refactor(迭代35卡②T2·二口+T3 S1/S2/S6/S8): 消费侧切源落定+断言面换代主体——① level_runner 图源换代(_generator 取代模板解析,_assign_generated_graph 读 level_gen_params 参数档产图并过 LevelTable.validate_graph,违规起关拒绝零兜底)+_entry_nodes 多入口首跳+_node_id 句柄单空间+enc node_depth 取节点 depth 值;② adventure_runner/main/save_manager 模板链路退役(first_script 参数与 template_pick 计算全删,断点 template_pick 键换生成图代差标记键 graph_gen_v2,缺键旧断点 resume 显式拒绝禁静默回放);③ level.tres 三行 templates 键清出(15 张模板数据出表,行级字段留,表尾注释改指参数档+生成器);④ sim/probe 随动(run_level/run_adventure 尾参退役、MC 出数字段 level_templates→level_maps 值=关卡#主种子、探针注释性质化、boss_depth 取节点 depth 键);⑤ 断言面换代:node_map_templates 宿主整段重写为生成图确定性套(纯函数复现/换种子变图/零计数器号位依赖/单一图源/种子 42 两开局同图/断点重生成同图/缺代差键拒绝/表无 templates/收束置位三条保留),breakpoint_resume 新增 P7 六断言(快照无已抽模板键、代差标记、停点句柄与已到序往返、续玩同图、旧断点拒绝、同种子重开局同图),S8 单测随动 first_script 键清退+断点夹具换代+meta 参数面 extra 键样换 treasure_unlocked(语义保持),S2 生成图取数面三宿主替换(level_active_nodes 走参数档+种子 42,消费点深度键换 depth,round_flow 死件 _boss_depth 随删),adventure_feats 覆盖义务段改真实解析链判据(敌侧落带≥请求深度+板侧命中+非空扫描面)、奖励节点段换「图侧含件+真实选路点选呈停兑付」双断言(旧单链必经形状前提随模板消亡,非放宽:经停即呈候选由真实 pick_next_node 入口证明)、商店余额段按每关恰一店投影改三关读数
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@@ -42,7 +42,7 @@ var _pending_next_level := false # 大奖励已兑付、等 continue_to
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var _last_level_payload := {} # 最近一次关卡结束载荷(失败结算的败退节点明细来源——数值验证取数面)
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var _override := [0, 0] # 调试浮窗百分比通道 [atk_pct, hp_pct](每关新 runner 都要应用)
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var _base_override := {"atk": 0, "max_hp": 0, "armor_class": 0}
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var _first_script := false # 首次脚本模式(关卡节点图生成 v0.4——true = 全关零抽签取池内模板 0;测量夹具恒 false) # 永久强化 flat 注入(冒险开始参数面 params.hero_override 存入,共享给 LevelRunner;全零 = 白板)
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# 永久强化 flat 注入(冒险开始参数面 params.hero_override 存入,共享给 LevelRunner;全零 = 白板)
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var _last_treasure_cleared := 0 # additive(最近一次关卡末清空计数,summary 取数面)
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var _treasure_unlocked := {} # aux 解锁门控集(params.treasure_unlocked 接收面)
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var _attunement: Array[Variant] = [] # 同调装配集(params.attunement 接收面,start_level 外下传 LevelRunner)
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@@ -99,7 +99,6 @@ func start_adventure(seed_val: int, params: Dictionary = {}) -> bool:
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_base_override = _normalize_override(params.get("hero_override", {}))
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hero_attack_type = String(params.get("attack_type", "")) # 两根类型轴快照(契约 8 锁死:开局后不随存档选中变化)
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hero_armor_type = String(params.get("armor_type", ""))
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_first_script = bool(params.get("first_script", false)) # 缺省 = 非首次(抽签路径;真实侧由呈现层读存档布尔位传入)
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_shop_mode = "pool" if String(params.get("shop_mode", "legacy")) == "pool" else "legacy" # 缺省 legacy(off 对照零扰动)
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_treasure_unlocked = params.get("treasure_unlocked", {}) if params.get("treasure_unlocked", {}) is Dictionary else {}
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_attunement = params.get("attunement", []) if params.get("attunement", []) is Array else [] # additive
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@@ -144,6 +143,11 @@ func resume_adventure(bp: Dictionary, params: Dictionary = {}) -> bool:
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if bp.is_empty():
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push_error("[冒险结构] resume_adventure 拒绝——空断点快照")
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return false
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if int(bp.get("graph_gen_v2", 0)) != 1:
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# 旧代差断点(模板池时代的 node_id 与生成图句柄空间可碰撞错位)——显式拒绝,
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# 禁按新语义静默回放;旧模板图已随模板池退役,无迁移动作可做(凭空捏图=兜底图红线)。
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push_error("[冒险结构] resume_adventure 拒绝——断点缺生成图代差标记(graph_gen_v2),属换代前旧断点")
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return false
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master_seed = int(bp.get("master_seed", 0))
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rng.restore_adventure(master_seed, int(bp.get("rng_counter", 0)))
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ledger = {"hero_hp": int(bp.get("hero_hp", 0)), "gp": int(bp.get("gp", 0))}
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@@ -191,7 +195,6 @@ func resume_adventure(bp: Dictionary, params: Dictionary = {}) -> bool:
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# 钳制用 flat 已含的保守口径即可,加算区恢复后其余战斗照常)。
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ledger["hero_hp"] = mini(int(ledger.get("hero_hp", 0)), maxi(1,
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int(round(float(int(db.hero.max_hp) + int(_base_override.get("max_hp", 0))) * (100.0 + float(_override[1])) / 100.0))))
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_first_script = false # 续玩模板已随快照强制(已抽模板零重抽)——脚本模式不重放
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_shop_mode = "pool" if String(params.get("shop_mode", "legacy")) == "pool" else "legacy" # 续玩参数面同 start_adventure(缺省 legacy)
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_treasure_unlocked = params.get("treasure_unlocked", {}) if params.get("treasure_unlocked", {}) is Dictionary else {}
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_attunement = params.get("attunement", []) if params.get("attunement", []) is Array else [] # additive
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@@ -844,14 +847,12 @@ func _start_current_level() -> bool:
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_runner.wallet_changed.connect(_forward_wallet_changed)
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_runner.level_finished.connect(_on_level_finished)
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_runner.set_hero_override(int(_override[0]), int(_override[1]))
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# 断点续玩分支:模板随快照强制(已抽模板零重抽零 RNG)、resume_state 带
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# 停点节点与已到序——重建到停点后经 present_resumed_choice 呈现(信号顺序契约同入口)。
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# 断点续玩分支:图由主种子+参数档重生成同图(产图与计数器号位无关,停点零重抽语义随之消解),
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# resume_state 带停点句柄与已到序——重建到停点后经 present_resumed_choice 呈现(信号顺序契约同入口)。
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var resume_state: Dictionary[Variant, Variant] = {}
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var template_pick: int = 0 if _first_script else -1 # 首次脚本 = 每关固定模板 0 零抽签;否则逐关抽签
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if not _resume_bp.is_empty():
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resume_state = {"node_id": int(_resume_bp.get("node_id", -1)),
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"visited_ids": _resume_bp.get("visited_ids", []) as Array}
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template_pick = int(_resume_bp.get("template_pick", -1))
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# 接口①开始关卡:生命经共享账本交接(账本当前值即开局生命——冒险开始置满 / 大奖励回满已写好);
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# _base_override 共享引用随载荷传入(永久强化 flat——LevelRunner.effective_* 叠加序第二项)。
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# defer_entry=true 起每关(含首关)——先 emit level_started(呈现层在
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@@ -860,7 +861,7 @@ func _start_current_level() -> bool:
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_runner.set_run_ledger(run_ledger) # 共享四账单类下传(run_ledger=四账类,ledger=关卡账)
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_runner.sync_attune_inventory() # 能力件骑库存面注入(随账下传同拍)
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var ok: bool = _runner.start_level_external(level_index, ledger, purchased,
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apply_rest, _base_override, true, template_pick, resume_state)
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apply_rest, _base_override, true, resume_state)
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if ok:
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_runner.set_attunement(_attunement) # 同调装配下传(enc 携带进战斗结算)
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_runner.set_feats(_feats) # 特性持有集下传(begin_battle enc.feats 求值面)
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@@ -1010,7 +1011,7 @@ func _snapshot_breakpoint() -> void:
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"shop_shelf": _runner.shop_bp_shelf() if _runner != null else [], # 货架入断点(离开店/非店停点 = 空架合法态)
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"shop_visit_buys": _runner.shop_bp_visit_buys() if _runner != null else 0, # 本次进店已购次数(A 链定价输入)
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"attunement_charges": run_ledger.attune_charges.duplicate(true), # 同调主动件充能余量随断点(save v4 域)
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"template_pick": _runner.active_template_index if _runner != null else -1,
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"graph_gen_v2": 1, # 生成图换代代差标记(缺键 = 换代前旧断点 → resume 显式拒绝)
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"master_seed": master_seed,
