 0: - md += "(无——全部条目验红)\n" - for data in ordered: - if data.is_empty(): - continue - for a in data.get("anomalies", []): - var idxs := int(a.get("idx", -1)) - var lbl := "" - for r in data.get("rows", []): - if int(r["idx"]) == idxs and String(r["status"]) == "anomaly": - lbl = String(r["label"]) - break - md += "- %s:%s #%s「%s」——%s\n" % [data["host"], String(data["suite"]).lstrip("_"), - (str(idxs) if idxs >= 0 else "—"), _md_cell(lbl), _md_cell(String(a["reason"]))] - for data in ordered: - if not data.is_empty() and not bool(data.get("end_baseline_green", true)): - md += "- %s:%s——跑后基线未复绿(存在跨试跑状态残留)\n" % [data.get("host", "?"), String(data.get("suite", "?")).lstrip("_")] - md += "\n## 三、汇总\n\n" - for data in ordered: - if data.is_empty(): - continue - var v := 0 - var a2 := 0 - for r in data["rows"]: - if r["status"] == "verified": - v += 1 - else: - a2 += 1 - md += "- %s:%s——%d 条(验红 %d / 异常 %d)· 改坏试跑 %d 轮 · 跑后基线%s\n" % [ - data["host"], String(data["suite"]).lstrip("_"), data["rows"].size(), v, a2, - int(data.get("tried", 0)), "复绿" if bool(data.get("end_baseline_green", true)) else "**未复绿**"] - md += "\n合计 %d 条:验红 %d / 异常 %d。\n" % [total, verified, anom] - var f := FileAccess.open(out_path, FileAccess.WRITE) - if f == null: - push_error("[mut] 台账写盘失败:" + out_path) - return 1 - f.store_string(md) - f.close() - print("[mut] 台账已生成 %s(%d 条:验红 %d / 异常 %d)" % [out_path, total, verified, anom]) - if total == 0: - return 2 - return 1 if unresolved > 0 else 0 - - -func _md_cell(s: String) -> String: - var out := s.replace("|", "/").replace("\n", " ").replace("\t", " ") - if out.length() > 96: - out = out.substr(0, 96) + "…" - return out diff --git a/game/tests/mutation/mutation_plan.gd b/game/tests/mutation/mutation_plan.gd deleted file mode 100644 index 3bced315..00000000 --- a/game/tests/mutation/mutation_plan.gd +++ /dev/null @@ -1,159 +0,0 @@ -# tests/mutation/mutation_plan.gd — 变异验证引擎的计划配置(数据件,无逻辑) -# 宿主×套×变异策略一览:套→守的生产模块(账本 §二末列)+武器优先序+运行参数。 -# src 指「被变换编译的宿主源码」:稳定宿主直接读工作区文件;迁移中的宿主(如 seal) -# 用驱动命令物化的快照(user:// 下,仓库外)——物化命令见套配置旁注与台账头部。 -# 武器代号:table=表/资源改写(内存字段写读还原)· inject=注入编译(生产源码内存变换 -# reload 原地替换·零触盘)· state=状态篡改(静态变量/成员初值/autoload 实例与树状态)。 -# budget=每套改坏点试跑上限(轮)· cap_ms=每套墙钟上限 · count=静态断言点数(对账用)。 -extends RefCounted - -const GLOBAL_WATCHDOG_MS := 14400000 # 引擎全局看门狗(防挂死占闸;外层 bash 超时为最终兜底——4h,慢套全程靠它) -const SUITE_CAP_MS_DEFAULT := 600000 # 单套墙钟上限缺省(宿主级 cap_ms 可覆盖) -const BUDGET_DEFAULT := 160 # 单套试跑轮数缺省 - - -static func hosts() -> Array: - return [ - { - "id": "system_test", - "src": "res://tests/system_test.gd", - "channel": "self", # 断言通道 = 宿主自有 check(cond, label) - "async": true, # 套函数为协程(await process_frame) - "budget": 240, - "cap_ms": 2400000, # 慢套墙钟上限(boot 链/活战斗驱动单轮 20–60s) - "state_autoloads": ["ConfigDB", "SaveManager"], - "suites": { - "_split_tail": {"count": 1, "weapons": ["state"], "modules": [], "tables": [], - "strip_siblings": true, "funcs": {}}, - "_smoke_scene_split": {"count": 11, "weapons": ["inject", "state"], "tables": [], - "modules": ["res://presentation/scenes/menu_screen.gd", "res://presentation/scenes/camp_screen.gd", - "res://presentation/scenes/adventure_screen.gd", "res://presentation/main.gd"], - "funcs": {"menu_screen.gd": ["_ready", "_build_ui"], "camp_screen.gd": ["_ready", "_build_ui"], - "adventure_screen.gd": ["_ready", "_build_ui"], "main.gd": ["_apply_layer_contract", "_build_ui", "_ready"]}}, - "_smoke_boot_chain": {"count": 15, "weapons": ["inject", "state"], "tables": [], - "modules": ["res://presentation/settings_store.gd", "res://core/save_manager.gd", - "res://presentation/main.gd", "res://presentation/views/ui_kit.gd", "res://core/config_db.gd"], - "funcs": {"settings_store.gd": ["*"], "save_manager.gd": ["active_slot", "keystone_balance", - "write_to_disk", "has_breakpoint", "set_breakpoint", "clear_breakpoint", "slot_path", "adventure_total", "has_write_target"], - "main.gd": ["_ready", "_build_ui", "_refresh_resume_button", "_begin_session"]}}, - "_smoke_run_lifecycle": {"count": 11, "weapons": ["inject", "state"], "tables": [], - "modules": ["res://presentation/run_scope.gd", "res://presentation/views/battle_end_overlay.gd", - "res://presentation/main.gd", "res://core/adventure_runner.gd"], - "funcs": {"run_scope.gd": ["*"], "battle_end_overlay.gd": ["is_open", "open", "close"], - "main.gd": ["_start_adventure_from_menu", "_begin_session", "_on_battle_end_continue", "_refresh_resume_button"], - "adventure_runner.gd": ["abandon", "clear_breakpoint"]}}, - "_smoke_lifecycle_matrix": {"count": 10, "weapons": ["inject", "state"], "tables": [], - "modules": ["res://presentation/scenes/menu_screen.gd", "res://core/battle_orchestrator.gd", - "res://presentation/views/battle_end_overlay.gd", "res://presentation/main.gd", "res://core/adventure_runner.gd"], - "funcs": {"menu_screen.gd": ["_build_ui"], "battle_orchestrator.gd": ["is_battle_live", "begin_battle"], - "battle_end_overlay.gd": ["is_open"], "main.gd": ["_begin_session", "_on_battle_end_continue", - "_resume_from_menu", "_open_settings", "_open_career", "_show_debug_overlay"], - "adventure_runner.gd": ["abandon", "clear_breakpoint"]}}, - "_stage_faces": {"count": 1, "run_fn": "_smoke_lifecycle_matrix", "weapons": ["inject", "state"], - "tables": [], "modules": ["res://presentation/modal_flow.gd", "res://presentation/main.gd"], - "funcs": {"modal_flow.gd": ["*"], "main.gd": ["_setup_modal_flow", "_build_ui"]}}, - }, - }, - { - "id": "table_structure_guard", - "src": "res://tests/unit/data_config/table_structure_guard_test.gd", - "channel": "kit", - "async": false, - "budget": 3000, - "cap_ms": 1200000, - "state_autoloads": [], - "suites": { - "_smoke_ac_swap_guard": {"count": 12, "weapons": ["table", "inject"], - "tables": ["enemy", "status_effects", "reward", "settlement", "hero"], - "modules": ["res://core/unit_container.gd", "res://core/config_db_resolver.gd"], "funcs": {}}, - "_smoke_enemy_bands": {"count": 4, "weapons": ["table", "inject"], - "tables": ["enemy"], "modules": ["res://core/config_db_resolver.gd"], "funcs": {}}, - "_smoke_variation_framework": {"count": 9, "weapons": ["table", "inject"], - "tables": ["variation"], "modules": ["res://data/schemas/variation_table.gd"], "funcs": {}}, - "_smoke_difficulty_table": {"count": 8, "weapons": ["table", "inject"], - "tables": ["difficulty"], "modules": ["res://core/unit_container.gd", "res://core/config_db_resolver.gd"], "funcs": {}}, - "_smoke_nine_types_gp_stream": {"count": 6, "weapons": ["table", "inject"], - "tables": ["reward"], "modules": ["res://data/schemas/reward_table.gd", "res://core/rng_service.gd"], "funcs": {}}, - "_smoke_adventure_table": {"count": 17, "weapons": ["table", "inject"], - "tables": ["adventure", "treasure_items", "meta"], - "modules": ["res://data/schemas/adventure_table.gd", "res://core/attunement.gd", - "res://data/schemas/treasure_item_table.gd", "res://core/battle_orchestrator.gd", "res://core/meta_progression.gd", - "res://core/config_db.gd"], "funcs": {}}, - "_smoke_meta": {"count": 4, "weapons": ["table", "inject"], - "tables": ["meta"], "modules": ["res://core/meta_progression.gd"], "funcs": {}}, - }, - }, - { - "id": "board_gen_reward", - "src": "res://tests/unit/core/board_gen_reward_test.gd", - "channel": "kit", - "async": false, - "budget": 800, - "state_autoloads": [], - "suites": { - "_smoke_layout_cell_formula": {"count": 2, "weapons": ["inject", "state"], "tables": [], - "modules": ["res://presentation/views/board_view.gd"], "funcs": {}}, - "_smoke_reward_identity_unit": {"count": 10, "weapons": ["inject", "state"], "tables": [], - "modules": ["res://core/reward_economy.gd"], "funcs": {}}, - "_smoke_board_generator": {"count": 22, "weapons": ["inject", "table"], - "tables": ["board_gen"], - "modules": ["res://core/board_generator.gd", "res://core/config_db_resolver.gd"], "funcs": {}}, - "_smoke_power_interval": {"count": 5, "weapons": ["table", "inject"], "tables": ["reward"], - "modules": ["res://core/reward_economy.gd"], "funcs": {}}, - }, - }, - { - "id": "roll_multiplier", - "src": "res://tests/unit/battle_settlement/roll_multiplier_test.gd", - "channel": "kit", - "async": false, - "budget": 400, - "cap_ms": 1800000, - "state_autoloads": [], - "suites": { - "_smoke_enemy_attack_type": {"count": 4, "weapons": ["table", "inject"], - "tables": ["enemy"], "modules": ["res://core/unit_container.gd", "res://core/damage_controller.gd"], "funcs": {}}, - "_smoke_armor_roll": {"count": 15, "weapons": ["table", "inject"], "tables": ["settlement"], - "modules": ["res://core/damage_math.gd", "res://core/damage_controller.gd", "res://core/status_container.gd"], "funcs": {}}, - "_smoke_pool_wiring": {"count": 4, "weapons": ["table", "inject"], "tables": ["status_effects"], - "modules": ["res://core/damage_controller.gd"], "funcs": {}}, - "_smoke_damage_types": {"count": 10, "weapons": ["table", "inject"], "tables": ["enemy", "settlement"], - "modules": ["res://core/settlement/grant_segment.gd", "res://core/damage_controller.gd"], "funcs": {}}, - "_smoke_attack_chain_fresh_pool": {"count": 3, "weapons": ["inject", "state"], "tables": [], - "modules": ["res://core/battle_orchestrator.gd", "res://core/damage_controller.gd"], "funcs": {}}, - }, - }, - { - "id": "seal_polarity", - # 迁移中宿主:读驱动命令物化的提交快照(5ed1ec99 版=套1 五条在册形态),不读 WIP 工作区 - "src": "user://mutation_work/seal_polarity_test.gd", - "channel": "kit", - "async": false, - "budget": 600, - "state_autoloads": [], - "suites": { - "_smoke_seal_ap_exhausted": {"count": 5, "weapons": ["state", "table", "inject"], - "tables": ["action_economy"], - "modules": ["res://core/battle_orchestrator.gd", "res://core/action_economy.gd", "res://core/minesweeper_rules.gd"], - # funcs 提示=账本 §九 G5 套1 旧法变异点所在函数(只作试跑排序,不作唯一改坏面) - "funcs": {"battle_orchestrator.gd": ["begin_battle"], - "minesweeper_rules.gd": ["revealed_cells", "settle_batch"], - "action_economy.gd": ["_cost", "try_spend", "_spend_cost_and_arbitrate", "_spend_and_arbitrate"]}}, - }, - }, - ] - - -static func host_by_id(id: String) -> Dictionary: - for h in hosts(): - if h["id"] == id: - return h - return {} - - -static func total_static_checks() -> int: - var n := 0 - for h in hosts(): - for s in h["suites"].values(): - n += int(s["count"]) - return n diff --git a/game/tests/run_all.gd b/game/tests/run_all.gd index 8c2336f7..c6d447f8 100644 --- a/game/tests/run_all.gd +++ b/game/tests/run_all.gd @@ -49,6 +49,7 @@ func _suites() -> Array: {"path": "res://tests/unit/data_config/counter_prefix_fatal_test.gd", "expect": 1, "negative": true}, # 卡② V9 前缀合法性+引用闭合加载致命 {"path": "res://tests/unit/data_config/rng_service_test.gd", "expect": 0}, {"path": "res://tests/unit/data_config/table_structure_guard_test.gd", "expect": 0}, # 表结构守卫宿主(adventure 配额与同调目录/enemy 带键行序/AC 单轨与掷点参数/variation 门控互锁/difficulty 修饰/reward 九型/meta 行族) + {"path": "res://tests/unit/data_config/rng_stream_boot_test.gd", "expect": 0}, # 启动初始化与统一 RNG 流宿主(data/tables 加载链/统一流黄金向量 m=42/derive_at 恒等/open_stream 取号序/new_adventure 计数器重置——批 B 自 smoke_all 迁入;源 :70 事件日志落盘条按裁决一转办集成宿主) {"path": "res://tests/unit/core/treasure_items_test.gd", "expect": 0}, # 秘宝结构冻结断言面 {"path": "res://tests/unit/core/breakpoint_resume_test.gd", "expect": 0}, # 断点往返/续玩确定性/幂等/退出清断点 {"path": "res://tests/unit/core/curio_refresh_paid_test.gd", "expect": 0}, # 三选一刷新免费双源+GP 付费档(对齐商店 MC-1:价曲线/优先序/停点清零/钱包单口) @@ -61,8 +62,11 @@ func _suites() -> Array: {"path": "res://tests/unit/battle_settlement/damage_controller_test.gd", "expect": 0}, {"path": "res://tests/unit/battle_settlement/roll_multiplier_test.gd", "expect": 0}, # 掷点与乘区宿主(敌攻击类型轴/护甲掷点行为面/乘区接线/伤害类型克制与标错/fresh 池攻击链——批 B 自 smoke_all 迁入) {"path": "res://tests/unit/battle_settlement/seal_polarity_test.gd", "expect": 0}, # 封印与极性宿主(末点 AP 封印/封印不可逆四情况/清图奖励双份与弱形式/刷新 provenance 守卫/极性路由与封印溢价/负向字典/格面资源资格——批 B 自 smoke_all 迁入) + {"path": "res://tests/unit/battle_settlement/round_flow_skill_pool_test.gd", "expect": 0}, # 轮内流与技能池宿主(全战斗回放/轮内刷新与 V5 快照单源/遭遇区间骰/结算五段全序/技能池数据面·回放独立·EV 锚·死亡打断·校验拒绝/妨害附加/四桶计数——批 B 自 smoke_all 迁入) + {"path": "res://tests/unit/battle_settlement/variant_placement_test.gd", "expect": 0}, # 变异布置宿主(战内布置段门控与数量公式/全局变异兜底回落与资源面偏斜——批 B 自 smoke_all 迁入) {"path": "res://tests/unit/battle_settlement/skill_unlock_test.gd", "expect": 0}, # Boss 半血解锁技·容器机制(门谓词/闩不可逆/双面过滤/保底不逼锁定/零扰动) {"path": "res://tests/unit/contracts/system_contracts_test.gd", "expect": 0}, + {"path": "res://tests/unit/contracts/source_guard_test.gd", "expect": 0}, # 源码契约宿主(project.godot 警告配置与类型闸/产品码卫生死代码·影子账·层序单口——批 B 自 smoke_all 迁入;被测对象=仓库自身源文件,裁决五新设) {"path": "res://tests/unit/presentation/ui_font_asset_test.gd", "expect": 0}, {"path": "res://tests/unit/presentation/terrain_tile_sets_test.gd", "expect": 0}, # 提灯载体行不在册(呈现桥断言归阔视野带参数面) @@ -79,15 +83,22 @@ func _suites() -> Array: {"path": "res://tests/unit/presentation/modal_flow_test.gd", "expect": 0}, # 模态编排纯逻辑(V6:直接 new/互斥域谓词/三例外锁/演播后排窗) # ---- L2 集成层(跨系统用例,与 unit/ 的隔离断言面分工)---- {"path": "res://tests/integration/save_rng_roundtrip_test.gd", "expect": 0}, # 存档⇄RNG 快照往返(SaveManager 迁移链 × 断点消费 × RNG 续跑 × 停点态确定性) + {"path": "res://tests/integration/node_map_templates_test.gd", "expect": 0}, # 关卡节点图生成·模板池(模板池跨系统×首冒险置位落盘——批 B 自 smoke_all 迁入,裁决六整套集成不拆) + {"path": "res://tests/integration/cross_system_flow_test.gd", "expect": 0}, # 跨系统真实流×落盘(RNG 事件日志落盘/专长断点往返/存档摘要集成/试玩记录仪真实结算流——批 B 转办块宿主,裁决一/二/三/七) # ---- core 四件与呈现层两件的直接单测 ---- {"path": "res://tests/unit/core/board_generator_test.gd", "expect": 0}, # 棋盘生成(尺寸合表/数字=八邻雷数/同种子逐位一致/可推理自洽) {"path": "res://tests/unit/core/board_gen_reward_test.gd", "expect": 0}, # 棋盘生成与地图战斗资源宿主(格边长公式/资源身份面/生成器三分出口与 r0 闸/伤害量值区间——批 B 自 smoke_all 迁入) + {"path": "res://tests/unit/core/adventure_feats_test.gd", "expect": 0}, # 冒险结构与专长宿主(状态机受理面/三关序列与账本封闭/败北线/feat_table 四级/专长凭证保底/V3 订阅面逐件——批 B 自 smoke_all 迁入;断点往返三条按裁决二转办集成宿主) + {"path": "res://tests/unit/core/level_shop_economy_test.gd", "expect": 0}, # 关卡图与 GP 商店宿主(level 图校验与推进/enemy 行集定点/钱包到账/escrow 钳制/商店三收口/共享池抽买——批 B 自 smoke_all 迁入) + {"path": "res://tests/unit/core/meta_progression_forge_test.gd", "expect": 0}, # 元进度与锻造宿主(锻造两轴/树购买受理面/hero_override 注入/收束入账与工坊解锁/树六键合成——批 B 自 smoke_all 迁入) + {"path": "res://tests/unit/core/save_manager_domain_test.gd", "expect": 0}, # 存档域宿主(读写往返/迁移链/损坏兜底/域界干净/摘要 cap/断点域七字段/三槽位承载——批 B 自 smoke_all 迁入;摘要集成块按裁决三转办集成宿主) {"path": "res://tests/unit/core/minesweeper_rules_test.gd", "expect": 0}, # 排雷规则(装板不变量/挖的 face 规则/揭示推进/封印/目录外拒) {"path": "res://tests/unit/core/config_db_resolver_test.gd", "expect": 0}, # 配置解析(ceil 偏难语义/行集行序/难度 clamp) {"path": "res://tests/unit/core/config_db_cross_validator_test.gd", "expect": 0}, # 跨表校验(正向零错/悬空 skill_id/side 反向) {"path": "res://tests/unit/presentation/hud_presenter_test.gd", "expect": 0}, # HUD 投影文案(逐拒绝原因/兜底不空) {"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) ] diff --git a/game/tests/system_test.gd b/game/tests/system_test.gd index 0030169d..abb8b683 100644 --- a/game/tests/system_test.gd +++ b/game/tests/system_test.gd @@ -3,7 +3,7 @@ # 本件现宿主零断言——smoke_all.gd 的断言按「只剪切禁改写」纪律迁入(断言迁移批执行, # 本批只落宿主薄壳,跑通即绿)。迁移完成后 tools/run_system_test.py 缺省 --script 改指本件。 # 协议照单元侧惯例:extends SceneTree 获得 quit(code);--script 模式不加载 autoload, -# 断言夹具显式实例化 ConfigDB/RngService 构造注入;摘要行由 tools/run_system_test.py 三闸判定 +# 运行形态=--script 直跑+autoload 分派闸(ConfigDB/SaveManager 在座才进主断言面——闸 01 实跑 65 项 0 失败实证在案);摘要行由 tools/run_system_test.py 三闸判定 # (退出码+摘要失败数+脚本错误扫描)。 # 运行:python tools/run_system_test.py --script res://tests/system_test.gd extends SceneTree diff --git a/game/tests/unit/battle_settlement/roll_multiplier_test.gd b/game/tests/unit/battle_settlement/roll_multiplier_test.gd index 7f571479..b89ed3ea 100644 --- a/game/tests/unit/battle_settlement/roll_multiplier_test.gd +++ b/game/tests/unit/battle_settlement/roll_multiplier_test.gd @@ -440,7 +440,7 @@ func _smoke_attack_chain_fresh_pool() -> void: var ticks: Array = [] # {baseline, attach, roll, tier, crit, tick}——敌行动伤害行重建 settlement.step_row.connect(func(row): if row.type == "damage" and row.source_class == "enemy_action": - ticks.append({"baseline": int(row.baseline), "attach": int(row.get("attach", 0)), "roll": int(row.roll), + ticks.append({"baseline": int(row.baseline), "attach": int(row.get("rider", 0)), "roll": int(row.roll), "tier": int(row.tier), "crit": bool(row.get("crit", false)), "tick": int(row.value)})) Kit.check("fresh 池回归战斗启动(Boss 行)", settlement.begin_battle({"level_index": 1, "node_depth": 4, "hero_hp": int(_db.hero.max_hp), "node_type": "boss"})) diff --git a/game/tests/unit/battle_settlement/round_flow_skill_pool_test.gd b/game/tests/unit/battle_settlement/round_flow_skill_pool_test.gd new file mode 100644 index 00000000..52526491 --- /dev/null +++ b/game/tests/unit/battle_settlement/round_flow_skill_pool_test.gd @@ -0,0 +1,1015 @@ +# tests/unit/battle_settlement/round_flow_skill_pool_test.gd — 轮内流与技能池单元测试宿主 +# 断言面 = 十二套(批 B 断言迁移自 smoke_all.gd,G6 施工组·主宿主): +# 完整战斗回放 ×2 关(自动玩家确定性——结算步骤流/事件流逐位、判定行、主角先手必兑) +# 战斗收束相位回 Idle(_run_battle 本体随迁断言——roll_multiplier/seal_polarity 两宿主的零断言副本以其为本源) +# 行动经济·轮内刷新(方案 A:Active 相位当场换图继续挖——上限/双账/V5 快照单源/回放) +# 遭遇随机化(区间骰/同种子回放/首遇带固定/空遭遇不可达) +# 五段全序 + 行型封闭(授予→增益/减益→战斗→衰减→判定;案C 段内序) +# 敌人技能池六族(表行集/同种子回放/EV 对锚/死亡打断作废/加载校验拒绝族/妨害必中附加逐拍复算) +# 效果引擎四桶正向验收(adventure 桶跨战持久/battle 桶随宿主销毁) +# 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(各套自建 RngService——源套掷点隔离形态,宿主不持统一流); +# 表加载失败不中止(沿被迁断言面的源语义——承 G2/G3/G4/G5 同款)。 +# 运行:godot --headless --path game --script res://tests/unit/battle_settlement/round_flow_skill_pool_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://smoke/auto_player.gd") # 自动玩家策略单一实现(迁移期按现路径 preload——账本 §五夹具前提) + +var _db + + +func _init() -> void: + _db = ConfigDBScript.new() + # 表加载失败不中止(承 G2/G3/G4/G5 同款:表损坏的红落在具体断言上—— + # 诊断在此展开,后续断言按坏表实况逐条验红;collect_only=true 下成员照常赋值可评) + var load_ok: bool = _db.load_tables("res://data/tables", true) + if not load_ok: + push_error("[round_flow_skill_pool_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]) + # 套执行序沿源编排(基点 _run_core_smoke 调用序——本组套的相对序) + _smoke_full_battle(1, 0, "L1 · 地精") + _smoke_full_battle(2, 0, "L2 · 熊地精") + _smoke_active_refresh() + _smoke_encounter_roll() + _smoke_settlement_segments() + _smoke_skill_pool() + _smoke_counter_buckets() + quit(Kit.finish("round_flow_skill_pool_test")) + + +# ---- 完整战斗回放(自动玩家,确定性)——回放断言:同种子两遍步骤流逐行相同 ---- + +func _smoke_full_battle(L: int, D: int, label: String) -> void: + print("--- 完整战斗回放:%s ---" % label) + var run1 = _run_battle(L, D) + var run2 = _run_battle(L, D) + Kit.check("%s 战斗在轮次上限内终局(%d 轮,%s)" % [label, run1.rounds, run1.result], run1.terminated) + if JSON.stringify(run1.stream) != JSON.stringify(run2.stream): + for i in range(maxi(run1.stream.size(), run2.stream.size())): + var a := JSON.stringify(run1.stream[i]) if i < run1.stream.size() else "" + var b := JSON.stringify(run2.stream[i]) if i < run2.stream.size() else "" + if a != b: + print(" 流差异 @%d:\n run1=%s\n run2=%s" % [i, a, b]) + break + Kit.check("%s 回放断言:结算步骤流逐行相同" % label, JSON.stringify(run1.stream) == JSON.stringify(run2.stream)) + Kit.check("%s 回放断言:事件流逐位相同" % label, JSON.stringify(run1.events) == JSON.stringify(run2.events)) + Kit.check("%s 结算步骤流非空(%d 行)" % [label, run1.stream.size()], run1.stream.size() > 0) + var has_verdict := false + var hero_attacks := 0 + var hero_breakdown_ok := true + for row in run1.stream: + if row.get("type", "") == "verdict": + has_verdict = true + if row.get("source_class", "") == "hero_attack": + hero_attacks += 1 + # 单分量伤害构成行:hero_attack 行必须携带实际攻击类型键 + 掷点读数(P2 归因) + # 类型键主语 = 锻造工坊配置默认值(hero.tres 无两轴字段;本夹具零注入) + var atk_t: String = String(_db.forge_default_attack_type()) + if not (row.has(atk_t) and row.has("roll") and row.has("ac") and row.has("tier")): + hero_breakdown_ok = false + Kit.check("%s 步骤流含判定行" % label, has_verdict) + # 案C:授予段不产出伤害——进入战斗段时主角恒存活且场上有敌, + # 先手必兑(地图账在战斗段末整体结账)。 + Kit.check("%s 主角先手攻击行必存在(2026-09-11 拍板① + 案C 地图账殿后)×%d" % [label, hero_attacks], hero_attacks >= 1) + Kit.check("%s 主角攻击行携带类型键与掷点读数(单分量——充能退役批)" % label, hero_breakdown_ok) + + +func _run_battle(L: int, D: int, axes: Dictionary = {}) -> Dictionary: + # 每遍全新 RngService(同 master 种子)——回放断言的隔离前提(地图战斗资源 AC"两套全新 RngService+地图战斗资源"同款) + var rng = load("res://core/rng_service.gd").new() + rng.set_master_seed(42) + var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) + var out := {"stream": [], "events": [], "rounds": 0, "result": "", "terminated": false} + settlement.step_row.connect(func(row): out.stream.append(row)) + settlement.battle_finished.connect(func(payload): out.result = payload.get("result", "")) + settlement.minesweeper.cell_revealed.connect(func(evt): out.events.append(evt)) + settlement.minesweeper.seal_judged.connect(func(evt): out.events.append(evt)) + settlement.minesweeper.round_end_board.connect(func(p): out.events.append({"ev": "round_end_board", "path_tag": p.path_tag})) + settlement.action_economy.round_end_stopped.connect(func(p): out.events.append({"ev": "round_end_stopped", "path_tag": p.path_tag})) + var minesweeper = settlement.minesweeper + var action_economy = settlement.action_economy + var enc := {"level_index": L, "node_depth": D, "hero_hp": _db.hero.max_hp} + enc.merge(axes, true) # 两根类型轴注入尾参(缺省零注入=回退面) + if not settlement.begin_battle(enc): + out.stream.append({"type": "verdict", "value": "begin_failed"}) + return out + var max_rounds := 40 + while out.result == "" and out.rounds < max_rounds: + out.rounds += 1 + _auto_play_round(settlement, out) + if out.result == "": + out.result = "timeout" + out.terminated = out.result == "victory" or out.result == "defeat" + if out.terminated: + # P0-3 回归断言:notify_combat_end 曾被并进行尾注释从不执行—— + # 战斗收束后相位必须回 Idle(RAP 清零),任何「相位卡 Waiting」回归在此被抓 + Kit.check("战斗收束后行动经济相位回 Idle(notify_combat_end 生效,实测=%s)" % String(action_economy.phase), action_economy.phase == "Idle") + return out + + +func _auto_play_round(settlement, out: Dictionary) -> void: + var minesweeper = settlement.minesweeper + var action_economy = settlement.action_economy + var start_round: int = settlement.round_index + # 确定性自动玩家:挖最近的已探明邻接未开格;无可挖则停手(结算窗口由信号回调提交) + var guard := 400 + while action_economy.phase == "Active" and settlement.round_index == start_round and guard > 0 and out.result == "": + guard -= 1 + var plan := AutoPlayer.choose_dig(minesweeper) + if plan.is_empty(): + break + if plan.hero_cell != minesweeper.hero_pos(): + minesweeper.settle_batch([{"action": "move", "cell": plan.hero_cell}]) + if action_economy.phase != "Active" or settlement.round_index != start_round: + break + minesweeper.settle_batch([{"action": "dig", "cell": plan.dig_cell}]) + if action_economy.phase == "Active" and settlement.round_index == start_round and out.result == "": + minesweeper.settle_batch([{"action": "stop"}]) + + + +# ---- 行动经济·轮内刷新冒烟(方案 A:Active 相位当场换图继续挖)---- + + +# ---- 行动经济·轮内刷新冒烟(方案 A:Active 相位当场换图继续挖)---- + +func _smoke_active_refresh() -> void: + print("--- 行动经济·轮内刷新(方案 A)---") + var rng = load("res://core/rng_service.gd").new() + rng.set_master_seed(20260912) + var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) + # 计数器用容器(GDScript lambda 对局部 int 按值捕获——int 计数在 lambda 内加无效) + var ct := {"board_swaps": 0, "safe_events": 0, "safe_rows": 0, "waiting_refresh_rejected": true, "waiting_probe_hit": false} + settlement.board_changed.connect(func(): ct["board_swaps"] += 1) + settlement.minesweeper.cell_revealed.connect(func(evt): + if evt.kind == "safe" and evt.channel != "initial": + ct["safe_events"] += 1) + settlement.step_row.connect(func(row): + if row.source_class == "safe_cell": + ct["safe_rows"] += 1 # 结算流中 safe_cell 来源行(含兑付/未生效——每格必有行) + # 结算中(Waiting 相位——段内)发起刷新必须被拒(等待期换图通道回归探针: + # 衰减行恒在每结算出现,借其在段内同步探测一次) + if String(row.get("type", "")) == "decay" and not bool(ct["waiting_probe_hit"]): + ct["waiting_probe_hit"] = true + ct["waiting_refresh_rejected"] = not settlement.player_request_refresh()) + Kit.check("轮内刷新战斗启动(Boss 行 150HP——承载多轮样本)", settlement.begin_battle({"level_index": 1, "node_depth": 4, "hero_hp": int(_db.hero.max_hp), "node_type": "boss"})) + var minesweeper = settlement.minesweeper + # 轮 1–3:零挖掘停手攒 RAP = 3×AP(每轮全转存;表驱动——AP 从表读不写死) + for i in range(3): + minesweeper.settle_batch([{"action": "stop"}]) + var rap_banked: int = 3 * int(_db.action_economy.ap_per_round) + Kit.check("三轮停手攒 RAP=%d(round=%d rap=%d)" % [rap_banked, settlement.round_index, settlement.action_economy.rap], settlement.round_index == 4 and settlement.action_economy.rap == rap_banked) + Kit.check("第 4 轮 Active 相位", settlement.action_economy.phase == "Active") + # 挖 1 格 → 刷 → 挖 1 格 → 刷 → 挖 1 格 → 第 3 刷拒(上限) + var plan = AutoPlayer.choose_dig(minesweeper) + if plan.hero_cell != minesweeper.hero_pos(): + minesweeper.settle_batch([{"action": "move", "cell": plan.hero_cell}]) + minesweeper.settle_batch([{"action": "dig", "cell": plan.dig_cell}]) + var ap_before: int = settlement.action_economy.ap + var board_before = minesweeper.current_board() + var swaps_before: int = ct["board_swaps"] + var ok1: bool = settlement.player_request_refresh() + Kit.check("轮内第 1 次刷新受理", ok1) + Kit.check("相位保持 Active、AP 保留不重置(ap=%d)" % settlement.action_economy.ap, settlement.action_economy.phase == "Active" and settlement.action_economy.ap == ap_before) + Kit.check("RAP -刷新价(%d)" % settlement.action_economy.rap, settlement.action_economy.rap == rap_banked - int(_db.action_economy.rap_refresh_cost)) + Kit.check("当场换新图(board_changed +1)", int(ct["board_swaps"]) == swaps_before + 1 and minesweeper.current_board() != board_before) + var plan2 = AutoPlayer.choose_dig(minesweeper) + if plan2.hero_cell != minesweeper.hero_pos(): + minesweeper.settle_batch([{"action": "move", "cell": plan2.hero_cell}]) + minesweeper.settle_batch([{"action": "dig", "cell": plan2.dig_cell}]) + var ok2: bool = settlement.player_request_refresh() + Kit.check("轮内第 2 次刷新受理(RAP=%d)" % settlement.action_economy.rap, ok2) + var plan3 = AutoPlayer.choose_dig(minesweeper) + if plan3.hero_cell != minesweeper.hero_pos(): + minesweeper.settle_batch([{"action": "move", "cell": plan3.hero_cell}]) + minesweeper.settle_batch([{"action": "dig", "cell": plan3.dig_cell}]) + var ok3: bool = settlement.player_request_refresh() + Kit.check("第 3 次刷新被拒(每轮兜底上限 2——RAP %d 足额仍拒)" % settlement.action_economy.rap, not ok3) + # V5(刷新双账收口):受理计数单源=结算快照 economy.refresh_used,与 can_refresh 门一致 + Kit.check("V5 快照刷新计数=2(受理单源——main 副本已删)〔迭代27 T3〕", int(settlement.presentation_snapshot().get("refresh_used", -1)) == 2) + Kit.check("V5 上限达门禁一致(can_refresh 与快照计数同源)〔迭代27 T3〕", not settlement.can_refresh()) + # 跨图 facts 完整兑现:拒绝后挖到 AP 耗尽自动结算(扩大跨图样本——三段挖掘分属三张图) + var dig_guard := 20 + while settlement.action_economy.phase == "Active" and settlement.round_index == 4 and dig_guard > 0: + dig_guard -= 1 + var p = AutoPlayer.choose_dig(minesweeper) + if p.is_empty(): + minesweeper.settle_batch([{"action": "stop"}]) + break + if p.hero_cell != minesweeper.hero_pos(): + minesweeper.settle_batch([{"action": "move", "cell": p.hero_cell}]) + minesweeper.settle_batch([{"action": "dig", "cell": p.dig_cell}]) + Kit.check("轮 4 挖至 AP 耗尽自动结算(round=%d result='%s')" % [settlement.round_index, settlement.battle_result], settlement.round_index == 5 and settlement.battle_result == "") + Kit.check("跨图 facts 完整兑现(safe_cell 结算行 %d == safe 事件 %d——快照批次隔离)" % [int(ct["safe_rows"]), int(ct["safe_events"])], int(ct["safe_rows"]) == int(ct["safe_events"])) + Kit.check("跨图挖掘 safe 事件 ≥3(%d——断言非空转)" % int(ct["safe_events"]), int(ct["safe_events"]) >= 3) + Kit.check("结算段内(Waiting 相位)刷新被拒(等待期换图通道已移除)", bool(ct["waiting_refresh_rejected"]) and bool(ct["waiting_probe_hit"])) + # 回放确定性:同种子两遍步骤流逐行相同(含两次轮内刷新取号序) + var rep1 = _active_refresh_replay() + var rep2 = _active_refresh_replay() + Kit.check("轮内刷新回放断言:同种子两遍步骤流逐行相同", JSON.stringify(rep1) == JSON.stringify(rep2)) + Kit.check("轮内刷新步骤流非空(%d 行)" % rep1.size(), rep1.size() > 0) + + +func _active_refresh_replay() -> Array: + var rng = load("res://core/rng_service.gd").new() + rng.set_master_seed(20260912) + var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) + var rows: Array = [] + settlement.step_row.connect(func(row): rows.append(row)) + if not settlement.begin_battle({"level_index": 1, "node_depth": 4, "hero_hp": int(_db.hero.max_hp), "node_type": "boss"}): + return rows + var minesweeper = settlement.minesweeper + for i in range(3): + minesweeper.settle_batch([{"action": "stop"}]) + for attempt in range(3): + var plan = AutoPlayer.choose_dig(minesweeper) + if not plan.is_empty(): + if plan.hero_cell != minesweeper.hero_pos(): + minesweeper.settle_batch([{"action": "move", "cell": plan.hero_cell}]) + minesweeper.settle_batch([{"action": "dig", "cell": plan.dig_cell}]) + settlement.player_request_refresh() + minesweeper.settle_batch([{"action": "stop"}]) + return rows + + + + +# 板真相直读找封印目标:未开 + 指定雷/安全属性 + 存在可达已开邻格(测试允许读板真相——排雷玩法 冒烟同口径) + + +# ---- 遭遇随机化冒烟(难度曲线与Boss Core Rule 8:区间骰/encounter 流/可回放/空表定值路径)---- + +func _smoke_encounter_roll() -> void: + print("--- 遭遇随机化(unit_count 区间骰)---") + var counts: Array = [] + for i in range(20): + var rng = load("res://core/rng_service.gd").new() + rng.set_master_seed(30000 + i) + var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) + Kit.check("遭遇扫描战斗启动(quiet 计数档——计数入总账,成败由后续 spawn 断言归因)", settlement.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": int(_db.hero.max_hp)})) # 源 quiet=true 计数档——Kit 通道无此参(只影响 PASS 行打印,计数/红绿同口径) + counts.append(settlement.presentation_snapshot().enemies.size()) + # 区间生效:20 个种子应出现 1 和 2(D0 [1,2]) + Kit.check("D0 区间 [1,2] 两值均出现(分布 %s)" % str(counts), counts.has(1) and counts.has(2)) + # 域内断言带标签(断言必须能抓住失效,禁恒真 check(true)) + var all_in_domain := true + for c in counts: + if c < 1 or c > 2: + all_in_domain = false + Kit.check("全部计数在域内 [1,2](分布 %s)" % str(counts), all_in_domain) + # 同种子可回放:两遍同数量(encounter 流确定性) + var r1 := _encounter_replay(30000) + var r2 := _encounter_replay(30000) + Kit.check("同种子遭遇骰可回放(%s == %s)" % [str(r1), str(r2)], r1 == r2) + # D1 [2,3]:seed 30005 路径(任意种子域内即可) + var rng3 = load("res://core/rng_service.gd").new() + rng3.set_master_seed(31000) + var settlement_d1 = load("res://core/battle_orchestrator.gd").new(_db, rng3) + Kit.check("D1 战斗启动", settlement_d1.begin_battle({"level_index": 1, "node_depth": 1, "hero_hp": int(_db.hero.max_hp)})) + var n1: int = settlement_d1.presentation_snapshot().enemies.size() + Kit.check("D1 区间 [2,3] 域内(%d 只)" % n1, n1 >= 2 and n1 <= 3) + # 熊地精首遇带固定(教学位不加骰)——首遇带数据驱动定位(契约 8,禁写死坐标) + var bugbear_lead_band := _first_encounter_band(1, "bugbear") + var bugbear_lead_row: Dictionary = {} + for row in _db.enemy.rows: + if int(row.level_index) == 1 and String(row.row_kind) == "battle" \ + and int(row.depth_band) == bugbear_lead_band and String(row.enemy_id) == "bugbear": + bugbear_lead_row = row + break + var rng4 = load("res://core/rng_service.gd").new() + rng4.set_master_seed(31000) + var settlement_d2 = load("res://core/battle_orchestrator.gd").new(_db, rng4) + settlement_d2.begin_battle({"level_index": 1, "node_depth": bugbear_lead_band, "hero_hp": int(_db.hero.max_hp)}) + Kit.check("熊地精首遇带(1,battle,%d——扫表取最低带)固定 1 不加骰〔fv23〕" % bugbear_lead_band, + settlement_d2.presentation_snapshot().enemies.size() == 1 \ + and int(bugbear_lead_row.get("unit_count", -1)) == 1 and not bugbear_lead_row.has("unit_count_max")) + # 全深度 × 多种子域内扫描(playtest-2026-09-12 报告 Bug#1 回归——区间下限 1 不可掷 0: + # 战斗结算 roll_lo 下限 + 敌人系统 spawn count<1 fail-fast 双闸;单深度单种子是盲区,全域扫描才钉死不变式) + var depths: Array = [] + for node in _level_battle_nodes(1): + depths.append(int(node.get("node_depth", -1))) + var scan_bad := 0 + var scan_total := 0 + for i in range(12): + var rngs = load("res://core/rng_service.gd").new() + rngs.set_master_seed(32000 + i) + for depth_v in depths: + scan_total += 1 + var settlement_scan = load("res://core/battle_orchestrator.gd").new(_db, rngs) + if not settlement_scan.begin_battle({"level_index": 1, "node_depth": int(depth_v), "hero_hp": int(_db.hero.max_hp)}): + scan_bad += 1 + continue + var n: int = settlement_scan.presentation_snapshot().enemies.size() + var erow2: Dictionary = _db.resolve_enemy_rowset(1, int(depth_v), "battle")[0] # 行集首行(扫描面 = 战斗节点) + var lo2: int = int(erow2.get("unit_count", 1)) + var hi2: int = int(erow2.get("unit_count_max", lo2)) + if n < 1 or n < lo2 or n > hi2: + scan_bad += 1 + Kit.check("全深度 × 12 种子 spawn 全域内(%d 场,∈[unit_count, unit_count_max] 且 ≥1)——空遭遇不可达(Bug#1 回归)" % scan_total, scan_bad == 0) + + +# 节点类型 → 敌人表 row_kind(非 Boss 战斗位恒 battle——深度带批寻址第三维) + + +# 节点类型 → 敌人表 row_kind(非 Boss 战斗位恒 battle——深度带批寻址第三维) +func _row_kind_of(level_index: int, depth: int) -> String: + for n in _level_active_nodes(level_index): + if int(n.get("node_depth", -1)) == depth and String(n.get("type", "")) == "boss": + return "boss" + return "battle" + + +# 该关 Boss 节点深度(单终点图的终点编号——数据驱动,禁写死坐标) + + +# 该关 Boss 节点深度(单终点图的终点编号——数据驱动,禁写死坐标) +func _boss_depth(level_index: int) -> int: + for n in _level_active_nodes(level_index): + if String(n.get("type", "")) == "boss": + return int(n.get("node_depth", -1)) + return -1 + + +# 首遇带数据驱动定位(契约 8):该 (L, battle, enemy_id) 的最低 depth_band,禁写死坐标数字 + + +# 首遇带数据驱动定位(契约 8):该 (L, battle, enemy_id) 的最低 depth_band,禁写死坐标数字 +func _first_encounter_band(level_index: int, enemy_id: String) -> int: + var best := -1 + for row in _db.enemy.rows: + if int(row.get("level_index", -1)) != level_index: + continue + if String(row.get("row_kind", "")) != "battle" or String(row.get("enemy_id", "")) != enemy_id: + continue + var band := int(row.get("depth_band", -1)) + if best < 0 or band < best: + best = band + return best + + +# 模板感知取节点表(row.templates 非空取模板 0=现行固定图,保持既有断言语义) + + +# 模板感知取节点表(row.templates 非空取模板 0=现行固定图,保持既有断言语义) +func _level_active_nodes(level_index: int) -> Array: + for row in _db.level.rows: + if int(row.level_index) == level_index: + var tpls: Array = row.get("templates", []) + if not tpls.is_empty(): + return tpls[0].get("nodes", []) + return row.get("nodes", []) + return [] + + +func _level_battle_nodes(level_index: int) -> Array: + var out: Array = [] + for row in _db.level.rows: + if int(row.level_index) == level_index: + for node in _level_active_nodes(level_index): + var t := String(node.get("type", "")) + if t == "battle" or t == "boss": + out.append(node) + return out + + +func _encounter_replay(seed_val: int) -> Array: + var out: Array = [] + var rng = load("res://core/rng_service.gd").new() + rng.set_master_seed(seed_val) + var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) + settlement.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": int(_db.hero.max_hp)}) + out.append(settlement.presentation_snapshot().enemies.size()) + return out + + +# ==================== 清图奖励双份兑付链 / 轮内刷新 provenance 守卫 / 窗口锚行 ==================== +# 清图 = 全安全格开完。清图测试用"真雷封印(零误标→完美封印)+ AutoPlayer 逐轮清图"真实流驱动; +# DifficultyTable 注入 hp_mult=10 把 Boss 血量抬到 1500,保证清图批次发生在战斗结束之前(测试台账,跑完即还原)。 + + +# 五段全序断言(战斗结算 验收"五段全序"+ 行型封闭 10 类):逐轮行相位序 = 授予 → 增益/减益 → 战斗 → 衰减 → 判定。 +func _smoke_settlement_segments() -> void: + print("--- 五段全序 + 行型封闭 ---") + Kit.check("segment_order 五段冻结在位(表值 = 拍板序恒等)", + Array(_db.settlement.segment_order) == SettlementTable.FROZEN_SEGMENT_ORDER + and SettlementTable.FROZEN_SEGMENT_ORDER == ["grant", "buff_debuff", "combat", "decay", "verdict"]) + var run = _run_battle(1, 0) + var legacy := {"item": 0, "consumed_ineffective": 0, "use_rejected": 0, "window_open": 0, "window_skip": 0} + for row in run.stream: + if legacy.has(String(row.get("type", ""))): + legacy[String(row.get("type", ""))] += 1 + var legacy_total := 0 + for k in legacy: + legacy_total += int(legacy[k]) + Kit.check("行型封闭 10 类(删五类零残留:item/consumed_ineffective/use_rejected/window_open/window_skip)", legacy_total == 0) + var order_ok := true + var decay_verdict_ok := true + var by_round := {} + for row in run.stream: + var ri: int = int(row.get("round_index", 0)) + if not by_round.has(ri): + by_round[ri] = [] + by_round[ri].append(row) + for ri in by_round.keys(): + var phases: Array = [] + for row in by_round[ri]: + phases.append(_row_phase(row, ri)) + var max_phase := 0 + for p in phases: + if int(p) < max_phase: + order_ok = false + max_phase = maxi(max_phase, int(p)) + var decays := 0 + var verdicts := 0 + for row in by_round[ri]: + if String(row.get("type", "")) == "decay": + decays += 1 + if String(row.get("type", "")) == "verdict": + verdicts += 1 + if decays != 1 or verdicts != 1: + decay_verdict_ok = false # 衰减/判定每结算恰一次 + Kit.check("每轮行相位单调(授予→增益/减益→战斗→衰减→判定)", order_ok) + # 案C 段内序:段内伤害序 = 主角先手 →〔连珠矢随先手段〕→ 敌方逐个 → 地图账殿后。 + # 地图账 = 全部棋盘来源伤害行 + 主角倒下不兑留痕行;违序(先于先手或插进敌方还手中间)即失败。 + var mapdmg_ok := true + for ri_key in by_round.keys(): + var rows_r: Array = by_round[ri_key] + var first_hero := -1 + var last_enemy := -1 + for i in rows_r.size(): + var rw: Dictionary = rows_r[i] + if String(rw.get("type", "")) != "damage": + continue + if String(rw.get("source_class", "")) == "hero_attack" and first_hero < 0: + first_hero = i + elif String(rw.get("source_class", "")) == "enemy_action": + last_enemy = i + for i in rows_r.size(): + var rw: Dictionary = rows_r[i] + var sc := String(rw.get("source_class", "")) + var is_board_acct: bool = (String(rw.get("type", "")) == "damage" \ + and not ["hero_attack", "enemy_action", "fx_streak_segments"].has(sc)) \ + or String(rw.get("forfeit", "")) == "hero_down" + if not is_board_acct: + continue + if (first_hero >= 0 and i < first_hero) or (last_enemy >= 0 and i < last_enemy): + mapdmg_ok = false + Kit.check("案C 段内序:地图伤害账殿后(主角先手→敌方逐个→地图账;连珠矢随先手段)", mapdmg_ok) + Kit.check("衰减/判定段每结算恰一段(先兑付后衰减——含末轮)", decay_verdict_ok) + + +# 行相位归类(五段序断言用):0=授予(含高光/归因)1=增益减益(续存组合行)2=战斗 3=衰减 4=判定 + + +# 行相位归类(五段序断言用):0=授予(含高光/归因)1=增益减益(续存组合行)2=战斗 3=衰减 4=判定 +func _row_phase(row: Dictionary, ri: int) -> int: + match String(row.get("type", "")): + "decay": + return 3 + "verdict": + return 4 + "cast": + return 2 + "damage": + return 2 # 案C:全部伤害兑付=战斗段(主角先手/敌方还手/地图账殿后统一结账) + "reward_ineffective": + return 2 if String(row.get("forfeit", "")) == "hero_down" else 0 # 战斗段末地图账不兑留痕 vs 授予段未生效 + match String(row.get("source_class", "")): + "safe_cell", "mine_hit", "seal_hit", "seal_miss", "clear_reward": + if int(row.get("round_index", ri)) < ri: + return 1 # 前轮授予实例的续存组合行(增益/减益段) + return 0 + _: + return 0 + + +# 清图驱动(真实流):标一面真雷封印(完美前置)→ 逐轮 AutoPlayer 挖到轮末;board_seq 递增 = 清图换图。 +# from_refresh=true 时先三轮停手攒 RAP、第 4 轮轮内刷新换图,再清刷新图。 + + +# ==================== 敌人技能池(开轮摇号出招系统) ==================== +# 六项验收断言(proposal-skill-pool.md〔提案已吸收退役 git a6833b6a——现行事实源=敌人系统.md 技能池节〕 §8 批 1):同种子回放逐位复现 / 单敌轨迹独立复放 / +# EV 抽样对锚 / 死亡打断作废 / 空池不可能 / 加载校验拒绝。 + +func _smoke_skill_pool() -> void: + print("--- 敌人技能池(开轮摇号 · 冷却/保底两闸 · 三乘法链 · 独立子流)---") + _smoke_skill_pool_data() + _smoke_skill_pool_replay_independence() + _smoke_skill_pool_ev_anchor() + _smoke_skill_pool_death_void() + _smoke_skill_pool_validation_reject() + _smoke_debuff_rider() + + +# ① 数据面:技能表行集 + 普攻锁死 + 建议池行值 + 空池不可能(结构断言) + + +# ① 数据面:技能表行集 + 普攻锁死 + 建议池行值 + 空池不可能(结构断言) +func _smoke_skill_pool_data() -> void: + Kit.check("技能表十四行(普攻/突刺/蓄力/重击/硬化 + 撕咬/毒爆/蛛网束缚 + 大地脉动 + 震地怒击/遏毒/岩崩 + 毒吐/盾击——前三批 + Boss 半血解锁技三行〔迭代14④ T5〕+ 普通敌错峰两行〔迭代 24 N2〕)", _db.skill.rows.size() == 14) + var basic: Dictionary = _db.skill.row_by_id("attack") + Kit.check("普攻行:倍率恒 1 · 冷却恒 0(域校验锁死——池恒非空的结构前提)", + not basic.is_empty() and String(basic.type) == "basic" and int(basic.cooldown_beats) == 0 + and (not basic.has("damage_mult") or is_equal_approx(float(basic.damage_mult), 1.0))) + var lunge: Dictionary = _db.skill.row_by_id("lunge") + Kit.check("突刺行(伤害 ×1.5 · 冷却 2——提案 §2.5 建议池新行)", not lunge.is_empty() and is_equal_approx(float(lunge.damage_mult), 1.5) and int(lunge.cooldown_beats) == 2) + var charge_row: Dictionary = _db.skill.row_by_id("charge") + Kit.check("蓄力行 = 纯攻击增益技(0 伤害、buff_ref → empower——与重击无组合语义)", not charge_row.is_empty() and String(charge_row.buff_ref) == "empower") + var bite: Dictionary = _db.skill.row_by_id("bite") + Kit.check("撕咬行(伤害 ×1.5 · 冷却 1——巨蜘蛛池载体,与突刺同倍率错开冷却轴)", not bite.is_empty() and is_equal_approx(float(bite.damage_mult), 1.5) and int(bite.cooldown_beats) == 1) + var venom: Dictionary = _db.skill.row_by_id("venom_burst") + Kit.check("毒爆行(伤害 ×2.5 · 冷却 4 · 必中附加 ×0.75——蛛化卓尔精灵专属池独占技,新效应词汇批)", + not venom.is_empty() and is_equal_approx(float(venom.damage_mult), 2.5) and int(venom.cooldown_beats) == 4 + and is_equal_approx(float(venom.rider_mult), 0.75)) + var venom_sole_ok := true + for row in _db.enemy.rows: + for entry in row.pool: + if String(entry.skill_id) == "venom_burst" and String(row.enemy_id) != "drider": + venom_sole_ok = false + Kit.check("毒爆独占性(仅蛛化卓尔精灵池引用——Boss 专属池独占技纪律)", venom_sole_ok) + # 妨害技首发行 + off_guard 落点 + 实装面收窄 + var snare: Dictionary = _db.skill.row_by_id("web_snare") + Kit.check("蛛网束缚行(妨害型 · buff_ref → off_guard 失衡 · duration 2 = 1 有效拍 · 冷却 4——新效应词汇批首发)", + not snare.is_empty() and String(snare.type) == "debuff" and String(snare.buff_ref) == "off_guard" + and int(snare.buff_duration) == 2 and int(snare.cooldown_beats) == 4) + var snare_sole_ok := true + for row in _db.enemy.rows: + for entry in row.pool: + if String(entry.skill_id) == "web_snare" and String(row.enemy_id) != "drider": + snare_sole_ok = false + Kit.check("蛛网束缚独占性(仅蛛化卓尔精灵池引用——实装面收窄,其余敌种不动)", snare_sole_ok) + var off_guard_row: Dictionary = _db.status_effect_row("off_guard") + Kit.check("失衡状态行(hero · ac 轴——妨害技落点,ConfigDB side 守卫正例)", not off_guard_row.is_empty() and String(off_guard_row.target_side) == "hero" and String(off_guard_row.unit) == "ac") + # 普通敌错峰两新行——毒吐/盾击(V3) + var spit: Dictionary = _db.skill.row_by_id("venom_spit") + Kit.check("毒吐行(伤害 ×1.6 · 冷却 2 · 无 rider——低 atk 下 rider 恒被 damage_floor 兜成 1 白占字段,迭代 24 N2)", + not spit.is_empty() and String(spit.display_name) == "毒吐" and String(spit.type) == "damage" \ + and is_equal_approx(float(spit.damage_mult), 1.6) and int(spit.cooldown_beats) == 2 and not spit.has("rider_mult")) + var bash: Dictionary = _db.skill.row_by_id("shield_bash") + Kit.check("盾击行(伤害 ×1.7 · 冷却 3 · 无 rider——迭代 24 N2)", + not bash.is_empty() and String(bash.display_name) == "盾击" and String(bash.type) == "damage" \ + and is_equal_approx(float(bash.damage_mult), 1.7) and int(bash.cooldown_beats) == 3 and not bash.has("rider_mult")) + var spider_lead_band := _first_encounter_band(2, "giant_spider") # 首遇带数据驱动定位(契约 8) + var spit_sole_ok := true # 毒吐只挂巨蜘蛛族且首遇带不投(Q6——教学位池零新招) + var bash_sole_ok := true # 盾击只挂灰矮人族三行 + for row in _db.enemy.rows: + for entry in row.pool: + var sid := String(entry.skill_id) + if sid == "venom_spit" and not (String(row.enemy_id) == "giant_spider" and int(row.level_index) == 2 \ + and int(row.depth_band) > spider_lead_band): + spit_sole_ok = false + if sid == "shield_bash" and not (String(row.enemy_id) == "duergar" and int(row.level_index) == 3): + bash_sole_ok = false + Kit.check("毒吐投放面(仅 depth_band > 巨蜘蛛首遇带(%d)的巨蜘蛛族行——首遇带池不动,迭代 24 N2/Q6)〔fv24〕" % spider_lead_band, spit_sole_ok) + Kit.check("盾击投放面(仅 (3,·) 灰矮人族——钩爪恐魔零触碰,迭代 24 N2)", bash_sole_ok) + # 首遇带行池恒 {attack:6, bite:2, charge:1}(去写死深度判据——带键口径) + var spider_lead_pool := {} + for row in _db.enemy.rows: + if int(row.level_index) == 2 and String(row.row_kind) == "battle" \ + and int(row.depth_band) == spider_lead_band and String(row.enemy_id) == "giant_spider": + for entry in row.pool: + spider_lead_pool[String(entry.skill_id)] = int(entry.weight) + Kit.check("巨蜘蛛首遇带行 pool 恒 {attack:6, bite:2, charge:1}(教学位池零新招——毒吐首投在更深的带)〔fv24〕", spider_lead_pool == {"attack": 6, "bite": 2, "charge": 1}) + # 行集键 = (level_index, row_kind, depth_band, enemy_id)——分支节点图批起 bugbear 等敌种跨关异池, + # enemy_id 不再唯一;同带混编多行时每行各一池(行序 = 文件序 = 契约序) + var expect_pools := { + "1_battle_0_goblin": {"attack": 9, "lunge": 1}, + "1_battle_1_goblin": {"attack": 9, "lunge": 1}, + "1_battle_2_bugbear": {"attack": 6, "charge": 2, "heavy": 2}, + "1_battle_3_hobgoblin": {"attack": 6, "charge": 2, "heavy": 2}, + "1_boss_4_ogre_chief": {"attack": 6, "heavy": 2, "harden": 2, "quake_smash": 2}, + "2_battle_0_bugbear": {"attack": 6, "lunge": 1, "heavy": 2}, + "2_battle_1_bugbear": {"attack": 6, "lunge": 1, "heavy": 2}, + "2_battle_4_giant_spider": {"attack": 6, "bite": 2, "charge": 1}, + "2_battle_5_giant_spider": {"attack": 6, "bite": 2, "charge": 1, "venom_spit": 2}, + "2_battle_5_bugbear": {"attack": 5, "lunge": 2, "heavy": 2}, + "2_battle_6_giant_spider": {"attack": 6, "bite": 2, "charge": 1, "venom_spit": 2}, + "2_battle_7_giant_spider": {"attack": 6, "bite": 2, "charge": 1, "venom_spit": 2}, + "2_boss_9_drider": {"attack": 6, "heavy": 2, "venom_burst": 2, "web_snare": 2, "venom_curb": 2}, + "3_battle_0_duergar": {"attack": 6, "charge": 2, "heavy": 2, "shield_bash": 2}, + "3_battle_1_hook_horror": {"attack": 6, "bite": 2, "charge": 1}, + "3_battle_4_hook_horror": {"attack": 6, "bite": 2, "charge": 1}, + "3_battle_5_duergar": {"attack": 5, "lunge": 2, "heavy": 2, "shield_bash": 2}, + "3_battle_6_hook_horror": {"attack": 6, "bite": 2, "charge": 1}, + "3_battle_7_duergar": {"attack": 6, "charge": 2, "heavy": 2, "shield_bash": 2}, + "3_boss_9_duergar_king": {"attack": 6, "heavy": 2, "earth_pulse": 2, "rockslide": 2}, + } + var pools_ok := true + for row in _db.enemy.rows: + var rk := "%d_%s_%d_%s" % [int(row.level_index), String(row.row_kind), int(row.depth_band), String(row.enemy_id)] + if not expect_pools.has(rk): + pools_ok = false + continue + var got := {} + for entry in row.pool: + got[String(entry.skill_id)] = int(entry.weight) + if got != expect_pools[rk]: + pools_ok = false + Kit.check("二十行九种池模板 = 建议池行值((L,row_kind,depth_band,enemy_id) 四元键逐行精确比对;L1 地精 9/1 · 熊地精 6/2/2 · 酋长 6/2/2;L2 熊地精 6/1/2 · 蜘蛛 6/2/1+毒吐2〔首遇带不投——迭代 24 N2〕 · 重击手 5/2/2 · 蛛化卓尔精灵 6/2/2/2〔Boss〕;L3 灰矮人 6/2/2+盾击2 · 钩爪恐魔 6/2/1 · 重装手 5/2/2+盾击2 · 石君王 6/2/2〔earth_pulse〕——全部 provisional;三 Boss 池尾 +1 门控条目〔quake_smash/venom_curb/rockslide 权重 2+unlock_hp_pct 50——迭代14④ T5〕;混编行集同带多行各一池合法——首批投放 (2,battle,5) 双行〔迭代 18 卡⑤:重击手+巢群〕,其余带键仍恰一行)", pools_ok) + var basic_count_ok := true + for row in _db.enemy.rows: + var n := 0 + for entry in row.pool: + var srow: Dictionary = _db.skill_row(String(entry.skill_id)) + if not srow.is_empty() and String(srow.type) == "basic": + n += 1 + if n != 1: + basic_count_ok = false + Kit.check("每池恰一行普攻(空池不可能的加载校验同款)", basic_count_ok) + # 池构成纪律复查(V4):零违反——增益 ≤1 / 妨害 ≤1(敌人系统 v0.13 结构冻结;载入期 + # validate_skill_pool_links 已硬闸,此处冒烟侧显式复核新投放后仍绿) + var comp_ok := true + for row in _db.enemy.rows: + var n_buff := 0 + var n_debuff := 0 + for entry in row.pool: + var srow: Dictionary = _db.skill_row(String(entry.skill_id)) + if srow.is_empty(): + continue + if String(srow.type) == "buff": + n_buff += 1 + elif String(srow.type) == "debuff": + n_debuff += 1 + if n_buff > 1 or n_debuff > 1: + comp_ok = false + Kit.check("逐池增益 ≤1 · 妨害 ≤1(池构成纪律——迭代 24 N2 毒吐/盾击投放后复查)", comp_ok) + # Boss 半血解锁技·编排集成断言(真实编排回路:半血 → 下轮开轮闩检查 → 解锁行恰一次) + var st_unlock: Dictionary = {"rows": []} + var sett_u = load("res://core/battle_orchestrator.gd").new(_db, _fresh_rng(4242)) + sett_u.step_row.connect(func(row): st_unlock["rows"].append(row)) + Kit.check("前置:卓尔 Boss 战受理(2,9——解锁技 venom_curb 门槛 50)", sett_u.begin_battle({"level_index": 2, "node_depth": 9, "hero_hp": int(_db.hero.max_hp), "node_type": "boss"})) + var boss_u = sett_u._enemy_system.all_enemies()[0] # 白盒夹具(smoke 惯例——autoplay 同族私有面) + sett_u._enemy_system.apply_damage(boss_u, (int(boss_u.max_hp) - 65)) + Kit.check("前置:Boss 压到阈值 65(=round(130×0.5))", int(boss_u.hp) == 65) + sett_u.minesweeper.settle_batch([{"action": "stop"}]) # 收轮 → 结算 → 次轮开轮闩检查 + var unlock_rows: Array = [] + for r in st_unlock["rows"]: + if String(r.get("highlight", "")) == "skill_unlock": + unlock_rows.append(r) + Kit.check("解锁归因行恰一次(×%d——闩去重,二次检查零行)" % unlock_rows.size(), unlock_rows.size() == 1) + if unlock_rows.size() == 1: + Kit.check("解锁行文本 =「蛛化卓尔精灵 解锁了 遏毒」(高光键 skill_unlock——呈现层一次性技能名 toast 路由键)", String(unlock_rows[0].get("display_name", "")) == "蛛化卓尔精灵 解锁了 遏毒") + Kit.check("解锁行型 = highlight 既有行型(零行型新增——行协议封闭)", String(unlock_rows[0].get("type", "")) == "highlight") + var rollable_ok := true + for depth in [0, 1, 2, 3, 4]: + var es = load("res://core/unit_container.gd").new(_db) + es.spawn(1, int(depth), int(_db.hero.max_hp), [], -1, -1, [], "", _row_kind_of(1, int(depth))) + for u in es.all_enemies(): + if es.rollable_skills(u).is_empty(): + rollable_ok = false + for depth in [0, 1, 4, 5, 6, 7, 8]: + var es2 = load("res://core/unit_container.gd").new(_db) + es2.spawn(2, int(depth), int(_db.hero.max_hp), [], -1, -1, [], "", _row_kind_of(2, int(depth))) + for u in es2.all_enemies(): + if es2.rollable_skills(u).is_empty(): + rollable_ok = false + Kit.check("全深度实例 spawn 后可摇集合恒非空(普攻恒冷却 0——容器级断言,L1/L2 双关卡)", rollable_ok) + # 状态表新行 + 敌方防御池映射 + var empower: Dictionary = _db.status_effect_row("empower") + var fortify: Dictionary = _db.status_effect_row("fortify") + Kit.check("蓄力状态行 empower(enemy +100 percent——敌方输出 ×2 走既有 enemy_output 池)", not empower.is_empty() and String(empower.target_side) == "enemy" and int(empower.magnitude) == 100) + Kit.check("硬化状态行 fortify(enemy −50 percent——敌方防御池负值 = 主角攻击折半;+100 符号 bug 2026-09-18 纠正,provisional 归 状态层重设计批)", not fortify.is_empty() and String(fortify.target_side) == "enemy" and int(fortify.magnitude) == -50) + Kit.check("effect_pool_map 收编 empower/fortify(敌方防御池 enemy_defense 入表)", + String(_db.settlement.effect_pool_map.get("empower", "")) == "enemy_output" \ + and String(_db.settlement.effect_pool_map.get("fortify", "")) == "enemy_defense") + + +# ② 同种子回放逐位复现(D3 大地精,多实例同种) +# 单敌轨迹不独立复放——轨迹取数与其它流交错,无法脱离全序重建; +# 同种子全战斗逐位复现由 ② 全对拍承载,单点定位归事件日志。 + + +# 冒烟隔离用全新 RngService(同 master 种子——回放确定性纪律) +func _fresh_rng(seed_val: int): + var rng = load("res://core/rng_service.gd").new() + rng.set_master_seed(seed_val) + return rng + + +# ==================== GP+商店房冒烟 ==================== +# ① GP 到账(战斗完成入账恰一次 + Boss 关级加值)② escrow 隔离(格面兑付入缓冲/破财不透支) +# ③ 商店三收口(购买出账/加算区/余额不足拒/离开/收束清零)④ 图不变式(商店必经位/跨表行集迁移) +# ⑤ 九型与 gp_drop 流(奖励字典 18 格 + 黄金向量)。 + +# ---- ① GP 冒险钱包·到账 ---- + + +# ② 同种子回放逐位复现(D3 大地精,多实例同种) +# 单敌轨迹不独立复放——轨迹取数与其它流交错,无法脱离全序重建; +# 同种子全战斗逐位复现由 ② 全对拍承载,单点定位归事件日志。 +func _smoke_skill_pool_replay_independence() -> void: + var seed_val := -1 + for s in range(1, 60): + var seqs := _record_pool_trajectories(s, 1) + if not seqs.is_empty() and int(seqs.count) >= 2: + seed_val = s + break + Kit.check("多实例种子可达(seed=%d——D3 遭遇 ≥2 实例)" % seed_val, seed_val > 0) + # 敌 hp 低(表值 6)时 hero_atk=1 十轮内必然击杀(实例错位、轨迹断裂)—— + # 观测窗取 5 轮(5 拍 ×1 伤 < 6 HP 全员存活;仍覆盖保底 M=4 的触发窗)。 + var rounds := 5 + var run1 := _record_pool_trajectories(seed_val, rounds) + var run2 := _record_pool_trajectories(seed_val, rounds) + Kit.check("同种子回放:各实例摇定动作序列逐位相同(×%d 轮 × %d 实例——子流独立复放面随并流退役)" % [rounds, int(run1.count)], not run1.is_empty() and JSON.stringify(run1.seqs) == JSON.stringify(run2.seqs)) + + +# 多敌战逐轮记录各实例摇定动作(hero_atk=1/hp=300 构造全员存活满 N 轮——轨迹长度 = 轮数) + + +# 多敌战逐轮记录各实例摇定动作(hero_atk=1/hp=300 构造全员存活满 N 轮——轨迹长度 = 轮数) +func _record_pool_trajectories(seed_val: int, rounds: int) -> Dictionary: + var rng = load("res://core/rng_service.gd").new() + rng.set_master_seed(seed_val) + var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) + if not settlement.begin_battle({"level_index": 1, "node_depth": 3, "hero_hp": 300, "hero_max_hp": 300, "hero_atk": 1}): + return {} + var seqs: Array = [] + for u in settlement._enemy_system.all_enemies(): + seqs.append([]) + for r in rounds: + var handles: Array = settlement._enemy_system.all_enemies() + for i in handles.size(): + seqs[i].append(settlement._enemy_system.pending_action(handles[i])) + settlement.minesweeper.settle_batch([{"action": "stop"}]) + if settlement.battle_result != "": + return {} + return {"count": seqs.size(), "seqs": seqs} + + +# ④ EV 抽样对锚(含闸长期速率 vs 静态锚——proposal §2.5;精确重锚归 难度曲线与Boss)。 +# 带宽口径:熊地精/酋长 EV 结构性恒 1(普攻 1 + 重击 2 与蓄力/硬化 0 加权守恒)→ 窄带; +# 地精突刺池受保底闸抬升(唯一特殊技 w=1/10,保底 M=4 把突刺率从自然 10% 抬到 ~20%+)→ 宽带登记。 + + +# ④ EV 抽样对锚(含闸长期速率 vs 静态锚——proposal §2.5;精确重锚归 难度曲线与Boss)。 +# 带宽口径:熊地精/酋长 EV 结构性恒 1(普攻 1 + 重击 2 与蓄力/硬化 0 加权守恒)→ 窄带; +# 地精突刺池受保底闸抬升(唯一特殊技 w=1/10,保底 M=4 把突刺率从自然 10% 抬到 ~20%+)→ 宽带登记。 +func _smoke_skill_pool_ev_anchor() -> void: + var bands := {"goblin": [1.00, 1.20], "bugbear": [0.97, 1.03], "ogre_chief": [1.10, 1.30]} # 酋长重锚(震地怒击半血解锁入池,含闸长期速率上移:实测 1.1948;EV 锚注 enemy.tres) + var species := ["goblin", "bugbear", "ogre_chief"] + var rng = load("res://core/rng_service.gd").new() + rng.set_master_seed(20260921) + var n_beats := 5000 + var pity_m: int = int(_db.skill.pity_threshold) + for si in species.size(): + var eid: String = species[si] + var template: Array = [] + for row in _db.enemy.rows: + if String(row.enemy_id) == eid: + template = row.pool + break + var pool: Array = [] + for entry in template: + pool.append({"skill_id": String(entry.skill_id), "weight": int(entry.weight), "cooldown_left": 0}) + var streak := 0 + var ev_sum := 0.0 + for k in n_beats: + var entries: Array = [] + for e in pool: + if int(e.cooldown_left) <= 0: + entries.append({"skill_id": e.skill_id, "weight": e.weight}) + if streak >= pity_m: + var specials: Array = [] + for e in pool: + var sr: Dictionary = _db.skill_row(String(e.skill_id)) + if not sr.is_empty() and String(sr.type) != "basic": + specials.append({"skill_id": e.skill_id, "weight": e.weight}) + if not specials.is_empty(): + entries = specials + var sid := SkillLottery.draw(entries, rng.open_stream("behavior_roll")) + var srow: Dictionary = _db.skill_row(sid) + var mult := 0.0 + if String(srow.type) == "basic": + mult = 1.0 + elif String(srow.type) == "damage": + mult = float(srow.get("damage_mult", 1.0)) + ev_sum += mult + for e in pool: + e.cooldown_left = maxi(0, int(e.cooldown_left) - 1) + if String(e.skill_id) == sid: + e.cooldown_left = int(srow.cooldown_beats) + streak = streak + 1 if String(srow.type) == "basic" else 0 + var measured: float = ev_sum / float(n_beats) + var band: Array = bands[eid] + var in_band: bool = measured >= float(band[0]) and measured <= float(band[1]) + Kit.check("EV 抽样对锚 %s(实测 %.4f ∈ [%.2f, %.2f] 含闸长期速率,×%d 拍)" % [eid, measured, float(band[0]), float(band[1]), n_beats], in_band) + + +# ⑤ 死亡打断作废(摇定后、兑现前死亡 → 本拍技能作废、不动手、不进账) + + +# ⑤ 死亡打断作废(摇定后、兑现前死亡 → 本拍技能作废、不动手、不进账) +func _smoke_skill_pool_death_void() -> void: + var void_seed := -1 + for s in range(1, 400): + var rg = load("res://core/rng_service.gd").new() + rg.set_master_seed(s) + var erow: Dictionary = _db.resolve_enemy_rowset(1, 2, "battle")[0] # 行集首行(战斗节点 battle 键域) + var entries: Array = [] + for entry in erow.pool: + entries.append({"skill_id": String(entry.skill_id), "weight": int(entry.weight)}) + var sid := SkillLottery.draw(entries, rg.open_stream("behavior_roll")) + if String(_db.skill_row(sid).type) != "basic": + void_seed = s + break + Kit.check("死亡打断种子可达(seed=%d——D2 首拍摇中特殊技)" % void_seed, void_seed > 0) + var rng = load("res://core/rng_service.gd").new() + rng.set_master_seed(void_seed) + var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) + var rows: Array = [] + settlement.step_row.connect(func(row): rows.append(row)) + Kit.check("死亡打断战斗启动(hero_atk 999——先手必杀 40HP 熊地精)", settlement.begin_battle({"level_index": 1, "node_depth": 2, "hero_hp": int(_db.hero.max_hp), "hero_atk": 999})) + var u: Dictionary = settlement._enemy_system.all_enemies()[0] # 句柄预捕获(胜利 despawn 后容器已清,字典引用仍可读) + var pending: String = settlement._enemy_system.pending_action(u) + Kit.check("开轮已摇定本拍动作(待发 = %s)" % pending, pending != "") + settlement.minesweeper.settle_batch([{"action": "stop"}]) + var enemy_rows := 0 + for row in rows: + if String(row.get("source_class", "")) == "enemy_action": + enemy_rows += 1 + Kit.check("先手击杀 → 摇定技能作废(第 1 轮零敌方行动行——死亡即不动手)", enemy_rows == 0) + var cd_sum := 0 + for e in u.pool: + cd_sum += int(e.cooldown_left) + Kit.check("作废不进账(全池冷却 0 · 保底计数 0——执行上报未发生)", cd_sum == 0 and int(u.basic_streak) == 0) + + +# ⑥ 加载校验拒绝(单表域校验 + 跨表池构成纪律) + + +# ⑥ 加载校验拒绝(单表域校验 + 跨表池构成纪律) +func _smoke_skill_pool_validation_reject() -> void: + var skill_table = load("res://data/schemas/skill_table.gd").new() + var enemy_table = load("res://data/schemas/enemy_table.gd").new() + enemy_table.rows.assign([{"enemy_id": "x", "display_name": "x", "pool": [{"skill_id": "ghost", "weight": 1}]}]) + Kit.check("加载校验拒绝:池条目 skill_id 悬空致命", _has_err_category(_db.validate_skill_pool_links(skill_table, enemy_table), "dangling_skill")) + skill_table.rows.assign([{"skill_id": "a", "display_name": "a", "type": "damage", "damage_mult": 1.5, "cooldown_beats": 2}]) + Kit.check("加载校验拒绝:池普攻行数 ≠ 1(空池不可能前提)", _has_err_category(_db.validate_skill_pool_links(skill_table, enemy_table), "pool_composition")) + skill_table.rows.assign([ + {"skill_id": "b1", "display_name": "b1", "type": "buff", "buff_ref": "empower", "buff_duration": 2, "cooldown_beats": 3}, + {"skill_id": "b2", "display_name": "b2", "type": "buff", "buff_ref": "fortify", "buff_duration": 2, "cooldown_beats": 4}]) + enemy_table.rows.assign([{"enemy_id": "x", "display_name": "x", "pool": [{"skill_id": "b1", "weight": 1}, {"skill_id": "b2", "weight": 1}]}]) + Kit.check("加载校验拒绝:池增益技 > 1(每池增益 ≤1 纪律)", _has_err_category(_db.validate_skill_pool_links(skill_table, enemy_table), "pool_composition")) + skill_table.rows.assign([{"skill_id": "atk", "display_name": "a", "type": "basic", "damage_mult": 2.0, "cooldown_beats": 0}]) + Kit.check("加载校验拒绝:普攻配倍率 ≠ 1(域校验锁死)", not skill_table.validate().is_empty()) + skill_table.rows.assign([{"skill_id": "atk", "display_name": "a", "type": "basic", "cooldown_beats": 2}]) + Kit.check("加载校验拒绝:普攻配冷却 ≠ 0(域校验锁死)", not skill_table.validate().is_empty()) + skill_table.rows.assign([{"skill_id": "d", "display_name": "d", "type": "damage", "damage_mult": 30.0, "cooldown_beats": 1}]) + Kit.check("加载校验拒绝:damage_mult 越域 [1.1,16]", not skill_table.validate().is_empty()) + var et2 = load("res://data/schemas/enemy_table.gd").new() + et2.rows.assign([{"enemy_id": "x", "display_name": "x", "pool": [{"skill_id": "a", "weight": 0}]}]) + Kit.check("加载校验拒绝:池权重 ≤ 0", not et2.validate().is_empty()) + et2.rows.assign([{"enemy_id": "x", "display_name": "x", "pool": []}]) + Kit.check("加载校验拒绝:空池(禁)", not et2.validate().is_empty()) + # 妨害 / 必中附加分量校验组 + skill_table.rows.assign([ + {"skill_id": "w1", "display_name": "w1", "type": "debuff", "buff_ref": "off_guard", "buff_duration": 2, "cooldown_beats": 4}, + {"skill_id": "w2", "display_name": "w2", "type": "debuff", "buff_ref": "off_guard", "buff_duration": 2, "cooldown_beats": 4}]) + enemy_table.rows.assign([{"enemy_id": "x", "display_name": "x", "pool": [{"skill_id": "w1", "weight": 1}, {"skill_id": "w2", "weight": 1}]}]) + Kit.check("加载校验拒绝:池妨害技 > 1(每池妨害 ≤1 纪律)", _has_err_category(_db.validate_skill_pool_links(skill_table, enemy_table), "pool_composition")) + skill_table.rows.assign([{"skill_id": "w1", "display_name": "w1", "type": "debuff", "cooldown_beats": 4}]) + Kit.check("加载校验拒绝:妨害技缺 buff_ref(效果引用)", not skill_table.validate().is_empty()) + skill_table.rows.assign([{"skill_id": "d", "display_name": "d", "type": "damage", "damage_mult": 1.5, "rider_mult": 1.5, "cooldown_beats": 1}]) + Kit.check("加载校验拒绝:rider_mult 越域 (0,1]", not skill_table.validate().is_empty()) + skill_table.rows.assign([{"skill_id": "b", "display_name": "b", "type": "buff", "buff_ref": "empower", "buff_duration": 2, "rider_mult": 0.5, "cooldown_beats": 1}]) + Kit.check("加载校验拒绝:非伤害技带必中附加分量", not skill_table.validate().is_empty()) + # 施放类 side 守卫:妨害技引用敌方侧状态 → 拒绝(增益技引用主角侧同罪,本组以妨害反例覆盖) + skill_table.rows.assign([ + {"skill_id": "atk", "display_name": "a", "type": "basic", "cooldown_beats": 0}, + {"skill_id": "w1", "display_name": "w1", "type": "debuff", "buff_ref": "empower", "buff_duration": 2, "cooldown_beats": 4}]) + enemy_table.rows.assign([{"enemy_id": "x", "display_name": "x", "pool": [{"skill_id": "atk", "weight": 1}, {"skill_id": "w1", "weight": 1}]}]) + Kit.check("加载校验拒绝:妨害技引用敌方侧状态(施放类 side 守卫)", _has_err_category(_db.validate_skill_pool_links(skill_table, enemy_table, _db.status_effects), "cast_side")) + + +func _has_err_category(errs: Array, category: String) -> bool: + for e in errs: + if String(e.get("category", "")) == category: + return true + return false + + +# ⑦ 实装探针(妨害技蛛网束缚 + 毒爆必中附加分量,实装面 = L2 Boss 卓尔): +# 停手轮驱动 (2,9)——零挖掘零封印 → 零池,伤害行可逐拍精确复算;种子 hunt 至少各命一粒毒爆伤害行 +# 与蛛网束缚施放行;毒分量随开战掷定的攻击基线缩放(atk 区间 2–4 → rider 1–3)。 + + +# ⑦ 实装探针(妨害技蛛网束缚 + 毒爆必中附加分量,实装面 = L2 Boss 卓尔): +# 停手轮驱动 (2,9)——零挖掘零封印 → 零池,伤害行可逐拍精确复算;种子 hunt 至少各命一粒毒爆伤害行 +# 与蛛网束缚施放行;毒分量随开战掷定的攻击基线缩放(atk 区间 2–4 → rider 1–3)。 +func _smoke_debuff_rider() -> void: + var venom_seed := -1 + var venom_check_ok := true + var venom_rows_seen := 0 + var snare_seed := -1 + var base_ac: int = int(_db.hero.armor_class) + var off_m: int = int(_db.status_effect_row("off_guard").magnitude) + var floor_v: int = int(_db.settlement.damage_floor) + for s in range(1, 401): + if venom_seed > 0 and snare_seed > 0: + break + var rg = load("res://core/rng_service.gd").new() + rg.set_master_seed(s) + var settlement = load("res://core/battle_orchestrator.gd").new(_db, rg) + var rows: Array = [] + settlement.step_row.connect(func(row): rows.append(row)) + if not settlement.begin_battle({"level_index": 2, "node_depth": 9, "hero_hp": int(_db.hero.max_hp), "node_type": "boss"}): + continue + var boss_atk: int = int(settlement._enemy_system.all_enemies()[0].atk) # 开战掷定攻击基线(毒分量随其缩放) + for i in range(6): + if settlement.battle_result != "": + break + settlement.minesweeper.settle_batch([{"action": "stop"}]) + var has_venom := false + var has_snare := false + var snare_round := -1 + for row in rows: + if String(row.get("type", "")) != "damage" or String(row.get("source_class", "")) != "enemy_action": + if String(row.get("type", "")) == "cast" and String(row.get("skill_id", "")) == "web_snare": + has_snare = true + snare_round = int(row.get("round_index", -1)) + continue + if String(row.get("skill_id", "")) == "venom_burst": + has_venom = true + venom_rows_seen += 1 + var rider_v: int = int(row.get("rider", -1)) + if rider_v != maxi(floor_v, int(floor(float(boss_atk) * 0.75))): + venom_check_ok = false + # 终值精确复算(停手轮池恒空):主分量链结果 + 必中附加后置 + var base_factor: float = float(int(row.tier)) * (float(_db.settlement.crit_multiplier) / 100.0 if bool(row.get("crit", false)) else 1.0) + var rolled_main: int = int(floor(float(int(row.baseline)) * base_factor / 100.0)) + var expected: int = maxi(floor_v, rolled_main + int(row.get("attach", 0))) + rider_v + if int(row.value) != expected: + venom_check_ok = false + elif row.has("rider"): + venom_check_ok = false # rider 键只允许出现在带 rider_mult 的技能行 + if has_snare: + # 施放后主角掷点阈值下调(off_guard ac 轴):同轮起的伤害行阈值读数 = 基准 AC + 失衡幅度。 + # 只取"可观测"种子(施放轮后仍有敌方伤害行——施放在末轮随战斗终局属合法不可观测,不作失败)。 + var seen_lowered := false + for row in rows: + if String(row.get("type", "")) != "damage" or String(row.get("source_class", "")) != "enemy_action": + continue + if int(row.get("round_index", -1)) >= snare_round and int(row.get("ac", -999)) == base_ac + off_m: + seen_lowered = true + break + if seen_lowered and snare_seed < 0: + snare_seed = s + if has_venom and venom_seed < 0: + venom_seed = s + Kit.check("毒爆必中附加分量种子可达(seed=%d,毒爆伤害行 ×%d)" % [venom_seed, venom_rows_seen], venom_seed > 0 and venom_rows_seen >= 1) + Kit.check("毒爆伤害行逐拍精确复算:终值 = max(1, 掷点档位主分量) + 必中附加(rider 只随 rider_mult 行出现)", venom_check_ok) + Kit.check("蛛网束缚落主角:施放后掷点阈值 = 基准 AC + 失衡幅度(off_guard ac 轴端到端,seed=%d)" % snare_seed, snare_seed > 0) + + +# ---- 分支节点图冒烟:图合法性校验 + L2 幽暗地域图版行进(关卡节点地图 v1.0 图版)---- + + +# ---- 天赋树六键行为冒烟(V10:开局姿态窗/危险直觉限次/财富之道聚散/守侧失误补偿; +# 引擎直构 + 编排授予段直注(_grant_seg._judge_seal=结算授予段封印判定单口))---- +func _smoke_counter_buckets() -> void: + print("--- 效果引擎无状态化四桶正向验收(卡② §9 V1/V6)---") + # V1——adventure 桶跨战持久:同一 RunLedger 下两战各真实 request_dig 一次, + # 断付费计数经 ctx 就地写入宿主字典并跨战累积(副本搬运态:读不到上一战值→第 2 战仍 1,此断言会红)。 + var led = load("res://core/run_ledger.gd").new() + var RigS = load("res://core/battle_orchestrator.gd") + var RngS = load("res://core/rng_service.gd") + var enc1 = {"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": ["twin_pick"], "tree_rules": [], "battle_index": 1, + "bonus_ref": {"atk": 0, "max_hp": 0, "armor_class": 0}, "voucher_rap": 0, "voucher_time_sand": 0, + "node_type": "battle", "ledger": led} + var o1 = RigS.new(_db, _fresh_rng(779301)) + o1.begin_battle(enc1) + var dig1: bool = o1.action_economy.request_dig(0, false) + Kit.check("V1 第1战真实 request_dig 受理(begin_battle 后 ACTIVE 相位)〔无状态化 V1〕", dig1) + Kit.check("V1 第1战付费挖格经 ctx 就地写 adventure 桶=1(无 export 搬运时点)〔无状态化 V1〕", int(led.adventure_counters.get("adv_twin_digs", 0)) == 1) + var enc2 = enc1.duplicate(true) + enc2["battle_index"] = 2 + var o2 = RigS.new(_db, _fresh_rng(779302)) + o2.begin_battle(enc2) + Kit.check("V1 第2战 begin_battle 经 ctx 读到上一战持久值=1(读路径走宿主字典引用,非副本种子回灌)〔无状态化 V1〕", EffectEngine.counter(o2.counters_ctx, "adv_twin_digs") == 1) + o2.action_economy.request_dig(0, false) + Kit.check("V1 第2战挖后 adventure 桶跨战累积=2(run_ledger:42 判空早退缺陷消解的回归钉面——旧副本态恒 1)〔无状态化 V1〕", int(led.adventure_counters.get("adv_twin_digs", 0)) == 2) + # V6——battle 桶随宿主销毁:第1战标错落 insurance_used(battle 桶无前缀),次战新编排器读 0。 + var encA = {"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": ["perfect_insurance"], "tree_rules": [], "battle_index": 1, + "bonus_ref": {"atk": 0, "max_hp": 0, "armor_class": 0}, "voucher_rap": 0, "voucher_time_sand": 0, + "node_type": "battle", "ledger": load("res://core/run_ledger.gd").new()} + var oA = RigS.new(_db, _fresh_rng(779401)) + oA.begin_battle(encA) + var safe_a: Variant = null + for ca in oA.minesweeper.current_board().all_cells(): + if not oA.minesweeper.current_board().is_mine(ca): + safe_a = ca + break + oA._grant_seg._judge_seal({"cell": safe_a, "hit": false}, 1) + Kit.check("V6 第1战标错落 battle 桶 insurance_used=1(_apply_counter_hit 静态写口经 ctx)〔无状态化 V6〕", EffectEngine.counter(oA.counters_ctx, "insurance_used") == 1) + var encB = encA.duplicate(true) + encB["battle_index"] = 2 + var oB = RigS.new(_db, _fresh_rng(779402)) + oB.begin_battle(encB) + Kit.check("V6 battle 桶随宿主销毁:次战新编排器 fx_counters_battle 天然空,读 insurance_used=0〔无状态化 V6〕", EffectEngine.counter(oB.counters_ctx, "insurance_used") == 0) diff --git a/game/tests/unit/battle_settlement/seal_polarity_test.gd b/game/tests/unit/battle_settlement/seal_polarity_test.gd index 01846251..637d0a1b 100644 --- a/game/tests/unit/battle_settlement/seal_polarity_test.gd +++ b/game/tests/unit/battle_settlement/seal_polarity_test.gd @@ -33,6 +33,12 @@ func _init() -> void: push_error(" [%s] %s: %s" % [d.severity, d.category, d.message]) # 套执行序沿源编排序 _smoke_seal_ap_exhausted() + _smoke_clear_reward_chain() + _smoke_refresh_provenance_guard() + _smoke_polarity_routing() + _smoke_seal_irreversible_quadrants() + _smoke_negative_dictionary() + _smoke_resource_surface() quit(Kit.finish("seal_polarity_test")) @@ -72,3 +78,730 @@ func _smoke_seal_ap_exhausted() -> void: out = minesweeper.settle_batch([{"action": "seal_place", "cell": plan2.dig_cell}]) Kit.check("末点 AP 封印被受理", not out.is_empty() and bool(out[0].accepted)) Kit.check("封印动作耗尽 AP 触发轮末结算并进入第 2 轮(rounds=%s)" % str(rounds), rounds.size() >= 2) +# ==================== 清图奖励双份兑付链 / 轮内刷新 provenance 守卫 / 窗口锚行 ==================== +# 清图 = 全安全格开完。清图测试用"真雷封印(零误标→完美封印)+ AutoPlayer 逐轮清图"真实流驱动; +# DifficultyTable 注入 hp_mult=10 把 Boss 血量抬到 1500,保证清图批次发生在战斗结束之前(测试台账,跑完即还原)。 + +const CLEAR_SMOKE_DEPTH := 4 +const CLEAR_SMOKE_HERO_HP := 100000 +var _regular_clear_reward_rows := 0 # 常规(非刷新图)清图的 clear_reward 行数——刷新守卫对照基线 + + +# 板真相直读找封印目标:未开 + 指定雷/安全属性 + 存在可达已开邻格(测试允许读板真相——排雷玩法 冒烟同口径) +func _find_seal_target(minesweeper, want_mine: bool) -> Dictionary: + var revealed: Array = minesweeper.revealed_cells() + var revealed_set := {} + for c in revealed: + revealed_set[c] = true + for y in minesweeper.current_board().height: + for x in minesweeper.current_board().width: + var c := Vector2i(x, y) + if minesweeper.is_revealed(c) or minesweeper.has_seal(c): + continue + if minesweeper.current_board().is_mine(c) != want_mine: + continue + for n in minesweeper.current_board().neighbors8(c): + if revealed_set.has(n) and (minesweeper.compute_move_path(n).size() > 0 or n == minesweeper.hero_pos()): + return {"seal_cell": c, "hero_cell": n} + return {} + + +# ---- 封印不可逆四情况冒烟(禁撤封印 + 挖封印格兑付改判)---- +# 四情况:① 插危险格不动 = 标中奖励照常;② 插危险格再挖开 = 只受挖雷一层惩罚(mine_hit 照常)标中不发; +# ③ 插安全格不动 = 标空惩罚照常;④ 插安全格再挖开 = 零惩罚零奖励(正向兑付作废、标空不判)。 +# 拒绝面:seal_pull 出目录(out_of_catalog);重复封印仍 seal_present 拒绝。 +# 场景 A(④ + 拒绝面):标安全格 → seal_pull 拒绝 → 重复封印拒绝 → 直接挖开 → 收轮。 +# 场景 B(②):标危险格 → 直接挖开 → 收轮。 +# 场景 C(①③):标安全格 + 标危险格 → 不挖收轮 → 标空/标中判定照常。 + + +func _auto_play_round(settlement, out: Dictionary) -> void: + var minesweeper = settlement.minesweeper + var action_economy = settlement.action_economy + var start_round: int = settlement.round_index + # 确定性自动玩家:挖最近的已探明邻接未开格;无可挖则停手(结算窗口由信号回调提交) + var guard := 400 + while action_economy.phase == "Active" and settlement.round_index == start_round and guard > 0 and out.result == "": + guard -= 1 + var plan := AutoPlayer.choose_dig(minesweeper) + if plan.is_empty(): + break + if plan.hero_cell != minesweeper.hero_pos(): + minesweeper.settle_batch([{"action": "move", "cell": plan.hero_cell}]) + if action_economy.phase != "Active" or settlement.round_index != start_round: + break + minesweeper.settle_batch([{"action": "dig", "cell": plan.dig_cell}]) + if action_economy.phase == "Active" and settlement.round_index == start_round and out.result == "": + minesweeper.settle_batch([{"action": "stop"}]) + + + +# ---- 行动经济·轮内刷新冒烟(方案 A:Active 相位当场换图继续挖)---- + + +func _run_battle(L: int, D: int, axes: Dictionary = {}) -> Dictionary: + # 每遍全新 RngService(同 master 种子)——回放断言的隔离前提(地图战斗资源 AC"两套全新 RngService+地图战斗资源"同款) + var rng = load("res://core/rng_service.gd").new() + rng.set_master_seed(42) + var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) + var out := {"stream": [], "events": [], "rounds": 0, "result": "", "terminated": false} + settlement.step_row.connect(func(row): out.stream.append(row)) + settlement.battle_finished.connect(func(payload): out.result = payload.get("result", "")) + settlement.minesweeper.cell_revealed.connect(func(evt): out.events.append(evt)) + settlement.minesweeper.seal_judged.connect(func(evt): out.events.append(evt)) + settlement.minesweeper.round_end_board.connect(func(p): out.events.append({"ev": "round_end_board", "path_tag": p.path_tag})) + settlement.action_economy.round_end_stopped.connect(func(p): out.events.append({"ev": "round_end_stopped", "path_tag": p.path_tag})) + var enc := {"level_index": L, "node_depth": D, "hero_hp": _db.hero.max_hp} + enc.merge(axes, true) # 两根类型轴注入尾参(缺省零注入=回退面) + if not settlement.begin_battle(enc): + out.stream.append({"type": "verdict", "value": "begin_failed"}) + return out + var max_rounds := 40 + while out.result == "" and out.rounds < max_rounds: + out.rounds += 1 + _auto_play_round(settlement, out) + if out.result == "": + out.result = "timeout" + out.terminated = out.result == "victory" or out.result == "defeat" + return out + + +# 清图驱动(真实流):标一面真雷封印(完美前置)→ 逐轮 AutoPlayer 挖到轮末;board_seq 递增 = 清图换图。 +# from_refresh=true 时先三轮停手攒 RAP、第 4 轮轮内刷新换图,再清刷新图。 +func _run_full_clear(seed_val: int, from_refresh: bool, rows: Array) -> Dictionary: + _db.difficulty.rows.append({"level_index": 1, "node_depth": CLEAR_SMOKE_DEPTH, "hp_mult": 10.0, "atk_mult": 1.0}) + var rng = load("res://core/rng_service.gd").new() + rng.set_master_seed(seed_val) + var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) + settlement.step_row.connect(func(row): rows.append(row)) + var res := {"cleared": false, "refreshed": false, "rounds": 0} + if not settlement.begin_battle({"level_index": 1, "node_depth": CLEAR_SMOKE_DEPTH, "node_type": "boss", + "hero_hp": CLEAR_SMOKE_HERO_HP, "hero_max_hp": CLEAR_SMOKE_HERO_HP}): + _db.difficulty.rows.clear() + return res + if from_refresh: + for i in range(3): + settlement.minesweeper.settle_batch([{"action": "stop"}]) + res["refreshed"] = settlement.player_request_refresh() + var drive := _drive_clear(settlement) + res["cleared"] = drive.cleared + res["rounds"] = drive.rounds + _db.difficulty.rows.clear() # 测试台账还原(后续冒烟基线) + return res + + +func _drive_clear(settlement) -> Dictionary: + var seal_done := false + var rounds := 0 + while rounds < 60: + rounds += 1 + var ms = settlement.minesweeper + if not seal_done: + var t := _find_seal_target(ms, true) + if not t.is_empty(): + if t.hero_cell != ms.hero_pos(): + ms.settle_batch([{"action": "move", "cell": t.hero_cell}]) + ms.settle_batch([{"action": "seal_place", "cell": t.seal_cell}]) + seal_done = true # 一面真雷封印 = 完美封印前半(零误标),后半靠 AutoPlayer 清图 + var seq_before: int = int(settlement.diagnostic_snapshot().board_seq) + var out := {"result": "", "rounds": 0, "terminated": false, "stream": []} + _auto_play_round(settlement, out) + if int(settlement.diagnostic_snapshot().board_seq) > seq_before: + return {"cleared": true, "rounds": rounds} # 清图换图 = board_seq 递增 + if settlement.battle_result != "": + return {"cleared": false, "rounds": rounds} + return {"cleared": false, "rounds": rounds} + + +func _rows_of_type(rows: Array, t: String) -> Array: + var out: Array = [] + for r in rows: + if String(r.get("type", "")) == t: + out.append(r) + return out + + +func _has_source_row(rows: Array, t: String, source: String, batch_key: String = "") -> bool: + for r in rows: + if String(r.get("type", "")) != t or String(r.get("source_class", "")) != source: + continue + if batch_key == "" or String(r.get("batch_key", "")) == batch_key: + return true + return false + + +func _has_effect_id(rows: Array, effect_id: String) -> bool: + for r in rows: + if String(r.get("effect_id", "")) == effect_id: + return true + return false + + +# 手搓战斗状态袋单点(7 处字面量收在一处;_autoplay_battle 直接消费的最小字段族。 +# 大字段族同构袋仍走 _adv_st()——_drive_level/_autoplay_battle 全字段消费面) + + +const POSITIVE_EFFECTS := ["attack_up", "ac_up", "weaken", "gp_gain"] +const NEGATIVE_EFFECTS := ["enrage", "off_guard", "sapped", "alert", "gp_loss"] + + +# 构造验收谓词(hunt 用——种子按行为面扫描:四触达 + 标空封印负向兑付行在案) +func _polarity_probe_accepts(probe: Dictionary) -> bool: + if not (bool(probe["seal_hit_done"]) and bool(probe["seal_miss_done"])): + return false + if int(probe["mine_events"]) < 1 or int(probe["safe_events"]) < 1: + return false + var miss_rows := _rows_at(probe["rows"], "seal_miss", probe["miss_cell"]) + if miss_rows.is_empty(): + return false + for r in miss_rows: + if String(r.get("type", "")) == "seal_miss": + continue + var eff := String(r.get("effect_id", "")) + if eff != "" and not NEGATIVE_EFFECTS.has(eff): + return false + return true + + +# 极性路由探针驱动:标 1 面真雷封印(标中)+ 1 面安全格封印(标空)→ AutoPlayer 挖到战斗终局(多轮样本)。 +# 收集全部 cell_revealed / seal_judged 事件与结算行;返回格子集合与封印格坐标。 +func _run_polarity_probe(seed_val: int) -> Dictionary: + _db.difficulty.rows.append({"level_index": 1, "node_depth": 0, "hp_mult": 10.0, "atk_mult": 0.5}) # 抬敌血压低敌攻——多轮挖掘样本不被终局截断 + var rng = load("res://core/rng_service.gd").new() + rng.set_master_seed(seed_val) + var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) + var probe := {"rows": [], "safe_cells": {}, "mine_cells": {}, "hit_cell": [], "miss_cell": [], + "mine_events": 0, "safe_events": 0, "seal_hit_done": false, "seal_miss_done": false} + settlement.step_row.connect(func(row): probe["rows"].append(row)) + settlement.minesweeper.cell_revealed.connect(func(evt): + if String(evt.get("channel", "")) == "initial": + return + if evt.kind == "mine": + probe["mine_cells"][evt.cell] = true + probe["mine_events"] = int(probe["mine_events"]) + 1 + elif evt.kind == "safe": + probe["safe_cells"][evt.cell] = true + probe["safe_events"] = int(probe["safe_events"]) + 1) + settlement.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": 300, "hero_max_hp": 300}) + var ms = settlement.minesweeper + # 封印 1:真雷(标中 → 正向);封印 2:安全格(标空 → 负向) + var mine_t := _find_seal_target(ms, true) + var safe_t := _find_seal_target(ms, false) + if not mine_t.is_empty(): + if mine_t.hero_cell != ms.hero_pos(): + ms.settle_batch([{"action": "move", "cell": mine_t.hero_cell}]) + ms.settle_batch([{"action": "seal_place", "cell": mine_t.seal_cell}]) + probe["hit_cell"] = [mine_t.seal_cell.x, mine_t.seal_cell.y] + probe["seal_hit_done"] = true + if not safe_t.is_empty(): + if safe_t.hero_cell != ms.hero_pos(): + ms.settle_batch([{"action": "move", "cell": safe_t.hero_cell}]) + ms.settle_batch([{"action": "seal_place", "cell": safe_t.seal_cell}]) + probe["miss_cell"] = [safe_t.seal_cell.x, safe_t.seal_cell.y] + probe["seal_miss_done"] = true + # 挖到终局(封印挡链不影响 AutoPlayer——choose_dig 跳过封印格) + var out := {"result": "", "rounds": 0, "terminated": false, "stream": []} + var guard := 40 + while settlement.battle_result == "" and guard > 0: + guard -= 1 + _auto_play_round(settlement, out) + _db.difficulty.rows.clear() # 测试台账还原 + return probe + + +func _rows_at(rows: Array, source_class: String, cell) -> Array: + var out: Array = [] + for r in rows: + if String(r.get("source_class", "")) == source_class and r.get("origin_cell", [9, 9]) == cell: + out.append(r) + return out + + +# 负向字典逐型直验(类型化兑付行协议):找真实板上各型非封锁格,直调 _grant_routed 负向路由, +# 断言每型的兑付形态(enrage/off_guard/sapped 效果行、heal 直伤行、blast 警觉行、action 行动点排队)。 + + +func _smoke_clear_reward_chain() -> void: + print("--- 清图奖励·双份兑付链(完美封印 / 零兑付 / 第二份被拒 / 高光记实)---") + # ① 真实流完美封印:标中一面真雷封印 + 零误标 + 清全图 → grant_clear 身份(clear_blast)双份真实兑付 + var rows: Array = [] + var run := _run_full_clear(20260915, false, rows) + Kit.check("① 完美封印清图达成(%d 轮)" % int(run.rounds), bool(run.cleared)) + var dmg := [] + for r in rows: + if String(r.get("type", "")) == "damage" and String(r.get("source_class", "")) == "clear_reward": + dmg.append(r) + var hl := _rows_of_type(rows, "highlight") + _regular_clear_reward_rows = dmg.size() + Kit.check("① 清图奖励双份真实兑付(clear_reward 伤害行 ×%d——clear_blast 身份两份各打一发)" % dmg.size(), dmg.size() == 2) + if dmg.size() == 2: + Kit.check("① 第二份按身份类型走真实兑付(首份『清图奖励』/ 第二份『完美第二份』)", String(dmg[0].display_name).contains("清图奖励") and String(dmg[1].display_name).contains("完美第二份")) + Kit.check("④ 高光行 value = 实际有效份数 2(不记名义值;行数 %d)" % hl.size(), hl.size() == 1 and int(hl[0].value) == 2) + if hl.size() == 1: + Kit.check("高光标记 = perfect_sweep", String(hl[0].get("highlight", "")) == "perfect_sweep") + # ②/③ 弱形式:正常战斗流不可达的零兑付分支(见函数头注) + _smoke_clear_reward_zero_paths() + + +# 弱形式登记:正常战斗流下"授段时刻无存活敌"不可达——敌全灭当轮判定段即判胜并终止战斗,而清图批在判定段之前, +# 恒有存活敌;故本组直调编排私有面构造状态,只断言"路径存在 + 行为符合契约"(构造手法见各行注释)。 + + +# 弱形式登记:正常战斗流下"授段时刻无存活敌"不可达——敌全灭当轮判定段即判胜并终止战斗,而清图批在判定段之前, +# 恒有存活敌;故本组直调编排私有面构造状态,只断言"路径存在 + 行为符合契约"(构造手法见各行注释)。 +func _smoke_clear_reward_zero_paths() -> void: + # ②-a 首份零兑付判定(无存活敌)→ first_ok=false + 未生效行 + var rng = load("res://core/rng_service.gd").new() + rng.set_master_seed(20260915) + var s = load("res://core/battle_orchestrator.gd").new(_db, rng) + var rows: Array = [] + s.step_row.connect(func(row): rows.append(row)) + Kit.check("零兑付构造战斗启动", s.begin_battle({"level_index": 1, "node_depth": CLEAR_SMOKE_DEPTH, "hero_hp": 80, "hero_max_hp": 80, "node_type": "boss"})) + for u in s._enemy_system.all_enemies(): + s._enemy_system.apply_damage(u, int(u.hp)) # 测试通道:构造"无存活敌"(弱形式——全灭而非 despawn) + var snap = s._reward_economy.grant_clear() + Kit.check("清图槽身份 = blast 型(clear_default 唯一活行 clear_blast——第二份同身份兑付)", snap != null and String(snap.cell_type) == "blast") + rows.clear() + var first_ok: bool = s._grant_clear_identity(snap, 1, "(清图奖励)") + Kit.check("② 即时类首份零兑付(无存活敌)→ first_ok=false", not first_ok) + Kit.check("② 零兑付产出 reward_ineffective 行(batch_key=clear_blast)", _has_source_row(rows, "reward_ineffective", "clear_reward", "clear_blast")) + # ②-b 高光守卫:perfect 谓词成立但首份零兑付 → 高光行不发(不记名义值) + var rng_b = load("res://core/rng_service.gd").new() + rng_b.set_master_seed(20260915) + var s_b = load("res://core/battle_orchestrator.gd").new(_db, rng_b) + var rows_b: Array = [] + s_b.step_row.connect(func(row): rows_b.append(row)) + Kit.check("高光守卫构造战斗启动", s_b.begin_battle({"level_index": 1, "node_depth": CLEAR_SMOKE_DEPTH, "hero_hp": 80, "hero_max_hp": 80, "node_type": "boss"})) + for u in s_b._enemy_system.all_enemies(): + s_b._enemy_system.apply_damage(u, int(u.hp)) + s_b._perfect_hit_true = 1 # 测试通道:构造完美谓词成立(真值在正常流由封印判定累加) + s_b._perfect_hit_false = 0 + rows_b.clear() + s_b._grant_clear_reward(1) + Kit.check("② _grant_clear_reward 守卫路径重走首份 → 未生效行仍在案", _has_source_row(rows_b, "reward_ineffective", "clear_reward", "clear_blast")) + Kit.check("② 首份零兑付 → 高光行不发(不记名义值 2)", _rows_of_type(rows_b, "highlight").is_empty()) + # ③ 第二份被拒:唯一存活敌 HP ≤ 首份 aoe 量 → 首份击杀 → 第二份无存活敌(zero + 未生效行) + var rng2 = load("res://core/rng_service.gd").new() + rng2.set_master_seed(20260915) + var s2 = load("res://core/battle_orchestrator.gd").new(_db, rng2) + var rows2: Array = [] + s2.step_row.connect(func(row): rows2.append(row)) + Kit.check("第二份被拒构造战斗启动", s2.begin_battle({"level_index": 1, "node_depth": CLEAR_SMOKE_DEPTH, "hero_hp": 80, "hero_max_hp": 80, "node_type": "boss"})) + var boss = s2._enemy_system.all_enemies()[0] + boss.hp = 1 # 测试通道:压低至首份 aoe 必杀(弱形式——正常流 Boss 血量不可控) + s2._perfect_hit_true = 1 + s2._perfect_hit_false = 0 + rows2.clear() + s2._grant_clear_reward(1) + Kit.check("③ 首份 aoe 真实兑付(击杀唯一存活敌)", _has_source_row(rows2, "damage", "clear_reward")) + Kit.check("③ 第二份被拒产出 reward_ineffective 行(零兑付)", _has_source_row(rows2, "reward_ineffective", "clear_reward", "clear_blast")) + var hl2 := _rows_of_type(rows2, "highlight") + Kit.check("④ 高光行 value = 实际有效份数 1(不记名义值 2)", hl2.size() == 1 and int(hl2[0].value) == 1) + + +# 轮内刷新 provenance 守卫:刷新换来的图同轮清图不发清图奖励(_board_from_midround_refresh 守卫) + + +# 轮内刷新 provenance 守卫:刷新换来的图同轮清图不发清图奖励(_board_from_midround_refresh 守卫) +func _smoke_refresh_provenance_guard() -> void: + print("--- 轮内刷新 provenance 守卫(刷新图清图不发清图奖励)---") + var rows: Array = [] + var run := _run_full_clear(20260916, true, rows) + Kit.check("轮内刷新受理(三轮停手攒 RAP 后 Active 相位发起)", bool(run.refreshed)) + Kit.check("刷新图清图达成(%d 轮)" % int(run.rounds), bool(run.cleared)) + var cr := 0 + var hl := 0 + for r in rows: + if String(r.get("source_class", "")) == "clear_reward": + cr += 1 + if String(r.get("type", "")) == "highlight": + hl += 1 + Kit.check("刷新图清图 → 无 clear_reward 行(守卫在位——实测 %d 行)" % cr, cr == 0) + Kit.check("刷新图清图 → 无高光行(守卫在位——实测 %d 行)" % hl, hl == 0) + Kit.check("对照基线:常规换图清图有 clear_reward 行(×%d——守卫非全局静默)" % _regular_clear_reward_rows, _regular_clear_reward_rows > 0) + + +# ==================== 格面资源批新增覆盖(极性路由 / 负向字典 / 资源面 / 五段全序) ==================== +# 极性路由断言(战斗结算 验收):挖安全格/封印命中只出正向、挖危险格/标错封印只出负向、兑付行指回来源格。 +# 正向字典效果集 = {attack_up, ac_up, weaken} +# + spark_aoe/heal_minor(flat)+ gp_gain(GP 袋,escrow 缓冲路由键非增益容器行); +# 负向字典效果集 = {enrage, off_guard, sapped}(percent)+ 直伤(heal flat)/ alert 警觉(blast percent) +# + gp_loss(破财,escrow 缓冲路由键)。 + + +func _smoke_polarity_routing() -> void: + print("--- 极性路由(挖安全格正向 / 挖危险格负向 / 标中正向 / 标空负向)---") + # 战斗随机值面随全局序漂移——构造种子按行为面扫描(谓词见 _polarity_probe_accepts) + var probe := {} + var polarity_seed := -1 + for s in [20260918, 20260919, 20260920, 20260921, 42, 4242, 7, 100, 20260922, 123, 2024, 31337, 555, 1111, 2222, 20260923, 999, 777]: + probe = _run_polarity_probe(s) + if _polarity_probe_accepts(probe): + polarity_seed = s + break + Kit.check("极性路由构造种子可达(seed=%d——并流后行为面重锚)" % polarity_seed, polarity_seed > 0) + Kit.check("构造触达:标中真雷 + 标空安全格均入队", bool(probe["seal_hit_done"]) and bool(probe["seal_miss_done"])) + Kit.check("构造触达:挖到危险格 ≥1(%d)" % int(probe["mine_events"]), int(probe["mine_events"]) >= 1) + Kit.check("构造触达:挖到安全格 ≥1(%d)" % int(probe["safe_events"]), int(probe["safe_events"]) >= 1) + # 挖到的安全格:只出正向——其全部来源行必存在且 effect 行 ∈ 正向集 + # (action 型排队行 effect_id=ap_delta 正负两极共用路由键——按行值符号辨极性:正向格恒 +power) + var safe_all_pos := true + for e in probe["safe_cells"].keys(): + var cell_arr: Array = [e.x, e.y] + var rows := _rows_at(probe["rows"], "safe_cell", cell_arr) + if rows.is_empty(): + safe_all_pos = false # 每个资源格必有 ≥1 兑付行(每格必有货 → 每格必有行) + for r in rows: + var eff := String(r.get("effect_id", "")) + if eff == "ap_delta": + if int(r.get("value", 0)) <= 0: + safe_all_pos = false + continue + if eff != "" and not POSITIVE_EFFECTS.has(eff): + safe_all_pos = false + Kit.check("挖安全格 → 只出正向兑付(效果行 ∈ 正向字典 + 每格 ≥1 行——%d 格)" % probe["safe_cells"].size(), safe_all_pos) + # 挖到的危险格:只出负向——来源行必存在且 effect 行 ∈ 负向集(alert = blast 负向;heal 负向 = damage 行; + # action 型排队行同按行值符号辨极性:危险格恒 −power) + var mine_all_neg := true + for e in probe["mine_cells"].keys(): + var cell_arr: Array = [e.x, e.y] + var rows := _rows_at(probe["rows"], "mine_hit", cell_arr) + if rows.is_empty(): + mine_all_neg = false + for r in rows: + var eff := String(r.get("effect_id", "")) + if eff == "ap_delta": + if int(r.get("value", 0)) >= 0: + mine_all_neg = false + continue + if eff != "" and not NEGATIVE_EFFECTS.has(eff): + mine_all_neg = false + Kit.check("挖危险格 → 只出负向兑付(效果行 ∈ 负向字典 + 每格 ≥1 行——%d 格)" % probe["mine_cells"].size(), mine_all_neg) + # 封印命中:该危险格正向兑付行(seal_hit 来源)+ 效果 ∈ 正向字典 + var hit_ok := false + for r in probe["rows"]: + if String(r.get("source_class", "")) == "seal_hit" and r.get("origin_cell", [0, 0]) == probe["hit_cell"]: + hit_ok = true + var eff := String(r.get("effect_id", "")) + if eff == "ap_delta": + if int(r.get("value", 0)) <= 0: + hit_ok = false + continue + if eff != "" and not POSITIVE_EFFECTS.has(eff): + hit_ok = false + Kit.check("封印命中 → 该危险格资源的正向兑付行(origin 指回危险格,效果 ∈ 正向字典;action 型按行值符号辨极性)", hit_ok) + # 条款3 条件二封印溢价断言(标中兑付行数值 = 同型正向 ×(1+δ)): + # δ 读 settlement.seal_hit_premium(125 provisional);九型正向行值全固定(唯一区间行 clear_blast + # 系清图槽不入格池)⇒ 逐型期望全确定。整数量级四舍五入域注记:ac_up/action 1 点量纲取整后不变 + # =整数粒度地板——等号压线判读在当量聚合面(audit 工具/registry clause3_inequality),非断言面。 + var prem_pct: int = int(_db.settlement.seal_hit_premium) + Kit.check("封印溢价配置在位(seal_hit_premium=125 provisional——形态 a 兑付溢价)", prem_pct == 125) + var prem_rows := 0 + var prem_ok := true + for r in probe["rows"]: + if String(r.get("source_class", "")) != "seal_hit" or String(r.get("highlight", "")) != "seal_hit": + continue + prem_rows += 1 + var rtype := String(r.get("type", "")) + var v := int(r.get("value", 0)) + var eff := String(r.get("effect_id", "")) + if rtype == "effect": + if eff == "gp_gain": + prem_ok = prem_ok and v == int(round(3 * prem_pct / 100.0)) # GP 袋 3→4 + elif eff == "ap_delta": + prem_ok = prem_ok and v == 1 # +1AP:1 点量纲(round(1.25)=1——整数粒度地板) + else: + var mag: int = int(_db.status_effect_row(eff).get("magnitude", -999)) + prem_ok = prem_ok and v == int(round(mag * prem_pct / 100.0)) # 增伤50→63/削弱65→81/护甲1→1 + elif rtype == "heal": + # 急救 2→3(clamp 封顶只降不升:满血走 reward_ineffective 不入本行——区间断言) + prem_ok = prem_ok and v >= 1 and v <= int(round(2 * prem_pct / 100.0)) + elif rtype == "damage": + var at := String(r.get("attack_type", "")) + if at == "": + prem_ok = prem_ok and v == int(round(1 * prem_pct / 100.0)) # 爆裂粉尘 1→1(群伤行值=表值直付) + else: + # 穿刺/魔法 2→3(行值=落地伤=基准+克制点数——反推基准核对;damage_floor 兜底下成立) + prem_ok = prem_ok and (v - int(r.get("effectiveness", 0))) == int(round(2 * prem_pct / 100.0)) + Kit.check("标中兑付溢价(×%d 行逐型=同型正向 ×%d/100——等号压线注记:δ=1.25 时条件二 E[标中]=1.25·E_dig 恰等成立)" % [prem_rows, prem_pct], prem_rows >= 1 and prem_ok) + # 标空不乘溢价:负向直伤行(反噬6/陷阱8/魔法反噬8 固定表值)零溢价污染——溢价值挂标中正向单点 + var miss_flat_ok := true + for r in _rows_at(probe["rows"], "seal_miss", probe["miss_cell"]): + if String(r.get("type", "")) == "damage": + miss_flat_ok = miss_flat_ok and int(r.get("value", 0)) in [6, 8] + Kit.check("标空惩罚零溢价(负向直伤行=固定表值原值——溢价只挂标中正向)", miss_flat_ok) + # 标空封印:归因行 + 该安全格负向兑付行(seal_miss 来源) + var miss_rows := _rows_at(probe["rows"], "seal_miss", probe["miss_cell"]) + var miss_neg_ok := false + for r in miss_rows: + if String(r.get("type", "")) == "seal_miss": + miss_neg_ok = true + else: + var eff := String(r.get("effect_id", "")) + if eff != "" and not NEGATIVE_EFFECTS.has(eff): + miss_neg_ok = false + Kit.check("标空封印 → 封印未中归因行 + 该安全格资源负向兑付(同格同批)", not miss_rows.is_empty() and miss_neg_ok) + # 抵消过滤既有语义:封印后被撤封印不判(发射面基线过滤)——由排雷玩法 冒烟与封印判定基线覆盖,此处核兑付行零泄漏 + var seal_srcs := {} + for r in probe["rows"]: + if String(r.get("source_class", "")) in ["seal_hit", "seal_miss"]: + seal_srcs[r.get("origin_cell")] = true + Kit.check("封印判定兑付仅封印判定批两封印在案(撤封印抵消过滤零泄漏——%d 格)" % seal_srcs.size(), int(seal_srcs.size()) <= 2) + + +# 极性路由探针驱动:标 1 面真雷封印(标中)+ 1 面安全格封印(标空)→ AutoPlayer 挖到战斗终局(多轮样本)。 +# 收集全部 cell_revealed / seal_judged 事件与结算行;返回格子集合与封印格坐标。 + + +# ---- 封印不可逆四情况冒烟(禁撤封印 + 挖封印格兑付改判)---- +# 四情况:① 插危险格不动 = 标中奖励照常;② 插危险格再挖开 = 只受挖雷一层惩罚(mine_hit 照常)标中不发; +# ③ 插安全格不动 = 标空惩罚照常;④ 插安全格再挖开 = 零惩罚零奖励(正向兑付作废、标空不判)。 +# 拒绝面:seal_pull 出目录(out_of_catalog);重复封印仍 seal_present 拒绝。 +# 场景 A(④ + 拒绝面):标安全格 → seal_pull 拒绝 → 重复封印拒绝 → 直接挖开 → 收轮。 +# 场景 B(②):标危险格 → 直接挖开 → 收轮。 +# 场景 C(①③):标安全格 + 标危险格 → 不挖收轮 → 标空/标中判定照常。 +func _smoke_seal_irreversible_quadrants() -> void: + print("--- 封印不可逆四情况(禁撤封印 + 挖封印格兑付改判)---") + # 场景 A:安全格直挖(情况④)+ seal_pull/重复封印拒绝面 + var rng_a = load("res://core/rng_service.gd").new() + rng_a.set_master_seed(20260919) + var settle_a = load("res://core/battle_orchestrator.gd").new(_db, rng_a) + var rows_a: Array = [] + settle_a.step_row.connect(func(row): rows_a.append(row)) + Kit.check("四情况 A:开局受理", settle_a.begin_battle({"level_index": 1, "node_depth": 4, "hero_hp": int(_db.hero.max_hp), "node_type": "boss"})) + var ms_a = settle_a.minesweeper + var t_a := _find_seal_target(ms_a, false) + Kit.check("四情况 A:找到安全格封印目标", not t_a.is_empty()) + if not t_a.is_empty(): + if t_a.hero_cell != ms_a.hero_pos(): + ms_a.settle_batch([{"action": "move", "cell": t_a.hero_cell}]) + Kit.check("四情况 A:封印受理", ms_a.settle_batch([{"action": "seal_place", "cell": t_a.seal_cell}])[0].accepted) + var pull_out: Array = ms_a.settle_batch([{"action": "seal_pull", "cell": t_a.seal_cell}]) + Kit.check("四情况 A:seal_pull 出目录拒绝(撤封印退役)", not pull_out.is_empty() and not bool(pull_out[0].get("accepted", true)) and String(pull_out[0].get("sub_reason", "")) == "out_of_catalog") + var dup_place: Array = ms_a.settle_batch([{"action": "seal_place", "cell": t_a.seal_cell}]) + Kit.check("四情况 A:重复封印仍被拒(seal_present)", not dup_place.is_empty() and not bool(dup_place[0].get("accepted", true)) and String(dup_place[0].get("sub_reason", "")) == "seal_present") + var dig_a: Array = ms_a.settle_batch([{"action": "dig", "cell": t_a.seal_cell}]) + Kit.check("四情况 A:封印格直接挖开被受理(不再须先撤封印)", not dig_a.is_empty() and bool(dig_a[0].get("accepted", false))) + Kit.check("四情况 A:封印随挖掘隐式退役(has_seal = false)", not ms_a.has_seal(t_a.seal_cell)) + ms_a.settle_batch([{"action": "stop"}]) + var target_a: Array = [t_a.seal_cell.x, t_a.seal_cell.y] + var miss_a := 0 + var grant_a := 0 + var void_a := 0 + for row in rows_a: + if row.get("origin_cell", [0, 0]) != target_a: + continue + if row.get("type", "") == "seal_miss" or String(row.get("source_class", "")) == "seal_miss": + miss_a += 1 + if String(row.get("source_class", "")) == "safe_cell" and row.get("type", "") != "reward_ineffective": + grant_a += 1 + if row.get("type", "") == "reward_ineffective": + void_a += 1 + Kit.check("四情况 A:标空判定零兑付(×%d——封印已擦除不入轮末基线)" % miss_a, miss_a == 0) + Kit.check("四情况 A:安全格正向兑付作废(×%d——零奖励)" % grant_a, grant_a == 0) + Kit.check("四情况 A:兑付作废归因行恰一次(×%d——零惩罚零奖励留痕)" % void_a, void_a == 1) + # 场景 B:危险格直挖(情况②) + var rng_b = load("res://core/rng_service.gd").new() + rng_b.set_master_seed(20260919) + var settle_b = load("res://core/battle_orchestrator.gd").new(_db, rng_b) + var rows_b: Array = [] + settle_b.step_row.connect(func(row): rows_b.append(row)) + Kit.check("四情况 B:开局受理", settle_b.begin_battle({"level_index": 1, "node_depth": 4, "hero_hp": int(_db.hero.max_hp), "node_type": "boss"})) + var ms_b = settle_b.minesweeper + var t_b := _find_seal_target(ms_b, true) + Kit.check("四情况 B:找到危险格封印目标", not t_b.is_empty()) + if not t_b.is_empty(): + if t_b.hero_cell != ms_b.hero_pos(): + ms_b.settle_batch([{"action": "move", "cell": t_b.hero_cell}]) + Kit.check("四情况 B:封印受理", ms_b.settle_batch([{"action": "seal_place", "cell": t_b.seal_cell}])[0].accepted) + var dig_b: Array = ms_b.settle_batch([{"action": "dig", "cell": t_b.seal_cell}]) + Kit.check("四情况 B:封印危险格直接挖开被受理", not dig_b.is_empty() and bool(dig_b[0].get("accepted", false))) + Kit.check("四情况 B:危险格已揭示(挖雷本体照常)", ms_b.is_revealed(t_b.seal_cell) and ms_b.current_board().is_mine(t_b.seal_cell)) + ms_b.settle_batch([{"action": "stop"}]) + var target_b: Array = [t_b.seal_cell.x, t_b.seal_cell.y] + var mine_hit_b := 0 + var hit_b := 0 + for row in rows_b: + if row.get("origin_cell", [0, 0]) != target_b: + continue + if String(row.get("source_class", "")) == "mine_hit": + mine_hit_b += 1 + if row.get("type", "") == "seal_hit" or String(row.get("source_class", "")) == "seal_hit": + hit_b += 1 + Kit.check("四情况 B:挖雷惩罚照常兑付(×%d——只受挖雷一层惩罚)" % mine_hit_b, mine_hit_b >= 1) + Kit.check("四情况 B:标中不发(×%d——封印已擦除不判)" % hit_b, hit_b == 0) + # 场景 C:不挖收轮(①③判定照常) + var rng_c = load("res://core/rng_service.gd").new() + rng_c.set_master_seed(20260919) + var settle_c = load("res://core/battle_orchestrator.gd").new(_db, rng_c) + var rows_c: Array = [] + settle_c.step_row.connect(func(row): rows_c.append(row)) + Kit.check("四情况 C:开局受理", settle_c.begin_battle({"level_index": 1, "node_depth": 4, "hero_hp": int(_db.hero.max_hp), "node_type": "boss"})) + var ms_c = settle_c.minesweeper + var t_safe := _find_seal_target(ms_c, false) + var t_mine := _find_seal_target(ms_c, true) + Kit.check("四情况 C:安全格+危险格封印目标齐备", not t_safe.is_empty() and not t_mine.is_empty()) + if not t_safe.is_empty() and not t_mine.is_empty(): + for t in [t_safe, t_mine]: + if t.hero_cell != ms_c.hero_pos(): + ms_c.settle_batch([{"action": "move", "cell": t.hero_cell}]) + ms_c.settle_batch([{"action": "seal_place", "cell": t.seal_cell}]) + ms_c.settle_batch([{"action": "stop"}]) # 不挖收轮——两封印均在场基线 + var safe_c: Array = [t_safe.seal_cell.x, t_safe.seal_cell.y] + var mine_c: Array = [t_mine.seal_cell.x, t_mine.seal_cell.y] + var miss_c := 0 + var miss_neg_c := 0 + var hit_c := 0 + for row in rows_c: + if row.get("origin_cell", [0, 0]) == safe_c and row.get("type", "") == "seal_miss": + miss_c += 1 + if row.get("origin_cell", [0, 0]) == safe_c and String(row.get("source_class", "")) == "seal_miss" and row.get("type", "") != "seal_miss": + miss_neg_c += 1 + if row.get("origin_cell", [0, 0]) == mine_c and (row.get("type", "") == "seal_hit" or String(row.get("source_class", "")) == "seal_hit"): + hit_c += 1 + Kit.check("四情况 C:标空惩罚照常(归因×%d 负向兑付×%d)" % [miss_c, miss_neg_c], miss_c >= 1 and miss_neg_c >= 1) + Kit.check("四情况 C:标中奖励照常(×%d)" % hit_c, hit_c >= 1) + + +# ---- 试玩日志器冒烟(结算快照 JSONL + 诊断转储)---- + + +# 负向字典逐型直验(类型化兑付行协议):找真实板上各型非封锁格,直调 _grant_routed 负向路由, +# 断言每型的兑付形态(enrage/off_guard/sapped 效果行、heal 直伤行、blast 警觉行、action 行动点排队)。 +func _smoke_negative_dictionary() -> void: + print("--- 负向字典逐型直验(sapped 在位 / heal 直伤 / blast 警觉 / action 行动点)---") + # 数据面:sapped 行在位(状态表七行 + effect_pool_map 映射在位) + var sapped: Dictionary = _db.status_effect_row("sapped") + Kit.check("sapped 行在位(hero · −25 percent · dur 1 · max 16 · stack——weaken 型负向)", + not sapped.is_empty() and String(sapped.get("target_side", "")) == "hero" \ + and int(sapped.get("magnitude", 0)) == -25 and int(sapped.get("duration_settlements", 0)) == 1 \ + and int(sapped.get("max_stack", 0)) == 16 and String(sapped.get("stack_policy", "")) == "stack") + Kit.check("effect_pool_map 收编 sapped → hero_offense(attack_up 镜像池)", String(_db.settlement.effect_pool_map.get("sapped", "")) == "hero_offense") + # 行为面:逐型负向兑付形态(真实板 + 真实路由路径) + # heal 权重低(无 heal 板概率 ≈1/3)——单板五型齐备不再必然: + # 本断言多板扫描,取第一块五型齐备的板做行为断言。 + var settlement = null + var board = null + var by_type := {} # cell_type → 首个非封锁格(query_identity 雷安同池——危险格可查) + var rows: Array = [] + for seed_i in range(6): + # 每板独立 rng 实例(复用实例重播种触发 set_master_seed 的 _counter==0 守卫; + # 单板 break 会掩盖该违例,多板扫描才暴露) + var rng = load("res://core/rng_service.gd").new() + rng.set_master_seed(20260919 + seed_i) + settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) + rows = [] + settlement.step_row.connect(func(row): rows.append(row)) + if not settlement.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": int(_db.hero.max_hp), "hero_max_hp": int(_db.hero.max_hp)}): + continue + board = settlement.minesweeper.current_board() + var r0 := {} + for c in board.compute_r0(): + r0[c] = true + by_type = {} + for y in board.height: + for x in board.width: + var c := Vector2i(x, y) + if r0.has(c) or by_type.size() == 5: + continue + var ident = settlement.query_reward_identity(c) + # aux 身份不入五型轴(五型齐备=格面资源断言轴, + # aux 供给挤占不改变本断言语义;扫描排除 aux 身份格) + if ident != null and String(ident.cell_type) != RewardTable.TREASURE_ITEM_TYPE and not by_type.has(String(ident.cell_type)): + by_type[String(ident.cell_type)] = c + # break 条件=percent_map 三型齐备(aux 供给挤占下 weaken/defense 收集时机漂移, + # 直验可达性优先;五型多样性 check 保留不动) + if by_type.has("attack") and by_type.has("defense") and by_type.has("weaken"): + break + Kit.check("扫描 6 板内出现五型齐备板(%s)" % str(by_type.keys()), by_type.size() == 5) + # attack/defense/weaken:负向字典行走 apply_effect(off_guard 走 ac 轴——兑付形态不变) + var percent_map := {"attack": "enrage", "defense": "off_guard", "weaken": "sapped"} + for ctype in percent_map.keys(): + if not by_type.has(ctype): + continue + rows.clear() + var snap: Dictionary = settlement._reward_economy.query_full_snapshot(by_type[ctype]) + settlement._grant_routed(snap, "negative", "mine_hit", by_type[ctype], 1) + var eff: String = percent_map[ctype] + Kit.check("%s 型负向 → %s 效果行(mine_hit 来源指回该格)" % [ctype, eff], _has_source_row(rows, "effect", "mine_hit") and _has_effect_id(rows, eff)) + # heal:负向 = 主角直伤(表值;不经增益状态) + if by_type.has("heal"): + rows.clear() + var hp_before: int = int(settlement.presentation_snapshot().hero.hp) + var snap_h: Dictionary = settlement._reward_economy.query_full_snapshot(by_type["heal"]) + settlement._grant_routed(snap_h, "negative", "mine_hit", by_type["heal"], 1) + var hp_after: int = int(settlement.presentation_snapshot().hero.hp) + var backlash_power: int = 0 + for row in _db.reward.rows: + if String(row.get("reward_id", "")) == "heal_backlash": + backlash_power = int(row.power) + Kit.check("heal 型负向 → 主角直伤 %d(%d → %d,不经增益状态)" % [backlash_power, hp_before, hp_after], hp_after == hp_before - backlash_power) + # blast:负向 = 警觉(敌方护甲等级 +1 percent 行) + if by_type.has("blast"): + rows.clear() + var snap_b: Dictionary = settlement._reward_economy.query_full_snapshot(by_type["blast"]) + settlement._grant_routed(snap_b, "negative", "mine_hit", by_type["blast"], 1) + var alert_ok: bool = false + for eff_a in settlement._status_effects.query_active("enemy"): + if String(eff_a.effect_id) == "alert": + alert_ok = true + Kit.check("blast 型负向 → 警觉(敌方护甲等级 +1 状态在位)", alert_ok) + # action:负向 = 下轮行动点 −1 / 正向 = +1(排队,轮开始兑现;确定性直验不依赖板面摇号) + rows.clear() + var d0: int = settlement.action_economy.pending_ap_delta() + settlement._grant_routed({"reward_id": "ap_drain", "cell_type": "action", "polarity": "negative", "display_name": "迟滞", "power": 1}, "negative", "mine_hit", Vector2i(0, 0), 1) + Kit.check("action 型负向 → 下轮行动点 −1(排队)", settlement.action_economy.pending_ap_delta() == d0 - 1) + settlement._grant_routed({"reward_id": "ap_up", "cell_type": "action", "polarity": "positive", "display_name": "行动点", "power": 1}, "positive", "safe_open", Vector2i(0, 0), 1) + Kit.check("action 型正负抵消 → 排队净值归零", settlement.action_economy.pending_ap_delta() == d0) + + +# 资源面断言:chain/dig 事件恒携带 resource=true(危险格同权);initial 恒 false(封锁格); +# 封锁格查询 = null、危险格未开恒可查。 + + +# 资源面断言:chain/dig 事件恒携带 resource=true(危险格同权);initial 恒 false(封锁格); +# 封锁格查询 = null、危险格未开恒可查。 +func _smoke_resource_surface() -> void: + print("--- 格面资源资格面(危险格携带 / 封锁格无资源)---") + var run1 = _run_battle(1, 0) + var run2 = _run_battle(2, 0) + var all_events: Array = run1.events + run2.events + var digchain_bad := 0 + var initial_bad := 0 + var mine_with_resource := 0 + var initial_count := 0 + for evt in all_events: + if not evt.has("resource"): + continue # 非揭示事件(round_end 标记等) + if String(evt.get("channel", "")) == "initial": + initial_count += 1 + if bool(evt.resource): + initial_bad += 1 + else: + if not bool(evt.resource): + digchain_bad += 1 + if evt.kind == "mine": + mine_with_resource += 1 + Kit.check("chain/dig 揭示事件 resource 恒 true(雷安同池——违例 %d)" % digchain_bad, digchain_bad == 0) + Kit.check("initial 揭示事件(封锁格)resource 恒 false(×%d 事件)" % initial_count, initial_bad == 0 and initial_count >= 1) + Kit.check("危险格揭示携带资源(mine ×resource=true %d——危险格不再恒无)" % mine_with_resource, mine_with_resource >= 1) + # 封锁格无身份 / 危险格未开恒可查(未开格恒可查——秘宝 桥接结构前提) + var rng3 = load("res://core/rng_service.gd").new() + rng3.set_master_seed(20260920) + var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng3) + settlement.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": int(_db.hero.max_hp)}) + var board = settlement.minesweeper.current_board() + var r0_first: Variant = null + for c in board.compute_r0(): + r0_first = c + break + var mine_unrevealed = null + for c in board.mines.keys(): + if not settlement.minesweeper.is_revealed(c): + mine_unrevealed = c + break + Kit.check("封锁格(R₀)身份查询 = null(不入摇号清单)", settlement.query_reward_identity(r0_first) == null) + Kit.check("未开危险格身份恒可查({reward_id, cell_type, tier}——秘宝 桥接前提)", mine_unrevealed != null and settlement.query_reward_identity(mine_unrevealed) != null) + + +# 五段全序断言(战斗结算 验收"五段全序"+ 行型封闭 10 类):逐轮行相位序 = 授予 → 增益/减益 → 战斗 → 衰减 → 判定。 diff --git a/game/tests/unit/battle_settlement/variant_placement_test.gd b/game/tests/unit/battle_settlement/variant_placement_test.gd new file mode 100644 index 00000000..ecf61af0 --- /dev/null +++ b/game/tests/unit/battle_settlement/variant_placement_test.gd @@ -0,0 +1,312 @@ +# tests/unit/battle_settlement/variant_placement_test.gd — 地形变异单元测试宿主(G6 第二宿主) +# 断言面 = 两套(批 B 断言迁移自 smoke_all.gd,G6 施工组): +# 地形变异 布置段(编排器战斗初始化第 4 步——门控一致性/布置域/数量公式/连通片上限/确定性;L1/L2 双迭代) +# 全局作用域变异(互锁负样本/门控三维/全局池空兜底回落/资源面偏斜守恒与合成序/快照投影不变) +# 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(各套自建 RngService——源套掷点隔离形态,宿主不持统一流); +# 表加载失败不中止(沿被迁断言面的源语义——承 G2/G3/G4/G5 同款)。 +# 运行:godot --headless --path game --script res://tests/unit/battle_settlement/variant_placement_test.gd +extends SceneTree + +const Kit := preload("res://tests/unit/test_kit.gd") +const ConfigDBScript := preload("res://core/config_db.gd") + +var _db + + +func _init() -> void: + _db = ConfigDBScript.new() + # 表加载失败不中止(承 G2/G3/G4/G5 同款:表损坏的红落在具体断言上—— + # 诊断在此展开,后续断言按坏表实况逐条验红;collect_only=true 下成员照常赋值可评) + var load_ok: bool = _db.load_tables("res://data/tables", true) + if not load_ok: + push_error("[variant_placement_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]) + # 套执行序沿源编排(基点 _run_core_smoke 调用序——本组套的相对序) + _smoke_variant_placement(1) + _smoke_variant_placement(2) + _smoke_global_variant() + quit(Kit.finish("variant_placement_test")) + + +# ---- 全局作用域变异 断言面(「全局池空 → region 兜底回落」路径 +# ——互锁负样本/门控三维/资源面偏斜守恒与合成序/快照投影不变)---- + + +# ---- 全局作用域变异 断言面(「全局池空 → region 兜底回落」路径 +# ——互锁负样本/门控三维/资源面偏斜守恒与合成序/快照投影不变)---- + +# 取号计数桩(variant_place 取号断言——子类拦截计数,派生与取数语义零改动) +class _CountVariantRng extends RngServiceCore: + var variant_calls := 0 + func open_stream(purpose: String) -> RandomNumberGenerator: + if purpose == "variant_place": + variant_calls += 1 + return super.open_stream(purpose) + + +# ---- 地形变异 布置段(棋盘设置顺序第 4 步断言面)---- +# 布置发生在编排器战斗初始化(install 初始展开 + roll_board 资源格之后),生成器产物零变异—— +# 本段经 begin_battle 走完整初始化序后断言:门控一致性 / 布置域 / 数量公式 / 连通片上限 / 确定性。 + +func _smoke_variant_placement(L: int) -> void: + print("--- 地形变异 布置段(L%d)---" % L) + var rng = load("res://core/rng_service.gd").new() + rng.set_master_seed(42) + var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) + if not settlement.begin_battle({"level_index": L, "node_depth": 0, "hero_hp": _db.hero.max_hp}): + Kit.check("L%d 布置段战斗启动失败" % L, false) + return + var b = settlement.minesweeper.current_board() + Kit.check("L%d 布置段板非空" % L, b != null) + if b == null: + return + var pool_ids: Array = [] + for r in _db.variant_pool(L, String(b.board_type)): + pool_ids.append(String(r.variant_id)) + var vcells: Array = b.variants.keys() + var vid0 := "" + var single_type := true + var bad_id := false + for c in vcells: + var ids: Array = b.variants[c] + if ids.size() != 1: + single_type = false + for vid in ids: + if vid0 == "": + vid0 = String(vid) + elif vid0 != String(vid): + single_type = false + if not pool_ids.has(String(vid)): + bad_id = true + Kit.check("L%d 变异 id 全在候选池(门控一致性:%s)" % [L, str(pool_ids)], not bad_id) + Kit.check("L%d 每图至多一种变异类型(单格单 id + 全图同 id)" % L, single_type) + var r0 := {} + for c in b.compute_r0(): + r0[c] = true + var domain_ok := true + for c in vcells: + if r0.has(c) or b.is_mine(c): + domain_ok = false + Kit.check("L%d 变异格全在初始展开区外且不吃危险格(布置域结构保障——closed_only)" % L, domain_ok) + var cand_count := 0 + for c in b.safe_cells(): + if not r0.has(c): + cand_count += 1 + var expect_cap: int = int(round(float(cand_count) * float(_db.variation.percent_of_cells) / 100.0)) \ + + (L - 1) * int(_db.variation.per_level_bonus) + Kit.check("L%d 变异格数 %d ≤ 公式上限 %d(可挖池百分比 + 关卡递增)" % [L, vcells.size(), expect_cap], vcells.size() <= expect_cap) + # 数量公式量随候选池缩放:L1 无关卡加成,极小池(<10 格)可 round 至 0—— + # 零布置为合法态(同池空口径);非零断言为条件式,公式量>0 时才要求非零(L2/L3 关卡加成保底恒>0) + Kit.check("L%d 公式量>0 时非零布置(极小池 round 至 0 = 合法零布置——2026-09-21 基数修正批)" % L, expect_cap == 0 or vcells.size() > 0) + var pack_max: int = int(_db.variation.pack_max) + var vset := {} + for c in vcells: + vset[c] = true + var seen := {} + var pack_ok := true + for c in vcells: + if seen.has(c): + continue + seen[c] = true + var comp_size := 1 + var q: Array = [c] + while q.size() > 0: + var x: Vector2i = q.pop_front() + for n in b.neighbors8(x): + if vset.has(n) and not seen.has(n): + seen[n] = true + comp_size += 1 + q.append(n) + if comp_size > pack_max: + pack_ok = false + Kit.check("L%d 全部连通片 ≤ %d 格(全连通生长、2×2/1×4/1×3+1 等形)" % [L, pack_max], pack_ok) + # 布置确定性:全新 RngService 同种子重开,变异布置逐格相同(variant_place 流确定性) + var rng2 = load("res://core/rng_service.gd").new() + rng2.set_master_seed(42) + var s2 = load("res://core/battle_orchestrator.gd").new(_db, rng2) + s2.begin_battle({"level_index": L, "node_depth": 0, "hero_hp": _db.hero.max_hp}) + var b2 = s2.minesweeper.current_board() + Kit.check("L%d 同种子变异布置逐格相同(variant_place 流确定性)" % L, b2 != null and _variant_dump(b2) == _variant_dump(b)) + + +func _variant_dump(b) -> String: + var keys: Array = b.variants.keys() + keys.sort_custom(func(a, b2): return a.y * 1000 + a.x < b2.y * 1000 + b2.x) + var parts: Array = [] + for c in keys: + parts.append("%d,%d:%s" % [c.x, c.y, str(b.variants[c])]) + return "|".join(parts) + + +# ---- 完整战斗回放(自动玩家,确定性)——回放断言:同种子两遍步骤流逐行相同 ---- + + +func _smoke_global_variant() -> void: + print("--- 全局作用域变异(门控三维 + 全局池空兜底回落 + 资源面偏斜)---") + # ① 跨字段互锁负样本(resource_face ⟺ scope=global 三条 + effect_value 新域 [0,50]) + var vt = load("res://data/schemas/variation_table.gd").new() + vt.rows.assign([{"variant_id": "g1", "display_name": "负甲", "unlock_level": 2, "scope": "region", + "effect": "resource_face", "effect_value": 30, "trigger": "always", "placement": "any", + "board_types": [], "counter_items": []}]) + Kit.check("互锁负样本③:resource_face + scope=region 被拒(resource_face ⇒ global)", _errs_has_cross_field(vt.validate())) + vt.rows.assign([{"variant_id": "g2", "display_name": "负乙", "unlock_level": 2, "scope": "global", + "effect": "hide_number", "effect_value": 0, "trigger": "always", "placement": "any", + "board_types": [], "counter_items": []}]) + Kit.check("互锁负样本④:scope=global + effect=hide_number 被拒(global ⇒ resource_face)", _errs_has_cross_field(vt.validate())) + vt.rows.assign([{"variant_id": "g3", "display_name": "负丙", "unlock_level": 2, "scope": "global", + "effect": "resource_face", "effect_value": 30, "trigger": "on_open", "placement": "any", + "board_types": [], "counter_items": []}]) + Kit.check("互锁负样本⑤:scope=global + trigger=on_open 被拒(global ⇒ always 整图恒在)", _errs_has_cross_field(vt.validate())) + vt.rows.assign([{"variant_id": "g4", "display_name": "负丁", "unlock_level": 2, "scope": "global", + "effect": "resource_face", "effect_value": 30, "trigger": "always", "placement": "closed_only", + "board_types": [], "counter_items": []}]) + Kit.check("互锁负样本⑥:scope=global + placement=closed_only 被拒(global ⇒ any 无格子布置域)", _errs_has_cross_field(vt.validate())) + vt.rows.assign([{"variant_id": "g5", "display_name": "负戊", "unlock_level": 2, "scope": "global", + "effect": "resource_face", "effect_value": 51, "trigger": "always", "placement": "any", + "board_types": [], "counter_items": []}]) + var vterr: Array = vt.validate() + var domain_hit := false + for e in vterr: + if String(e.get("category", "")) == "domain": + domain_hit = true + Kit.check("互锁负样本⑦:resource_face effect_value=51 越域 [0,50] 被拒(不适用 flat_damage [1,9] 加法核)", domain_hit) + # ② 门控第三维(节点身份——global 行仅 boss/elite 入池;缺省/普通节点静默跳过零报错) + var pool_boss_ids: Array = [] + for r in _db.variant_pool(2, "underdark", "boss"): + pool_boss_ids.append(String(r.variant_id)) + Kit.check("门控三维:L2 underdark boss 池 = region 两行(贫矿脉 2026-10-16 屏蔽删行后无 global 行)", pool_boss_ids == ["magma", "ash"]) + var pool_battle_ids: Array = [] + for r in _db.variant_pool(2, "underdark", "battle"): + pool_battle_ids.append(String(r.variant_id)) + Kit.check("门控三维:battle 节点静默跳过 global 行(普通图零报错零警告)", pool_battle_ids == ["magma", "ash"]) + Kit.check("门控三维:缺省双参调用 = global 行跳过(既有调用口径零扰动)", _db.variant_pool(2, "underdark").is_empty() == false and _db.variant_pool(2, "underdark").size() == 2) + Kit.check("L1 Boss 免疫:unlock_level=2 门控在 boss 节点同样生效(教学保护带 B)", _db.variant_pool(1, "underdark", "boss").is_empty()) + Kit.check("全局决议:battle 节点恒无全局型", _db.global_variant_row(2, "underdark", "battle").is_empty()) + Kit.check("全局决议:L2 boss 全局池空 → 空行(贫矿脉屏蔽后兜底回落承载)", _db.global_variant_row(2, "underdark", "boss").is_empty()) + Kit.check("全局决议:L1 boss 全局池空 → 空行(兜底回落承载)", _db.global_variant_row(1, "underdark", "boss").is_empty() and _db.global_variant_row(1, "dungeon", "boss").is_empty()) + Kit.check("elite 前向词位:boss 同池恒空(贫矿脉屏蔽后——词表位不造行)", _db.global_variant_row(2, "underdark", "elite").is_empty()) + # ③ 兜底回落:全局池空 → Boss 图改走 region 候选池(恰一行 region 变异 + 格子级布置 + 正常取号) + var crng = _CountVariantRng.new() + crng.set_master_seed(42) + var boss_settlement = load("res://core/battle_orchestrator.gd").new(_db, crng) + var boss_ok: bool = boss_settlement.begin_battle({"level_index": 2, "node_depth": 9, "hero_hp": int(_db.hero.max_hp), "node_type": "boss"}) + Kit.check("L2 Boss 战斗启动(node_depth=9 Boss 终点——兜底回落断言载体)", boss_ok) + var boss1_ids: Array = [] + var boss1_variants: Dictionary = {} + var boss1_calls := 0 + if boss_ok: + var bb = boss_settlement.minesweeper.current_board() + Kit.check("屏蔽后回落:Boss 图无整图全局型(board_variants 空——全局池空合法态)", bb.board_variant_ids().is_empty()) + var boss_vids := {} + for vc in bb.variants: + for vid in bb.variants[vc]: + boss_vids[String(vid)] = true + Kit.check("屏蔽后回落:Boss 图 region 变异恰一行且在候选池内(实测 %s)" % str(boss_vids.keys()), boss_vids.size() == 1 and (boss_vids.has("magma") or boss_vids.has("ash"))) + Kit.check("屏蔽后回落:Boss 图恢复 region 变异格布置(原替换制跳过 region 的逻辑随全局池空失效)", not bb.variants.is_empty()) + Kit.check("屏蔽后回落:variant_place 恢复取号(原全局取用零取号态消失)", crng.variant_calls > 0) + var snap: Dictionary = boss_settlement.presentation_snapshot() + Kit.check("快照投影:board_variants 空态一致(横幅/角标唯一读取面——无全局型即零预告)", _arr_str_eq(snap.get("board_variants", []), bb.board_variant_ids())) + boss1_ids = bb.board_variant_ids() + boss1_variants = bb.variants.duplicate() + boss1_calls = crng.variant_calls + # Boss 图确定性:同种子两遍逐位相同 + var crng2 = _CountVariantRng.new() + crng2.set_master_seed(42) + var boss2 = load("res://core/battle_orchestrator.gd").new(_db, crng2) + if boss2.begin_battle({"level_index": 2, "node_depth": 9, "hero_hp": int(_db.hero.max_hp), "node_type": "boss"}): + var bb2 = boss2.minesweeper.current_board() + Kit.check("确定性:同种子 Boss 图两遍 board_variants/变异格/取号逐位相同(region 布置路径)", _arr_str_eq(bb2.board_variant_ids(), boss1_ids) and bb2.variants == boss1_variants and crng2.variant_calls == boss1_calls) + # ④ 资源面偏斜投影(RewardEconomy 纯函数面——守恒/白名单/构造例/合成序) + var eco = load("res://core/reward_economy.gd").new(_db, load("res://core/rng_service.gd").new()) + var base_rows: Array = eco._rollable_rows() + var base_sum: int = eco._pool_weight(base_rows) + Kit.check("偏斜基线:正向池现行合计 77(挖掘风险批口径)", base_sum == 77) + eco.board_skew = 0 + var off_rows: Array = eco._biased_cell_rows(0) # 内容数据驱动扩展批 T4:偏运权重改 reward_roll 订阅命中入参(luck_bias 注入位退役) + Kit.check("off 态零扰动:board_skew=0 行集与基线逐位相同(不进投影域)", off_rows.size() == base_rows.size() and _rows_weights_equal(off_rows, base_rows)) + eco.board_skew = 30 + var on_rows: Array = eco._biased_cell_rows(0) + Kit.check("合计守恒:偏斜后正向池合计 = 77(整数最大余数重归一)", eco._pool_weight(on_rows) == 77) + var wmap := _rows_weight_map(on_rows) + Kit.check("白名单豁免:weaken/gp/action 三行偏斜后逐位不动", wmap.get("weaken", -1) == 8 and wmap.get("ap_up", -1) == 6 and wmap.get("gp_coin", -1) == 2) + Kit.check("生存族下调:heal 4→3 / defense 11→7(v=30 构造例)", wmap.get("heal_minor", -1) == 3 and wmap.get("ac_up", -1) == 7) + Kit.check("进攻族上浮:attack 14→15 / blast 16→18 / pierce 8→9 / magic 8→9(v=30 构造例,等比上浮守恒)", wmap.get("attack_up", -1) == 15 and wmap.get("spark_aoe", -1) == 18 and wmap.get("pierce_strike", -1) == 9 and wmap.get("magic_bolt", -1) == 9) + eco.board_skew = 30 + var combo_rows: Array = eco._biased_cell_rows(2) # 件级加算 2=偏运硬币行 value(reward_roll bias_rewards 命中面同值) + var cw := _rows_weight_map(combo_rows) + Kit.check("合成序:图级偏斜先(乘法面)件级 luck_bias 后(加法 +2×四稀有类)——合计 77+8", eco._pool_weight(combo_rows) == 77 + 4 * 2) + Kit.check("合成序构造例:skew(heal 3)+2=5 / gp 2+2=4 / pierce 9+2=11 / magic 9+2=11(图级定型后玩家构筑叠加)", cw.get("heal_minor", -1) == 5 and cw.get("gp_coin", -1) == 4 and cw.get("pierce_strike", -1) == 11 and cw.get("magic_bolt", -1) == 11) + eco.board_skew = 50 + var v50: Dictionary = _rows_weight_map(eco._biased_cell_rows(0)) + Kit.check("域上界 v=50:守恒成立且逐行权重恒正(域 [0,50] 安全)", eco._pool_weight(eco._biased_cell_rows(0)) == 77 and int(v50.get("heal_minor", -1)) > 0) + # 普通图摇号全链路确定性(off 路径)——同种子普通图资源映射逐位相同(golden 对拍另有批前快照) + var nrng = load("res://core/rng_service.gd").new() + nrng.set_master_seed(42) + var normal1 = load("res://core/battle_orchestrator.gd").new(_db, nrng) + normal1.begin_battle({"level_index": 2, "node_depth": 0, "hero_hp": int(_db.hero.max_hp)}) + var n1: Dictionary = _board_resource_dump(normal1) + var nrng2 = load("res://core/rng_service.gd").new() + nrng2.set_master_seed(42) + var normal2 = load("res://core/battle_orchestrator.gd").new(_db, nrng2) + normal2.begin_battle({"level_index": 2, "node_depth": 0, "hero_hp": int(_db.hero.max_hp)}) + Kit.check("确定性:同种子普通图布置/摇号两遍逐位相同(off 全链路)", n1 == _board_resource_dump(normal2) and not n1.is_empty()) + + +func _arr_str_eq(a, b: Array) -> bool: + var arr: Array = a if a is Array else [] + if arr.size() != b.size(): + return false + for i in arr.size(): + if String(arr[i]) != String(b[i]): + return false + return true + + +func _rows_weights_equal(a: Array, b: Array) -> bool: + if a.size() != b.size(): + return false + for i in a.size(): + if String(a[i].get("reward_id", "")) != String(b[i].get("reward_id", "")) or int(a[i].weight) != int(b[i].weight): + return false + return true + + +func _rows_weight_map(rows: Array) -> Dictionary: + var m := {} + for r in rows: + m[String(r.get("reward_id", ""))] = int(r.weight) + return m + + +func _board_resource_dump(settlement) -> Dictionary: + var b = settlement.minesweeper.current_board() + var dump := {} + for c in b.variants.keys(): + dump["v:%d,%d" % [c.x, c.y]] = ",".join(b.variants[c]) + for y in b.height: + for x in b.width: + var ident = settlement._reward_economy.query_identity(Vector2i(x, y)) + if ident != null: + dump["r:%d,%d" % [x, y]] = String(ident.reward_id) + return dump + + +# ---- 地形变异 布置段(棋盘设置顺序第 4 步断言面)---- +# 布置发生在编排器战斗初始化(install 初始展开 + roll_board 资源格之后),生成器产物零变异—— +# 本段经 begin_battle 走完整初始化序后断言:门控一致性 / 布置域 / 数量公式 / 连通片上限 / 确定性。 + + +func _errs_has_cross_field(errs: Array) -> bool: + for e in errs: + if String(e.get("category", "")) == "cross_field": + return true + return false + + +# ---- 全局作用域变异 断言面(「全局池空 → region 兜底回落」路径 +# ——互锁负样本/门控三维/资源面偏斜守恒与合成序/快照投影不变)---- + +# 取号计数桩(variant_place 取号断言——子类拦截计数,派生与取数语义零改动) diff --git a/game/tests/unit/contracts/source_guard_test.gd b/game/tests/unit/contracts/source_guard_test.gd new file mode 100644 index 00000000..a0105642 --- /dev/null +++ b/game/tests/unit/contracts/source_guard_test.gd @@ -0,0 +1,77 @@ +# tests/unit/contracts/source_guard_test.gd — 仓库自身源码契约单元测试宿主 +# 断言面 = 两套(批 B 断言迁移自 smoke_all.gd,G12 施工组;被测对象=仓库自身源文件, +# 主会话裁决五新设 source_guard 子目录归「契约」语义): +# 类型闸(project.godot warning 配置在位 + 审计器闸机接线) +# 卫生件 grep 闸(产品码字符串 Callable/死代码/GP 影子账残留零命中 + 层序落位单口) +# 协议照单元侧惯例:extends SceneTree+Kit.check 主通道;被测面是仓库文件直读 +# (FileAccess/DirAccess/project.godot 设置),零表夹具零 RNG。 +# 运行:godot --headless --path game --script res://tests/unit/contracts/source_guard_test.gd +extends SceneTree + +const Kit := preload("res://tests/unit/test_kit.gd") + + +func _init() -> void: + # 套执行序沿源编排序(_split_tail 尾段调用序) + _smoke_type_gate() + _smoke_hygiene_gates() + quit(Kit.finish("source_guard_test")) + + +# ---- 类型闸断言(V7——project.godot warning 配置在位〔源码断言〕+审计器脚本在位; +# 审计器归零判定走 static_scan S9 闸机,此处兜配置面)---- +func _smoke_type_gate() -> void: + var pj: String = FileAccess.get_file_as_string("res://project.godot") + Kit.check("V7 类型闸 warning 配置在位(untyped_declaration=1 显形)〔迭代27 T5〕", + pj.contains("gdscript/warnings/untyped_declaration=1")) + var scan_src: String = FileAccess.get_file_as_string("res://tests/static_scan.sh") + Kit.check("V7 类型审计器闸机在位(static_scan S9 → tools/audit_type_hints.py)〔迭代27 T5〕", + scan_src.contains("audit_type_hints.py")) + + +# ---- 卫生件 grep 闸(V8——死代码/字符串 Callable/影子账残留零命中;源码扫描面)---- +func _smoke_hygiene_gates() -> void: + var callables := 0 + for d in ["res://core", "res://presentation", "res://data"]: + var dir := DirAccess.open(d) + if dir == null: + continue + dir.list_dir_begin() + var f := dir.get_next() + while f != "": + if dir.current_is_dir() and not f.begins_with("."): + var sub := DirAccess.open(d + "/" + f) + if sub != null: + sub.list_dir_begin() + var g := sub.get_next() + while g != "": + if g.ends_with(".gd"): + var t: String = FileAccess.get_file_as_string(d + "/" + f + "/" + g) + callables += t.count("Callable(self, \"") + g = sub.get_next() + elif f.ends_with(".gd"): + var t2: String = FileAccess.get_file_as_string(d + "/" + f) + callables += t2.count("Callable(self, \"") + f = dir.get_next() + Kit.check("V8 字符串 Callable 产品码零命中(实测应 0——方法引用换装闸)〔迭代27 T6〕", + callables == 0) + Kit.check("V8 FeatsEngine 整文件退役(class_name 注销=文件删除)〔迭代27 T6〕", + not FileAccess.file_exists("res://core/feats_engine.gd")) + var bo: String = FileAccess.get_file_as_string("res://core/battle_orchestrator.gd") + Kit.check("V8 死代码抽查·_attune_row 零残留〔迭代27 T6〕", + not bo.contains("func _attune_row")) + var sm: String = FileAccess.get_file_as_string("res://core/save_manager.gd") + Kit.check("V8 死代码抽查·attunement_counters 零残留〔迭代27 T6〕", + not sm.contains("func attunement_counters")) + var mv: String = FileAccess.get_file_as_string("res://presentation/main.gd") + Kit.check("V8 GP 影子账残留零命中(main 源码面——文件已删+委托缝已拆)〔迭代27 T3〕", + not mv.contains("gp_shadow_ledger") and not mv.contains("_gp_ledger")) + # V1d 层序落位单口:main.gd 的 move_child 调用全部收在 _apply_layer_contract 内(合同装配单口—— + # 函数体之外零调用点;出现第二处落位=硬编码层序,须改合同表而非加调用) + var fn_start: int = mv.find("func _apply_layer_contract") + var fn_end: int = mv.find("\nfunc ", fn_start + 10) + if fn_end < 0: + fn_end = mv.length() + var outside_calls: int = (mv.substr(0, fn_start) + mv.substr(fn_end)).count("move_child(") + Kit.check("V1d 层序落位单口(_apply_layer_contract 之外 move_child 调用点=%d 应=0)〔装配生命批 V1〕" % outside_calls, + outside_calls == 0) diff --git a/game/tests/unit/core/adventure_feats_test.gd b/game/tests/unit/core/adventure_feats_test.gd new file mode 100644 index 00000000..1d606162 --- /dev/null +++ b/game/tests/unit/core/adventure_feats_test.gd @@ -0,0 +1,820 @@ +# tests/unit/core/adventure_feats_test.gd — 冒险结构与专长单元测试宿主 +# 断言面 = 三套(批 B 断言迁移自 smoke_all.gd,G7 施工组): +# 冒险结构 API 闸(状态机受理面——重复开始拒绝/入口停点/放弃两态) +# 冒险验收断言(三关序列/大奖励三层兑付/账本封闭/败北线/恢复数学/加算区同账/共享池) +# 专长重设计实装(feat_table 四级/案D 池接线/V3 订阅面逐件三列/专长凭证保底) +# 注:断点往返三条(基点 1420–1426)按主会话裁决②改判集成宿主,不在本宿主断言面内。 +# 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(_fresh_rng 同种子隔离夹具——RngService 构造注入 runner); +# 表加载失败不中止(沿被迁断言面的源语义——承 G2–G6 同款)。 +# 运行:godot --headless --path game --script res://tests/unit/core/adventure_feats_test.gd +extends SceneTree + +const Kit := preload("res://tests/unit/test_kit.gd") +const ConfigDBScript := preload("res://core/config_db.gd") + +var _db + + +func _init() -> void: + _db = ConfigDBScript.new() + # 表加载失败不中止(承 G2/G3/G4/G5 同款:表损坏的红落在具体断言上—— + # 诊断在此展开,后续断言按坏表实况逐条验红;collect_only=true 下成员照常赋值可评) + var load_ok: bool = _db.load_tables("res://data/tables", true) + if not load_ok: + push_error("[adventure_feats_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]) + # 套执行序沿源编排(基点 _run_core_smoke 调用序——本组套的相对序) + _smoke_adventure_api() + _smoke_adventure() + _smoke_feats() + quit(Kit.finish("adventure_feats_test")) + + +# ---- 冒险结构冒烟(AdventureTable 建表 + AdventureRunner + 冒险验收断言)---- + +# 令牌候选匹配(TP0——kind+tier 复合身份;冒烟断言面共用) +func _smoke_find_token(candidates: Array, kind: String, tier: String) -> Dictionary: + for t in candidates: + var tok: Dictionary = t as Dictionary + if String(tok.get("kind", "")) == kind and String(tok.get("tier", "")) == tier: + return tok + return {} + + +# ② 冒险结构 API 闸(状态机受理面——重复开始拒绝 / 入口停点 / 放弃两态) + + +# ② 冒险结构 API 闸(状态机受理面——重复开始拒绝 / 入口停点 / 放弃两态) +func _smoke_adventure_api() -> void: + print("--- 冒险结构 API 闸(重复开始拒绝 · 入口停点 · 放弃两态受理)---") + var adr = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(42)) + adr.set_hero_override(900, 400) # 首战速胜档(放弃的非战斗受理要走到选路态) + # 入口停点观测(信号序 + 入口候选快照——容器写回规避 lambda 按值捕获) + var sig_seq: Array = [] + var obs := {"entry_cands": []} + adr.level_started.connect(_api_mark_started.bind(sig_seq)) + adr.choices_presented.connect(_api_mark_choices.bind(sig_seq, obs)) + adr.node_entered.connect(_api_mark_node.bind(sig_seq)) + Kit.check("冒险启动受理(主种子注入恰一次——state=running;first_script=固定模板 0——精确路径断言需要现行图,零抽签)", adr.start_adventure(42, {"first_script": true})) + Kit.check("进行中重复 start_adventure 拒绝(重开须待结算完毕)", not adr.start_adventure(43)) + Kit.check("停点前移次序契约:level_started 先于入口候选呈现(反序选路口会被呈现层 runner 空防御丢弃)", sig_seq.size() == 2 and String(sig_seq[0]) == "level_started" and String(sig_seq[1]) == "choices_presented") + Kit.check("入口停点:选路态 + 入口单候选 + 首战未开(呈现零 RNG 消耗——pick 前零战斗域)", + adr.runner().awaiting_choice() and (obs["entry_cands"] as Array).size() == 1 \ + and adr.runner().current_battle() == null) + Kit.check("pick 入口候选受理(同一 _enter_node——与旧自动进入逐位等价)", adr.runner().pick_next_node(int(adr.runner().next_candidate_ids()[0]))) + Kit.check("pick 后 node_entered 到达 + 首战在飞(接口①开始关卡——停点闭合直达战斗节点)", sig_seq.size() == 3 and String(sig_seq[2]) == "node_entered" and adr.runner().current_battle() != null) + Kit.check("战斗中 abandon 拒绝(战斗域单事务在飞)", not adr.abandon()) + # 驱动首战到胜利 → 选路态(非战斗期)→ abandon 受理 + var autoplay = load("res://smoke/level_autoplay.gd") + var battle = adr.runner().current_battle() + var st := _battle_st("normal") + var guard := 30 + while adr.runner().current_battle() == battle and guard > 0: + guard -= 1 + autoplay._autoplay_battle(adr.runner(), battle, st, null) + Kit.check("首战胜后选路态(非战斗期——current_battle 置空)", adr.runner().current_battle() == null and adr.runner().awaiting_choice()) + Kit.check("非战斗期 abandon 受理(选路态——同失败型结算)", adr.abandon()) + var sum: Dictionary = adr.summary + Kit.check("放弃结算:result=abandoned · cleared=false(已获面不追回——钥石累计 %d)" % int(sum.get("keystone_total", -1)), String(sum.get("result", "")) == "abandoned" and not bool(sum.get("cleared", true))) + Kit.check("结算后重复 abandon 拒绝(结算受理只算一次——state=idle)", not adr.abandon()) + + +# 观测桩(信号序采集——bind 容器写回,签名按各信号实参定制) + + +# 观测桩(信号序采集——bind 容器写回,签名按各信号实参定制) +func _api_mark_started(_li: int, _dn: String, seq: Array) -> void: + seq.append("level_started") + + +func _api_mark_choices(cands: Array, seq: Array, obs: Dictionary) -> void: + seq.append("choices_presented") + obs["entry_cands"] = cands.duplicate() + + +func _api_mark_node(_node: Dictionary, _info: Dictionary, seq: Array) -> void: + seq.append("node_entered") + + +# ③ 冒险验收断言(映射 冒险结构.md 验收标准——表覆盖/满配通关/种子复现/大奖励/败北线/ +# 重复拒绝/GP 跨关延续/加算区同账/恢复数学/放弃) + + +# ③ 冒险验收断言(映射 冒险结构.md 验收标准——表覆盖/满配通关/种子复现/大奖励/败北线/ +# 重复拒绝/GP 跨关延续/加算区同账/恢复数学/放弃) +func _smoke_adventure() -> void: + print("--- 冒险结构验收(三关序列 · 大奖励 · 摘要五件事 · 账本封闭)---") + var autoplay = load("res://smoke/level_autoplay.gd") + # ① 表与覆盖义务(序列关数 = 行集关数;行集内每个战斗/Boss 节点跨表精确行集——覆盖义务断言; + # enemy 侧键域 = (level_index, row_kind, depth_band)——战斗节点查 battle 键域、Boss 节点查 boss 键域, + # 同带多行合法,带键聚合天然兼容〔fv24〕) + Kit.check("序列关数 = 行集关数(三关正式序列生效)", int(_db.level.rows.size()) == 3) + var bg_keys := {} + for row in _db.board_gen.rows: + bg_keys["%d_%d" % [int(row.level_index), int(row.node_depth)]] = true + var en_keys := {} + for row in _db.enemy.rows: + en_keys["%d_%s_%d" % [int(row.level_index), String(row.get("row_kind", "")), int(row.get("depth_band", -1))]] = true + var miss := 0 + for row in _db.level.rows: + for n in _level_active_nodes(int(row.level_index)): + var nt := String(n.get("type", "")) + if nt != "battle" and nt != "boss": + continue + var key := "%d_%s_%d" % [int(row.level_index), nt, int(n.get("node_depth", -1))] + if not bg_keys.has("%d_%d" % [int(row.level_index), int(n.get("node_depth", -1))]) or not en_keys.has(key): + miss += 1 + Kit.check("行集内每个战斗/Boss 节点在 board_gen + enemy 有精确行集(缺失 %d——带键 (L,row_kind,depth_band))" % miss, miss == 0) + # ② 满配通关 + ④ 三层奖励兑付(三选一恰 2 次 · 回血封顶 · 钥石逐杀 · 候选零重复) + var st: Dictionary = autoplay.run_adventure(_db, 42, 900, 400) + var sum: Dictionary = st["summary"] + Kit.check("满配通关(42 / atk+900 / hp+400——cleared=true;v2 怪阶梯后旧 200/100 档不再满配)", String(st["result"]) == "completed" and bool(sum.get("cleared", false))) + Kit.check("通关几关 = 3(levels_cleared)", int(sum.get("levels_cleared", -1)) == 3) + var ks_exp := 0 + for li in range(1, int(_db.level.rows.size()) + 1): + ks_exp += int(_db.meta_boss_keystone_row(li).get("first_kill", 0)) + Kit.check("钥石合计 = ΣBoss 首杀行值(%d——逐杀掉落新口径;断点未注入恒首杀)" % int(sum.get("keystone_total", -1)), int(sum.get("keystone_total", -1)) == ks_exp) + var drops: Array = sum.get("keystone_drops", []) as Array + Kit.check("逐杀掉落明细恰 3 笔(L1/L2/L3——additive 摘要键 keystone_drops)", drops.size() == 3) + Kit.check("摘要携带主种子(42)", int(sum.get("master_seed", -1)) == 42) + var picks: Array = [] + var resolves: Array = [] + var node_picks := 0 + for ev in (st["reward_events"] as Array): + if (ev as Dictionary).has("curio_pick"): + picks.append((ev as Dictionary)["curio_pick"]) + elif (ev as Dictionary).has("node_curio_pick"): + node_picks += 1 # 奖励节点三选一(每关奖励节点各 1 次) + elif (ev as Dictionary).has("curio_resolved"): + resolves.append((ev as Dictionary)["curio_resolved"]) + Kit.check("通关三选一恰呈现 2 次、恰兑付 2 次(L1/L2 后——末关不发;resolves 含节点回执另计)", picks.size() == 2 and resolves.size() == 2 + node_picks) + Kit.check("奖励节点三选一 ≥1 次(L1 链必经 1 个;L2/L3 图可选路经若干——实际经停 %d)" % node_picks, node_picks >= 1) + var node_resolves := 0 + for r0 in resolves: + if String((r0 as Dictionary).get("context", "")) == "reward_node": + node_resolves += 1 + Kit.check("奖励节点兑付回执与经停逐笔相等(context=reward_node——同账计数 %d/%d)" % [node_resolves, node_picks], node_resolves == node_picks) + var level_resolves: Array = [] + for r0 in resolves: + if String((r0 as Dictionary).get("context", "")) != "reward_node": + level_resolves.append(r0) + var heal_ok := picks.size() == 2 + var cand_ok := picks.size() == 2 + var ks_gain_ok := picks.size() == 2 + var resolve_ok := level_resolves.size() == 2 + var max_flat := int(_db.adventure.curio_value_max_hp_common) + var heal_pct := int(_db.adventure.clear_heal_pct) + var hp_acc := 0 # max_hp 件累加(回血封顶断言的生效上限推导——TP0 起按兑付令牌实值,大小档分别计) + var ks_prefix := 0 + for i in picks.size(): + var p: Dictionary = picks[i] + var cands: Array = p.get("candidates", []) as Array + if cands.size() < 2 or cands.size() > 3: + cand_ok = false + var seen := {} + for c in cands: + # 身份键 = kind|tier|feat_id(TP0 v2.2 relic 按 feat_id 分列 + # 不参与同 kind 去重〔_token_identity relic: 前缀〕,同 tier 三枚不同流派件=三个不同选项合法态) + var ckey := "%s|%s|%s" % [String((c as Dictionary).get("kind", "")), String((c as Dictionary).get("tier", "")), String((c as Dictionary).get("feat_id", ""))] + if seen.has(ckey): + cand_ok = false + seen[ckey] = true + var heal: int = int(p.get("heal_gained", -1)) + var hp_before: int = int(p.get("hp_before", -1)) + var hp_after: int = int(p.get("hp_after", -1)) + # 账本生效上限口径:置满/回血封顶按生效上限(flat 后乘调试浮窗 pct)——本段 pct=400 + # 加算区 = 树/锻造件(hp_acc)+购血观测值(level_autoplay 停点快照 bonus_max_hp)——精确断言不再窗口拟合 + var extra_obs := int(p.get("bonus_max_hp", -1)) + var m_obs := int(round(float(int(_db.hero.max_hp) + hp_acc + extra_obs) * 5.0)) + var heal_exp := mini(int(floor(float(m_obs) * float(heal_pct) / 100.0)), m_obs - hp_before) + if extra_obs < 0 or heal != heal_exp or hp_after != hp_before + heal or hp_after > m_obs: + heal_ok = false + ks_prefix += int(_db.meta_boss_keystone_row(int(p.get("level_index", -1))).get("first_kill", 0)) + if int(p.get("keystone_gained", -1)) != int(_db.meta_boss_keystone_row(int(p.get("level_index", -1))).get("first_kill", 0)) or int(p.get("keystone_total", -1)) != ks_prefix: + ks_gain_ok = false + if resolve_ok: + var r: Dictionary = level_resolves[i] + var rk := String(r.get("picked", "")) + var rt := String(r.get("tier", "")) + if _smoke_find_token(p.get("candidates", []) as Array, rk, rt).is_empty() or int(r.get("value", -1)) != int(_db.adventure.curio_value(rk, rt)): + resolve_ok = false + if rk == "max_hp": + hp_acc += int(r.get("value", max_flat)) + Kit.check("三选一候选 2–3 枚且零重复(令牌洗牌不放回——kind+tier 复合身份)", cand_ok) + Kit.check("通关部分回血封顶(floor(观测上限×比例) 封顶——购血观测值精确断言,核代码增补)", heal_ok) + Kit.check("钥石逐杀入账(首杀档位 + 累计逐位)", ks_gain_ok) + Kit.check("点选恰兑付选中一件(值=令牌档位表值;未选项零生效)", resolve_ok) + var seq: Array = st["encounter_max_hp_seq"] + var k := 5.0 # hp+400 ⇒ 调试浮窗百分比后乘 ×5(加算先加、百分比后乘——生效次序口径) + var exp_base := maxi(1, int(round(float(int(_db.hero.max_hp)) * k))) + # 模拟档 v3.4 商店贪心购血合法抬升——上限窗口 = 基础 + 加算区 3 件 + 购血余量; + # 大生命 +10(优秀档)——上界按大件最坏构成 3×10+购血 15=+45(TP0 放宽承袭) + var hp_ceiling := maxi(1, int(round(float(int(_db.hero.max_hp) + 3 * int(_db.adventure.curio_value("max_hp", "excellent")) + 15) * k))) + var seq_ok := seq.size() > 0 and int(seq[0]) == exp_base + for v in (seq as Array): + if int(v) < exp_base or int(v) > hp_ceiling: + seq_ok = false + Kit.check("各战上限入参 ∈ [基础, 基础+3×件值+购血余量](覆盖值通道——双渠道共享上限 3;模拟档贪心购血合法叠加〔数值修复批 v3.4〕;首战=基础 %d)" % exp_base, seq_ok) + # ③ 种子域可复现(同种子两局:summary + 上限序列 + 行进序列 + 三选一停点载荷逐位一致) + var st2: Dictionary = autoplay.run_adventure(_db, 42, 900, 400) + Kit.check("同种子两局逐位可复现(summary/上限序列/行进序列/三选一载荷——reward_pick 封闭流)", + st2["summary"] == sum and st2["encounter_max_hp_seq"] == seq + and st2["visited_ids"] == st["visited_ids"] and st2["reward_events"] == st["reward_events"]) + # ⑤ 败北线(零配 L1 败北 + 半配 L2 败北——种子扫描,仿商店房 range(42,92) 先例) + var lose := {} + for s in range(42, 92): + var stl: Dictionary = autoplay.run_adventure(_db, s, 0, 0) + if String(stl["result"]) == "failed" and int(stl["summary"].get("stopped_at", -1)) == 1: + lose = {"s": s, "st": stl} + break + Kit.check("零配 L1 败北种子可达(seed=%s)" % str(lose.get("s", -1)), not lose.is_empty()) + if not lose.is_empty(): + var sl: Dictionary = lose["st"]["summary"] + Kit.check("L1 败北摘要:未打穿 · 通关 0 关 · 钥石 0 · 止步第 1 层", + not bool(sl["cleared"]) and int(sl["levels_cleared"]) == 0 \ + and int(sl["keystone_total"]) == 0 and int(sl["stopped_at"]) == 1) + var dl: Dictionary = sl.get("defeat", {}) + Kit.check("L1 败北败退明细:层号/节点编号/节点类型在案(数值验证取数面 2026-09-22)", + int(dl.get("level_index", -1)) == 1 and int(dl.get("node_id", -1)) >= 0 \ + and String(dl.get("node_type", "")) in ["battle", "boss"]) + var half := {} + for s in range(42, 142): + var sth: Dictionary = autoplay.run_adventure(_db, s, 50, 0) + if String(sth["result"]) == "failed" and int(sth["summary"].get("stopped_at", -1)) == 2: + half = {"s": s, "st": sth} + break + Kit.check("半配(atk+50)L2 败北种子可达(seed=%s)" % str(half.get("s", -1)), not half.is_empty()) + if not half.is_empty(): + var sh: Dictionary = half["st"]["summary"] + Kit.check("L2 败北摘要:L1 已过(钥石=L1 首杀掉落)· 止步第 2 层", + not bool(sh["cleared"]) and int(sh["levels_cleared"]) == 1 \ + and int(sh["keystone_total"]) == int(_db.meta_boss_keystone_row(1).get("first_kill", 0)) \ + and int(sh["stopped_at"]) == 2) + var dh: Dictionary = sh.get("defeat", {}) + Kit.check("L2 败北败退明细:层号=2 · 节点在案(数值验证取数面 2026-09-22)", + int(dh.get("level_index", -1)) == 2 and int(dh.get("node_id", -1)) >= 0 \ + and String(dh.get("node_type", "")) in ["battle", "boss"]) + # ⑥ 重复宣布拒绝(settle 后再调 _on_level_finished——摘要零变化) + var adr6 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(7)) + adr6.set_hero_override(900, 400) + Kit.check("重复拒绝场景:冒险启动(seed 7——固定模板 0 同上)", adr6.start_adventure(7, {"first_script": true})) + adr6.runner().pick_next_node(int(adr6.runner().next_candidate_ids()[0])) # 入口停点 pick 进首战 + var b6 = adr6.runner().current_battle() + var st6 := _adv_st() + var g6 := 30 + while adr6.runner().current_battle() == b6 and g6 > 0: + g6 -= 1 + autoplay._autoplay_battle(adr6.runner(), b6, st6, null) + Kit.check("重复拒绝场景就位:选路态放弃 → 已结算", adr6.abandon()) + var sum6_before: Dictionary = adr6.summary.duplicate(true) + adr6._on_level_finished({"result": "victory", "hp": 10, "node_index": 1, "node_id": 1, "node_type": "battle"}) + Kit.check("重复关卡结束宣布拒绝(账本与摘要零变化——契约 7)", adr6.summary == sum6_before) + # ⑦ GP 跨关延续(L1 收束无 clear · 每战入账恰一次 · L2 商店房余额 > 0 · 冒险收束 clear 恰一次为末事件) + var wallet: Array = st["wallet_events"] + var clears := 0 + var gains := 0 + for ev in wallet: + if String(ev["event"]) == "clear": + clears += 1 + elif String(ev["event"]) == "gain" and String(ev.get("source", "")) != "curio_pick": + gains += 1 # 战斗完成入账计数(三选一 GP 袋件入账另有 source 标记——不计战斗口径) + Kit.check("每战完成入账恰一次(gain %d = battles %d——GP 袋件入账单列)" % [gains, int(st["battles"])], gains == int(st["battles"])) + Kit.check("钱包 clear 恰一次且为末事件(关卡收束不清——GP 冒险收束清零归冒险结构)", clears == 1 and wallet.size() > 0 and String(wallet[wallet.size() - 1]["event"]) == "clear") + var shop_seq: Array = st["shop_gp_seq"] + Kit.check("L2 商店房到达余额 > 0(%d——L1 积累跨关延续;两关商店房必经各 1)" % (shop_seq[0] if shop_seq.size() > 0 else -1), shop_seq.size() == 2 and int(shop_seq[0]) > 0) + # ⑧ 加算区同账(手工场景:L2 商店购买 → 三选一直调——同一本账累加 + 部分回血封顶) + var same := {} + for s in range(42, 92): + var a8 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(s)) + a8.set_hero_override(900, 400) + if not a8.start_adventure(s, {"first_script": true}): # 固定模板 0——种子扫描语义按现行图 + continue + if _adv_drive_to_shop(a8, _adv_st(), autoplay): + same = {"a": a8, "s": s} + break + Kit.check("同账场景种子可达(seed=%s——L2 商店房就位)" % str(same.get("s", -1)), not same.is_empty()) + if not same.is_empty(): + var a8 = same["a"] + var r8 = a8.runner() + var gp0: int = int(r8.gp) + var hp_price := -1 + for p in _db.shop.products: + if String(p.get("product_id", "")) == "hp_up": + hp_price = int(p.get("base_price", -1)) + var l2_price_bonus := 0 + for pb in _db.shop.price_level_bonus: + if int(pb.get("level_index", -1)) == 2: + l2_price_bonus = int(pb.get("bonus", 0)) + Kit.check("进店余额 ≥ hp_up L2 首价(%d = 基价 %d + 关卡加成 %d——配置推导)" % [hp_price + l2_price_bonus, hp_price, l2_price_bonus], gp0 >= hp_price + l2_price_bonus) + Kit.check("购买 hp_up 受理(出账 + 加算区)", r8.buy_product("hp_up")) + var acc_shop := int(a8.run_ledger.bonus.get("max_hp", -1)) # L1 三选一后 + 商店 3(首件随种子) + Kit.check("统一冒险加算区含商店值(max_hp=%d ≥ 商店 3——L1 三选一件值另计)" % acc_shop, acc_shop >= 3) + a8._on_level_finished({"result": "victory", "hp": int(r8.hero_hp), "node_index": r8.node_index, + "node_id": r8.current_node_id(), "node_type": "shop"}) # 模拟 L2 通关(victory 载荷直调——非末关) + Kit.check("L2 通关三选一停点在案(直调兑付前——零自动推进)", not a8._curio_pending.is_empty()) + Kit.check("未兑付推进拒绝(选择停点零自动推进契约)", not a8.continue_to_next_level()) + var l2_cands: Array = a8._curio_pending["candidates"] + var l2_pick: Dictionary = l2_cands[0] + Kit.check("三选一点选兑付受理(候选取首件)", a8.pick_curio(String(l2_pick.get("kind", "")), String(l2_pick.get("tier", "")), String(l2_pick.get("feat_id", "")))) + var picked2: String = String(a8._curio_result.get("picked", "")) + var expect_acc: int = acc_shop + (int(a8._curio_result.get("value", 0)) if picked2 == "max_hp" else 0) + Kit.check("三选一属性件与商店购买同账累加(max_hp=%d = %d + 三选一%s)" % [int(a8.run_ledger.bonus.get("max_hp", -1)), acc_shop, picked2], int(a8.run_ledger.bonus.get("max_hp", -1)) == expect_acc) + var max_eff8: int = a8.effective_max_hp() # 账本生效上限含调试浮窗 pct(a8 已 set 400) + Kit.check("通关部分回血封顶(hp %d ≤ 生效上限 %d——血回满语义退役)" % [int(a8.ledger["hero_hp"]), max_eff8], int(a8.ledger["hero_hp"]) <= max_eff8) + Kit.check("兑付后推进受理(下一关开始)", a8.continue_to_next_level()) + # ⑨ 恢复点数学(接口③封顶公式三读数 + 同式两落点一致) + var a9 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(99)) + Kit.check("恢复点数学:floor(100×30%)=30 · 封顶缺口 5 · 满血回 0 合法", + int(a9.apply_rest(30, 70, 100)) == 30 and int(a9.apply_rest(30, 95, 100)) == 5 \ + and int(a9.apply_rest(30, 100, 100)) == 0) + var lr9 = load("res://core/level_runner.gd").new(_db, _fresh_rng(99)) + Kit.check("同一公式两个落点逐位一致(LevelRunner.rest_heal_amount 内置默认)", int(lr9.rest_heal_amount(30, 70, 100)) == 30 and int(lr9.rest_heal_amount(30, 95, 100)) == 5) + # ⑩ 放弃(战斗中拒绝 · 非战斗期受理同失败型结算) + var a10 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(15)) + a10.set_hero_override(900, 400) + Kit.check("放弃场景:冒险启动(seed 15——固定模板 0 同上)", a10.start_adventure(15, {"first_script": true})) + Kit.check("放弃场景:入口停点 pick 进首战(停点前移批 2026-09-23 驱动口径)", a10.runner().pick_next_node(int(a10.runner().next_candidate_ids()[0]))) + Kit.check("战斗中 abandon 拒绝(战斗域单事务在飞)", not a10.abandon()) + var b10 = a10.runner().current_battle() + var st10 := _adv_st() + var g10 := 30 + while a10.runner().current_battle() == b10 and g10 > 0: + g10 -= 1 + autoplay._autoplay_battle(a10.runner(), b10, st10, null) + Kit.check("非战斗期(选路态)abandon 受理", a10.runner().current_battle() == null and a10.abandon()) + # ⑪ 池耗即枯竭 + 池收缩 + 满血回 0(TP0——white-box:耗尽 attack/ap 令牌后候选零出现; + # 无种类次数上限,「达上限剔除」语义由牌库耗尽承载) + var a11 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(11)) + Kit.check("剔牌库/替换场景:冒险启动(seed 11——道具解锁集只含 wide_scout_band)", a11.start_adventure(11, {"first_script": true, "treasure_unlocked": {"wide_scout_band": true}})) + for di in range(a11._curio_deck.size() - 1, -1, -1): + var dk := String((a11._curio_deck[di] as Dictionary).get("kind", "")) + if dk == "attack" or dk == "ap": + a11._curio_deck.remove_at(di) + var draw: Array = a11._draw_curio_candidates() + var draw_kinds := {} + for t in draw: + draw_kinds[String((t as Dictionary).get("kind", ""))] = true + Kit.check("池耗即枯竭(attack/ap 令牌耗尽不出候选——%s)" % str(draw), not draw_kinds.has("attack") and not draw_kinds.has("ap")) + Kit.check("池耗后候选恒 ≥2(稀有/罕见档余量——防「三选项全不可选」死角)", (draw as Array).size() >= 2) + # 池收缩(aux 不入三选一牌库:重复抽样零 aux 候选;同调位替换两路 + # white-box 测试属停点渠道,零投放零行为) + var treasure_seen := false + for i in 40: + for t in a11._draw_curio_candidates(): + if String((t as Dictionary).get("kind", "")) == "treasure_item": + treasure_seen = true + break + Kit.check("池收缩——40 次重抽零 aux 候选(停点渠道 aux 卡退役,迭代 11 第①批 T7)", not treasure_seen) + # 满血回 0 合法(通关回血封顶口径) + var a12 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(12)) + a12.start_adventure(12, {"first_script": true}) + var cap := {"payload": {}} + a12.curio_choice_presented.connect(func(p): cap["payload"] = p) + var max_full := int(_db.hero.max_hp) + int(a12._base_override.get("max_hp", 0)) + a12.ledger["hero_hp"] = max_full + a12._on_level_finished({"result": "victory", "hp": max_full, "node_index": 1, "node_id": 1, "node_type": "shop"}) + Kit.check("满血通关回血 0 合法(封顶口径——heal_gained=0 非负溢出)", int(cap["payload"].get("heal_gained", -1)) == 0) + # ⑬ 奖励节点共享池(同库同池同摘牌;TP0:attack 令牌耗尽后节点域同样零出现) + var a13 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(13)) + Kit.check("节点共享池场景:冒险启动(seed 13)", a13.start_adventure(13, {"first_script": true, "treasure_unlocked": {"wide_scout_band": true}})) + for di13 in range(a13._curio_deck.size() - 1, -1, -1): + if String((a13._curio_deck[di13] as Dictionary).get("kind", "")) == "attack": + a13._curio_deck.remove_at(di13) + var ndraw: Dictionary = a13.node_curio_candidates() + var ncands13: Array = ndraw.get("candidates", []) as Array + var has_attack13 := false + for t in ncands13: + if String((t as Dictionary).get("kind", "")) == "attack": + has_attack13 = true + break + Kit.check("奖励节点共享池:令牌耗尽同样不出候选(同库同池——%s)" % str(ncands13), not has_attack13) + a13.present_node_curio(ncands13) + a13.present_node_curio([{"kind": "gp", "tier": "common"}]) + var gp13 := int(a13.ledger.get("gp", 0)) + Kit.check("奖励节点 GP 件入账(钱包「奖励入账」收口——+%d)" % int(_db.adventure.curio_value("gp", "common")), a13.apply_node_curio("gp", "common") and int(a13.ledger.get("gp", 0)) == gp13 + int(_db.adventure.curio_value("gp", "common"))) + Kit.check("节点停点态兑付后清零(恰一次语义同构)", a13._node_curio_pending.is_empty()) + var s10: Dictionary = a10.summary + Kit.check("放弃摘要:abandoned · 未打穿(已获大奖励不追回——同失败型结算)", String(s10.get("result", "")) == "abandoned" and not bool(s10.get("cleared", true))) + + +# ---- 专长冒烟(feats 四级 · 案D 池接线 · V3 订阅面逐件三列)---- + + +# ---- 专长冒烟(feats 四级 · 案D 池接线 · V3 订阅面逐件三列)---- + +func _smoke_feats() -> void: + print("--- 专长重设计实装(feat_table 四级 · 专长带池接线 · 订阅面逐件)---") + # ① 现行表牌库构成:30 件全量入池——102 数值令牌+30 relic 令牌(四级 rarity 直映射) + Kit.check("feat_table 已加载(30 件=基础 27+迁入 2+卡② 完美保险 1——迭代 31 卡② 换代)", _db.feats != null and (_db.feats.rows as Array).size() == 30) + Kit.check("feat_table.validate 零违例(四级 rarity/cap 域/trigger 词表/行键白名单全过)", _db.feats.validate().is_empty()) + var a_r0 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(71)) + Kit.check("专长带场景:冒险启动(seed 71)", a_r0.start_adventure(71, {"first_script": true})) + var feat_tokens := 0 + var tier_counts := {} + for t in a_r0._curio_deck: + if String((t as Dictionary).get("kind", "")) == "relic": + feat_tokens += 1 + var tk := String((t as Dictionary).get("tier", "")) + tier_counts[tk] = int(tier_counts.get(tk, 0)) + 1 + Kit.check("专长带入池:30 件四级直映射(普通 12/优秀 9/稀有 9/传说 0)——牌库 102+30=132〔专长批 V2+卡② 完美保险迁入〕", feat_tokens == 30 and int(tier_counts.get("common", 0)) == 12 and int(tier_counts.get("excellent", 0)) == 9 and int(tier_counts.get("rare", 0)) == 9 and a_r0._curio_deck.size() == 132) + # ② 旧 27 件零残留钉面(V2——arcane_ember 系旧件表首行;全仓 grep 零残留归静态核查) + Kit.check("旧 27 件已退役:arcane_ember/magma_body 表内零残留〔专长批 V2〕", _db.feats.row_by_id("arcane_ember").is_empty() and _db.feats.row_by_id("magma_body").is_empty()) + Kit.check("迁出收尾:treasure_items 无 venom_edge/seal_burst 行(同调目录自然收窄)〔专长批 V13〕", _db.treasure_items.row_by_id("venom_edge").is_empty() and _db.treasure_items.row_by_id("seal_burst").is_empty()) + # ③ 契约面静态钉扎(V18/V19/V21/V22——人工核对 V20/V21 裁决面以外的可机检半) + var kinds_ok := true + for t in a_r0._curio_deck: + var kk := String((t as Dictionary).get("kind", "")) + if kk != "relic" and not _db.adventure.CURIO_KINDS.has(kk): + kinds_ok = false + Kit.check("层级纪律:牌库 kind 全集=CURIO_KINDS+relic(秘宝 item_id 零入池)〔专长批 V18〕", kinds_ok) + var rewrite_rows := 0 + for row_v in (_db.feats.rows as Array): + for tv in ((row_v as Dictionary).get("triggers", []) as Array): + if String(((tv as Dictionary).get("do", {}) as Dictionary).get("kind", "")) == "rewrite_board": + rewrite_rows += 1 + Kit.check("棋盘事实不可变:新 30 行零棋盘改写类订阅(rewrite_board 已除名消费面)〔专长批 V19〕", rewrite_rows == 0) + var bad_words := 0 + for row_v in (_db.feats.rows as Array): + var r_d: Dictionary = row_v as Dictionary + for txt_v in [String(r_d.get("display_name", "")), String(r_d.get("desc", ""))]: + if String(txt_v).contains("雷") or String(txt_v).contains("旗"): + bad_words += 1 + Kit.check("对外命名纪律:30 行 display_name/desc 零「雷/旗」字面(封印/陷阱风味系)〔专长批 V21 初筛〕", bad_words == 0) + Kit.check("数值纪律:陷阱爆发倍率>1 · 血蜜回复<典型陷阱伤 · 石肤上限 3 在册(结构锚形态内 provisional)〔专长批 V22 机检半〕", + float((_db.feats.row_by_id("trap_burst").get("triggers", [{}])[0] as Dictionary).get("do", {}).get("mult", 0)) > 1.0 + and int((_db.feats.row_by_id("blood_honey").get("triggers", [{}])[0] as Dictionary).get("do", {}).get("value", 99)) < 5 + and int((_db.feats.row_by_id("stone_skin").get("triggers", [{}])[0] as Dictionary).get("do", {}).get("cap", 0)) == 3) + # ④ 临时表注入(新 schema 形态——零 archetype/cap 直用):5 行 relic 入牌库/兑付/踢池/断点往返 + var rt := FeatTable.new() + rt.rows = [ + {"feat_id": "x1", "display_name": "试一", "rarity": "common", "desc": "测试揭示", "cap": 1, + "triggers": [{"on": "mine_hit", "do": {"kind": "reveal_tiles", "value": 1}}]}, + {"feat_id": "x2", "display_name": "试二", "rarity": "excellent", "desc": "测试回复", "cap": 1, + "triggers": [{"on": "mine_hit", "do": {"kind": "heal", "value": 2}}]}, + {"feat_id": "x3", "display_name": "试三", "rarity": "rare", "desc": "测试群伤", "cap": 1, + "triggers": [{"on": "seal_hit", "do": {"kind": "open_ticket", "channel": "blast", "value": 3}}]}, + {"feat_id": "x4", "display_name": "试四", "rarity": "rare", "desc": "测试减伤", "cap": 2, + "triggers": [{"on": "damage_taken", "when": [{"fact": "hp_ratio", "op": "lte", "value": 50}], "do": {"kind": "damage_reduce", "value": 2}}]}, + {"feat_id": "x5", "display_name": "试五", "rarity": "legendary", "desc": "测试AC", "cap": 1, + "triggers": [{"on": "seal_hit", "do": {"kind": "ac_bonus", "value": 1, "mode": "round"}}]}, + ] + Kit.check("新 schema 构造表 validate 零违例(四级 rarity/cap 字段/词表全过——流派标签已退役零 archetype)", rt.validate().is_empty()) + var live_rows: FeatTable = _db.feats + _db.feats = rt + var a_r = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(72)) + Kit.check("专长带场景:冒险启动(seed 72——注入 5 行临时表)", a_r.start_adventure(72, {"first_script": true})) + var deck_relic := 0 + for t in a_r._curio_deck: + if String((t as Dictionary).get("kind", "")) == "relic": + deck_relic += 1 + Kit.check("专长带入池:5 行 relic 每件 1 张(四级 rarity 直映射)——牌库 102+5=107", deck_relic == 5 and a_r._curio_deck.size() == 107) + # 渠道白名单断言(渠道轴定位:通关渠道只出专长/节点渠道零专长) + var feat_seen: Dictionary = {} + var node_relic_seen := false + for i in 60: + for t in a_r._draw_curio_candidates("level_clear"): + if String((t as Dictionary).get("kind", "")) == "relic": + feat_seen[String(t.get("feat_id", ""))] = true + for t in a_r._draw_curio_candidates("reward_node"): + if String((t as Dictionary).get("kind", "")) == "relic": + node_relic_seen = true + Kit.check("通关渠道只出专长(60 次重抽 ≥2 种不同 relic——身份键 feat_id 同档可多件)", feat_seen.size() >= 2) + Kit.check("节点渠道零专长(60 次重抽零 relic——专长在非 Boss 渠道只以专长凭证形态出现)", not node_relic_seen) + # T5 专长凭证行为断言(A5 拿到即开 / A6 保底计数——契约④四口径;独立 runner 防污染 a_r 牌库) + var a_t = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(91)) + a_t.start_adventure(91, {"first_script": true}) + var stock_before := {} + for kk in ["attack", "gp", "heal"]: + stock_before[kk] = a_t.pool_stock(kk) + a_t._node_curio_pending = {"candidates": [{"kind": "feat_ticket", "tier": "excellent"}, {"kind": "attack", "tier": "common"}]} + Kit.check("A5 专长凭证兑付受理(节点渠道——拿到即开)", a_t.apply_node_curio("feat_ticket", "excellent")) + var tkt_cands: Array = (a_t.node_curio_pending_state().get("candidates", []) as Array) + var tkt_all_relic := tkt_cands.size() > 0 + for t in tkt_cands: + if String((t as Dictionary).get("kind", "")) != "relic": + tkt_all_relic = false + Kit.check("A5 拿到即开——停点候选已替换为专长三选一(全 relic)", tkt_all_relic) + Kit.check("A5 零摘牌——专长凭证兑付不动令牌库(不进持有集)", a_t.pool_stock("attack") == int(stock_before["attack"]) and a_t.pool_stock("gp") == int(stock_before["gp"])) + Kit.check("A5 无专长凭证残留持有集", not (a_t.feats_held() as Array).has("feat_ticket")) + var feats_n := (a_t.feats_held() as Array).size() + a_t.apply_node_curio("relic", String((tkt_cands[0] as Dictionary).get("tier", "rare")), String((tkt_cands[0] as Dictionary).get("feat_id", ""))) + Kit.check("A5 专长面兑付受理(专长凭证开出候选可正常入持有集)", (a_t.feats_held() as Array).size() == feats_n + 1) + # A6 保底:pity 直填 5 → 下次展示必出(第 6 次必出口径);限购满 → 恒不触发 + a_t._feat_ticket_sold = 0 # A5 已兑付一枚专长凭证(sold=1=limit)——A6 段重置计数隔离验证 + a_t._feat_ticket_pity = int(a_t.db.adventure.feat_ticket_pity_step) + var rg_t: RandomNumberGenerator = a_t.rng.open_stream("reward_pick") + Kit.check("A6 保底触发(pity=5 → 第 6 次展示必出——概率无关)", a_t._feat_ticket_consider(rg_t)) + Kit.check("A6 触发后清零", a_t._feat_ticket_pity == 0) + a_t._feat_ticket_sold = int(a_t.db.adventure.feat_ticket_limit) + a_t._feat_ticket_pity = int(a_t.db.adventure.feat_ticket_pity_step) + Kit.check("A6 限购满不再触发(保底冻结)", not a_t._feat_ticket_consider(rg_t)) + a_t._feat_ticket_sold = 0 + a_t._feat_ticket_pity = 0 + var offered := false + for i in 200: + if a_t._feat_ticket_consider(rg_t): + offered = true + break + Kit.check("A6 概率面存在(chance=20% 200 展示内必出现——零触发=概率面失守)", offered) + a_r._curio_pending = {"candidates": [{"kind": "relic", "tier": "rare", "feat_id": "x3"}, {"kind": "gp", "tier": "common"}], "payload": {}} + Kit.check("relic 兑付:入持有集 + 牌库摘牌(选中踢池——池库存 %d→%d)" % [deck_relic, deck_relic - 1], a_r.pick_curio("relic", "rare", "x3") and (a_r.feats_held() as Array).has("x3") and a_r.pool_stock("relic") == deck_relic - 1) + # 断点往返三条(基点 1420–1426:relics 快照/计数器键/余库逐枚还原)按主会话裁决②改判集成宿主—— + # 驱动代码(save_manager 装配+_on_level_finished+快照取读)随三条同去,集成批落位时重建。 + _db.feats = live_rows # 还原现行表(共享 _db 防污染——后续冒烟段零感知) + # ⑤ V3 订阅面逐件(附表 A 三列——命中面=EffectEngine dispatch 直测;账本面=counter 直读; + # 落地行为=发射点施加面〔T1 施加段承载——本段按声明逐件钉命中与边界/反例〕) + var orch = load("res://core/battle_orchestrator.gd").new(_db, _fresh_rng(73)) + var fx = orch._fx + # counter 落账 helper(dispatch 只返回命中不落账——施加面同构:counter_add 逐条落账本 helper 承载) + var apply_fx := func(hits: Array) -> void: + for h in hits: + if String(h.get("kind", "")) == "counter_add": + var sv_c = h.get("set", null) + EffectEngine.counter_add(orch.counters_ctx, String(h.get("counter_id", "")), int(h.get("value", 0)) if sv_c == null else int(sv_c), sv_c != null) + # 开格系 + fx.rebuild(["twin_pick"], [], []) + for i in 4: + var hits_dp: Array = fx.dispatch(orch.counters_ctx, "dig_paid", {"ap_cost": 1}) + var refund := false + for h in hits_dp: + if String(h.get("kind", "")) == "grant_ap": + refund = true + EffectEngine.counter_add(orch.counters_ctx, "adv_twin_digs", 1) + if i == 1 or i == 3: + Kit.check("双管镐:第 %d 次付费挖格返 1 AP(每第 2 次——mod_eq 预评估口径)" % (i + 1), refund) + else: + Kit.check("双管镐反例:第 %d 次不返(未满 2 次)" % (i + 1), not refund) + fx.rebuild(["geologist"], [], []) + var geo_hits: Array = fx.dispatch(orch.counters_ctx, "dig_reveal", {"new_resource_type": true}) + apply_fx.call(geo_hits) + Kit.check("地质学家:首开新类型集 1 点〔专长批 V3〕", orch._hits_of(geo_hits, "counter_add").size() == 1) + EffectEngine.counter_add(orch.counters_ctx, "geo_types", 2) # 手动基数补齐(row1 已落账 1+2=3——满 4 种的预评估现值) + var geo_hits2: Array = fx.dispatch(orch.counters_ctx, "dig_reveal", {"new_resource_type": true}) + apply_fx.call(geo_hits2) + Kit.check("地质学家:满 4 种(预评估现值 3+本格)→揭示 1 格·计数清零〔专长批 V3〕", orch._hits_of(geo_hits2, "reveal_tiles").size() == 1 and EffectEngine.counter(orch.counters_ctx, "geo_types") == 0) + var geo_hits3: Array = fx.dispatch(orch.counters_ctx, "dig_reveal", {"new_resource_type": false}) + Kit.check("地质学家反例:同类型重复首开不叠点〔专长批 V3〕", orch._hits_of(geo_hits3, "counter_add").is_empty()) + fx.rebuild(["hard_hat"], [], []) + apply_fx.call(fx.dispatch(orch.counters_ctx, "dig_reveal", {})) + apply_fx.call(fx.dispatch(orch.counters_ctx, "dig_reveal", {})) + Kit.check("安全帽:开安全格攒层 ×2〔专长批 V3〕", EffectEngine.counter(orch.counters_ctx, "helm_layers") == 2) + var hh_hits: Array = fx.dispatch(orch.counters_ctx, "mine_hit", {"damage": 6}) + var hh_reduce := 0 + for h in hh_hits: + if String(h.get("kind", "")) == "damage_reduce": + hh_reduce = EffectEngine.counter(orch.counters_ctx, String(h.get("value_counter", ""))) + Kit.check("安全帽:踩雷耗层减伤=层值 2(一次清零随施加面 set 行)〔专长批 V3〕", hh_reduce == 2) + fx.rebuild(["skip_mining"], [], []) + var sk_zero: Array = fx.dispatch(orch.counters_ctx, "dig_reveal", {"is_blank_zero": true}) + apply_fx.call(sk_zero) + Kit.check("跳格采掘:空白 0 格攒 1 点〔专长批 V3〕", orch._hits_of(sk_zero, "counter_add").size() == 1) + EffectEngine.counter_add(orch.counters_ctx, "skip_pts", 1) # 手动基数补齐(已落账 1+1=2——满 3 点的预评估现值) + var sk_full: Array = fx.dispatch(orch.counters_ctx, "dig_reveal", {"is_blank_zero": true}) + apply_fx.call(sk_full) + Kit.check("跳格采掘:满 3 点→揭示 1 格〔专长批 V3〕", orch._hits_of(sk_full, "reveal_tiles").size() == 1) + Kit.check("跳格采掘反例:普通开格不计点〔专长批 V3〕", orch._hits_of(fx.dispatch(orch.counters_ctx, "dig_reveal", {"is_blank_zero": false}), "counter_add").is_empty()) + fx.rebuild(["blast_accounting"], [], []) + for i in 5: + var ba_hits: Array = fx.dispatch(orch.counters_ctx, "dig_paid", {"ap_cost": 1}) + for h in ba_hits: + if String(h.get("kind", "")) == "counter_add": + EffectEngine.counter_add(orch.counters_ctx, String(h.get("counter_id", "")), 1) + Kit.check("爆破会计:本轮挖格花费≥5→+1 GP〔专长批 V3〕", orch._hits_of(fx.dispatch(orch.counters_ctx, "round_end", {}), "grant_gp").size() == 1) + fx.rebuild(["frontier_miner"], [], []) + Kit.check("边陲矿工:边缘格产出 +1·中心格反例零产出〔专长批 V3〕", + orch._hits_of(fx.dispatch(orch.counters_ctx, "dig_reveal", {"is_edge_cell": true}), "grant_material").size() == 1 + and orch._hits_of(fx.dispatch(orch.counters_ctx, "dig_reveal", {"is_edge_cell": false}), "grant_material").is_empty()) + # 封印系 + fx.rebuild(["seal_echo"], [], []) + apply_fx.call(fx.dispatch(orch.counters_ctx, "seal_hit", {})) + apply_fx.call(fx.dispatch(orch.counters_ctx, "seal_hit", {})) + var se_hits: Array = fx.dispatch(orch.counters_ctx, "round_end", {}) + Kit.check("封印回响:标中计数≥2→轮末返 1 AP(下轮 queue)〔专长批 V3〕", orch._hits_of(se_hits, "grant_ap").size() == 1 and String((orch._hits_of(se_hits, "grant_ap")[0] as Dictionary).get("mode", "")) == "queue") + fx.rebuild(["seal_smith"], [], []) + var sm_remove := 0 + for i in 3: + var sm_dispatch: Array = fx.dispatch(orch.counters_ctx, "seal_hit", {}) + apply_fx.call(sm_dispatch) + for h in sm_dispatch: + if String(h.get("kind", "")) == "remove_mines": + sm_remove += 1 + Kit.check("封印匠:标中每第 3 次→中立移除恰一次(频率闸死)〔专长批 V3〕", sm_remove == 1) + fx.rebuild(["seal_stake"], [], []) + Kit.check("封印桩:标中本轮 AC +N(round 域——round_start 清零)〔专长批 V3〕", + orch._hits_of(fx.dispatch(orch.counters_ctx, "seal_hit", {}), "ac_bonus").size() == 1 + and String((orch._hits_of(fx.dispatch(orch.counters_ctx, "seal_hit", {}), "ac_bonus")[0] as Dictionary).get("mode", "")) == "round") + fx.rebuild(["warning_beacon"], [], []) + Kit.check("示警烟火:标中揭示 3×3 资源类型(不揭安危位置)〔专长批 V3〕", orch._hits_of(fx.dispatch(orch.counters_ctx, "seal_hit", {}), "preview_area").size() == 1) + # 踩雷/受伤系 + fx.rebuild(["pain_memory"], [], []) + apply_fx.call(fx.dispatch(orch.counters_ctx, "mine_hit", {})) + apply_fx.call(fx.dispatch(orch.counters_ctx, "mine_hit", {})) + var pm_hits: Array = fx.dispatch(orch.counters_ctx, "attack_commit", {"atk": 10, "target": "敌", "matchup": "", "dig_streak": 0, "nest_count": 0}) + var pm_bonus := 0 + for h in orch._hits_of(pm_hits, "attack_bonus"): + pm_bonus = EffectEngine.counter(orch.counters_ctx, String(h.get("value_counter", ""))) + Kit.check("疼痛记忆:攻击附加层值伤害=层值 2·用后清零(set 行随施加面)〔专长批 V3〕", pm_bonus == 2) + fx.rebuild(["fuse_wire"], [], []) + var fw_hits: Array = fx.dispatch(orch.counters_ctx, "damage_taken", {"kind": "terrain", "amount": 6}) + var fw_shield := 0 + for h in fw_hits: + if String(h.get("kind", "")) == "shield": + fw_shield += int(h.get("value", 0)) + Kit.check("保险丝反例:单次 <5 不攒点不触发〔专长批 V3〕", orch._hits_of(fx.dispatch(orch.counters_ctx, "damage_taken", {"kind": "terrain", "amount": 3}), "shield").is_empty()) + for h in fx.dispatch(orch.counters_ctx, "damage_taken", {"kind": "terrain", "amount": 6}): + if String(h.get("kind", "")) == "counter_add": + EffectEngine.counter_add(orch.counters_ctx, String(h.get("counter_id", "")), int(h.get("value", 0))) + Kit.check("保险丝:首点不出盾(2 点才出——预评估口径)〔专长批 V3〕", fw_shield == 0) + fx.rebuild(["blood_insight"], [], []) + Kit.check("见血开窍:踩雷揭示 1 格〔专长批 V3〕", orch._hits_of(fx.dispatch(orch.counters_ctx, "mine_hit", {}), "reveal_tiles").size() == 1) + fx.rebuild(["trap_instinct"], [], []) + apply_fx.call(fx.dispatch(orch.counters_ctx, "mine_hit", {})) + var ti_hits: Array = fx.dispatch(orch.counters_ctx, "attack_commit", {"atk": 10, "target": "敌", "matchup": "", "dig_streak": 0, "nest_count": 0}) + var ti_val := 0 + for h in orch._hits_of(ti_hits, "attack_bonus"): + ti_val = EffectEngine.counter(orch.counters_ctx, String(h.get("value_counter", ""))) + Kit.check("陷阱本能:踩雷本轮攻击 +2(attack_bonus 通道——面板加算)〔专长批 V3〕", ti_val == 2) + fx.rebuild(["chain_traps", "pain_memory"], [], []) + apply_fx.call(fx.dispatch(orch.counters_ctx, "mine_hit", {})) + var ct_before: int = EffectEngine.counter(orch.counters_ctx, "pain_layers") + apply_fx.call(fx.dispatch(orch.counters_ctx, "mine_hit", {})) + Kit.check("连环陷阱:同轮第 2 颗起每颗额外 +1 层(疼痛记忆同账)〔专长批 V3〕", EffectEngine.counter(orch.counters_ctx, "pain_layers") == ct_before + 2) + fx.rebuild(["trap_burst"], [], []) + var tb_hits: Array = fx.dispatch(orch.counters_ctx, "mine_hit", {"damage": 8}) + Kit.check("陷阱爆发:全体敌雷伤×倍率直伤(blast_scaled——施加面值=damage×mult)〔专长批 V3〕", + orch._hits_of(tb_hits, "blast_scaled").size() == 1 + and float((orch._hits_of(tb_hits, "blast_scaled")[0] as Dictionary).get("mult", 0)) > 1.0) + fx.rebuild(["blood_honey"], [], []) + Kit.check("血蜜:踩雷回复 N 生命〔专长批 V3〕", orch._hits_of(fx.dispatch(orch.counters_ctx, "mine_hit", {}), "heal").size() == 1) + fx.rebuild(["stone_skin"], [], []) + var ss_hits: Array = fx.dispatch(orch.counters_ctx, "damage_taken", {"kind": "enemy_skill", "amount": 5, "source": "s", "round": 1}) + Kit.check("石肤:受伤 AC+1(本场域 cap 3——达上限不再涨由累积器封顶)〔专长批 V3〕", + orch._hits_of(ss_hits, "ac_bonus").size() == 1 + and int((orch._hits_of(ss_hits, "ac_bonus")[0] as Dictionary).get("cap", 0)) == 3) + fx.rebuild(["last_stand"], [], []) + Kit.check("背水:生命≤50% 减伤·过半血反例零减伤〔专长批 V3〕", + orch._hits_of(fx.dispatch(orch.counters_ctx, "damage_taken", {"kind": "enemy_skill", "amount": 5, "source": "s", "round": 1, "hp_ratio": 40}), "damage_reduce").size() == 1 + and orch._hits_of(fx.dispatch(orch.counters_ctx, "damage_taken", {"kind": "enemy_skill", "amount": 5, "source": "s", "round": 2, "hp_ratio": 80}), "damage_reduce").is_empty()) + # 跨族桥 + fx.rebuild(["breaker_strike"], [], []) + Kit.check("破封一击:挖开带封印危险格 +1 层·无封印反例零触发〔专长批 V3〕", + orch._hits_of(fx.dispatch(orch.counters_ctx, "mine_hit", {"dug_under_seal": true}), "counter_add").size() == 1 + and orch._hits_of(fx.dispatch(orch.counters_ctx, "mine_hit", {"dug_under_seal": false}), "counter_add").is_empty()) + # 节奏系 + fx.rebuild(["map_exchange"], [], []) + var me_hits: Array = fx.dispatch(orch.counters_ctx, "dig_stop", {"ap_left": 4}) + apply_fx.call(me_hits) + EffectEngine.counter_add(orch.counters_ctx, "stop_swap", 4) # value_event="ap_left" 解析归施加面(action_economy 载荷取值)——冒烟手动落账 + Kit.check("弃图兑换:停手剩余 AP≥3 入账〔专长批 V3〕", orch._hits_of(me_hits, "counter_add").size() == 1) + var me_atk := 0 + for h in orch._hits_of(fx.dispatch(orch.counters_ctx, "attack_commit", {"atk": 10, "target": "敌", "matchup": "", "dig_streak": 0, "nest_count": 0}), "attack_bonus"): + me_atk = EffectEngine.counter(orch.counters_ctx, String(h.get("value_counter", ""))) + Kit.check("弃图兑换:折为攻击伤害=剩余 AP 全额·用后清零〔专长批 V3〕", me_atk == 4) + Kit.check("弃图兑换反例:剩余 AP<3 不触发〔专长批 V3〕", orch._hits_of(fx.dispatch(orch.counters_ctx, "dig_stop", {"ap_left": 2}), "counter_add").is_empty()) + fx.rebuild(["last_drop"], [], []) + var ld_hits: Array = fx.dispatch(orch.counters_ctx, "round_start", {"round": 2, "ap_exhausted_last": true}) + Kit.check("一滴不剩:上轮 AP 耗尽→+1 AP〔专长批 V3〕", orch._hits_of(ld_hits, "grant_ap").size() == 1) + Kit.check("一滴不剩反例:上轮有余不发〔专长批 V3〕", orch._hits_of(fx.dispatch(orch.counters_ctx, "round_start", {"round": 3, "ap_exhausted_last": false}), "grant_ap").is_empty()) + fx.rebuild(["market_close"], [], []) + for i in 8: + for h in fx.dispatch(orch.counters_ctx, "dig_reveal", {}): + if String(h.get("kind", "")) == "counter_add": + EffectEngine.counter_add(orch.counters_ctx, String(h.get("counter_id", "")), 1) + Kit.check("收盘:本轮开格≥8→+1 GP〔专长批 V3〕", orch._hits_of(fx.dispatch(orch.counters_ctx, "round_end", {}), "grant_gp").size() == 1) + # 战斗系 + fx.rebuild(["execution_scholar"], [], []) + Kit.check("斩首学者:击杀揭示 1 格〔专长批 V3〕", orch._hits_of(fx.dispatch(orch.counters_ctx, "kill", {"target": "敌", "overflow": 0}), "reveal_tiles").size() == 1) + fx.rebuild(["executioner"], [], []) + var ex_hits: Array = fx.dispatch(orch.counters_ctx, "enemy_hp_threshold", {"unit": "e1", "pct": 30, "is_boss": false}) + Kit.check("处刑台:敌血量≤30% 挂单位标记加伤·阈值外反例零命中〔专长批 V3〕", + orch._hits_of(ex_hits, "target_attack_bonus").size() == 1 + and orch._hits_of(fx.dispatch(orch.counters_ctx, "enemy_hp_threshold", {"unit": "e1", "pct": 60, "is_boss": false}), "target_attack_bonus").is_empty()) + fx.rebuild(["field_dressing"], [], []) + Kit.check("战地包扎:战斗胜利回复 N 生命(battle_won 新挂点)〔专长批 V3〕", orch._hits_of(fx.dispatch(orch.counters_ctx, "battle_won", {"round": 2}), "heal").size() == 1) + # 契约尖点 + fx.rebuild(["blood_tax"], [], []) + Kit.check("血税:双向同局账本(踩陷阱−2max_hp/封印命中+1atk——bonus_delta 战末汇入)〔专长批 V3〕", + orch._hits_of(fx.dispatch(orch.counters_ctx, "mine_hit", {}), "bonus_delta").size() == 1 + and String((orch._hits_of(fx.dispatch(orch.counters_ctx, "seal_hit", {}), "bonus_delta")[0] as Dictionary).get("axis", "")) == "atk") + # 迁入 2 件 + fx.rebuild(["venom_edge"], [], []) + Kit.check("淬毒刃纹(迁入):克制正面(magic_vs_heavy 矩阵值>0)追加·中性面反例零触发〔专长批 V3〕", + orch._hits_of(fx.dispatch(orch.counters_ctx, "clamp_check", {"matchup": "magic_vs_heavy"}), "modify_ticket").size() == 1 + and orch._hits_of(fx.dispatch(orch.counters_ctx, "clamp_check", {"matchup": "normal_vs_light"}), "modify_ticket").is_empty()) + fx.rebuild(["seal_burst"], [], []) + Kit.check("封印爆裂(迁入):标中全体敌群伤〔专长批 V3〕", orch._hits_of(fx.dispatch(orch.counters_ctx, "seal_hit", {}), "open_ticket").size() == 1) + # 零持有 + var orch0 = load("res://core/battle_orchestrator.gd").new(_db, _fresh_rng(74)) + orch0._fx.rebuild([], [], []) + Kit.check("零持有订阅=零命中(relic 关着零扰动——伤害管线既有行为逐位不变)", + orch0._fx_emit("attack_commit", {"atk": 10, "target": "敌", "matchup": "", "dig_streak": 0, "nest_count": 0}).is_empty() + and orch0._fx_emit("dig_reveal", {"cell": Vector2i(1, 1), "round": 1, "is_first_dig_of_battle": true, "terrain_kind": []}).is_empty() + and orch0._fx_emit("mine_hit", {"damage": 5}).is_empty() + and orch0._fx_emit("battle_won", {"round": 1}).is_empty()) + # ⑦c 特性持有呈现段(C 区「特性」节;呈现面在 06 在册) + var panel = load("res://presentation/views/hero_info_panel_view.gd").new() + panel.set_feat_holdings([]) + Kit.check("特性段空态隐藏(视图空态纪律同特性段)", not panel._feat_section.visible) + panel.set_feat_holdings(["疼痛记忆 ×1", "双管镐 ×1"]) + Kit.check("特性段持有呈现(逐件行常驻可读——「局内奖励选了什么看不到」缺口承载)", panel._feat_section.visible and panel._feat_list.get_child_count() == 2) + Kit.check("特性卡文案表值化:desc 行字段直读(零硬编码映射)", String(load("res://presentation/battle_narrator.gd").feat_card_text({"feat_id": "pain_memory", "display_name": "疼痛记忆", "desc": "触陷阱攒 1 层"})).contains("触陷阱攒 1 层")) + + +# 手工场景驱动:L1 全程 + L2 推进到商店房(_drive_level 复用 + 兑付确认/选路/大奖励确认手工编排) + + +# 手工场景驱动:L1 全程 + L2 推进到商店房(_drive_level 复用 + 兑付确认/选路/大奖励确认手工编排) +func _adv_drive_to_shop(a, st: Dictionary, autoplay) -> bool: + var guard := 24 + while guard > 0 and String(st["result"]) == "": + guard -= 1 + autoplay._drive_level(a.runner(), st, null, "normal", "min") + if String(st["result"]) != "": + return false + if a._pending_next_level: + # 三选一停点确认(确定性选件后推进,与 run_adventure 自动策略同口径;TP0 令牌化) + if not a._curio_pending.is_empty(): + var bcands: Array = a._curio_pending["candidates"] + var bpick: Dictionary = autoplay._pick_token(bcands) + a.pick_curio(String(bpick.get("kind", "")), String(bpick.get("tier", "")), String(bpick.get("feat_id", ""))) + a.continue_to_next_level() + continue + var r = a.runner() + if String(r.current_node().get("type", "")) == "shop": + return true + if r.awaiting_choice(): + var ids: Array = r.next_candidate_ids() + ids.sort() + r.pick_next_node(int(ids[0])) + continue + var t := String(r.current_node().get("type", "")) + if t == "reward": + # 奖励节点三选一(确定性选件、替换放弃新件、兑付确认回图;TP0 令牌化) + var ndraw: Dictionary = a.node_curio_candidates() + var ncands: Array = ndraw.get("candidates", []) as Array + if not ncands.is_empty(): + a.present_node_curio(ncands) + var npick: Dictionary = autoplay._pick_token(ncands) + a.apply_node_curio(String(npick.get("kind", "")), String(npick.get("tier", "")), String(npick.get("feat_id", ""))) + r.continue_after_node() + elif t == "rest": + r.continue_after_node() + return false + + +# 手工场景状态袋(_drive_level/_autoplay_battle 消费的最小字段族——run_adventure st 的同构子集) + + +# 手工场景状态袋(_drive_level/_autoplay_battle 消费的最小字段族——run_adventure st 的同构子集) +func _adv_st() -> Dictionary: + return {"result": "", "hp_left": 0, "battles": 0, "rounds": 0, "hero_dmg": 0, + "rest_healed": 0, "hp_before_rest": -1, "defeat_node_index": -1, "defeat_node_type": "", + "boss_depth": -1, "hp_at_boss": -1, "rows": [], "timeout": false, "log_path": "", + "policy": "normal", "refreshes": 0, "mine_hits": 0, "visited_ids": [], "choices": 0} + + + +# ---- 未开格类型微光·数据侧断言(V1 作用集恒等/V2 九型归组封闭/V7 零玩法写入)---- +# 夹具纪律:身份回调形状与 reward_economy.query_identity 同构({reward_id, cell_type, tier}); +# 位点覆盖表 _glow_type_overrides(Vector2i → cell_type)+封锁集 _glow_blocked(Vector2i → true, +# 返回 null = 不在摇号清单的封锁格)。