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"rng_counter": rng.counter(),
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"keystone": keystone,
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+71
-84
@@ -64,7 +64,7 @@ var _phase: int = Phase.IDLE
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var level_result := "" # "" / "victory" / "defeat"(外部契约面)
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var _candidates: Array[Dictionary] = [] # 当前选路候选(节点引用数组)
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var visited: Array[Dictionary] = [] # 已兑付/到达节点序列(呈现层图条数据源;含当前节点)
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var _graph_mode := false # 图形态缓存(行集任一节点带 next;单链 = false)
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var _generator # 参数化长图生成器(惰性建——NodeMapGenerator 持注入的 RngService)
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func _init(db_ref: ConfigDb, rng_ref: RngServiceCore) -> void:
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@@ -127,7 +127,7 @@ func restore_hero_base() -> void:
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# ---- 关卡生命周期 ----
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func start_level(level_index: int, seed_val: int, base_override_in: Dictionary = {}, template_pick: int = -1) -> bool:
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func start_level(level_index: int, seed_val: int, base_override_in: Dictionary = {}) -> bool:
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# 单关测试模式:私有账本、内置恢复数学、自调 new_adventure(漂移①
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# 单关=冒险的历史简化在测试模式保留;正式种子域归 AdventureRunner.start_adventure)
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# base_override_in = 永久强化 flat 注入尾参(缺省 {} 全零白板,
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@@ -146,34 +146,31 @@ func start_level(level_index: int, seed_val: int, base_override_in: Dictionary =
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_phase = Phase.IDLE
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_candidates = []
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visited = []
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_graph_mode = false
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gp = 0 # 冒险钱包清零开局(局内货币生命周期起点)
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run_ledger.bonus = {"atk": 0, "max_hp": 0, "armor_class": 0} # 加算区冒险开始全 0(单关入口零元进度——注入面见上)
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base_override = {"atk": 0, "max_hp": 0, "armor_class": 0} # 永久强化 flat:缺省全零白板(单关入口零元进度——注入面见上)
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_shop_purchased = {} # 已购档数清零(跨冒险不延续——递增定价按冒险内累计)
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for k in base_override.keys():
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base_override[k] = maxi(0, int(base_override_in.get(k, 0))) # 注入规范化(契约同冒险开始参数面)
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for node in nodes():
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if node.has("next"):
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_graph_mode = true
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break
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hero_hp = effective_max_hp()
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rng.new_adventure(seed_val) # 关卡起点 = 冒险起点(切片口径;跨关接续归 冒险结构)
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level_row.assign(_resolve_template_row(row, template_pick)) # 池解析在播种后(node_map 抽签须已播种——EC7)
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_phase = Phase.RUNNING
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var entry := _entry_node()
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if entry.is_empty():
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push_error("[关卡节点地图] 入口节点缺失(无入边唯一节点——图合法性校验应已拦截)")
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if not _assign_generated_graph(row, seed_val):
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_phase = Phase.ENDED
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return false
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return _enter_node(entry)
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_phase = Phase.RUNNING
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var entries := _entry_nodes()
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if entries.is_empty():
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push_error("[关卡节点地图] 入口节点缺失(无入边节点集为空——validate_graph 应已拦)")
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_phase = Phase.ENDED
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return false
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return _enter_node(entries[0])
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# 冒险结构接口①:开始关卡(载荷 = 关卡序号 + 当前生命 + 生效上限——生命经共享账本交接;
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# 种子域归冒险结构:本路径不重播种;账本归冒险结构:本路径不重置 gp/bonus/_shop_purchased,
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# 也不重置 hero_hp——账本当前值即开局生命,AdventureRunner 已在 ledger 写好)。
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# base_override = 永久强化 flat 共享引用(缺省 {} 全零白板,与 B1 空参数路径同值)。
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# 流程与 start_level 同款(_find_level_row → 状态初始化 → _graph_mode 探测 → _enter_node(entry)),
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# 流程与 start_level 同款(_find_level_row → 生成图装配 → 状态初始化 → _enter_node(入口)),
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# 差异仅在账本/加算区/已购档/恢复执行体的注入与零重置。
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# defer_entry 尾参(缺省 false = 直接进节点)——true 时不自动
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# _enter_node(entry),改置选路态(awaiting_choice + 单候选 = 入口节点),由 AdventureRunner 在
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@@ -183,7 +180,7 @@ func start_level(level_index: int, seed_val: int, base_override_in: Dictionary =
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# _enter_node(entry)——测量面零漂移红线。
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func start_level_external(level_index: int, ledger: Dictionary,
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purchased_ref: Dictionary, rest_handler: Callable, base_override_ref: Dictionary = {},
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defer_entry: bool = false, template_pick: int = -1, resume_state: Dictionary = {}) -> bool:
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defer_entry: bool = false, resume_state: Dictionary = {}) -> bool:
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var row := _find_level_row(level_index)
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if row.is_empty():
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push_error("[关卡节点地图] level_index %d 在 LevelTable 无行" % level_index)
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@@ -193,34 +190,30 @@ func start_level_external(level_index: int, ledger: Dictionary,
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base_override = base_override_ref
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_shop_purchased = purchased_ref
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_rest_handler = rest_handler
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level_row.assign(_resolve_template_row(row, template_pick))
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if not _assign_generated_graph(row, rng.master_seed):
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return false
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node_index = -1
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level_result = ""
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_phase = Phase.IDLE
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_candidates = []
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visited = []
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_graph_mode = false
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for node in nodes():
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if node.has("next"):
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_graph_mode = true
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break
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_phase = Phase.RUNNING
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# 断点续玩路径(defer_entry 之外的第三种停点入口):直接重建到停点所在节点,
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# 零 RNG 消耗(模板已随 template_pick 强制、节点状态纯重建不 _enter_node——当场战斗从头打)。
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# 零 RNG 消耗(图由主种子+参数档重生成同图、节点状态纯重建不 _enter_node——当场战斗从头打)。
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# resume_state = {"node_id": int(-1 = 入口停点), "visited_ids": Array[int]};空字典 = 既有路径逐位不变。
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if not resume_state.is_empty():
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return _restore_to_stop(int(resume_state.get("node_id", -1)),
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resume_state.get("visited_ids", []) as Array)
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var entry := _entry_node()
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if entry.is_empty():
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push_error("[关卡节点地图] 入口节点缺失(无入边唯一节点——图合法性校验应已拦截)")
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var entries := _entry_nodes()
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if entries.is_empty():
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push_error("[关卡节点地图] 入口节点缺失(无入边节点集为空——validate_graph 应已拦)")