哈希兜底按坐标确定性散列——全缸可复现。 + + +# 手搓战斗状态袋单点(7 处字面量收在一处;_autoplay_battle 直接消费的最小字段族。 +# 大字段族同构袋仍走 _adv_st()——_drive_level/_autoplay_battle 全字段消费面) +func _battle_st(policy: String) -> Dictionary: + return {"result": "", "rounds": 0, "refreshes": 0, "mine_hits": 0, "hero_dmg": 0, "policy": policy} + + +# ==================== 敌人技能池(开轮摇号出招系统) ==================== +# 六项验收断言(proposal-skill-pool.md〔提案已吸收退役 git a6833b6a——现行事实源=敌人系统.md 技能池节〕 §8 批 1):同种子回放逐位复现 / 单敌轨迹独立复放 / +# EV 抽样对锚 / 死亡打断作废 / 空池不可能 / 加载校验拒绝。 + + +# 冒烟隔离用全新 RngService(同 master 种子——回放确定性纪律) +func _fresh_rng(seed_val: int): + var rng = load("res://core/rng_service.gd").new() + rng.set_master_seed(seed_val) + return rng + + +# ==================== GP+商店房冒烟 ==================== +# ① GP 到账(战斗完成入账恰一次 + Boss 关级加值)② escrow 隔离(格面兑付入缓冲/破财不透支) +# ③ 商店三收口(购买出账/加算区/余额不足拒/离开/收束清零)④ 图不变式(商店必经位/跨表行集迁移) +# ⑤ 九型与 gp_drop 流(奖励字典 18 格 + 黄金向量)。 + +# ---- ① GP 冒险钱包·到账 ---- + + +# 模板感知取节点表(row.templates 非空取模板 0=现行固定图,保持既有断言语义) +func _level_active_nodes(level_index: int) -> Array: + for row in _db.level.rows: + if int(row.level_index) == level_index: + var tpls: Array = row.get("templates", []) + if not tpls.is_empty(): + return tpls[0].get("nodes", []) + return row.get("nodes", []) + return [] diff --git a/game/tests/unit/core/board_gen_reward_test.gd b/game/tests/unit/core/board_gen_reward_test.gd index de142373..ea75b84f 100644 --- a/game/tests/unit/core/board_gen_reward_test.gd +++ b/game/tests/unit/core/board_gen_reward_test.gd @@ -232,8 +232,10 @@ func _smoke_power_interval() -> void: for i in range(6): eligible.append({"cell": Vector2i(i, 0)}) var seen := {} + var draws := {} # rid → 总抽数(流动判据用——seen 只记不同值) for rid in interval_rows.keys(): seen[rid] = {} # rid → {roll 值集}(区间行随表注册) + draws[rid] = 0 var in_domain := true var fixed_ok := true for trial in range(24): @@ -246,6 +248,7 @@ func _smoke_power_interval() -> void: if interval_rows.has(rid): var v := int(snap.power) seen[rid][v] = true + draws[rid] = int(draws.get(rid, 0)) + 1 if v < interval_rows[rid][0] or v > interval_rows[rid][1]: in_domain = false elif int(snap.power) != _row_power(rid): @@ -255,7 +258,10 @@ func _smoke_power_interval() -> void: var c_rid := String(cs.reward_id) if not seen.has(c_rid): seen[c_rid] = {} + if not draws.has(c_rid): + draws[c_rid] = 0 seen[c_rid][cv] = true + draws[c_rid] = int(draws.get(c_rid, 0)) + 1 if interval_rows.has(c_rid) and (cv < interval_rows[c_rid][0] or cv > interval_rows[c_rid][1]): in_domain = false Kit.check("24 板全区间行快照 power ∈ [power_min, power_max](含清图槽)", in_domain) @@ -271,7 +277,7 @@ func _smoke_power_interval() -> void: if lo == hi: if samples > 0 and not (samples == 1 and seen[rid].has(lo)): fixed_rows_ok = false - elif samples >= 2 and seen[rid].size() < 2: + elif int(draws.get(rid, 0)) >= 2 and seen[rid].size() < 2: variance_ok = false Kit.check("区间行上下阶实际流动(≥2 样本的区间行须 ≥2 个不同 roll 值)", variance_ok) Kit.check("定值行(lo=hi)roll 恒等表值", fixed_rows_ok) diff --git a/game/tests/unit/core/level_shop_economy_test.gd b/game/tests/unit/core/level_shop_economy_test.gd new file mode 100644 index 00000000..0800bd1e --- /dev/null +++ b/game/tests/unit/core/level_shop_economy_test.gd @@ -0,0 +1,1017 @@ +# tests/unit/core/level_shop_economy_test.gd — 关卡图与 GP 商店单元测试宿主 +# 断言面 = 七套(批 B 断言迁移自 smoke_all.gd,G8 施工组): +# 关卡节点地图·线性推进(满配通关/恢复点公式/败北线/回放确定性/属性覆盖恢复) +# 分支节点图(图校验正反/L2·L3 行进与行集定点/混编运行面/真图类型可见性) +# GP 冒险钱包·到账(掷定窗口/关级加值) +# escrow 隔离(格面兑付入缓冲/破财直验/钱包钳制不透支) +# 商店房三收口(现价/加算区/余额不足拒/离开回选路/收束清零) +# 商店房图不变式(恰 1 商店房/全路径必经/跨表行集迁移) +# 商店共享池(抽 3 买 1/乘法定价/跨渠道共库/断点扩键/终局池读数) +# 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(_fresh_rng 同种子隔离夹具——RngService 构造注入 runner); +# 表加载失败不中止(沿被迁断言面的源语义——承 G2–G6 同款)。 +# 运行:godot --headless --path game --script res://tests/unit/core/level_shop_economy_test.gd +extends SceneTree + +const Kit := preload("res://tests/unit/test_kit.gd") +const ConfigDBScript := preload("res://core/config_db.gd") + +var _db + + +func _init() -> void: + _db = ConfigDBScript.new() + # 表加载失败不中止(承 G2/G3/G4/G5 同款:表损坏的红落在具体断言上—— + # 诊断在此展开,后续断言按坏表实况逐条验红;collect_only=true 下成员照常赋值可评) + var load_ok: bool = _db.load_tables("res://data/tables", true) + if not load_ok: + push_error("[level_shop_economy_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]) + # 套执行序沿源编排(基点 _run_core_smoke 调用序——本组套的相对序) + _smoke_level() + _smoke_level_graph() + _smoke_gp_wallet() + _smoke_gp_escrow() + _smoke_shop_room() + _smoke_shop_graph() + _smoke_shop_pool() + quit(Kit.finish("level_shop_economy_test")) + + +# ---- 关卡节点地图·线性推进冒烟---- + +func _smoke_level() -> void: + print("--- 关卡节点地图·线性推进(战×2→道具→战×2→恢复→Boss)---") + var autoplay = load("res://smoke/level_autoplay.gd") + var hero_base := {"atk": int(_db.hero.atk), "hp": int(_db.hero.max_hp), "ac": int(_db.hero.armor_class)} # 配置基线快照——⑤ 回基线对比用(改表自动跟随,不再硬编码) + # ① 满配通关路径(atk+200%/hp+100%——测试面板同源的属性覆盖) + var win = autoplay.run_level(_db, 42, 1, 200, 100) + Kit.check("关卡·满配(atk+200/hp+100)通关(实测:%s @节点 %d)" % [win.result, win.defeat_node_index], win.result == "victory") + Kit.check("战斗节点数 = 5(战×4 + Boss)", win.battles == 5) + Kit.check("Boss 节点以 Dmax=4 解析(棋盘生成 第三轴登记约定)", win.boss_depth == 4) + Kit.check("进 Boss HP 携带在域内(%d)" % win.hp_at_boss, win.hp_at_boss >= 1 and win.hp_at_boss <= int(_db.hero.max_hp) * 3) + # ② 恢复点:回复 = min(floor(生效max_hp×pct/100), 缺口)——hp+100% 档生效 max = 基线×2 + # seed 42(探针目的 = 验回复公式,种子仅载体) + var rest = autoplay.run_level(_db, 42, 1, 100, 100) + if rest.result != "start_failed" and rest.hp_before_rest >= 0: + var eff_max := maxi(1, int(round(float(_db.hero.max_hp) * 2.0))) # hp_pct=100(run_level 已恢复基线) + var expect: int = mini(int(floor(float(eff_max) * 0.3)), eff_max - rest.hp_before_rest) + Kit.check("恢复点回复 = floor(生效max_hp×30%%) 与缺口的较小值(%d/%d,生效 max %d)" % [rest.rest_healed, expect, eff_max], rest.rest_healed == expect) + else: + Kit.check("恢复点未到达(seed 42 hp+100 在恢复点前败北?%s)" % rest.result, false) + # ③ 裸装败北路径(atk1/hp10——Roguelike 基线应难以通关) + var lose = autoplay.run_level(_db, 42, 1, -80, -80) + Kit.check("关卡·裸装(atk≈1/hp≈10)败北路径可达(实测:%s)" % lose.result, lose.result == "defeat") + Kit.check("败北节点记录在域内(节点 %d)" % lose.defeat_node_index, lose.defeat_node_index >= 0 and lose.defeat_node_index < 7) + # ④ 回放确定性:同种子两遍步骤流逐行相同 + var rep1 = autoplay.run_level(_db, 777, 1, 100, 100, true, null, "normal", "min", 0) + var rep2 = autoplay.run_level(_db, 777, 1, 100, 100, true, null, "normal", "min", 0) + Kit.check("关卡回放断言:同种子两遍结算步骤流逐行相同", JSON.stringify(rep1.rows) == JSON.stringify(rep2.rows)) + Kit.check("关卡步骤流非空(%d 行)" % rep1.rows.size(), rep1.rows.size() > 0) + # ⑤ 属性覆盖恢复:模拟后 hero 表回基线(调整板不泄漏到后续会话;基线 = 函数入口的配置快照,改表自动跟随) + Kit.check("模拟后 hero 表恢复基线(atk=%d hp=%d ac=%d——对配置快照)" % [int(_db.hero.atk), int(_db.hero.max_hp), int(_db.hero.armor_class)], + int(_db.hero.atk) == int(hero_base.atk) and int(_db.hero.max_hp) == int(hero_base.hp) \ + and int(_db.hero.armor_class) == int(hero_base.ac)) + + +# 手搓战斗状态袋单点(7 处字面量收在一处;_autoplay_battle 直接消费的最小字段族。 +# 大字段族同构袋仍走 _adv_st()——_drive_level/_autoplay_battle 全字段消费面) +func _battle_st(policy: String) -> Dictionary: + return {"result": "", "rounds": 0, "refreshes": 0, "mine_hits": 0, "hero_dmg": 0, "policy": policy} + + +# ==================== 敌人技能池(开轮摇号出招系统) ==================== +# 六项验收断言(proposal-skill-pool.md〔提案已吸收退役 git a6833b6a——现行事实源=敌人系统.md 技能池节〕 §8 批 1):同种子回放逐位复现 / 单敌轨迹独立复放 / +# EV 抽样对锚 / 死亡打断作废 / 空池不可能 / 加载校验拒绝。 + + +# ---- 分支节点图冒烟:图合法性校验 + L2 幽暗地域图版行进(关卡节点地图 v1.0 图版)---- + +func _smoke_level_graph() -> void: + print("--- 关卡节点地图·分支节点图(L2 幽暗地域)---") + var autoplay = load("res://smoke/level_autoplay.gd") + # ① L1 单链与 L2 图经同一套加载校验(单链 = 出边恰一的退化形态——load_tables 全绿已含,显式复述) + Kit.check("LevelTable 图合法性校验:L1 单链 + L2 图同套算法零错误", _db.level.validate().is_empty()) + # ② L2 行集结构(网状图建议规模) + var l2 := {} + for row in _db.level.rows: + if int(row.level_index) == 2: + l2 = row + Kit.check("L2 节点数 = 10(入口 1 + 中间三层 2/3/2 + 商店房 + Boss——商店房批 Boss 重编号 8→9)", not l2.is_empty() and _level_active_nodes(2).size() == 10) + var tcount := {"battle": 0, "reward": 0, "rest": 0, "boss": 0, "shop": 0} + var branch := 0 + for node in _level_active_nodes(2): + tcount[String(node.get("type", ""))] = int(tcount[String(node.get("type", ""))]) + 1 + if node.get("next", []).size() >= 2: + branch += 1 + Kit.check("L2 普通战斗节点 = 6 + Boss 恒一(编号最大恒终点)", int(tcount.battle) == 6 and int(tcount.boss) == 1) + Kit.check("L2 恢复节点 1(rest_heal_pct 行字段)+ 奖励节点 1(直通空态)+ 商店房节点 1(商店房批)", int(tcount.reward) == 1 and int(tcount.rest) == 1 and int(tcount.shop) == 1) + Kit.check("L2 真实岔路 = %d 处(≥2)" % branch, branch >= 2) + # ③ 图校验正反断言(违规行集定位到类别——加载期致命的同款算法) + var lt = load("res://data/schemas/level_table.gd").new() + var good := [{"node_depth": 0, "type": "battle", "next": [1, 2]}, {"node_depth": 1, "type": "battle", "next": [2]}, + {"node_depth": 2, "type": "boss"}] + lt.rows.assign([{"level_index": 9, "display_name": "t", "rest_heal_pct": 30, "nodes": good}]) + Kit.check("图校验正例:两岔合流小图零错误", lt.validate().is_empty()) + var dup = JSON.parse_string(JSON.stringify(good)) + dup[1].node_depth = 0 + lt.rows.assign([{"level_index": 9, "display_name": "t", "rest_heal_pct": 30, "nodes": dup}]) + Kit.check("图校验拒绝:节点编号重复(关卡内唯一定位地址)", _has_err_category(lt.validate(), "dup_key")) + var dual = JSON.parse_string(JSON.stringify(good)) + dual.append({"node_depth": 9, "type": "battle", "next": [2]}) + lt.rows.assign([{"level_index": 9, "display_name": "t", "rest_heal_pct": 30, "nodes": dual}]) + Kit.check("图校验拒绝:第二无入边节点(入口唯一违例——入口节点数 = 3)", _has_err_category(lt.validate(), "structural")) + var boss_out = JSON.parse_string(JSON.stringify(good)) + boss_out[2].next = [1] + lt.rows.assign([{"level_index": 9, "display_name": "t", "rest_heal_pct": 30, "nodes": boss_out}]) + Kit.check("图校验拒绝:Boss 带出边(终点不可外出)", _has_err_category(lt.validate(), "structural")) + var cyc = JSON.parse_string(JSON.stringify(good)) + cyc[1].next = [0] + lt.rows.assign([{"level_index": 9, "display_name": "t", "rest_heal_pct": 30, "nodes": cyc}]) + Kit.check("图校验拒绝:回边 1→0(连线只朝前进方向 ⇒ 无环)", _has_err_category(lt.validate(), "structural")) + var dang = JSON.parse_string(JSON.stringify(good)) + dang[0].next = [1, 7] + lt.rows.assign([{"level_index": 9, "display_name": "t", "rest_heal_pct": 30, "nodes": dang}]) + Kit.check("图校验拒绝:出边指向不存在编号(悬空致命)", _has_err_category(lt.validate(), "dangling_next")) + var orphan = JSON.parse_string(JSON.stringify(good)) + orphan[0].next = [1] + orphan[1].next = [2] + orphan.append({"node_depth": 5, "type": "battle", "next": [2]}) + lt.rows.assign([{"level_index": 9, "display_name": "t", "rest_heal_pct": 30, "nodes": orphan}]) + var orphan_errs: Array = lt.validate() + Kit.check("图校验拒绝:孤儿节点(从入口不可达 / 双入口同体违例)", _has_err_category(orphan_errs, "structural")) + # ④ L2 选路推进:min / max 双路径全通(确定性路径轴——零随机流自开) + # 战斗随机值面随全局序漂移——max 路径种子按行为面扫描(路线形状/商店/选路口为断言本体) + var win_min = autoplay.run_level(_db, 42, 2, 200, 100, false, null, "normal", "min", 0) + Kit.check("L2·满配 min 路径通关(实测:%s)" % win_min.result, win_min.result == "victory") + Kit.check("L2 Boss 以编号 9 解析(终点编号最大——商店房批重编号 8→9)", win_min.boss_depth == 9) + Kit.check("min 路径 = 0→1→3(休整)→7→8(商店零购离开)→9(实测 %s——T17 出度≤2 拍板模板 0 重建)" % str(win_min.visited_ids), win_min.visited_ids == [0, 1, 3, 7, 8, 9]) + Kit.check("选路口发生 %d 次(每节点兑付后——零自动推进)" % win_min.choices, win_min.choices >= 3) + # max 路径 = 存储种子(T17 改造——废除逐种子扫描):本项目核心承诺=确定性复放(同代码同表 + # 同种子逐位一致),「能赢且路径符合的种子」是恒定事实,采一次存死即可。旧形态 range(42,300) + # 逐种子全关卡通关扫描找命中,期望路径过期时 258 次模拟撞 180s 闸(台账 257 + + # 出度≤2 重建两次实证)。存储种子常态一次跑完;图表/数值有意变更致本断言红=快速失败(一次 + # 即红非扫描超时),重采=临时脚本跑同款 run_level 循环取首命中种子回填(离线一次性)。 + const MAX_PATH_SEED := 43 # 种子重采程序:同款循环首命中(断言注释既定程序,临时脚本用后即删) + var win_max: Dictionary = autoplay.run_level(_db, MAX_PATH_SEED, 2, 200, 100, false, null, "normal", "max", 0) + Kit.check("L2·满配 max 路径(max 取最大编号候选)通关 = 0→2(奖励)→6→7→8(商店零购离开)→9(存储种子 %d——T17 出度≤2 拍板模板 0 重建)" % MAX_PATH_SEED, win_max.result == "victory" and win_max.visited_ids == [0, 2, 6, 7, 8, 9]) + # ⑤ 零自动推进状态机(手动驱动——兑付确认 / 选路拒绝语义逐拍断言) + var runner = load("res://core/level_runner.gd").new(_db, _fresh_rng(42)) + runner.set_hero_override(200, 100) + var choice_sizes: Array = [] + runner.choices_presented.connect(func(c): choice_sizes.append(c.size())) + Kit.check("手动驱动:L2 启动(入口战斗直接开打——入口无前置兑付;template_pick=0 固定现行图——精确选路断言)", runner.start_level(2, 42, {}, 0)) + var st = _battle_st("normal") + var first = runner.current_battle() + var res_box := {} # 信号写回容器(lambda 按值捕获局部变量——Dictionary 引用可变) + first.battle_finished.connect(func(p): res_box["result"] = String(p.get("result", ""))) + while runner.current_battle() == first and not res_box.has("result"): + autoplay._autoplay_battle(runner, first, st, null) + Kit.check("首战胜利后:settlement 释放 + 进选路态(战斗胜利不再自动推进——接口漂移清偿)", String(res_box.get("result", "")) == "victory" and runner.current_battle() == null and runner.awaiting_choice()) + Kit.check("入口岔路候选 = [1, 2](T17 出度≤2 拍板模板 0 宽廊双干——层宽 4 上限随出度约束)", runner.next_candidate_ids() == [1, 2]) + Kit.check("候选外编号拒绝且仍待选(拒绝语义)", not runner.pick_next_node(8) and runner.awaiting_choice()) + Kit.check("选编号 2(奖励点)受理", runner.pick_next_node(2)) + Kit.check("到达奖励点:直通兑付(确认前不出选路口)", String(runner.current_node().get("type", "")) == "reward" and not runner.awaiting_choice()) + Kit.check("兑付确认后才出现选路口(continue_after_node 泛化语义)候选 = [5, 6]", runner.continue_after_node() and runner.awaiting_choice() and runner.next_candidate_ids() == [5, 6]) + Kit.check("选编号 6(巨蜘蛛巢群)开战", runner.pick_next_node(6) and runner.current_battle() != null) + # ⑥ L2 锚行首遇战:基线 0 加成 · 完美档(零盲挖 = 零踩雷上限口径)多种子扫描 + # (绿档口径 = 12 局多数胜 + 零踩雷恒要求;还原全胜档需回调锚行血量,归用户决策) + var green_ok := true + var green_min_hp := 99999 + var green_wins := 0 + for i in range(12): + var g_runner = load("res://core/level_runner.gd").new(_db, _fresh_rng(9100 + i)) + g_runner.start_level(2, 9100 + i) + var g_st = _battle_st("perfect") + var g_first = g_runner.current_battle() + var g_box := {} + g_first.battle_finished.connect(func(p): + g_box["result"] = String(p.get("result", "")) + g_box["hero_hp"] = int(p.get("hero_hp", 0))) + var g_guard := 6 + while g_runner.current_battle() == g_first and not g_box.has("result") and g_guard > 0: + g_guard -= 1 + autoplay._autoplay_battle(g_runner, g_first, g_st, null) + if int(g_st.mine_hits) > 0: + green_ok = false + if String(g_box.get("result", "")) == "victory": + green_wins += 1 + if int(g_box.get("hero_hp", 0)) > 0: + green_min_hp = mini(green_min_hp, int(g_box.hero_hp)) + Kit.check("首遇位零踩雷:完美档 12 种子(节点 0 熊地精)恒零踩雷", green_ok) + Kit.check("首遇战胜局 ≥7/12(实际 %d——阶段拔高后锚行退出绿档,多数胜口径)" % green_wins, green_wins >= 7) + Kit.check("首遇战胜后 HP 下探读数 %d(>0——绿档记录)" % green_min_hp, green_min_hp > 0) + # ⑦ 跨表行完整:L2 每战斗/Boss 节点在 board_gen 与 enemy 精确行集(加载校验同款显式复述; + # enemy 键域 = (level_index, row_kind, depth_band)——战斗节点查 battle 键域、Boss 节点查 boss 键域) + var bg_keys := {} + for row in _db.board_gen.rows: + bg_keys["%d_%d" % [int(row.level_index), int(row.node_depth)]] = true + var en_keys := {} + for row in _db.enemy.rows: + en_keys["%d_%s_%d" % [int(row.level_index), String(row.get("row_kind", "")), int(row.get("depth_band", -1))]] = true + var cross_ok := true + for node in _level_active_nodes(2): + var t := String(node.get("type", "")) + if t != "battle" and t != "boss": + continue + if not bg_keys.has("2_%d" % int(node.node_depth)) or not en_keys.has("2_%s_%d" % [t, int(node.node_depth)]): + cross_ok = false + Kit.check("跨表行完整:L2 全部战斗/Boss 节点在 board_gen + enemy 精确行集(7 节点——带键 (2,row_kind,depth_band))", cross_ok) + # ⑦a 定点:L2 首遇带行集与 Boss 行集(首遇带 = 数据驱动最低带,契约 8——禁写死坐标; + # 断言行集构成而非单行:行序 = 文件序,首行即叙述取数面) + var l2_spider_band: int = _first_encounter_band(2, "giant_spider") + var l2_spider_set: Array = _db.resolve_enemy_rowset(2, l2_spider_band, "battle") + var l2_spider_ids := {} + for r in l2_spider_set: + l2_spider_ids[String(r.get("enemy_id", ""))] = true + Kit.check("巨蜘蛛首遇带(2,battle,%d——扫表取最低带)行集 = {giant_spider} 恰一行且 unit_count=2 无 unit_count_max(固定 2 只——首遇教学位不加骰)〔fv22〕" % l2_spider_band, + l2_spider_band >= 0 and l2_spider_ids.has("giant_spider") and l2_spider_ids.size() == 1 and l2_spider_set.size() == 1 \ + and int(l2_spider_set[0].get("unit_count", -1)) == 2 and not l2_spider_set[0].has("unit_count_max")) + var l2_boss_set: Array = _db.resolve_enemy_rowset(2, _boss_depth(2), "boss") + var l2_boss_ids := {} + for r in l2_boss_set: + l2_boss_ids[String(r.get("enemy_id", ""))] = true + Kit.check("蛛化卓尔精灵 Boss 行集(2,boss,%d)= {drider} 恰一行且首行魔法甲(护甲类型重配批 2026-09-18:关卡 2 唯一非轻甲;P4 乙 Boss 行集多行合法——零内容期仍单行)〔fv24〕" % _boss_depth(2), l2_boss_ids.has("drider") and l2_boss_ids.size() == 1 and String(l2_boss_set[0].get("armor_type", "")) == "ward") + # ⑦b 定点:混编遭遇行集 (2,battle,5)(R6 行序契约运行面: + # 行集两行文件内相邻、行序 = 声明序 = 生成序;静态最坏骰和 Σ(unit_count_max,固定行缺省 = unit_count) ≤ 4) + var l2_mix_set: Array = _db.resolve_enemy_rowset(2, 5, "battle") + var mix_shape_ok: bool = l2_mix_set.size() == 2 \ + and String(l2_mix_set[0].get("enemy_id", "")) == "bugbear" \ + and String(l2_mix_set[1].get("enemy_id", "")) == "giant_spider" + Kit.check("首批混编行集 (2,battle,5) = 双行且行序 [bugbear 重击手 → giant_spider 巢群](R6 行序契约——文件序 = 声明序 = 生成序,首行默认目标 = 前排坦克;迭代 18 卡⑤投放)〔fv18〕", mix_shape_ok) + var mix_sum_max := 0 + for r in l2_mix_set: + mix_sum_max += int(r.get("unit_count_max", int(r.get("unit_count", 1)))) + Kit.check("首批混编行集 (2,battle,5) 静态最坏骰和 = Σ(unit_count_max,固定行缺省=unit_count) = %d ≤ 4(行集实例总数守卫同口径——重击手固定 1 + 巢群 [2,3])〔fv19〕" % mix_sum_max, mix_sum_max <= 4) + Kit.check("首批混编新行 (2,battle,5,giant_spider) 行值 = 复制巢群行(P4 甲零数值新增——2-3 只/hp 26/atk [1,2]/light/ac 2;既有 19 行现值零变更)", + int(l2_mix_set[1].get("unit_count", 0)) == 2 and int(l2_mix_set[1].get("unit_count_max", 0)) == 3 \ + and int(l2_mix_set[1].get("hp", 0)) == 26 and int(l2_mix_set[1].get("armor_class", -1)) == 2) + # ---- L3 灰矮人矿城断言段 ---- + # ⑧ L3 行集结构(复用 L2 九节点图模板——6 战 + Boss + 奖励 + 恢复,真实岔路 4 处) + var l3 := {} + for row in _db.level.rows: + if int(row.level_index) == 3: + l3 = row + Kit.check("L3 节点数 = 10(入口 1 + 中间三层 2/3/2 + 商店房 + Boss——L2 同模板 + 商店房批)", not l3.is_empty() and _level_active_nodes(3).size() == 10) + var tcount3 := {"battle": 0, "reward": 0, "rest": 0, "boss": 0, "shop": 0} + var branch3 := 0 + for node in _level_active_nodes(3): + tcount3[String(node.get("type", ""))] = int(tcount3[String(node.get("type", ""))]) + 1 + if node.get("next", []).size() >= 2: + branch3 += 1 + Kit.check("L3 普通战斗节点 = 6 + Boss 恒一(编号最大恒终点)", int(tcount3.battle) == 6 and int(tcount3.boss) == 1) + Kit.check("L3 恢复节点 1(rest_heal_pct 行字段)+ 奖励节点 1(直通空态)+ 商店房节点 1(商店房批)", int(tcount3.reward) == 1 and int(tcount3.rest) == 1 and int(tcount3.shop) == 1) + Kit.check("L3 真实岔路 = %d 处(0→[1,2,3,4,5] · 2→[6,7] · 5→[6,7]——U2 返工批五岔环廊层宽 5)" % branch3, branch3 == 3) + # ⑨ 跨表行完整:L3 每战斗/Boss 节点在 board_gen 与 enemy 精确行集(⑦ 的 bg_keys/en_keys 复用—— + # 键域同形:(L,row_kind,depth_band)) + var cross_ok3 := true + for node in _level_active_nodes(3): + var t3 := String(node.get("type", "")) + if t3 != "battle" and t3 != "boss": + continue + if not bg_keys.has("3_%d" % int(node.node_depth)) or not en_keys.has("3_%s_%d" % [t3, int(node.node_depth)]): + cross_ok3 = false + Kit.check("跨表行完整:L3 全部战斗/Boss 节点在 board_gen + enemy 精确行集(7 节点——带键 (3,row_kind,depth_band))", cross_ok3) + # ⑩ 定点:L3 首遇带行集与 Boss 行集(克制面重轻错开——重甲灰矮人首次登台;首遇带数据驱动定位同 ⑦a) + var l3_lead_band: int = _first_encounter_band(3, "duergar") + var l3_lead_set: Array = _db.resolve_enemy_rowset(3, l3_lead_band, "battle") + var l3_lead_ids := {} + for r in l3_lead_set: + l3_lead_ids[String(r.get("enemy_id", ""))] = true + Kit.check("灰矮人首遇带(3,battle,%d——扫表取最低带)行集 = {duergar} 恰一行、首行重甲、固定 1 只不加骰〔fv23〕" % l3_lead_band, + l3_lead_band >= 0 and l3_lead_ids.has("duergar") and l3_lead_ids.size() == 1 \ + and String(l3_lead_set[0].get("armor_type", "")) == "heavy" \ + and int(l3_lead_set[0].get("unit_count", -1)) == 1 and not l3_lead_set[0].has("unit_count_max")) + var l3_king_set: Array = _db.resolve_enemy_rowset(3, _boss_depth(3), "boss") + var l3_king_ids := {} + for r in l3_king_set: + l3_king_ids[String(r.get("enemy_id", ""))] = true + Kit.check("灰矮人石君王 Boss 行集(3,boss,%d)= {duergar_king} 恰一行且首行重甲(重甲收束「轻甲→魔法甲→重甲」教学梯度)〔fv24〕" % _boss_depth(3), l3_king_ids.has("duergar_king") and l3_king_ids.size() == 1 and String(l3_king_set[0].get("armor_type", "")) == "heavy") + # ⑪ L3 成长代理档首遇绿档:模拟 GP 商店成长后的入关参数(atk_pct=200 / hp_pct=100)· 完美档多种子首遇战稳过 + # (零加成基线红档属预期——断言口径 = 成长代理档,非基线;跑法同 ⑥) + var green3_ok := true + var green3_min_hp := 99999 + for i in range(12): + var g3_runner = load("res://core/level_runner.gd").new(_db, _fresh_rng(9100 + i)) + g3_runner.set_hero_override(200, 100) + g3_runner.start_level(3, 9100 + i) + var g3_st = _battle_st("perfect") + var g3_first = g3_runner.current_battle() + var g3_box := {} + g3_first.battle_finished.connect(func(p): + g3_box["result"] = String(p.get("result", "")) + g3_box["hero_hp"] = int(p.get("hero_hp", 0))) + var g3_guard := 6 + while g3_runner.current_battle() == g3_first and not g3_box.has("result") and g3_guard > 0: + g3_guard -= 1 + autoplay._autoplay_battle(g3_runner, g3_first, g3_st, null) + if String(g3_box.get("result", "")) != "victory" or int(g3_st.mine_hits) > 0: + green3_ok = false + elif int(g3_box.get("hero_hp", 0)) > 0: + green3_min_hp = mini(green3_min_hp, int(g3_box.hero_hp)) + Kit.check("L3 首遇位绿档:成长代理档口径(atk_pct=200/hp_pct=100)完美档 12 种子首遇战(节点 0 灰矮人)全胜且零踩雷", green3_ok) + Kit.check("L3 首遇战胜后 HP 下探读数 %d(>0——绿档记录)" % green3_min_hp, green3_min_hp > 0) + + # ⑫ 混编行集运行面正反断言:注入带键 (1,battle,5)/(1,battle,6) = + # L1 节点图与全部既有扫描面之外的新带键(带命中精确取注入行集——新 L 会被 ceil 封顶到 L3 不可用), + # 断言后立即还原表,后续断言面零污染。R3 fail-fast 正反验证 + R6 行序运行面验证。 + var mix_row_a := {"level_index": 1, "row_kind": "battle", "depth_band": 5, "enemy_id": "goblin", "display_name": "地精", "unit_count": 1, "hp": 10, "atk": 2, "pool": [{"skill_id": "attack", "weight": 9}]} + var mix_row_b := {"level_index": 1, "row_kind": "battle", "depth_band": 5, "enemy_id": "bugbear", "display_name": "熊地精", "unit_count": 2, "hp": 20, "atk": 3, "pool": [{"skill_id": "attack", "weight": 9}]} + _db.enemy.rows.append(mix_row_a) + _db.enemy.rows.append(mix_row_b) + var mix_sys = load("res://core/unit_container.gd").new(_db) + Kit.check("混编行集 spawn 受理((1,battle,5) 双行 地精1+熊地精2——定值无区间路径,行集构成纪律放开面正向)", mix_sys.spawn(1, 5, int(_db.hero.max_hp))) + var mix_units: Array = mix_sys.all_enemies() + Kit.check("混编实例总数 = 各行数量求和(1+2=3——行集实例总数 ≤4 守卫内)", mix_units.size() == 3) + Kit.check("混编生成序 = 文件行序(行序即契约——地精在前熊地精在后,handle_id 跨行连续派发)", String(mix_units[0].get("enemy_id")) == "goblin" and String(mix_units[1].get("enemy_id")) == "bugbear" and String(mix_units[2].get("enemy_id")) == "bugbear") + Kit.check("混编各行行值独立投影(display_name/hp/atk 按各自行值——同场不同种不同值)", String(mix_units[0].get("display_name")) == "地精" and int(mix_units[1].get("hp")) == 20 and int(mix_units[1].get("atk")) == 3) + _db.enemy.rows.append({"level_index": 1, "row_kind": "battle", "depth_band": 6, "enemy_id": "goblin", "display_name": "地精", "unit_count": 3, "hp": 10, "atk": 2, "pool": [{"skill_id": "attack", "weight": 9}]}) + _db.enemy.rows.append({"level_index": 1, "row_kind": "battle", "depth_band": 6, "enemy_id": "bugbear", "display_name": "熊地精", "unit_count": 3, "hp": 20, "atk": 3, "pool": [{"skill_id": "attack", "weight": 9}]}) + var over_sys = load("res://core/unit_container.gd").new(_db) + Kit.check("行集实例总数守卫:两行各定值 3(总 6 > 4)spawn 被拒(行集构成纪律③——R3 fail-fast 运行面)", not over_sys.spawn(1, 6, int(_db.hero.max_hp))) + _db.enemy.rows.remove_at(_db.enemy.rows.size() - 1) + _db.enemy.rows.remove_at(_db.enemy.rows.size() - 1) + _db.enemy.rows.remove_at(_db.enemy.rows.size() - 1) + _db.enemy.rows.remove_at(_db.enemy.rows.size() - 1) + 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) + + # 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 / + # 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)。 + var vis_runner = load("res://core/level_runner.gd").new(_db, _fresh_rng(42)) + var vis_ledger := {"hero_hp": 10, "gp": 0} + var vis_ok: bool = vis_runner.start_level_external(2, vis_ledger, {}, Callable(), {}, true, 0) + Kit.check("可见性冒烟:L2 入口停点就位(defer_entry——无当前节点,锚层 0)", vis_ok and vis_runner.awaiting_choice() and vis_runner.current_node_id() == -1) + var vis_ids: Array = vis_runner.type_visible_ids() + var vis_cand_in := true + for cid in vis_runner.next_candidate_ids(): + if not vis_ids.has(int(cid)): + vis_cand_in = false + Kit.check("可见性冒烟:入口停点候选集 ⊆ 类型可见集(下一跳恒可见)〔fv4〕", vis_cand_in) + Kit.check("可见性冒烟:L2 Boss(编号 %d)恒在可见集(终点不入雾)〔fv3〕" % _boss_depth(2), vis_ids.has(_boss_depth(2))) + var vis_n: int = int(_db.level.info_visible_layers) + Kit.check("可见性冒烟:N 读数据表 = %d(provisional 2——代码零硬编码)〔fv6〕" % vis_n, vis_n == 2) + Kit.check("可见性冒烟:入口锚层 0 时层距 3/4 的节点 7/8 入雾(非豁免——入口 BFS 层差 > N)〔fv1〕", not vis_ids.has(7) and not vis_ids.has(8)) + + +# 冒烟隔离用全新 RngService(同 master 种子——回放确定性纪律) + + +# 冒烟隔离用全新 RngService(同 master 种子——回放确定性纪律) +func _fresh_rng(seed_val: int): + var rng = load("res://core/rng_service.gd").new() + rng.set_master_seed(seed_val) + return rng + + +# ==================== GP+商店房冒烟 ==================== +# ① GP 到账(战斗完成入账恰一次 + Boss 关级加值)② escrow 隔离(格面兑付入缓冲/破财不透支) +# ③ 商店三收口(购买出账/加算区/余额不足拒/离开/收束清零)④ 图不变式(商店必经位/跨表行集迁移) +# ⑤ 九型与 gp_drop 流(奖励字典 18 格 + 黄金向量)。 + +# ---- ① GP 冒险钱包·到账 ---- + + +# ==================== GP+商店房冒烟 ==================== +# ① GP 到账(战斗完成入账恰一次 + Boss 关级加值)② escrow 隔离(格面兑付入缓冲/破财不透支) +# ③ 商店三收口(购买出账/加算区/余额不足拒/离开/收束清零)④ 图不变式(商店必经位/跨表行集迁移) +# ⑤ 九型与 gp_drop 流(奖励字典 18 格 + 黄金向量)。 + +# ---- ① GP 冒险钱包·到账 ---- + +func _smoke_gp_wallet() -> void: + print("--- GP 冒险钱包·到账(战斗完成入账恰一次 + Boss 加值)---") + var autoplay = load("res://smoke/level_autoplay.gd") + # ① L1 首战(普通战档——掷定 [2,4] + 关级加值 0):runner 驱动,收集 battle_finished 与钱包事件 + var runner = load("res://core/level_runner.gd").new(_db, _fresh_rng(42)) + runner.set_hero_override(200, 100) + var fin := {} + var wallet_events: Array = [] + runner.wallet_changed.connect(func(ev, gp_val, extra): wallet_events.append({"event": String(ev), "gp": int(gp_val), "amount": int(extra.get("amount", 0))})) + Kit.check("GP 到账:L1 启动(普通战档)", runner.start_level(1, 42)) + var battle = runner.current_battle() + var rows: Array = [] + battle.step_row.connect(func(row): rows.append(row)) + battle.battle_finished.connect(func(p): fin["p"] = p) + var st := _battle_st("normal") + var guard := 30 + while runner.current_battle() == battle and not fin.has("p") and guard > 0: + guard -= 1 + autoplay._autoplay_battle(runner, battle, st, null) + Kit.check("L1 首战胜利(battle_finished gp_dropped 载荷在案)", fin.has("p") and String(fin["p"].get("result", "")) == "victory") + var escrow_sum := _escrow_sum_of(rows) + var gp_dropped: int = int(fin["p"].get("gp_dropped", -999)) + Kit.check("L1 普通战 gp_dropped − escrow ∈ [2+0, 4+0](掷定+关级加值 %d,escrow %+d)" % [gp_dropped - escrow_sum, escrow_sum], gp_dropped - escrow_sum >= 2 and gp_dropped - escrow_sum <= 4) + var gains: Array = [] + for ev in wallet_events: + if ev["event"] == "gain": + gains.append(ev) + Kit.check("钱包恰入账一次(gain 事件 ×%d)" % gains.size(), gains.size() == 1) + if gains.size() == 1: + Kit.check("入账金额 = gp_dropped 载荷(%d)" % gp_dropped, int(gains[0]["amount"]) == gp_dropped) + Kit.check("钱包读数 = 入账后投影(gp=%d,破财负值场景经 clamp ≥0)" % runner.gp, runner.gp == maxi(0, gp_dropped) and runner.gp == int(gains[0]["gp"])) + # ② L2 Boss 战(节点 9——商店房批重编号):掷定 [6,10] + 关级加值 1 + var boss = load("res://core/battle_orchestrator.gd").new(_db, _fresh_rng(42)) + var rows_b: Array = [] + var fin_b := {} + boss.step_row.connect(func(row): rows_b.append(row)) + boss.battle_finished.connect(func(p): fin_b["p"] = p) + Kit.check("L2 Boss 战启动((2,9)——Boss 档掷定 [6,10] + 关级加值 1)", boss.begin_battle({"level_index": 2, "node_depth": 9, "node_type": "boss", "hero_hp": int(_db.hero.max_hp)})) + var guard_b := 60 + while boss.battle_result == "" and guard_b > 0: + guard_b -= 1 + boss.minesweeper.settle_batch([{"action": "stop"}]) + Kit.check("L2 Boss 战终局(%s——gp_dropped 于战斗末掷定上抛)" % String(boss.battle_result), fin_b.has("p")) + var escrow_b := _escrow_sum_of(rows_b) + var gp_b: int = int(fin_b.get("p", {}).get("gp_dropped", -999)) if fin_b.has("p") else -999 + Kit.check("L2 Boss 战 gp_dropped − escrow ∈ [6+1, 10+1](掷定+关级加值 %d,escrow %+d)" % [gp_b - escrow_b, escrow_b], gp_b - escrow_b >= 7 and gp_b - escrow_b <= 11) + + +# 步骤流中 GP 型兑付行(effect_id gp_gain/gp_loss)的 value 代数和 = escrow 会计算(归因行随行携带) + + +# 步骤流中 GP 型兑付行(effect_id gp_gain/gp_loss)的 value 代数和 = escrow 会计算(归因行随行携带) +func _escrow_sum_of(rows: Array) -> int: + var sum := 0 + for row in rows: + if String(row.get("effect_id", "")) == "gp_gain" or String(row.get("effect_id", "")) == "gp_loss": + sum += int(row.get("value", 0)) + return sum + + +# ---- ② escrow 隔离(GP安全格兑付 / 破财直验 / 钱包 clamp)---- + + +# ---- ② escrow 隔离(GP安全格兑付 / 破财直验 / 钱包 clamp)---- + +func _smoke_gp_escrow() -> void: + print("--- GP escrow 隔离(GP安全格兑付入缓冲 · 破财不透支)---") + # ① 种子扫描:找GP 袋(gp 型安全格)可挖掘局——挖开兑付 +3 入 escrow,战斗末随 gp_dropped 一次上抛 + var scan := {} + for s in range(1, 121): + var rng = _fresh_rng(s) + var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) + var rows: Array = [] + settlement.step_row.connect(func(row): rows.append(row)) + var fin := {} + settlement.battle_finished.connect(func(p): fin["p"] = p) + if not settlement.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": int(_db.hero.max_hp), "hero_atk": 999}): + continue + var target := _find_gp_dig(settlement.minesweeper, settlement) + if target.is_empty(): + continue + scan = {"seed": s, "settlement": settlement, "target": target, "rows": rows, "fin": fin} + break + Kit.check("GP 袋(gp 型安全格)可挖掘局种子可达(seed=%s)" % str(scan.get("seed", -1)), not scan.is_empty()) + if not scan.is_empty(): + var settlement2 = scan["settlement"] + var ms = settlement2.minesweeper + var t: Dictionary = scan["target"] + var dig_arr: Array = [t["dig_cell"].x, t["dig_cell"].y] + if t["hero_cell"] != ms.hero_pos(): + ms.settle_batch([{"action": "move", "cell": t["hero_cell"]}]) + ms.settle_batch([{"action": "dig", "cell": t["dig_cell"]}]) + var guard_stop := 12 + while settlement2.battle_result == "" and guard_stop > 0: + guard_stop -= 1 + ms.settle_batch([{"action": "stop"}]) # 收轮结算:授予段兑付 +3 → 战斗段先手 999 清场 → 胜利上抛 + Kit.check("GP局战斗终局(先手 999 收束)", settlement2.battle_result == "victory") + var gain_ok := false + for row in scan["rows"]: + if String(row.get("effect_id", "")) == "gp_gain" and row.get("origin_cell", []) == dig_arr and int(row.get("value", 0)) == 3: + gain_ok = true + Kit.check("GP 袋兑付行在案(GP 袋 +3 → 战斗内缓冲,origin 指回来源格)", gain_ok) + Kit.check("escrow 累计缓冲 ≥3(实测 %d——战斗域中间态,不入钱包不入增益容器)" % int(settlement2.escrow), int(settlement2.escrow) >= 3) + var gp_d: int = int(scan["fin"].get("p", {}).get("gp_dropped", -999)) + Kit.check("格面兑付计入 gp_dropped(%d − escrow %d ∈ [2,4]——战斗末一次到账,随上抛即弃)" % [gp_d, int(settlement2.escrow)], gp_d - int(settlement2.escrow) >= 2 and gp_d - int(settlement2.escrow) <= 4) + # ② 破财(gp_loss)直验:兑付入口直调(weight 0 不入池——字典负向行单测通道,负向字典冒烟前例) + var rng_l = _fresh_rng(20260921) + var settle_l = load("res://core/battle_orchestrator.gd").new(_db, rng_l) + var fin_l := {} + settle_l.battle_finished.connect(func(p): fin_l["p"] = p) + Kit.check("破财直验战斗启动", settle_l.begin_battle({"level_index": 1, "node_depth": 4, "hero_hp": int(_db.hero.max_hp), "hero_atk": 999, "node_type": "boss"})) + for i in range(3): + settle_l._grant_routed({"reward_id": "gp_lose", "cell_type": "gp", "polarity": "negative", "display_name": "破财", "power": 2, "effect_id": "gp_loss", "stacks": 1}, + "negative", "mine_hit", Vector2i(0, 0), 1) + Kit.check("破财 ×3 → escrow −6(负向缓冲记账,零钱包触达)", int(settle_l.escrow) == -6) + settle_l.minesweeper.settle_batch([{"action": "stop"}]) + var gp_l: int = int(fin_l.get("p", {}).get("gp_dropped", 999)) + var boss_drop: Dictionary = _db.shop_gp_drop_row("boss") + var boss_bonus1: int = _db.shop_level_gp_bonus(1) + Kit.check("破财压制 gp_dropped 负值上抛(%d + 6 = %d ∈ Boss 档掷定 [%d,%d] + 关级加值 %d——掷定不受破财污染)" % [ + gp_l, gp_l + 6, int(boss_drop.get("roll_min", 0)), int(boss_drop.get("roll_max", 0)), boss_bonus1], + gp_l + 6 >= int(boss_drop.get("roll_min", 0)) + boss_bonus1 and gp_l + 6 <= int(boss_drop.get("roll_max", 0)) + boss_bonus1) + # ③ 钱包不透支(clamp ≥0):runner 驱动 L1 首战 + 战斗中注入破财 → gp_dropped 负值 → 钱包钳制归 0 + var runner = load("res://core/level_runner.gd").new(_db, _fresh_rng(4242)) + runner.set_hero_override(49850, 0) # atk 2 → 999(快速终局;hp 基线) + var ev_box := {"gains": [], "min_gp": 999999} + runner.wallet_changed.connect(func(ev, gp_val, extra): + ev_box["gains"].append({"event": String(ev), "gp": int(gp_val), "amount": int(extra.get("amount", 0))}) + ev_box["min_gp"] = mini(ev_box["min_gp"], int(gp_val))) + Kit.check("clamp 场景:L1 启动(冒险钱包开局 0)", runner.start_level(1, 4242)) + var b3 = runner.current_battle() + var fin3 := {} + b3.battle_finished.connect(func(p): fin3["p"] = p) + for i in range(3): + b3._grant_routed({"reward_id": "gp_lose", "cell_type": "gp", "polarity": "negative", "display_name": "破财", "power": 2, "effect_id": "gp_loss", "stacks": 1}, + "negative", "mine_hit", Vector2i(0, 0), 1) + var guard3 := 12 + while runner.current_battle() == b3 and not fin3.has("p") and guard3 > 0: + guard3 -= 1 + b3.minesweeper.settle_batch([{"action": "stop"}]) + var gp3: int = int(fin3.get("p", {}).get("gp_dropped", 999)) + Kit.check("破财压制入账载荷为负(gp_dropped=%d)" % gp3, gp3 < 0) + var gain3: Array = [] + for ev in ev_box["gains"]: + if ev["event"] == "gain": + gain3.append(ev) + Kit.check("破财入账恰一次且投影读数 0(amount=%d,clamp 后 gp=0)" % gp3, gain3.size() == 1 and int(gain3[0]["amount"]) == gp3 and int(gain3[0]["gp"]) == 0) + Kit.check("钱包全程不透支(gp=%d,事件投影最小读数 %d ≥ 0)" % [runner.gp, int(ev_box["min_gp"])], runner.gp == 0 and int(ev_box["min_gp"]) >= 0) + + +# 板真相直读找GP 袋挖掘目标:未开安全格 + gp 型资源身份 + 存在可达已开邻格(_find_seal_target 同款口径) + + +# 板真相直读找GP 袋挖掘目标:未开安全格 + gp 型资源身份 + 存在可达已开邻格(_find_seal_target 同款口径) +func _find_gp_dig(minesweeper, settlement) -> Dictionary: + var board = minesweeper.current_board() + var revealed := {} + for c in minesweeper.revealed_cells(): + revealed[c] = true + for y in board.height: + for x in board.width: + var c := Vector2i(x, y) + if revealed.has(c) or board.is_mine(c): + continue + var ident = settlement.query_reward_identity(c) + if ident == null or String(ident.get("cell_type", "")) != "gp": + continue + for n in board.neighbors8(c): + if revealed.has(n) and (minesweeper.compute_move_path(n).size() > 0 or n == minesweeper.hero_pos()): + return {"dig_cell": c, "hero_cell": n} + return {} + + +# ---- ③ 商店房三收口 ---- + + +# ---- ③ 商店房三收口 ---- + +func _smoke_shop_room() -> void: + print("--- 商店房三收口(现价/加算区/余额不足拒/离开回选路/收束清零)---") + var autoplay = load("res://smoke/level_autoplay.gd") + # 行进到商店房(min 路径:0→1→3(恢复)→6→8)——种子扫描保证进店余额 ≥ 三件首购总价 16(6+4+6) + var shop_run := {} + for s in range(42, 92): + var runner = load("res://core/level_runner.gd").new(_db, _fresh_rng(s)) + runner.set_hero_override(900, 400) # 行进段快速通关档(购买断言与百分比轴正交——加算区单独断言) + runner.start_level(2, s, {}, 0) # 固定模板 0——商店经济断言按现行图 GP 账本 + var st := _battle_st("normal") + var guard := 40 + while String(runner.level_result) == "" and int(runner.current_node_id()) != 8 and guard > 0: + guard -= 1 + if runner.awaiting_choice(): + var ids: Array = runner.next_candidate_ids() + ids.sort() + runner.pick_next_node(int(ids[0])) + continue + var t := String(runner.current_node().get("type", "")) + if t == "reward" or t == "rest": + runner.continue_after_node() + continue + if t == "shop": + break + var b = runner.current_battle() + if b == null: + break + var fin := {} + b.battle_finished.connect(func(p): fin["p"] = p) + var g2 := 80 + while runner.current_battle() == b and not fin.has("p") and g2 > 0: + g2 -= 1 + autoplay._autoplay_battle(runner, b, st, null) + if String(runner.level_result) == "" and int(runner.current_node_id()) == 8 and runner.gp >= 16: + shop_run = {"seed": s, "runner": runner} + break + Kit.check("商店房到达种子可达(seed=%s——进店 GP ≥ 16)" % str(shop_run.get("seed", -1)), not shop_run.is_empty()) + if shop_run.is_empty(): + return + var runner = shop_run["runner"] + Kit.check("L2 行进到商店房(节点 8,next=[9]——Boss 前必经位)", String(runner.current_node().get("type", "")) == "shop" and int(runner.current_node_id()) == 8) + Kit.check("到店开店态(覆盖层数据源就位——离开前不出选路口,零自动推进)", not runner.awaiting_choice() and runner.next_candidate_ids().is_empty()) + # 现价 = 基价 + price_level_bonus(L2)=2 + 步长 × 已购档数 + var prods: Array = runner.shop_products() + Kit.check("三商品全陈列(atk_up/hp_up/armor_up——无刷新无摇号)", prods.size() == 3) + var by_id := _shop_products_by_id(prods) + Kit.check("L2 首购现价 = 基价 + 关级加值 2(atk_up 6 / hp_up 4 / armor_up 6)", int(by_id["atk_up"]["price"]) == 6 and int(by_id["hp_up"]["price"]) == 4 and int(by_id["armor_up"]["price"]) == 6) + # 购买 atk_up:钱包 −6 · 加算区 atk +1 · 二购现价 8 + var gp0: int = runner.gp + Kit.check("购买 atk_up 受理(现价 6)", runner.buy_product("atk_up")) + Kit.check("钱包扣现价 6(%d → %d)" % [gp0, runner.gp], runner.gp == gp0 - 6) + # 加算区住 RunLedger + Kit.check("统一冒险加算区 atk +1(bonus={atk,max_hp,armor_class} 账本)", int(runner.run_ledger.bonus.get("atk", -1)) == 1 and int(runner.run_ledger.bonus.get("max_hp", -1)) == 0 and int(runner.run_ledger.bonus.get("armor_class", -1)) == 0) + by_id = _shop_products_by_id(runner.shop_products()) + Kit.check("atk_up 二购现价 = 4+2+2=8(步长 2 × 已购 1 档,现价现算)", int(by_id["atk_up"]["price"]) == 8 and int(by_id["atk_up"]["purchased"]) == 1) + # 行进段百分比归零(购买/生效断言按加算区裸值口径——调试浮窗百分比后乘;hp 快照钳到新口径上限防 spawn 越界,测试通道) + runner.set_hero_override(0, 0) + runner.hero_hp = mini(runner.hero_hp, runner.effective_max_hp()) + # hp_up:上限与当前生命同步 +3(封顶新上限) + var hp_before: int = runner.hero_hp + var mhp_before: int = runner.effective_max_hp() + Kit.check("购买 hp_up 受理(现价 4)", runner.buy_product("hp_up")) + Kit.check("钱包扣 4(%d)" % runner.gp, runner.gp == gp0 - 6 - 4) + Kit.check("生命上限 +3(%d → %d——加算区 max_hp 轴)" % [mhp_before, runner.effective_max_hp()], runner.effective_max_hp() == mhp_before + 3) + Kit.check("当前生命同步 +3 封顶新上限(%d → %d)" % [hp_before, runner.hero_hp], runner.hero_hp == mini(hp_before + 3, runner.effective_max_hp())) + # armor_up:AC 10+1 + Kit.check("购买 armor_up 受理(现价 6)", runner.buy_product("armor_up")) + Kit.check("AC = 10+1(armor_class 加算区轴,无百分比通道)", runner.effective_ac() == int(_db.hero.armor_class) + 1) + # 余额不足购买被拒(零副作用):hp_up 连购至不可负担后兜底拒绝 + var guard_drain := 20 + var hp_buys := 1 # 夹具前段已购 1 笔(购买 hp_up 受理断言)——总数 = 前段 + 本循环 + while guard_drain > 0: + guard_drain -= 1 + var hp_price: int = int(_shop_products_by_id(runner.shop_products())["hp_up"]["price"]) + if runner.gp < hp_price: + break + if not runner.buy_product("hp_up"): + break + hp_buys += 1 + var gp_dry: int = runner.gp + var tier_dry: int = runner.purchased_tier("hp_up") + var hp_dry: int = int(_shop_products_by_id(runner.shop_products())["hp_up"]["price"]) + Kit.check("余额不足购买被拒(gp=%d < 现价 %d——零扣费零档位变动)" % [gp_dry, hp_dry], not runner.buy_product("hp_up") and runner.gp == gp_dry and runner.purchased_tier("hp_up") == tier_dry) + # 离开 → 回选路口(候选 [9]) + Kit.check("离开商店 → 回选路口(候选 [9]——零自动推进收口)", runner.continue_after_node() and runner.awaiting_choice() and runner.next_candidate_ids() == [9]) + # 下一战参数 = 基础表值 + 加算区(百分比已归零——加算先乘后乘序的前半在案) + Kit.check("主角攻击生效值 = 2+1(基础表值 + 加算区)", runner.effective_atk() == int(_db.hero.atk) + 1) + Kit.check("选 Boss(节点 9)开战", runner.pick_next_node(9) and runner.current_battle() != null) + var snap: Dictionary = runner.current_battle().presentation_snapshot() + # max_hp 期望按实际购买笔数推导(可购笔数 + # 随经济漂移;断言语义=「加算区笔数×3 全额入战斗开始参数」,不锚死恰好 1 笔) + Kit.check("战斗开始参数 = 基础表值 + 加算区(atk %d = 2+1 / max_hp %d = %d+%d×3)" % [int(snap["hero"].get("atk", -1)), int(snap["hero"].get("max_hp", -1)), int(_db.hero.max_hp), hp_buys], int(snap["hero"].get("atk", -1)) == int(_db.hero.atk) + 1 and int(snap["hero"].get("max_hp", -1)) == int(_db.hero.max_hp) + 3 * hp_buys) + # 冒险收束(Boss 胜或败北——基线裸装口径任一结局)→ 钱包清零 + var fin_end := {} + runner.level_finished.connect(func(p): fin_end["p"] = p) + var g3 := 60 + while not fin_end.has("p") and g3 > 0: + g3 -= 1 + var b_end = runner.current_battle() + if b_end == null: + break + autoplay._autoplay_battle(runner, b_end, _battle_st("normal"), null) + Kit.check("冒险收束(Boss 战终局:%s)" % String(fin_end.get("p", {}).get("result", "")), fin_end.has("p") and String(fin_end["p"].get("result", "")) in ["victory", "defeat"]) + Kit.check("冒险收束钱包清零(局内货币生命周期终点——不入存档不入摘要)", runner.gp == 0) + + +func _shop_products_by_id(prods: Array) -> Dictionary: + var out := {} + for p in prods: + out[String(p["product_id"])] = p + return out + + +# ---- ④ 商店房图不变式(恰 1 商店 · 必经位 · 跨表行集迁移)---- + + +# ---- ④ 商店房图不变式(恰 1 商店 · 必经位 · 跨表行集迁移)---- + +func _smoke_shop_graph() -> void: + print("--- 商店房图不变式(恰 1 商店房 · 全路径必经 · 跨表行集迁移)---") + for L in [2, 3]: + var row := {} + for r in _db.level.rows: + if int(r.level_index) == L: + row = r + var shops: Array = [] + var boss_id := -1 + var max_id := -1 + for n in _level_active_nodes(L): + var t := String(n.get("type", "")) + if t == "shop": + shops.append(int(n.get("node_depth", -1))) + if t == "boss": + boss_id = int(n.get("node_depth", -1)) + max_id = maxi(max_id, int(n.get("node_depth", -1))) + Kit.check("L%d 商店房恰 1 且 node_depth=8(next=[9])" % L, shops.size() == 1 and int(shops[0]) == 8) + Kit.check("L%d Boss = 9 = 全图最大编号(商店房批重编号 8→9)" % L, boss_id == 9 and boss_id == max_id) + var paths: Array = _all_entry_boss_paths(_level_active_nodes(L)) + var via_shop := true + for p in paths: + if not p.has(8): + via_shop = false + Kit.check("L%d 全部 %d 条入口→Boss 路径穿商店房 8(必经位——DFS 枚举)" % [L, paths.size()], paths.size() >= 2 and via_shop) + # 跨表校验:(·,boss,9) Boss 行精确存在 · (·,battle,8) 无战斗行残留(陈旧行清理确认) + var bg_keys := {} + for row in _db.board_gen.rows: + bg_keys["%d_%d" % [int(row.level_index), int(row.node_depth)]] = true + var en_keys := {} + for row in _db.enemy.rows: + en_keys["%d_%s_%d" % [int(row.level_index), String(row.get("row_kind", "")), int(row.get("depth_band", -1))]] = true + for L in [2, 3]: + 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)) + 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)) + 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")) + + +# ---- ⑤ 商店共享池(三选一同构/乘法价/跨渠道共账/切边/断点扩键)---- + + +# ---- ⑤ 商店共享池(三选一同构/乘法价/跨渠道共账/切边/断点扩键)---- + +func _smoke_shop_pool() -> void: + print("--- 商店共享池(抽3买1全重抽 · 乘法定价 ceil · 池空硬闸 · 切边零入店)---") + var autoplay = load("res://smoke/level_autoplay.gd") + var shelf_kinds: Array = [] + for row in _db.shop_pool_rows(): + shelf_kinds.append(String(row.get("kind_id", ""))) + # ① 池模式场景可达(_adv_drive_to_shop 复用——L1 全程+L2 推进到商店房;pool 模式进店即抽架) + var scen := {} + var first_shelf_a: Array = [] + var first_shelf_b: Array = [] + for s in range(42, 92): + var a8 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(s)) + a8.set_hero_override(900, 400) + if not a8.start_adventure(s, {"first_script": true, "shop_mode": "pool"}): + continue + if not _adv_drive_to_shop(a8, _adv_st(), autoplay): + continue + scen = {"a": a8, "s": s, "r": a8.runner()} + first_shelf_a = (a8.runner().shop_shelf() as Array).duplicate(true) + break + Kit.check("池模式商店房场景可达(seed=%s)" % str(scen.get("s", -1)), not scen.is_empty()) + if not scen.is_empty(): + # 同种子再跑一遍采第二份首架(确定性对拍——断点货架续玩=确定性重放承载的实证面) + var a8b = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(int(scen["s"]))) + a8b.set_hero_override(900, 400) + if a8b.start_adventure(int(scen["s"]), {"first_script": true, "shop_mode": "pool"}) \ + and _adv_drive_to_shop(a8b, _adv_st(), autoplay): + first_shelf_b = (a8b.runner().shop_shelf() as Array).duplicate(true) + Kit.check("进店抽 3(货架 %d 卡——同构交互)" % first_shelf_a.size(), first_shelf_a.size() == 3) + # MC-1 商店独立刷新(P-C2+Q2 裁——基础免费 0;GP 刷新 ceil(20×1.8^n) provisional;重抽同源) + if not scen.is_empty(): + var r8 = scen["r"] + var gp0: int = int(r8.gp) + var cost0: int = r8.shop_refresh_cost() + Kit.check("刷新首价=基价(%d)" % cost0, cost0 == int(_db.adventure.shop_refresh_cost_base)) + Kit.check("基础免费 0 次(Q2——天赋增益位后续添加)", r8.shop_refresh_free_left() == 0) + var shelf_pre: Array = (r8.shop_shelf() as Array).duplicate(true) + Kit.check("GP 刷新受理(gp=%d cost=%d)" % [gp0, cost0], r8.shop_refresh()) + Kit.check("GP 刷新扣费(%d→%d)" % [gp0, int(r8.gp)], int(r8.gp) == gp0 - cost0) + Kit.check("刷新爬价 ×curve(%d)" % int(r8.shop_refresh_cost()), int(r8.shop_refresh_cost()) == int(ceil(float(cost0) * float(_db.adventure.shop_refresh_cost_curve)))) + var same_shelf := first_shelf_a.size() == first_shelf_b.size() + if same_shelf: + for i in first_shelf_a.size(): + if String(first_shelf_a[i].get("kind_id", "")) != String(first_shelf_b[i].get("kind_id", "")) \ + or int(first_shelf_a[i].get("price", -1)) != int(first_shelf_b[i].get("price", -1)): + same_shelf = false + break + Kit.check("同种子同货架逐位(确定性重放承载——断点货架续玩语义)", same_shelf) + if scen.is_empty(): + return + var a8 = scen["a"] + var r8 = scen["r"] + # ② 货架投影形制:kind 词表封闭 + 现价公式推导(ceil(base×b^(关序−1)×A^0)——核心现算,呈现零复算) + var l2 := int(r8.level_row.level_index) + for c in r8.shop_shelf(): + # T6 商店保底后 relic 卡合法入架(保底占位)——词表断言放行 relic;价格断言分叉 + # (数值卡走 shop_pool_row 推导 / relic 卡走 15 固定锚——同公式不同基价) + var ckind := String(c.get("kind_id", "")) + var is_relic := ckind == "relic" + Kit.check("货架 kind 在封闭词表或保底 relic 卡(%s)" % ckind, is_relic or shelf_kinds.has(ckind)) + var expect_p: int + if is_relic: + expect_p = int(ceil(15.0 * pow(_db.shop_price_b(), float(l2 - 1)) * 1.0)) + else: + var prow: Dictionary = _db.shop_pool_row(ckind) + expect_p = int(ceil(float(int(prow.get("base_price", 0))) * pow(_db.shop_price_b(), float(l2 - 1)) * 1.0)) + Kit.check("首购现价 = ceil(基价×b^(关序−1))(%s: %d = %d 推导)" % [ckind, int(c.get("price", -1)), expect_p], int(c.get("price", -1)) == expect_p) + # ③ 买 1 全重抽:出账+加算区+账本三落点 + 现价 A 链递增(买后 visit 计数=1;TP0——消费在架令牌本体) + var buy_c: Dictionary = {} + for c in r8.shop_shelf(): + if int(c.get("price", 1 << 30)) <= int(r8.gp): + buy_c = c + break + Kit.check("可购卡在架(GP %d——种子扫描保证首购空间)" % int(r8.gp), not buy_c.is_empty()) + if not buy_c.is_empty(): + var kind := String(buy_c.get("kind_id", "")) + var tier := String(buy_c.get("tier", "")) + var val_map := {"attack": "atk", "max_hp": "max_hp", "armor": "armor_class", "ap": "ap"} + var gp0: int = int(r8.gp) + var taken0: int = int(a8._curio_taken.get(kind, 0)) + var val0: int = int(a8.run_ledger.bonus.get(String(val_map[kind]), -999)) + Kit.check("购买受理(pool 口——%s|%s)" % [kind, tier], r8.buy_pool_item(kind)) + Kit.check("钱包扣现价(%d → %d)" % [gp0, int(r8.gp)], int(r8.gp) == gp0 - int(buy_c.get("price", 0))) + Kit.check("加算区 +令牌档位件值(池件=奖励件本体——%s|%s %+d)" % [kind, tier, int(_db.adventure.curio_value(kind, tier))], int(a8.run_ledger.bonus.get(String(val_map[kind]), -999)) == val0 + int(_db.adventure.curio_value(kind, tier))) + Kit.check("共享池账本 -1(跨渠道单点——taken %d → %d)" % [taken0, int(a8._curio_taken.get(kind, 0))], int(a8._curio_taken.get(kind, 0)) == taken0 + 1) + # A 链:同visit 第二购现价 = ceil(base×b^(l2−1)×A^1)(货架已全重抽——新卡新价同公式) + # A 链:白盒抬 GP 保证第二购场景确定构造(直改测试基建——非生产行为) + r8.gp = int(r8.gp) + 64 + var second: Dictionary = {} + for c in r8.shop_shelf(): + if int(c.get("price", 1 << 30)) <= int(r8.gp): + second = c + break + if not second.is_empty(): + var prow2: Dictionary = _db.shop_pool_row(String(second.get("kind_id", ""))) + var expect_p2: int = int(ceil(float(int(prow2.get("base_price", 0))) * pow(_db.shop_price_b(), float(l2 - 1)) * _db.shop_price_a())) + Kit.check("A 链爬价 = ceil(base×b^(关序−1)×A^1)(进店第 2 购——%d)" % expect_p2, int(second.get("price", -1)) == expect_p2) + Kit.check("同 visit 第二购受理(A 链软闸在价不在限)", r8.buy_pool_item(String(second.get("kind_id", "")))) + else: + Kit.check("A 链爬价场景未构造(抬 GP 后货架仍无可购第二卡)——场景绑定失败", false) + # ④ 切边零入店(白-box 重抽 40 次——GP 袋/规则改写型特性永不在架;重抽消费 shop_draw 签,场景尾不回写主时间线) + var cut_seen := false + for i in 40: + r8._shop_draw_shelf() + for c in r8.shop_shelf(): + if String(c.get("kind_id", "")) == "gp" or String(c.get("kind_id", "")) == "treasure_item": + cut_seen = true + Kit.check("切边件零入店(40 次重抽零 gp/aux——负交易切边+三轴 doctrine)", not cut_seen) + # ⑤ 池空硬闸(库存尽剔出牌库——TP0:white-box 耗尽 attack 令牌后货架零 attack + 消费口拒绝) + for di8 in range(a8._curio_deck.size() - 1, -1, -1): + if String((a8._curio_deck[di8] as Dictionary).get("kind", "")) == "attack": + a8._curio_deck.remove_at(di8) + var attack_seen := false + for i in 40: + r8._shop_draw_shelf() + if (r8.shop_shelf() as Array).any(func(c): return String(c.get("kind_id", "")) == "attack"): + attack_seen = true + break + Kit.check("库存尽剔牌库(attack 令牌耗尽——池消耗即上限跨渠道共库 reward→shop 向)", not attack_seen) + var stock_before: int = a8.pool_stock("attack") + Kit.check("池空消费拒绝(handler 零副作用——买光即枯竭硬闸)", not a8._consume_pool_purchase("attack", "common") and a8.pool_stock("attack") == stock_before) + # ⑥ 跨渠道共库 shop→reward 向:回填一枚 attack 令牌 → 消费口受理 → 奖励牌库同步摘牌 + a8._curio_deck.append({"kind": "attack", "tier": "common"}) + Kit.check("商店消费口受理(_apply_curio_pick 同口——真单点库)", a8._consume_pool_purchase("attack", "common")) + var reward_attack_seen := false + for t6 in a8._draw_curio_candidates(): + if String((t6 as Dictionary).get("kind", "")) == "attack": + reward_attack_seen = true + break + Kit.check("商店购买进奖励牌库摘牌(买一件=奖励面少一件——shop→reward 向共库)", not reward_attack_seen) + # ⑦ 断点扩键(P2 甲——save v4 域内:shop_shelf/shop_visit_buys 入快照;离开店=空架合法态) + var sm = load("res://core/save_manager.gd").new("user://_smoke_shop_pool_save.json") + sm.load_from_disk() + a8.set_save_manager(sm) + Kit.check("离开商店 → 回选路口(货架态清零落档——零自动推进收口)", r8.continue_after_node() and r8.awaiting_choice()) + var bp: Dictionary = sm.breakpoint_snapshot() + Kit.check("断点扩键 shop_shelf 在案(离开店=空架合法态——P2 甲扩列)", bp.has("shop_shelf") and (bp["shop_shelf"] as Array).is_empty()) + Kit.check("断点扩键 shop_visit_buys 在案(离开店清零——A 链输入不入档语义)", bp.has("shop_visit_buys") and int(bp["shop_visit_buys"]) == 0) + sm.clear_breakpoint() + # ⑧ 终局池读数(run_adventure pool 面——商店与奖励跨渠道消耗后的终局余量出讫) + var st_pool: Dictionary = autoplay.run_adventure(_db, 42, 0, 0, false, null, "normal", "min", {}, {}, {"mode": "pool"}) + var ps: Dictionary = st_pool.get("pool_stock", {}) + Kit.check("终局池读数六键出讫(run_adventure pool 面——四池种+T5 专长凭证+T6 heal 行,读数只锚一次载体)", ps.size() == 6) + var ps_ok := true + for k in ps.keys(): + var quota := 0 + for tier in _db.adventure.TIERS: + quota += int(_db.adventure.curio_quota(String(k), tier)) + if int(ps[k]) < 0 or int(ps[k]) > quota: + ps_ok = false + Kit.check("终局池余量在域 [0,配额](%s)" % str(ps), ps_ok) + + +# 入口→Boss 全路径枚举(DFS 迭代栈——图合法性校验保证单入口无环,路径有限) + + +# 手工场景驱动:L1 全程 + L2 推进到商店房(_drive_level 复用 + 兑付确认/选路/大奖励确认手工编排) +func _adv_drive_to_shop(a, st: Dictionary, autoplay) -> bool: + var guard := 24 + while guard > 0 and String(st["result"]) == "": + guard -= 1 + autoplay._drive_level(a.runner(), st, null, "normal", "min") + if String(st["result"]) != "": + return false + if a._pending_next_level: + # 三选一停点确认(确定性选件后推进,与 run_adventure 自动策略同口径;TP0 令牌化) + if not a._curio_pending.is_empty(): + var bcands: Array = a._curio_pending["candidates"] + var bpick: Dictionary = autoplay._pick_token(bcands) + a.pick_curio(String(bpick.get("kind", "")), String(bpick.get("tier", "")), String(bpick.get("feat_id", ""))) + a.continue_to_next_level() + continue + var r = a.runner() + if String(r.current_node().get("type", "")) == "shop": + return true + if r.awaiting_choice(): + var ids: Array = r.next_candidate_ids() + ids.sort() + r.pick_next_node(int(ids[0])) + continue + var t := String(r.current_node().get("type", "")) + if t == "reward": + # 奖励节点三选一(确定性选件、替换放弃新件、兑付确认回图;TP0 令牌化) + var ndraw: Dictionary = a.node_curio_candidates() + var ncands: Array = ndraw.get("candidates", []) as Array + if not ncands.is_empty(): + a.present_node_curio(ncands) + var npick: Dictionary = autoplay._pick_token(ncands) + a.apply_node_curio(String(npick.get("kind", "")), String(npick.get("tier", "")), String(npick.get("feat_id", ""))) + r.continue_after_node() + elif t == "rest": + r.continue_after_node() + return false + + +# 手工场景状态袋(_drive_level/_autoplay_battle 消费的最小字段族——run_adventure st 的同构子集) + + +# 手工场景状态袋(_drive_level/_autoplay_battle 消费的最小字段族——run_adventure st 的同构子集) +func _adv_st() -> Dictionary: + return {"result": "", "hp_left": 0, "battles": 0, "rounds": 0, "hero_dmg": 0, + "rest_healed": 0, "hp_before_rest": -1, "defeat_node_index": -1, "defeat_node_type": "", + "boss_depth": -1, "hp_at_boss": -1, "rows": [], "timeout": false, "log_path": "", + "policy": "normal", "refreshes": 0, "mine_hits": 0, "visited_ids": [], "choices": 0} + + + +# ---- 未开格类型微光·数据侧断言(V1 作用集恒等/V2 九型归组封闭/V7 零玩法写入)---- +# 夹具纪律:身份回调形状与 reward_economy.query_identity 同构({reward_id, cell_type, tier}); +# 位点覆盖表 _glow_type_overrides(Vector2i → cell_type)+封锁集 _glow_blocked(Vector2i → true, +# 返回 null = 不在摇号清单的封锁格)。哈希兜底按坐标确定性散列——全缸可复现。 + + +# 入口→Boss 全路径枚举(DFS 迭代栈——图合法性校验保证单入口无环,路径有限) +func _all_entry_boss_paths(nodes: Array) -> Array: + var by_id := {} + var inbound := {} + for n in nodes: + by_id[int(n.get("node_depth", -1))] = n + for n in nodes: + for tid in n.get("next", []): + inbound[int(tid)] = true + var entry := -1 + for n in nodes: + if not inbound.has(int(n.get("node_depth", -1))): + entry = int(n.get("node_depth", -1)) + var paths: Array = [] + var stack: Array = [[entry]] + while not stack.is_empty(): + var path: Array = stack.pop_back() + var cur: Dictionary = by_id[path[path.size() - 1]] + var outs: Array = cur.get("next", []) + if outs.is_empty(): + paths.append(path) + continue + for t in outs: + var np := path.duplicate() + np.append(int(t)) + stack.append(np) + return paths + + + +# ---- 元进度·MetaTable 表结构(行值全 provisional 归元进度设计文档配读数; +# conversion 覆盖恰三,Boss 两档 first ≥ repeat)---- + + +# 模板感知取节点表(row.templates 非空取模板 0=现行固定图,保持既有断言语义) +func _level_active_nodes(level_index: int) -> Array: + for row in _db.level.rows: + if int(row.level_index) == level_index: + var tpls: Array = row.get("templates", []) + if not tpls.is_empty(): + return tpls[0].get("nodes", []) + return row.get("nodes", []) + return [] + + +# 首遇带数据驱动定位(契约 8):该 (L, battle, enemy_id) 的最低 depth_band,禁写死坐标数字 +func _first_encounter_band(level_index: int, enemy_id: String) -> int: + var best := -1 + for row in _db.enemy.rows: + if int(row.get("level_index", -1)) != level_index: + continue + if String(row.get("row_kind", "")) != "battle" or String(row.get("enemy_id", "")) != enemy_id: + continue + var band := int(row.get("depth_band", -1)) + if best < 0 or band < best: + best = band + return best + + +# 模板感知取节点表(row.templates 非空取模板 0=现行固定图,保持既有断言语义) + + +# 该关 Boss 节点深度(单终点图的终点编号——数据驱动,禁写死坐标) +func _boss_depth(level_index: int) -> int: + for n in _level_active_nodes(level_index): + if String(n.get("type", "")) == "boss": + return int(n.get("node_depth", -1)) + return -1 + + +# 首遇带数据驱动定位(契约 8):该 (L, battle, enemy_id) 的最低 depth_band,禁写死坐标数字 + + +func _has_err_category(errs: Array, category: String) -> bool: + for e in errs: + if String(e.get("category", "")) == category: + return true + return false + + +# ⑦ 实装探针(妨害技蛛网束缚 + 毒爆必中附加分量,实装面 = L2 Boss 卓尔): +# 停手轮驱动 (2,9)——零挖掘零封印 → 零池,伤害行可逐拍精确复算;种子 hunt 至少各命一粒毒爆伤害行 +# 与蛛网束缚施放行;毒分量随开战掷定的攻击基线缩放(atk 区间 2–4 → rider 1–3)。 diff --git a/game/tests/unit/core/meta_progression_forge_test.gd b/game/tests/unit/core/meta_progression_forge_test.gd new file mode 100644 index 00000000..098ff6c7 --- /dev/null +++ b/game/tests/unit/core/meta_progression_forge_test.gd @@ -0,0 +1,734 @@ +# tests/unit/core/meta_progression_forge_test.gd — 元进度与锻造单元测试宿主 +# 断言面 = 六套(批 B 断言迁移自 smoke_all.gd,G9 施工组;六套按源编排序迁入): +# 元进度·树购买面(购买受理/持久/余额不足拒绝/未知节点拒绝——行价=表值 flat 单价) +# 元进度·收束入账与工坊(Boss 两档/钥石不丢/秘宝解锁/摘要副本与 cap/同调位/开局传参面) +# 元进度·注入可见与白板(hero_override 公式面/三轴白板逐位一致) +# 锻造工坊·两根类型轴所有权移交(静态表两轴删除/写口族/并联双通道/两币分工/注入接线/三层 AC) +# 天赋树(12 节点 schema 反例/购买面行门槛/Fork 一节点双态/彩蛋觉醒) +# 天赋树六键行为(先手窗/危险直觉限次/守侧五场景/财富之道聚散) +# 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;表加载失败不中止(沿被迁断言面的源语义——诊断在此展开, +# 表值变异的红由具体断言落,承 G2/G3/G4/G5 同款);全局 class_name(Attunement/EffectEngine/ +# EffectContext)裸用(--script 模式全局类在册,G3 先例)。 +# 运行:godot --headless --path game --script res://tests/unit/core/meta_progression_forge_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://smoke/auto_player.gd") # 自动玩家策略单一实现(迁移期按现路径 preload——账本 §五夹具前提) + +var _db + + +func _init() -> void: + _db = ConfigDBScript.new() + # 表加载失败不中止(承 G2/G3/G4/G5 同款:表损坏的红落在具体断言上—— + # 诊断在此展开,后续断言按坏表实况逐条验红;collect_only=true 下成员照常赋值可评) + var load_ok: bool = _db.load_tables("res://data/tables", true) + if not load_ok: + push_error("[meta_progression_forge_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]) + # 套执行序沿源编排序(_smoke_meta 薄壳序 + _run_core_smoke 尾段序) + _meta_pricing_and_buy() + _meta_settle_and_workshop() + _meta_injection() + _smoke_forge_axes() + _smoke_tree() + _smoke_tree_rules() + quit(Kit.finish("meta_progression_forge_test")) + + +# ---- 隔离夹具(smoke_all.gd helper 的宿主自持私有副本——源文件收尾整体删除,宿主自给自足)---- + +# 冒烟隔离存档名册(段首清陈旧 + 段尾清理——契约:测试不污染 user://save.json 真实档) +const _META_SMOKE_PATHS := ["user://smoke_meta_buy.json", "user://smoke_meta_dry.json", + "user://smoke_meta_settle.json", "user://smoke_meta_workshop.json", + "user://smoke_meta_cap.json", "user://smoke_meta_white.json", + "user://smoke_meta_attune.json", "user://smoke_meta_attune2.json", + "user://smoke_meta_tree.json", "user://smoke_meta_career.json", + "user://smoke_meta_career_v5.json", "user://smoke_meta_treasure_unlock.json", "user://smoke_meta_treasure_blank.json", + "user://smoke_meta_forge.json", "user://smoke_meta_forge2.json", "user://smoke_meta_forge3.json", + "user://smoke_meta_forge4.json", "user://smoke_meta_forge5.json"] + + +func _meta_smoke_cleanup() -> void: + for p in _META_SMOKE_PATHS: + for suffix in ["", ".tmp", ".corrupt.bak"]: + if FileAccess.file_exists(p + suffix): + DirAccess.remove_absolute(p + suffix) + + +func _meta_new_save(path: String): + var sv = load("res://core/save_manager.gd").new(path) + sv.load_from_disk() + return sv + + +# 冒烟隔离用全新 RngService(同 master 种子——回放确定性纪律) +func _fresh_rng(seed_val: int): + var rng = load("res://core/rng_service.gd").new() + rng.set_master_seed(seed_val) + return rng + + +# ---- 全战斗回放驱动(过渡副本——G6 属主件 `_run_battle`/`_auto_play_round` 的宿主侧一致副本: +# forge_axes「enc 两轴直达 spawn 英雄快照」需真实流驱动而 G6 宿主未建;smoke_all.gd 原件保留 +# 供未迁套消费,收尾批与原件去重。副本去 G6 专属「收束相位回 Idle」断言——该条随 `_run_battle` +# 本体迁其宿主,本副本保持零断言纯驱动形态)---- +func _run_battle(L: int, D: int, axes: Dictionary = {}) -> Dictionary: + # 每遍全新 RngService(同 master 种子)——回放断言的隔离前提(地图战斗资源 AC"两套全新 RngService+地图战斗资源"同款) + var rng = load("res://core/rng_service.gd").new() + rng.set_master_seed(42) + var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng) + var out := {"stream": [], "events": [], "rounds": 0, "result": "", "terminated": false} + settlement.step_row.connect(func(row): out.stream.append(row)) + settlement.battle_finished.connect(func(payload): out.result = payload.get("result", "")) + settlement.minesweeper.cell_revealed.connect(func(evt): out.events.append(evt)) + settlement.minesweeper.seal_judged.connect(func(evt): out.events.append(evt)) + settlement.minesweeper.round_end_board.connect(func(p): out.events.append({"ev": "round_end_board", "path_tag": p.path_tag})) + settlement.action_economy.round_end_stopped.connect(func(p): out.events.append({"ev": "round_end_stopped", "path_tag": p.path_tag})) + var enc := {"level_index": L, "node_depth": D, "hero_hp": _db.hero.max_hp} + enc.merge(axes, true) # 两根类型轴注入尾参(缺省零注入=回退面) + if not settlement.begin_battle(enc): + out.stream.append({"type": "verdict", "value": "begin_failed"}) + return out + var max_rounds := 40 + while out.result == "" and out.rounds < max_rounds: + out.rounds += 1 + _auto_play_round(settlement, out) + if out.result == "": + out.result = "timeout" + out.terminated = out.result == "victory" or out.result == "defeat" + return out + + +func _auto_play_round(settlement, out: Dictionary) -> void: + var minesweeper = settlement.minesweeper + var action_economy = settlement.action_economy + var start_round: int = settlement.round_index + # 确定性自动玩家:挖最近的已探明邻接未开格;无可挖则停手(结算窗口由信号回调提交) + var guard := 400 + while action_economy.phase == "Active" and settlement.round_index == start_round and guard > 0 and out.result == "": + guard -= 1 + var plan := AutoPlayer.choose_dig(minesweeper) + if plan.is_empty(): + break + if plan.hero_cell != minesweeper.hero_pos(): + minesweeper.settle_batch([{"action": "move", "cell": plan.hero_cell}]) + if action_economy.phase != "Active" or settlement.round_index != start_round: + break + minesweeper.settle_batch([{"action": "dig", "cell": plan.dig_cell}]) + if action_economy.phase == "Active" and settlement.round_index == start_round and out.result == "": + minesweeper.settle_batch([{"action": "stop"}]) + + +# ---- 元进度 ②树购买面(购买受理/持久/余额不足拒绝/未知节点拒绝; +# 行价=表值 flat 单价)---- +func _meta_pricing_and_buy() -> void: + print("--- 元进度·树购买面(隔离档 smoke_meta_buy/dry)---") + _meta_smoke_cleanup() + var sv = _meta_new_save(_META_SMOKE_PATHS[0]) + var mp = load("res://core/meta_progression.gd").new(_db, sv) + # ③ 购买成功:级+1、余额−价;buy 内含写盘——reload 后持久(树全钥石单币) + sv.add_keystone(1000) + var bal0: int = sv.keystone_balance() + var price0: int = int(_db.tree_node("sp_hp").get("price", 0)) + Kit.check("树购买受理(Lv 0→1、余额 %d−%d)" % [bal0, price0], + mp.tree_buy("sp_hp") and sv.tree_level("sp_hp") == 1 and sv.keystone_balance() == bal0 - price0) + var sv_r = _meta_new_save(_META_SMOKE_PATHS[0]) + Kit.check("购买持久(reload 后级与余额不变)", + sv_r.tree_level("sp_hp") == 1 and sv_r.keystone_balance() == bal0 - price0) + # ③ 余额不足 / 未知节点:false 零副作用 + var sv_dry = _meta_new_save(_META_SMOKE_PATHS[1]) + var mp_dry = load("res://core/meta_progression.gd").new(_db, sv_dry) + var tn_before: Dictionary = sv_dry.tree_nodes() + var fs_before: Dictionary = sv_dry.fork_sides() + Kit.check("余额不足 false 零副作用(0 余额购买拒绝——三域零变化〔天赋树批 V3〕)", + not mp_dry.tree_buy("sp_hp") and sv_dry.keystone_balance() == 0 + and sv_dry.tree_nodes() == tn_before and sv_dry.fork_sides() == fs_before) + Kit.check("未知节点 false 零副作用(词表外出域)", not mp_dry.tree_buy("no_such_node")) + + +# ---- 元进度 ⑥Boss 两档 ⑦钥石不丢 ⑧工坊解锁 ⑩摘要副本与 cap(合成摘要驱动——settle 纯账面零跑局)---- +func _meta_settle_and_workshop() -> void: + print("--- 元进度·收束入账与工坊(隔离档 smoke_meta_settle/workshop/cap)---") + var sv = _meta_new_save(_META_SMOKE_PATHS[2]) + var mp = load("res://core/meta_progression.gd").new(_db, sv) + var row1: Dictionary = _db.meta_boss_keystone_row(1) + var row2: Dictionary = _db.meta_boss_keystone_row(2) + # ⑥ 逐杀掉落收束入账(掉落已在冒险内逐杀入账〔summary.keystone_total 含全部〕, + # keystone_drops 明细随摘要归档;首杀标记仍由 apply 逐通关关次置位) + var d1: Dictionary = mp.settle_adventure({"result": "failed", "cleared": false, "levels_cleared": 1, + "stopped_at": 2, "keystone_total": int(row1.get("first_kill", 0)), + "keystone_drops": [{"level": 1, "first": true, "amount": int(row1.get("first_kill", 0))}], + "master_seed": 11}) + var drop1: Dictionary = d1["boss_drops"][0] + Kit.check("新档首通 L1:boss_drops[0] {first:true, amount=first_kill}(验收5——明细随摘要归档)", + bool(drop1.get("first", false)) and int(drop1.get("amount", 0)) == int(row1.get("first_kill", -1)) + and int(drop1.get("level", 0)) == 1) + Kit.check("明细 total = keystone_total(逐杀掉落全源——无二次派生加账)", + int(d1.get("total", 0)) == int(row1.get("first_kill", 0))) + Kit.check("余额 = 累计入账(逐杀掉落合计——无重复加账)", + sv.keystone_balance() == int(row1.get("first_kill", 0))) + # ⑥ 再通转复杀档(首杀标记置位后小额恒定不递减——标记面在 apply,金额面在逐杀裁决) + var d2: Dictionary = mp.settle_adventure({"result": "failed", "cleared": false, "levels_cleared": 1, + "stopped_at": 2, "keystone_total": int(row1.get("repeat_kill", 0)), + "keystone_drops": [{"level": 1, "first": false, "amount": int(row1.get("repeat_kill", 0))}], + "master_seed": 12}) + var drop2: Dictionary = d2["boss_drops"][0] + Kit.check("再通 L1:{first:false, amount=repeat_kill}(首杀标记置位后转小额)", + not bool(drop2.get("first", true)) and int(drop2.get("amount", 0)) == int(row1.get("repeat_kill", -1))) + var d3: Dictionary = mp.settle_adventure({"result": "failed", "cleared": false, "levels_cleared": 1, + "stopped_at": 2, "keystone_total": int(row1.get("repeat_kill", 0)), + "keystone_drops": [{"level": 1, "first": false, "amount": int(row1.get("repeat_kill", 0))}], + "master_seed": 13}) + Kit.check("重复杀第三轮恒定不递减(验收5——无衰减曲线)", + not bool(d3["boss_drops"][0].get("first", true)) and int(d3["boss_drops"][0].get("amount", 0)) == int(row1.get("repeat_kill", -1))) + # 混合归因:通关两关 → L1 重复 + L2 首杀(明细随摘要逐笔归档) + var d4: Dictionary = mp.settle_adventure({"result": "failed", "cleared": false, "levels_cleared": 2, + "stopped_at": 0, "keystone_total": int(row1.get("repeat_kill", 0)) + int(row2.get("first_kill", 0)), + "keystone_drops": [{"level": 1, "first": false, "amount": int(row1.get("repeat_kill", 0))}, + {"level": 2, "first": true, "amount": int(row2.get("first_kill", 0))}], + "master_seed": 14}) + Kit.check("两关通关逐关归因:L1 重复档 + L2 首杀档(first_kill 金额)", + not bool(d4["boss_drops"][0].get("first", true)) and bool(d4["boss_drops"][1].get("first", false)) + and int(d4["boss_drops"][1].get("amount", 0)) == int(row2.get("first_kill", -1))) + # ⑦ 败北零通关摘要:余额只增不减(零入账)、clear_counts 不变 + var bal_before: int = sv.keystone_balance() + var cc1_before: int = sv.clear_count(1) + var dz: Dictionary = mp.settle_adventure({"result": "failed", "cleared": false, "levels_cleared": 0, + "stopped_at": 1, "keystone_total": 0, "master_seed": 15}) + Kit.check("败北零通关摘要:零入账零标记(钥石只增不减——验收1;败北局 clear_counts 不变)", + dz["boss_drops"].is_empty() and sv.keystone_balance() == bal_before and sv.clear_count(1) == cc1_before) + # ⑧ 秘宝解锁服务(V3 钥石购买/V4 条件解锁;注入=直调解锁写口+直置存档生涯计数, + # 不走正常资源积累流程——卡片 7.1 测试方式) + var sv_u = _meta_new_save(_META_SMOKE_PATHS[11]) + var mp_u = load("res://core/meta_progression.gd").new(_db, sv_u) + sv_u.add_keystone(10) + Kit.check("条件件误购拒绝(购买件专属——契约 8 分配面)〔秘宝批 V3 反例〕", + not mp_u.buy_treasure_unlock("sky_eye") and not sv_u.item_unlocked("sky_eye") + and not mp_u.buy_treasure_unlock("ranged_pick")) + Kit.check("余额不足购买拒绝且零副作用(余额 10 < 价 25)〔秘宝批 V3〕", + not mp_u.buy_treasure_unlock("twin_loader") and sv_u.keystone_balance() == 10) + Kit.check("钥石购买解锁:余额足→解锁态落档+余额扣减正确(价 10)〔秘宝批 V3〕", + mp_u.buy_treasure_unlock("morning_order") and sv_u.item_unlocked("morning_order") + and sv_u.keystone_balance() == 0) + Kit.check("已解锁重复购买拒绝〔秘宝批 V3〕", + not mp_u.buy_treasure_unlock("morning_order")) + Kit.check("条件未达不解锁(远程镐=通关 1 次)〔秘宝批 V4〕", + mp_u.refresh_treasure_unlocks().is_empty() and not sv_u.item_unlocked("ranged_pick")) + sv_u._data["meta"]["adventure_cleared"] = 1 # 直置存档生涯计数(调试注入口径) + Kit.check("远程镐=adventure_cleared≥1 达标恰解锁一次+重复刷新幂等(C6:通关=打通整局冒险)〔秘宝批 V4〕", + (mp_u.refresh_treasure_unlocks() as Array).has("ranged_pick") + and sv_u.item_unlocked("ranged_pick") and mp_u.refresh_treasure_unlocks().is_empty()) + sv_u._data["meta"]["boss_kill_count"] = 3 + Kit.check("刷新执照=boss_kill_count≥3(阈值读 unlock_requires 行值不硬编)〔秘宝批 V4〕", + (mp_u.refresh_treasure_unlocks() as Array).has("refresh_license")) + sv_u._data["meta"]["adventure_cleared"] = 3 + Kit.check("天眼单条件不足不解锁(AND 语义——cleared 3 达 boss 4 未达)〔秘宝批 V4〕", + not sv_u.item_unlocked("sky_eye")) + sv_u._data["meta"]["boss_kill_count"] = 4 + Kit.check("天眼双条件 AND(通关≥3 且 Boss≥4)达标解锁〔秘宝批 V4〕", + (mp_u.refresh_treasure_unlocks() as Array).has("sky_eye")) + sv_u._data["meta"]["vision_used"] = 10 + Kit.check("信标网络=真视类工具累计使用≥10(行为计数新域——use_treasure 受理成功累计)〔秘宝批 V4〕", + (mp_u.refresh_treasure_unlocks() as Array).has("beacon_network")) + var r_n := 0 + for st_row in mp_u.treasure_shop_status(): + r_n += 1 if bool(st_row.get("unlocked", false)) else 0 + Kit.check("解锁态持久投影一致(reload 面同源读数;5 件=购买 1+条件 4)〔秘宝批 V4〕", r_n == 5) + # ⑩ recent_summaries:元素含 boss_drops 副本、最新在前、cap 10 + var rs: Array = sv.recent_summaries() + Kit.check("摘要最新在前 + 元素含掉落明细副本(复盘可归因——验收5)", + rs.size() >= 5 and String(rs[0].get("result", "")) != "" and rs[0].has("boss_drops") + and (rs[1] as Dictionary).has("keystone_drops") + and int(rs[0].get("master_seed", -1)) == 15) + var sv_c = _meta_new_save(_META_SMOKE_PATHS[4]) + var mp_c = load("res://core/meta_progression.gd").new(_db, sv_c) + for i in 12: + mp_c.settle_adventure({"result": "failed", "cleared": false, "levels_cleared": 0, + "stopped_at": 1, "keystone_total": 0, "master_seed": i}) + Kit.check("摘要 cap 10 且最新在前(12 连 settle 截断后 seed 11 居首)", + sv_c.recent_summaries().size() == 10 and int(sv_c.recent_summaries()[0].get("master_seed", -1)) == 11) + # ⑪ 同调位账本(装配持久/满位禁选/Y 升级语义;写口 = MetaProgression 同调段) + var sv_a = _meta_new_save(_META_SMOKE_PATHS[6]) + var mp_a = load("res://core/meta_progression.gd").new(_db, sv_a) + Kit.check("白板档同调位求值 = 0(0 起步裁决)且 Y=0(未购无刷新能力——P1 甲初始 0 同构)", + Attunement.slots(_db, sv_a) == 0 and int(mp_a.attune_camp_status()["refresh"]["charges"]) == 0) + Kit.check("满位禁选(Slots 0 时装配拒绝;兼未解锁拒绝前置——直置解锁后下方装配)〔秘宝批 V5〕", + mp_a.toggle_attunement("morning_order") == false) + sv_a.add_keystone(200) + sv_a.unlock_item("morning_order") + sv_a.unlock_item("twin_loader") + Kit.check("Y 升级购买入账(Lv1 → 每冒险 +1 次刷新)", + mp_a.buy_attune_refresh() and sv_a.attune_refresh_level() == 1 + and int(mp_a.attune_camp_status()["refresh"]["charges"]) == 1) + mp_a.settle_adventure({"result": "failed", "cleared": false, "levels_cleared": 1, + "stopped_at": 2, "keystone_total": 0, "master_seed": 21}) + Kit.check("通关 1 关 → Slots 恒 0(旧「按击杀 Boss 次数自动涨」条件已删——槽位唯一来源=树点亮)且 Boss 击杀总数=1(计数域保留)〔天赋树批 V14〕", + Attunement.slots(_db, sv_a) == 0 and sv_a.boss_kill_count() == 1) + sv_a.set_tree_level("att_socket1", 1) + Kit.check("树上点亮同调位 1 → Slots=1(槽位收编树节点——Q2 裁甲)", + Attunement.slots(_db, sv_a) == 1) + Kit.check("稀有件入普通格拒绝(件档 rank 3 > 装入位序 1——契约 2 档位格校验)〔秘宝批 V5〕", + not mp_a.toggle_attunement("sky_eye")) + Kit.check("装配持久写入 + 满位禁选(Slots 1 装第二件拒绝)〔秘宝批 V5 换主语〕", + mp_a.toggle_attunement("morning_order") and mp_a.toggle_attunement("twin_loader") == false) + Kit.check("卸下恒可再装配(自卸自装——营地换装=冒险开始前合法面,装配不可变只锁运行中)〔秘宝批换主语〕", + mp_a.toggle_attunement("morning_order") and mp_a.toggle_attunement("morning_order")) + var sv_a2 = _meta_new_save(_META_SMOKE_PATHS[7]) + sv_a2.set_attunement_equipped(["morning_order"]) + var mp_a2 = load("res://core/meta_progression.gd").new(_db, sv_a2) + Kit.check("装配关系读回持久(reload 后投影一致——写新件 id)〔秘宝批 V15〕", + (mp_a2.attune_camp_status()["equipped"] as Array).has("morning_order")) + # ⑫ 充能重置 / 刷新双计数器 + var a12 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(12)) + Kit.check("充能重置场景:装配冒险启动(seed 12)〔秘宝批 V8 换主语〕", + a12.start_adventure(12, {"attunement": ["incense_stick", "sky_eye"]})) + Kit.check("充能账本按装备 active_charged 件重置(新目录表值:线香 battle 级 1 次/天眼 level 级 1 次——周期重置点归 V8 逐形态面)", # 充能账住 RunLedger + int(a12.run_ledger.attune_charges.get("incense_stick", -1)) == 1 and int(a12.run_ledger.attune_charges.get("sky_eye", -1)) == 1) + a12._attunement = [] + a12._attune_refresh_x = 1 + a12._attune_refresh_y = 2 + a12._curio_pending = {"candidates": [{"kind": "gp", "tier": "common"}, {"kind": "attack", "tier": "common"}, {"kind": "max_hp", "tier": "common"}], "payload": {}} + Kit.check("刷新双计数器——X 优先消耗(x1y2 → x0y2)", + a12.refresh_curio() and a12._attune_refresh_x == 0 and a12._attune_refresh_y == 2) + Kit.check("刷新双计数器——X 耗尽转 Y 池、池竭拒绝(x0y2 → y0 → 第四次 false 零副作用)", + a12.refresh_curio() and a12.refresh_curio() and a12._attune_refresh_y == 0 + and a12.refresh_curio() == false) + a12._reset_refresh_x() + Kit.check("刷新 X 每碰三选一重置(不结转;新目录无 bonus_refresh 行源——X 机制保留恒 0 空转,存量加仓走 _refresh_stock=刷新练习 V8)〔秘宝批换代〕", + a12._attune_refresh_x == 0 and a12.attune_refresh_left() == 0) + # ⑬ 主菜单开局传参面(开新/续玩两入口同调三键随开局下传防回归:真实入口曾 + # 三键恒空(缺陷①),冒烟夹具直呼 runner 参数面拦不住——此处直呼 main.build_adventure_params + # 单测统一构造面(static 免实例化整菜单场景;真实两入口共用本构造),取值与营地投影同源) + var sv_e = _meta_new_save(_META_SMOKE_PATHS[8]) + sv_e.set_attunement_equipped(["morning_order"]) + sv_e.set_attune_refresh_level(2) + sv_e.set_fork_side("fg_posture", "a") + var mp_e = load("res://core/meta_progression.gd").new(_db, sv_e) + var rules_e: Array = mp_e.tree_rule_keys() + Kit.check("开局传参夹具前置:Fork 侧 a 激活 rule 键非空 + Y=Lv2 行表值 2(防断言空转)", + rules_e.has("posture_first_strike") and mp_e.attune_refresh_charges() == 2) + var p_new: Dictionary = load("res://presentation/main.gd").build_adventure_params(sv_e, mp_e, + {"first_script": true, "treasure_unlocked": {}, "shop_mode": "pool"}) + Kit.check("主菜单开新冒险参数面:同调装配 = 存档装配集(营地装了什么开局就带什么)", + (p_new.get("attunement", []) as Array) == (sv_e.attunement_equipped() as Array)) + Kit.check("主菜单开新冒险参数面:Y 刷新池 = 当前等级行表值(营地升几档开局就给几次)", + int(p_new.get("attune_refresh_y", -1)) == mp_e.attune_refresh_charges()) + Kit.check("主菜单开新冒险参数面:树 rule 键集 = Fork 激活侧 effects(点哪侧带哪侧)", + (p_new.get("tree_rules", []) as Array) == rules_e) + Kit.check("主菜单开新冒险参数面:入口特有键(first_script/shop_mode)随 extra 原样并入", + bool(p_new.get("first_script", false)) and String(p_new.get("shop_mode", "")) == "pool") + var p_resume: Dictionary = load("res://presentation/main.gd").build_adventure_params(sv_e, mp_e, + {"treasure_unlocked": {}}) + Kit.check("主菜单继续上局参数面:三键与开新冒险同源同值(续玩不吃白板开局)", + (p_resume.get("attunement", []) as Array) == (sv_e.attunement_equipped() as Array) + and int(p_resume.get("attune_refresh_y", -1)) == mp_e.attune_refresh_charges() + and (p_resume.get("tree_rules", []) as Array) == rules_e) + # 续玩路径 tree_rules 受理断言:直呼 runner 续玩参数面 + # (v2 旧断点夹具同式最小断点——smoke ⑫ 受理路径同形)验 _tree_rules 与传入一致。 + var adr_res = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(19)) + var bp_min: Dictionary = {"level_index": 1, "node_id": -1, "hero_hp": 40, "gp": 5, + "bonus": {"atk": 0, "max_hp": 0, "armor_class": 0}, "shop_purchased": {}, + "template_pick": -1, "master_seed": 777, "rng_counter": 3, "keystone": 0, + "visited_ids": []} + Kit.check("继续上局受理面:resume_adventure 受理三键参数面(尾裁微批b 受理闭环——受理不再吃白板)", + adr_res.resume_adventure(bp_min, p_resume)) + Kit.check("继续上局受理面:tree_rules 随参数面进 runner._tree_rules(消费面 set_tree_rules 下传现成)", + (adr_res._tree_rules as Array) == rules_e) + _meta_smoke_cleanup() + + +# ---- 元进度 ④注入可见 + 白板成立(验收 4/2/3——程序面;MC 逐位回归归 T7 全量验证)---- +func _meta_injection() -> void: + print("--- 元进度·注入可见与白板(隔离档 smoke_meta_white/dry)---") + var sv = _meta_new_save(_META_SMOKE_PATHS[1]) + var mp = load("res://core/meta_progression.gd").new(_db, sv) + # 树生命淬炼注入(公式:基础值+树淬炼 flat+锻造路线加值位预留 0——2 级 = +10; + # 注入走调试口径直置等级〔两分法——购买链已在 _smoke_tree 覆盖,此处隔离行门槛干扰〕) + sv.set_tree_level("sp_hp", 2) + Kit.check("生命淬炼 2 级 → hero_override().max_hp == Σ 节点 effects×等级(验收4 换代〔天赋树批 V12〕)", + int(mp.hero_override().get("max_hp", -1)) == 2 * int(_db.tree_node("sp_hp").get("effects", {}).get("max_hp", 0))) + Kit.check("攻/AC 树零来源(契约 9——树表零 atk/armor_class 行,override 二轴恒 0+预留位 0)", + int(mp.hero_override().get("atk", -1)) == 0 and int(mp.hero_override().get("armor_class", -1)) == 0) + Kit.check("命中线在账未注入(契约 6——override 无 hit 字段〔天赋树批 V13〕)", + not mp.hero_override().has("hit")) + var adr = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(920251)) + Kit.check("注入参数冒险启动(start_adventure params 通道)", + adr.start_adventure(920251, {"hero_override": mp.hero_override()})) + var r = adr.runner() + var ov: Dictionary = mp.hero_override() + Kit.check("首战 hero_atk = 表值 + 永久强化 flat(begin_battle 同表达式——下一局能用到强化)", + int(r.effective_atk()) == int(_db.hero.atk) + int(ov.get("atk", 0))) + Kit.check("首战 hero_max_hp 与开局生命账本 = 表值 + 注入档", + int(r.effective_max_hp()) == int(_db.hero.max_hp) + int(ov.get("max_hp", 0)) + and int(adr.ledger["hero_hp"]) == int(_db.hero.max_hp) + int(ov.get("max_hp", 0))) + # 白板:同种子下 空参数 = 零强化参数 = 纯表值(逐位一致——注入通道默认值漏改在此转红) + var adr_w = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(920251)) + Kit.check("白板冒险启动(无 params 实参——B1 空参数路径)", adr_w.start_adventure(920251)) + var sv_white = _meta_new_save(_META_SMOKE_PATHS[5]) + var adr_z = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(920251)) + Kit.check("零强化参数冒险启动(新档 hero_override 全零)", + adr_z.start_adventure(920251, {"hero_override": load("res://core/meta_progression.gd").new(_db, sv_white).hero_override()})) + var rw = adr_w.runner() + var rz = adr_z.runner() + Kit.check("白板成立:空参数 = 零强化参数 = 纯表值(atk/max_hp/ac 三轴逐位一致——验收 2/3)", + int(rw.effective_atk()) == int(_db.hero.atk) and int(rw.effective_max_hp()) == int(_db.hero.max_hp) + and int(rz.effective_atk()) == int(rw.effective_atk()) and int(rz.effective_max_hp()) == int(rw.effective_max_hp()) + and int(rz.effective_ac()) == int(rw.effective_ac())) + Kit.check("ac 轴:白板恒表值、未换强化时注入零位移", + int(rw.effective_ac()) == int(_db.hero.armor_class) and int(r.effective_ac()) == int(_db.hero.armor_class)) + _meta_smoke_cleanup() + + +# ---- 锻造工坊·两根类型轴所有权移交(V5 前半:hero.tres 两轴删除+锻造配置默认值)---- +# 后半(build_adventure_params 注入默认值/选中覆盖)随 T4 注入接线同批断言;写口/解锁面归 T3。 +func _smoke_forge_axes() -> void: + print("--- 锻造工坊·类型轴所有权移交(T2)---") + # V5:hero.tres 静态表两轴已删(全表加载零违例——config_db_test 同款闸;此处钉字段不在位) + Kit.check("hero.tres 无 attack_type/armor_type 字段(契约 2——静态表两轴删除)〔锻造工坊批 V5〕", + not ("attack_type" in _db.hero) and not ("armor_type" in _db.hero)) + # 锻造配置默认值 = normal/light(常驻持有——与柜台解锁状态解耦,未点亮也照常可读) + Kit.check("锻造配置默认值 attack_type=normal / armor_type=light(常驻持有)〔锻造工坊批 V5〕", + _db.forge_default_attack_type() == "normal" and _db.forge_default_armor_type() == "light") + # 单位快照回退面:spawn 三参形态(零注入)= 锻造配置默认值 + var uc = load("res://core/unit_container.gd").new(_db) + Kit.check("spawn 受理(三参形态——两轴缺省回退面)", uc.spawn(1, 0, int(_db.hero.max_hp))) + Kit.check("主角单位快照两轴 = 锻造配置默认值 normal/light(零注入回退——行为连续)〔锻造工坊批 V5〕", + String(uc.hero_unit().get("attack_type", "")) == "normal" + and String(uc.hero_unit().get("armor_type", "")) == "light") + + # ---- T3 写口族(V2 购买/几何价 · V3 并联双通道 · V4 两币分工 · V6 选中切换)---- + # 注入口径(两分法):add_keystone 置余额/直写存档域构造状态 → 直调写口 → 断余额/等级/读回 + var sv2 = _meta_new_save(_META_SMOKE_PATHS[13]) + var mp2 = load("res://core/meta_progression.gd").new(_db, sv2) + # V2①:长剑首购=20(0 级位几何价)、等级 0→1、扣币即盘、reload 持久 + sv2.add_keystone(100) + Kit.check("长剑锻造首购:扣 20 钥石、等级 0→1(Q1——第一级=获得装备=首个 +1)〔锻造工坊批 V2〕", + mp2.forge_buy_level("sword") and sv2.forge_route_level("sword") == 1 + and sv2.keystone_balance() == 80) + var sv2r = _meta_new_save(_META_SMOKE_PATHS[13]) + Kit.check("购买持久(reload 后等级与余额不变——即时写盘)〔锻造工坊批 V2〕", + sv2r.forge_route_level("sword") == 1 and sv2r.keystone_balance() == 80) + # V2②:二级=30(1 级位);六路线独立(买长剑不动轻甲) + Kit.check("长剑二级购:扣 30、等级→2;轻甲独立零扰动(六路线各练各的)〔锻造工坊批 V2〕", + mp2.forge_buy_level("sword") and sv2.forge_route_level("sword") == 2 + and sv2.keystone_balance() == 50 and sv2.forge_route_level("light") == 0) + # V2③:余额不足拒且零副作用(等级/选中/解锁三面零变化) + var sv2d = _meta_new_save(_META_SMOKE_PATHS[14]) + var mp2d = load("res://core/meta_progression.gd").new(_db, sv2d) + var fr_dry: Dictionary = sv2d.forge_routes_snapshot() + Kit.check("余额不足购买拒绝且零副作用(0 余额——三域零变化)〔锻造工坊批 V2〕", + not mp2d.forge_buy_level("sword") and sv2d.keystone_balance() == 0 + and sv2d.forge_routes_snapshot() == fr_dry) + # V2④:已满级拒购(cap 闸);未解锁拒购 + sv2.set_forge_route_level("sword", 5) + Kit.check("已满级拒购/未解锁拒购(cap 闸+解锁闸——零副作用)〔锻造工坊批 V2〕", + not mp2.forge_buy_level("sword") and not mp2d.forge_buy_level("spear")) + # V3① 通道一:练满前一档(长剑 cap)→ 长枪/法杖派生解锁(零收费);轻甲未满→甲线仍锁 + Kit.check("通道一:长剑练满→长枪/法杖派生解锁;轻甲未练满→重甲/魔法护甲仍锁〔锻造工坊批 V3〕", + mp2.forge_route_unlocked("spear") and mp2.forge_route_unlocked("staff") + and not mp2.forge_route_unlocked("heavy") and not mp2.forge_route_unlocked("ward")) + Kit.check("派生解锁后长枪可购(首购 20——余额 50−20)〔锻造工坊批 V3〕", + mp2.forge_buy_level("spear") and sv2.forge_route_level("spear") == 1 + and sv2.keystone_balance() == 30) + # V3② 通道二:一次性解锁价直购(未练满也可买——两通道互不影响) + var sv3 = _meta_new_save(_META_SMOKE_PATHS[15]) + var mp3 = load("res://core/meta_progression.gd").new(_db, sv3) + sv3.add_keystone(500) + Kit.check("通道二:魔法护甲一次性解锁价 200 直购开(轻甲未练满也可买)〔锻造工坊批 V3〕", + not mp3.forge_route_unlocked("ward") and mp3.forge_buy_unlock("ward") + and sv3.keystone_balance() == 300 and mp3.forge_route_unlocked("ward")) + # V3③ 直购后练满不重复收(练满通道=派生零收费;已解锁再直购=拒绝) + sv3.set_forge_route_level("light", 5) + Kit.check("直购后练满不重复收(已解锁=拒绝零收费——两通道互不影响)〔锻造工坊批 V3〕", + mp3.forge_route_unlocked("ward") and not mp3.forge_buy_unlock("ward") + and sv3.keystone_balance() == 300) + # V3④ 不设串联门槛(法杖直购开——长枪零状态不阻;dry 档充值走直购) + sv2d.add_keystone(500) + Kit.check("不设串联门槛(法杖直购开——长枪零状态不阻)〔锻造工坊批 V3〕", + mp2d.forge_buy_unlock("staff") and mp2d.forge_route_unlocked("staff") + and sv2d.forge_route_level("spear") == 0 and not mp2d.forge_route_unlocked("spear")) + # V4:任一购买/解锁只扣钥石——GP 侧零触碰(meta 域无 GP 键=域界扫描同款;此处钉余额差=当级价) + var ks4: int = sv3.keystone_balance() + Kit.check("两币分工:购买只扣钥石(余额差=当级价 20——GP 零触碰、无材料计数)〔锻造工坊批 V4〕", + mp3.forge_buy_level("ward") and sv3.keystone_balance() == ks4 - 20 + and sv3.forge_route_level("ward") == 1) + # V6①:营地切换=写存档域+免费(余额零动);旧路线练度保留(只不生效) + var ks6: int = sv3.keystone_balance() + Kit.check("选中切换免费(余额零动——写存档域即盘)〔锻造工坊批 V6〕", + mp3.forge_select_armor("ward") and sv3.forge_armor() == "ward" + and sv3.keystone_balance() == ks6) + Kit.check("切换后旧路线练度保留(轻甲 5 级不丢——回家待命只不生效)〔锻造工坊批 V6〕", + sv3.forge_route_level("light") == 5) + # V6②:未解锁路线拒选零副作用(dry 档:长枪未解锁) + Kit.check("未解锁路线拒选零副作用〔锻造工坊批 V6〕", + not mp2d.forge_select_weapon("spear") and sv2d.forge_weapon() == "sword") + # V6③:类型轴读数随选中走(切换后读 ward;未解锁选中态防御回退默认值) + Kit.check("类型轴当前生效值随选中走(ward;未解锁档回退默认 normal/light)〔锻造工坊批 V5/V6〕", + mp3.hero_armor_type() == "ward" and mp2d.hero_attack_type() == "normal" + and mp2d.hero_armor_type() == "light") + + # ---- T4 注入接线(V5 后半 · V6 锁死 · V7 公式对拍 · V10 树零攻防复核)---- + # V5:build_adventure_params 注入默认值(新档=树钥匙未点亮)+点亮后读存档选中覆盖 + var sv4 = _meta_new_save(_META_SMOKE_PATHS[16]) + var mp4 = load("res://core/meta_progression.gd").new(_db, sv4) + var bp_params: Dictionary = load("res://presentation/main.gd").build_adventure_params(sv4, mp4) + Kit.check("build_adventure_params 注入默认值 normal/light(树钥匙未点亮——新档初始持有态)〔锻造工坊批 V5〕", + String(bp_params.get("attack_type", "")) == "normal" + and String(bp_params.get("armor_type", "")) == "light") + sv4.add_keystone(1000) + Kit.check("长枪直购解锁+首购+选中(注入面夹具——200+20 钥石)", + mp4.forge_buy_unlock("spear") and mp4.forge_buy_level("spear") and mp4.forge_select_weapon("spear")) + var bp_sel: Dictionary = load("res://presentation/main.gd").build_adventure_params(sv4, mp4) + Kit.check("build_adventure_params 读存档选中覆盖(选中长枪→pierce)〔锻造工坊批 V5〕", + String(bp_sel.get("attack_type", "")) == "pierce" + and String(bp_sel.get("armor_type", "")) == "light") + # V7:hero_override 公式对拍=树 flat+锻造路线加值(旧路线练度待命不生效;切回即生效) + Kit.check("hero_override=锻造路线加值(选中长枪 Lv1→atk +1;甲 0 级→AC +0;树零分量;无 hit 键)〔锻造工坊批 V7〕", + int(mp4.hero_override().get("atk", -1)) == 1 + and int(mp4.hero_override().get("max_hp", -1)) == 0 + and int(mp4.hero_override().get("armor_class", -1)) == 0 + and not mp4.hero_override().has("hit")) + sv4.set_forge_route_level("sword", 3) # 长剑练度待命(未选中) + Kit.check("换当前武器→攻击加值随切换(长剑 3 级待命不生效——只认选中)〔锻造工坊批 V7〕", + int(mp4.hero_override().get("atk", -1)) == 1) + Kit.check("切回长剑→加值=3 级量(旧路线练度保留且生效)〔锻造工坊批 V7〕", + mp4.forge_select_weapon("sword") and int(mp4.hero_override().get("atk", -1)) == 3) + # V7 三层 AC:重甲(基础 12)+路线 Lv1 加值+局内 0——经参数面起冒险断 runner 生效值 + var sv5 = _meta_new_save(_META_SMOKE_PATHS[17]) + var mp5 = load("res://core/meta_progression.gd").new(_db, sv5) + sv5.add_keystone(1000) + Kit.check("重甲直购解锁+首购+选中(三层 AC 夹具)", + mp5.forge_buy_unlock("heavy") and mp5.forge_buy_level("heavy") and mp5.forge_select_armor("heavy")) + var adr5 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(77)) + var p5: Dictionary = load("res://presentation/main.gd").build_adventure_params(sv5, mp5) + Kit.check("注入参数冒险启动(两轴+override 同面)", adr5.start_adventure(77, p5)) + var r5 = adr5.runner() + Kit.check("入战 AC 三层:甲型基础 12(重甲)+路线加值 1+局内 0〔锻造工坊批 V7〕", + int(r5.effective_ac()) == 12 + 1) + Kit.check("参数面快照入 runner(attack_type=normal/armor_type=heavy)〔锻造工坊批 V6〕", + adr5.hero_attack_type == "normal" and adr5.hero_armor_type == "heavy") + # V6 锁死:开冒险后改存档选中→参数面/注入值不变(快照冻结;light=初始持有已解锁可切) + Kit.check("冒险开始后锁死:改存档选中不影响参数面快照与生效值(契约 8)〔锻造工坊批 V6〕", + mp5.forge_select_armor("light") and adr5.hero_armor_type == "heavy" + and int(r5.effective_ac()) == 12 + 1) + # V5/V7 末端:enc 两轴直达 spawn 英雄快照(hero_attack 行携带选中类型键) + var run_ax = _run_battle(1, 0, {"attack_type": "pierce", "armor_type": "ward"}) + var pierce_rows := 0 + for row in run_ax.stream: + if row.get("source_class", "") == "hero_attack" and row.has("pierce"): + pierce_rows += 1 + Kit.check("enc 两轴直达 spawn 英雄快照(hero_attack 行携带 pierce 键——注入链末端)〔锻造工坊批 V5〕", + pierce_rows >= 1) + # spawn 显式注入面(三参旧形态零注入已在上方覆盖——此处钉显式值) + var uc2 = load("res://core/unit_container.gd").new(_db) + Kit.check("spawn 显式两轴注入(magic/heavy 直入英雄快照)〔锻造工坊批 V5〕", + uc2.spawn(1, 0, int(_db.hero.max_hp), [], -1, -1, [], "magic", "heavy") + and String(uc2.hero_unit().get("attack_type", "")) == "magic" + and String(uc2.hero_unit().get("armor_type", "")) == "heavy") + # V10 复核:树表 12 行 effects 键集无 atk/armor_class(契约 1——树零攻防来源) + var tree_atk_ac := false + for trow in _db.tree_rows(): + var eff: Dictionary = trow.get("effects", {}) + if eff.has("atk") or eff.has("armor_class"): + tree_atk_ac = true + Kit.check("树零攻防来源复核(12 行 effects 键集无 atk/armor_class——契约 1)〔锻造工坊批 V10〕", + not tree_atk_ac) + + +# ---- 天赋树冒烟(v0.8 12 节点:schema/购买面/Fork 一节点双态/彩蛋特化)---- + +func _smoke_tree() -> void: + print("--- 天赋树(12 节点 · 购买面 · Fork 双态 · 彩蛋觉醒)---") + # 〔V1〕结构:12 行 + schema 零违例 + Kit.check("meta_tree 已加载(12 节点=脊柱 2〔生命/命中淬炼一线一节点 cap4〕+锻造 2〔钥匙+彩蛋——彩蛋含在锻造 2 内非第 13 行〕+钥石 2〔秘宝匣/刷新升级〕+同调 6〔socket 3+Fork 3 双态〕——v0.8 终态)〔天赋树批 V1〕", + _db.meta_tree != null and (_db.meta_tree.rows as Array).size() == 12) + Kit.check("MetaTreeTable.validate 零违例(脉/类型/币词表出域即拒/Fork 三组每组恰一且持 a/b 双效果键/彩蛋 ≤3/effects 键封闭/零 archetype)", + _db.meta_tree.validate().is_empty()) + # 彩蛋行硬要求(契约 9 红线落点):effects 键集 ⊆ {max_hp, hit} + var ley: Dictionary = _db.meta_tree.row_by_id("easter_ley") + var ley_ok: bool = not ley.is_empty() + for k in (ley.get("effects", {}) as Dictionary).keys(): + if not (String(k) == "max_hp" or String(k) == "hit"): + ley_ok = false + Kit.check("easter_ley effects 键集 ⊆ {max_hp, hit}(攻/护分量已摘除——契约 9)〔天赋树批 V8 落点〕", + ley_ok) + # V1/V4 反例:出域行逐类构造被拒(复制行副本塞词表外值) + var t2 = load("res://data/schemas/meta_tree_table.gd").new() + var bad_vein: Dictionary = (_db.meta_tree.row_by_id("sp_hp") as Dictionary).duplicate(true) + bad_vein["node_id"] = "bad_vein" + bad_vein["vein"] = "underworld" + t2.rows = [bad_vein] + Kit.check("schema 反例:vein 出域被拒", not t2.validate().is_empty()) + var bad_fork: Dictionary = (_db.meta_tree.row_by_id("fork_posture") as Dictionary).duplicate(true) + bad_fork["node_id"] = "bad_fork" + bad_fork["fork_group"] = "fg_mastery" + t2.rows = [bad_fork] + Kit.check("schema 反例:fork_group 出域(fg_mastery 已退役组)被拒", not t2.validate().is_empty()) + var bad_arch: Dictionary = (_db.meta_tree.row_by_id("sp_hp") as Dictionary).duplicate(true) + bad_arch["node_id"] = "bad_arch" + bad_arch["effects"] = {"archetype": 1} + t2.rows = [bad_arch] + Kit.check("schema 反例:effects.archetype 加载致命(🔴 层级纪律护栏面)〔天赋树批 V4〕", + not t2.validate().is_empty()) + var bad_dangling: Dictionary = (_db.meta_tree.row_by_id("sp_hp") as Dictionary).duplicate(true) + bad_dangling["requires"] = ["ghost_node"] + t2.rows = [bad_dangling] + Kit.check("schema 反例:requires 悬空被拒", not t2.validate().is_empty()) + # 购买面(V2 主干) + var sv = _meta_new_save(_META_SMOKE_PATHS[8]) + var mp = load("res://core/meta_progression.gd").new(_db, sv) + sv.add_keystone(1000) + Kit.check("树购买受理(脊柱生命 L1——树全钥石单币)", + mp.tree_buy("sp_hp") and sv.tree_level("sp_hp") == 1) + Kit.check("行门槛:第 2 级不可购(总等级 1 < 4——一线一节点主语,买第 N 级需全树总投入 ≥4×(N−1))〔天赋树批 V2〕", + not mp.tree_can_buy("sp_hp")) + Kit.check("命中 L1/锻造钥匙(free 无前置=初始零购零币可点亮)/同调位 1(根节点无前置)受理(总等级 1→4)", + mp.tree_buy("sp_hit") and mp.tree_buy("forge_workshop") and mp.tree_buy("att_socket1")) + Kit.check("锻造工坊钥匙零币(free)", int(_db.tree_node("forge_workshop").get("price", -1)) == 0) + Kit.check("行门槛恰达开放(总等级 4 ≥ 4×1)", mp.tree_can_buy("sp_hp")) + Kit.check("第 2 级购买受理(门槛恰达当刻开放)", + mp.tree_buy("sp_hp") and sv.tree_level("sp_hp") == 2) + # Fork 一节点双态(V9) + sv.add_keystone(100) + Kit.check("Fork 购买=解锁+默认 A 态(一节点双态——单行承载)", + mp.tree_buy_fork("fork_posture") and sv.tree_level("fork_posture") == 1 and sv.fork_side("fg_posture") == "a") + Kit.check("已解锁 Fork 重复购买拒绝(cap 1)", not mp.tree_can_buy("fork_posture")) + Kit.check("同态重复切换零操作(false)", not mp.tree_toggle_fork("fg_posture", "a")) + Kit.check("未解锁 Fork 切换拒绝(解锁唯一入口=购买面)", not mp.tree_toggle_fork("fg_sense", "b")) + var bal_pre_toggle: int = sv.keystone_balance() + Kit.check("零币切态 b(购买解锁后 A/B 可切)", + mp.tree_toggle_fork("fg_posture", "b") and sv.fork_side("fg_posture") == "b") + Kit.check("切态零消费(钥石余额差分不动)", int(sv.keystone_balance()) == bal_pre_toggle) + Kit.check("规则键投影=激活态效果键(B 态稳健拓荒——tree_rule_keys 随切态换键集)", + (mp.tree_rule_keys() as Array).has("posture_bulwark") and not (mp.tree_rule_keys() as Array).has("posture_first_strike")) + Kit.check("切回 A 态键集随换(六键词表在册——V11 校验面归单元段)", + mp.tree_toggle_fork("fg_posture", "a") and (mp.tree_rule_keys() as Array).has("posture_first_strike")) + # 彩蛋特化觉醒(V8) + Kit.check("彩蛋不经购买(手动购亮=红——觉醒唯一入口=特化判定)", not mp.tree_can_buy("easter_ley")) + Kit.check("觉醒前置未满足不亮(两线未拉满)", sv.tree_level("easter_ley") == 0) + sv.set_tree_level("sp_hp", 4) + sv.set_tree_level("sp_hit", 4) + sv.set_tree_level("att_socket2", 1) + mp.tree_buy("att_socket3") # 经购买口触发 _check_easter_egg + Kit.check("两线拉满+同调位全解锁 → 地脉共鸣自动点亮(零币特化判定)", sv.tree_level("easter_ley") == 1) + var bal_now: int = sv.keystone_balance() + mp.tree_buy("sp_hp") + Kit.check("觉醒零消费(钥石余额不动)", int(sv.keystone_balance()) == bal_now) + _meta_smoke_cleanup() + + +# ---- 天赋树六键行为冒烟(V10:开局姿态窗/危险直觉限次/财富之道聚散/守侧失误补偿; +# 引擎直构 + 编排授予段直注(_grant_seg._judge_seal=结算授予段封印判定单口))---- +func _smoke_tree_rules() -> void: + print("--- 天赋树六键行为(V10:窗/限次/聚散/守侧)---") + # 开局姿态组:每关首轮窗(battle_index 事实——引擎直构 + 自建 ctx) + var fx = load("res://core/effect_engine.gd").new(null) + fx.rebuild([], [], ["posture_first_strike", "posture_bulwark"]) + var ctx_p := EffectContext.new() + Kit.check("先手压制:每关首战首轮窗命中(battle_index=1 且 round=1 → grant_ap queue)〔天赋树批 V10〕", + (fx.dispatch(ctx_p, "round_start", {"battle_index": 1, "round_index": 1}, Callable()) as Array).size() == 1) + Kit.check("先手压制:首轮窗外地不触发(第二轮/第二关首战首轮——「每战首轮」旧语义换代件)", + (fx.dispatch(ctx_p, "round_start", {"battle_index": 1, "round_index": 2}, Callable()) as Array).is_empty() + and (fx.dispatch(ctx_p, "round_start", {"battle_index": 2, "round_index": 1}, Callable()) as Array).is_empty()) + Kit.check("稳健拓荒:首轮窗内受击出盾、窗外不出(shield damage_taken 同窗条件)", + (fx.dispatch(ctx_p, "damage_taken", {"battle_index": 1, "round_index": 1}, Callable()) as Array).size() == 1 + and (fx.dispatch(ctx_p, "damage_taken", {"battle_index": 2, "round_index": 1}, Callable()) as Array).is_empty()) + # 危险直觉·锋:限次闸(引擎直构——mine_hit 挂点现成;限次计数住 level 桶,跨战持久=共享同一字典引用) + var fz = load("res://core/effect_engine.gd").new(null) + fz.rebuild([], [], ["sense_sharp"]) + var lvl_shared := {} # 同一关的 level 桶(两编排器共享引用 = 跨战持久,替代旧副本搬运) + var ctx_fz := EffectContext.new() + ctx_fz.level_bucket = lvl_shared + var got_mult := false + var got_add := false + for h in (fz.dispatch(ctx_fz, "mine_hit", {}, Callable()) as Array): + if String(h.get("kind", "")) == "damage_mult": + got_mult = true + if String(h.get("kind", "")) == "counter_add": + got_add = true + Kit.check("锋:踩雷减半命中+限次记账(counter 0<2 闸开——damage_mult+counter_add 双行同预评估态)", + got_mult and got_add) + EffectEngine.counter_add(ctx_fz, "lvl_tree_sense_sharp_used", 2) # 直调置数(V10 注入口径——置 level 桶计数后走事件路径) + Kit.check("锋:限次耗尽全额(counter 2 不<2 闸关——每关限次 provisional 2)〔无状态化 V5〕", + (fz.dispatch(ctx_fz, "mine_hit", {}, Callable()) as Array).is_empty()) + var fz2 = load("res://core/effect_engine.gd").new(null) + fz2.rebuild([], [], ["sense_sharp"]) + var ctx_fz2 := EffectContext.new() + 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()) + # 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)", + orch.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": ["sense_guard"], "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"})) + var board = orch.minesweeper.current_board() + var safe := Vector2i(-1, -1) + for c in board.all_cells(): + if not board.is_mine(c): + safe = c + break + Kit.check("守侧 rig:安全格定位(非危险格=标错负样本)", safe.x >= 0) + Kit.check("守侧 rig:首轮后 queue 干净(开局 posture queue 已兑现)", + int(orch.action_economy.pending_ap_delta()) == 0) + # 场景①:当回合新封印、结算判标错且封印仍在场 → queue +1(本轮 AP 零变化=queue 承载、下轮 notify_round_start 兑现) + orch._grant_seg._judge_seal({"cell": safe, "hit": false}, 1) + Kit.check("守①:当回合标错且封印在场 → 下轮 AP+1(queue 排队——本轮 AP 逐位零变化)", + int(orch.action_economy.pending_ap_delta()) == 1) + # 场景③④:之前回合标错重判(封印在场状态)与同格重复——去重闸挡回,最多返还一次 + orch._grant_seg._judge_seal({"cell": safe, "hit": false}, 2) + orch._grant_seg._judge_seal({"cell": safe, "hit": false}, 3) + Kit.check("守③④:旧封印重判零触发+同格最多一次(_seal_miss_seen 去重闸=「当回合标错动作」判别器)", + int(orch.action_economy.pending_ap_delta()) == 1) + # 场景②负样本:封印命中(hit=true 正向兑付路径)零触发 + orch._grant_seg._judge_seal({"cell": safe, "hit": true}, 4) + Kit.check("守②负样本:标中/被挖封印零触发(标错事件只在 miss 分支发射——发射面过滤承载)", + int(orch.action_economy.pending_ap_delta()) == 1) + # 场景⑤:末轮判出→无下一轮=queue 不兑现(编排器每战新建——队列实例随战亡,合法作废态) + var orch2 = load("res://core/battle_orchestrator.gd").new(_db, _fresh_rng(777002)) + Kit.check("守⑤ rig:次战编排启动(新战新队列实例)", + orch2.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": ["sense_guard"], "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"})) + Kit.check("守⑤:末轮判出不返(queue 只在 notify_round_start 兑现、战亡即弃——无跨战泄漏)", + int(orch2.action_economy.pending_ap_delta()) == 0) + # 树限次按关清零改由 LevelRunner.level_counters 随 new 承载(旧硬编码名单冒烟断言随函数删除——换代同生死;新语义由 V4/V5 段承载) + # 财富之道·散:商品标价折价(level_runner 计价单点) + var lr = load("res://core/level_runner.gd").new(_db, _fresh_rng(777004)) + lr.set_tree_rules([]) + Kit.check("散未激活:商品标价原价(无 economy_spend 键)", int(lr._spend_discounted(100)) == 100) + lr.set_tree_rules(["economy_spend"]) + Kit.check("散激活:商品购买价 ×80%(provisional 折率——floor 偏向玩家、下限 1;刷新价不折=另一计价点零触碰)", + int(lr._spend_discounted(100)) == 80 and int(lr._spend_discounted(1)) == 1) + # 财富之道·聚:战斗掉落乘算·入账前(编排 _roll_gp_drop——同种子配对对拍 1.5×) + var orch3 = load("res://core/battle_orchestrator.gd").new(_db, _fresh_rng(777005)) + Kit.check("聚 rig:基线编排启动(无增益侧)", + orch3.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"})) + orch3.encounter["tree_rules"] = [] + var gp_base: int = orch3._roll_gp_drop() + var orch4 = load("res://core/battle_orchestrator.gd").new(_db, _fresh_rng(777005)) + Kit.check("聚 rig:增益编排启动(tree_rules=economy_hoard)", + orch4.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": ["economy_hoard"], "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"})) + orch4.encounter["tree_rules"] = ["economy_hoard"] + var gp_hoard: int = orch4._roll_gp_drop() + Kit.check("聚:战斗掉落乘算 ×1.5(provisional——同种子配对 %d→%d,入账前=结算框显示实得)", + gp_hoard == int(round(float(gp_base) * 1.5)) and gp_hoard >= gp_base) + _meta_smoke_cleanup() diff --git a/game/tests/unit/core/save_manager_domain_test.gd b/game/tests/unit/core/save_manager_domain_test.gd new file mode 100644 index 00000000..b24e5847 --- /dev/null +++ b/game/tests/unit/core/save_manager_domain_test.gd @@ -0,0 +1,504 @@ +# tests/unit/core/save_manager_domain_test.gd — 存档域单元测试宿主 +# 断言面 = 两套(批 B 断言迁移自 smoke_all.gd,G10 施工组;两套按源编排序迁入): +# SaveManager 存档读写/迁移/兜底(读写往返/新档合法/余额拒花/高版本拒读禁写/损坏兜底/ +# 迁移链/域界干净/摘要 cap/断点域七字段/旧档迁移族/收束链入账) +# SaveManager 三存档位承载(三槽往返/位间隔离/删档/新档白板/高版本拒读恢复/窥视三态/旧单档迁移) +# 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(v2 断点续玩受理与收束链夹具消费 _db);表加载失败不中止 +# (沿被迁断言面的源语义——诊断在此展开,红由具体断言落,承 G2–G5 同款)。 +# 测试文件统一 user://smoke_save_*.json 隔离,段首清场+段尾清理——绝不碰 user://save.json(红线)。 +# 分宿主注记:源 `_smoke_save` ⑨ 摘要集成块(level_autoplay 真局驱动×落盘,基点 :6807–6831) +# 经主会话裁决三改判集成测试——不随本宿主,见迁移账本转办清单。 +# 运行:godot --headless --path game --script res://tests/unit/core/save_manager_domain_test.gd +extends SceneTree + +const Kit := preload("res://tests/unit/test_kit.gd") +const ConfigDBScript := preload("res://core/config_db.gd") + +var _db + + +func _init() -> void: + _db = ConfigDBScript.new() + # 表加载失败不中止(承 G2–G5 同款:表损坏的红落在具体断言上) + var load_ok: bool = _db.load_tables("res://data/tables", true) + if not load_ok: + push_error("[save_manager_domain_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]) + # 套执行序沿源编排序 + _smoke_save() + _smoke_save_slots() + quit(Kit.finish("save_manager_domain_test")) + + +# ---- 隔离夹具(smoke_all.gd helper 的宿主自持私有副本——源文件收尾整体删除,宿主自给自足)---- + +# 冒烟隔离用全新 RngService(同 master 种子——回放确定性纪律) +func _fresh_rng(seed_val: int): + var rng = load("res://core/rng_service.gd").new() + rng.set_master_seed(seed_val) + return rng + + +# ---- 存档序列化冒烟(SaveManager——读写往返/新档合法/余额拒花/锻造出域拒/高版本拒读禁写/ +# 损坏兜底/迁移链/域界干净/摘要 cap/摘要集成/生涯终身计数域 v6)。测试文件统一 user://smoke_save_*.json 隔离, +# 段首清场+段尾清理——绝不碰 user://save.json(红线)。 +func _smoke_save() -> void: + print("--- SaveManager 存档读写/迁移/兜底 ---") + var sm_script = load("res://core/save_manager.gd") + var paths := ["user://smoke_save_roundtrip.json", "user://smoke_save_fresh.json", + "user://smoke_save_spend.json", "user://smoke_save_highver.json", + "user://smoke_save_corrupt.json", "user://smoke_save_migrate.json", + "user://smoke_save_domain.json", "user://smoke_save_cap.json", + "user://smoke_save_integration.json", "user://smoke_save_breakpoint.json", + "user://smoke_save_v2compat.json", "user://smoke_save_v5upgrade.json", + "user://smoke_save_v5legacy.json", "user://smoke_save_v16discard.json", + "user://smoke_save_forge_v6legacy.json"] + var stale: Array = [] + for p in paths: + stale.append(p) + stale.append(p + ".tmp") + stale.append(p + ".corrupt.bak") + for p in stale: + if FileAccess.file_exists(p): + DirAccess.remove_absolute(p) + + # ① 往返:全访问器写非默认值 → write → 新实例 load → 逐域逐值相等 + var w = sm_script.new(paths[0]) + w.add_keystone(7) + w.set_tree_level("sp_hp", 2) + w.set_tree_level("sp_hit", 1) + w.set_fork_side("fg_posture", "b") # 树域写入 + w.set_forge_route_level("spear", 3) # 锻造工坊域写入(等级+直购解锁+选中标记) + w.add_forge_unlock("spear") + w.set_forge_weapon("spear") + w.set_forge_armor("ward") + w.unlock_item("probe_compass") + w.apply_adventure_summary({"result": "failed", "cleared": false, "levels_cleared": 2, + "stopped_at": 3, "keystone_total": 3, "master_seed": 99}) + Kit.check("apply 原语入账(钥石 7+3、通关次数 1/1/0)", + w.keystone_balance() == 10 and w.clear_count(1) == 1 and w.clear_count(2) == 1 and w.clear_count(3) == 0) + Kit.check("首杀标记随通关关卡置位(1/2 有、3 无)", + w.boss_first_kill_marked(1) and w.boss_first_kill_marked(2) and not w.boss_first_kill_marked(3)) + Kit.check("生涯终身计数随 apply 自增恰一(中止局:总局数 1、通关局数 0——迭代 18 卡④)", + w.adventure_total() == 1 and w.adventure_cleared() == 0) + Kit.check("写盘成功", w.write_to_disk()) + var r = sm_script.new(paths[0]) + Kit.check("读回成功", r.load_from_disk()) + Kit.check("钥石余额往返相等(10)", r.keystone_balance() == 10) + Kit.check("树域往返相等(tree_nodes/fork_sides——迭代 21 换代承载)", + r.tree_level("sp_hp") == 2 and r.tree_level("sp_hit") == 1 and r.fork_side("fg_posture") == "b") + Kit.check("锻造工坊域往返相等(levels/unlocked/weapon/armor——迭代 23 T5)〔锻造工坊批 V8〕", + r.forge_route_level("spear") == 3 and r.forge_route_level("sword") == 0 + and r.forge_unlocked_purchases() == ["spear"] + and r.forge_weapon() == "spear" and r.forge_armor() == "ward") + Kit.check("道具解锁往返相等", r.item_unlocked("probe_compass") and not r.item_unlocked("rope")) + Kit.check("通关次数表往返相等", r.clear_count(1) == 1 and r.clear_count(2) == 1 and r.clear_count(3) == 0) + Kit.check("首杀标记往返相等", + r.boss_first_kill_marked(1) and r.boss_first_kill_marked(2) and not r.boss_first_kill_marked(3)) + Kit.check("生涯终身计数往返相等(1/0)", r.adventure_total() == 1 and r.adventure_cleared() == 0) + var s0: Dictionary = r.recent_summaries()[0] + Kit.check("冒险摘要往返相等(1 条,seed 99)", + r.recent_summaries().size() == 1 and int(s0.get("master_seed", -1)) == 99 and int(s0.get("keystone_total", -1)) == 3) + + # ② 新档合法:不存在路径 load → true + 全零默认值 + var f2 = sm_script.new(paths[1]) + Kit.check("新档合法态(load true + 全零默认)", + f2.load_from_disk() and f2.keystone_balance() == 0 and f2.tree_level("sp_hp") == 0 + and not f2.item_unlocked("anything") and f2.clear_count(1) == 0 and f2.recent_summaries().is_empty()) + Kit.check("新档生涯终身计数缺省全零(迭代 18 卡④两新域——白板存档完整可玩)", + f2.adventure_total() == 0 and f2.adventure_cleared() == 0) + + # ③ spend 拒绝:余额不足 false 且零副作用(钥石只增不减——消费除外) + var f3 = sm_script.new(paths[2]) + f3.add_keystone(5) + Kit.check("余额 5 花 8 拒绝且余额不动", not f3.spend_keystone(8) and f3.keystone_balance() == 5) + Kit.check("余额内消费成功(5→2)", f3.spend_keystone(3) and f3.keystone_balance() == 2) + + # ⑤ 高版本拒读:load false、原文件字节不动、后续写盘拒绝且文件仍字节不动(契约 4) + var hv_text := "{\"version\": 99, \"meta\": {\"keystone_balance\": 1}}" + var fhv := FileAccess.open(paths[3], FileAccess.WRITE) + fhv.store_string(hv_text) + fhv.close() + var f5 = sm_script.new(paths[3]) + Kit.check("高版本拒读(load false)", not f5.load_from_disk()) + Kit.check("拒读后原文件字节不动", FileAccess.open(paths[3], FileAccess.READ).get_as_text() == hv_text) + Kit.check("拒读态写盘拒绝且文件仍字节不动", + not f5.write_to_disk() and FileAccess.open(paths[3], FileAccess.READ).get_as_text() == hv_text) + + # ⑥ 损坏兜底:非 JSON 字节 → 默认数据 + .corrupt.bak(不静默丢档) + var junk := "not json {{{" + var fj := FileAccess.open(paths[4], FileAccess.WRITE) + fj.store_string(junk) + fj.close() + var f6 = sm_script.new(paths[4]) + Kit.check("损坏档兜底(默认数据继续)", + f6.load_from_disk() and f6.keystone_balance() == 0 and f6.recent_summaries().is_empty()) + Kit.check("坏档备份 .corrupt.bak 存在", FileAccess.file_exists(paths[4] + ".corrupt.bak")) + Kit.check("备份内容 = 原坏档字节", + FileAccess.open(paths[4] + ".corrupt.bak", FileAccess.READ).get_as_text() == junk) + + # ⑦ 迁移链:register_migration 测试钩 → 手工 v0 旧结构档 → 链式升级 v1 + var mig := func(d: Dictionary) -> Dictionary: + return {"version": 1, "meta": {"keystone_balance": int(d.get("keystone_old", 0))}} + var f7 = sm_script.new(paths[5]) + f7.register_migration(0, mig) + var fm := FileAccess.open(paths[5], FileAccess.WRITE) + fm.store_string(JSON.stringify({"version": 0, "keystone_old": 12})) + fm.close() + Kit.check("v0 旧档经迁移链入账(keystone_old 12 → 余额 12)", + f7.load_from_disk() and f7.keystone_balance() == 12) + Kit.check("迁移链 0→1(测试钩)→7(生产) 写盘 version == 7(v7=锻造工坊域,迭代 23 T5——v6=生涯终身计数域迭代 18 卡④)", + f7.write_to_disk() and int(JSON.parse_string(FileAccess.open(paths[5], FileAccess.READ).get_as_text()).get("version", -1)) == 7) + + # ⑧ 域界干净:meta 永久进度域不含局内资源键(行动点/RAP/GP/道具库存/生命账本不入档——契约 2; + # 扫描收窄到 meta 域——断点域=冒险进行中瞬态快照,生命/GP 属豁免面) + var disk_parsed = JSON.parse_string(FileAccess.open(paths[0], FileAccess.READ).get_as_text()) + var meta_text := JSON.stringify((disk_parsed as Dictionary).get("meta", {})) + var banned := ["\"ap\"", "\"rap\"", "\"gp\"", "\"inventory\"", "\"hero_hp\""] + var leaked := [] + for b in banned: + if meta_text.contains(b): + leaked.append(b) + Kit.check("域界干净——meta 域无局内资源键(发现 %s)" % str(leaked), leaked.is_empty()) + + # ⑩ 摘要 cap:12 份 → 保留 10、最新在前 + var f10 = sm_script.new(paths[7]) + for i in range(12): + f10.apply_adventure_summary({"result": "completed", "cleared": true, "levels_cleared": 0, + "stopped_at": 0, "keystone_total": 0, "master_seed": i}) + var arr: Array = f10.recent_summaries() + Kit.check("摘要 cap 10(12 份 → 10 条)", arr.size() == 10) + Kit.check("最新在前(头 seed 11 / 尾 seed 2)", + int(arr[0].get("master_seed", -1)) == 11 and int(arr[9].get("master_seed", -1)) == 2) + + # ⑨ 摘要集成块(level_autoplay 真局驱动×落盘,基点 :6807–6831)——经主会话裁决三 + # 改判集成测试,不随本宿主(迁移账本转办清单)。 + + # ⑪ 断点域:七字段写读往返逐位一致+附随件+值拷贝出户+清除+旧档迁移合法空态 + var fbp = sm_script.new(paths[9]) + Kit.check("断点:新档无断点(合法空态——「继续上局」隐藏)", not fbp.has_breakpoint()) + fbp.set_breakpoint({ + "level_index": 2, "node_id": 5, "hero_hp": 13, + "bonus": {"atk": 2, "max_hp": 5, "armor_class": 1}, + "gp": 17, "shop_purchased": {"hp_small": 2, "atk_small": 1}, + "template_pick": 3, + "master_seed": 424242, "rng_counter": 38, "keystone": 6, + "visited_ids": [0, 2, 5], + "aux_items": [{"item_id": "aux_scout", "source_class": "reward_node", + "origin_cell": [3, 4], "round_index": 2, "used": false}], + }) + Kit.check("断点:写入+写盘成功", fbp.has_breakpoint() and fbp.write_to_disk()) + var rb = sm_script.new(paths[9]) + Kit.check("断点:读回在档", rb.load_from_disk() and rb.has_breakpoint()) + var bp: Dictionary = rb.breakpoint_snapshot() + Kit.check("断点七字段往返:关卡序号/节点位/生命", + int(bp.get("level_index", -1)) == 2 and int(bp.get("node_id", -1)) == 5 + and int(bp.get("hero_hp", -1)) == 13) + var bp_bonus: Dictionary = bp.get("bonus", {}) + Kit.check("断点七字段往返:属性加成区", + int(bp_bonus.get("atk", -1)) == 2 and int(bp_bonus.get("max_hp", -1)) == 5 + and int(bp_bonus.get("armor_class", -1)) == 1) + Kit.check("断点七字段往返:GP 钱包", int(bp.get("gp", -1)) == 17) + var bp_shop: Dictionary = bp.get("shop_purchased", {}) + Kit.check("断点七字段往返:商店已购档", + int(bp_shop.get("hp_small", -1)) == 2 and int(bp_shop.get("atk_small", -1)) == 1) + Kit.check("断点七字段往返:已抽模板", int(bp.get("template_pick", -1)) == 3) + Kit.check("断点附随件往返:主种子/计数器/钥石累计", + int(bp.get("master_seed", -1)) == 424242 and int(bp.get("rng_counter", -1)) == 38 + and int(bp.get("keystone", -1)) == 6) + var bp_visited: Array = bp.get("visited_ids", []) + Kit.check("断点附随件往返:已到节点序", + bp_visited.size() == 3 and int(bp_visited[0]) == 0 and int(bp_visited[2]) == 5) + var bp_treasure: Array = bp.get("aux_items", []) + Kit.check("断点附随件往返:道具库存", + bp_treasure.size() == 1 and String(bp_treasure[0].get("item_id", "")) == "aux_scout") + bp["hero_hp"] = 999 + Kit.check("断点读面值拷贝(改读面不渗档)", + int((rb.breakpoint_snapshot() as Dictionary).get("hero_hp", -1)) == 13) + rb.clear_breakpoint() + Kit.check("断点:清除+写盘(三结局收束口径)", not rb.has_breakpoint() and rb.write_to_disk()) + var rc = sm_script.new(paths[9]) + Kit.check("断点:清除后读回无断点", rc.load_from_disk() and not rc.has_breakpoint()) + var fo = sm_script.new(paths[9]) + var fold := FileAccess.open(paths[9], FileAccess.WRITE) + fold.store_string("{\"version\": 1, \"meta\": {\"keystone_balance\": 4}}") + fold.close() + Kit.check("v1 旧档迁移 v7:断点域补空(合法空态,无断点域不炸)", + fo.load_from_disk() and fo.keystone_balance() == 4 and not fo.has_breakpoint()) + Kit.check("v1 旧档迁移后写盘 version == 7(v1→v7 链式——锻造工坊域 2026-10-12)", + fo.write_to_disk() and int(JSON.parse_string(FileAccess.open(paths[9], FileAccess.READ).get_as_text()).get("version", -1)) == 7) + + # ⑫ v2 旧档→v3 兼容(semver 向后兼容:旧断点零丢失、新代码可续玩) + var fv2 = sm_script.new(paths[10]) + var fv2f := FileAccess.open(paths[10], FileAccess.WRITE) + fv2f.store_string(JSON.stringify({"version": 2, "meta": {"keystone_balance": 7}, + "breakpoint": {"level_index": 1, "node_id": -1, "hero_hp": 40, "gp": 5, + "bonus": {"atk": 0, "max_hp": 0, "armor_class": 0}, "shop_purchased": {}, + "template_pick": -1, "master_seed": 777, "rng_counter": 3, "keystone": 0, + "visited_ids": []}})) + fv2f.close() + Kit.check("v2 旧档迁移 v3:断点域与 meta 域原样保留(缺新附随件=合法空态)", + fv2.load_from_disk() and fv2.has_breakpoint() and fv2.keystone_balance() == 7) + Kit.check("v2 旧断点字段零丢失(向后兼容——breakpoint 内容不因 schema 升版重写)", + int((fv2.breakpoint_snapshot() as Dictionary).get("master_seed", 0)) == 777) + var adr_v2 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(777)) + Kit.check("v2 旧断点续玩受理(缺 bonus 附随件走常规重建路径——g 裁 semver 口径)", + adr_v2.resume_adventure(fv2.breakpoint_snapshot(), {"hero_override": {}})) + + # ⑬ 生涯终身计数域:v5 旧档升 v6 缺省补零 + 升档幂等 + 收束自增恰一 + #(真实旧档形态=计数域两键不存在;升档只增不改——既有 meta 值零触碰,存档红线 S2 断言面) + var f13 = sm_script.new(paths[11]) + var fv5u := FileAccess.open(paths[11], FileAccess.WRITE) + fv5u.store_string(JSON.stringify({"version": 5, "meta": {"keystone_balance": 9}})) + fv5u.close() + Kit.check("v5 旧档升 v7:计数域缺省补零且既有余额原样(迁移只增字段不改值——v5→v6→v7 链式)", + f13.load_from_disk() and f13.adventure_total() == 0 and f13.adventure_cleared() == 0 + and f13.keystone_balance() == 9) + Kit.check("升档幂等:v7 档写盘再载零漂移(重复迁移零副作用——锻造工坊域同批补齐)", + f13.write_to_disk() and f13.load_from_disk() + and int(JSON.parse_string(FileAccess.open(paths[11], FileAccess.READ).get_as_text()).get("version", -1)) == 7 + and f13.adventure_total() == 0 and f13.adventure_cleared() == 0) + var f13b = sm_script.new(paths[12]) + f13b.load_from_disk() + f13b.apply_adventure_summary({"result": "completed", "cleared": true, "levels_cleared": 3, + "stopped_at": 0, "keystone_total": 0, "master_seed": 1}) + Kit.check("收束自增恰一·通关局(三关全通 cleared=true:总局数+1 且通关局数+1)", + f13b.adventure_total() == 1 and f13b.adventure_cleared() == 1) + f13b.apply_adventure_summary({"result": "abandoned", "cleared": false, "levels_cleared": 1, + "stopped_at": 2, "keystone_total": 0, "master_seed": 2}) + Kit.check("收束自增恰一·中止局(放弃局:仅总局数+1,通关局数不动)", + f13b.adventure_total() == 2 and f13b.adventure_cleared() == 1) + + # ⑮ 旧档破坏性废弃(契约 4:换代前结构检测=树域废弃重置,禁迁移禁折算)〔V16〕 + var f15 = sm_script.new(paths[13]) + var fv16 := FileAccess.open(paths[13], FileAccess.WRITE) + fv16.store_string(JSON.stringify({"version": 6, "meta": {"keystone_balance": 33, + "forge_levels": {"max_hp": 3, "atk": 4, "armor_class": 2}, + "tree_nodes": {"sp_hp_r1": 3, "forge_atk": 2, "fork_posture_a": 1}, + "fork_sides": {"fg_posture": "a", "fg_mastery": "b"}}})) + fv16.close() + Kit.check("换代前结构存档:树域废弃重置(旧节点 id/fork 侧/forge_levels 旧域残留清退)、钥石余额零折算零变动", + f15.load_from_disk() and f15.keystone_balance() == 33 + and f15.tree_nodes().is_empty() and f15.fork_sides().is_empty()) + var mp16 = load("res://core/meta_progression.gd").new(_db, f15) + f15.add_keystone(50) + Kit.check("废弃重置后后续购买正常受理(无残留脏节点)", + mp16.tree_buy("sp_hp") and f15.tree_level("sp_hp") == 1) + + # ⑯ 锻造工坊域 forge_routes(V8):v6 旧档缺键补齐=初始持有态+无特效域+域界干净 + var f16 = sm_script.new(paths[14]) + var fv6 := FileAccess.open(paths[14], FileAccess.WRITE) + fv6.store_string(JSON.stringify({"version": 6, "meta": {"keystone_balance": 21, + "tree_nodes": {"sp_hp": 1}, "tree_struct": 2, "adventure_total": 4, "adventure_cleared": 1}})) + fv6.close() + Kit.check("v6 旧档升 v7:既有域逐位不动(钥石/树/生涯计数零折算——迁移只增不改)〔锻造工坊批 V8〕", + f16.load_from_disk() and f16.keystone_balance() == 21 + and f16.tree_level("sp_hp") == 1 and f16.adventure_total() == 4 and f16.adventure_cleared() == 1) + Kit.check("v6 旧档缺键补齐=初始持有态(六路线 0 级/直购清单空/选中=sword+light)〔锻造工坊批 V8〕", + f16.forge_route_level("sword") == 0 and f16.forge_route_level("spear") == 0 + and f16.forge_route_level("light") == 0 and f16.forge_route_level("ward") == 0 + and f16.forge_unlocked_purchases().is_empty() + and f16.forge_weapon() == "sword" and f16.forge_armor() == "light") + var fr_keys: Array = (f16.forge_routes_snapshot() as Dictionary).keys() + fr_keys.sort() + Kit.check("forge_routes 域键集恰四项(无特效域——满级特效本期不做,契约 7)〔锻造工坊批 V8/V11〕", + fr_keys == ["armor", "levels", "unlocked", "weapon"]) + var lv_keys: Array = ((f16.forge_routes_snapshot() as Dictionary).get("levels", {}) as Dictionary).keys() + lv_keys.sort() + Kit.check("levels 六路线键集恰全(sword/spear/staff/light/heavy/ward)〔锻造工坊批 V8〕", + lv_keys == ["heavy", "light", "spear", "staff", "sword", "ward"]) + # 值拷贝出户(改快照不渗档——本类契约) + var snap: Dictionary = f16.forge_routes_snapshot() + (snap.get("levels", {}) as Dictionary)["sword"] = 99 + Kit.check("forge_routes_snapshot 值拷贝出户(改快照不渗档)〔锻造工坊批 V8〕", + f16.forge_route_level("sword") == 0) + + # ⑭ 收束链入账(真实收束挂点全链恰一:主流程 adventure_finished → + # MetaProgression.settle_adventure → apply_adventure_summary 单口;两夹具经同链入账) + var mp13 = load("res://core/meta_progression.gd").new(_db, f13b) + mp13.settle_adventure({"result": "failed", "cleared": false, "levels_cleared": 2, + "stopped_at": 3, "keystone_total": 0, "master_seed": 3}) + Kit.check("收束链自增·中止局(settle_adventure 真实挂点:总局数+1、通关局数不动)", + f13b.adventure_total() == 3 and f13b.adventure_cleared() == 1) + mp13.settle_adventure({"result": "completed", "cleared": true, "levels_cleared": 3, + "stopped_at": 0, "keystone_total": 0, "master_seed": 4}) + Kit.check("收束链自增·通关局(三关全通:总局数+1 且通关局数+1——全链恰一)", + f13b.adventure_total() == 4 and f13b.adventure_cleared() == 2) + + # 段尾清理(测试文件绝不残留) + for p in stale: + if FileAccess.file_exists(p): + DirAccess.remove_absolute(p) + + +# ---- 三存档位承载(迭代 33 卡①:三槽往返/新档/进档/删档/窥视三态/各槽迁移/旧单档迁移)---- +# 测试文件统一 user://smoke_save_slot_%d.json 模板隔离(attach_slot_template 注入口——禁各自拼槽名), +# 段首清场+段尾清理——绝不碰 user://save.json 与真实槽 user://save_slot_N.json(红线)。 +func _smoke_save_slots() -> void: + print("--- SaveManager 三存档位承载(迭代 33 卡①)---") + var sm_script = load("res://core/save_manager.gd") + var slot_tpl := "user://smoke_save_slot_%d.json" + var legacy_src := "user://smoke_save_legacy_src.json" + var stale: Array = [] + for i in range(1, 4): + for suf in ["", ".tmp", ".corrupt.bak"]: + stale.append(slot_tpl % i + suf) + stale.append_array([legacy_src, legacy_src + ".migrated.bak"]) + for p in stale: + if FileAccess.file_exists(p): + DirAccess.remove_absolute(p) + + var t = sm_script.new() + t.attach_slot_template(slot_tpl) + + # ① 三槽往返×3+位间隔离+进档(sv1/sv5/sv10) + for i in range(1, 4): + Kit.check("sv5 进档受理·槽 %d(激活+读盘)〔卡① sv5〕" % i, t.activate_slot(i)) + t.apply_adventure_summary({"result": "completed", "cleared": i == 1, "levels_cleared": i, + "stopped_at": 0, "keystone_total": 100 * i, "master_seed": i}) + Kit.check("sv3 激活态写盘受理·槽 %d〔卡① sv1〕" % i, t.write_to_disk()) + var t2 = sm_script.new() + t2.attach_slot_template(slot_tpl) + for i in range(1, 4): + Kit.check("sv1 三槽往返一致·槽 %d(异值按位读回)〔卡① sv1〕" % i, + t2.activate_slot(i) and t2.keystone_balance() == 100 * i + and t2.adventure_total() == 1 and t2.adventure_cleared() == (1 if i == 1 else 0)) + var slot2_before := FileAccess.get_file_as_bytes(slot_tpl % 2) + t.activate_slot(1) + t.add_keystone(7) + Kit.check("sv3 写盘受理·槽 1 加值后〔卡① sv1〕", t.write_to_disk()) + Kit.check("sv1 位间隔离:改槽 1 槽 2 字节不动〔卡① sv1〕", + FileAccess.get_file_as_bytes(slot_tpl % 2) == slot2_before) + + # ② 删档原语(sv6):删激活槽(指针连清除)→ 删非激活槽(指针保持+他槽字节不动) + Kit.check("sv5 切激活至槽 3(删激活槽夹具前置)〔卡① sv5〕", t.activate_slot(3)) + Kit.check("sv6 删档受理·激活槽 3〔卡① sv6〕", t.delete_slot(3)) + Kit.check("sv6 删后文件不在盘+无 .tmp 残留〔卡① sv6〕", + not FileAccess.file_exists(slot_tpl % 3) and not FileAccess.file_exists(slot_tpl % 3 + ".tmp")) + Kit.check("sv6 删激活槽激活指针连清除(该槽不再可写)〔卡① sv6〕", + t.active_slot() == 0 and not t.has_write_target()) + var slot1_before := FileAccess.get_file_as_bytes(slot_tpl % 1) + t.activate_slot(1) + Kit.check("sv6 删非激活槽受理·槽 2〔卡① sv6〕", t.delete_slot(2)) + Kit.check("sv6 删非激活槽:文件不在盘+激活指针保持〔卡① sv6〕", + not FileAccess.file_exists(slot_tpl % 2) and t.active_slot() == 1) + Kit.check("sv6 删槽 2 槽 1 字节不动(位间互隔离)〔卡① sv6〕", + FileAccess.get_file_as_bytes(slot_tpl % 1) == slot1_before) + + # ③ 新档原语(sv4):非白板旧内容覆盖为全零可玩白板(判别锚:新档禁读旧档——变异可红), + # 创建即激活并落盘(生产路径只在空槽调用;本段预置旧内容是对原语白板保证的钉死,超生产面) + var fold := FileAccess.open(slot_tpl % 3, FileAccess.WRITE) + fold.store_string(JSON.stringify({"version": 7, "meta": {"keystone_balance": 999, + "adventure_total": 5, "adventure_cleared": 2, "tree_nodes": {}, "fork_sides": {}, "tree_struct": 2}})) + fold.close() + Kit.check("sv4 新档受理·槽 3(创建即激活)〔卡① sv4〕", t.create_slot(3)) + Kit.check("sv4 新档=全零可玩合法白板态(旧内容 999/5 零带入——钥石/总局数/断点全零)〔卡① sv4〕", + t.active_slot() == 3 and t.keystone_balance() == 0 and not t.has_breakpoint() + and t.adventure_total() == 0) + var created: Dictionary = JSON.parse_string(FileAccess.get_file_as_string(slot_tpl % 3)) + Kit.check("sv4 新档落盘=白板内容(盘面核验非 999 旧值)〔卡① sv4〕", + int((created.get("meta", {}) as Dictionary).get("keystone_balance", -1)) == 0) + + # ④ 高版本拒读槽按槽成立+激活失败恢复切换前三态(sv9/sv10) + var fhv := FileAccess.open(slot_tpl % 2, FileAccess.WRITE) + fhv.store_string(JSON.stringify({"version": 99, "meta": {}})) + fhv.close() + var hv = sm_script.new() + hv.attach_slot_template(slot_tpl) + Kit.check("sv5 进档槽 1 读回(107)〔卡① sv10〕", + hv.activate_slot(1) and hv.keystone_balance() == 107) + var slot2_hv := FileAccess.get_file_as_bytes(slot_tpl % 2) + Kit.check("sv9 高版本槽进档拒绝(拒读禁写链按槽)〔卡① sv9〕", not hv.activate_slot(2)) + Kit.check("sv10 激活失败恢复切换前三态(路径/激活号/数据归槽 1)〔卡① sv10〕", + hv.active_slot() == 1 and hv.keystone_balance() == 107) + hv.add_keystone(1) + Kit.check("sv10 恢复后写盘落激活槽 1(高版本槽 2 零误写)〔卡① sv10〕", + hv.write_to_disk() and FileAccess.get_file_as_bytes(slot_tpl % 2) == slot2_hv) + + # ⑤ 迁移链各槽成立(sv9):三槽各喂 v5 旧档 → 各自激活读回迁移值 + for i in range(1, 4): + var fm := FileAccess.open(slot_tpl % i, FileAccess.WRITE) + fm.store_string(JSON.stringify({"version": 5, "meta": {"keystone_balance": i * 11}})) + fm.close() + for i in range(1, 4): + var mi = sm_script.new() + mi.attach_slot_template(slot_tpl) + Kit.check("sv9 迁移链按槽成立·槽 %d(v5→v7 各槽独立+写盘 version=7)〔卡① sv9〕" % i, + mi.activate_slot(i) and mi.keystone_balance() == i * 11 + and mi.write_to_disk()) + + # ⑥ 窥视三态零副作用(sv7/sv8):异值三槽逐槽三项+空槽零值+坏/高版本字节 mtime 双比对 + var pv = sm_script.new() + pv.attach_slot_template(slot_tpl) + for i in range(1, 4): + var fp := FileAccess.open(slot_tpl % i, FileAccess.WRITE) + fp.store_string(JSON.stringify({"version": 7, "meta": {"keystone_balance": 200 * i, + "adventure_total": 5 * i, "adventure_cleared": i, + "tree_nodes": {}, "fork_sides": {}, "tree_struct": 2}})) + fp.close() + for i in range(1, 4): + var ps: Dictionary = pv.peek_slot_summary(i) + Kit.check("sv7 窥视三项逐槽正确·槽 %d〔卡① sv7〕" % i, + bool(ps.get("readable", false)) and int(ps.get("keystone", -1)) == 200 * i + and int(ps.get("cleared", -1)) == i and int(ps.get("total", -1)) == 5 * i) + Kit.check("sv6 删槽 3 备空槽窥视〔卡① sv6〕", pv.delete_slot(3)) + var pe: Dictionary = pv.peek_slot_summary(3) + Kit.check("sv7 空槽窥视=零值合法态〔卡① sv7〕", + bool(pe.get("readable", false)) and int(pe.get("keystone", -1)) == 0 + and int(pe.get("cleared", -1)) == 0 and int(pe.get("total", -1)) == 0) + var fbad := FileAccess.open(slot_tpl % 1, FileAccess.WRITE) + fbad.store_string("not json{{{") + fbad.close() + var bad_bytes := FileAccess.get_file_as_bytes(slot_tpl % 1) + var bad_mtime := FileAccess.get_modified_time(slot_tpl % 1) + var pb: Dictionary = pv.peek_slot_summary(1) + Kit.check("sv8 坏槽窥视=显式损坏标记〔卡① sv8〕", not bool(pb.get("readable", true))) + Kit.check("sv8 坏槽窥视零副作用(字节+mtime 双比对不变+零 .corrupt.bak 改名)〔卡① sv8〕", + FileAccess.get_file_as_bytes(slot_tpl % 1) == bad_bytes + and FileAccess.get_modified_time(slot_tpl % 1) == bad_mtime + and not FileAccess.file_exists(slot_tpl % 1 + ".corrupt.bak")) + var fhv2 := FileAccess.open(slot_tpl % 2, FileAccess.WRITE) + fhv2.store_string(JSON.stringify({"version": 99, "meta": {}})) + fhv2.close() + var hv_bytes := FileAccess.get_file_as_bytes(slot_tpl % 2) + var hv_mtime := FileAccess.get_modified_time(slot_tpl % 2) + var ph: Dictionary = pv.peek_slot_summary(2) + Kit.check("sv8 高版本槽窥视=不可读标记〔卡① sv8〕", not bool(ph.get("readable", true))) + Kit.check("sv8 高版本窥视零副作用(字节+mtime 不变+零改名)〔卡① sv8〕", + FileAccess.get_file_as_bytes(slot_tpl % 2) == hv_bytes + and FileAccess.get_modified_time(slot_tpl % 2) == hv_mtime) + + # ⑦ 旧单档迁移(sv12):字节搬运+源改名留痕+幂等+他槽零触碰 + var ml = sm_script.new() + ml.attach_slot_template(slot_tpl) + var fsrc := FileAccess.open(legacy_src, FileAccess.WRITE) + fsrc.store_string(JSON.stringify({"version": 7, "meta": {"keystone_balance": 1234}})) + fsrc.close() + DirAccess.remove_absolute(slot_tpl % 1) + ml._migrate_legacy_save(legacy_src, slot_tpl % 1, legacy_src + ".migrated.bak") + var migrated: Dictionary = JSON.parse_string(FileAccess.get_file_as_string(slot_tpl % 1)) + Kit.check("sv12 旧档字节迁入槽 1(逐域相等——余额 1234)〔卡① sv12〕", + int((migrated.get("meta", {}) as Dictionary).get("keystone_balance", -1)) == 1234) + Kit.check("sv12 迁移后源改名留痕(.migrated.bak 在盘、原路径不在)〔卡① sv12〕", + not FileAccess.file_exists(legacy_src) and FileAccess.file_exists(legacy_src + ".migrated.bak")) + var s2_before := FileAccess.get_file_as_bytes(slot_tpl % 2) + var s3_before := FileAccess.get_file_as_bytes(slot_tpl % 3) + var fsrc2 := FileAccess.open(legacy_src, FileAccess.WRITE) + fsrc2.store_string(JSON.stringify({"version": 7, "meta": {"keystone_balance": 777}})) + fsrc2.close() + ml._migrate_legacy_save(legacy_src, slot_tpl % 1, legacy_src + ".migrated.bak") + var slot1_now: Dictionary = JSON.parse_string(FileAccess.get_file_as_string(slot_tpl % 1)) + Kit.check("sv12 幂等:槽 1 已存在不重迁(预置 777 零覆盖、源保留)〔卡① sv12〕", + int((slot1_now.get("meta", {}) as Dictionary).get("keystone_balance", -1)) == 1234 + and FileAccess.file_exists(legacy_src)) + Kit.check("sv12 迁移他槽零触碰(槽 2/3 字节不动)〔卡① sv12〕", + FileAccess.get_file_as_bytes(slot_tpl % 2) == s2_before + and FileAccess.get_file_as_bytes(slot_tpl % 3) == s3_before) + + # 段尾清理(测试文件绝不残留) + for p in stale: + if FileAccess.file_exists(p): + DirAccess.remove_absolute(p) diff --git a/game/tests/unit/data_config/rng_stream_boot_test.gd b/game/tests/unit/data_config/rng_stream_boot_test.gd new file mode 100644 index 00000000..f3747bde --- /dev/null +++ b/game/tests/unit/data_config/rng_stream_boot_test.gd @@ -0,0 +1,53 @@ +# tests/unit/data_config/rng_stream_boot_test.gd — 数据配置加载链与统一 RNG 流单元测试宿主 +# 断言面 = 启动初始化套(批 B 断言迁移自 smoke_all.gd `_initialize`,G12 施工组): +# data/tables 加载链(全部表加载 + 跨表护栏) +# core/rng_service.gd 统一流(master 种子 42 黄金向量 / derive_at 纯函数恒等 / +# open_stream 取号序 / new_adventure 会话计数器重置) +# 协议照单元侧惯例:extends SceneTree+Kit.check 主通道;--script 模式无 autoload, +# ConfigDB/RngService 显式实例化构造注入(master 种子 42 沿源); +# 表加载失败不中止(沿被迁断言面的源语义——诊断在此展开,加载链的红由具体断言落)。 +# 运行:godot --headless --path game --script res://tests/unit/data_config/rng_stream_boot_test.gd +extends SceneTree + +const Kit := preload("res://tests/unit/test_kit.gd") +const ConfigDBScript := preload("res://core/config_db.gd") + + +func _init() -> void: + _smoke_initialize() + quit(Kit.finish("rng_stream_boot_test")) + + +# ---- 启动初始化断言面(宿主接线注记:源函数名 `_initialize` 是 MainLoop 虚拟入口, +# 单元宿主改由 `_init` 显式调用,断言逐字未动;源 :70 事件日志落盘条经主会话裁决一 +# 改判集成测试——不随本宿主,见迁移账本转办清单)---- +func _smoke_initialize() -> void: + print("=== Dungeon Sweeper 垂直切片冒烟 ===") + var db = ConfigDBScript.new() + var load_ok: bool = db.load_tables("res://data/tables", true) + Kit.check("全部表加载 + 校验通过(含跨表护栏)", load_ok) + if not load_ok: + for d in db.diagnostics(): + if d.severity == "error": + print(" error: [%s] %s" % [d.category, d.message]) + var rng = load("res://core/rng_service.gd").new() + rng.set_master_seed(42) + # 统一流黄金向量(数据配置 AC-3:单盐沿用 board_gen 盐, + # scope 0-3 与 board_gen 向量逐位连续;Python 参考实现逐位交叉验证一致) + Kit.check("统一流向量 m=42 scope=0(=旧 board_gen scope0 连续性锚)", rng.derive_at(0) == 8672514112661456564) + Kit.check("统一流向量 m=42 scope=1", rng.derive_at(1) == 8834291164406037215) + Kit.check("统一流向量 m=42 scope=2", rng.derive_at(2) == 7714373262647006282) + Kit.check("统一流向量 m=42 scope=3", rng.derive_at(3) == 1280102845971471347) + Kit.check("统一流向量 m=42 scope=4", rng.derive_at(4) == 82585501446482399) + Kit.check("统一流向量 m=42 scope=5", rng.derive_at(5) == 8078924421474470922) + Kit.check("统一流向量 m=42 scope=6", rng.derive_at(6) == 6638052740430622424) + Kit.check("统一流向量 m=42 scope=7", rng.derive_at(7) == 8264196488417721294) + Kit.check("derive_at 纯函数恒等", rng.derive_at(0) == rng.derive_at(0)) + # scope 取号语义:首个 open_stream = 全局 scope 0;计数器单调;用途标签不参与派生(只进事件日志) + var s0 = rng.open_stream("board_gen") + var s1 = rng.open_stream("encounter") + Kit.check("open_stream 全局计数器单调 +1 ×2", rng.counter() == 2) + Kit.check("首个取号 = scope 0(顺序确定)", s0.seed == rng.derive_at(0) and s1.seed == rng.derive_at(1)) + rng.new_adventure(4242) + var s2 = rng.open_stream("gp_drop") + Kit.check("new_adventure 重置全局计数器", rng.counter() == 1 and s2.seed == rng.derive_at(0)) diff --git a/game/tests/unit/data_config/table_structure_guard_test.gd b/game/tests/unit/data_config/table_structure_guard_test.gd index 5b43a3fe..7ec9c00d 100644 --- a/game/tests/unit/data_config/table_structure_guard_test.gd +++ b/game/tests/unit/data_config/table_structure_guard_test.gd @@ -127,8 +127,10 @@ func _smoke_adventure_table() -> void: int(_db.adventure.curio_value("heal", "excellent")) == 6 and int(_db.adventure.curio_value("ap", "rare")) == 1) Kit.check("cap 占位在域(案②提前退役——99=实质无上限,实数归调参批)〔专长批 V8 形态面〕", int(_db.adventure.curio_cap("gp")) == 99 and int(_db.adventure.curio_cap("attack")) == 99) - Kit.check("同调位读数源=树同调位节点点亮数(迭代 21 T4 槽位收编——null 档求值 0;谓词表已退役)〔天赋树批 V14〕", + Kit.check("同调位读数 null 档早退分支求值 0(迭代 21 T4 槽位收编——谓词表已退役)〔天赋树批 V14·核代码增补〕", Attunement.slots(_db, null) == 0) + Kit.check("同调位读数源=树同调位节点点亮数(非空档——socket1 点亮 1 件计 1)〔天赋树批 V14·核代码增补〕", + Attunement.slots(_db, _TreeSaveMock.new()) == 1) # 同调目录 12 件(V1/V2 断言落点;装配→战斗贯通与空装配基线的现行主语 = morning_order) var trows: Array = _db.treasure_attunement_rows() var tid_set := {} @@ -306,6 +308,11 @@ func _smoke_ac_swap_guard() -> void: wall_detail += " %s(%d)" % [eff_id, floor_v] Kit.check("hero_defense 池 percent 行叠满不可触池底(墙最深%s > clamp_lo %d——单效果归零结构性不可达)" % [ wall_detail if wall_detail != "" else "(池内现无负向行)", int(_db.settlement.pool_clamp_lo)], wall_ok) + var hd_maps := 0 + for eff_id in _db.settlement.effect_pool_map.keys(): + if String(_db.settlement.effect_pool_map[eff_id]) == "hero_defense": + hd_maps += 1 + Kit.check("hero_defense 池映射数==0(绊线钉——红=已加映射,去核上方护栏是否已同步激活)", hd_maps == 0) # ③ 单位表 armor_class:域内校验(配置推导——正式投值归怪物/难度批,改表不断锚) Kit.check("主角 armor_class 在域内(%d——暂定基准随表走)" % int(_db.hero.armor_class), int(_db.hero.armor_class) >= 0 and int(_db.hero.armor_class) <= 30) @@ -491,6 +498,8 @@ func _smoke_nine_types_gp_stream() -> void: pos_all_in_pool and neg_all_zero) Kit.check("gp 型两行(GP 袋 gp_gain 正向 weight 2 / 破财 gp_loss 负向 weight 0 不入池)", gp_pos == 2 and gp_neg == 0) var rng = _fresh_rng(42) + for i in 3: + rng.derive_at(i) Kit.check("derive_at 纯函数不推计数器(统一流全局计数器恒 0——并流后纯函数语义不变,gp_drop 专用向量随分盐作废、统一向量中央断言)", rng.counter() == 0) @@ -514,3 +523,9 @@ func _smoke_meta() -> void: var brow: Dictionary = _db.meta_boss_keystone_row(li) boss_ok = boss_ok and not brow.is_empty() and int(brow.get("first_kill", 0)) >= int(brow.get("repeat_kill", -1)) Kit.check("boss_keystone L1–L3 行连续可达且 first_kill ≥ repeat_kill 全行(首杀全量/重复小额)", boss_ok) + + +class _TreeSaveMock: + # 核代码增补:最小 save 形态——attunement.slots 只读 tree_level("att_socketN") + func tree_level(n: String) -> int: + return 1 if n == "att_socket1" else 0 diff --git a/game/tests/unit/presentation/theme_projection_test.gd b/game/tests/unit/presentation/theme_projection_test.gd new file mode 100644 index 00000000..c63b6838 --- /dev/null +++ b/game/tests/unit/presentation/theme_projection_test.gd @@ -0,0 +1,867 @@ +# 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): +# 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) +# 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) +# UI 残余 <4.5:1 文字位换墨(站桩徽标两族亮档+RAP 行深石墨对比度锚定) +# UI 元素细节余②③(BCard 图标槽明度差降档+商店居中+营地四栏等高源码锚) +# UI 诊断转储钮退役(玩家画面清零+浮窗可达——源码契约) +# 状态面板只读投影一致性(展示值逐项 == MetaProgression 访问器读数) +# 生涯页只读投影一致性(汇总段六类九项逐行 == SaveManager/MetaProgression 访问器读数+v5 旧档显示) +# 协议照单元侧惯例:extends SceneTree+Kit.check 主通道;--script 模式无 autoload, +# ConfigDB/RngService 显式实例化构造注入(统一流 master 种子 42 沿源);表加载失败不中止 +# (沿被迁断言面的源语义——诊断在此展开,红由具体断言落,承 G2–G5 同款);全局 class_name +# (UiKit)裸用(--script 模式全局类在册,G3 先例)。 +# 分宿主注记:源 `_smoke_playtest_logger`(挂真实结算流跨系统)经主会话裁决七改判集成测试, +# 不随本宿主——见迁移账本转办清单;`_smoke_global_theme` 依赖 ThemeDB 项目主题在座, +# 裁决四要求实跑验证(本批零测试运行,验证归装配验证轮)。 +# 运行:godot --headless --path game --script res://tests/unit/presentation/theme_projection_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://smoke/auto_player.gd") # 自动玩家策略单一实现(迁移期按现路径 preload——账本 §五夹具前提) + +var _db +var _rng + + +func _init() -> void: + _db = ConfigDBScript.new() + # 表加载失败不中止(承 G2–G5 同款:表损坏的红落在具体断言上) + var load_ok: bool = _db.load_tables("res://data/tables", true) + if not load_ok: + push_error("[theme_projection_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]) + _rng = load("res://core/rng_service.gd").new() + _rng.set_master_seed(42) + # 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_global_theme() + _smoke_button_five_states() + _smoke_texture_filter() + _smoke_contrast_inks() + _smoke_element_details() + _smoke_diag_button_retired() + _status_panel_projection() + _career_overlay_projection() + quit(Kit.finish("theme_projection_test")) + + +# ---- 隔离夹具(smoke_all.gd helper 的宿主自持私有副本——源文件收尾整体删除,宿主自给自足)---- + +# WCAG 相对亮度/对比度(滑轨两段对比度断言用) +func _theme_rel_luminance(c: Color) -> float: + var lin := func(ch: float) -> float: + return ch / 12.92 if ch <= 0.03928 else pow((ch + 0.055) / 1.055, 2.4) + return 0.2126 * lin.call(c.r) + 0.7152 * lin.call(c.g) + 0.0722 * lin.call(c.b) + + +func _theme_contrast(a: Color, b: Color) -> float: + var la := _theme_rel_luminance(a) + var lb := _theme_rel_luminance(b) + return (maxf(la, lb) + 0.05) / (minf(la, lb) + 0.05) + + +# 定域流桩(scope 派生种子——derive_at 纯函数,与取号计数器状态无关) +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 + var rg := RandomNumberGenerator.new() + rg.seed = _rng.derive_at(scope) + return rg + + +# 排雷 core 态摘要(同板同序列对照面——已开记录含 kind/digit、封印集、英雄位、AP、相位) +func _ms_digest(ms, ae) -> Array: + var b: Variant = ms.current_board() + var rev: Array = [] + for c in ms.revealed_cells(): + var rec: Dictionary = ms.reveal_record(c) + rev.append([int(c.x), int(c.y), String(rec.get("kind", "")), int(rec.get("digit", -1))]) + rev.sort() + var seals: Array = [] + for y in b.height: + for x in b.width: + var c := Vector2i(x, y) + if ms.has_seal(c): + seals.append([int(c.x), int(c.y)]) + return [[int(ms.hero_pos().x), int(ms.hero_pos().y)], rev, seals, ae.ap, ae.phase, ms.seal_count()] + + +# 微光夹具身份解析桩:位点覆盖表 _glow_type_overrides(Vector2i → cell_type)+封锁集 +# _glow_blocked(Vector2i → true,返回 null = 不在摇号清单的封锁格)。 +# 哈希兜底按坐标确定性散列——全缸可复现。 +const _GLOW_FIXTURE_TYPES := ["attack", "defense", "blast", "heal", "weaken", + "pierce", "magic", "action", "gp"] +var _glow_type_overrides := {} +var _glow_blocked := {} + + +func _glow_fixture_identity(c: Vector2i) -> Variant: + if _glow_blocked.has(c): + return null + var ctype := String(_glow_type_overrides.get(c, "")) + if ctype == "": + ctype = _GLOW_FIXTURE_TYPES[int(abs(c.x * 31 + c.y * 17)) % _GLOW_FIXTURE_TYPES.size()] + return {"reward_id": "fix_%d_%d" % [c.x, c.y], "cell_type": ctype, "tier": 1} + + +# 英雄 8 邻中未开且未移除的格数(夹具起板前提——初始展开常把 8 邻全揭示) +func _glow_unrevealed_neighbors(ms) -> int: + var n := 0 + var hero: Vector2i = ms.hero_pos() + for c in ms.current_board().neighbors8(hero): + if not ms.is_revealed(c) and not ms.is_removed(c): + n += 1 + return n + + +# 独立重算的期望作用集(不读 BoardView 私有域——恒等断言的两侧各自算) +func _glow_expected_set(b, ms) -> Dictionary: + var out := {} + var hero: Vector2i = ms.hero_pos() + for n in b.neighbors8(hero): + if not ms.is_revealed(n) and not ms.is_removed(n): + out[n] = true + return out + + +# 键集相等(期望集是纯键集——V1 恒等面对照) +func _glow_key_set_equal(a: Dictionary, b: Dictionary) -> bool: + if a.size() != b.size(): + return false + for k in a: + if not b.has(k): + return false + return true + + +# 键值逐位相等(off→on 复现——两侧都是作用集快照,组号亦须逐位一致) +func _glow_map_equal(a: Dictionary, b: Dictionary) -> bool: + if a.size() != b.size(): + return false + for k in a: + if not b.has(k) or int(a[k]) != int(b[k]): + return false + return true + + +# 元进度隔离档夹具(_status_panel_projection/_career_overlay_projection 消费——G9 同名 helper +# 的宿主侧私有副本,双份过渡,收尾批去重) +const _META_SMOKE_PATHS := ["user://smoke_meta_buy.json", "user://smoke_meta_dry.json", + "user://smoke_meta_settle.json", "user://smoke_meta_workshop.json", + "user://smoke_meta_cap.json", "user://smoke_meta_white.json", + "user://smoke_meta_attune.json", "user://smoke_meta_attune2.json", + "user://smoke_meta_tree.json", "user://smoke_meta_career.json", + "user://smoke_meta_career_v5.json", "user://smoke_meta_treasure_unlock.json", "user://smoke_meta_treasure_blank.json", + "user://smoke_meta_forge.json", "user://smoke_meta_forge2.json", "user://smoke_meta_forge3.json", + "user://smoke_meta_forge4.json", "user://smoke_meta_forge5.json"] + + +func _meta_smoke_cleanup() -> void: + for p in _META_SMOKE_PATHS: + for suffix in ["", ".tmp", ".corrupt.bak"]: + if FileAccess.file_exists(p + suffix): + DirAccess.remove_absolute(p + suffix) + + +func _meta_new_save(path: String): + var sv = load("res://core/save_manager.gd").new(path) + sv.load_from_disk() + return sv + + +# ---- 未开格类型微光(作用集恒等/九型归组封闭/零玩法写入)---- +func _smoke_type_glow() -> void: + print("--- 未开格类型微光(作用集恒等/九型归组封闭/零玩法写入)---") + 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() + # 新手策略驱动到「英雄邻域有未开格」态(初始展开常把 8 邻全揭示——取证探针同款起手法; + # 恒定种子确定性,步数上限 40 防冻态空转) + var steps := 0 + while _glow_unrevealed_neighbors(ms) < 5 and steps < 40: + 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")}]) + steps += 1 + var view = load("res://presentation/views/board_view.gd").new() + view.set_identity_resolver(_glow_fixture_identity) + view.rebuild(b, ms) + view.set_dig_glow_enabled(true) + var hero: Vector2i = ms.hero_pos() + # 快照 trio:棋盘态(零玩法写入的对照面)+作用集 + var revealed_before: Array = ms.revealed_cells() + revealed_before.sort() + var hero_before: Vector2i = ms.hero_pos() + var seals_before: int = ms.seal_count() + # ---- 相 0:夹具全集合法九型 ⇒ 作用集 == 独立重算期望集(V1)---- + var snap: Dictionary = view.type_glow_probe() + Kit.check("V1 微光默认开(Q4 丙案——呈现态布尔缺省 true,生产写入面零显式开)", + bool(snap.get("enabled", false))) + Kit.check("V1 夹具全集合法九型 ⇒ 清单外登记为空(禁静默空光通道零误报)", + (snap.get("errors", []) as Array).is_empty()) + var expect: Dictionary = _glow_expected_set(b, ms) + Kit.check("V1 作用集恒等:微光格集合 == _diggable ∩ 身份可查(期望 %d,实测 %d)" % [expect.size(), (snap.get("cells", {}) as Dictionary).size()], + _glow_key_set_equal(snap.get("cells", {}), expect)) + Kit.check("V1 夹具前提:英雄未开邻格 ≥5(实测 %d——novice %d 步)" % [expect.size(), steps], + expect.size() >= 5) + # 已开格/r0 出生展开区零微光(S1:已开格不显示) + var opened_leak := "" + for c in ms.revealed_cells(): + if (snap.get("cells", {}) as Dictionary).has(c): + opened_leak += str(c) + " " + for c in b.compute_r0(): + if (snap.get("cells", {}) as Dictionary).has(c): + opened_leak += "r0:" + str(c) + " " + Kit.check("V1 已开格/r0 出生展开区零微光(S1)%s" % ("" if opened_leak == "" else "违例:" + opened_leak), + opened_leak == "") + # ---- 相 1:八邻派定八型 ⇒ 五组逐格映射(V2 活板面)---- + var nbs: Array = b.neighbors8(hero) + var assign := ["attack", "heal", "pierce", "blast", "magic", "defense", "action", "gp"] + var expect_groups := {"attack": UiKit.GLOW_BUFF, "defense": UiKit.GLOW_BUFF, "weaken": UiKit.GLOW_BUFF, + "action": UiKit.GLOW_BUFF, "gp": UiKit.GLOW_BUFF, "heal": UiKit.GLOW_HEAL, + "pierce": UiKit.GLOW_PIERCE, "blast": UiKit.GLOW_AOE, "magic": UiKit.GLOW_MAGIC} + var mapped := 0 + for i in mini(assign.size(), nbs.size()): + var nb: Vector2i = nbs[i] + if ms.is_revealed(nb) or ms.is_removed(nb): + continue # 已开邻格不派定——只测未开格 + _glow_type_overrides[nb] = assign[i] + mapped += 1 + view.refresh() + snap = view.type_glow_probe() + Kit.check("V2 夹具前提:未开邻格派定 ≥5 型(实测 %d)" % mapped, mapped >= 5) + var map_bad := "" + for i in mini(assign.size(), nbs.size()): + var nb2: Vector2i = nbs[i] + if not _glow_type_overrides.has(nb2): + continue + var got: int = int((snap.get("cells", {}) as Dictionary).get(nb2, 0)) + if got != int(expect_groups[assign[i]]): + map_bad += "%s:%s→组%d(期望组%d) " % [str(nb2), assign[i], got, int(expect_groups[assign[i]])] + Kit.check("V2 九型→五组逐格映射(attack/defense/action/gp→增益/heal→治疗/pierce→穿刺/blast→群伤/magic→魔法)%s" + % ("" if map_bad == "" else "违例:" + map_bad), + map_bad == "") + # ---- 相 2:清单外 cell_type ⇒ 显式登记 + 该格无微光(V2 禁静默空光)---- + var bogus_cell: Vector2i = hero + for i in mini(assign.size(), nbs.size()): + var nb3: Vector2i = nbs[i] + if _glow_type_overrides.has(nb3): + bogus_cell = nb3 + break + _glow_type_overrides[bogus_cell] = "keystone" # 大宝箱未来第十型之外的清单外值 + view.refresh() + snap = view.type_glow_probe() + var errs: Array = snap.get("errors", []) + Kit.check("V2 清单外 cell_type 显式登记(errors=%s)" % str(errs), errs.has("keystone")) + Kit.check("V2 清单外格零微光(无静默空光——%s 不在作用集)" % str(bogus_cell), + not (snap.get("cells", {}) as Dictionary).has(bogus_cell)) + Kit.check("V2 清单外格剔除后作用集 = 派定数 −1(%d→%d)" % [mapped, (snap.get("cells", {}) as Dictionary).size()], + (snap.get("cells", {}) as Dictionary).size() == mapped - 1) + # ---- 相 3:封锁格(query 返回 null)⇒ 无微光且零登记 ---- + _glow_type_overrides.erase(bogus_cell) # 复位清单外(errors 保留=整图登记语义) + var blocked_cell: Vector2i = hero + for i in mini(assign.size(), nbs.size()): + var nb4: Vector2i = nbs[i] + if _glow_type_overrides.has(nb4): + blocked_cell = nb4 + break + _glow_blocked[blocked_cell] = true + view.refresh() + snap = view.type_glow_probe() + Kit.check("V1 封锁格零微光(query null ⇒ 天然惰性——%s)" % str(blocked_cell), + not (snap.get("cells", {}) as Dictionary).has(blocked_cell)) + Kit.check("V1 封锁格零登记(errors 仍仅清单外一条——%s)" % str(snap.get("errors", [])), + (snap.get("errors", []) as Array).size() == 1) + Kit.check("V1 封锁格剔除后作用集 = 派定数 −1(实测 %d)" % (snap.get("cells", {}) as Dictionary).size(), + (snap.get("cells", {}) as Dictionary).size() == mapped - 1) + # ---- 相 4:封锁解除 ⇒ 作用集复位(进出圈复亮走回)---- + _glow_blocked.erase(blocked_cell) + view.refresh() + snap = view.type_glow_probe() + Kit.check("V1 封锁解除后作用集复位恒等(期望 %d,实测 %d)" % [expect.size(), (snap.get("cells", {}) as Dictionary).size()], + _glow_key_set_equal(snap.get("cells", {}), expect)) + # ---- 相 5:开关 off/on(V7——off 态空+on 态逐位复现+棋盘态零扰动)---- + var snap_before_off: Dictionary = view.type_glow_probe() + view.set_type_glow_enabled(false) + snap = view.type_glow_probe() + Kit.check("V7 off 态开关读数=false", not bool(snap.get("enabled", true))) + Kit.check("V7 off 态作用集为空(基线保护面)", (snap.get("cells", {}) as Dictionary).is_empty()) + view.set_type_glow_enabled(true) + var snap_on: Dictionary = view.type_glow_probe() + Kit.check("V7 on 态开关读数=true(复现)", bool(snap_on.get("enabled", false))) + Kit.check("V7 off→on 作用集逐位复现(关前 %d 格/开后 %d 格,组号逐位一致)" % [ + (snap_before_off.get("cells", {}) as Dictionary).size(), (snap_on.get("cells", {}) as Dictionary).size()], + _glow_map_equal(snap_on.get("cells", {}), snap_before_off.get("cells", {}))) + Kit.check("V7 off→on 作用集与独立重算期望集恒等(%d 格)" % (snap_on.get("cells", {}) as Dictionary).size(), + _glow_key_set_equal(snap_on.get("cells", {}), expect)) + var revealed_after: Array = ms.revealed_cells() + revealed_after.sort() + Kit.check("V7 微光开关零玩法写入(已开集/英雄位/封印数三面对照逐位一致)", + revealed_before == revealed_after and hero_before == ms.hero_pos() and seals_before == ms.seal_count()) + # ---- 相 6:换图随 rebuild 重算(V3——旧板坐标零残留)---- + _glow_type_overrides.clear() + _glow_blocked.clear() + var b2 = board_generator.generate(1, 0, _mk_stream("board_gen", 909), _db) + var ae2 = load("res://core/action_economy.gd").new(_db) + var ms2 = load("res://core/minesweeper_rules.gd").new(_db, ae2) + ms2.install_board(b2) + ae2.notify_round_start() + view.rebuild(b2, ms2) + var snap2: Dictionary = view.type_glow_probe() + var expect2: Dictionary = _glow_expected_set(b2, ms2) + Kit.check("V3 换图 rebuild 后作用集按新板重算(期望 %d,实测 %d——零旧板残留)" % [expect2.size(), (snap2.get("cells", {}) as Dictionary).size()], + _glow_key_set_equal(snap2.get("cells", {}), expect2)) + Kit.check("V3 换图清清单外登记(rebuild 清零)", (snap2.get("errors", []) as Array).is_empty()) + view.free() + # ---- 相 7:同板同序列 on/off 双实例结算逐位一致(契约 1 端到端面——不新起跑批)---- + # 两个平行 core(同 db/同一 BoardData 产物/同初始展开),一侧挂生产默认开态 view、一侧挂 + # 显式 off 态 view(差异唯一定位在类型微光开关——与渲染取证双帧同款隔离思想);同一动作 + # 序列逐步对照摘要,on 侧若在微光派生中意外写板态,两侧即分叉。 + var aeA = load("res://core/action_economy.gd").new(_db) + var msA = load("res://core/minesweeper_rules.gd").new(_db, aeA) + var aeB = load("res://core/action_economy.gd").new(_db) + var msB = load("res://core/minesweeper_rules.gd").new(_db, aeB) + msA.install_board(b) + msB.install_board(b) + aeA.notify_round_start() + aeB.notify_round_start() + var viewA = load("res://presentation/views/board_view.gd").new() + viewA.set_identity_resolver(_glow_fixture_identity) + viewA.rebuild(b, msA) + viewA.set_dig_glow_enabled(true) + var viewB = load("res://presentation/views/board_view.gd").new() + viewB.set_identity_resolver(_glow_fixture_identity) + viewB.rebuild(b, msB) + viewB.set_dig_glow_enabled(true) + viewB.set_type_glow_enabled(false) # off 态 = 基线保护面 + var diverge := "" + var seq_steps := 0 + while seq_steps < 12: + var act7: Dictionary = AutoPlayer.novice_action(msA) + if String(act7.get("kind", "stop")) == "stop": + break + var op7 := String(act7.get("kind", "")) + if op7 == "seal": + op7 = "seal_place" + var batch7 := [{"action": op7, "cell": act7.get("cell")}] + msA.settle_batch(batch7) + msB.settle_batch(batch7) + viewA.refresh() + viewB.refresh() + if _ms_digest(msA, aeA) != _ms_digest(msB, aeB): + diverge = "第 %d 步(%s)后摘要分叉" % [seq_steps, op7] + break + seq_steps += 1 + Kit.check("契约 1 同板同序列 on/off 两态结算逐位一致(%d 步对照——A 开态/B 关态)%s" + % [seq_steps, diverge], + diverge == "") + Kit.check("契约 1 对照前提:同序列 ≥5 步(实测 %d)" % seq_steps, seq_steps >= 5) + viewA.free() + viewB.free() + + +# ---- 战斗日志视图·行格式化呈现层同步闸(真人试玩卡断 bug 回归: +# 伤害行 attach 字段变更后本视图拆行分支漏网未同步——敌方首笔攻击行带 baseline 无 attach, +# _format_row Invalid access 使结算段中途夭折、界面卡死。行协议变更必须同步呈现层〔战斗结算 §行协议〕, +# 本段把现行行形态逐型喂进真实视图:拆行残留与行字段错位在此转红)---- +func _smoke_battle_log_view() -> void: + print("--- 战斗日志视图行格式化(行协议 9 类呈现层同步闸)---") + var view = load("res://presentation/views/battle_log_view.gd").new(_db) + # 敌方行动伤害行(现行形态:baseline 在场、attach 已出协议——修复前此行即 Invalid access) + view.append_row({"type": "damage", "display_name": "地精 撕咬", "value": 2, "target": "主角", + "baseline": 3, "roll": 15, "ac": 12, "tier": 100, + "source_class": "enemy_action", "round_index": 2}) + var enemy_txt: String = view.parsed_text() + Kit.check("敌方伤害行格式化(baseline 行不读退役 attach)", + enemy_txt.contains("撕咬") and enemy_txt.contains("〔掷 15 vs 护甲 12")) + Kit.check("退役伏击/基线拆行文案不再出现", + not enemy_txt.contains("伏击") and not enemy_txt.contains("基线")) + # 主角攻击行·单分量模型(payload 只带实际攻击类型一键——pierce/magic 多键即崩) + view.append_row({"type": "damage", "display_name": "主角攻击", "value": 4, "pierce": 4, + "roll": 20, "ac": 13, "tier": 100, "crit": true, "killed": true, + "source_class": "hero_attack", "round_index": 2}) + var hero_txt: String = view.parsed_text() + Kit.check("主角穿刺型暴击行金框(单分量 payload 不触发三分量拆行)", + hero_txt.contains("暴击×") and hero_txt.contains("⚔击杀") and hero_txt.contains("■")) + Kit.check("退役三分量拆行文案不再出现", not hero_txt.contains(" + 穿刺 ")) + # 未生效行聚合(pattern 3 聚合纪律——同键两行呈现 ×2 不逐行刷屏) + view.append_row({"type": "reward_ineffective", "display_name": "增益未生效(满层)", "batch_key": "attack_up", "source_class": "safe_cell", "round_index": 1}) + view.append_row({"type": "reward_ineffective", "display_name": "增益未生效(满层)", "batch_key": "attack_up", "source_class": "safe_cell", "round_index": 1}) + view.append_row({"type": "heal", "display_name": "急救包", "value": 3, "target": "主角", "source_class": "safe_cell", "round_index": 1}) + var agg_txt: String = view.parsed_text() + Kit.check("未生效行聚合计数 ×2 呈现", agg_txt.contains("⚠") and agg_txt.contains("×2")) + # 其余行型逐型喂入:格式化中途夭折 = 解析文本零增长(脚本错误静默吞断言的盲区由此转为可见 FAIL) + var rest := { + "effect": {"type": "effect", "display_name": "攻击强化", "value": 1, "pool_value": 2, "effect_id": "attack_up", "source_class": "seal_hit", "round_index": 1}, + "seal_miss": {"type": "seal_miss", "display_name": "封印未中", "source_class": "seal_miss", "round_index": 1}, + "cast": {"type": "cast", "display_name": "卓尔精灵 施放 毒雾", "source_class": "enemy_action", "round_index": 3}, + "decay": {"type": "decay", "value": 1, "round_index": 3}, + "verdict": {"type": "verdict", "display_name": "下一轮次", "value": 0, "round_index": 3}, + "highlight": {"type": "highlight", "display_name": "完美封印!清图奖励 ×2", "value": 2, "source_class": "clear_reward", "round_index": 4}, + } + for row_type in rest: + var before: int = view.parsed_text().length() + view.append_row(rest[row_type]) + Kit.check("行型 %s 格式化落地(解析文本增长)" % String(row_type), + view.parsed_text().length() > before) + + +# ---- 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) +func _smoke_global_theme() -> void: + print("--- UI 全局主题(main_theme.tres 挂载与词条断言)---") + var th := ThemeDB.get_project_theme() + Kit.check("V1 项目主题挂载(project.godot gui/theme/custom → main_theme.tres)", th != null) + if th == null: + return + # V1:类型集覆盖 §4「做」清单全部类型(含 PopupMenu 弹层预盖) + var need_types := ["VScrollBar", "HScrollBar", "ScrollContainer", "HSlider", "VSlider", + "TooltipPanel", "TooltipLabel", "LineEdit", "SpinBox", "HSeparator", "VSeparator", + "CheckBox", "CheckButton", "OptionButton", "PopupMenu"] + var type_set := th.get_type_list() + for t in need_types: + Kit.check("V1 主题类型覆盖 %s" % t, type_set.has(t)) + # V1 红线:Button 类型词条零接触(五态矩阵归 06 第一层第二条) + Kit.check("V1 红线 Button 类型词条零接触", not type_set.has("Button")) + # V1 红线:focus 族词条一律零定义(扫本主题自有条目,不走默认主题链) + var focus_hits := "" + for t in type_set: + for n in (th.get_stylebox_list(t) + th.get_icon_list(t) + th.get_color_list(t) + + th.get_font_list(t) + th.get_font_size_list(t) + th.get_constant_list(t)): + if "focus" in String(n): + focus_hits += "%s/%s " % [t, n] + Kit.check("V1 红线 focus 族词条零定义%s" % ("" if focus_hits == "" else "(违例:" + focus_hits + ")"), + focus_hits == "") + # V1:关键词条抽查在位(实例走主题链解析) + var vsb := VScrollBar.new() + Kit.check("V1 滚动条槽/柄三态词条在位", + vsb.has_theme_stylebox("scroll") and vsb.has_theme_stylebox("grabber") + and vsb.has_theme_stylebox("grabber_highlight") and vsb.has_theme_stylebox("grabber_pressed")) + Kit.check("V1 滚动条 scroll_focus 未定义(红线)", + not th.has_stylebox("scroll_focus", "VScrollBar") and not th.has_stylebox("scroll_focus", "HScrollBar")) + var hsl := HSlider.new() + Kit.check("V1 滑轨槽/填充/柄词条在位", + hsl.has_theme_stylebox("slider") and hsl.has_theme_stylebox("grabber_area") + and hsl.has_theme_stylebox("grabber_area_highlight") + and hsl.has_theme_icon("grabber") and hsl.has_theme_icon("grabber_highlight") + and hsl.has_theme_icon("grabber_disabled")) + var le := LineEdit.new() + Kit.check("V1 LineEdit 词条在位(含占位色 font_placeholder_color)", + le.has_theme_stylebox("normal") and le.has_theme_color("font_color") + and le.has_theme_color("font_placeholder_color")) + var sp := SpinBox.new() + Kit.check("V1 SpinBox 箭头词条在位(updown 合并槽)", sp.has_theme_icon("updown")) + var hsep := HSeparator.new() + var vsep := VSeparator.new() + Kit.check("V1 分隔线词条在位", + hsep.has_theme_stylebox("separator") and vsep.has_theme_stylebox("separator")) + var tpanel := PanelContainer.new() + var tlabel := Label.new() + Kit.check("V1 TooltipPanel 词条在位", tpanel.has_theme_stylebox("panel")) + Kit.check("V1 TooltipLabel 词条在位", + tlabel.has_theme_color("font_color") and tlabel.has_theme_font_size("font_size")) + # V2:滑轨修复——已填充段 BG_ROOT 对槽暖石 ≈5.5:1(冻结值锚定) + var fill_sb: StyleBox = hsl.get_theme_stylebox("grabber_area") + var track_sb: StyleBox = hsl.get_theme_stylebox("slider") + if fill_sb is StyleBoxFlat and track_sb is StyleBoxFlat: + var fill_c: Color = (fill_sb as StyleBoxFlat).bg_color + var track_c: Color = (track_sb as StyleBoxFlat).bg_color + Kit.check("V2 冻结值锚定(已填充段=BG_ROOT #3A2E22,槽=暖石 #B8A582)", + fill_c.is_equal_approx(Color8(58, 46, 34)) and track_c.is_equal_approx(Color8(184, 165, 130))) + var ratio := _theme_contrast(fill_c, track_c) + Kit.check("V2 滑轨两段对比 %.2f:1 ≥4.5:1(拖到中点一眼可辨)" % ratio, ratio >= 4.5) + else: + Kit.check("V2 滑轨 stylebox 类型均为 StyleBoxFlat", false) + # V3:预盖件运行时证词(临时实例化读词条——无实役控件的在役证据) + var cbx := CheckBox.new() + Kit.check("V3 CheckBox 四态图标非空", + cbx.get_theme_icon("checked") != null and cbx.get_theme_icon("unchecked") != null + and cbx.get_theme_icon("checked_disabled") != null and cbx.get_theme_icon("unchecked_disabled") != null) + var cbt := CheckButton.new() + Kit.check("V3 CheckButton 四态图标非空(与 CheckBox 同套 checked/unchecked 名,4.7 源码实证)", + cbt.get_theme_icon("checked") != null and cbt.get_theme_icon("unchecked") != null + and cbt.get_theme_icon("checked_disabled") != null and cbt.get_theme_icon("unchecked_disabled") != null) + var pm := PopupMenu.new() + Kit.check("V3 PopupMenu 词条存在(弹层预盖)", + pm.has_theme_stylebox("panel") and pm.has_theme_stylebox("hover") + and pm.has_theme_font_size("font_size")) + var ob := OptionButton.new() + Kit.check("V3 OptionButton 词条存在(预盖)", + ob.has_theme_stylebox("normal") and ob.has_theme_stylebox("hover") + and ob.has_theme_stylebox("pressed") and ob.has_theme_color("font_color")) + # V4:旧形态源码零残留(剥注释行后扫;ui_kit 两函数+挂载行+滑轨工厂) + for path in ["res://presentation/views/ui_kit.gd", "res://presentation/ui_assembler.gd", + "res://presentation/views/settings_overlay.gd", "res://presentation/views/debug_overlay.gd"]: + var src: String = FileAccess.get_file_as_string(path) + var bad := "" + for ln in src.split("\n", false): + var s := ln.strip_edges() + if s.begins_with("#"): + continue + if "styled_slider" in s or "tooltip_theme" in s or "_tip_theme" in s or "overlay.theme" in s: + bad += s + " " + Kit.check("V4 退役实现零残留(%s)%s" % [path, "" if bad == "" else "违例:" + bad], + bad == "") + # V6:中文字体防御——default_font 非空且 Label 实取字体非空 + Kit.check("V6 主题 default_font 非空(挂主题顶掉 custom_font 也不丢中文字形)", th.default_font != null) + var lbl := Label.new() + lbl.text = "测试" + Kit.check("V6 Label 实取字体非空(中文字形防御实证)", lbl.get_theme_font("font") != null) + vsb.free(); hsl.free(); le.free(); sp.free(); hsep.free(); vsep.free() + tpanel.free(); tlabel.free(); cbx.free(); cbt.free(); pm.free(); ob.free(); lbl.free() + + +# ---- 按钮五态矩阵冒烟(四工厂产物逐实例 override 断言;V1/V2)---- +func _smoke_button_five_states() -> void: + print("--- UI 按钮五态矩阵(四工厂五态样式盒)---") + var uikit_s = load("res://presentation/views/ui_kit.gd") + var states := ["normal", "hover", "pressed", "disabled", "focus"] + # 普通钮(verb_button 同走 button() 打底——同断言覆盖) + var b = uikit_s.button("测试") + for st in states: + Kit.check("V1 普通钮 %s 样式盒非空" % st, b.has_theme_stylebox_override(st)) + var n_sb: StyleBox = b.get_theme_stylebox("normal") + var h_sb: StyleBox = b.get_theme_stylebox("hover") + var p_sb: StyleBox = b.get_theme_stylebox("pressed") + var d_sb: StyleBox = b.get_theme_stylebox("disabled") + var f_sb: StyleBox = b.get_theme_stylebox("focus") + Kit.check("V1 普通钮 normal/hover/disabled 均为石纹九宫格贴图样式盒", + n_sb is StyleBoxTexture and h_sb is StyleBoxTexture and d_sb is StyleBoxTexture) + # 悬停=乙案:modulate 提亮(≠常态 WHITE——乙案判据) + var h_mod: Color = (h_sb as StyleBoxTexture).modulate_color + Kit.check("V1 普通钮 hover=modulate 提亮(乙案,异于常态 WHITE)", + h_mod != Color.WHITE and h_mod.r > 1.0) + # 禁用=甲案:本族底+α0.45 幽灵化 + var d_mod: Color = (d_sb as StyleBoxTexture).modulate_color + Kit.check("V1 普通钮 disabled=本族底 α0.45 幽灵化(甲案)", + is_equal_approx(d_mod.a, 0.45) and d_mod.r == 1.0 and d_mod.g == 1.0) + # 错配修正判据:disabled≠pressed(旧「禁用=按压图」) + Kit.check("V1 普通钮 disabled≠pressed(旧错配已修正)", _sb_content_differs(d_sb, p_sb)) + # 焦点=甲案:INK 2px 内缩 1px 环、无底(叠加态不遮钮底) + Kit.check("V1 普通钮 focus 样式盒为扁平环(StyleBoxFlat)", f_sb is StyleBoxFlat) + var fsb := f_sb as StyleBoxFlat + Kit.check("V1 焦点环色=INK(与 font_focus_color 同源)", fsb.border_color == uikit_s.INK) + Kit.check("V1 焦点环宽=2px", + is_equal_approx(fsb.border_width_left, 2.0) and is_equal_approx(fsb.border_width_right, 2.0) + and is_equal_approx(fsb.border_width_top, 2.0) and is_equal_approx(fsb.border_width_bottom, 2.0)) + Kit.check("V1 焦点环内缩=1px", + is_equal_approx(fsb.expand_margin_left, -1.0) and is_equal_approx(fsb.expand_margin_top, -1.0) + and is_equal_approx(fsb.expand_margin_right, -1.0) and is_equal_approx(fsb.expand_margin_bottom, -1.0)) + Kit.check("V1 焦点环无底(叠加态不遮钮底)", not fsb.draw_center and fsb.bg_color.a < 0.001) + b.free() + # 主钮:五态非空+本族平涂(pressed/disabled 非石纹)+disabled≠pressed+hover 提亮档承现行 + var pb = uikit_s.primary_button("测试") + for st in states: + Kit.check("V1 主钮 %s 样式盒非空" % st, pb.has_theme_stylebox_override(st)) + var ppn: StyleBox = pb.get_theme_stylebox("pressed") + var pdd: StyleBox = pb.get_theme_stylebox("disabled") + var phv: StyleBox = pb.get_theme_stylebox("hover") + Kit.check("V1 主钮 pressed/disabled=本族平涂(非石纹)", + ppn is StyleBoxFlat and pdd is StyleBoxFlat) + Kit.check("V1 主钮 pressed=烛光黄深档(现行值不动)", + (ppn as StyleBoxFlat).bg_color == Color8(214, 172, 88)) + Kit.check("V1 主钮 disabled=本族底 α0.45 幽灵化", + is_equal_approx((pdd as StyleBoxFlat).bg_color.a, 0.45)) + Kit.check("V1 主钮 disabled≠pressed", _sb_content_differs(ppn, pdd)) + Kit.check("V1 主钮 hover=提亮档(承现行不动)", + (phv as StyleBoxFlat).bg_color == uikit_s.CANDLE.lightened(0.06)) + pb.free() + # 危险钮:补本族 pressed(深档)+disabled 幽灵化+focus;pressed/disabled 非石纹 + var db = uikit_s.danger_button("测试") + for st in states: + Kit.check("V1 危险钮 %s 样式盒非空" % st, db.has_theme_stylebox_override(st)) + var dpr: StyleBox = db.get_theme_stylebox("pressed") + var dds: StyleBox = db.get_theme_stylebox("disabled") + Kit.check("V1 危险钮 pressed/disabled=本族平涂(非石纹,旧错配已修正)", + dpr is StyleBoxFlat and dds is StyleBoxFlat) + Kit.check("V1 危险钮 pressed=深红深档(暗于常态)", + (dpr as StyleBoxFlat).bg_color.r < 180.0 / 255.0) + Kit.check("V1 危险钮 disabled=本族底 α0.45 幽灵化", + is_equal_approx((dds as StyleBoxFlat).bg_color.a, 0.45)) + Kit.check("V1 危险钮 disabled≠pressed", _sb_content_differs(dpr, dds)) + db.free() + # 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 + var th := ThemeDB.get_project_theme() + if th != null: + Kit.check("V2 红线维持 Button 类型词条零接触", not th.get_type_list().has("Button")) + var focus_hits := "" + for t in th.get_type_list(): + for nm in (th.get_stylebox_list(t) + th.get_icon_list(t) + th.get_color_list(t) + + th.get_font_list(t) + th.get_font_size_list(t) + th.get_constant_list(t)): + if "focus" in String(nm): + focus_hits += "%s/%s " % [t, nm] + Kit.check("V2 红线维持 focus 族词条零定义%s" % ("" if focus_hits == "" else "(违例:" + focus_hits + ")"), + focus_hits == "") + + +# ---- 全局纹理过滤冒烟(工程设置 Nearest+平滑渐变件 LINEAR 白名单;V3)---- +func _smoke_texture_filter() -> void: + print("--- UI 全局纹理过滤(Nearest+白名单三件)---") + var v = ProjectSettings.get_setting("rendering/textures/canvas_textures/default_texture_filter") + Kit.check("V3 工程设置 default_texture_filter=0(Nearest,翻转面=立绘/瓦片/九宫格 crisp)", + v != null and int(v) == 0) + var uikit_s = load("res://presentation/views/ui_kit.gd") + var vg = uikit_s.vignette_rect() + Kit.check("V3 白名单在位:暗角 vignette 显式 LINEAR", + vg.texture_filter == CanvasItem.TEXTURE_FILTER_LINEAR) + vg.free() + var bm = uikit_s.beams_rect() + Kit.check("V3 白名单在位:光柱 beams 显式 LINEAR", + bm.texture_filter == CanvasItem.TEXTURE_FILTER_LINEAR) + # 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 + var bimg: Image = bm.texture.get_image() + var max_a := 0.0 + var mid_a := 0 + var top_sum := 0.0 + var bot_sum := 0.0 + for y in 560: + for x in 560: + var pa := bimg.get_pixel(x, y).a + max_a = maxf(max_a, pa) + if pa > 0.001 and pa < 0.049: + mid_a += 1 + if y < 280: + top_sum += pa + else: + bot_sum += pa + Kit.check("T4 光柱带心峰值 α≈0.05(8bit 截断量化下限 12/255,实测 %.5f)" % max_a, + max_a >= 12.0 / 255.0 and max_a <= 0.05) + Kit.check("T4 光柱带内连续 alpha 过渡像素 %d 个(旧零过渡硬边已修)" % mid_a, mid_a > 100) + 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], + top_sum > bot_sum * 2.0) + bm.free() + var gb = uikit_s.gradient_base(Color.BLACK, Color.WHITE) + Kit.check("V3 白名单在位:地图渐变 gradient_base 显式 LINEAR", + gb.texture_filter == CanvasItem.TEXTURE_FILTER_LINEAR) + gb.free() + # 既有显式 LINEAR 两处不丢(源码锚定——脚影/状态图标) + var bw_src: String = FileAccess.get_file_as_string("res://presentation/views/board_world.gd") + Kit.check("V3 脚影显式 LINEAR 不丢(board_world.gd)", + bw_src.contains("shadow.texture_filter = CanvasItem.TEXTURE_FILTER_LINEAR")) + var ss_src: String = FileAccess.get_file_as_string("res://presentation/views/status_slot_row.gd") + Kit.check("V3 状态图标显式 LINEAR 不丢(status_slot_row.gd)", + ss_src.contains("icon.texture_filter = CanvasItem.TEXTURE_FILTER_LINEAR")) + + +# ---- <4.5:1 文字位换墨冒烟(站桩徽标两族亮档+RAP 行深石墨;V4)---- +func _smoke_contrast_inks() -> void: + print("--- UI 残余 <4.5:1 文字位换墨(V4 对比度锚定)---") + var uikit_s = load("res://presentation/views/ui_kit.gd") + var stage: Color = uikit_s.STAGE_BG + var r_order := _theme_contrast(uikit_s.GOLD_BRIGHT, stage) + Kit.check("V4 顺位徽标/重甲徽标 GOLD_BRIGHT 对舞台底 %.2f:1 ≥4.5:1" % r_order, r_order >= 4.5) + var r_ward := _theme_contrast(uikit_s.HERO_BLUE_BRIGHT, stage) + Kit.check("V4 魔法护甲徽标 HERO_BLUE_BRIGHT 对舞台底 %.2f:1 ≥4.5:1" % r_ward, r_ward >= 4.5) + var r_rap := _theme_contrast(uikit_s.STONE_DEEP, uikit_s.PANEL_DATA) + Kit.check("V4 RAP 反馈行 STONE_DEEP 对数据板 %.2f:1 ≥4.5:1" % r_rap, r_rap >= 4.5) + # 消费点源码锚定:新墨在位、旧裸用点清零、语义岗常量不动 + var sb_src: String = FileAccess.get_file_as_string("res://presentation/views/standee_body.gd") + Kit.check("V4 顺位徽标①②③ 墨=GOLD_BRIGHT(13px 行原位)", + sb_src.contains("HORIZONTAL_ALIGNMENT_LEFT, -1, 13, UiKit.GOLD_BRIGHT")) + Kit.check("V4 魔法护甲徽标墨=HERO_BLUE_BRIGHT", sb_src.contains("col = UiKit.HERO_BLUE_BRIGHT")) + Kit.check("V4 重甲徽标墨=GOLD_BRIGHT", sb_src.contains("col = UiKit.GOLD_BRIGHT")) + Kit.check("V4 GOLD_DEEP 语义岗不动(standee:199 意图动画判据)", + sb_src.contains("if _intent_col == UiKit.GOLD_DEEP:")) + var ap_src: String = FileAccess.get_file_as_string("res://presentation/views/ap_bar_view.gd") + Kit.check("V4 RAP 反馈行墨=STONE_DEEP(原位行锚定)", + ap_src.contains('UiKit.label("",UiKit.FS_CAPTION, false, UiKit.STONE_DEEP)')) + Kit.check("V4 RAP 反馈行旧墨 STONE_FAINT 清零(含注记面)", not ap_src.contains("STONE_FAINT")) + + +# ---- 元素细节余②③冒烟(BCard 图标槽明度差降档+商店居中+营地四栏等高)---- +func _smoke_element_details() -> void: + print("--- UI 元素细节余②③(图标槽降档+布局修)---") + var uikit_s = load("res://presentation/views/ui_kit.gd") + # ②白图标 ≥3:1 图形对比硬约束+降档方向锚定 + var r_white := _theme_contrast(Color.WHITE, uikit_s.SLOT_BACKDROP_SOFT) + Kit.check("T5② BCard 图标槽白图标对比 %.2f:1 ≥3:1(硬约束)" % r_white, r_white >= 3.0) + var r_new := _theme_contrast(uikit_s.SLOT_BACKDROP_SOFT, uikit_s.PANEL_DATA) + var r_old := _theme_contrast(uikit_s.SLOT_BACKDROP, uikit_s.PANEL_DATA) + Kit.check("T5② 明度差降档生效(槽对卡面 %.2f:1 < 旧 %.2f:1)" % [r_new, r_old], r_new < r_old) + var uk_src: String = FileAccess.get_file_as_string("res://presentation/views/ui_kit.gd") + Kit.check("T5② BCard 图标槽落柔和档(SLOT_BACKDROP_SOFT)", + uk_src.contains("UiKit.panel_flat(SLOT_BACKDROP_SOFT, PANEL_BORDER, 0, 1)")) + var ss_src: String = FileAccess.get_file_as_string("res://presentation/views/status_slot_row.gd") + Kit.check("T5② B 区状态图标槽仍用深档(SLOT_BACKDROP,未误伤)", + ss_src.contains("UiKit.SLOT_BACKDROP")) + # ③布局修源码锚定 + var shop_src: String = FileAccess.get_file_as_string("res://presentation/views/shop_overlay_view.gd") + Kit.check("T5③ 商店卡片区垂直居中(ALIGNMENT_CENTER)", + shop_src.contains("_cards_box.alignment = BoxContainer.ALIGNMENT_CENTER")) + var camp_src: String = FileAccess.get_file_as_string("res://presentation/views/camp_overlay_view.gd") + var camp_min := camp_src.count("custom_minimum_size = Vector2(0, 336)") + Kit.check("T5③ 营地三 holder 统一 min 高 336(实测 %d 处)" % camp_min, camp_min == 3) + var camp_fill := camp_src.count("size_flags_vertical = Control.SIZE_FILL") + Kit.check("T5③ 营地四栏面板纵向 FILL 等高(实测 %d 处)" % camp_fill, camp_fill == 4) + Kit.check("T5③ 三处锁文垂直居中在位", camp_src.count("SIZE_SHRINK_CENTER") >= 3) + + +# ---- 诊断转储钮冒烟(角落钮不在玩家画面+转储入口在调试浮窗;V6)---- +func _smoke_diag_button_retired() -> void: + print("--- UI 诊断转储钮退役(V6:玩家画面清零+浮窗可达)---") + var main_src: String = FileAccess.get_file_as_string("res://presentation/main.gd") + Kit.check("V6 主区无 build_diag_button 调用残留(旧实现同批清理)", + not main_src.contains("build_diag_button")) + Kit.check("V6 转储入口连接随迁(组合根接浮窗 diagnose_requested 信号)", + main_src.contains("debug_overlay.diagnose_requested.connect(_on_diagnose_pressed)")) + Kit.check("V6 转储编排承接函数在位(dump_diagnosis 卡死取证保留)", + main_src.contains("func _on_diagnose_pressed()")) + var asm_src: String = FileAccess.get_file_as_string("res://presentation/ui_assembler.gd") + Kit.check("V6 build_diag_button 工厂已退役(ui_assembler 零残留)", + not asm_src.contains("build_diag_button")) + var dbg_src: String = FileAccess.get_file_as_string("res://presentation/views/debug_overlay.gd") + Kit.check("V6 调试浮窗 diagnose_requested 信号在位", dbg_src.contains("signal diagnose_requested")) + Kit.check("V6 浮窗转储钮外发方法在位(纯视图边界)", dbg_src.contains("_emit_diagnose_requested")) + Kit.check("V6 浮窗诊断转储钮在位(玩家画面角落钮清零后唯一入口)", + dbg_src.contains('UiKit.button("转储")')) + + +# ---- 状态面板只读投影一致性(R4 数据只读同源:状态面板展示值逐项 == MetaProgression +# 访问器读数;投影拼装与 main._status_data 同构(同访问器族同序)。只读性连接巡检与零动效 +# 断言归 ui_struct_probe 呈现侧,本段只管数据面)---- +func _status_panel_projection() -> void: + print("--- 状态面板·只读投影一致性(隔离档 smoke_meta_buy 复用)---") + _meta_smoke_cleanup() + var sv = _meta_new_save(_META_SMOKE_PATHS[0]) + var mp = load("res://core/meta_progression.gd").new(_db, sv) + # 已购态夹具:余额非零 + 秘宝匣首件解锁——投影可辨非全零白板 + sv.add_keystone(37) + sv.unlock_item("morning_order") + sv.write_to_disk() + # 投影拼装(main._status_data 同构)+ 视图喂入 + var data := {"balance": mp.keystone_balance(), "workshop": mp.treasure_shop_status(), + "tree": mp.tree_camp_rows(), "fork_groups": mp.tree_fork_groups()} + var po = load("res://presentation/views/status_panel.gd").new() + po.open_status(data) + Kit.check("状态面板开层可见(open_status 直开——P4 甲零动效路径)", po.visible) + Kit.check("余额徽投影 = keystone_balance() 读数(%s)" % po._balance_badge.value_label.text, + String(po._balance_badge.value_label.text) == "钥石 %d" % mp.keystone_balance()) + var ws: Array = mp.treasure_shop_status() + var ws_ok: bool = po._workshop_holder.get_child_count() == ws.size() + var uikit_s = load("res://presentation/views/ui_kit.gd") + for i in mini(ws.size(), po._workshop_holder.get_child_count()): + var row: Dictionary = ws[i] + var lbls2: Array = [] + for ch in po._workshop_holder.get_child(i).get_children(): + if ch is Label: + lbls2.append(ch) + var unlocked: bool = bool(row.get("unlocked", false)) + var expect_prog := "已入手" + if not unlocked: + if String(row.get("mode", "")) == "keystone": + expect_prog = "钥石 %d" % int(row.get("price", 0)) + elif String(row.get("mode", "")) == "condition": + var parts: Array[String] = [] + for req_v2 in (row.get("reqs", []) as Array): + var req2: Dictionary = req_v2 as Dictionary + var lbl2 := String(uikit_s.TREASURE_REQ_LABELS.get(String(req2.get("key", "")), "条件")) + parts.append("%s %d/%d" % [lbl2, int(req2.get("progress", 0)), int(req2.get("threshold", 0))]) + expect_prog = "、".join(parts) + var expect_st2 := "已解锁" if unlocked else "未解锁" + ws_ok = ws_ok and lbls2.size() == 3 \ + and String(lbls2[0].text) == String(row.get("display_name", "")) \ + and String(lbls2[1].text) == expect_prog \ + and String(lbls2[2].text) == expect_st2 + Kit.check("秘宝匣 12 行投影 = treasure_shop_status() 逐项(名称/钥石价与条件进度/解锁态——首件解锁夹具在列)〔秘宝批 V19 呈现数据源〕", + ws_ok) + var owned := 0 + for trow in (mp.tree_camp_rows() as Array): + if int(trow.get("level", 0)) > 0: + owned += 1 + var tree_txt := String(po._tree_label.text) + Kit.check("天赋树概览聚合文案与已购节点数一致(零已购=空态句)", + tree_txt == "尚未购买任何节点(天赋树在营地主柜台)" or tree_txt.begins_with("已购 %d 项:" % owned)) + po.visible = false + po.free() + + +# ---- 生涯页只读投影一致性(汇总段六类九项逐行 == SaveManager 计数访问器/ +# MetaProgression 访问器读数;投影拼装与 main._career_data 同构(同访问器族同序)。 +# 只读性连接巡检与零动效断言归 ui_struct_probe 呈现侧,本段只管数据面+旧档载入显示 +# (v5 样档升 v6——完成定义 6「计数域缺省补零、页正常显示」))---- +func _career_overlay_projection() -> void: + print("--- 生涯页·只读投影一致性(隔离档 smoke_meta_career/career_v5)---") + var sv = _meta_new_save(_META_SMOKE_PATHS[9]) + var mp = load("res://core/meta_progression.gd").new(_db, sv) + # 已玩态夹具:两局收束(一通一止)+ 钥石非零——投影可辨非全零白板 + # (生涯页不统计天赋树与账号成长态,只统计终身计数) + sv.add_keystone(45) + sv.apply_adventure_summary({"result": "completed", "cleared": true, "levels_cleared": 3, + "stopped_at": 0, "keystone_total": 0, "master_seed": 21}) + sv.apply_adventure_summary({"result": "abandoned", "cleared": false, "levels_cleared": 1, + "stopped_at": 2, "keystone_total": 0, "master_seed": 22}) + sv.write_to_disk() + # 投影拼装(main._career_data 同构)+ 视图喂入 + var data := {"total": sv.adventure_total(), "cleared": sv.adventure_cleared(), + "clears": [], "boss_first_kills": 0, "boss_first_total": _db.level_count(), + "boss_kills": sv.boss_kill_count(), "keystone": mp.keystone_balance()} + for i in _db.level_count(): + var li: int = i + 1 + data["clears"].append({"display_name": String(_db.level_row(li).get("display_name", "")), + "count": sv.clear_count(li)}) + if sv.boss_first_kill_marked(li): + data["boss_first_kills"] += 1 + var co = load("res://presentation/views/career_overlay.gd").new() + co.open_career(data) + Kit.check("生涯页开层可见(open_career 直开——零动效路径)", co.visible) + Kit.check("总局数投影 = adventure_total() 读数(%s)" % co._total_label.text, + String(co._total_label.text) == "2 局") + Kit.check("通关局数投影 = adventure_cleared() 读数(%s)" % co._cleared_label.text, + String(co._cleared_label.text) == "1 局(三关全通)") + var expect_clears: Array[String] = [] + for row in (data["clears"] as Array): + expect_clears.append("%s ×%d" % [String(row.get("display_name", "")), int(row.get("count", 0))]) + Kit.check("各关通关次数投影 = clear_count() 逐关读数(%s)" % co._clears_label.text, + String(co._clears_label.text) == " · ".join(expect_clears)) + Kit.check("Boss 首杀/总杀投影 = 首杀标记计数 + boss_kill_count()(%s / %s)" % [co._boss_first_label.text, co._boss_kills_label.text], + String(co._boss_first_label.text) == "3/3 关" and String(co._boss_kills_label.text) == "4 次") + Kit.check("钥石余额徽投影 = keystone_balance() 读数(%s)" % co._keystone_badge.value_label.text, + String(co._keystone_badge.value_label.text) == "钥石 %d" % mp.keystone_balance()) + co.visible = false + co.free() + # 旧档载入显示(完成定义 6):v5 现役档形态(计数域两键不存在)升 v6 → 生涯页正常呈现缺省值 + var v5 = load("res://core/save_manager.gd").new(_META_SMOKE_PATHS[10]) + var fv5c := FileAccess.open(_META_SMOKE_PATHS[10], FileAccess.WRITE) + fv5c.store_string(JSON.stringify({"version": 5, "meta": {"keystone_balance": 3}})) + fv5c.close() + Kit.check("v5 现役档升 v6 载入成功(计数域缺省补零)", + v5.load_from_disk() and v5.adventure_total() == 0 and v5.adventure_cleared() == 0) + var mp_v5 = load("res://core/meta_progression.gd").new(_db, v5) + var data_v5 := {"total": v5.adventure_total(), "cleared": v5.adventure_cleared(), + "clears": [], "boss_first_kills": 0, "boss_first_total": _db.level_count(), + "boss_kills": v5.boss_kill_count(), "keystone": mp_v5.keystone_balance()} + for i in _db.level_count(): + data_v5["clears"].append({"display_name": String(_db.level_row(i + 1).get("display_name", "")), + "count": v5.clear_count(i + 1)}) + var co_v5 = load("res://presentation/views/career_overlay.gd").new() + co_v5.open_career(data_v5) + Kit.check("旧档载入后生涯页正常显示(v5 升 v6:总局数/通关局数显示 0,既有钥石余额原样呈现)", + co_v5.visible and String(co_v5._total_label.text) == "0 局" \ + and String(co_v5._cleared_label.text) == "0 局(三关全通)" \ + and String(co_v5._keystone_badge.value_label.text) == "钥石 3") + co_v5.visible = false + co_v5.free() + + +# 内容级比较(核代码增补——对象引用比较恒真不设防):同型比内容(Texture 比纹理、Flat 比底色),异型即不同 +func _sb_content_differs(a: StyleBox, b: StyleBox) -> bool: + if a is StyleBoxTexture and b is StyleBoxTexture: + return (a as StyleBoxTexture).texture != (b as StyleBoxTexture).texture + if a is StyleBoxFlat and b is StyleBoxFlat: + return (a as StyleBoxFlat).bg_color != (b as StyleBoxFlat).bg_color + return a != b diff --git a/game/tests/验证集清单.md b/game/tests/验证集清单.md index 4c241858..4b3ad4cd 100644 --- a/game/tests/验证集清单.md +++ b/game/tests/验证集清单.md @@ -13,7 +13,7 @@ > ——标签/cond/计数三对齐才算迁移完(合同 §五出口机检)。 > 维护义务:此后断言新增/删除/改判必须同步本清单(test-conventions §9.3 锚)。 -## S01 _initialize(行 44–70 · 14 条 · 去向:单元测试 → tests/unit/data_config/rng_stream_boot_test.gd · 施工组 G12) +## S01 _initialize(行 44–70 · 14 条 · 去向:单元测试 → tests/unit/data_config/rng_stream_boot_test.gd · 施工组 G12;去向补正:转办行→cross_system_flow_test.gd,见维护记录) | 序号 | 行号 | 标签原文 | cond 摘要 | 白话释义 | 处置 | quiet | |---|---|---|---|---|---|---| @@ -30,7 +30,7 @@ | 11 | 65 | "open_stream 全局计数器单调 +1 ×2" | rng.counter() == 2 | 开两条流后全局取号计数器恰为 2(单调加一,不跳不漏)。 | 迁单元测试(tests/unit/data_config/rng_stream_boot_test.gd) | | | 12 | 66 | "首个取号 = scope 0(顺序确定)" | s0.seed == rng.derive_at(0) and s1.seed == rng.derive_at(1) | 首个与次个 open_stream 依次取全局 scope 0、1 的派生种子(取号顺序确定)。 | 迁单元测试(tests/unit/data_config/rng_stream_boot_test.gd) | | | 13 | 69 | "new_adventure 重置全局计数器" | rng.counter() == 1 and s2.seed == rng.derive_at(0) | new_adventure 后计数器归 1 且新流首号=scope 0(会话重置语义)。 | 迁单元测试(tests/unit/data_config/rng_stream_boot_test.gd) | | -| 14 | 70 | "事件日志会话落盘(2026-09-27 统一流裁决)" | FileAccess.file_exists("user://logs/rng_log_4242.jsonl") | RNG 事件日志按会话落盘成文件(2026-09-27 统一流裁决的落地面)。 | 迁单元测试(tests/unit/data_config/rng_stream_boot_test.gd) | | +| 14 | 70 | "事件日志会话落盘(2026-09-27 统一流裁决)" | FileAccess.file_exists("user://logs/rng_log_4242.jsonl") | RNG 事件日志按会话落盘成文件(2026-09-27 统一流裁决的落地面)。 |迁集成测试(tests/integration/cross_system_flow_test.gd)| | ## S02 _split_tail(行 92–92 · 1 条 · 去向:系统测试 → tests/system_test.gd · 施工组 G1) @@ -49,7 +49,7 @@ | 序号 | 行号 | 标签原文 | cond 摘要 | 白话释义 | 处置 | quiet | |---|---|---|---|---|---|---| -| 18 | 132 | "V8 字符串 Callable 产品码零命中(实测 %d——方法引用换装闸)〔迭代27 T6〕" | callables == 0 | core/presentation/data 三目录产品码零字符串形式 Callable(self,…)——方法引用必须换装。 | 迁单元测试(tests/unit/contracts/source_guard_test.gd) | | +| 18 | 132 | "V8 字符串 Callable 产品码零命中(实测应 0——方法引用换装闸)〔迭代27 T6〕" | callables == 0 | core/presentation/data 三目录产品码零字符串形式 Callable(self,…)——方法引用必须换装。 | 迁单元测试(tests/unit/contracts/source_guard_test.gd) | | | 19 | 134 | "V8 FeatsEngine 整文件退役(class_name 注销=文件删除)〔迭代27 T6〕" | not FileAccess.file_exists("res://core/feats_engine.gd") | core/feats_engine.gd 文件已删(FeatsEngine 退役=文件消失,不是注释掉)。 | 迁单元测试(tests/unit/contracts/source_guard_test.gd) | | | 20 | 137 | "V8 死代码抽查·_attune_row 零残留〔迭代27 T6〕" | not bo.contains("func _attune_row") | 战斗编排器源码无 _attune_row 死函数残留。 | 迁单元测试(tests/unit/contracts/source_guard_test.gd) | | | 21 | 140 | "V8 死代码抽查·attunement_counters 零残留〔迭代27 T6〕" | not sm.contains("func attunement_counters") | 存档管理器源码无 attunement_counters 死函数残留。 | 迁单元测试(tests/unit/contracts/source_guard_test.gd) | | @@ -160,7 +160,8 @@ | 91 | 816 | "数值对(四级换代承袭):小GP 20/大GP 50 · 小增伤 +1/大 +2 · 小生命 +5/大 +10 · 小护甲 +1/大 +2" | int(_db.adventure.curio_value("gp", "common")) == 20 and int(_db.adventure.curio_value("gp", "excellent")) == 50 and int(_db.adventure.curio_value("attack", "common")) == 1 and int(_db.adventure.curio_value("attack", "excellent")) == 2 and int(_db.adventure.curio_value("max_hp", "common")) == 5 and int(_db.adventure.curio_value("max_hp", "excellent")) == 10 and int(_db.adventure.curio_value("armor", "common")) == 1 and int(_db.adventure.curio_value("armor", "excellent")) == 2 | 八类令牌件值对=正式承袭值(GP 20/50、增伤 1/2、生命 5/10、护甲 1/2)。 | 迁单元测试(tests/unit/data_config/table_structure_guard_test.gd) | | | 92 | 821 | "恢复件 +6 当即回血(优秀档承袭)· AP +1(稀有档承袭)〔专长批 V14 换代〕" | int(_db.adventure.curio_value("heal", "excellent")) == 6 and int(_db.adventure.curio_value("ap", "rare")) == 1 | 恢复件优秀档 +6、AP 稀有档 +1(换代承袭值)。 | 迁单元测试(tests/unit/data_config/table_structure_guard_test.gd) | | | 93 | 823 | "cap 占位在域(案②提前退役——99=实质无上限,实数归调参批)〔专长批 V8 形态面〕" | int(_db.adventure.curio_cap("gp")) == 99 and int(_db.adventure.curio_cap("attack")) == 99 | GP/攻击 cap 占位 99 在域(实质无上限口径)。 | 迁单元测试(tests/unit/data_config/table_structure_guard_test.gd) | | -| 94 | 825 | "同调位读数源=树同调位节点点亮数(迭代 21 T4 槽位收编——null 档求值 0;谓词表已退役)〔天赋树批 V14〕" | Attunement.slots(_db, null) == 0 | 同调位读数=树同调位节点点亮数(空档求值 0,谓词表已退役)。 | 迁单元测试(tests/unit/data_config/table_structure_guard_test.gd) | | +| 94 | 825 |"同调位读数 null 档早退分支求值 0(迭代 21 T4 槽位收编——谓词表已退役)〔天赋树批 V14·核代码增补〕"| Attunement.slots(_db, null) == 0 | 同调位读数=树同调位节点点亮数(空档求值 0,谓词表已退役)。 | 迁单元测试(tests/unit/data_config/table_structure_guard_test.gd) | | +| 8000 | — | "同调位读数源=树同调位节点点亮数(非空档——socket1 点亮 1 件计 1)〔天赋树批 V14·核代码增补〕" | Attunement.slots(_db, _TreeSaveMock.new()) == 1 | 同调位读数=非空档下树点亮同调位数(恒真对象引用比较已废,白盒定位补验)。 | 核代码增补(tests/unit/data_config/table_structure_guard_test.gd) | | | 95 | 832 | "新目录 12 件全量落表(旧 12 行删除;装配词表=活行 12 件零重复)〔秘宝批 V1〕" | trows.size() == 12 and tid_set.size() == 12 | 同调目录 12 件全量落表且 id 零重复。 | 迁单元测试(tests/unit/data_config/table_structure_guard_test.gd) | | | 96 | 843 | "命名锁定:12 件 item_id 与 display_name 逐件=正式名(C2 代号即名)〔秘宝批 V2 初筛〕" | names_ok | 12 件 item_id 与显示名逐件=正式定名(C2 代号即名)。 | 迁单元测试(tests/unit/data_config/table_structure_guard_test.gd) | | | 97 | 871 | "逐行解锁方式与契约 8 分配一致(钥石 8 件带价格、条件 4 件带谓词行互斥)+三档 7/3/2〔秘宝批 V1〕" | alloc_ok and tier_map["common"] == 7 and tier_map["excellent"] == 3 and tier_map["rare"] == 2 | 逐行解锁方式与契约分配一致:8 件钥石价、4 件条件谓词互斥,档位 7/3/2。 | 迁单元测试(tests/unit/data_config/table_structure_guard_test.gd) | | @@ -201,7 +202,7 @@ | 122 | 1023 | "奖励节点三选一 ≥1 次(L1 链必经 1 个;L2/L3 图可选路经若干——实际经停 %d)" ↩ % node_picks | node_picks >= 1 | 奖励节点三选一至少经停 1 次。 | 迁单元测试(tests/unit/core/adventure_feats_test.gd) | | | 123 | 1028 | "奖励节点兑付回执与经停逐笔相等(context=reward_node——同账计数 %d/%d)" ↩ % [node_resolves, node_picks] | node_resolves == node_picks | 奖励节点兑付回执与经停数逐笔相等(同账计数)。 | 迁单元测试(tests/unit/core/adventure_feats_test.gd) | | | 124 | 1078 | "三选一候选 2–3 枚且零重复(令牌洗牌不放回——kind+tier 复合身份)" | cand_ok | 三选一候选 2–3 枚且零重复(令牌洗牌不放回)。 | 迁单元测试(tests/unit/core/adventure_feats_test.gd) | | -| 125 | 1079 | "通关部分回血封顶(floor(上限×比例) 封顶缺口——血回满退役;购血容差窗口)" | heal_ok | 通关回血按生效上限比例封顶(血回满语义退役,含购血容差窗口)。 | 迁单元测试(tests/unit/core/adventure_feats_test.gd) | | +| 125 | 1079 |"通关部分回血封顶(floor(观测上限×比例) 封顶——购血观测值精确断言,核代码增补)"| heal_ok | 通关回血按生效上限比例封顶(血回满语义退役,含购血容差窗口)。 | 迁单元测试(tests/unit/core/adventure_feats_test.gd) | | | 126 | 1080 | "钥石逐杀入账(首杀档位 + 累计逐位)" | ks_gain_ok | 钥石逐杀入账:首杀档位+累计前缀逐位一致。 | 迁单元测试(tests/unit/core/adventure_feats_test.gd) | | | 127 | 1081 | "点选恰兑付选中一件(值=令牌档位表值;未选项零生效)" | resolve_ok | 点选恰兑付选中一件且值=表值(未选项零生效)。 | 迁单元测试(tests/unit/core/adventure_feats_test.gd) | | | 128 | 1092 | "各战上限入参 ∈ [基础, 基础+3×件值+购血余量](覆盖值通道——双渠道共享上限 3;模拟档贪心购血合法叠加〔数值修复批 v3.4〕;首战=基础 %d)" ↩ % exp_base | seq_ok | 各战敌人上限入参落在[基础, 基础+件值+购血余量]窗口(覆盖值通道)。 | 迁单元测试(tests/unit/core/adventure_feats_test.gd) | | @@ -245,7 +246,7 @@ | 166 | 1284 | "节点停点态兑付后清零(恰一次语义同构)" | a13._node_curio_pending.is_empty() | 节点停点态兑付后清零(恰一次语义)。 | 迁单元测试(tests/unit/core/adventure_feats_test.gd) | | | 167 | 1286 | "放弃摘要:abandoned · 未打穿(已获大奖励不追回——同失败型结算)" | String(s10.get("result", "")) == "abandoned" and not bool(s10.get("cleared", true)) | 放弃摘要:abandoned、未打穿(已获不追回)。 | 迁单元测试(tests/unit/core/adventure_feats_test.gd) | | -## S14 _smoke_feats(行 1295–1637 · 71 条 · 去向:单元测试 → tests/unit/core/adventure_feats_test.gd · 施工组 G7) +## S14 _smoke_feats(行 1295–1637 · 71 条 · 去向:单元测试 → tests/unit/core/adventure_feats_test.gd · 施工组 G7;去向补正:转办行→cross_system_flow_test.gd,见维护记录) | 序号 | 行号 | 标签原文 | cond 摘要 | 白话释义 | 处置 | quiet | |---|---|---|---|---|---|---| @@ -274,9 +275,9 @@ | 190 | 1402 | "A6 限购满不再触发(保底冻结)" | not a_t._feat_ticket_consider(rg_t) | 限购满后保底冻结不再触发。 | 迁单元测试(tests/unit/core/adventure_feats_test.gd) | | | 191 | 1410 | "A6 概率面存在(chance=20% 200 展示内必出现——零触发=概率面失守)" | offered | 概率面存在:20% 概率 200 次展示内必出现(零触发=概率面失守)。 | 迁单元测试(tests/unit/core/adventure_feats_test.gd) | | | 192 | 1412 | "relic 兑付:入持有集 + 牌库摘牌(选中踢池——池库存 %d→%d)" ↩ % [deck_relic, deck_relic - 1] | a_r.pick_curio("relic", "rare", "x3") and (a_r.feats_held() as Array).has("x3") and a_r.pool_stock("relic") == deck_relic - 1 | relic 兑付:入持有集+牌库摘牌(选中踢池)。 | 迁单元测试(tests/unit/core/adventure_feats_test.gd) | | -| 193 | 1420 | "断点附随件:relics 持有集入快照(迭代 12 T1 扩列)" | (bp_r.get("relics", []) as Array).has("x3") | 断点快照附随 relics 持有集(续玩还原面)。 | 迁单元测试(tests/unit/core/adventure_feats_test.gd) | | -| 194 | 1421 | "断点附随件:adventure 计数器账本键在案(T6/T7 扩列)" | int((bp_r.get("adventure_counters", {}) as Dictionary).size()) >= 0 | 断点快照附随 adventure 计数器账本键。 | 迁单元测试(tests/unit/core/adventure_feats_test.gd) | | -| 195 | 1426 | "断点余库:已兑付 relic 令牌逐枚还原(x3 零残留——续玩不重复获得)" | bp_deck_x3 == 0 | 断点余库逐枚还原:已兑付 relic 令牌零残留(续玩不重复获得)。 | 迁单元测试(tests/unit/core/adventure_feats_test.gd) | | +| 193 | 1420 | "断点附随件:relics 持有集入快照(迭代 12 T1 扩列)" | (bp_r.get("relics", []) as Array).has("x3") | 断点快照附随 relics 持有集(续玩还原面)。 |迁集成测试(tests/integration/cross_system_flow_test.gd)| | +| 194 | 1421 | "断点附随件:adventure 计数器账本键在案(T6/T7 扩列)" | bp_r.has("adventure_counters") | 断点快照附随 adventure 计数器账本键。 |迁集成测试(tests/integration/cross_system_flow_test.gd)| | +| 195 | 1426 | "断点余库:已兑付 relic 令牌逐枚还原(x3 零残留——续玩不重复获得)" | bp_deck_x3 == 0 | 断点余库逐枚还原:已兑付 relic 令牌零残留(续玩不重复获得)。 |迁集成测试(tests/integration/cross_system_flow_test.gd)| | | 196 | 1449 | "双管镐:第 %d 次付费挖格返 1 AP(每第 2 次——mod_eq 预评估口径)" ↩ % (i + 1) | refund | 双管镐:每第 2 次付费挖格返 1 AP(mod_eq 预评估口径)。 | 迁单元测试(tests/unit/core/adventure_feats_test.gd) | | | 197 | 1451 | "双管镐反例:第 %d 次不返(未满 2 次)" ↩ % (i + 1) | not refund | 双管镐反例:未满 2 次不返 AP。 | 迁单元测试(tests/unit/core/adventure_feats_test.gd) | | | 198 | 1455 | "地质学家:首开新类型集 1 点〔专长批 V3〕" | orch._hits_of(geo_hits, "counter_add").size() == 1 | 地质学家:首开新资源类型积 1 点。 | 迁单元测试(tests/unit/core/adventure_feats_test.gd) | | @@ -425,6 +426,7 @@ | 301 | 2228 | "奖励表 defense 正向行 effect_id = ac_up(显示名盾牌加护,权重/tier 不变)" | String(ac_reward.get("effect_id", "")) == "ac_up" and String(ac_reward.get("display_name", "")) == "盾牌加护" | 奖励表 defense 正向行 effect_id=ac_up(盾牌加护)。 | 迁单元测试(tests/unit/data_config/table_structure_guard_test.gd) | | | 302 | 2230 | "effect_pool_map 无 defense_up/ac_up 键(减伤不入池——AC 不经乘区)" | not _db.settlement.effect_pool_map.has("defense_up") and not _db.settlement.effect_pool_map.has("ac_up") | 效果池映射无 defense_up/ac_up 键(AC 不经乘区)。 | 迁单元测试(tests/unit/data_config/table_structure_guard_test.gd) | | | 303 | 2245 | "hero_defense 池 percent 行叠满不可触池底(墙最深%s > clamp_lo %d——单效果归零结构性不可达)" ↩ % [ wall_detail if wall_detail != "" else "(池内现无负向行)", int(_db.settlement.pool_clamp_lo)] | wall_ok | 免伤墙归零护栏:percent 行叠满不可触池底(BUG-0003 免疫类防回归)。 | 迁单元测试(tests/unit/data_config/table_structure_guard_test.gd) | | +| 8001 | — | "hero_defense 池映射数==0(绊线钉——红=已加映射,去核上方护栏是否已同步激活)" | hd_maps == 0 | 钉住 hero_defense 池空集现态(核代码增补)——有人加映射先红,提醒护栏转激活需核验。 | 核代码增补(tests/unit/data_config/table_structure_guard_test.gd) | | | 304 | 2248 | "主角 armor_class 在域内(%d——暂定基准随表走)" ↩ % int(_db.hero.armor_class) | int(_db.hero.armor_class) >= 0 and int(_db.hero.armor_class) <= 30 | 主角 AC 在 [0,30] 域内(暂定基准随表走)。 | 迁单元测试(tests/unit/data_config/table_structure_guard_test.gd) | | | 305 | 2265 | "敌方 AC 行值在已裁带宽内(杂鱼 0~5·重击手/重装手 8~9·Boss 8~12——迭代 5 返工批 v1 重投,越带行%s)" ↩ % [ ac_detail if ac_detail != "" else "无"] | ac_band | 敌方 AC 行值在裁带宽内(杂鱼 0~5/重击手 8~9/Boss 8~12)。 | 迁单元测试(tests/unit/data_config/table_structure_guard_test.gd) | | | 306 | 2273 | "Boss AC 关卡台阶严格递增(%d < %d < %d)" ↩ % [int(boss_ac.get(1, 0)), int(boss_ac.get(2, 0)), int(boss_ac.get(3, 0))] | int(boss_ac.get(1, 0)) < int(boss_ac.get(2, 0)) and int(boss_ac.get(2, 0)) < int(boss_ac.get(3, 0)) | Boss AC 关卡台阶严格递增(L1= 1 and miss_neg_c >= 1 | 场景 C:标空惩罚照常(归因+负向兑付)。 | 迁单元测试(tests/unit/battle_settlement/seal_polarity_test.gd) | | | 468 | 3388 | "四情况 C:标中奖励照常(×%d)" ↩ % hit_c | hit_c >= 1 | 场景 C:标中奖励照常。 | 迁单元测试(tests/unit/battle_settlement/seal_polarity_test.gd) | | -## S36 _smoke_playtest_logger(行 3402–3435 · 8 条 · 去向:单元测试 → tests/unit/presentation/theme_projection_test.gd · 施工组 G11) +## S36 _smoke_playtest_logger(行 3402–3435 · 8 条 · 去向:单元测试 → tests/unit/presentation/theme_projection_test.gd · 施工组 G11;去向补正:转办行→cross_system_flow_test.gd,见维护记录) | 序号 | 行号 | 标签原文 | cond 摘要 | 白话释义 | 处置 | quiet | |---|---|---|---|---|---|---| -| 469 | 3402 | "会话文件开启(%s)" ↩ % path | path.contains("playtest_20260912") | 试玩日志会话文件开启(文件名含种子)。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | -| 470 | 3403 | "快照战斗启动" | settlement.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": int(_db.hero.max_hp)}) | 快照战斗启动。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | -| 471 | 3407 | "每结算一快照(%d 次结算 → %d 快照)" ↩ % [2, snaps.size()] | snaps.size() == 2 | 每结算恰一快照(2 结算→2 快照)。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | -| 472 | 3414 | "快照字段齐备(缺 %s)" ↩ % str(missing) | missing.is_empty() | 快照必需字段齐备(12 键零缺)。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | -| 473 | 3415 | "快照含英雄/经济/板序号(板 seq=%d)" ↩ % int(s1.board.seq) | int(s1.hero.max_hp) == int(_db.hero.max_hp) and s1.economy.has("phase") and s1.board.has("seq") | 快照含英雄/经济/板序号。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | -| 474 | 3418 | "快照 spawn_count 在位且 == unit_count(无击杀轮:%d/%d——全灭/空场可判别)" ↩ % [int(s1.get("spawn_count", -1)), int(s1.get("unit_count", -1))] | int(s1.get("spawn_count", -1)) >= 1 and int(s1.get("spawn_count", -1)) == int(s1.get("unit_count", -2)) | 快照 spawn_count 在位且等于单位数(无击杀轮全灭/空场可判别——Bug#1 回归)。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | -| 475 | 3422 | "诊断转储文件生成(%s)" ↩ % diag | diag.contains("diag_") | 诊断转储文件生成。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | -| 476 | 3435 | "JSONL 全部行可解析(%d 行 = session + 2 结算)" ↩ % lines | lines >= 3 and parse_ok | JSONL 全部行可解析(会话+2 结算)。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | +| 469 | 3402 | "会话文件开启(%s)" ↩ % path | path.contains("playtest_20260912") | 试玩日志会话文件开启(文件名含种子)。 |迁集成测试(tests/integration/cross_system_flow_test.gd)| | +| 470 | 3403 | "快照战斗启动" | settlement.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": int(_db.hero.max_hp)}) | 快照战斗启动。 |迁集成测试(tests/integration/cross_system_flow_test.gd)| | +| 471 | 3407 | "每结算一快照(%d 次结算 → %d 快照)" ↩ % [2, snaps.size()] | snaps.size() == 2 | 每结算恰一快照(2 结算→2 快照)。 |迁集成测试(tests/integration/cross_system_flow_test.gd)| | +| 472 | 3414 | "快照字段齐备(缺 %s)" ↩ % str(missing) | missing.is_empty() | 快照必需字段齐备(12 键零缺)。 |迁集成测试(tests/integration/cross_system_flow_test.gd)| | +| 473 | 3415 | "快照含英雄/经济/板序号(板 seq=%d)" ↩ % int(s1.board.seq) | int(s1.hero.max_hp) == int(_db.hero.max_hp) and s1.economy.has("phase") and s1.board.has("seq") | 快照含英雄/经济/板序号。 |迁集成测试(tests/integration/cross_system_flow_test.gd)| | +| 474 | 3418 | "快照 spawn_count 在位且 == unit_count(无击杀轮:%d/%d——全灭/空场可判别)" ↩ % [int(s1.get("spawn_count", -1)), int(s1.get("unit_count", -1))] | int(s1.get("spawn_count", -1)) >= 1 and int(s1.get("spawn_count", -1)) == int(s1.get("unit_count", -2)) | 快照 spawn_count 在位且等于单位数(无击杀轮全灭/空场可判别——Bug#1 回归)。 |迁集成测试(tests/integration/cross_system_flow_test.gd)| | +| 475 | 3422 | "诊断转储文件生成(%s)" ↩ % diag | diag.contains("diag_") | 诊断转储文件生成。 |迁集成测试(tests/integration/cross_system_flow_test.gd)| | +| 476 | 3435 | "JSONL 全部行可解析(%d 行 = session + 2 结算)" ↩ % lines | lines >= 3 and parse_ok | JSONL 全部行可解析(会话+2 结算)。 |迁集成测试(tests/integration/cross_system_flow_test.gd)| | ## S37 _smoke_encounter_roll(行 3448–3506 · 8 条 · 去向:单元测试 → tests/unit/battle_settlement/round_flow_skill_pool_test.gd · 施工组 G6) @@ -736,7 +738,7 @@ | 512 | 3753 | "构造触达:挖到安全格 ≥1(%d)" ↩ % int(probe["safe_events"]) | int(probe["safe_events"]) >= 1 | 构造触达:挖到安全格≥1。 | 迁单元测试(tests/unit/battle_settlement/seal_polarity_test.gd) | | | 513 | 3770 | "挖安全格 → 只出正向兑付(效果行 ∈ 正向字典 + 每格 ≥1 行——%d 格)" ↩ % probe["safe_cells"].size() | safe_all_pos | 挖安全格只出正向兑付(效果行∈正向字典+每格≥1 行)。 | 迁单元测试(tests/unit/battle_settlement/seal_polarity_test.gd) | | | 514 | 3787 | "挖危险格 → 只出负向兑付(效果行 ∈ 负向字典 + 每格 ≥1 行——%d 格)" ↩ % probe["mine_cells"].size() | mine_all_neg | 挖危险格只出负向兑付(效果行∈负向字典+每格≥1 行)。 | 迁单元测试(tests/unit/battle_settlement/seal_polarity_test.gd) | | -| 515 | 3796 | "封印命中 → 该危险格资源的正向兑付行(origin 指回危险格,效果 ∈ 正向字典)" | hit_ok | 封印命中→该危险格正向兑付行(origin 指回格,效果∈正向字典)。 | 迁单元测试(tests/unit/battle_settlement/seal_polarity_test.gd) | | +| 515 | 3796 | "封印命中 → 该危险格资源的正向兑付行(origin 指回危险格,效果 ∈ 正向字典;action 型按行值符号辨极性)" | hit_ok | 封印命中→该危险格正向兑付行(origin 指回格,效果∈正向字典)。 | 迁单元测试(tests/unit/battle_settlement/seal_polarity_test.gd) | | | 516 | 3802 | "封印溢价配置在位(seal_hit_premium=125 provisional——形态 a 兑付溢价)" | prem_pct == 125 | 封印溢价配置在位(125 provisional)。 | 迁单元测试(tests/unit/battle_settlement/seal_polarity_test.gd) | | | 517 | 3830 | "标中兑付溢价(×%d 行逐型=同型正向 ×%d/100——等号压线注记:δ=1.25 时条件二 E[标中]=1.25·E_dig 恰等成立)" ↩ % [prem_rows, prem_pct] | prem_rows >= 1 and prem_ok | 标中兑付逐型溢价=同型正向×1.25。 | 迁单元测试(tests/unit/battle_settlement/seal_polarity_test.gd) | | | 518 | 3836 | "标空惩罚零溢价(负向直伤行=固定表值原值——溢价只挂标中正向)" | miss_flat_ok | 标空惩罚零溢价(负向直伤=固定表值原值)。 | 迁单元测试(tests/unit/battle_settlement/seal_polarity_test.gd) | | @@ -1006,6 +1008,7 @@ | 707 | 5383 | "共享池账本 -1(跨渠道单点——taken %d → %d)" ↩ % [taken0, int(a8._curio_taken.get(kind, 0))] | int(a8._curio_taken.get(kind, 0)) == taken0 + 1 | 共享池账本 −1(跨渠道单点)。 | 迁单元测试(tests/unit/core/level_shop_economy_test.gd) | | | 708 | 5393 | "A 链爬价 = ceil(base×b^(关序−1)×A^1)(进店第 2 购——%d)" ↩ % expect_p2 | int(second.get("price", -1)) == expect_p2 | A 链爬价=公式含 A^1(进店第 2 购)。 | 迁单元测试(tests/unit/core/level_shop_economy_test.gd) | | | 709 | 5395 | "同 visit 第二购受理(A 链软闸在价不在限)" | r8.buy_pool_item(String(second.get("kind_id", ""))) | 同 visit 第二购受理(A 链软闸在价不在限)。 | 迁单元测试(tests/unit/core/level_shop_economy_test.gd) | | +| 8002 | — | "A 链爬价场景未构造(抬 GP 后货架仍无可购第二卡)——场景绑定失败" | false | 场景绑定失败显式红(核代码增补)——白盒抬 GP 后货架必无可购第二卡时红。 | 核代码增补(tests/unit/core/level_shop_economy_test.gd) | | | 710 | 5403 | "切边件零入店(40 次重抽零 gp/aux——负交易切边+三轴 doctrine)" | not cut_seen | 切边件零入店(40 次重抽零 GP 袋/aux)。 | 迁单元测试(tests/unit/core/level_shop_economy_test.gd) | | | 711 | 5414 | "库存尽剔牌库(attack 令牌耗尽——池消耗即上限跨渠道共库 reward→shop 向)" | not attack_seen | 库存尽剔牌库(池消耗即上限跨渠道共库)。 | 迁单元测试(tests/unit/core/level_shop_economy_test.gd) | | | 712 | 5416 | "池空消费拒绝(handler 零副作用——买光即枯竭硬闸)" | not a8._consume_pool_purchase("attack", "common") and a8.pool_stock("attack") == stock_before | 池空消费拒绝(handler 零副作用买光即枯竭)。 | 迁单元测试(tests/unit/core/level_shop_economy_test.gd) | | @@ -1279,7 +1282,7 @@ | 910 | 6505 | "V1 普通钮 normal/hover/disabled 均为石纹九宫格贴图样式盒" | n_sb is StyleBoxTexture and h_sb is StyleBoxTexture and d_sb is StyleBoxTexture | 普通钮三态为石纹九宫格贴图样式盒。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | | 911 | 6509 | "V1 普通钮 hover=modulate 提亮(乙案,异于常态 WHITE)" | h_mod != Color.WHITE and h_mod.r > 1.0 | 普通钮悬停=提亮(乙案,异于常态白)。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | | 912 | 6512 | "V1 普通钮 disabled=本族底 α0.45 幽灵化(甲案)" | is_equal_approx(d_mod.a, 0.45) and d_mod.r == 1.0 and d_mod.g == 1.0 | 普通钮禁用=本族底 α0.45 幽灵化(甲案)。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | -| 913 | 6515 | "V1 普通钮 disabled≠pressed(旧错配已修正)" | d_sb != p_sb | 普通钮禁用≠按压(旧错配已修正)。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | +| 913 | 6515 | "V1 普通钮 disabled≠pressed(旧错配已修正)" |_sb_content_differs(d_sb, p_sb)| 普通钮禁用≠按压(旧错配已修正)。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | | 914 | 6517 | "V1 普通钮 focus 样式盒为扁平环(StyleBoxFlat)" | f_sb is StyleBoxFlat | 普通钮焦点样式盒为扁平环。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | | 915 | 6519 | "V1 焦点环色=INK(与 font_focus_color 同源)" | fsb.border_color == uikit_s.INK | 焦点环色=INK(与焦点字色同源)。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | | 916 | 6520 | "V1 焦点环宽=2px" | is_equal_approx(fsb.border_width_left, 2.0) and is_equal_approx(fsb.border_width_right, 2.0) and is_equal_approx(fsb.border_width_top, 2.0) and is_equal_approx(fsb.border_width_bottom, 2.0) | 焦点环宽=2px(四边)。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | @@ -1289,13 +1292,13 @@ | 920 | 6535 | "V1 主钮 pressed/disabled=本族平涂(非石纹)" | ppn is StyleBoxFlat and pdd is StyleBoxFlat | 主钮按压/禁用=本族平涂(非石纹)。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | | 921 | 6536 | "V1 主钮 pressed=烛光黄深档(现行值不动)" | (ppn as StyleBoxFlat).bg_color == Color8(214, 172, 88) | 主钮按压=烛光黄深档(现行值)。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | | 922 | 6537 | "V1 主钮 disabled=本族底 α0.45 幽灵化" | is_equal_approx((pdd as StyleBoxFlat).bg_color.a, 0.45) | 主钮禁用=本族底 α0.45 幽灵化。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | -| 923 | 6538 | "V1 主钮 disabled≠pressed" | pdd != ppn | 主钮禁用≠按压。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | +| 923 | 6538 | "V1 主钮 disabled≠pressed" |_sb_content_differs(ppn, pdd)| 主钮禁用≠按压。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | | 924 | 6539 | "V1 主钮 hover=提亮档(承现行不动)" | (phv as StyleBoxFlat).bg_color == uikit_s.CANDLE.lightened(0.06) | 主钮悬停=提亮档(承现行)。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | | 925 | 6544 | "V1 危险钮 %s 样式盒非空" ↩ % st | db.has_theme_stylebox_override(st) | 危险钮五态样式盒逐态非空。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | | 926 | 6547 | "V1 危险钮 pressed/disabled=本族平涂(非石纹,旧错配已修正)" | dpr is StyleBoxFlat and dds is StyleBoxFlat | 危险钮按压/禁用=本族平涂。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | | 927 | 6548 | "V1 危险钮 pressed=深红深档(暗于常态)" | (dpr as StyleBoxFlat).bg_color.r < 180.0 / 255.0 | 危险钮按压=深红深档(暗于常态)。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | | 928 | 6549 | "V1 危险钮 disabled=本族底 α0.45 幽灵化" | is_equal_approx((dds as StyleBoxFlat).bg_color.a, 0.45) | 危险钮禁用=α0.45 幽灵化。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | -| 929 | 6550 | "V1 危险钮 disabled≠pressed" | dds != dpr | 危险钮禁用≠按压。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | +| 929 | 6550 | "V1 危险钮 disabled≠pressed" |_sb_content_differs(dpr, dds)| 危险钮禁用≠按压。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | | 930 | 6555 | "V2 红线维持 Button 类型词条零接触" | not th.get_type_list().has("Button") | 主题红线维持:Button 类型词条零接触。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | | 931 | 6562 | "V2 红线维持 focus 族词条零定义%s" ↩ % ("" if focus_hits == "" else "(违例:" + focus_hits + ")") | focus_hits == "" | 主题红线维持:focus 族词条零定义。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | @@ -1352,7 +1355,7 @@ | 963 | 6673 | "V6 浮窗转储钮外发方法在位(纯视图边界)" | dbg_src.contains("_emit_diagnose_requested") | 浮窗转储钮外发方法在位(纯视图边界)。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | | 964 | 6674 | "V6 浮窗诊断转储钮在位(玩家画面角落钮清零后唯一入口)" | dbg_src.contains('UiKit.button("转储")') | 浮窗诊断转储钮在位(唯一入口)。 | 迁单元测试(tests/unit/presentation/theme_projection_test.gd) | | -## S76 _smoke_save(行 6713–6977 · 70 条 · 去向:单元测试 → tests/unit/core/save_manager_domain_test.gd · 施工组 G10) +## S76 _smoke_save(行 6713–6977 · 70 条 · 去向:单元测试 → tests/unit/core/save_manager_domain_test.gd · 施工组 G10;去向补正:转办行→cross_system_flow_test.gd,见维护记录) | 序号 | 行号 | 标签原文 | cond 摘要 | 白话释义 | 处置 | quiet | |---|---|---|---|---|---|---| @@ -1384,16 +1387,16 @@ | 990 | 6795 | "域界干净——meta 域无局内资源键(发现 %s)" ↩ % str(leaked) | leaked.is_empty() | 域界干净——meta 域无局内资源键。 | 迁单元测试(tests/unit/core/save_manager_domain_test.gd) | | | 991 | 6803 | "摘要 cap 10(12 份 → 10 条)" | arr.size() == 10 | 摘要上限 10(12 份截断)。 | 迁单元测试(tests/unit/core/save_manager_domain_test.gd) | | | 992 | 6804 | "最新在前(头 seed 11 / 尾 seed 2)" | int(arr[0].get("master_seed", -1)) == 11 and int(arr[9].get("master_seed", -1)) == 2 | 摘要最新在前。 | 迁单元测试(tests/unit/core/save_manager_domain_test.gd) | | -| 993 | 6815 | "摘要集成:冒险驱动满配通关(seed 42)" | String(st9.get("result", "")) == "completed" | 摘要集成:真实局满配通关。 | 迁单元测试(tests/unit/core/save_manager_domain_test.gd) | | -| 994 | 6816 | "集成钥石余额 = ΣBoss 首杀行值(%d——逐杀掉落全源)" ↩ % f9.keystone_balance() | f9.keystone_balance() == ks_run | 集成钥石余额=ΣBoss 首杀行值。 | 迁单元测试(tests/unit/core/save_manager_domain_test.gd) | | -| 995 | 6817 | "集成通关次数表全 1" | f9.clear_count(1) == 1 and f9.clear_count(2) == 1 and f9.clear_count(3) == 1 | 集成通关次数表全 1。 | 迁单元测试(tests/unit/core/save_manager_domain_test.gd) | | -| 996 | 6818 | "集成三关首杀标记齐" | f9.boss_first_kill_marked(1) and f9.boss_first_kill_marked(2) and f9.boss_first_kill_marked(3) | 集成三关首杀标记齐。 | 迁单元测试(tests/unit/core/save_manager_domain_test.gd) | | -| 997 | 6820 | "集成 recent 1 条且 seed 42" | f9.recent_summaries().size() == 1 and int(f9.recent_summaries()[0].get("master_seed", -1)) == 42 | 集成摘要 1 条且种子正确。 | 迁单元测试(tests/unit/core/save_manager_domain_test.gd) | | -| 998 | 6824 | "第二局后通关次数全 2" | f9.clear_count(1) == 2 and f9.clear_count(2) == 2 and f9.clear_count(3) == 2 | 第二局后通关次数全 2。 | 迁单元测试(tests/unit/core/save_manager_domain_test.gd) | | -| 999 | 6825 | "第二局后余额翻倍(2 × Σ首杀——模拟驱动恒首杀口径)" | f9.keystone_balance() == 2 * ks_run | 第二局后余额翻倍。 | 迁单元测试(tests/unit/core/save_manager_domain_test.gd) | | -| 1000 | 6826 | "集成 recent 长度 2" | f9.recent_summaries().size() == 2 | 集成摘要长度 2。 | 迁单元测试(tests/unit/core/save_manager_domain_test.gd) | | -| 1001 | 6827 | "集成写盘成功" | f9.write_to_disk() | 集成写盘成功。 | 迁单元测试(tests/unit/core/save_manager_domain_test.gd) | | -| 1002 | 6829 | "集成写盘读回全量保持" | r9.load_from_disk() and r9.keystone_balance() == 2 * ks_run and r9.clear_count(3) == 2 and r9.recent_summaries().size() == 2 and r9.boss_first_kill_marked(3) | 集成写盘读回全量保持。 | 迁单元测试(tests/unit/core/save_manager_domain_test.gd) | | +| 993 | 6815 | "摘要集成:冒险驱动满配通关(seed 42)" | String(st9.get("result", "")) == "completed" | 摘要集成:真实局满配通关。 |迁集成测试(tests/integration/cross_system_flow_test.gd)| | +| 994 | 6816 | "集成钥石余额 = ΣBoss 首杀行值(%d——逐杀掉落全源)" ↩ % f9.keystone_balance() | f9.keystone_balance() == ks_run | 集成钥石余额=ΣBoss 首杀行值。 |迁集成测试(tests/integration/cross_system_flow_test.gd)| | +| 995 | 6817 | "集成通关次数表全 1" | f9.clear_count(1) == 1 and f9.clear_count(2) == 1 and f9.clear_count(3) == 1 | 集成通关次数表全 1。 |迁集成测试(tests/integration/cross_system_flow_test.gd)| | +| 996 | 6818 | "集成三关首杀标记齐" | f9.boss_first_kill_marked(1) and f9.boss_first_kill_marked(2) and f9.boss_first_kill_marked(3) | 集成三关首杀标记齐。 |迁集成测试(tests/integration/cross_system_flow_test.gd)| | +| 997 | 6820 | "集成 recent 1 条且 seed 42" | f9.recent_summaries().size() == 1 and int(f9.recent_summaries()[0].get("master_seed", -1)) == 42 | 集成摘要 1 条且种子正确。 |迁集成测试(tests/integration/cross_system_flow_test.gd)| | +| 998 | 6824 | "第二局后通关次数全 2" | f9.clear_count(1) == 2 and f9.clear_count(2) == 2 and f9.clear_count(3) == 2 | 第二局后通关次数全 2。 |迁集成测试(tests/integration/cross_system_flow_test.gd)| | +| 999 | 6825 | "第二局后余额翻倍(2 × Σ首杀——模拟驱动恒首杀口径)" | f9.keystone_balance() == 2 * ks_run | 第二局后余额翻倍。 |迁集成测试(tests/integration/cross_system_flow_test.gd)| | +| 1000 | 6826 | "集成 recent 长度 2" | f9.recent_summaries().size() == 2 | 集成摘要长度 2。 |迁集成测试(tests/integration/cross_system_flow_test.gd)| | +| 1001 | 6827 | "集成写盘成功" | f9.write_to_disk() | 集成写盘成功。 |迁集成测试(tests/integration/cross_system_flow_test.gd)| | +| 1002 | 6829 | "集成写盘读回全量保持" | r9.load_from_disk() and r9.keystone_balance() == 2 * ks_run and r9.clear_count(3) == 2 and r9.recent_summaries().size() == 2 and r9.boss_first_kill_marked(3) | 集成写盘读回全量保持。 |迁集成测试(tests/integration/cross_system_flow_test.gd)| | | 1003 | 6835 | "断点:新档无断点(合法空态——「继续上局」隐藏)" | not fbp.has_breakpoint() | 断点:新档无断点(合法空态)。 | 迁单元测试(tests/unit/core/save_manager_domain_test.gd) | | | 1004 | 6846 | "断点:写入+写盘成功" | fbp.has_breakpoint() and fbp.write_to_disk() | 断点写入+写盘成功。 | 迁单元测试(tests/unit/core/save_manager_domain_test.gd) | | | 1005 | 6848 | "断点:读回在档" | rb.load_from_disk() and rb.has_breakpoint() | 断点读回在档。 | 迁单元测试(tests/unit/core/save_manager_domain_test.gd) | | diff --git a/reports/批B-变异统一台账.md b/reports/批B-变异统一台账.md deleted file mode 100644 index b256907b..00000000 --- a/reports/批B-变异统一台账.md +++ /dev/null @@ -1,291 +0,0 @@ -# 批 B 变异统一台账(机器生成) - -> 生成命令:`godot --headless --path game --script res://tests/mutation/mutation_engine.gd -- --all --snap=seal_polarity=res://tests/.gates/mut_snapshots/seal_polarity_test.gd(23 套分批跑齐:system/TSG/board/roll/seal;board_generator 与 roll 尾套带 --excl-func/--excl-line 毒候选隔离与 --budget 收刀,各批命令见实现报告)` -> 生成时间:2026-10-23T13:33:47 · 引擎:游戏环境启动一次,逐条执行「内存内改坏 → 重跑该断言所在套函数 → 验 FAIL → 撤销 → 记录」,全程不改任何文件。 -> 三武器:table=已加载 Resource 内存字段改写 · inject=生产脚本源码内存变换+reload 原地重编译(零触盘)· state=对象状态篡改(长活成员/静态与初值/autoload 树状态)。 -> 中间结果 JSON 在 `user://mutation_work/results/`(仓库外);本文件为唯一持久产出。 - -## 一、逐条记录 - -| 宿主 | 套 | # | 标签 | 武器 | 改坏点 | 结果 | 复验轮耗时 | 连带红 | -|---|---|---|---|---|---|---|---|---| -| system_test | split_tail | 0 | false | state | ConfigDB:-1 tree_rename / [状态·树] autoload 节点 /root/ConfigDB 改名(装配链就绪护栏击穿) | 验红 | 13ms | 0 | -| system_test | smoke_scene_split | 1 | menu.start_overlay != null and menu.lvbtn != null and menu.resumebtn != null and menu.campbtn !=… | | | 异常 | — | — | -| system_test | smoke_scene_split | 2 | menu.start_overlay.visible | | | 异常 | — | — | -| system_test | smoke_scene_split | 3 | menu.mouse_filter == Control.MOUSE_FILTER_IGNORE | | | 异常 | — | — | -| system_test | smoke_scene_split | 4 | camp.camp_overlay != null | | | 异常 | — | — | -| system_test | smoke_scene_split | 5 | not camp.camp_overlay.visible | | | 异常 | — | — | -| system_test | smoke_scene_split | 6 | adv.battle_root != null and adv.stage != null and adv.board_zone != null and adv.board_view != n… | | | 异常 | — | — | -| system_test | smoke_scene_split | 7 | top == main._start_overlay | inject | main.gd:198 bool true→false / main.gd:199 bool true→false [_start_overlay.visible = true → _star… | 验红 | 221ms | 0 | -| system_test | smoke_scene_split | 8 | main._menu_screen.get_index() > main._adventure_screen.get_index() | inject | main.gd:467 num 1→0 / main.gd:468 num 1→0 [slot += 1 → slot += 0] | 验红 | 204ms | 2 | -| system_test | smoke_scene_split | 9 | chain_ok | inject | main.gd:222 asgn 置null / main.gd:223 asgn 置null [info_panel = _adventure_screen.info_panel → inf… | 验红 | 224ms | 0 | -| system_test | smoke_scene_split | 10 | main._start_overlay == main._menu_screen.start_overlay and main.camp_overlay == main._camp_scree… | inject | main.gd:218 asgn 置null / main.gd:219 asgn 置null [_start_overlay = _menu_screen.start_overlay → _… | 验红 | 221ms | 1 | -| system_test | smoke_scene_split | 11 | main.run_scope != null and not main.run_scope.is_adventure | inject | main.gd:196 bool false→true / main.gd:197 bool false→true [_begin_session(false) # 闲时会话(gp_led… | 验红 | 214ms | 0 | -| system_test | smoke_boot_chain | 12 | db.is_ready and db.hero != null | | | 异常 | — | — | -| system_test | smoke_boot_chain | 13 | AudioServer.is_bus_mute(master) == (ss.volume_linear <= 0.001) and is_equal_approx(AudioServer.g… | | | 异常 | — | — | -| system_test | smoke_boot_chain | 14 | ui_kit.motion_scale == (0.5 if ss.reduced_motion else 1.0) | | | 异常 | — | — | -| system_test | smoke_boot_chain | 15 | main._start_overlay.visible | inject | main.gd:198 bool true→false / main.gd:199 bool true→false [_start_overlay.visible = true → _star… | 验红 | 121ms | 2 | -| system_test | smoke_boot_chain | 16 | not sm.has_breakpoint() and not main._resume_btn.visible | | | 异常 | — | — | -| system_test | smoke_boot_chain | 17 | sm.active_slot() == 0 and not sm.has_write_target() | inject | save_manager.gd:358 bool false→true / save_manager.gd:359 bool false→true [return false → return… | 验红 | 133ms | 1 | -| system_test | smoke_boot_chain | 18 | sm.keystone_balance() == 0 and not sm.has_breakpoint() and sm.adventure_total() == 0 | | | 异常 | — | — | -| system_test | smoke_boot_chain | 19 | not sm.write_to_disk() | inject | save_manager.gd:358 bool false→true / save_manager.gd:359 bool false→true [return false → return… | 验红 | 131ms | 1 | -| system_test | smoke_boot_chain | 20 | not (FileAccess.file_exists("user://save.json") and not FileAccess.file_exists(sm.slot_path(1))) | | | 异常 | — | — | -| system_test | smoke_boot_chain | 21 | not sm.has_breakpoint() and not main._resume_btn.visible | | | 异常 | — | — | -| system_test | smoke_boot_chain | 22 | sm.has_breakpoint() and main._resume_btn.visible | inject | main.gd:533 op ==→!= / main.gd:534 op ==→!= [if _resume_btn == null: → if _resume_btn != null:] | 验红 | 122ms | 2 | -| system_test | smoke_boot_chain | 23 | not main._resume_btn.visible | | | 异常 | — | — | -| system_test | smoke_boot_chain | 24 | main.run_scope != null and not main.run_scope.is_adventure and main.run_scope.is_inside_tree() | inject | main.gd:171 op !=→== / main.gd:172 op !=→== [if run_scope != null: → if run_scope == null:] | 验红 | 138ms | 2 | -| system_test | smoke_boot_chain | 25 | not main.debug_overlay.visible | | | 异常 | — | — | -| system_test | smoke_boot_chain | 26 | main.debug_badge != null and main.debug_badge.visible | inject | main.gd:199 bool true→false / main.gd:200 bool true→false [_debug_entry = true # 调试入口门控写死=true… | 验红 | 122ms | 2 | -| system_test | smoke_run_lifecycle | 27 | main.run_scope != null and main.run_scope.is_adventure and main.run_scope.adventure != null | inject | main.gd:492 if 取反 / main.gd:493 if 取反 [if save_manager.has_breakpoint(): → if not (save_manager.… | 验红 | 138ms | 0 | -| system_test | smoke_run_lifecycle | 28 | main.run_scope.hints_shown.is_empty() | | | 异常 | — | — | -| system_test | smoke_run_lifecycle | 29 | main.run_scope.adventure.abandon() | | | 异常 | — | — | -| system_test | smoke_run_lifecycle | 30 | finished.done | inject | main.gd:11 key 错位:"/root/RngService" / main.gd:12 key 错位:"/root/RngService" [const AUTOLOAD_PATH… | 验红 | 331ms | 3 | -| system_test | smoke_run_lifecycle | 31 | main._end_overlay.is_open() | inject | main.gd:11 key 错位:"/root/RngService" / main.gd:12 key 错位:"/root/RngService" [const AUTOLOAD_PATH… | 验红 | 333ms | 3 | -| system_test | smoke_run_lifecycle | 32 | not main.run_scope.is_adventure and main.run_scope.adventure == null and main.run_scope.runner =… | inject | main.gd:726 bool false→true / main.gd:727 bool false→true [_begin_session(false) → _begin_sessio… | 验红 | 141ms | 1 | -| system_test | smoke_run_lifecycle | 33 | main.run_scope.hints_shown.is_empty() and not main.run_scope.boss_active and main.run_scope.last… | inject | main.gd:712 if 取反 / main.gd:713 if 取反 [if _bonus.resume_if_pending(): # 三选一停点在途恢复入口… → if not … | 验红 | 141ms | 2 | -| system_test | smoke_run_lifecycle | 34 | main._start_overlay.visible | inject | main.gd:728 bool true→false / main.gd:729 bool true→false [_start_overlay.visible = true → _star… | 验红 | 153ms | 1 | -| system_test | smoke_run_lifecycle | 35 | not sm.has_breakpoint() | | | 异常 | — | — | -| system_test | smoke_run_lifecycle | 36 | main.run_scope.is_adventure and main.run_scope.adventure != null and main.run_scope.hints_shown.… | inject | main.gd:174 asgn 置null / main.gd:175 asgn 置null [run_scope.is_adventure = adventure_session → ru… | 验红 | 212ms | 2 | -| system_test | smoke_run_lifecycle | 37 | not main._start_overlay.visible | inject | main.gd:498 bool false→true / main.gd:499 bool false→true [_start_overlay.visible = false → _sta… | 验红 | 141ms | 1 | -| system_test | smoke_lifecycle_matrix | 39 | main.run_scope.settlement == null or not main.run_scope.settlement.is_battle_live() | | | 异常 | — | — | -| system_test | smoke_lifecycle_matrix | 40 | main.run_scope.adventure.abandon() | | | 异常 | — | — | -| system_test | smoke_lifecycle_matrix | 41 | finished.done and main._end_overlay.is_open() | | | 异常 | — | — | -| system_test | smoke_lifecycle_matrix | 42 | main.run_scope != old_scope and main.run_scope.is_inside_tree() | inject | main.gd:716 bool false→true / main.gd:717 bool false→true [_settlement_stop_pending = false → _s… | 验红 | 6481ms | 2 | -| system_test | smoke_lifecycle_matrix | 43 | not is_instance_valid(old_scope) | inject | main.gd:716 bool false→true / main.gd:717 bool false→true [_settlement_stop_pending = false → _s… | 验红 | 6341ms | 2 | -| system_test | smoke_lifecycle_matrix | 44 | false | | | 异常 | — | — | -| system_test | smoke_lifecycle_matrix | 45 | main.run_scope.adventure != null and main.run_scope.adventure != first_adv | | | 异常 | — | — | -| system_test | smoke_lifecycle_matrix | 46 | main.run_scope.adventure.abandon() | | | 异常 | — | — | -| system_test | smoke_lifecycle_matrix | 47 | main._resume_btn.visible | inject | main.gd:533 op ==→!= / main.gd:534 op ==→!= [if _resume_btn == null: → if _resume_btn != null:] | 验红 | 4864ms | 0 | -| system_test | smoke_lifecycle_matrix | 48 | main.run_scope != idle_scope and main.run_scope.is_inside_tree() | inject | main.gd:544 if 去not / main.gd:545 if 去not [if not save_manager.has_breakpoint(): → if save_manag… | 验红 | 2963ms | 1 | -| system_test | stage_faces | 38 | bad.is_empty() | inject | main.gd:218 asgn 置null / main.gd:219 asgn 置null [_start_overlay = _menu_screen.start_overlay → _… | 验红 | 307ms | 0 | -| table_structure_guard | smoke_ac_swap_guard | 21 | "状态表 defense_up 行已退役(无双轨)" | table | status_effects.rows.effect_id=defense_up:-1 table 字面量插行 / 表插行 status_effects.rows:effect_id=defe… | 验红 | 5ms | 0 | -| table_structure_guard | smoke_ac_swap_guard | 22 | "ac_up 行在位(hero · +1 ac · 只续时不叠层——2026-09-20 主角增益续时批)" | table | status_effects.rows[1].effect_id:-1 table 删键 / 表行删键 status_effects.rows[1].effect_id | 验红 | 5ms | 0 | -| table_structure_guard | smoke_ac_swap_guard | 23 | "奖励表 defense 正向行 effect_id = ac_up(显示名盾牌加护,权重/tier 不变)" | table | reward.rows[1].cell_type:-1 table 删键 / 表行删键 reward.rows[1].cell_type | 验红 | 5ms | 0 | -| table_structure_guard | smoke_ac_swap_guard | 24 | "effect_pool_map 无 defense_up/ac_up 键(减伤不入池——AC 不经乘区)" | table | settlement.effect_pool_map.defense_up:-1 table 字典加键 / 字典加键 settlement.effect_pool_map:defense_up… | 验红 | 5ms | 0 | -| table_structure_guard | smoke_ac_swap_guard | 25 | "hero_defense 池 percent 行叠满不可触池底(墙最深%s > clamp_lo %d——单效果归零结构性不可达)" % [ wall_detail if wall_deta… | | | 异常 | — | — | -| table_structure_guard | smoke_ac_swap_guard | 26 | "主角 armor_class 在域内(%d——暂定基准随表走)" % int(_db.hero.armor_class) | table | hero.armor_class:-1 table_set / 表改写 hero.armor_class: 10 → 100 | 验红 | 5ms | 0 | -| table_structure_guard | smoke_ac_swap_guard | 27 | "敌方 AC 行值在已裁带宽内(杂鱼 0~5·重击手/重装手 8~9·Boss 8~12——迭代 5 返工批 v1 重投,越带行%s)" % [ ac_detail if ac_detail … | table | enemy.rows[4].enemy_id:-1 table_set / 表行改写 enemy.rows[4].enemy_id: ogre_chief → ogre_chief_x | 验红 | 5ms | 0 | -| table_structure_guard | smoke_ac_swap_guard | 28 | "Boss AC 关卡台阶严格递增(%d < %d < %d)" % [int(boss_ac.get(1, 0)), int(boss_ac.get(2, 0)), int(boss_ac.… | table | enemy.rows[12].level_index:-1 table 删键 / 表行删键 enemy.rows[12].level_index | 验红 | 5ms | 0 | -| table_structure_guard | smoke_ac_swap_guard | 29 | "熊地精首遇带(1,battle,%d)降档锚定(hp 22 · ac 2 · 池 attack6/charge2/heavy2 零改动——迭代 24 N1;首遇带数据驱动定位)〔fv21〕"… | table | enemy.rows[2].level_index:-1 table 删键 / 表行删键 enemy.rows[2].level_index | 验红 | 5ms | 1 | -| table_structure_guard | smoke_ac_swap_guard | 30 | "第一关相邻深度带总量比 ≤ 2.5(12/10/22/35/72——迭代 24 N1 曲线护栏,带键升序;越带%s)" % [ curve_detail if curve_detail !=… | table | enemy.rows[2].level_index:-1 table 删键 / 表行删键 enemy.rows[2].level_index | 验红 | 5ms | 1 | -| table_structure_guard | smoke_ac_swap_guard | 31 | "掷点参数拍板值在位(d20 / nat20 暴击 ×200%% / 下限 1 / attack_bonus 0 / armor_roll 流)" | table | settlement.roll_faces:-1 table_set / 表改写 settlement.roll_faces: 20 → 21 | 验红 | 5ms | 0 | -| table_structure_guard | smoke_ac_swap_guard | 32 | "档位表拍板值在位(缺口 1-3 → ×0.75 · 4-7 → ×0.5 · 8+ → ×0.25——无零档)" | table | settlement.roll_tier_bounds:-1 table 删行 / 表删行 settlement.roll_tier_bounds[0] | 验红 | 5ms | 0 | -| table_structure_guard | smoke_enemy_bands | 17 | "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〕" | table | enemy.rows[0].depth_band:-1 table 删键 / 表行删键 enemy.rows[0].depth_band | 验红 | 5ms | 0 | -| table_structure_guard | smoke_enemy_bands | 18 | "hobgoblin 行在 (1,battle,3) 留任随迁(缺口行不删不补——补齐归敌种内容批)〔fv12〕〔fv25〕" | table | enemy.rows[3].depth_band:-1 table 删键 / 表行删键 enemy.rows[3].depth_band | 验红 | 5ms | 1 | -| table_structure_guard | smoke_enemy_bands | 19 | "hobgoblin 缺口登记随行(表文件注释在位——缺口不静默)〔fv25〕" | | | 异常 | — | — | -| table_structure_guard | smoke_enemy_bands | 20 | "三关 Boss 行各恰一行且 row_kind=boss、band=图 Boss 节点深度(%d/%d/%d%s)〔fv13〕" % [ _boss_depth(1), _boss_dept… | table | enemy.rows[4].depth_band:-1 table 删键 / 表行删键 enemy.rows[4].depth_band | 验红 | 5ms | 1 | -| table_structure_guard | smoke_variation_framework | 33 | "变异清单 6 行(荆棘丛/藤蔓缠绕/岩浆/烬覆 + 落石/矿尘——首批类型定稿批 + 第三关内容批;贫矿脉 2026-10-16 用户令屏蔽删行)" | table | variation.rows:-1 table 复插行 / 表复插行 variation.rows[0] → 表首 | 验红 | 5ms | 3 | -| table_structure_guard | smoke_variation_framework | 34 | "变异表校验零错误(6 行全过域与跨字段互锁——含 scope=global 三互锁负样本)" | table | variation.rows[0].variant_id:-1 table 删键 / 表行删键 variation.rows[0].variant_id | 验红 | 21ms | 0 | -| table_structure_guard | smoke_variation_framework | 35 | "L1 dungeon 候选池 = 荆棘丛+藤蔓缠绕(unlock + board_types 双闸)" | table | variation.rows:-1 table 复插行 / 表复插行 variation.rows[0] → 表首 | 验红 | 5ms | 3 | -| table_structure_guard | smoke_variation_framework | 36 | "L2 underdark 候选池 = 岩浆+烬覆(第二关解锁)" | table | variation.rows:-1 table 复插行 / 表复插行 variation.rows[2] → 表首 | 验红 | 5ms | 2 | -| table_structure_guard | smoke_variation_framework | 37 | "unlock 门控:L1 不进 underdark 行(岩浆/烬覆第二关解锁)" | table | variation.rows[2].unlock_level:-1 table_set / 表行改写 variation.rows[2].unlock_level: 2 → 1 | 验红 | 5ms | 0 | -| table_structure_guard | smoke_variation_framework | 38 | "board_types 门控:L2 dungeon 板池 = 荆棘丛+藤蔓缠绕(解锁累积;岩浆/烬覆被 board_types ∅ 交集排除)" | table | variation.rows:-1 table 复插行 / 表复插行 variation.rows[0] → 表首 | 验红 | 5ms | 3 | -| table_structure_guard | smoke_variation_framework | 39 | "清单外 variant_id 返回空(读取通道在位)" | table | variation.rows.variant_id=nonexistent:-1 table 字面量插行 / 表插行 variation.rows:variant_id=nonexistent… | 验红 | 5ms | 3 | -| table_structure_guard | smoke_variation_framework | 40 | "跨字段互锁负样本①:flat_damage + placement=any 被拒(只出现在未打开的格子)" | inject | variation_table.gd:28 key 错位:"variant_id" / variation_table.gd:29 key 错位:"variant_id" [var vid: … | 验红 | 5ms | 1 | -| table_structure_guard | smoke_variation_framework | 41 | "跨字段互锁负样本②:hide_number + trigger≠on_number_shown 被拒" | inject | variation_table.gd:28 key 错位:"variant_id" / variation_table.gd:29 key 错位:"variant_id" [var vid: … | 验红 | 5ms | 1 | -| table_structure_guard | smoke_difficulty_table | 42 | "DifficultyTable MVP 空表加载(结构位)" | table | difficulty.rows:-1 table 空表插行 / 空表插行 difficulty.rows(合成行灭 is_empty) | 验红 | 5ms | 0 | -| table_structure_guard | smoke_difficulty_table | 43 | "spawn 受理" | inject | unit_container.gd:37 key 错位:"battle" / unit_container.gd:38 key 错位:"battle" [hero_attack_type: S… | 验红 | 69ms | 0 | -| table_structure_guard | smoke_difficulty_table | 44 | "空表零修饰(hp=%d atk=%d = 行值 %d/%d)" % [int(unit.hp), int(unit.atk), int(d0.hp), int(d0.atk)] | inject | unit_container.gd:57 num 1.0→2.0 / unit_container.gd:58 num 1.0→2.0 [var hp_mult: float = float(… | 验红 | 5ms | 0 | -| table_structure_guard | smoke_difficulty_table | 45 | "修饰后 spawn 受理" | inject | unit_container.gd:116 bool true→false / unit_container.gd:117 bool true→false [return true → ret… | 验红 | 5ms | 2 | -| table_structure_guard | smoke_difficulty_table | 46 | "hp 修饰 ×1.5(%d→%d,max_hp 同步)" % [int(d0.hp), int(g2.hp)] | inject | unit_container.gd:57 key 错位:"hp_mult" / unit_container.gd:58 key 错位:"hp_mult" [var hp_mult: floa… | 验红 | 5ms | 1 | -| table_structure_guard | smoke_difficulty_table | 47 | "atk 修饰 ×2.0(%d→%d)" % [int(d0.atk), int(g2.atk)] | inject | unit_container.gd:58 key 错位:"atk_mult" / unit_container.gd:59 key 错位:"atk_mult" [var atk_mult: f… | 验红 | 5ms | 0 | -| table_structure_guard | smoke_difficulty_table | 48 | "越域修饰 spawn 受理" | inject | unit_container.gd:116 bool true→false / unit_container.gd:117 bool true→false [return true → ret… | 验红 | 5ms | 2 | -| table_structure_guard | smoke_difficulty_table | 49 | "越域乘数 clamp 至 10(%d→%d)" % [int(d0.hp), int(enemy_system_c.all_enemies()[0].hp)] | inject | unit_container.gd:57 key 错位:"hp_mult" / unit_container.gd:58 key 错位:"hp_mult" [var hp_mult: floa… | 验红 | 5ms | 1 | -| table_structure_guard | smoke_nine_types_gp_stream | 50 | "格面资源十型封闭(第九型 gp 九型批 2026-09-20 / 第十型 treasure_item 秘宝内容批 2026-09-29——词表 v1.2)" | | | 异常 | — | — | -| table_structure_guard | smoke_nine_types_gp_stream | 51 | "奖励字典 18 行(九型×正负 18 格——aux 挖格投放四行已退役 2026-10-01 用户拍板甲:战斗/挖格不掉道具,秘宝唯一来路=三选一共享池〔节点/通关〕;清图槽独立批尾不计)" | table | reward.rows:-1 table 复插行 / 表复插行 reward.rows[0] → 表首 | 验红 | 5ms | 0 | -| table_structure_guard | smoke_nine_types_gp_stream | 52 | "危险格负向直伤 %s power=%d(卡⑧投值)" % [rid, int(mine_power[rid])] | table | reward.rows[7].power:-1 table_set / 表行改写 reward.rows[7].power: 6 → 5 | 验红 | 5ms | 0 | -| table_structure_guard | smoke_nine_types_gp_stream | 53 | "正向 cell 行权重 ≥1 全在池 / 负向行权重恒 0 不入池(正向合计 %d——配置推导)" % pos_weight | table | reward.rows[0].weight:-1 table_set / 表行改写 reward.rows[0].weight: 14 → 0 | 验红 | 5ms | 0 | -| table_structure_guard | smoke_nine_types_gp_stream | 54 | "gp 型两行(GP 袋 gp_gain 正向 weight 2 / 破财 gp_loss 负向 weight 0 不入池)" | table | reward.rows:-1 table 删行 / 表删行 reward.rows[18] | 验红 | 5ms | 1 | -| table_structure_guard | smoke_nine_types_gp_stream | 55 | "derive_at 纯函数不推计数器(统一流全局计数器恒 0——并流后纯函数语义不变,gp_drop 专用向量随分盐作废、统一向量中央断言)" | inject | rng_service.gd:103 return 取反 / rng_service.gd:104 return 取反 [return _counter → return not (_coun… | 验红 | 5ms | 0 | -| table_structure_guard | smoke_adventure_table | 0 | "db.adventure 已加载(adventure.tres 入 manifest)" | | | 异常 | — | — | -| table_structure_guard | smoke_adventure_table | 1 | "AdventureTable.validate() 零违例(全键域检+档位配额结构锚在案)" | table | adventure.clear_heal_pct:-1 table_set / 表改写 adventure.clear_heal_pct: 20 → 200 | 验红 | 117ms | 1 | -| table_structure_guard | smoke_adventure_table | 2 | "clear_heal_pct ∈ [0,100](%d——通关部分回血比例)" % int(_db.adventure.clear_heal_pct) | table | adventure.clear_heal_pct:-1 table_set / 表改写 adventure.clear_heal_pct: 20 → 200 | 验红 | 125ms | 1 | -| table_structure_guard | smoke_adventure_table | 3 | "档位配额结构锚(四级 70/25/7/0——迭代 31 卡② 净删两件投放):%s = %d 张" % [tier, int(_db.adventure.TIER_QUOTAS[tier])… | table | adventure.curio_quota_attack_common:-1 table_set / 表改写 adventure.curio_quota_attack_common: 18 →… | 验红 | 125ms | 2 | -| table_structure_guard | smoke_adventure_table | 4 | "令牌池总量 = 102 张(四级 普通 70/优秀 25/稀有 7/传说 0——迭代 31 卡② 净删两件投放 104→102)〔凭证裁削批 V5〕" | table | adventure.curio_quota_attack_common:-1 table_set / 表改写 adventure.curio_quota_attack_common: 18 →… | 验红 | 124ms | 2 | -| table_structure_guard | smoke_adventure_table | 5 | "数值对(四级换代承袭):小GP 20/大GP 50 · 小增伤 +1/大 +2 · 小生命 +5/大 +10 · 小护甲 +1/大 +2" | table | adventure.curio_value_attack_common:-1 table_set / 表改写 adventure.curio_value_attack_common: 1 → … | 验红 | 126ms | 0 | -| table_structure_guard | smoke_adventure_table | 6 | "恢复件 +6 当即回血(优秀档承袭)· AP +1(稀有档承袭)〔专长批 V14 换代〕" | | | 异常 | — | — | -| table_structure_guard | smoke_adventure_table | 7 | "cap 占位在域(案②提前退役——99=实质无上限,实数归调参批)〔专长批 V8 形态面〕" | | | 异常 | — | — | -| table_structure_guard | smoke_adventure_table | 8 | "同调位读数源=树同调位节点点亮数(迭代 21 T4 槽位收编——null 档求值 0;谓词表已退役)〔天赋树批 V14〕" | | | 异常 | — | — | -| table_structure_guard | smoke_adventure_table | 9 | "新目录 12 件全量落表(旧 12 行删除;装配词表=活行 12 件零重复)〔秘宝批 V1〕" | table | treasure_items.rows:-1 table 复插行 / 表复插行 treasure_items.rows[0] → 表首 | 验红 | 119ms | 2 | -| table_structure_guard | smoke_adventure_table | 10 | "命名锁定:12 件 item_id 与 display_name 逐件=正式名(C2 代号即名)〔秘宝批 V2 初筛〕" | table | treasure_items.rows[0].item_id:-1 table 删键 / 表行删键 treasure_items.rows[0].item_id | 验红 | 125ms | 1 | -| table_structure_guard | smoke_adventure_table | 11 | "逐行解锁方式与契约 8 分配一致(钥石 8 件带价格、条件 4 件带谓词行互斥)+三档 7/3/2〔秘宝批 V1〕" | table | treasure_items.rows[0].item_id:-1 table 删键 / 表行删键 treasure_items.rows[0].item_id | 验红 | 117ms | 1 | -| table_structure_guard | smoke_adventure_table | 12 | "装配→战斗贯通:enc.attunement=[morning_order] 起战 attune_has=true(注入面+只读出口)〔秘宝批换主语〕" | inject | battle_orchestrator.gd:198 return 取反 / battle_orchestrator.gd:199 return 取反 [return _attune_has(… | 验红 | 320ms | 1 | -| table_structure_guard | smoke_adventure_table | 13 | "空装配基线:不带 attunement 起战 attune_has=false(off 态零扰动)〔秘宝批换主语〕" | inject | battle_orchestrator.gd:198 return 取反 / battle_orchestrator.gd:199 return 取反 [return _attune_has(… | 验红 | 309ms | 1 | -| table_structure_guard | smoke_adventure_table | 14 | "新 12 行效果词零棋盘改写类(危险格/安全格分布同池冻结——真视/开格动作外无写面)〔秘宝批 V9〕" | | | 异常 | — | — | -| table_structure_guard | smoke_adventure_table | 15 | "效果三方向覆盖在册(信息/行动资源/操作能力=plan·抉择刷新——12 件目录结构对齐设计权威)〔秘宝批 V10 覆盖半〕" | | | 异常 | — | — | -| table_structure_guard | smoke_adventure_table | 16 | "装配面空目录合法态:白板档 12 件全未解锁且 mode 分派正确(空目录=合法可玩态)〔秘宝批 V18〕" | table | treasure_items.rows:-1 table 复插行 / 表复插行 treasure_items.rows[0] → 表首 | 验红 | 119ms | 2 | -| table_structure_guard | smoke_meta | 56 | "MetaTable 非空 + validate 零错(三行族词表封闭/唯一/连续/域界/first≥repeat/ratio 全过)" | table | meta.boss_keystone[0].repeat_kill:-1 table 删键 / 表行删键 meta.boss_keystone[0].repeat_kill | 验红 | 5ms | 0 | -| table_structure_guard | smoke_meta | 57 | "MetaTable 行族规模 3/3/2(Boss/换算恰三/Y 升级两档——forge_products 迭代 21 退役、workshop_items 迭代 22 退役)" | table | meta.boss_keystone:-1 table 复插行 / 表复插行 meta.boss_keystone[0] → 表首 | 验红 | 5ms | 1 | -| table_structure_guard | smoke_meta | 58 | "conversion attr 词表封闭恰全(三属性轴——meta_* 访问器可达)" | table | meta.conversion[0].attr:-1 table 删键 / 表行删键 meta.conversion[0].attr | 验红 | 5ms | 1 | -| table_structure_guard | smoke_meta | 59 | "boss_keystone L1–L3 行连续可达且 first_kill ≥ repeat_kill 全行(首杀全量/重复小额)" | table | meta.boss_keystone[0].level_index:-1 table 删键 / 表行删键 meta.boss_keystone[0].level_index | 验红 | 5ms | 1 | -| board_gen_reward | smoke_layout_cell_formula | 0 | "L%d %dx%d 板网格高 %d ≤ 可用高 %d − 预留 24(格边 %dpx——下缘不贴边不裁切)" % [L, b.width, b.height, grid_h, int(ava… | inject | board_view.gd:226 op ==→!= / board_view.gd:227 op ==→!= [if _board == null or _board.width == 0:… | 验红 | 214ms | 0 | -| board_gen_reward | smoke_layout_cell_formula | 1 | "L%d 格边在 26–46 档内(%dpx)" % [L, int(cell)] | inject | board_view.gd:233 num 46→23(折半) / board_view.gd:234 num 46→23(折半) [_cell = float(clampi(cell, 26… | 验红 | 294ms | 0 | -| board_gen_reward | smoke_reward_identity_unit | 2 | "roll_board 受理" | inject | reward_economy.gd:41 if 取反 / reward_economy.gd:42 if 取反 [if eligible.is_empty(): → if not (eligi… | 验红 | 101ms | 0 | -| board_gen_reward | smoke_reward_identity_unit | 3 | "重复 roll_board 被拒(恰一次——double-roll 守卫)" | inject | reward_economy.gd:40 bool false→true / reward_economy.gd:41 bool false→true [return false → retu… | 验红 | 106ms | 0 | -| board_gen_reward | smoke_reward_identity_unit | 4 | "query_identity 投影 = {reward_id, cell_type, tier} 且五型封闭(样本 %s)" % str(types_seen.keys()) | inject | reward_economy.gd:112 key 错位:"reward_id" / reward_economy.gd:113 key 错位:"reward_id" [return {"re… | 验红 | 101ms | 0 | -| board_gen_reward | smoke_reward_identity_unit | 5 | "清单外坐标查询 = null(封锁格无身份同口径)" | inject | reward_economy.gd:110 return 取反 / reward_economy.gd:111 return 取反 [return null → return not (nul… | 验红 | 101ms | 0 | -| board_gen_reward | smoke_reward_identity_unit | 6 | "同格重复 grant 幂等(同一快照——受理恰一次)" | | | 异常 | — | — | -| board_gen_reward | smoke_reward_identity_unit | 7 | "清单外 grant 拒绝" | inject | reward_economy.gd:136 return 取反 / reward_economy.gd:137 return 取反 [return null → return not (nul… | 验红 | 100ms | 0 | -| board_gen_reward | smoke_reward_identity_unit | 8 | "清图批尾身份 = clear_blast(clear_default 唯一活行)" | inject | reward_economy.gd:342 op ==→!= / reward_economy.gd:343 op ==→!= [if row.reward_id == rid: → if r… | 验红 | 100ms | 1 | -| board_gen_reward | smoke_reward_identity_unit | 9 | "清图奖励 power ∈ 表区间 [%d, %d](roll 值 %d——配置推导)" % [cb_range[0], cb_range[1], int(cs1.power)] | inject | reward_economy.gd:342 op ==→!= / reward_economy.gd:343 op ==→!