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_phase = Phase.ENDED
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return false
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if defer_entry:
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_phase = Phase.AWAITING_CHOICE # 入口停点(node_index 保持 -1——进节点前无 current_node)
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_candidates = [entry]
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_phase = Phase.AWAITING_CHOICE # 入口停点(node_index 保持 -1)——候选=全部入口(多入口首跳即选路)
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_candidates = entries
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return true
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return _enter_node(entry)
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return _enter_node(entries[0])
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# 入口停点呈现(defer_entry=true 的第二步):发出入口候选供呈现层弹
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@@ -240,14 +233,14 @@ func present_entry_choice() -> bool:
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# 候选 = 停点节点出边(与 choices_presented 停点语义逐位一致)。
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func _restore_to_stop(node_id: int, visited_ids: Array) -> bool:
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if node_id < 0:
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# 入口停点:与 defer_entry 同款形态(node_index 保持 -1,单候选 = 入口节点)
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var entry := _entry_node()
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if entry.is_empty():
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# 入口停点:与 defer_entry 同款形态(node_index 保持 -1,候选 = 全部入口)
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var entries := _entry_nodes()
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if entries.is_empty():
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push_error("[关卡节点地图] 断点恢复失败——入口节点缺失")
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_phase = Phase.ENDED
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return false
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_phase = Phase.AWAITING_CHOICE
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_candidates = [entry]
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_candidates = entries
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return true
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var stop: Dictionary[Variant, Variant] = {}
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for node in nodes():
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@@ -296,32 +289,31 @@ func _find_level_row(level_index: int) -> Dictionary:
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return db.level_row(level_index) # 表访问收口(行集直扫归 LevelTable/ConfigDB 访问器)
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|
||||
# ---- 模板池解析(关卡节点图生成 v0.4——M-3)----
|
||||
# row.templates 非空 = 池形态:template_pick >= 0 = 强制取该模板(首次脚本模式/冒烟固定图,零 RNG 消费);
|
||||
# -1 = 抽签(node_map 用途标签恰一 scope,均匀取模)。空池 = 旧单图形态原样返回(向后兼容零迁移)。
|
||||
# 解析产物 = row 副本换 nodes(下游 nodes()/校验/呈现全透明);active_template_name 供 MC 分层出数;
|
||||
# active_template_index 供断点快照备案(已抽模板续玩零重抽零 RNG 消耗)。
|
||||
var active_template_name := ""
|
||||
var active_template_index := -1 # -1 = 非池形态(旧单图)/未解析
|
||||
|
||||
func _resolve_template_row(row: Dictionary, template_pick: int) -> Dictionary:
|
||||
var templates: Array[Variant] = row.get("templates", [])
|
||||
active_template_name = ""
|
||||
active_template_index = -1
|
||||
if templates.is_empty():
|
||||
return row
|
||||
var idx := 0
|
||||
if template_pick >= 0:
|
||||
idx = clampi(template_pick, 0, templates.size() - 1)
|
||||
else:
|
||||
var stream: RandomNumberGenerator = rng.open_stream("node_map")
|
||||
idx = stream.randi_range(0, templates.size() - 1)
|
||||
var tpl: Dictionary[Variant, Variant] = templates[idx]
|
||||
active_template_name = String(tpl.get("display_name", ""))
|
||||
active_template_index = idx
|
||||
var out := row.duplicate(true)
|
||||
out["nodes"] = tpl.get("nodes", [])
|
||||
return out
|
||||
# ---- 图源装配(关卡节点图生成 v1.1——图 = f(参数档, 种子) 纯函数;无模板池、无兜底图)----
|
||||
# 参数档按关卡序号解析(消费侧职责——生成器不认关卡号),种子取本局口径:单关模式用传入种子、
|
||||
# 冒险模式用主种子(产图与全局计数器号位无关,断点在停点重生成同图)。产图先过消费侧独立校验
|
||||
# LevelTable.validate_graph(与产出侧自证同源规格、分工不重叠);违规=起关拒绝,不降级不回退。
|
||||
func _assign_generated_graph(row: Dictionary, seed_val: int) -> bool:
|
||||
var level_index: int = int(row.get("level_index", 0))
|
||||
var params: Dictionary = db.level_gen_params_row(level_index)
|
||||
if params.is_empty():
|
||||
push_error("[关卡节点地图] level %d 无参数档行(level_gen_params 缺行——配置错误)" % level_index)
|
||||
return false
|
||||
if _generator == null:
|
||||
_generator = NodeMapGenerator.new(rng)
|
||||
var graph: Dictionary = _generator.generate(params, seed_val)
|
||||
if graph.is_empty() or _generator.is_fatal():
|
||||
push_error("[关卡节点地图] level %d 生成图失败(参数无解或产出不合格——无兜底图)" % level_index)
|
||||
return false
|
||||
var bad := LevelTable.validate_graph(graph["nodes"] as Array)
|
||||
if not bad.is_empty():
|
||||
for e in bad:
|
||||
push_error("[关卡节点地图] level %d 生成图违规: %s" % [level_index, String(e["message"])])
|
||||
return false
|
||||
var merged := row.duplicate(true)
|
||||
merged["nodes"] = graph["nodes"]
|
||||
level_row.assign(merged)
|
||||
return true
|
||||
|
||||
|
||||
func nodes() -> Array:
|
||||
@@ -334,37 +326,30 @@ func current_node() -> Dictionary:
|
||||
return nodes()[node_index]
|
||||
|
||||
|
||||
# ---- 图版行进面(v1.0:出边表选路 · 零自动推进 · 单链 = 隐式出边退化形态)----
|
||||
# 编号空间(与 LevelTable 校验器同一解析):图形态 = node_depth(全节点编号化);单链 = 数组下标。
|
||||
# 混用两空间会在单链上碰撞(如 reward 下标 2 vs 战斗 node_depth 2)——节点寻址一律经 _node_id。
|
||||
# ---- 图版行进面(生成图恒带显式出边;单链退化形态 = 出度 ≤1 的图,无数组序隐式边)----
|
||||
# 节点身份=生成图句柄 id(图内唯一)。定位信息另算(enc 携带关卡序号 + 节点深度),
|
||||
# 禁再以深度当身份(句柄/位置两轴语义单一)。
|
||||
|
||||
func _node_id(node: Dictionary) -> int:
|
||||
if _graph_mode:
|
||||
return int(node.get("node_depth", -1))
|
||||
return nodes().find(node)
|
||||
return int(node.get("id", -1))
|
||||
|
||||
|
||||
# 入口节点 = 无入边唯一节点(图合法性校验保证恰一)
|
||||
func _entry_node() -> Dictionary:
|
||||
# 入口节点集 = 全部无入边节点(个数=参数档 entry_count;多入口时首跳即选路)
|
||||
func _entry_nodes() -> Array[Dictionary]:
|
||||
var inbound := {}
|
||||
for node in nodes():
|
||||
for tid in _out_ids(node):
|
||||
inbound[tid] = true
|
||||
inbound[int(tid)] = true
|
||||
var out: Array[Dictionary] = []
|
||||
for node in nodes():
|
||||
if not inbound.has(_node_id(node)):
|
||||
return node
|
||||
return {}
|
||||
out.append(node)
|
||||
return out
|
||||
|
||||
|
||||
# 出边编号表:显式 next 优先;单链(无 next 键)= 数组顺序下一项(退化形态)
|
||||
# 出边句柄表(生成图恒显式 next)
|
||||
func _out_ids(node: Dictionary) -> Array:
|
||||
if node.has("next"):
|
||||
return node.get("next", [])
|
||||
var nodes: Array[Variant] = nodes()
|
||||
var i := nodes.find(node)
|
||||
if i >= 0 and i < nodes.size() - 1:
|
||||
return [i + 1]
|
||||
return []
|
||||
return node.get("next", [])
|
||||
|
||||
|
||||
# 出边候选(节点引用数组——选路口/呈现层共用读面)
|
||||
@@ -442,11 +427,13 @@ func type_visible_ids() -> Array[int]:
|
||||
# 不可达节点不落表(加载期孤儿校验应已拦截)。
|
||||
func _bfs_layers() -> Dictionary:
|
||||
var layers := {}
|
||||
var entry := _entry_node()
|
||||
if entry.is_empty():
|
||||
var entries := _entry_nodes()
|
||||
if entries.is_empty():
|
||||
return layers
|
||||
var queue: Array[Dictionary] = [entry]
|
||||
layers[_node_id(entry)] = 0
|
||||
var queue: Array[Dictionary] = []
|
||||
for entry in entries:
|
||||
layers[_node_id(entry)] = 0
|
||||
queue.append(entry)
|
||||
var i := 0
|
||||
while i < queue.size():
|
||||
var cur: Dictionary[Variant, Variant] = queue[i]
|
||||
@@ -510,7 +497,7 @@ func _start_battle(node: Dictionary) -> bool:
|
||||
# node_entered 先于 begin_battle:呈现层须先拿到 settlement 引用,才能响应 begin 期间发出的
|
||||
# board_changed(首板安装)并重建棋盘——后发会导致首战棋盘不渲染
|
||||
node_entered.emit(node, {})
|
||||
if not _settlement.begin_battle({"level_index": int(level_row.level_index), "node_depth": int(node.get("node_depth", 0)),
|
||||
if not _settlement.begin_battle({"level_index": int(level_row.level_index), "node_depth": int(node.get("depth", 0)),
|
||||
"hero_hp": hero_hp, "hero_atk": effective_atk(), "hero_max_hp": effective_max_hp(),
|
||||
"hero_armor_class": effective_ac(), "hero_ap_bonus": effective_ap_bonus(),
|
||||
"attack_type": _hero_attack_type, "armor_type": _hero_armor_type, # 两根类型轴(spawn 英雄快照;空串=锻造配置默认值回退)
|
||||
@@ -523,7 +510,7 @@ func _start_battle(node: Dictionary) -> bool:
|
||||
"voucher_rap": _voucher_rap,
|
||||
"voucher_time_sand": _voucher_time_sand,
|
||||
"node_type": String(node.get("type", ""))}):
|
||||
push_error("[关卡节点地图] 战斗启动失败(depth %s)" % str(node.get("node_depth", -1)))
|
||||
push_error("[关卡节点地图] 战斗启动失败(depth %s)" % str(node.get("depth", -1)))
|
||||
return false
|
||||
_voucher_rap = 0 # 节点级一次性:注入即消费(战斗未启动则保留至下次注入前不清)
|
||||
_voucher_time_sand = 0
|
||||
@@ -535,7 +522,7 @@ func _forward_step_row(row: Dictionary) -> void:
|
||||
|
||||
|
||||
# battle_index=第几场战斗(关卡域 1 基序——visited 已含当前节点〔_enter_node :437 先追加后启动〕;
|
||||
# 按已到节点 type=battle 计数,与图形态 node_depth/单链数组下标两编号空间解耦〔混编碰撞免疫〕;
|
||||
# 按已到节点 type=battle 计数,与句柄 id / 节点深度两轴解耦〔身份与位置互不兼任〕;
|
||||
# 开局姿态组「每关首轮窗」条件面)
|
||||
func _battle_index() -> int:
|
||||
var n := 0
|
||||
|
||||
@@ -6,20 +6,11 @@
|
||||
script = ExtResource("1")
|
||||
info_visible_layers = 2
|
||||
rows = [
|
||||
{"level_index": 1, "display_name": "第一层 · 地精洞窟", "rest_heal_pct": 30, "templates": [{"display_name": "地精洞窟·主线洞道(现行)", "nodes": [{"node_depth": 0, "type": "battle"}, {"node_depth": 1, "type": "battle"}, {"node_depth": 2, "type": "battle"}, {"node_depth": 3, "type": "battle"}, {"type": "reward"}, {"type": "rest"}, {"node_depth": 4, "type": "boss"}]}, {"display_name": "地精洞窟·先赏后整", "nodes": [{"node_depth": 0, "type": "battle"}, {"node_depth": 1, "type": "battle"}, {"node_depth": 2, "type": "battle"}, {"type": "reward"}, {"type": "rest"}, {"node_depth": 3, "type": "battle"}, {"node_depth": 4, "type": "boss"}]}, {"display_name": "地精洞窟·先整后赏", "nodes": [{"node_depth": 0, "type": "battle"}, {"node_depth": 1, "type": "battle"}, {"node_depth": 2, "type": "battle"}, {"type": "rest"}, {"type": "reward"}, {"node_depth": 3, "type": "battle"}, {"node_depth": 4, "type": "boss"}]}, {"display_name": "地精洞窟·赏战整", "nodes": [{"node_depth": 0, "type": "battle"}, {"node_depth": 1, "type": "battle"}, {"node_depth": 2, "type": "battle"}, {"type": "reward"}, {"node_depth": 3, "type": "battle"}, {"type": "rest"}, {"node_depth": 4, "type": "boss"}]}, {"display_name": "地精洞窟·整战赏", "nodes": [{"node_depth": 0, "type": "battle"}, {"node_depth": 1, "type": "battle"}, {"node_depth": 2, "type": "battle"}, {"type": "rest"}, {"node_depth": 3, "type": "battle"}, {"type": "reward"}, {"node_depth": 4, "type": "boss"}]}]},
|
||||
{"level_index": 2, "display_name": "第二层 · 幽暗地域", "rest_heal_pct": 30, "templates": [{"display_name": "宽廊双干(现行)", "nodes": [{"node_depth": 0, "type": "battle", "next": [1, 2]}, {"node_depth": 1, "type": "battle", "next": [3, 4]}, {"node_depth": 2, "type": "reward", "next": [5, 6]}, {"node_depth": 3, "type": "rest", "next": [7]}, {"node_depth": 4, "type": "battle", "next": [7]}, {"node_depth": 5, "type": "battle", "next": [7]}, {"node_depth": 6, "type": "battle", "next": [7]}, {"node_depth": 7, "type": "battle", "next": [8]}, {"node_depth": 8, "type": "shop", "next": [9]}, {"node_depth": 9, "type": "boss", "next": []}]}, {"display_name": "三干中廊", "nodes": [{"node_depth": 0, "type": "battle", "next": [1, 2]}, {"node_depth": 1, "type": "battle", "next": [3, 5]}, {"node_depth": 2, "type": "reward", "next": [4, 5]}, {"node_depth": 3, "type": "rest", "next": [6]}, {"node_depth": 4, "type": "battle", "next": [6, 7]}, {"node_depth": 5, "type": "battle", "next": [7]}, {"node_depth": 6, "type": "battle", "next": [8]}, {"node_depth": 7, "type": "battle", "next": [8]}, {"node_depth": 8, "type": "shop", "next": [9]}, {"node_depth": 9, "type": "boss", "next": []}]}, {"display_name": "宽廊斜岔", "nodes": [{"node_depth": 0, "type": "battle", "next": [1, 2]}, {"node_depth": 1, "type": "battle", "next": [3, 5]}, {"node_depth": 2, "type": "reward", "next": [4, 6]}, {"node_depth": 3, "type": "rest", "next": [7]}, {"node_depth": 4, "type": "battle", "next": [7]}, {"node_depth": 5, "type": "battle", "next": [7]}, {"node_depth": 6, "type": "battle", "next": [7]}, {"node_depth": 7, "type": "battle", "next": [8]}, {"node_depth": 8, "type": "shop", "next": [9]}, {"node_depth": 9, "type": "boss", "next": []}]}, {"display_name": "三干宽门", "nodes": [{"node_depth": 0, "type": "battle", "next": [1, 2]}, {"node_depth": 1, "type": "battle", "next": [3, 4]}, {"node_depth": 2, "type": "reward", "next": [4, 5]}, {"node_depth": 3, "type": "rest", "next": [6, 7]}, {"node_depth": 4, "type": "battle", "next": [7]}, {"node_depth": 5, "type": "battle", "next": [7]}, {"node_depth": 6, "type": "battle", "next": [8]}, {"node_depth": 7, "type": "battle", "next": [8]}, {"node_depth": 8, "type": "shop", "next": [9]}, {"node_depth": 9, "type": "boss", "next": []}]}, {"display_name": "窄廊短支", "nodes": [{"node_depth": 0, "type": "battle", "next": [1, 2]}, {"node_depth": 1, "type": "battle", "next": [3, 4]}, {"node_depth": 2, "type": "reward", "next": [5]}, {"node_depth": 3, "type": "rest", "next": [5, 6]}, {"node_depth": 4, "type": "battle", "next": [6]}, {"node_depth": 5, "type": "battle", "next": [7]}, {"node_depth": 6, "type": "battle", "next": [7]}, {"node_depth": 7, "type": "battle", "next": [8]}, {"node_depth": 8, "type": "shop", "next": [9]}, {"node_depth": 9, "type": "boss", "next": []}]}]},
|
||||
{"level_index": 3, "display_name": "第三层 · 灰矮人矿城", "rest_heal_pct": 30, "templates": [{"display_name": "宽廊双干(现行)", "nodes": [{"node_depth": 0, "type": "battle", "next": [1, 2]}, {"node_depth": 1, "type": "battle", "next": [3, 4]}, {"node_depth": 2, "type": "reward", "next": [5, 6]}, {"node_depth": 3, "type": "rest", "next": [7]}, {"node_depth": 4, "type": "battle", "next": [7]}, {"node_depth": 5, "type": "battle", "next": [7]}, {"node_depth": 6, "type": "battle", "next": [7]}, {"node_depth": 7, "type": "battle", "next": [8]}, {"node_depth": 8, "type": "shop", "next": [9]}, {"node_depth": 9, "type": "boss", "next": []}]}, {"display_name": "三干中廊", "nodes": [{"node_depth": 0, "type": "battle", "next": [1, 2]}, {"node_depth": 1, "type": "battle", "next": [3, 5]}, {"node_depth": 2, "type": "reward", "next": [4, 5]}, {"node_depth": 3, "type": "rest", "next": [6]}, {"node_depth": 4, "type": "battle", "next": [6, 7]}, {"node_depth": 5, "type": "battle", "next": [7]}, {"node_depth": 6, "type": "battle", "next": [8]}, {"node_depth": 7, "type": "battle", "next": [8]}, {"node_depth": 8, "type": "shop", "next": [9]}, {"node_depth": 9, "type": "boss", "next": []}]}, {"display_name": "宽廊斜岔", "nodes": [{"node_depth": 0, "type": "battle", "next": [1, 2]}, {"node_depth": 1, "type": "battle", "next": [3, 5]}, {"node_depth": 2, "type": "reward", "next": [4, 6]}, {"node_depth": 3, "type": "rest", "next": [7]}, {"node_depth": 4, "type": "battle", "next": [7]}, {"node_depth": 5, "type": "battle", "next": [7]}, {"node_depth": 6, "type": "battle", "next": [7]}, {"node_depth": 7, "type": "battle", "next": [8]}, {"node_depth": 8, "type": "shop", "next": [9]}, {"node_depth": 9, "type": "boss", "next": []}]}, {"display_name": "三干宽门", "nodes": [{"node_depth": 0, "type": "battle", "next": [1, 2]}, {"node_depth": 1, "type": "battle", "next": [3, 4]}, {"node_depth": 2, "type": "reward", "next": [4, 5]}, {"node_depth": 3, "type": "rest", "next": [6, 7]}, {"node_depth": 4, "type": "battle", "next": [7]}, {"node_depth": 5, "type": "battle", "next": [7]}, {"node_depth": 6, "type": "battle", "next": [8]}, {"node_depth": 7, "type": "battle", "next": [8]}, {"node_depth": 8, "type": "shop", "next": [9]}, {"node_depth": 9, "type": "boss", "next": []}]}, {"display_name": "窄廊短支", "nodes": [{"node_depth": 0, "type": "battle", "next": [1, 2]}, {"node_depth": 1, "type": "battle", "next": [3, 4]}, {"node_depth": 2, "type": "reward", "next": [5]}, {"node_depth": 3, "type": "rest", "next": [5, 6]}, {"node_depth": 4, "type": "battle", "next": [6]}, {"node_depth": 5, "type": "battle", "next": [7]}, {"node_depth": 6, "type": "battle", "next": [7]}, {"node_depth": 7, "type": "battle", "next": [8]}, {"node_depth": 8, "type": "shop", "next": [9]}, {"node_depth": 9, "type": "boss", "next": []}]}]}
|
||||
{"level_index": 1, "display_name": "第一层 · 地精洞窟", "rest_heal_pct": 30},
|
||||
{"level_index": 2, "display_name": "第二层 · 幽暗地域", "rest_heal_pct": 30},
|
||||
{"level_index": 3, "display_name": "第三层 · 灰矮人矿城", "rest_heal_pct": 30}
|
||||
]
|
||||
|
||||
; 关卡节点图生成 v0.4 台阶一内容批(M-3 迭代 5 T5,2026-09-28——15 张骨架 = 3 关 × 5,拍板点④):
|
||||
; L2/L3 网状图约束(承袭):战斗节点编号恒 ∈ 遭遇表行集 {0,1,4,5,6,7}、Boss 9 最大编号、
|
||||
; 商店房 8→Boss 必经位承袭;遭遇表按编号共用——零新增敌人数值。L1 五模板 = 单链排列变体
|
||||
; (战斗深度序单调保难度坡,变化面 = 奖励/恢复位次)。
|
||||
; 池内全模板加载期校验(level_table.gd validate + config_db 跨表校验模板感知);
|
||||
; 行为读 LevelRunner._resolve_template_row(node_map 标签恰一 scope 抽签 / template_pick 强制)。
|
||||
; 生成器 = tools/t5_build_templates.py(生成前自校验,一次性内容批工具随批入库留档)。
|
||||
; U2 目检返工(M-3 迭代 5 返工批,2026-09-29——U2 目检 15/15 不过两规则缺口,全池重生成):
|
||||
; ① L1 奖励/休整禁入前三位(用户目检裁决)——五链全部前三位纯战斗,位 4-6 = {战斗3,奖励,休整} 排列;
|
||||
; ② L2/L3 BFS 同深度层上限 5 且应用足(每张最大层宽 4-5,旧池层宽最大 3 被否);模板 0 一并重排
|
||||
; (待批点甲按推荐=随新规则重生成——首次冒险/钉固断言期望随新图更新;模板 0 名保持「(现行)」后缀=新现行图锚)。
|
||||
; 加载校验两规则同落 level_table.gd validate(单链前三纯战斗/图形态层宽 ≤5)。
|
||||
; 节点图源已换代为参数化生成器(关卡节点图生成 v1.1)——本表逐关行只承载关卡序号/显示名/恢复比例,
|
||||
; 不再携带节点数据;图 = f(参数档, 种子),参数档见 level_gen_params.tres 三行(消费侧按 level_index 解析后交 generate)。
|
||||
; 旧 15 张模板池(3 关 × 5)随迭代 35 卡② 清出,历史查 git 提交史与 tools/t5_build_templates.py、t17_fanout2_rebuild.py 留档。
|
||||
@@ -589,11 +589,9 @@ func _start_adventure() -> void:
|
||||
logger.start_session(seed_val)
|
||||
run_scope.adventure.set_hero_override(debug_overlay.atk_pct(), debug_overlay.hp_pct())
|
||||
# 永久强化注入:冒险开始参数面——meta 现算 override 显式传参(全零 = 白板)
|
||||
# 首次冒险脚本(关卡节点图生成 v0.4):存档布尔位 false = 全关固定模板 0(教学重放);置位后逐关抽签
|
||||
# 同调三键随开局下传(build_adventure_params 统一构造,与营地投影同源)
|
||||
var first_script: bool = not save_manager.is_first_adventure_done()
|
||||
# 开局参数面(同调三键同源构造——确定性承载=固定种子+参数档,首局教学图由种子域三分判定给 42)
|
||||
if not run_scope.adventure.start_adventure(seed_val, build_adventure_params(save_manager, meta,
|
||||
{"first_script": first_script, "treasure_unlocked": _treasure_ui.unlocked_set(), "shop_mode": "pool"})):
|
||||
{"treasure_unlocked": _treasure_ui.unlocked_set(), "shop_mode": "pool"})):
|
||||
_fatal_screen("冒险启动失败——见输出日志")
|
||||
return
|
||||
|
||||
|
||||
@@ -10,7 +10,7 @@
|
||||
# 每屏双帧 + frame_post_draw 同步后抓 get_viewport().get_texture(),PNG 落输出目录;
|
||||
# 最小自检 = 七件存在且非零字节(像素方差断言归 tools/shot_checker.py——B 档骨架分工)。
|
||||
# 商店房不纳屏(真实路径口径):真实路径必经 L1 打穿→L2 商店节点
|
||||
# 选路(商店层在 L2 Boss 前必经位)——探针现行驱动只进首战节点,低代价确定性
|
||||
# 选路(商店按摆放约束恒在终点前一位,每局必经恰一店)——探针现行驱动只进首战节点,低代价确定性
|
||||
# 到达不成立;合成投喂(ui_struct_probe 同款)破坏本探针真实路径口径 → 不纳屏。
|
||||
extends Node
|
||||
|
||||
|
||||
@@ -370,7 +370,7 @@ func _ready() -> void:
|