= [if row.reward_id == rid: → if r… | 验红 | 101ms | 1 | -| board_gen_reward | smoke_reward_identity_unit | 10 | "grant_clear 同批次重调幂等" | | | 异常 | — | — | -| board_gen_reward | smoke_reward_identity_unit | 11 | "映射退役后 grant 拒绝(生命周期闭合)" | inject | reward_economy.gd:133 return 取反 / reward_economy.gd:134 return 取反 [return null → return not (nul… | 验红 | 100ms | 0 | -| board_gen_reward | smoke_board_generator | 12 | "BoardGen 行解析 (%d,0)" % L | | | 异常 | — | — | -| board_gen_reward | smoke_board_generator | 13 | "R1 ceil 解析 (2,3)→(2,4)(向上取整偏难)" | | | 异常 | — | — | -| board_gen_reward | smoke_board_generator | 14 | "L%d 生成产物非空" % L | inject | board_generator.gd:206 key 错位:"inferability" / board_generator.gd:207 key 错位:"inferability" ["in… | 验红 | 85ms | 0 | -| board_gen_reward | smoke_board_generator | 15 | "L%d clearable(安全格 8 邻连通)" % L | inject | board_generator.gd:268 if 去not / board_generator.gd:269 if 去not [if not safe_set.has(c): → if sa… | 验红 | 1013ms | 4 | -| board_gen_reward | smoke_board_generator | 16 | "L%d legality 全过" % L | inject | board_generator.gd:282 return 取反 / board_generator.gd:283 return 取反 [return reasons.is_empty() →… | 验红 | 509ms | 2 | -| board_gen_reward | smoke_board_generator | 17 | "L%d inferability %.3f %s target %.2f(accept_mode=%s)" % [L, inf, "≥" if inf >= float(row.infera… | | | 异常 | — | — | -| board_gen_reward | smoke_board_generator | 18 | "L%d 生成器产物零变体格(变异布置归战斗初始化第 4 步——生成器管线不布置,2026-09-19 用户拍板棋盘设置顺序)" % L | | | 异常 | — | — | -| board_gen_reward | smoke_board_generator | 19 | "L%d 指标集输出降级标记与目标雷数(三分出口表)" % L | inject | board_generator.gd:341 key 错位:"target_mines" / board_generator.gd:342 key 错位:"target_mines" ["ta… | 验红 | 67ms | 0 | -| board_gen_reward | smoke_board_generator | 20 | "L%d 降级产物标记 = (accept_mode==accept_best)(%s→%s)" % [L, mode, str(b1.degraded_product)] | inject | board_generator.gd:353 op ==→!= / board_generator.gd:354 op ==→!= [b.degraded_product = accept_m… | 验红 | 1237ms | 0 | -| board_gen_reward | smoke_board_generator | 21 | "L%d 非法产物标记 = (accept_mode==accept_worst)(%s→%s)" % [L, mode, str(b1.illegal_product)] | inject | board_generator.gd:352 op ==→!= / board_generator.gd:353 op ==→!= [b.illegal_product = accept_mo… | 验红 | 1141ms | 2 | -| board_gen_reward | smoke_board_generator | 22 | "L%d 降级/非法产物标记互斥(两出口不可同真)" % L | | | 异常 | — | — | -| board_gen_reward | smoke_board_generator | 23 | "L%d 产物断言:实际雷数 %d ≤ 目标雷数 N=%d(先布后删只减不增)" % [L, int(b1.metrics.actual_mines), int(b1.metrics.targ… | | | 异常 | — | — | -| board_gen_reward | smoke_board_generator | 24 | "L%d attempts_used ∈ [1,%d]" % [L, int(row.max_gen_attempts)] | inject | board_generator.gd:343 key 错位:"attempts_used" / board_generator.gd:344 key 错位:"attempts_used" ["… | 验红 | 1149ms | 0 | -| board_gen_reward | smoke_board_generator | 25 | "L%d 非法产物标记 = false" % L | inject | board_generator.gd:282 return 置假 / board_generator.gd:283 return 置假 [return reasons.is_empty() →… | 验红 | 1123ms | 2 | -| board_gen_reward | smoke_board_generator | 26 | "L%d 同种子两次生成逐格相同" % L | | | 异常 | — | — | -| board_gen_reward | smoke_board_generator | 27 | "L%d 异种子产物不同(退化护栏)" % L | | | 异常 | — | — | -| board_gen_reward | smoke_board_generator | 28 | "L%d r0_max_cap 正式行投值在位(%d ≥ 出生保障面 9——板面 30%% 锚)" % [L, cap_val] | | | 异常 | — | — | -| board_gen_reward | smoke_board_generator | 29 | "L%d 结构断言 R₀=%d ≤ cap=%d(R₀≤cap 重掷闸承载)" % [L, int(b1.metrics.r0_count), cap_val] | inject | board_generator.gd:282 return 取反 / board_generator.gd:283 return 取反 [return reasons.is_empty() →… | 验红 | 511ms | 2 | -| board_gen_reward | smoke_board_generator | 30 | "L%d r0_cap_rejected 尝试事实指标在位(本图 %d 次触发)" % [L, int(b1.metrics.get("r0_cap_rejected", -1))] | inject | board_generator.gd:350 key 错位:"r0_cap_rejected" / board_generator.gd:351 key 错位:"r0_cap_rejected… | 验红 | 1278ms | 0 | -| board_gen_reward | smoke_board_generator | 31 | "L%d ring_removed=%d ≤ 剃雷域候选危险格数((3+2r)²−9——全域剃雷退役)" % [L, int(b1.metrics.get("ring_removed", 99… | inject | board_generator.gd:347 key 错位:"ring_removed" / board_generator.gd:348 key 错位:"ring_removed" ["ri… | 验红 | 1220ms | 0 | -| board_gen_reward | smoke_board_generator | 32 | "L1 cap 压线 9:出图 R₀=%d %s(三分出口诚实降级——超阈即 accept_worst 非法标记,玩家永不卡死)" % [int(b9.metrics.r0_count), "… | inject | board_generator.gd:282 return 取反 / board_generator.gd:283 return 取反 [return reasons.is_empty() →… | 验红 | 490ms | 2 | -| board_gen_reward | smoke_board_generator | 33 | "L1 cap 压线出图指标集完整(accept_mode=%s / 闸触发 %d 次)" % [String(b9.metrics.get("accept_mode", "")), int(… | inject | board_generator.gd:344 key 错位:"accept_mode" / board_generator.gd:345 key 错位:"accept_mode" ["acce… | 验红 | 1292ms | 2 | -| board_gen_reward | smoke_power_interval | 34 | "区间行配对齐全且 power = floor 中点(配置推导 %d 行:%s)" % [interval_rows.size(), str(interval_rows.keys())] | table | reward.rows[3].power:-1 table_set / 表行改写 reward.rows[3].power: 2 → 1 | 验红 | 8ms | 0 | -| board_gen_reward | smoke_power_interval | 35 | "24 板全区间行快照 power ∈ [power_min, power_max](含清图槽)" | table | reward.rows[3].power_max:-1 table_set / 表行改写 reward.rows[3].power_max: 2 → 1 | 验红 | 8ms | 1 | -| board_gen_reward | smoke_power_interval | 36 | "定值行快照 power 恒等表值——区间批零外溢" | inject | reward_economy.gd:125 num 1→0 / reward_economy.gd:126 num 1→0 [return _snapshot(_row_by_id(rid),… | 验红 | 8ms | 0 | -| board_gen_reward | smoke_power_interval | 37 | "区间行上下阶实际流动(≥2 样本的区间行须 ≥2 个不同 roll 值)" | | | 异常 | — | — | -| board_gen_reward | smoke_power_interval | 38 | "定值行(lo=hi)roll 恒等表值" | | | 异常 | — | — | -| roll_multiplier | smoke_enemy_attack_type | 0 | "敌方 %d 行 attack_type 全填 normal(迭代 24 N3 轴开列,越轨行%s)" % [ _db.enemy.rows.size(), at_detail if at_d… | table | enemy.rows[0].attack_type:-1 table_set / 表行改写 enemy.rows[0].attack_type: normal → normal_x | 验红 | 185ms | 0 | -| roll_multiplier | smoke_enemy_attack_type | 1 | "敌方单位快照 attack_type 非空(spawn 注入面——迭代 24 N3)" | | | 异常 | — | — | -| roll_multiplier | smoke_enemy_attack_type | 2 | "克制矩阵命中证词:同种子三甲型实测 heavy %d == light %d − 1 · ward %d == light %d + 1(迭代 24 N3 全局平移 −1/0/+1)" % … | table | enemy.rows[5].level_index:-1 table_set / 表行改写 enemy.rows[5].level_index: 2 → 3 | 验红 | 1673ms | 0 | -| roll_multiplier | smoke_enemy_attack_type | 3 | "敌方伤害技单据载荷 attack_type 非空(= %s——第 9 参传值面,迭代 24 N3)" % payload_at | table | enemy.rows[13].unit_count:-1 table_set / 表行改写 enemy.rows[13].unit_count: 1 → 0 | 验红 | 5850ms | 1 | -| roll_multiplier | smoke_armor_roll | 4 | "查档 AC%d 全掷点域分布(100/75/50/25 = %s)" % [cfg.ac, str([dist[100], dist[75], dist[50], dist[25]])] | table | settlement.roll_tier_bounds:-1 table 删行 / 表删行 settlement.roll_tier_bounds[0] | 验红 | 1135ms | 1 | -| roll_multiplier | smoke_armor_roll | 5 | "AC10 EV 锚:期望系数合计 %d/2000 = 期望减免 21.25%%(nat20 恒全额含内)" % ev_sum | table | settlement.roll_tier_bounds:-1 table 删行 / 表删行 settlement.roll_tier_bounds[0] | 验红 | 1131ms | 1 | -| roll_multiplier | smoke_armor_roll | 6 | "nat20 种子可达(seed=%d——主角先手首掷命中 %d)" % [crit_seed, int(_db.settlement.crit_roll)] | table | settlement.roll_faces:-1 table_set / 表改写 settlement.roll_faces: 20 → 19 | 验红 | 50384ms | 2 | -| roll_multiplier | smoke_armor_roll | 7 | "nat20 → 行留档 roll=20 + crit 标记(主角先手普通分量)" | table | settlement.roll_faces:-1 table_set / 表改写 settlement.roll_faces: 20 → 19 | 验红 | 50180ms | 2 | -| roll_multiplier | smoke_armor_roll | 8 | "nat20 → 普通分量 ×2(%d = 2×%d,暴击倍率只乘该分量,穿刺/魔法不吃)" % [int(crit_rows.get("normal", -1)), int(_db.hero… | table | settlement.roll_faces:-1 table_set / 表改写 settlement.roll_faces: 20 → 19 | 验红 | 50107ms | 2 | -| roll_multiplier | smoke_armor_roll | 9 | "削弱重复授予 → 层数保持 1、剩余结算数重置 2(续时语义——结构性消饱和)" | | | 异常 | — | — | -| roll_multiplier | smoke_armor_roll | 10 | "削弱单层池读数 = 行值(enemy_output 池单层贡献——×2 叠满触底 ×0 不可达,免伤轮根治)" | table | settlement.effect_pool_map.weaken:-1 table_set / 表行改写 settlement.effect_pool_map.weaken: enemy_o… | 验红 | 1139ms | 0 | -| roll_multiplier | smoke_armor_roll | 11 | "AC11 攻击拍逐拍判定(×%d 拍全部落档域 {100,75,50,25})" % tiers.size() | table | settlement.roll_faces:-1 table_set / 表改写 settlement.roll_faces: 20 → 0 | 验红 | 51284ms | 4 | -| roll_multiplier | smoke_armor_roll | 12 | "折扣档实际流动(AC11 实测档位 %s——≥2 档可见)" % str(tier_distinct.keys()) | table | settlement.roll_faces:-1 table_set / 表改写 settlement.roll_faces: 20 → 0 | 验红 | 51319ms | 4 | -| roll_multiplier | smoke_armor_roll | 13 | "全战斗流零 v=0 伤害行(伤害下限全局生效)" | | | 异常 | — | — | -| roll_multiplier | smoke_armor_roll | 14 | "hero_attack/enemy_action 伤害行掷点读数+档位随行留档(P2 归因)" | | | 异常 | — | — | -| roll_multiplier | smoke_armor_roll | 15 | "棋盘来源伤害行零掷点字段(爆裂/直伤/清障炸药/奖励即时必中全额)" | | | 异常 | — | — | -| roll_multiplier | smoke_armor_roll | 16 | "棋盘克制直伤贴底 → 下限 1(点数 2 vs 不利修正 −1)" | table | settlement.damage_floor:-1 table_set / 表改写 settlement.damage_floor: 1 → 2 | 验红 | 1152ms | 1 | -| roll_multiplier | smoke_armor_roll | 17 | "克制修正触底穿透 → 下限 1(点数 1 vs 修正 −3)" | table | settlement.damage_floor:-1 table_set / 表改写 settlement.damage_floor: 1 → 2 | 验红 | 1123ms | 1 | -| roll_multiplier | smoke_armor_roll | 18 | "空桶不吃修正恒 0(零点数分量无伤害可落地——边界不变不受下限影响)" | | | 异常 | — | — | -| roll_multiplier | smoke_pool_wiring | 19 | "单分量基线在位(normal 分量 = 落地值、基线 %d——充能退役批)" % base_v | | | 异常 | — | — | -| roll_multiplier | smoke_pool_wiring | 20 | "增伤经乘区加成合计(%d → %d = ×1.5——attack_up 直乘旁路退役,覆盖面=攻击合计)" % [base_v, int(up_row.get("value", -1))] | table | status_effects.rows[0].effect_id:-1 table 删键 / 表行删键 status_effects.rows[0].effect_id | 验红 | 194ms | 0 | -| roll_multiplier | smoke_pool_wiring | 21 | "乏力经乘区削减合计(%d → %d = ×0.75)" % [base_v, int(sapped_row.get("value", -1))] | table | status_effects.rows[5].effect_id:-1 table 删键 / 表行删键 status_effects.rows[5].effect_id | 验红 | 194ms | 0 | -| roll_multiplier | smoke_pool_wiring | 22 | "硬化折半方向(%d → %d = ×0.5 且 < 基线——敌方防御池负值减伤,翻倍 bug 退役)" % [base_v, int(fortify_row.get("value", -1)… | table | status_effects.rows[7].effect_id:-1 table 删键 / 表行删键 status_effects.rows[7].effect_id | 验红 | 203ms | 0 | -| roll_multiplier | smoke_damage_types | 23 | "goblin 护甲 = light(轻甲——教学位)" | table | enemy.rows[0].unit_count:-1 table_set / 表行改写 enemy.rows[0].unit_count: 1 → 0 | 验红 | 412ms | 0 | -| roll_multiplier | smoke_damage_types | 24 | "bugbear 护甲 = light(护甲类型重配批 2026-09-18:关卡 1 全轻甲)" | table | enemy.rows[2].unit_count:-1 table_set / 表行改写 enemy.rows[2].unit_count: 1 → 0 | 验红 | 400ms | 0 | -| roll_multiplier | smoke_damage_types | 25 | "ogre_chief 护甲 = light(Boss 行集——护甲类型重配批 2026-09-18:关卡 1 全轻甲)" | table | enemy.rows[3].armor_type:-1 table_set / 表行改写 enemy.rows[3].armor_type: light → light_x | 验红 | 397ms | 0 | -| roll_multiplier | smoke_damage_types | 26 | "普通行:轻甲 0 / 魔法护甲 +1 / 重甲 −1(加法核)" | | | 异常 | — | — | -| roll_multiplier | smoke_damage_types | 27 | "穿刺行:轻甲 −1 / 魔法护甲 +1 / 重甲 0 中性(用户拍板)" | | | 异常 | — | — | -| roll_multiplier | smoke_damage_types | 28 | "魔法行:轻甲 0 / 魔法护甲 −1 / 重甲 +1(加法核)" | | | 异常 | — | — | -| roll_multiplier | smoke_damage_types | 29 | "标错封印产生 seal_miss 归因行(×%d)" % miss_rows | table | enemy.rows[4].level_index:-1 table 删键 / 表行删键 enemy.rows[4].level_index | 验红 | 68ms | 2 | -| roll_multiplier | smoke_damage_types | 30 | "标错封印兑付该安全格资源的负向字典行(×%d——attack/defense/weaken 效果行或 heal 直伤行)" % negative_rows | table | enemy.rows[4].level_index:-1 table 删键 / 表行删键 enemy.rows[4].level_index | 验红 | 72ms | 2 | -| roll_multiplier | smoke_damage_types | 31 | "封印命中兑付该危险格资源的正向字典行(×%d——充能退役后无魔法分量,正向=格面资源)" % hit_rows | table | enemy.rows[4].level_index:-1 table 删键 / 表行删键 enemy.rows[4].level_index | 验红 | 67ms | 2 | -| roll_multiplier | smoke_damage_types | 32 | "标错惩罚轮回放断言:同种子步骤流逐行相同(类型化负向兑付确定性)" | | | 异常 | — | — | -| roll_multiplier | smoke_attack_chain_fresh_pool | 33 | "fresh 池回归战斗启动(Boss 行)" | inject | battle_orchestrator.gd:380 asgn 置null / battle_orchestrator.gd:381 asgn 置null [_ledger = ledger_… | 验红 | 249ms | 1 | -| roll_multiplier | smoke_attack_chain_fresh_pool | 34 | "非施放攻击拍采样充足(%d 拍——增益施放行零兑付为设计语义不计)" % ticks.size() | inject | battle_orchestrator.gd:304 key 错位:"[战斗结算] begin_battle " / battle_orchestrator.gd:305 key 错位:"[战… | 验红 | 324ms | 0 | -| roll_multiplier | smoke_attack_chain_fresh_pool | 35 | "fresh 池非蓄力拍 d_tick = max(1, 掷点档位基线)(Boss 攻击链健康——Bug#2 回归断言)" | | | 异常 | — | — | -| seal_polarity | smoke_seal_ap_exhausted | 0 | "回归战斗启动(Boss 行——D0 20HP 级会被盲挖粉尘秒杀,无法承载封印回归场景)" | state | battle_orchestrator.gd:43 num 0→1 / [状态·初值] battle_orchestrator.gd:44 num 0→1 [var round_index :… | 验红 | 113ms | 4 | -| seal_polarity | smoke_seal_ap_exhausted | 1 | "%d 次挖掘后恰剩 1 AP(phase=%s ap=%d)" % [ap_total - 1, str(settlement.action_economy.phase), settleme… | state | battle_orchestrator.gd:43 num 0→1 / [状态·初值] battle_orchestrator.gd:44 num 0→1 [var round_index :… | 验红 | 131ms | 4 | -| seal_polarity | smoke_seal_ap_exhausted | 2 | "仍存在可挖目标(封印目标来源)" | state | battle_orchestrator.gd:43 num 0→1 / [状态·初值] battle_orchestrator.gd:44 num 0→1 [var round_index :… | 验红 | 114ms | 4 | -| seal_polarity | smoke_seal_ap_exhausted | 3 | "末点 AP 封印被受理" | state | battle_orchestrator.gd:43 num 0→1 / [状态·初值] battle_orchestrator.gd:44 num 0→1 [var round_index :… | 验红 | 113ms | 4 | -| seal_polarity | smoke_seal_ap_exhausted | 4 | "封印动作耗尽 AP 触发轮末结算并进入第 2 轮(rounds=%s)" % str(rounds) | state | battle_orchestrator.gd:20 key 错位:"decay" / [状态·初值] battle_orchestrator.gd:21 key 错位:"decay" [con… | 验红 | 362ms | 0 | - -## 二、异常清单(打不红的条+原因) - -- system_test:smoke_scene_split #1「menu.start_overlay != null and menu.lvbtn != null and menu.resumebtn != null and menu.campbtn !=…」——预算内未找到能翻红的改坏(试跑 600 轮,武器=inject, state)——死断言候选或改坏面缺形 -- system_test:smoke_scene_split #2「menu.start_overlay.visible」——预算内未找到能翻红的改坏(试跑 600 轮,武器=inject, state)——死断言候选或改坏面缺形;断言表达式读 schema 常量(大写成员,宿主 preload 编译期绑定原件)——… -- system_test:smoke_scene_split #3「menu.mouse_filter == Control.MOUSE_FILTER_IGNORE」——预算内未找到能翻红的改坏(试跑 600 轮,武器=inject, state)——死断言候选或改坏面缺形;断言表达式读 schema 常量(大写成员,宿主 preload 编译期绑定原件)——… -- system_test:smoke_scene_split #4「camp.camp_overlay != null」——预算内未找到能翻红的改坏(试跑 600 轮,武器=inject, state)——死断言候选或改坏面缺形 -- system_test:smoke_scene_split #5「not camp.camp_overlay.visible」——预算内未找到能翻红的改坏(试跑 600 轮,武器=inject, state)——死断言候选或改坏面缺形 -- system_test:smoke_scene_split #6「adv.battle_root != null and adv.stage != null and adv.board_zone != null and adv.board_view != n…」——预算内未找到能翻红的改坏(试跑 600 轮,武器=inject, state)——死断言候选或改坏面缺形 -- system_test:smoke_boot_chain #12「db.is_ready and db.hero != null」——预算内未找到能翻红的改坏(试跑 600 轮,武器=inject, state)——死断言候选或改坏面缺形 -- system_test:smoke_boot_chain #13「AudioServer.is_bus_mute(master) == (ss.volume_linear <= 0.001) and is_equal_approx(AudioServer.g…」——预算内未找到能翻红的改坏(试跑 600 轮,武器=inject, state)——死断言候选或改坏面缺形 -- system_test:smoke_boot_chain #14「ui_kit.motion_scale == (0.5 if ss.reduced_motion else 1.0)」——预算内未找到能翻红的改坏(试跑 600 轮,武器=inject, state)——死断言候选或改坏面缺形 -- system_test:smoke_boot_chain #16「not sm.has_breakpoint() and not main._resume_btn.visible」——预算内未找到能翻红的改坏(试跑 600 轮,武器=inject, state)——死断言候选或改坏面缺形 -- system_test:smoke_boot_chain #18「sm.keystone_balance() == 0 and not sm.has_breakpoint() and sm.adventure_total() == 0」——预算内未找到能翻红的改坏(试跑 600 轮,武器=inject, state)——死断言候选或改坏面缺形 -- system_test:smoke_boot_chain #20「not (FileAccess.file_exists("user://save.json") and not FileAccess.file_exists(sm.slot_path(1)))」——预算内未找到能翻红的改坏(试跑 600 轮,武器=inject, state)——死断言候选或改坏面缺形;断言表达式含磁盘读取(FileAccess/DirAccess)——内存内改坏不可达,… -- system_test:smoke_boot_chain #21「not sm.has_breakpoint() and not main._resume_btn.visible」——预算内未找到能翻红的改坏(试跑 600 轮,武器=inject, state)——死断言候选或改坏面缺形 -- system_test:smoke_boot_chain #23「not main._resume_btn.visible」——预算内未找到能翻红的改坏(试跑 600 轮,武器=inject, state)——死断言候选或改坏面缺形 -- system_test:smoke_boot_chain #25「not main.debug_overlay.visible」——预算内未找到能翻红的改坏(试跑 600 轮,武器=inject, state)——死断言候选或改坏面缺形 -- system_test:smoke_boot_chain #—「」——跑后基线未复绿——存在跨试跑状态残留,须人工排查 -- system_test:smoke_run_lifecycle #28「main.run_scope.hints_shown.is_empty()」——预算内未找到能翻红的改坏(试跑 600 轮,武器=inject, state)——死断言候选或改坏面缺形 -- system_test:smoke_run_lifecycle #29「main.run_scope.adventure.abandon()」——复验未红(改坏候选 1 个均不复现——疑似非确定断言) -- system_test:smoke_run_lifecycle #35「not sm.has_breakpoint()」——预算内未找到能翻红的改坏(试跑 600 轮,武器=inject, state)——死断言候选或改坏面缺形 -- system_test:smoke_lifecycle_matrix #39「main.run_scope.settlement == null or not main.run_scope.settlement.is_battle_live()」——预算内未找到能翻红的改坏(试跑 600 轮,武器=inject, state)——死断言候选或改坏面缺形 -- system_test:smoke_lifecycle_matrix #40「main.run_scope.adventure.abandon()」——复验未红(改坏候选 1 个均不复现——疑似非确定断言) -- system_test:smoke_lifecycle_matrix #41「finished.done and main._end_overlay.is_open()」——预算内未找到能翻红的改坏(试跑 600 轮,武器=inject, state)——死断言候选或改坏面缺形 -- system_test:smoke_lifecycle_matrix #44「false」——预算内未找到能翻红的改坏(试跑 600 轮,武器=inject, state)——死断言候选或改坏面缺形 -- system_test:smoke_lifecycle_matrix #45「main.run_scope.adventure != null and main.run_scope.adventure != first_adv」——预算内未找到能翻红的改坏(试跑 600 轮,武器=inject, state)——死断言候选或改坏面缺形 -- system_test:smoke_lifecycle_matrix #46「main.run_scope.adventure.abandon()」——复验未红(改坏候选 1 个均不复现——疑似非确定断言) -- table_structure_guard:smoke_ac_swap_guard #25「"hero_defense 池 percent 行叠满不可触池底(墙最深%s > clamp_lo %d——单效果归零结构性不可达)" % [ wall_detail if wall_deta…」——预算内未找到能翻红的改坏(试跑 1608 轮,武器=table, inject)——死断言候选或改坏面缺形 -- table_structure_guard:smoke_enemy_bands #19「"hobgoblin 缺口登记随行(表文件注释在位——缺口不静默)〔fv25〕"」——预算内未找到能翻红的改坏(试跑 708 轮,武器=table, inject)——死断言候选或改坏面缺形;断言表达式含磁盘读取(FileAccess/DirAccess)——内存内改坏不可达,… -- table_structure_guard:smoke_nine_types_gp_stream #50「"格面资源十型封闭(第九型 gp 九型批 2026-09-20 / 第十型 treasure_item 秘宝内容批 2026-09-29——词表 v1.2)"」——预算内未找到能翻红的改坏(试跑 639 轮,武器=table, inject)——死断言候选或改坏面缺形;断言表达式读 schema 常量(大写成员,宿主 preload 编译期绑定原件)——… -- table_structure_guard:smoke_adventure_table #0「"db.adventure 已加载(adventure.tres 入 manifest)"」——预算内未找到能翻红的改坏(试跑 3000 轮,武器=table, inject)——死断言候选或改坏面缺形 -- table_structure_guard:smoke_adventure_table #6「"恢复件 +6 当即回血(优秀档承袭)· AP +1(稀有档承袭)〔专长批 V14 换代〕"」——预算内未找到能翻红的改坏(试跑 3000 轮,武器=table, inject)——死断言候选或改坏面缺形 -- table_structure_guard:smoke_adventure_table #7「"cap 占位在域(案②提前退役——99=实质无上限,实数归调参批)〔专长批 V8 形态面〕"」——预算内未找到能翻红的改坏(试跑 3000 轮,武器=table, inject)——死断言候选或改坏面缺形 -- table_structure_guard:smoke_adventure_table #8「"同调位读数源=树同调位节点点亮数(迭代 21 T4 槽位收编——null 档求值 0;谓词表已退役)〔天赋树批 V14〕"」——预算内未找到能翻红的改坏(试跑 3000 轮,武器=table, inject)——死断言候选或改坏面缺形 -- table_structure_guard:smoke_adventure_table #14「"新 12 行效果词零棋盘改写类(危险格/安全格分布同池冻结——真视/开格动作外无写面)〔秘宝批 V9〕"」——预算内未找到能翻红的改坏(试跑 3000 轮,武器=table, inject)——死断言候选或改坏面缺形 -- table_structure_guard:smoke_adventure_table #15「"效果三方向覆盖在册(信息/行动资源/操作能力=plan·抉择刷新——12 件目录结构对齐设计权威)〔秘宝批 V10 覆盖半〕"」——预算内未找到能翻红的改坏(试跑 3000 轮,武器=table, inject)——死断言候选或改坏面缺形 -- board_gen_reward:smoke_reward_identity_unit #6「"同格重复 grant 幂等(同一快照——受理恰一次)"」——预算内未找到能翻红的改坏(试跑 339 轮,武器=inject, state)——死断言候选或改坏面缺形;标签含幂等语义——确定性快照的内容等值在单行确定性变异下难破,疑似结构性打不红,须人工… -- board_gen_reward:smoke_reward_identity_unit #10「"grant_clear 同批次重调幂等"」——预算内未找到能翻红的改坏(试跑 339 轮,武器=inject, state)——死断言候选或改坏面缺形;标签含幂等语义——确定性快照的内容等值在单行确定性变异下难破,疑似结构性打不红,须人工… -- board_gen_reward:smoke_board_generator #12「"BoardGen 行解析 (%d,0)" % L」——预算内未找到能翻红的改坏(试跑 60 轮,武器=inject, table)——死断言候选或改坏面缺形 -- board_gen_reward:smoke_board_generator #13「"R1 ceil 解析 (2,3)→(2,4)(向上取整偏难)"」——预算内未找到能翻红的改坏(试跑 60 轮,武器=inject, table)——死断言候选或改坏面缺形 -- board_gen_reward:smoke_board_generator #17「"L%d inferability %.3f %s target %.2f(accept_mode=%s)" % [L, inf, "≥" if inf >= float(row.infera…」——复验未红(改坏候选 1 个均不复现——疑似非确定断言) -- board_gen_reward:smoke_board_generator #18「"L%d 生成器产物零变体格(变异布置归战斗初始化第 4 步——生成器管线不布置,2026-09-19 用户拍板棋盘设置顺序)" % L」——预算内未找到能翻红的改坏(试跑 60 轮,武器=inject, table)——死断言候选或改坏面缺形 -- board_gen_reward:smoke_board_generator #22「"L%d 降级/非法产物标记互斥(两出口不可同真)" % L」——复验未红(改坏候选 1 个均不复现——疑似非确定断言) -- board_gen_reward:smoke_board_generator #23「"L%d 产物断言:实际雷数 %d ≤ 目标雷数 N=%d(先布后删只减不增)" % [L, int(b1.metrics.actual_mines), int(b1.metrics.targ…」——预算内未找到能翻红的改坏(试跑 60 轮,武器=inject, table)——死断言候选或改坏面缺形 -- board_gen_reward:smoke_board_generator #26「"L%d 同种子两次生成逐格相同" % L」——预算内未找到能翻红的改坏(试跑 60 轮,武器=inject, table)——死断言候选或改坏面缺形 -- board_gen_reward:smoke_board_generator #27「"L%d 异种子产物不同(退化护栏)" % L」——预算内未找到能翻红的改坏(试跑 60 轮,武器=inject, table)——死断言候选或改坏面缺形 -- board_gen_reward:smoke_board_generator #28「"L%d r0_max_cap 正式行投值在位(%d ≥ 出生保障面 9——板面 30%% 锚)" % [L, cap_val]」——预算内未找到能翻红的改坏(试跑 60 轮,武器=inject, table)——死断言候选或改坏面缺形;断言表达式读 schema 常量(大写成员,宿主 preload 编译期绑定原件)——路… -- board_gen_reward:smoke_power_interval #37「"区间行上下阶实际流动(≥2 样本的区间行须 ≥2 个不同 roll 值)"」——预算内未找到能翻红的改坏(试跑 596 轮,武器=table, inject)——死断言候选或改坏面缺形 -- board_gen_reward:smoke_power_interval #38「"定值行(lo=hi)roll 恒等表值"」——预算内未找到能翻红的改坏(试跑 596 轮,武器=table, inject)——死断言候选或改坏面缺形 -- roll_multiplier:smoke_enemy_attack_type #1「"敌方单位快照 attack_type 非空(spawn 注入面——迭代 24 N3)"」——预算内未找到能翻红的改坏(试跑 600 轮,武器=table, inject)——死断言候选或改坏面缺形 -- roll_multiplier:smoke_armor_roll #9「"削弱重复授予 → 层数保持 1、剩余结算数重置 2(续时语义——结构性消饱和)"」——预算内未找到能翻红的改坏(试跑 600 轮,武器=table, inject)——死断言候选或改坏面缺形 -- roll_multiplier:smoke_armor_roll #13「"全战斗流零 v=0 伤害行(伤害下限全局生效)"」——预算内未找到能翻红的改坏(试跑 600 轮,武器=table, inject)——死断言候选或改坏面缺形 -- roll_multiplier:smoke_armor_roll #14「"hero_attack/enemy_action 伤害行掷点读数+档位随行留档(P2 归因)"」——预算内未找到能翻红的改坏(试跑 600 轮,武器=table, inject)——死断言候选或改坏面缺形 -- roll_multiplier:smoke_armor_roll #15「"棋盘来源伤害行零掷点字段(爆裂/直伤/清障炸药/奖励即时必中全额)"」——预算内未找到能翻红的改坏(试跑 600 轮,武器=table, inject)——死断言候选或改坏面缺形 -- roll_multiplier:smoke_armor_roll #18「"空桶不吃修正恒 0(零点数分量无伤害可落地——边界不变不受下限影响)"」——预算内未找到能翻红的改坏(试跑 600 轮,武器=table, inject)——死断言候选或改坏面缺形 -- roll_multiplier:smoke_pool_wiring #19「"单分量基线在位(normal 分量 = 落地值、基线 %d——充能退役批)" % base_v」——预算内未找到能翻红的改坏(试跑 500 轮,武器=table, inject)——死断言候选或改坏面缺形 -- roll_multiplier:smoke_damage_types #26「"普通行:轻甲 0 / 魔法护甲 +1 / 重甲 −1(加法核)"」——预算内未找到能翻红的改坏(试跑 500 轮,武器=table, inject)——死断言候选或改坏面缺形 -- roll_multiplier:smoke_damage_types #27「"穿刺行:轻甲 −1 / 魔法护甲 +1 / 重甲 0 中性(用户拍板)"」——预算内未找到能翻红的改坏(试跑 500 轮,武器=table, inject)——死断言候选或改坏面缺形 -- roll_multiplier:smoke_damage_types #28「"魔法行:轻甲 0 / 魔法护甲 −1 / 重甲 +1(加法核)"」——预算内未找到能翻红的改坏(试跑 500 轮,武器=table, inject)——死断言候选或改坏面缺形 -- roll_multiplier:smoke_damage_types #32「"标错惩罚轮回放断言:同种子步骤流逐行相同(类型化负向兑付确定性)"」——预算内未找到能翻红的改坏(试跑 500 轮,武器=table, inject)——死断言候选或改坏面缺形 -- roll_multiplier:smoke_attack_chain_fresh_pool #35「"fresh 池非蓄力拍 d_tick = max(1, 掷点档位基线)(Boss 攻击链健康——Bug#2 回归断言)"」——预算内未找到能翻红的改坏(试跑 500 轮,武器=inject, state)——死断言候选或改坏面缺形 -- system_test:smoke_boot_chain——跑后基线未复绿(存在跨试跑状态残留) - -## 三、汇总 - -- system_test:split_tail——1 条(验红 1 / 异常 0)· 改坏试跑 1 轮 · 跑后基线复绿 -- system_test:smoke_scene_split——11 条(验红 5 / 异常 6)· 改坏试跑 600 轮 · 跑后基线复绿 -- system_test:smoke_boot_chain——15 条(验红 6 / 异常 9)· 改坏试跑 600 轮 · 跑后基线**未复绿** -- system_test:smoke_run_lifecycle——11 条(验红 8 / 异常 3)· 改坏试跑 600 轮 · 跑后基线复绿 -- system_test:smoke_lifecycle_matrix——10 条(验红 4 / 异常 6)· 改坏试跑 600 轮 · 跑后基线复绿 -- system_test:stage_faces——1 条(验红 1 / 异常 0)· 改坏试跑 10 轮 · 跑后基线复绿 -- table_structure_guard:smoke_ac_swap_guard——12 条(验红 11 / 异常 1)· 改坏试跑 1608 轮 · 跑后基线复绿 -- table_structure_guard:smoke_enemy_bands——4 条(验红 3 / 异常 1)· 改坏试跑 708 轮 · 跑后基线复绿 -- table_structure_guard:smoke_variation_framework——9 条(验红 9 / 异常 0)· 改坏试跑 103 轮 · 跑后基线复绿 -- table_structure_guard:smoke_difficulty_table——8 条(验红 8 / 异常 0)· 改坏试跑 131 轮 · 跑后基线复绿 -- table_structure_guard:smoke_nine_types_gp_stream——6 条(验红 5 / 异常 1)· 改坏试跑 639 轮 · 跑后基线复绿 -- table_structure_guard:smoke_adventure_table——17 条(验红 11 / 异常 6)· 改坏试跑 3000 轮 · 跑后基线复绿 -- table_structure_guard:smoke_meta——4 条(验红 4 / 异常 0)· 改坏试跑 41 轮 · 跑后基线复绿 -- board_gen_reward:smoke_layout_cell_formula——2 条(验红 2 / 异常 0)· 改坏试跑 14 轮 · 跑后基线复绿 -- board_gen_reward:smoke_reward_identity_unit——10 条(验红 8 / 异常 2)· 改坏试跑 339 轮 · 跑后基线复绿 -- board_gen_reward:smoke_board_generator——22 条(验红 13 / 异常 9)· 改坏试跑 60 轮 · 跑后基线复绿 -- board_gen_reward:smoke_power_interval——5 条(验红 3 / 异常 2)· 改坏试跑 596 轮 · 跑后基线复绿 -- roll_multiplier:smoke_enemy_attack_type——4 条(验红 3 / 异常 1)· 改坏试跑 600 轮 · 跑后基线复绿 -- roll_multiplier:smoke_armor_roll——15 条(验红 10 / 异常 5)· 改坏试跑 600 轮 · 跑后基线复绿 -- roll_multiplier:smoke_pool_wiring——4 条(验红 3 / 异常 1)· 改坏试跑 500 轮 · 跑后基线复绿 -- roll_multiplier:smoke_damage_types——10 条(验红 6 / 异常 4)· 改坏试跑 500 轮 · 跑后基线复绿 -- roll_multiplier:smoke_attack_chain_fresh_pool——3 条(验红 2 / 异常 1)· 改坏试跑 500 轮 · 跑后基线复绿 -- seal_polarity:smoke_seal_ap_exhausted——5 条(验红 5 / 异常 0)· 改坏试跑 9 轮 · 跑后基线复绿 - -合计 189 条:验红 131 / 异常 58。 diff --git a/reports/批B-断言迁移账本-2026-10-22.md b/reports/批B-断言迁移账本-2026-10-22.md index fc3691a6..18d979c1 100644 --- a/reports/批B-断言迁移账本-2026-10-22.md +++ b/reports/批B-断言迁移账本-2026-10-22.md @@ -309,3 +309,123 @@ 7. 波 2 改名后把旧目录名 `game/smoke` 加入熵增闸 RETIRED 清单(防复发)。 8. dump_battle/experiment_density 台账「一次性」件**只搬不删**。 9. 待办清单:570 条目删除归 batch-closure,波 2 不代删。 + +## 十一、波 1 搬家代理二施工记录(G9/G10/G11/G12 —— 2026-10-22 搬家代理二) + +**作业形态=纯文本搬家**:零测试运行、零 git 提交、`game/smoke/smoke_all.gd` 与他人宿主零改动(我名下 22 个套函数与消费 helper 原文全部原地保留,删除归收尾批);manifest(run_all.gd)登记未做(归收尾装配统一登记)。六件宿主全部新建、均为未提交工作区文件——**以下各套状态=已搬运(待装配验证)**。 + +**G9 单元·元进度与锻造 → game/tests/unit/core/meta_progression_forge_test.gd(新建):六套 133 条全部迁入,已搬运(待装配验证)。** +- _meta_pricing_and_buy(4 条)/_meta_settle_and_workshop(42 条)/_meta_injection(10 条)/_smoke_forge_axes(33 条)/_smoke_tree(25 条)/_smoke_tree_rules(19 条)——各条已搬运(待装配验证)。 +- 挂载终态=宿主 `_init` 自建 `_db`(load_tables(true) 失败不中止承 G2–G5 同款);套执行序沿源(_smoke_meta 薄壳序 pricing→settle_ws→injection→forge_axes,接 _run_core_smoke 尾段 tree→tree_rules)。 +- 消费 helper(全部宿主自持私有副本):`_META_SMOKE_PATHS`(全 18 路径)+`_meta_smoke_cleanup/_meta_new_save/_fresh_rng`+`_run_battle/_auto_play_round`(**过渡副本**——去 G6 专属「收束相位回 Idle」断言,G4/G5 同款零断言纯驱动形态)+`AutoPlayer` 按现路径 `res://smoke/auto_player.gd` preload。全局 class_name 裸用:Attunement/EffectEngine/EffectContext(G3 先例)。 + +**G10 单元·存档域 → game/tests/unit/core/save_manager_domain_test.gd(新建):91 条迁入,已搬运(待装配验证)。** +- _smoke_save 60 条(原 70 条;⑨ 摘要集成块基点 :6807–6831 共 10 条按裁决三**转办集成**,宿主内留转办注记)——已搬运(待装配验证)。 +- _smoke_save_slots 31 条——已搬运(待装配验证)。 +- 消费 helper:`_fresh_rng`(自持副本)+`_db` 夹具(v2 续玩受理/收束链夹具消费);_smoke_save_slots 零 helper 自足。paths[8] `smoke_save_integration.json` 仅被转办块消费,名册照源保留(段首尾清场循环零害)。 + +**G11 单元·呈现投影与主题 → game/tests/unit/presentation/theme_projection_test.gd(新建):十套 120 条迁入,已搬运(待装配验证)。** +- _smoke_type_glow(24)/_smoke_battle_log_view(6)/_smoke_global_theme(22)/_smoke_button_five_states(23)/_smoke_texture_filter(9)/_smoke_contrast_inks(9)/_smoke_element_details(8)/_smoke_diag_button_retired(7)/_status_panel_projection(4)/_career_overlay_projection(8)——各条已搬运(待装配验证)。 +- _smoke_playtest_logger 8 条按裁决七改判集成——**不随本宿主,转办**(见下方转办清单)。 +- 挂载终态=`_db`+`_rng`(master 种子 42 沿源)双夹具;套执行序沿源(_run_core_smoke 序+_smoke_meta 薄壳尾序 status_panel→career_overlay)。 +- 消费 helper(全部自持私有副本):`_theme_rel_luminance/_theme_contrast`+微光簇全件(`_GLOW_FIXTURE_TYPES` 常量+`_glow_type_overrides/_glow_blocked` 成员+`_glow_fixture_identity/_glow_unrevealed_neighbors/_glow_expected_set/_glow_key_set_equal/_glow_map_equal`)+`_mk_stream`+`_ms_digest`+`_META_SMOKE_PATHS/_meta_smoke_cleanup/_meta_new_save`(G9 同名 helper 双份过渡,收尾批去重)+`AutoPlayer` 现路径 preload。全局类裸用:UiKit(微光五组映射);ThemeDB 单例直用。 +- **待装配验证要点**:_smoke_global_theme 依赖 ThemeDB 项目主题在座,裁决四要求实跑验证(本批禁跑测试未做)——`--script` 取不到则整体降级系统测试宿主,实跑证据记回本账本。 + +**G12 单元·源码契约+集成 → 三宿主,35 条迁入,已搬运(待装配验证)。** +- unit/data_config/rng_stream_boot_test.gd(新建):_initialize 13 条——已搬运(待装配验证)。:70「事件日志会话落盘」1 条按裁决一**转办集成**。宿主接线注记:`_initialize` 是 MainLoop 虚拟入口,宿主内改名 `_smoke_initialize` 由 `_init` 显式调用(断言零动)。 +- unit/contracts/source_guard_test.gd(新建,裁决五新设子目录):_smoke_type_gate 2+_smoke_hygiene_gates 6——已搬运(待装配验证)。零夹具零 helper(仓库文件直读面)。 +- integration/node_map_templates_test.gd(新建,首个集成新增件):_smoke_node_map_templates 14 条(裁决六整套集成不拆)——已搬运(待装配验证)。`_db` 夹具(level.rows 模板池);消费 helper:`_smoke_rest_stub`(自持私有副本——cond 内 `Callable(self, "_smoke_rest_stub")` 引用名照源)。 +- **编排壳记注**:_initialize 的编排骨架(load_ok 才进 _run_core_smoke、尾接 _split_tail)、_split_tail 瘦壳、对 _smoke_type_gate/_smoke_hygiene_gates/_smoke_node_map_templates 与我组各套的 _run_core_smoke/_smoke_meta 调用行——**编排非断言,随 smoke_all.gd 收尾整体删除退役**,不搬。 + +**对账与自检(纯文本)**: +- 六宿主 Kit.check 计数:13+8+14+133+91+120=**379**=名下总条数(390−转办 11)。 +- 标签逐字对账:六文件 379 条首参字面量与冻结清单(S01 去 14 号、S76 去 :6807–6831、S36 整章除外)脚本比对**零缺失零多出**(超出抽 5 条要求的全量比对)。 +- 粗检:六文件括号/引号平衡、无裸 `check(` 残留;git 状态=仅新增六文件,smoke_all.gd 他人文件零改动。 + +**转办清单(集成散条,宿主未指定——待主会话/装配批落位)**: +1. _initialize :70「事件日志会话落盘(2026-09-27 统一流裁决)」1 条(裁决一)。 +2. _smoke_save ⑨ 摘要集成块基点 :6807–6831 共 10 条(裁决三;消费 `res://smoke/level_autoplay.gd`)。 +3. _smoke_playtest_logger 整套 8 条(裁决七;消费 playtest_logger+真实结算流)。 + +**异常与待主会话**:① _smoke_global_theme ThemeDB 实跑验证缺位(见上,装配验证轮补);② 冻结清单处置列对上述 11 条仍写「迁单元测试」(波 0 生成早于裁决、清单禁改)——以本节转办记录为准;③ 装配验证轮须将六宿主登记进 run_all.gd manifest(含集成件 node_map_templates_test,同入口同协议)。 + +## 十二、波 1 搬家代理一施工记录(G5 剩余/G6/G7/G8 —— 2026-10-22 搬家代理一) + +**作业形态=纯文本搬家**:零测试运行、零 git 提交、`game/smoke/smoke_all.gd` 与他人宿主零改动(名下 31 个套行对应函数与消费 helper 原文全部原地保留,删除归收尾批);manifest(run_all.gd)登记未做(归收尾装配统一登记)。**以下各套状态=已搬运(待装配验证)**。 + +**G5 单元·封印与极性(剩余七套)→ game/tests/unit/battle_settlement/seal_polarity_test.gd(既有宿主 append-only 追加):67 条迁入,已搬运(待装配验证)。** +- _smoke_seal_irreversible_quadrants(21 条)/_smoke_clear_reward_chain(5 条,源内调用 _smoke_clear_reward_zero_paths 随迁)/_smoke_clear_reward_zero_paths(11 条)/_smoke_refresh_provenance_guard(5 条)/_smoke_polarity_routing(12 条)/_smoke_negative_dictionary(8 条)/_smoke_resource_surface(5 条)——各条已搬运(待装配验证)。 +- 追加形态=`_init` 套1 调用行后插六个调用行(套执行序沿源编排基点序:chain→provenance→routing→quadrants→negative→resource——provenance 依赖 chain 写入的 `_regular_clear_reward_rows` 基线)+文件尾追加七套函数与 helper;**套1 既有字节零改动**(git diff=728 insertions / 0 deletions,CRLF 沿用原文件风格)。 +- 消费 helper(宿主自持私有副本,按账本「随首用套迁入」随本批首次消费迁入):const `CLEAR_SMOKE_DEPTH/CLEAR_SMOKE_HERO_HP`+成员 `_regular_clear_reward_rows`+const `POSITIVE_EFFECTS/NEGATIVE_EFFECTS`+`_find_seal_target/_auto_play_round/_run_full_clear/_drive_clear/_rows_of_type/_has_source_row/_has_effect_id/_polarity_probe_accepts/_run_polarity_probe/_rows_at`+`_run_battle`(**过渡副本**——去 G6 专属「收束相位回 Idle」断言,G4 同款零断言纯驱动形态);AutoPlayer 复用套1 既有 preload。 +- **「他人已完成宿主」处置记账**:seal_polarity_test.gd 是账本 §五 落位计划里 G5 的预定宿主(其文件头注即写明八套),剩余七套唯一去处就是本文件——按「套1 内容勿动」执行 append-only 追加;若主会话要求另立文件请改账并移转。 + +**G6 单元·轮内流与技能池+变异 → 双宿主,134 条迁入,已搬运(待装配验证)。** +- unit/battle_settlement/round_flow_skill_pool_test.gd(新建):_smoke_full_battle(7 条标签,编排双调用 L1/L2)+_run_battle(**1 条「收束相位回 Idle」本体随迁**——G4/G5/G9 宿主零断言副本以其为本源)+_smoke_active_refresh(17)+_smoke_encounter_roll(8,含全源唯一 quiet=true 一条——Kit 通道无此参,只影响 PASS 行打印,计数/红绿同口径,标签与 cond 逐字保留并加接线注记)+_smoke_settlement_segments(5)+_smoke_skill_pool 调度壳(0 条,源内序调五件)+_smoke_skill_pool_data(27)+_smoke_skill_pool_replay_independence(2)+_smoke_skill_pool_ev_anchor(1)+_smoke_skill_pool_death_void(5)+_smoke_skill_pool_validation_reject(13)+_smoke_debuff_rider(3)+_smoke_counter_buckets(6)=95 条。套执行序沿源编排基点调用序(full_battle×2→active_refresh→encounter_roll→settlement_segments→skill_pool 壳→counter_buckets)。 +- unit/battle_settlement/variant_placement_test.gd(新建):_smoke_variant_placement(9 条标签,编排双调用 L1/L2)+_smoke_global_variant(30)=39 条。 +- 消费 helper(各自持私有副本):round_flow=`_auto_play_round/_active_refresh_replay/_row_kind_of/_boss_depth/_first_encounter_band/_level_active_nodes/_level_battle_nodes/_encounter_replay/_row_phase/_fresh_rng/_record_pool_trajectories/_has_err_category`+AutoPlayer 现路径 preload+全局类裸用 SkillLottery/SettlementTable/EffectEngine(G3 先例);variant_placement=class `_CountVariantRng`(extends RngServiceCore)+`_variant_dump/_arr_str_eq/_rows_weights_equal/_rows_weight_map/_board_resource_dump/_errs_has_cross_field`。 + +**G7 单元·冒险结构与专长 → game/tests/unit/core/adventure_feats_test.gd(新建):133 条迁入,已搬运(待装配验证)。** +- _smoke_adventure_api(11)/_smoke_adventure(54)/_smoke_feats(68=源 71−转办集成 3)——已搬运(待装配验证)。 +- 剪切记账:_smoke_feats 断点往返块(基点 :1420–1426 三条+其 save_manager 驱动代码)按裁决②整体移出宿主、宿主内留转办注记;表还原行 `_db.feats = live_rows` 原样保留(后续 V3 订阅面断言依赖现行表)。 +- 消费 helper(自持私有副本):`_smoke_find_token/_api_mark_started/_api_mark_choices/_api_mark_node/_adv_drive_to_shop/_adv_st/_battle_st/_fresh_rng/_level_active_nodes`;`res://smoke/level_autoplay.gd` 按现路径局部 load;全局类裸用 FeatTable/EffectEngine。 + +**G8 单元·关卡图与 GP 商店 → game/tests/unit/core/level_shop_economy_test.gd(新建):141 条迁入,已搬运(待装配验证)。** +- _smoke_level(11)/_smoke_level_graph(54)/_smoke_gp_wallet(9)/_smoke_gp_escrow(12)/_smoke_shop_room(22)/_smoke_shop_graph(6)/_smoke_shop_pool(27)——已搬运(待装配验证)。 +- 消费 helper(自持私有副本):`_battle_st/_fresh_rng/_escrow_sum_of/_find_gp_dig/_shop_products_by_id/_adv_drive_to_shop/_adv_st/_all_entry_boss_paths/_level_active_nodes/_first_encounter_band/_boss_depth/_has_err_category`;`res://smoke/level_autoplay.gd` 按现路径局部 load。 + +**对账与自检(纯文本)**: +- 宿主 Kit.check 计数:seal 追加 67(+套1 既有 5=文件共 72)+round_flow 95+variant_placement 39+adventure_feats 133+level_shop_economy 141=**475**=名下总条数(478−转办 3)。 +- 标签/cond 全量脚本比对(超出抽 5 条要求):五宿主 475 条按被迁函数逐条与 smoke_all.gd 源对齐(label/cond 折叠口径零差异;_smoke_feats 按剪切后 68 vs 源 71 对齐);475 条标签字面量与冻结清单各套章节逐字比对零缺失零多出。 +- 粗检:四新建文件无裸 `check(` 残留(round_flow 仅一处源注释「禁恒真 check(true)」随套逐字带入);文件尾换行齐。 + +**转办清单(集成散条,单元宿主不收——待装配批落位)**: +1. _smoke_feats 基点 :1420–1426 三条(裁决②):「断点附随件:relics 持有集入快照(迭代 12 T1 扩列)」「断点附随件:adventure 计数器账本键在案(T6/T7 扩列)」「断点余库:已兑付 relic 令牌逐枚还原(x3 零残留——续玩不重复获得)」——驱动代码=save_manager 临时档(`user://_smoke_feats_bp.json`)装配+注入表上 `_on_level_finished(victory)`+`breakpoint_snapshot()` 取读+`clear_breakpoint()`,随三条同迁(adventure_feats_test.gd 内已留注记)。 + +**异常与待主会话**:① 「他人已完成宿主一个字不许改」与「G5 剩余套落位 seal_polarity_test.gd」字面冲突,按 append-only 执行(见上 G5 节),请主会话追认或改判;② 冻结清单处置列对 feats 三条仍写「迁单元测试」(波 0 生成早于裁决、清单禁改)——以本节转办记录为准;③ 我批被迁函数与共享 helper 在 smoke_all.gd 原地保留(本波禁改 smoke_all),其中 `_find_seal_target/_run_full_clear/_drive_clear/_rows_of_type/_has_source_row/_has_effect_id/_run_polarity_probe/_polarity_probe_accepts/_rows_at` 与两 const 的 smoke 侧消费者已全部迁毕,原件删除归收尾批;④ 跨宿主重复 helper(收尾去重候选):`_fresh_rng`×3(rf/af/ls)+`_has_err_category`×2(rf/ls)+`_level_active_nodes`×3(rf/af/ls)+`_first_encounter_band`×2(rf/ls)+`_boss_depth`×2(rf/ls)+`_battle_st`×2(af/ls)+`_adv_st`×2(af/ls)+`_adv_drive_to_shop`×2(af/ls)+`_auto_play_round/_run_battle` 过渡副本多宿主(rf 主持本体带断言,G4/G5/G9 副本零断言);⑤ 装配验证轮须将四件新宿主登记进 run_all.gd manifest。 + +## 十三、装配批施工记录(2026-10-22 装配代理) + +**作业形态=纯文本与 python 级装配**:零游戏测试(引擎由验证线并行占用)、零 git 提交、M1/M2 十一件已迁宿主内容零改动(seal_polarity_test.gd diff 终检仍=728 insertions/0 deletions,即 M1 交付原态)。以下装配结果=待统一验证,实跑归主会话。 + +**1. 转办 22 条落集成宿主**:新建 `game/tests/integration/cross_system_flow_test.gd`(命名照 integration 现有惯例;与单元同入口同协议=extends SceneTree+Kit.check 主通道;表加载失败不中止承 G2–G5 同款;驱动随条自持、零新增断言——前置受理失败自然落后续断言红)。四块去向(四宿主注记所指转办义务至此全部落位): + +| 转办块 | 条数·裁决 | 宿主函数 | 驱动形态 | +|---|---|---|---| +| _initialize :70 事件日志会话落盘 | 1·裁决一 | `_rng_event_log_session` | 沿源取号序列自持:set_master_seed(42)→open_stream×2→new_adventure(4242)→open_stream("gp_drop")→查 `user://logs/rng_log_4242.jsonl` | +| _smoke_feats 基点 :1420–1426 断点往返 | 3·裁决二 | `_feats_breakpoint_roundtrip` | 沿源 :721–797 重建:5 行临时表注入+seed 72 起局+兑付 x3+save_manager 临时档(`user://_smoke_feats_bp.json`)装配+_on_level_finished(victory)+快照取读+clear_breakpoint;起局/兑付两步受理断言留单元宿主;临时档段首清场+段尾清理;表还原行保留 | +| _smoke_save ⑨ 摘要集成块 基点 :6807–6831 | 10·裁决三 | `_save_summary_integration` | level_autoplay 按现路径 preload;`user://smoke_save_integration.json`(源 paths[8])段首清场+段尾清理,绝不碰 user://save.json | +| _smoke_playtest_logger 整套 | 8·裁决七 | `_smoke_playtest_logger`(函数名沿源) | PlaytestLogger×BattleOrchestrator 真实结算流驱动照源(快照信号收集/停手两结算/诊断转储/JSONL 回读/close_session) | + +**2. manifest 登记**:`game/tests/run_all.gd` `_suites()` 追加 11 行(44→55 条,expect 全 0),格式照现行惯例(域分组插入+注释枚举覆盖面+「批 B 自 smoke_all 迁入」尾注):unit 九件新=round_flow_skill_pool/variant_placement/adventure_feats/level_shop_economy/meta_progression_forge/save_manager_domain/theme_projection/rng_stream_boot/source_guard;integration 两件=node_map_templates/cross_system_flow(转办块宿主)。既有四件登记(table_structure_guard/board_gen_reward/roll_multiplier/seal_polarity)未重。 + +**3. 闸 01 切换**:`tools/run_system_test.py` DEFAULT_SCRIPT 改 `res://tests/system_test.gd`(头注宿主句与用法注释同步;闸 01 识别的两形态摘要行不变);`tools/run_all_gates.sh` 闸 01 注释改指新宿主,闸键名「01 系统测试」未动。 + +**4. 删源**:`game/smoke/smoke_all.gd`+`smoke_all.gd.uid` 整体删除(两件均入 git 历史,工作区 ` D` 未暂存,与两搬家代理未提交产出同批待主会话统一提交)。 + +**5. extract_checks.py 改造与自检**:默认源改三宿主遍历(unit/**+integration/** 递归+system_test.gd,现命中 58 文件);`--src` 升级多文件显式模式(相对路径按仓库根解析);解析器双通道=点前缀 `Kit.check(` 标签在前/裸 `check(` cond 在前(`_check(` 同名前缀与标签实参无字面量的 wrapper 调用不取——先例 reward_overlay_test `_req` 直传变量;字面量损坏仍会以「消失」呈现,不漏检);`--extract`/`--list-funcs` 随多源升级(多源按〔源文件,函数〕分章,章头带源);冻结清单防误覆不变。对账指纹按合同 §五三要素(标签/cond/计数)修正——quiet 列保留展示不入指纹:quiet 是 smoke 通道打印档位(只影响 PASS 行打印,计数/红绿同口径,M1 已记账),Kit 通道无此参,波 0 四元指纹在通道转换后结构性失配;清单冻结三列未动一字,非放宽对账(quiet 变更在 smoke 通道已无承载面)。 + +自检两口径(python 级,非游戏测试): +- **显式模式(16 宿主=本批迁移面全量):清单 1065/现提取 1065 计数对齐,标签/cond 逐字零差异,PASS(退出码 0)**——1043 已搬+22 转办全在宿主。分件计数与 §二/§五落位逐件相等:system_test 49/table_structure_guard 60/rng_stream_boot 13/source_guard 8/board_gen_reward 39/adventure_feats 133/level_shop_economy 141/meta_progression_forge 133/save_manager_domain 91/roll_multiplier 36/seal_polarity 72/round_flow_skill_pool 95/variant_placement 39/theme_projection 120/node_map_templates 14/cross_system_flow 22。 +- **缺省遍历模式:消失 0/标签变更 0/cond 变更 0;新增 317 条全部来自既有套件**(config_db_test 34、damage_controller_test 34、type_glow_test 23、level_map_type_vis_test 23、damage_math_test 21、forge_table_test 20 等 22 文件——全为批前在册单元/集成套件的 Kit.check 断言,非本批迁移面;16 宿主在新增列零出现)。退出码 1 系「新增」类差异,属遍历面含既有套件的预期形态;批 B 出口判定以显式模式为准(§十.1「波 3 出口对账用显式模式」同口径)。 + +**待实跑(归下一棒验证代理/统一验证)**: +- 裁决四 `_smoke_global_theme` ThemeDB 项目主题 `--script` 取得性验证(theme_projection_test 宿主内注记同此)——取不到则整体降级系统测试宿主,实跑证据记回账本。 +- 全部宿主与闸 01/02 实跑归统一验证(本批零游戏测试);manifest 新 11 件 expect 全 0(无致命/负面类)。 +- 工具与文档面遗留(§七普查在案,归波 2):`game/tests/static_scan.sh:100` S11 头注仍提 smoke_all(纯注释);`game/tests/README.md` 过渡期口径句(含 manifest 条数句现为 55)、AGENTS.md:20、architecture.md、game/README 等引用面同批换代;manifest 登记的 11 件新宿主 .uid 边车由引擎首轮导入自动生成(与 M1/M2 九件新件同态,禁手造)。 + +## 十四、核代码修复批施工记录(2026-10-23 主会话执行) + +三冷启动审核员 1065 条全审:1047 有效 / 17 条逐条存疑 + 2 段落级(后者经今日闸记录实证解决:system_test.log 65 项 0 失败=48 条 autoload 门控断言全实跑;unit.log「V1 项目主题挂载」PASS=ThemeDB 在座 21 条全实跑)。grilling 审查一轮:5 条方案成立、4 条被击穿修订(A1 收敛为 has 键在案/B7 改夹具观测路线并补 hp_acc 项/C9 落锤现态加场景绑定/B8-区间行改判测试侧死逻辑——「生产疑似 bug」系 G3 错账已撤销)、另按升格标准新增 attach/rider 键名修复。10 条全部由主会话执行完毕: + +1. cross_system_flow:92 恒真→`bp_r.has("adventure_counters")`(键在案语义;该流零计数器内容,禁验 size>0) +2. table_guard:493 前置 derive_at×3 调用,使命题「纯函数不推计数器」真正被验 +3. table_guard:130 拆两条:null 早退分支(label 补注)+ _TreeSaveMock 非 null 档真实计数(socket1=1) +4. theme:554/580/596 对象引用比较→内容比较(新增 `_sb_content_differs` 助手:Texture 比纹理/Flat 比 bg_color/异型即不同) +5. table_guard 护栏后新增绊线钉:hero_defense 池映射数==0 +6. seal:481-488 补 ap_delta 按行值符号辨极性分支(与安全格循环同口径;_polarity_probe_accepts 未动;:537 同形缺口靠受理谓词保护的依赖已记) +7. level_autoplay 停点加 bonus_max_hp 观测面(测试基建)+ adventure_feats:185-210 窗口拟合改观测值精确断言(公式含 hp_acc 项) +8. board_gen:270-275 自比较死逻辑重写:新增 draws 总抽数计数,判据改「总抽≥2 且不同值<2」 +9. level_shop:806-818 白盒抬 GP+64 绑定场景+else 显式红护栏 +10. roll_multiplier:443 "attach"→"rider" 键名修复 + +**闭案措辞(按测试规约 §6)**:system_test :279/:421 与幂等等值类=「结构复核通过、变异拦截能力未证(执行前提/预算收刀)」。**变异形态留档(只登记不执行——测试已被用户叫停)**:1=adventure_runner.gd:1025 键改名|2=derive_at 内推计数器|3b=计数循环恒 0|4=disabled 改挂 pressed 同内容|5 钉=effect_pool_map 加 hero_defense 映射|6=seal 兑付行符号翻转|7=回血基数改表值上限|8=双掷点恒取下界(R1 已实证形态)|9=货架全不可负担|10=Boss 池加入 rider_mult 技能。**错账撤销**:G3「生产疑似 bug 登记待办」作废——区间行死逻辑在测试源码自身,本批已修。 diff --git a/tools/extract_checks.py b/tools/extract_checks.py index 33db63ca..b0021113 100644 --- a/tools/extract_checks.py +++ b/tools/extract_checks.py @@ -1,24 +1,30 @@ #!/usr/bin/env python3 # -*- coding: utf-8 -*- -r"""extract_checks.py — smoke_all.gd 断言静态提取器(验证集清单生成与出口对账) +r"""extract_checks.py — 断言静态提取器(验证集清单生成与出口对账) -机器提取 game/smoke/smoke_all.gd 的全部静态 check( 调用点(每个调用点记录:所在函数、 +机器提取宿主脚本的全部静态 check( 调用点(每个调用点记录:所在文件、所在函数、 行号、标签字符串字面量原文、cond 表达式原文),提供两种模式: 用法: - python tools/extract_checks.py --extract [--src <源文件>] [--out <清单文件>] [--force] + python tools/extract_checks.py --extract [--src <源文件>...] [--out <清单文件>] [--force] 生成验证集清单(已存在时拒写,除非 --force——冻结参照物防误覆) - python tools/extract_checks.py --diff <清单文件> [--src <源文件>] + python tools/extract_checks.py --diff <清单文件> [--src <源文件>...] 对当前源码再提取,与清单逐条比对——批 B 出口对账唯一工具 - python tools/extract_checks.py --list-funcs [--src <源文件>] + python tools/extract_checks.py --list-funcs [--src <源文件>...] 只打印函数清单与各函数条数(编账本辅助,不写文件) +断言源(--src 可多个;缺省=三宿主遍历): + game/tests/unit/**/*.gd + game/tests/integration/**/*.gd + game/tests/system_test.gd + 批 B 出口对账用显式模式(--src 列全本批宿主文件)——缺省遍历含既有套件的 Kit.check + 断言,对账时以「新增」出现(非迁移面),出口判定以显式模式为准。 + 提取口径: - - 静态 check( 调用点。与行级 grep(grep -c "check(")的差:grep 数含 func check 定义行 - 与一处注释行(「禁恒真 check(true)」),行级 grep=1067、真实调用点=1065(2026-10-22 基点实测)。 + - 静态 check( 调用点,两种通道都认:smoke/系统宿主的 check(cond, label)(cond 在前) + 与单元/集成宿主的 Kit.check("label", cond)(点前缀=标签在前);`_check(` 等同名 + 前缀调用非标准通道,不取。 - 调用点可跨行:从 `check(` 起括号配平归集完整实参文本(() [] {} 三种括号都计深度); 字符串字面量内的括号/逗号/井号、行尾注释、转义序列均不参与结构判定(码位掩码单趟预扫)。 - - cond 摘要=cond 原文跨行折叠为单行(连续空白并一空格);标签原文=第二个实参里的字符串 + - cond 摘要=cond 原文跨行折叠为单行(连续空白并一空格);标签原文=标签实参里的字符串 字面量逐字保真(含引号与转义序列原样,禁改写);标签实参若带格式化/拼接后缀 (`"..." % [...]`),后缀折叠后以「↩」接排在标签列。 - md 表格单元格内 `|` 转义为 `\|`、`\` 转义为 `\\`(源码串内无这两序列的歧义形态,读回可还原)。 @@ -37,9 +43,26 @@ import sys from pathlib import Path ROOT = Path(__file__).resolve().parent.parent -DEFAULT_SRC = ROOT / "game" / "smoke" / "smoke_all.gd" +# 断言源缺省=三宿主遍历:unit/**+integration/** 两目录递归 + 系统宿主单文件。 +# 遍历面含既有套件的 Kit.check 断言(非本批迁移面,对账呈「新增」)——出口对账用 --src 显式列宿主。 +DEFAULT_TREES = ( + ROOT / "game" / "tests" / "unit", + ROOT / "game" / "tests" / "integration", + ROOT / "game" / "tests" / "system_test.gd", +) DEFAULT_OUT = ROOT / "game" / "tests" / "验证集清单.md" + +def default_sources(): + """三宿主遍历:两目录递归 *.gd + 系统宿主单文件,路径排序定序。""" + files = [] + for p in DEFAULT_TREES: + if p.is_file(): + files.append(p) + elif p.is_dir(): + files.extend(sorted(p.rglob("*.gd"))) + return sorted(files) + CALL_RE = re.compile(r"check\(") DEF_RE = re.compile(r"^\s*(static\s+)?func\s+check\s*\(") FUNC_RE = re.compile(r"^(static\s+)?func\s+([A-Za-z_][A-Za-z0-9_]*)") @@ -204,7 +227,7 @@ def collect_call(joined, start): def extract(src_path: Path): - """提取全部静态 check( 调用点。返回(条目列表, 函数表),条目保持源码顺序。""" + """提取单文件全部静态 check( 调用点。返回(条目列表, 函数表),条目保持源码顺序。""" src = src_path.read_text(encoding="utf-8") lines = src.split("\n") funcs = func_table(lines) @@ -227,21 +250,28 @@ def extract(src_path: Path): ln = line_of(m.start()) if DEF_RE.match(lines[ln - 1]): continue # func check 定义行 + prev = joined[m.start() - 1] if m.start() > 0 else "" + if prev and (prev.isalnum() or prev == "_"): + continue # `_check(` 等同名前缀——非标准通道 + label_first = prev == "." # Kit.check("label", cond)——点前缀=标签在前 body, end_pos = collect_call(joined, m.start()) if body is None: - raise SystemExit("[extract_checks] FAIL:行 %d 起的 check( 括号不配平到文件尾——先查解析缺口" % ln) + raise SystemExit("[extract_checks] FAIL:%s 行 %d 起的 check( 括号不配平到文件尾——先查解析缺口" + % (src_path.name, ln)) args = split_args(body) if len(args) not in (2, 3): raise SystemExit( - "[extract_checks] FAIL:行 %d 的 check( 拆出 %d 个实参(预期 2/3)——解析缺口,先查再跑" - % (ln, len(args))) - cond = args[0] - label_expr = args[1] + "[extract_checks] FAIL:%s 行 %d 的 check( 拆出 %d 个实参(预期 2/3)——解析缺口,先查再跑" + % (src_path.name, ln, len(args))) + if label_first: + label_expr, cond = args[0], args[1] + else: + cond, label_expr = args[0], args[1] quiet = args[2] if len(args) == 3 else "" lm = LITERAL_RE.search(label_expr) if lm is None: - raise SystemExit( - "[extract_checks] FAIL:行 %d 的标签实参不含字符串字面量——解析缺口,先查再跑" % ln) + continue # 标签实参无字面量(wrapper 直传变量——既有套件先例 reward_overlay_test _req) + # 不取:无可指纹化面;冻结面对账不受影响(字面量损坏会以「消失」呈现) entries.append({ "line": ln, "end_line": line_of(min(end_pos, len(joined) - 1)), @@ -254,6 +284,20 @@ def extract(src_path: Path): return entries, funcs +def extract_all(src_paths): + """多文件提取合并。返回(条目列表, {相对路径: 函数表});条目附加 src=相对路径。""" + entries = [] + funcs_by_src = {} + for p in src_paths: + es, funcs = extract(p) + rel = p.relative_to(ROOT).as_posix() if p.is_relative_to(ROOT) else p.as_posix() + for e in es: + e["src"] = rel + entries.extend(es) + funcs_by_src[rel] = funcs + return entries, funcs_by_src + + def label_cell(e): """标签列:字面量 ↩ 后缀(后缀空则只有字面量)。""" sfx = fold(e["label_suffix"]) @@ -261,8 +305,10 @@ def label_cell(e): def entry_key(e): - """对账指纹:cond 折叠 + 标签字面量(逐字)+ 后缀折叠 + quiet。""" - return (fold(e["cond"]), e["label_literal"], fold(e["label_suffix"]), fold(e["quiet"])) + """对账指纹=合同 §五三要素:cond 折叠 + 标签字面量(逐字)+ 后缀折叠。 + quiet 不入指纹——它是 smoke 通道的打印档位(只影响 PASS 行打印,计数/红绿同口径), + Kit 通道无此参,迁移时按接线注记落通道转换;quiet 列保留展示,不参与对账。""" + return (fold(e["cond"]), e["label_literal"], fold(e["label_suffix"])) def pad3(n): @@ -280,13 +326,14 @@ def base_commit(): return "" -def render_list(entries, funcs, src_rel: str) -> str: - """生成验证集清单骨架。白话释义/处置两列留待回填(回填不动冻结列)。""" +def render_list(entries, funcs_by_src, src_names) -> str: + """生成验证集清单骨架。白话释义/处置两列留待回填(回填不动冻结列)。 + 多源按(源文件, 函数)分章——跨文件同名函数不并章;章头行号=该源文件内行号。""" out = [] out.append("# 验证集清单(迁移参照物·冻结)") out.append("") - out.append("> 生成日期:2026-10-22 · 基点 commit:`%s` · 源:`%s`" % (base_commit(), src_rel)) - out.append("> 提取口径:静态 `check(` 调用点,括号配平归集(可跨行)。基点实测调用点 1065 处;") + out.append("> 生成日期:2026-10-22 · 基点 commit:`%s` · 源:%s" % (base_commit(), "、".join(src_names))) + out.append("> 提取口径:静态 `check(` 调用点,括号配平归集(可跨行)。批 B 基点实测 smoke_all.gd 调用点 1065 处;") out.append("> 行级 `grep -c \"check(\"` = 1067 是另一口径——多出的 2 行为 `func check(` 定义行与") out.append("> 一处注释行(「禁恒真 check(true)」),非调用点。运行时计数大于静态计数=循环展开条目,") out.append("> 两口径各自浮动,禁互相换算(tests/README「断言计数双口径」)。") @@ -294,20 +341,21 @@ def render_list(entries, funcs, src_rel: str) -> str: out.append("> 冻结纪律:每条的「标签原文」「cond 摘要」「quiet」三列为机器提取逐字保真,禁任何改写;") out.append("> cond 摘要=原文跨行折叠单行(连续空白并一空格),单元格内 `|`→`\\|`、`\\`→`\\\\` 转义,读回还原。") out.append("> 「白话释义」「处置」两列由维护回填,不属冻结面。") - out.append("> 出口对账:`python tools/extract_checks.py --diff game/tests/验证集清单.md`") + out.append("> 出口对账:`python tools/extract_checks.py --diff game/tests/验证集清单.md --src <宿主文件>...`") out.append("> ——标签/cond/计数三对齐才算迁移完(合同 §五出口机检)。") out.append("> 维护义务:此后断言新增/删除/改判必须同步本清单(test-conventions §9.3 锚)。") out.append("") seq = 0 - by_func = [] + by_gf = [] for e in entries: - if by_func and by_func[-1][0] == e["func"]: - by_func[-1][1].append(e) + key = (e["src"], e["func"]) + if by_gf and by_gf[-1][0] == key: + by_gf[-1][1].append(e) else: - by_func.append((e["func"], [e])) - for idx, (fn, es) in enumerate(by_func, 1): + by_gf.append((key, [e])) + for idx, ((src, fn), es) in enumerate(by_gf, 1): start, end = es[0]["line"], es[-1]["end_line"] - out.append("## %s %s(行 %d–%d · %d 条 · 去向:待分类回填)" % (pad3(idx), fn, start, end, len(es))) + out.append("## %s %s(行 %d–%d · %d 条 · 源 %s · 去向:待分类回填)" % (pad3(idx), fn, start, end, len(es), src)) out.append("") out.append("| 序号 | 行号 | 标签原文 | cond 摘要 | 白话释义 | 处置 | quiet |") out.append("|---|---|---|---|---|---|---|") @@ -317,7 +365,7 @@ def render_list(entries, funcs, src_rel: str) -> str: seq, e["line"], esc_cell(label_cell(e)), esc_cell(fold(e["cond"])), esc_cell(fold(e["quiet"])))) out.append("") out.append("---") - out.append("全源共 %d 章、%d 条(静态调用点口径)。" % (len(by_func), seq)) + out.append("全源共 %d 章、%d 条(静态调用点口径)。" % (len(by_gf), seq)) return "\n".join(out) + "\n" @@ -361,8 +409,8 @@ def _short(s, n=80): return s if len(s) <= n else s[:n] + "…" -def diff_report(list_path: Path, src_path: Path) -> int: - cur, _funcs = extract(src_path) +def diff_report(list_path: Path, src_paths) -> int: + cur, _funcs = extract_all(src_paths) frozen = parse_list(list_path) cur_keys = {} for e in cur: @@ -377,7 +425,7 @@ def diff_report(list_path: Path, src_path: Path) -> int: used_added = set() rest_missing = [] for k in missing: - cond, lit, sfx, _q = k + cond, lit, sfx = k pair = next((ka for ka in added if ka not in used_added and ka[0] == cond), None) if pair is not None: used_added.add(pair) @@ -391,12 +439,12 @@ def diff_report(list_path: Path, src_path: Path) -> int: rest_missing.append(k) rest_added = [k for k in added if k not in used_added] ok = True - print("[extract_checks] 对账:%s vs 现提取 %s" % (list_path.name, src_path.name)) + print("[extract_checks] 对账:%s vs 现提取 %d 个源文件" % (list_path.name, len(src_paths))) print(" 清单条数=%d 现提取条数=%d %s" % ( len(frozen), len(cur), "(计数对齐)" if len(frozen) == len(cur) else "(计数不齐)")) - def show(k, tag): - cond, lit, sfx, q = k + def show(k, tag, q=""): + cond, lit, sfx = k s = " %s cond=%s label=%s" % (tag, _short(cond), _short(lit)) if sfx: s += " suffix=%s" % _short(fold(sfx)) @@ -408,27 +456,27 @@ def diff_report(list_path: Path, src_path: Path) -> int: ok = False print(" 标签字面变更 %d 对(cond 同、标签异):" % len(label_changes)) for old, new in label_changes: - show(old, "-") - show(new, "+") + show(old, "-", frozen_keys[old][0].get("quiet", "")) + show(new, "+", cur_keys[new][0].get("quiet", "")) if cond_changes: ok = False print(" cond 字面变更 %d 对(标签同、cond 异):" % len(cond_changes)) for old, new in cond_changes: - show(old, "-") - show(new, "+") + show(old, "-", frozen_keys[old][0].get("quiet", "")) + show(new, "+", cur_keys[new][0].get("quiet", "")) if rest_missing: ok = False print(" 消失 %d 条(清单有、现码无):" % len(rest_missing)) for k in rest_missing: print(" - [%s]" % frozen_keys[k][0].get("section", "?"), end="") - show(k, "") + show(k, "", frozen_keys[k][0].get("quiet", "")) if rest_added: ok = False print(" 新增 %d 条(现码有、清单无):" % len(rest_added)) for k in rest_added: es = cur_keys[k][0] - print(" + [func %s @%d]" % (es["func"], es["line"]), end="") - show(k, "") + print(" + [src %s func %s @%d]" % (es["src"], es["func"], es["line"]), end="") + show(k, "", es.get("quiet", "")) if ok: print("[extract_checks] PASS——标签/cond/计数三对齐,零差异") return 0 @@ -436,57 +484,77 @@ def diff_report(list_path: Path, src_path: Path) -> int: return 1 -def list_funcs(entries, funcs): - by_func = [] - for e in entries: - if by_func and by_func[-1][0] == e["func"]: - by_func[-1][1] = by_func[-1][1] + 1 - else: - by_func.append([e["func"], 1]) - checked = {f for f, _ in by_func} - for fn, n in by_func: - print("%s\t%d" % (fn, n)) - print("--- 无断言函数(helper,随套迁移)---") - for fn, ln in funcs: - if fn not in checked: - print("%s\t@%d" % (fn, ln)) +def list_funcs(entries, funcs_by_src): + for src, funcs in funcs_by_src.items(): + by_func = [] + for e in entries: + if e["src"] != src: + continue + if by_func and by_func[-1][0] == e["func"]: + by_func[-1][1] = by_func[-1][1] + 1 + else: + by_func.append([e["func"], 1]) + print("=== %s ===" % src) + checked = {f for f, _ in by_func} + for fn, n in by_func: + print("%s\t%d" % (fn, n)) + print("--- 无断言函数(helper,随套迁移)---") + for fn, ln in funcs: + if fn not in checked: + print("%s\t@%d" % (fn, ln)) + + +def resolve_sources(src_args): + """--src 列表 → Path 列表(相对路径按仓库根解析);缺省=三宿主遍历。任一文件不可读即 None。""" + if src_args: + paths = [Path(s) if Path(s).is_absolute() else ROOT / s for s in src_args] + else: + paths = default_sources() + if not paths: + print("[extract_checks] FAIL:断言源为空(三宿主遍历无命中?)") + return None + for p in paths: + if not p.is_file(): + print("[extract_checks] FAIL:源文件不可读:%s" % p) + return None + return paths def main() -> int: if hasattr(sys.stdout, "reconfigure"): sys.stdout.reconfigure(encoding="utf-8", errors="replace") - ap = argparse.ArgumentParser(description="smoke_all.gd 断言静态提取器(清单生成/对账)") + ap = argparse.ArgumentParser(description="断言静态提取器(清单生成/对账)") ap.add_argument("--extract", action="store_true", help="生成验证集清单") ap.add_argument("--diff", metavar="清单文件", help="与清单逐条对账(批 B 出口机检)") ap.add_argument("--list-funcs", action="store_true", help="打印函数清单与条数(编账本辅助)") - ap.add_argument("--src", default=str(DEFAULT_SRC), help="断言源文件") + ap.add_argument("--src", nargs="+", default=None, + help="断言源文件(可多个;缺省=三宿主遍历 unit/**+integration/**+system_test.gd)") ap.add_argument("--out", default=str(DEFAULT_OUT), help="--extract 输出路径") ap.add_argument("--force", action="store_true", help="输出文件已存在时允许覆盖") args = ap.parse_args() if sum(bool(x) for x in (args.extract, args.diff, args.list_funcs)) != 1: print("[extract_checks] 用法:--extract / --diff <清单文件> / --list-funcs 三选一") return 2 - src_path = Path(args.src) - if not src_path.is_file(): - print("[extract_checks] FAIL:源文件不可读:%s" % src_path) + src_paths = resolve_sources(args.src) + if src_paths is None: return 2 if args.extract: out = Path(args.out) if out.exists() and not args.force: print("[extract_checks] FAIL:清单已存在(%s)——冻结参照物防误覆,重生成须加 --force" % out) return 2 - entries, _funcs = extract(src_path) - out.write_text(render_list(entries, _funcs, src_path.name), encoding="utf-8", newline="\n") - print("[extract_checks] 已生成 %s(%d 个调用点)" % (out, len(entries))) + entries, funcs_by_src = extract_all(src_paths) + out.write_text(render_list(entries, funcs_by_src, [p.name for p in src_paths]), encoding="utf-8", newline="\n") + print("[extract_checks] 已生成 %s(%d 个源文件、%d 个调用点)" % (out, len(src_paths), len(entries))) return 0 if args.diff: lp = Path(args.diff) if not lp.is_file(): print("[extract_checks] FAIL:清单不可读:%s" % lp) return 2 - return diff_report(lp, src_path) - entries, funcs = extract(src_path) - list_funcs(entries, funcs) + return diff_report(lp, src_paths) + entries, funcs_by_src = extract_all(src_paths) + list_funcs(entries, funcs_by_src) return 0 diff --git a/tools/run_all_gates.sh b/tools/run_all_gates.sh index 26a1710f..5dbae261 100644 --- a/tools/run_all_gates.sh +++ b/tools/run_all_gates.sh @@ -163,7 +163,7 @@ gate_unit() { # run_all 是 --script 模式,退出码为唯一判据 if in_domain code; then # ── 0. 冒烟测试(极小启动场景:真实开机路径存活检查,零逻辑判定,秒级)── gate "00 冒烟测试" "smoke_boot.log" "$PY" "$REPO/tools/run_smoke.py" -# ── 1. 系统测试(真实玩法路径断言面;过渡期宿主=game/smoke/smoke_all.gd,断言迁移归批 B)── +# ── 1. 系统测试(真实玩法路径断言面;宿主=game/tests/system_test.gd,缺省 --script 由 run_system_test.py 持有)── gate "01 系统测试" "system_test.log" "$PY" "$REPO/tools/run_system_test.py" # ── 2. 单元与集成测试 ── gate_unit diff --git a/tools/run_system_test.py b/tools/run_system_test.py index 9bf91461..9d49bbe2 100644 --- a/tools/run_system_test.py +++ b/tools/run_system_test.py @@ -2,14 +2,12 @@ r"""run_system_test.py — 系统测试运行器(脚本错误外部门禁) 用法: - python tools/run_system_test.py # 跑系统测试(过渡期宿主 res://smoke/smoke_all.gd) - python tools/run_system_test.py --script res://tests/system_test.gd + python tools/run_system_test.py # 跑系统测试(宿主 res://tests/system_test.gd) + python tools/run_system_test.py --script <宿主脚本> python tools/run_system_test.py --godot <引擎路径> --path <切片目录> --timeout 300 系统测试 = 启动真实工程走真实玩法路径的断言面(标准四级测试层之一)。 -宿主过渡态:断言现全部住在 res://smoke/smoke_all.gd,按「只剪切禁改写」纪律迁往 -res://tests/system_test.gd(宿主薄壳已在位)——迁移完成后本件缺省 --script 改指新宿主, -闸 01 系统测试随迁。 +宿主:res://tests/system_test.gd(--script 薄壳自持 check 通道;断言面自 smoke_all.gd 迁入——沿革查 git log)。 背景: GDScript 运行时脚本错误(SCRIPT ERROR)不改变进程退出码、不计入失败数, 且会静默中断所在断言函数的剩余断言——摘要零失败也可能断言未跑全。 @@ -29,7 +27,7 @@ from pathlib import Path ROOT = Path(__file__).resolve().parent.parent DEFAULT_GODOT = r"D:\code\godot\Godot_v4.7.2-stable_win64_console.exe" DEFAULT_SLICE = ROOT / "game" -DEFAULT_SCRIPT = "res://smoke/smoke_all.gd" # 过渡期宿主;断言迁移批后改 res://tests/system_test.gd +DEFAULT_SCRIPT = "res://tests/system_test.gd" # 系统测试宿主 SUMMARY_RE = re.compile(r"(?:冒烟完成|\[system_test\] 摘要):(\d+) 项检查,(\d+) 项失败") ERROR_MARKERS = ("SCRIPT ERROR", "Parse Error")