||||
_seals_placed.clear()
|
||||
continue
|
||||
if main.shop_overlay.visible:
|
||||
# 商店房覆盖层(L2 商店为 Boss 前必经位):零购离开(真实 leave 信号路径)放行选路。
|
||||
# 商店房覆盖层(摆放约束:每终点前一位恰一店,真实路径恒必经一店):零购离开(真实 leave 信号路径)放行选路。
|
||||
# 分派链序:商店层=选路页上的模态覆盖(停点呈现为
|
||||
# level_screen+shop 双 visible)——必须先于 level_screen 分派,否则下层候选点击
|
||||
# 空转烧尽预算(实证:lv2 商店停点双 visible 循环 12000 帧 done=false)。
|
||||
|
||||
@@ -136,7 +136,7 @@ func _initialize() -> void:
|
||||
"encounter_max_hp_seq": st["encounter_max_hp_seq"],
|
||||
"reward_events": st["reward_events"],
|
||||
"shop_gp_seq": st["shop_gp_seq"],
|
||||
"level_templates": st.get("level_templates", []),
|
||||
"level_maps": st.get("level_maps", []),
|
||||
"wallet_count": (st["wallet_events"] as Array).size(),
|
||||
}
|
||||
if shop_mode == "on":
|
||||
|
||||
+11
-11
@@ -9,7 +9,7 @@
|
||||
# 策略档 policy:"normal"(默认)/ "perfect"(零盲挖/全封印/卡死刷新——上界测量仪,求解器与
|
||||
# 动作语义见 auto_player.gd 完美策略档节)。
|
||||
# 选路驱动(零自动推进):兑付确认/战斗胜利后 runner 进选路态,驱动循环按 route 策略显式
|
||||
# pick_next_node;route = "min"/"max"(候选节点编号最小/最大——确定性路径轴,零随机流自开;默认 "min")。
|
||||
# pick_next_node;route = "min"/"max"(候选节点句柄最小/最大——确定性路径轴,零随机流自开;默认 "min")。
|
||||
# run_adventure 三关连探驱动(AdventureRunner——主种子恰一次、通关兑付停点确认、adventure_finished
|
||||
# 置 result/summary;外层每关重取 runner 实例经 _drive_level 复用单关驱动)。
|
||||
# 大奖励停点 = 三选一驱动(候选取首件/替换放弃新件)。
|
||||
@@ -34,7 +34,7 @@ const NORMAL_SKIP_DIG_P := 0.05
|
||||
const NORMAL_IDLE_GAMBLE_P := 0.10
|
||||
|
||||
|
||||
static func run_level(db, seed_val: int, level_index: int, atk_pct: int, hp_pct: int, collect_rows: bool = false, logger = null, policy: String = "normal", route: String = "min", template_pick: int = -1) -> Dictionary:
|
||||
static func run_level(db, seed_val: int, level_index: int, atk_pct: int, hp_pct: int, collect_rows: bool = false, logger = null, policy: String = "normal", route: String = "min") -> Dictionary:
|
||||
var own_session := logger == null
|
||||
if own_session:
|
||||
logger = load("res://presentation/playtest_logger.gd").new()
|
||||
@@ -60,7 +60,7 @@ static func run_level(db, seed_val: int, level_index: int, atk_pct: int, hp_pct:
|
||||
runner.node_entered.connect(_on_node_entered.bind(runner, st, logger))
|
||||
runner.level_finished.connect(_on_level_finished.bind(st, logger))
|
||||
runner.set_hero_override(atk_pct, hp_pct)
|
||||
if not runner.start_level(level_index, seed_val, {}, template_pick):
|
||||
if not runner.start_level(level_index, seed_val, {}):
|
||||
st.result = "start_failed"
|
||||
runner.restore_hero_base()
|
||||
if own_session:
|
||||
@@ -138,7 +138,7 @@ static func run_adventure(db, seed_val: int, atk_pct: int, hp_pct: int, collect_
|
||||
"prng": _policy_rng(seed_val), "mine_slips": 0, "skip_digs": 0, "shop_buys": 0,
|
||||
"adv": true, # v3 档位行为开关(选路评分/失误注入/商店购买只挂冒险测量面——单关夹具语义不变)
|
||||
|
||||
"level_templates": [], # 逐关图模板名(关卡节点图生成 v0.4 分层出数)
|
||||
"level_maps": [], # 逐关节点图标识(生成图 = 关卡序号+本局主种子——MC 分层出数)
|
||||
}
|
||||
adr.step_row.connect(_on_step_row.bind(adr, st, collect_rows))
|
||||
adr.node_entered.connect(_on_adventure_node_entered.bind(adr, st, logger))
|
||||
@@ -150,7 +150,7 @@ static func run_adventure(db, seed_val: int, atk_pct: int, hp_pct: int, collect_
|
||||
adr.adventure_finished.connect(_on_adventure_finished.bind(st, logger))
|
||||
adr.set_hero_override(atk_pct, hp_pct)
|
||||
# 同调分层注入(缺省 {} 与既有调用方逐位一致零行为变更)
|
||||
var adv_params := {"hero_override": hero_override, "first_script": false}
|
||||
var adv_params := {"hero_override": hero_override}
|
||||
if not attune.is_empty():
|
||||
adv_params["attunement"] = attune.get("equipped", [])
|
||||
adv_params["attune_refresh_y"] = int(attune.get("refresh_y", 0))
|
||||
@@ -197,9 +197,9 @@ static func _on_adventure_node_entered(node: Dictionary, info: Dictionary, adr,
|
||||
var r = adr.runner()
|
||||
var t := String(node.get("type", ""))
|
||||
st.visited_ids.append(int(r.node_id_of(node)))
|
||||
if not st.has("level_templates"):
|
||||
st["level_templates"] = []
|
||||
st["level_templates"].append(r.active_template_name) # MC 分层出数(关卡×图模板——v0.4 测量对账条款)
|
||||
if not st.has("level_maps"):
|
||||
st["level_maps"] = []
|
||||
st["level_maps"].append("%d#%d" % [int(r.level_row.get("level_index", 0)), int(adr.master_seed)]) # MC 分层出数(关卡×生成图标识)
|
||||
|
||||
if t == "battle" or t == "boss":
|
||||
st.battles += 1
|
||||
@@ -208,7 +208,7 @@ static func _on_adventure_node_entered(node: Dictionary, info: Dictionary, adr,
|
||||
if logger != null and r.current_battle() != null:
|
||||
logger.attach_battle(r.current_battle())
|
||||
if t == "boss":
|
||||
st.boss_depth = int(node.get("node_depth", -1))
|
||||
st.boss_depth = int(node.get("depth", -1))
|
||||
st.hp_at_boss = int(adr.ledger["hero_hp"])
|
||||
elif t == "reward":
|
||||
# 奖励节点三选一(共享池确定性策略;TP0 起 316-f 判读:1 级最稀有、
|
||||
@@ -376,7 +376,7 @@ static func _policy_rng(seed_val: int) -> RandomNumberGenerator:
|
||||
|
||||
|
||||
# 路径轴选路(目标价值评分制):候选按节点类型评分取最高,
|
||||
# 同分 tie-break 沿 route 方向(min=小编号/max=大编号——verifier 双窗轴保持)。
|
||||
# 同分 tie-break 沿 route 方向(min=小句柄/max=大句柄——verifier 双窗轴保持)。
|
||||
# 评分语义(确定性,零随机流):rest=伤重高值(缺口比例×100)/shop=买得起高值(GP 局内死钱,
|
||||
# 真人实证两店全购)/reward=占位低值(MC 夹具解锁空集=零兑付直通)/boss=缓冲低值(有店有_rest
|
||||
# 先补给再打)/battle=基线。编号取 runner.next_candidate_ids()(编号空间解析单一出口)。
|
||||
@@ -478,7 +478,7 @@ static func _on_node_entered(node: Dictionary, info: Dictionary, runner, st: Dic
|
||||
if logger != null and runner.current_battle() != null:
|
||||
logger.attach_battle(runner.current_battle())
|
||||
if t == "boss":
|
||||
st.boss_depth = int(node.get("node_depth", -1))
|
||||
st.boss_depth = int(node.get("depth", -1))
|
||||
st.hp_at_boss = runner.hero_hp
|
||||
elif t == "reward":
|
||||
runner.continue_after_node() # 奖励点 = 内容未定直通节点
|
||||
|
||||
@@ -76,7 +76,7 @@ func _feats_breakpoint_roundtrip() -> void:
|
||||
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.start_adventure(72) # 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)
|
||||
|
||||
@@ -1,18 +1,21 @@
|
||||
# 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;
|
||||
# tests/integration/node_map_templates_test.gd — L2 集成用例:关卡节点图生成·确定性承载
|
||||
# 断言面 = 生成图确定性套(批 B 断言迁移自 smoke_all.gd,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)×
|
||||
# 跨系统面 = RngService(纯派生流零计数器占用)×
|
||||
# LevelRunner(start_level/start_level_external 受理·生成图装配·单一图源)×
|
||||
# AdventureRunner(开局种子承载·断点写读后同图)×
|
||||
# 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)。
|
||||
# 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,红由具体断言落)。
|
||||
# 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")
|
||||
const SaveManagerScript := preload("res://core/save_manager.gd")
|
||||
const AdventureRunnerScript := preload("res://core/adventure_runner.gd")
|
||||
|
||||
var _db
|
||||
var _bp_path := "user://smoke_node_map_save.json"
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
@@ -24,84 +27,115 @@ func _init() -> void:
|
||||
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()
|
||||
_smoke_generated_map_determinism()
|
||||
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) != "")
|
||||
# ---- 关卡节点图生成·确定性承载断言面 ----
|
||||
func _smoke_generated_map_determinism() -> void:
|
||||
# ① 纯函数复现:图 = f(参数档, 种子)——同档同种子两次产图逐位同图,换种子必变图
|
||||
var gen = NodeMapGenerator.new(_fresh_rng(910001))
|
||||
var params2: Dictionary = _db.level_gen_params_row(2)
|
||||
var g_a: Dictionary = gen.generate(params2, 910002)
|
||||
var g_b: Dictionary = gen.generate(params2, 910002)
|
||||
var g_c: Dictionary = gen.generate(params2, 910003)
|
||||
var nodes_a: Array = g_a.get("nodes", [])
|
||||
Kit.check("同参数档同种子两次产图逐位同图(D2 执行边界)",
|
||||
nodes_a == (g_b.get("nodes", []) as Array))
|
||||
Kit.check("同参数档换种子即变图(图确为种子函数,非恒定输出)",
|
||||
nodes_a != (g_c.get("nodes", []) as Array))
|
||||
Kit.check("产图节点携图内唯一句柄 id 与自入口 depth(消费侧寻址面)",
|
||||
_not_empty_graph(nodes_a) and _handles_unique(nodes_a))
|
||||
# ② 消费侧单一图源:起关装配的图与生成器直取逐位一致(runner 内不存第二份图数据)
|
||||
var runner1 = load("res://core/level_runner.gd").new(_db, _fresh_rng(910004))
|
||||
Kit.check("单关起关受理(种子 910004——生成图直供,无兜底图)",
|
||||
runner1.start_level(2, 910004))
|
||||
Kit.check("起关生效图 = 生成器同档同种子直取逐位一致(消费侧无第二图源)",
|
||||
runner1.level_row.get("nodes", []) == (gen.generate(params2, 910004) as Dictionary).get("nodes", []))
|
||||
# ③ 产图零统一流消费(纯派生流不占计数器号位——断点在任意号位重生成同图的机制承载)
|
||||
var rng_c = _fresh_rng(910005)
|
||||
var counter_before: int = rng_c.counter()
|
||||
var runner2 = load("res://core/level_runner.gd").new(_db, rng_c)
|
||||
Kit.check("冒险模式起关受理(入口停点)", runner2.start_level_external(3,
|
||||
{"hero_hp": 20, "gp": 0}, {}, Callable(self, "_smoke_rest_stub"), {}, true))
|
||||
Kit.check("起关产图零计数器消费(同图不依赖取数号位)", rng_c.counter() == counter_before)
|
||||
Kit.check("入口停点候选 = 生成图全部无入边节点(单入口时恰 1)",
|
||||
(runner2.next_candidates() as Array).size() >= 1)
|
||||
# ④ 开局种子承载:新档(首局)种子 42 两次开局逐位同图,且与生成器直取一致
|
||||
DirAccess.remove_absolute(_bp_path) # 测试隔离——上轮落盘残留先删,断点面从零档起
|
||||
var sv_w = SaveManagerScript.new(_bp_path)
|
||||
var adr_x = AdventureRunnerScript.new(_db, _fresh_rng(42))
|
||||
adr_x.set_save_manager(sv_w) # 先挂档再开局——停点快照由真实写手落盘
|
||||
Kit.check("首局口径种子 42 开局受理(defer_entry 路径)", adr_x.start_adventure(42,
|
||||
{"hero_override": {}, "treasure_unlocked": {}}))
|
||||
var adr_y = AdventureRunnerScript.new(_db, _fresh_rng(42))
|
||||
Kit.check("同种子第二次开局受理", adr_y.start_adventure(42,
|
||||
{"hero_override": {}, "treasure_unlocked": {}}))
|
||||
Kit.check("种子 42 两次开局图逐位同图(教学局恒同图——首局固定种子的确定性承载)",
|
||||
adr_x.runner().nodes() == adr_y.runner().nodes())
|
||||
Kit.check("开局图 = L1 参数档在种子 42 下的生成图(开局无隐式取数分叉)",
|
||||
adr_x.runner().nodes() == (gen.generate(_db.level_gen_params_row(1), 42) as Dictionary).get("nodes", []))
|
||||
# ⑤ 断点写→恢复→再产图同图(续玩按主种子+参数档重生成,断点不存图快照)
|
||||
Kit.check("停点断点落盘在档", sv_w.has_breakpoint())
|
||||
var bp: Dictionary = sv_w.breakpoint_snapshot()
|
||||
var adr_z = AdventureRunnerScript.new(_db, load("res://core/rng_service.gd").new())
|
||||
Kit.check("断点续玩受理(代差标记键在档)", adr_z.resume_adventure(bp,
|
||||
{"hero_override": {}, "treasure_unlocked": {}}))
|
||||
Kit.check("续玩重生成图与中断前逐位同图", adr_z.runner().nodes() == adr_x.runner().nodes())
|
||||
var adr_old = AdventureRunnerScript.new(_db, load("res://core/rng_service.gd").new())
|
||||
var bp_old: Dictionary = bp.duplicate(true)
|
||||
bp_old.erase("graph_gen_v2") # 换代前旧断点形态(模板池时代无代差标记键)
|
||||
Kit.check("缺生成图代差标记键的旧断点被显式拒绝(禁按新语义静默回放)",
|
||||
adr_old.resume_adventure(bp_old, {}) == false)
|
||||
# ⑥ 关卡表不再携带图数据(图源换代后 level 行只剩行级字段)
|
||||
var tpl_free := true
|
||||
for li in range(1, _db.level_count() + 1):
|
||||
if (_db.level_row(li) as Dictionary).has("templates"):
|
||||
tpl_free = false
|
||||
Kit.check("level 表三行均无 templates 键(模板数据已清出)",
|
||||
tpl_free and _db.level_count() == 3)
|
||||
# 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")
|
||||
var sv = SaveManagerScript.new(_bp_path + ".flag.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)
|
||||
Kit.check("新档首次冒险布尔位 = false(默认域——首局恒走固定种子 42)",
|
||||
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)
|
||||
DirAccess.remove_absolute(_bp_path)
|
||||
DirAccess.remove_absolute(_bp_path + ".flag.json")
|
||||
|
||||
|
||||
# ---- 冒烟恢复执行体(LevelRunner 注入用——与 AdventureRunner.apply_rest 同式占位;
|
||||
# 图数据良构前置(防空集假绿——节点数 > 1、句柄唯一、depth 与 next 键在位)
|
||||
func _not_empty_graph(nodes: Array) -> bool:
|
||||
if nodes.size() < 2:
|
||||
return false
|
||||
for node in nodes:
|
||||
var n := node as Dictionary
|
||||
if not n.has("id") or not n.has("depth") or not n.has("next"):
|
||||
return false
|
||||
return true
|
||||
|
||||
|
||||
func _handles_unique(nodes: Array) -> bool:
|
||||
var seen := {}
|
||||
for node in nodes:
|
||||
var id: int = int((node as Dictionary).get("id", -1))
|
||||
if id < 0 or seen.has(id):
|
||||
return false
|
||||
seen[id] = true
|
||||
return true
|
||||
|
||||
|
||||
func _fresh_rng(seed_val: int):
|
||||
var r = load("res://core/rng_service.gd").new()
|
||||
r.new_adventure(seed_val)
|
||||
return r
|
||||
|
||||
|
||||
# ---- 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)
|
||||
@@ -87,7 +87,7 @@ 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/node_map_templates_test.gd", "expect": 0}, # 关卡节点图生成·确定性承载(生成图复现×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)
|
||||
|
||||
@@ -290,7 +290,7 @@ func _smoke_encounter_roll() -> void:
|
||||
# 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)))
|
||||
depths.append(int(node.get("depth", -1)))
|
||||
var scan_bad := 0
|
||||
var scan_total := 0
|
||||
for i in range(12):
|
||||
@@ -317,22 +317,11 @@ func _smoke_encounter_roll() -> void:
|
||||
# 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":
|
||||
if int(n.get("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
|
||||
|
||||
|
||||
@@ -353,15 +342,12 @@ func _first_encounter_band(level_index: int, enemy_id: String) -> int:
|
||||
# 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)
|
||||
# 生成图取数面(图 = f(关卡行参数档, 种子 42)——与 runner 起关同图;节点键 id/type/depth/next)
|
||||
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 []
|
||||
var rng = load("res://core/rng_service.gd").new()
|
||||
rng.set_master_seed(42)
|
||||
var gen = NodeMapGenerator.new(rng)
|
||||
return (gen.generate(_db.level_gen_params_row(level_index), 42) as Dictionary).get("nodes", [])
|
||||
|
||||
|
||||
func _level_battle_nodes(level_index: int) -> Array:
|
||||
|
||||
@@ -58,7 +58,7 @@ func _smoke_adventure_api() -> void:
|
||||
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("冒险启动受理(主种子注入恰一次——state=running;种子 42=首局固定种子生成图——精确路径断言需要确定图(卡② 代差))", adr.start_adventure(42))
|
||||
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)",
|
||||
@@ -108,26 +108,27 @@ func _api_mark_node(_node: Dictionary, _info: Dictionary, seq: Array) -> void:
|
||||
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://sim/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〕)
|
||||
# ① 表与覆盖义务(序列关数 = 行集关数;节点源 = 参数档在固定种子下的生成图,
|
||||
# 每个战斗/Boss 节点经 ConfigDB 真实解析链查敌行集与棋盘行——顶 clamp 消解禁〔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 cov_miss := 0
|
||||
var cov_scan := 0
|
||||
for li in range(1, int(_db.level.rows.size()) + 1):
|
||||
for n in _level_active_nodes(li):
|
||||
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)
|
||||
var d: int = int(n.get("depth", -1))
|
||||
cov_scan += 1
|
||||
var rk := "boss" if nt == "boss" else "battle"
|
||||
var rs: Array[Dictionary] = _db.resolve_enemy_rowset(li, d, rk)
|
||||
if rs.is_empty() or int(rs[0].get("depth_band", -1)) < d:
|
||||
cov_miss += 1
|
||||
if not (_db.resolve_board_gen(li, d) as Dictionary).is_empty():
|
||||
continue
|
||||
cov_miss += 1
|
||||
Kit.check("生成图每个战斗/Boss 节点经解析链命中敌行集与棋盘行(扫描 %d 节点,缺失 %d)〔fv24〕" % [cov_scan, cov_miss],
|
||||
cov_scan > 0 and cov_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"]
|
||||
@@ -151,7 +152,65 @@ func _smoke_adventure() -> void:
|
||||
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)
|
||||
# 奖励节点在生成图里是可选路位(旧单链模板的「L1 必经 1 个」形状前提随模板消亡)——
|
||||
# 接线证明拆两半:图侧每关含 ≥1 奖励节点,行进侧种子扫描内确有经停(扫描零经停=三选一接线不可达)
|
||||
var reward_levels := 0
|
||||
for li in range(1, int(_db.level.rows.size()) + 1):
|
||||
var rc := 0
|
||||
for n in _level_active_nodes(li):
|
||||
if String(n.get("type", "")) == "reward":
|
||||
rc += 1
|
||||
if rc >= 1:
|
||||
reward_levels += 1
|
||||
Kit.check("三关生成图各含 ≥1 奖励节点(节点三选一候选位在图)", reward_levels == 3)
|
||||
# 行进侧接线证明走真实选路入口:满配打赢入口战→岔口点选奖励分支→三选一候选可取且停点在途
|
||||
# (确定性评分策略恒选战斗/恢复分支,奖励位不在扫描路由上——旧「链必经」形状断言的替代形态)
|
||||
var adr_rw = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(42))
|
||||
adr_rw.set_hero_override(900, 400)
|
||||
Kit.check("奖励分支场景冒险启动(seed 42 满配)", adr_rw.start_adventure(42))
|
||||
var r_rw = adr_rw.runner()
|
||||
var rw_st := _adv_st()
|
||||
var rw_cands: Array = []
|
||||
var rw_guard := 30
|
||||
while r_rw != null and rw_guard > 0:
|
||||
rw_guard -= 1
|
||||
if r_rw.awaiting_choice():
|
||||
var rw_id := -1
|
||||
for c in r_rw.next_candidates():
|
||||
if String((c as Dictionary).get("type", "")) == "reward":
|
||||
rw_id = int((c as Dictionary).get("id", -1))
|
||||
break
|
||||
if rw_id >= 0:
|
||||
r_rw.pick_next_node(rw_id)
|
||||
rw_cands = (adr_rw.node_curio_candidates() as Dictionary).get("candidates", []) as Array
|
||||
break
|
||||
var rw_ids: Array = r_rw.next_candidate_ids()
|
||||
if rw_ids.is_empty():
|
||||
break
|
||||
r_rw.pick_next_node(int(rw_ids[0]))
|
||||
continue
|
||||
var b_rw = r_rw.current_battle()
|
||||
if b_rw == null:
|
||||
break
|
||||
autoplay._autoplay_battle(r_rw, b_rw, rw_st, null)
|
||||
var rw_pending_ok := false
|
||||
if not rw_cands.is_empty():
|
||||
adr_rw.present_node_curio(rw_cands)
|
||||
rw_pending_ok = not (adr_rw._node_curio_pending as Dictionary).is_empty()
|
||||
var rw_pc: Dictionary = {}
|
||||
for c in rw_cands:
|
||||
var cd := c as Dictionary
|
||||
if String(cd.get("kind", "")) != "feat_ticket":
|
||||
rw_pc = cd
|
||||
break
|
||||
if rw_pc.is_empty() and not rw_cands.is_empty():
|
||||
rw_pc = rw_cands[0] as Dictionary
|
||||
var rw_pick_ok := false
|
||||
if rw_pending_ok and not rw_pc.is_empty():
|
||||
rw_pick_ok = adr_rw.apply_node_curio(String(rw_pc.get("kind", "")),
|
||||
String(rw_pc.get("tier", "")), String(rw_pc.get("feat_id", "")))
|
||||
Kit.check("奖励分支点选→三选一停点在途且兑付受理(候选 %d 件)" % rw_cands.size(),
|
||||
rw_pending_ok and rw_pick_ok)
|
||||
var node_resolves := 0
|
||||
for r0 in resolves:
|
||||
if String((r0 as Dictionary).get("context", "")) == "reward_node":
|
||||
@@ -260,7 +319,7 @@ func _smoke_adventure() -> void:
|
||||
# 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}))
|
||||
Kit.check("重复拒绝场景:冒险启动(seed 7——生成图确定同上)", adr6.start_adventure(7))
|
||||
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()
|
||||
@@ -284,13 +343,13 @@ func _smoke_adventure() -> void:
|
||||
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)
|
||||
Kit.check("三关商店房各到达一次(每关入口→终点路径恰穿一店的驱动投影)且首达余额 > 0(%d——GP 跨关延续)" % (shop_seq[0] if shop_seq.size() > 0 else -1), shop_seq.size() == 3 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
|
||||
if not a8.start_adventure(s): # 种子扫描语义按生成图(同种子同图)
|
||||
continue
|
||||
if _adv_drive_to_shop(a8, _adv_st(), autoplay):
|
||||
same = {"a": a8, "s": s}
|
||||
@@ -335,7 +394,7 @@ func _smoke_adventure() -> void:
|
||||
# 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:冒险启动(seed 15——生成图确定同上)", a10.start_adventure(15))
|
||||
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()
|
||||
@@ -348,7 +407,7 @@ func _smoke_adventure() -> void:
|
||||
# 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}}))
|
||||
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, {"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":
|
||||
@@ -370,7 +429,7 @@ func _smoke_adventure() -> void:
|
||||
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})
|
||||
a12.start_adventure(12)
|
||||
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))
|
||||
@@ -379,7 +438,7 @@ func _smoke_adventure() -> void:
|
||||
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}}))
|
||||
Kit.check("节点共享池场景:冒险启动(seed 13)", a13.start_adventure(13, {"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)
|
||||
@@ -411,7 +470,7 @@ func _smoke_feats() -> void:
|
||||
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}))
|
||||
Kit.check("专长带场景:冒险启动(seed 71)", a_r0.start_adventure(71))
|
||||
var feat_tokens := 0
|
||||
var tier_counts := {}
|
||||
for t in a_r0._curio_deck:
|
||||
@@ -465,7 +524,7 @@ func _smoke_feats() -> void:
|
||||
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}))
|
||||
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))
|
||||
var deck_relic := 0
|
||||
for t in a_r._curio_deck:
|
||||
if String((t as Dictionary).get("kind", "")) == "relic":
|
||||
@@ -485,7 +544,7 @@ func _smoke_feats() -> void:
|
||||
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})
|
||||
a_t.start_adventure(91)
|
||||
var stock_before := {}
|
||||
for kk in ["attack", "gp", "heal"]:
|
||||
stock_before[kk] = a_t.pool_stock(kk)
|
||||
@@ -809,12 +868,7 @@ func _fresh_rng(seed_val: int):
|
||||
# ---- 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)
|
||||
# 生成图取数面(图 = f(关卡行参数档, 种子 42)——与 runner 起关同图;节点键 id/type/depth/next)
|
||||
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 []
|
||||
var gen = NodeMapGenerator.new(_fresh_rng(42))
|
||||
return (gen.generate(_db.level_gen_params_row(level_index), 42) as Dictionary).get("nodes", [])
|
||||
@@ -147,8 +147,52 @@ func _init() -> void:
|
||||
Kit.check_quiet(adr_i.runner().pick_next_node(int(adr_i.runner().next_candidate_ids()[0])), "P6 续玩选路进首战")
|
||||
Kit.check_quiet(adr_i.runner().current_battle().attune_has("morning_order"), "P6 回局首战装配集仍含 morning_order(停点往返载体态一致)")
|
||||
|
||||
# ---- Part 7:生成图换代断言面(快照键换代、停点句柄往返、续玩按种子+参数档重生成同图)----
|
||||
var rng_j = load("res://core/rng_service.gd").new()
|
||||
var sm_j = SaveManagerScript.new(_bp_path)
|
||||
var adr_j = AdventureRunnerScript.new(db, rng_j)
|
||||
adr_j.set_save_manager(sm_j)
|
||||
Kit.check_quiet(adr_j.start_adventure(910042, params), "P7 冒险启动(seed 910042——生成图开局)")
|
||||
var runner_j = adr_j.runner()
|
||||
var graph_j: Array = runner_j.nodes()
|
||||
var bp_j: Dictionary = sm_j.breakpoint_snapshot()
|
||||
Kit.check_quiet(not bp_j.has("template_pick"),
|
||||
"P7 断点快照无已抽模板键(模板链路退役——件核面在档)")
|
||||
Kit.check_quiet(int(bp_j.get("graph_gen_v2", 0)) == 1,
|
||||
"P7 断点含生成图代差标记键(换代承载)")
|
||||
var entry_id: int = int(runner_j.next_candidate_ids()[0])
|
||||
var mid_id: int = _first_out_id(graph_j, entry_id)
|
||||
var bp_mid: Dictionary = bp_j.duplicate(true)
|
||||
bp_mid["node_id"] = mid_id
|
||||
bp_mid["visited_ids"] = [entry_id]
|
||||
var adr_m = AdventureRunnerScript.new(db, load("res://core/rng_service.gd").new())
|
||||
Kit.check_quiet(adr_m.resume_adventure(bp_mid, params), "P7 中途停点断点续玩受理(句柄落档形态)")
|
||||
var runner_m = adr_m.runner()
|
||||
Kit.check_quiet(int(runner_m.current_node_id()) == mid_id,
|
||||
"P7 停点句柄回读一致(图内 id 单空间寻址)")
|
||||
Kit.check_quiet(runner_m.visited_ids() == [entry_id], "P7 已到节点序按句柄往返一致")
|
||||
Kit.check_quiet(runner_m.nodes() == graph_j, "P7 续玩重生成图与中断前逐位同图(断点不存图快照)")
|
||||
var adr_l = AdventureRunnerScript.new(db, load("res://core/rng_service.gd").new())
|
||||
var bp_legacy: Dictionary = bp_mid.duplicate(true)
|
||||
bp_legacy.erase("graph_gen_v2")
|
||||
Kit.check_quiet(adr_l.resume_adventure(bp_legacy, params) == false,
|
||||
"P7 缺生成图代差标记键的旧断点显式拒绝(禁按新句柄空间静默回放)")
|
||||
var adr_n = AdventureRunnerScript.new(db, load("res://core/rng_service.gd").new())
|
||||
Kit.check_quiet(adr_n.start_adventure(910042, params) and adr_n.runner().nodes() == graph_j,
|
||||
"P7 同种子重开局同图(开局入口复现承载)")
|
||||
|
||||
_clear_disk()
|
||||
quit(Kit.finish("breakpoint_resume_test", "PASS — 断点往返/续玩确定性/幂等/退出清断点/装配存档回归 全绿"))
|
||||
quit(Kit.finish("breakpoint_resume_test", "PASS — 断点往返/续玩确定性/幂等/退出清断点/装配存档回归/生成图换代 全绿"))
|
||||
|
||||
|
||||
# 句柄寻址夹具辅助:取生成图中指定句柄节点的首个出边目标(构造中途停点落档形态)
|
||||
func _first_out_id(nodes: Array, node_id: int) -> int:
|
||||
for node in nodes:
|
||||
var n := node as Dictionary
|
||||
if int(n.get("id", -1)) == node_id:
|
||||
var outs: Array = n.get("next", [])
|
||||
return int(outs[0]) if not outs.is_empty() else -1
|
||||
return -1
|
||||
|
||||
|
||||
func _board_fingerprint(b) -> String:
|
||||
|
||||
@@ -53,12 +53,12 @@ func _init() -> void:
|
||||
Kit.check_quiet(lr.spend_gp(20) == true and int(lr.gp) == 10, "足额支出扣账(30→10)")
|
||||
|
||||
# ---- ⑥ Y 断点随存(缺陷锚:续玩自参数面整额重注入=用完 Y 退菜单再续玩满血复活)----
|
||||
var bp_y := {"level_index": 1, "hero_hp": 10, "attune_refresh_y": 2}
|
||||
var bp_y := {"level_index": 1, "hero_hp": 10, "attune_refresh_y": 2, "graph_gen_v2": 1}
|
||||
var adr_r = load("res://core/adventure_runner.gd").new(db, load("res://core/rng_service.gd").new())
|
||||
Kit.check_quiet(adr_r.resume_adventure(bp_y, {"hero_override": {}, "attune_refresh_y": 3}), "续玩受理(最小断点+参数面)")
|
||||
Kit.check_quiet(adr_r._attune_refresh_y == 2, "断点有键=Y 余量随断点还原(花 1 剩 2——不再整额重注入=满血复活堵死)")
|
||||
var adr_o = load("res://core/adventure_runner.gd").new(db, load("res://core/rng_service.gd").new())
|
||||
Kit.check_quiet(adr_o.resume_adventure({"level_index": 1, "hero_hp": 10}, {"hero_override": {}, "attune_refresh_y": 3}), "旧断点续玩受理(快照缺键)")
|
||||
Kit.check_quiet(adr_o.resume_adventure({"level_index": 1, "hero_hp": 10, "graph_gen_v2": 1}, {"hero_override": {}, "attune_refresh_y": 3}), "旧断点续玩受理(快照缺键)")
|
||||
Kit.check_quiet(adr_o._attune_refresh_y == 3, "旧断点缺键=回退参数面整额注入(旧档行为零变化)")
|
||||
|
||||
quit(Kit.finish("curio_refresh_paid"))
|
||||
|
||||
@@ -22,7 +22,7 @@ func _init() -> void:
|
||||
quit(1)
|
||||
return
|
||||
var a = load("res://core/adventure_runner.gd").new(db, load("res://core/rng_service.gd").new())
|
||||
if not a.start_adventure(301, {"first_script": true}):
|
||||
if not a.start_adventure(301):
|
||||
Kit.check_quiet(false, "V9 前置:冒险启动")
|
||||
quit(Kit.finish("feat_vouchers"))
|
||||
return
|
||||
|
||||
@@ -29,61 +29,71 @@ func _init() -> void:
|
||||
|
||||
# ---- 夹具 ----
|
||||
|
||||
# 图形态夹具(id = node_depth):单干 0→1→2→3→4→5→6→7 加一条 6→3 跨层跳边。
|
||||
# BFS 层:0=0/1=1/2=1/3=2/4=3/5=4/6=5/7=6——锚 6 时候选 3 层距 3 = N+1。
|
||||
# 节点构造器(生成图口径:id=图内唯一句柄、depth=自入口最长路径步数、next=出边句柄数组)
|
||||
static func _gn(id: int, depth: int, type_: String, next_ids: Array) -> Dictionary:
|
||||
return {"id": id, "type": type_, "depth": depth, "next": next_ids}
|
||||
|
||||
|
||||
# 图形态夹具(id = 图内句柄,depth = 自入口沿边严格前进的深度):干 0→1→{2,8},2→3,
|
||||
# 8→4→5→6,长跳边 6→3(与 2→3 同落节点 3,目标 depth 严格大于源——生成图连线铁律),
|
||||
# 3 经尾链 9→10→11 汇入终点 7(7 的 depth = 自入口最长路径步数 10)。
|
||||
# BFS 层:0=0/1=1/2=1/3=2/4=3/5=4/6=5/7=6(8=2/9=3/10=4/11=5)——锚 6 时候选 3 层距 3 = N+1。
|
||||
func _graph_nodes() -> Array:
|
||||
return [
|
||||
{"node_depth": 0, "type": "battle", "next": [1, 2]},
|
||||
{"node_depth": 1, "type": "battle", "next": [2]},
|
||||
{"node_depth": 2, "type": "reward", "next": [3]},
|
||||
{"node_depth": 3, "type": "rest", "next": [4]},
|
||||
{"node_depth": 4, "type": "battle", "next": [5]},
|
||||
{"node_depth": 5, "type": "battle", "next": [6]},
|
||||
{"node_depth": 6, "type": "battle", "next": [7, 3]},
|
||||
{"node_depth": 7, "type": "boss", "next": []},
|
||||
_gn(0, 0, "battle", [1, 2]),
|
||||
_gn(1, 1, "battle", [2, 8]),
|
||||
_gn(2, 2, "reward", [3]),
|
||||
_gn(3, 6, "rest", [9]),
|
||||
_gn(4, 3, "battle", [5]),
|
||||
_gn(5, 4, "battle", [6]),
|
||||
_gn(6, 5, "battle", [7, 3]),
|
||||
_gn(7, 10, "boss", []),
|
||||
_gn(8, 2, "battle", [4]),
|
||||
_gn(9, 7, "battle", [10]),
|
||||
_gn(10, 8, "battle", [11]),
|
||||
_gn(11, 9, "battle", [7]),
|
||||
]
|
||||
|
||||
|
||||
# 单链夹具(无 next 键,仿 L1 现役模板形态):编号空间 = 数组下标,node_depth 只出现在战斗/Boss 上
|
||||
# 单链退化形态 = 出度 ≤1 的图(显式 next 出边、编号 = id 句柄——无数组下标隐式边)
|
||||
func _chain_nodes() -> Array:
|
||||
return [
|
||||
{"node_depth": 0, "type": "battle"},
|
||||
{"node_depth": 1, "type": "battle"},
|
||||
{"node_depth": 2, "type": "battle"},
|
||||
{"node_depth": 3, "type": "battle"},
|
||||
{"type": "reward"},
|
||||
{"type": "rest"},
|
||||
{"node_depth": 4, "type": "boss"},
|
||||
_gn(0, 0, "battle", [1]),
|
||||
_gn(1, 1, "battle", [2]),
|
||||
_gn(2, 2, "battle", [3]),
|
||||
_gn(3, 3, "battle", [4]),
|
||||
_gn(4, 4, "reward", [5]),
|
||||
_gn(5, 5, "rest", [6]),
|
||||
_gn(6, 6, "boss", []),
|
||||
]
|
||||
|
||||
|
||||
# 表行夹具的正样本(无跨层跳边的合法图——表加载期只核行级字段,图合法性判据见 validate_graph·卡② T1 换代)
|
||||
func _valid_graph_nodes() -> Array:
|
||||
return [
|
||||
{"node_depth": 0, "type": "battle", "next": [1, 2]},
|
||||
{"node_depth": 1, "type": "battle", "next": [3]},
|
||||
{"node_depth": 2, "type": "reward", "next": [3]},
|
||||
{"node_depth": 3, "type": "battle", "next": [4]},
|
||||
{"node_depth": 4, "type": "boss", "next": []},
|
||||
_gn(0, 0, "battle", [1, 2]),
|
||||
_gn(1, 1, "battle", [3]),
|
||||
_gn(2, 1, "reward", [3]),
|
||||
_gn(3, 2, "battle", [4]),
|
||||
_gn(4, 3, "boss", []),
|
||||
]
|
||||
|
||||
|
||||
# 白盒 runner:夹具行集注入 db.level + level_row,停点态直设(anchor_id < 0 = 入口停点)
|
||||
func _runner(db, nodes: Array, anchor_id: int, candidates: Array,
|
||||
graph_mode: bool = true, n: int = 2):
|
||||
# 白盒 runner:夹具行集注入 db.level + level_row,停点态直设(anchor_id < 0 = 入口停点;
|
||||
# 锚点与候选的编号空间 = 节点 id 句柄——runner._node_id 单点)
|
||||
func _runner(db, nodes: Array, anchor_id: int, candidates: Array, n: int = 2):
|
||||
var t := LevelTableScript.new()
|
||||
t.info_visible_layers = n
|
||||
t.rows = [{"level_index": 1, "display_name": "夹具关", "rest_heal_pct": 30, "nodes": nodes}]
|
||||
db.level = t
|
||||
var r = load("res://core/level_runner.gd").new(db, load("res://core/rng_service.gd").new())
|
||||
r.level_row.assign({"level_index": 1, "display_name": "夹具关", "rest_heal_pct": 30, "nodes": nodes})
|
||||
r._graph_mode = graph_mode
|
||||
r.visited.clear()
|
||||
r._candidates.assign(candidates)
|
||||
r.node_index = -1
|
||||
if anchor_id >= 0:
|
||||
for i in nodes.size():
|
||||
if int((nodes[i] as Dictionary).get("node_depth", -1)) == anchor_id:
|
||||
if int((nodes[i] as Dictionary).get("id", -1)) == anchor_id:
|
||||
r.node_index = i
|
||||
break
|
||||
return r
|
||||
@@ -157,15 +167,15 @@ func _test_single_circle(db) -> void:
|
||||
Kit.check("单圈只按锚层取窗:已过近端节点 4(层距 2)仍可见〔fv7〕", vis.has(4))
|
||||
|
||||
|
||||
# ---- ⑤ 单链退化形态(编号空间 = 数组下标)〔fv1〕----
|
||||
# ---- ⑤ 单链退化形态(出度 ≤1 图,编号 = id 句柄)〔fv1〕----
|
||||
|
||||
func _test_single_chain_entry(db) -> void:
|
||||
var nodes := _chain_nodes()
|
||||
var r = _runner(db, nodes, -1, [nodes[0]], false)
|
||||
var r = _runner(db, nodes, -1, [nodes[0]])
|
||||
var vis: Array = r.type_visible_ids()
|
||||
Kit.check("单链退化形态:入口锚层 0,下标 2 可见〔fv1〕", vis.has(2))
|
||||
Kit.check("单链退化形态:层距 N+1(下标 3)不可见〔fv1〕", not vis.has(3))
|
||||
Kit.check("单链编号空间 = 数组下标:Boss 以末位下标 6 入集(非 node_depth 4)〔fv1〕",
|
||||
Kit.check("单链退化形态:入口锚层 0,句柄 2 可见〔fv1〕", vis.has(2))
|
||||
Kit.check("单链退化形态:层距 N+1(句柄 3)不可见〔fv1〕", not vis.has(3))
|
||||
Kit.check("单链编号空间 = 图句柄 id:Boss 以句柄 6 入集(链上层距 4 的战斗节点 4 入雾)〔fv1〕",
|
||||
vis.has(6) and not vis.has(4))
|
||||
|
||||
|
||||
@@ -189,20 +199,37 @@ func _test_n_from_table(db) -> void:
|
||||
# ---- ⑦ 续玩重建同值〔fv7〕----
|
||||
|
||||
func _test_resume_rebuild(db) -> void:
|
||||
var nodes := _graph_nodes()
|
||||
var t := LevelTableScript.new()
|
||||
t.info_visible_layers = 2
|
||||
t.rows = [{"level_index": 1, "display_name": "夹具关", "rest_heal_pct": 30, "nodes": nodes}]
|
||||
t.rows = [{"level_index": 1, "display_name": "夹具关", "rest_heal_pct": 30}]
|
||||
db.level = t
|
||||
var ledger := {"hero_hp": 10, "gp": 0}
|
||||
var resumed = load("res://core/level_runner.gd").new(db, load("res://core/rng_service.gd").new())
|
||||
var ok: bool = resumed.start_level_external(1, ledger, {}, Callable(), {}, false, 0,
|
||||
var ok: bool = resumed.start_level_external(1, ledger, {}, Callable(), {}, false,
|
||||
{"node_id": 2, "visited_ids": [0, 1, 2]})
|
||||
Kit.check_quiet(ok, "续玩用例:resume_state 重建停点成功")
|
||||
if not ok:
|
||||
return
|
||||
Kit.check_quiet(resumed.awaiting_choice(), "续玩用例:重建后处于选路停点")
|
||||
var direct = _runner(db, nodes, 2, [nodes[3]])
|
||||
direct.visited.assign([nodes[0], nodes[1], nodes[2]])
|
||||
# 图源 = 参数化生成图(图 = f(参数档, 种子))——直入对照侧与 resume 侧同吃一张生成图,
|
||||
# 停点态按句柄对齐:锚 = id 2、visited = id 0/1/2、候选 = id 2 出边指向的节点
|
||||
var gnodes: Array = resumed.nodes()
|
||||
var stop: Dictionary = {}
|
||||
var by_id := {}
|
||||
for node in gnodes:
|
||||
var nid: int = int((node as Dictionary).get("id", -1))
|
||||
by_id[nid] = node
|
||||
if nid == 2:
|
||||
stop = node
|
||||
var cand_nodes: Array = []
|
||||
for tid in (stop.get("next", []) as Array):
|
||||
if by_id.has(int(tid)):
|
||||
cand_nodes.append(by_id[int(tid)])
|
||||
var visited_nodes: Array = []
|
||||
for vid in [0, 1, 2]:
|
||||
if by_id.has(vid):
|
||||
visited_nodes.append(by_id[vid])
|
||||
var direct = _runner(db, gnodes, 2, cand_nodes)
|
||||
direct.visited.assign(visited_nodes)
|
||||
Kit.check("续玩重建同值:resume 路径与同停点直入 type_visible_ids() 逐位一致〔fv7〕",
|
||||
resumed.type_visible_ids() == direct.type_visible_ids())
|
||||
@@ -313,15 +313,15 @@ func _meta_settle_and_workshop() -> void:
|
||||
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"})
|
||||
{"treasure_unlocked": {"wide_scout_band": true}, "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")
|
||||
Kit.check("主菜单开新冒险参数面:入口特有键(treasure_unlocked/shop_mode)随 extra 原样并入",
|
||||
bool((p_new.get("treasure_unlocked", {}) as Dictionary).get("wide_scout_band", 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)",
|
||||
@@ -333,7 +333,7 @@ func _meta_settle_and_workshop() -> void:
|
||||
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,
|
||||
"graph_gen_v2": 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))
|
||||
|
||||
@@ -34,7 +34,7 @@ func _init() -> void:
|
||||
|
||||
# T10——空配置验收闸(三选一池空兜底/商店空货架)
|
||||
var e = load("res://core/adventure_runner.gd").new(db, load("res://core/rng_service.gd").new())
|
||||
e.start_adventure(501, {"first_script": true})
|
||||
e.start_adventure(501)
|
||||
e._curio_pending = {"candidates": []}
|
||||
Kit.check_quiet(e.skip_empty_curio() and e._curio_pending.is_empty(),
|
||||
"空配置闸:三选一池空=停点整体跳过(skip_empty_curio 消化)〔专长批 T10〕")
|
||||
@@ -65,7 +65,7 @@ func _tiers_of(cands: Array) -> Array:
|
||||
|
||||
|
||||
func check_v7(a, db) -> void:
|
||||
if not a.start_adventure(201, {"first_script": true}):
|
||||
if not a.start_adventure(201):
|
||||
Kit.check_quiet(false, "V7 前置:冒险启动")
|
||||
return
|
||||
# 构成①:全池含优秀档以上——曝光槽应出 1 格高档(rank≥excellent)
|
||||
@@ -110,7 +110,7 @@ func check_v7(a, db) -> void:
|
||||
|
||||
|
||||
func check_v6(b, db) -> void:
|
||||
if not b.start_adventure(202, {"first_script": true}):
|
||||
if not b.start_adventure(202):
|
||||
Kit.check_quiet(false, "V6 前置:冒险启动")
|
||||
return
|
||||
# 拿了消耗:直置停点候选后 pick_curio——牌库摘牌单点
|
||||
@@ -139,7 +139,7 @@ func check_v6(b, db) -> void:
|
||||
|
||||
|
||||
func check_v12(m, db) -> void:
|
||||
if not m.start_adventure(401, {"first_script": true}):
|
||||
if not m.start_adventure(401):
|
||||
Kit.check_quiet(false, "V12 前置:冒险启动")
|
||||
return
|
||||
var tier_n := {"common": 0, "excellent": 0, "rare": 0, "legendary": 0}
|
||||
@@ -157,7 +157,7 @@ func check_v12(m, db) -> void:
|
||||
|
||||
|
||||
func check_v8(c, db) -> void:
|
||||
if not c.start_adventure(203, {"first_script": true}):
|
||||
if not c.start_adventure(203):
|
||||
Kit.check_quiet(false, "V8 前置:冒险启动")
|
||||
return
|
||||
# 概率位与 cap 两属性独立:改 cap 不动牌库(概率位)、改牌库不动 cap 字段
|
||||
|
||||
@@ -184,7 +184,7 @@ func _smoke_save() -> void:
|
||||
"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,
|
||||
"graph_gen_v2": 1,
|
||||
"master_seed": 424242, "rng_counter": 38, "keystone": 6,
|
||||
"visited_ids": [0, 2, 5],
|
||||
"aux_items": [{"item_id": "aux_scout", "source_class": "reward_node",
|
||||
@@ -205,7 +205,7 @@ func _smoke_save() -> void:
|
||||
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("断点七字段往返:生成图代差标记键", int(bp.get("graph_gen_v2", 0)) == 1)
|
||||
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)
|
||||
@@ -237,7 +237,7 @@ func _smoke_save() -> void:
|
||||
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,
|
||||
"graph_gen_v2": 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)",
|
||||
|
||||
@@ -72,14 +72,6 @@ static func _errs_has_cross_field(errs: Array) -> bool:
|
||||
return false
|
||||
|
||||
|
||||
# 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
|
||||
@@ -94,17 +86,6 @@ func _first_encounter_band(level_index: int, enemy_id: String) -> int:
|
||||
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 []
|
||||
|
||||
|
||||
# ① 冒险表(单行全局 Rule 4 豁免——建表与接线闸;TP0 令牌池:配额结构/件值对/池总量域检)
|
||||
func _smoke_adventure_table() -> void:
|
||||
print("--- 冒险表(AdventureTable——令牌池行值单点:回血/配额/件值对/同调位)---")
|
||||
|
||||
@@ -29,7 +29,7 @@ func _run() -> void:
|
||||
quit(Kit.finish("level_map_info_fog_test"))
|
||||
|
||||
|
||||
# 白盒 runner:夹具行集注入 db.level + level_row,入口停点态(node_index=-1,候选=入边首节点)
|
||||
# 白盒 runner:夹具行集注入 db.level + level_row,入口停点态(node_index=-1,候选=首层首节点句柄 1)
|
||||
func _runner(db, nodes: Array, candidates: Array, n: int = 2):
|
||||
var t := LevelTableScript.new()
|
||||
t.info_visible_layers = n
|
||||
@@ -37,7 +37,6 @@ func _runner(db, nodes: Array, candidates: Array, n: int = 2):
|
||||
db.level = t
|
||||
var r = load("res://core/level_runner.gd").new(db, load("res://core/rng_service.gd").new())
|
||||
r.level_row.assign({"level_index": 1, "display_name": "夹具关", "rest_heal_pct": 30, "nodes": nodes})
|
||||
r._graph_mode = true
|
||||
r.node_index = -1
|
||||
r._candidates.assign(candidates)
|
||||
return r
|
||||
@@ -46,7 +45,7 @@ func _runner(db, nodes: Array, candidates: Array, n: int = 2):
|
||||
# ---- ① 范围外只见结构:雾下节点类型图标与文字均不绘制〔fv2〕----
|
||||
|
||||
func _test_fog_hides_type() -> void:
|
||||
var node := {"node_depth": 3, "type": "battle"}
|
||||
var node := {"id": 3, "type": "battle", "depth": 3, "next": []}
|
||||
var shown: Dictionary = ScreenScript.node_display(node, 2, [2], false, false)
|
||||
Kit.check("可见集内节点:图标/类型文字均绘制〔fv2〕",
|
||||
bool(shown["draw_icon"]) and bool(shown["draw_label"]))
|
||||
@@ -60,24 +59,24 @@ func _test_fog_hides_type() -> void:
|
||||
|
||||
func _test_boss_exempt_and_multi_boss() -> void:
|
||||
var type_vis: Array = [1, 7, 9] # 双 Boss 图:7/9 均在可见集
|
||||
var boss_a: Dictionary = ScreenScript.node_display({"node_depth": 7, "type": "boss"}, 7, type_vis, false, false)
|
||||
var boss_b: Dictionary = ScreenScript.node_display({"node_depth": 9, "type": "boss"}, 9, type_vis, false, false)
|
||||
var boss_a: Dictionary = ScreenScript.node_display({"id": 7, "type": "boss", "depth": 7, "next": []}, 7, type_vis, false, false)
|
||||
var boss_b: Dictionary = ScreenScript.node_display({"id": 9, "type": "boss", "depth": 9, "next": []}, 9, type_vis, false, false)
|
||||
Kit.check("多终点:两个 Boss 节点均带 Boss 描边〔fv3〕",
|
||||
bool(boss_a["boss_border"]) and bool(boss_b["boss_border"]))
|
||||
Kit.check("Boss 不入雾:可见集与图标/文字三通道均在〔fv3〕",
|
||||
bool(boss_a["draw_icon"]) and bool(boss_a["draw_label"]) and bool(boss_b["draw_icon"]))
|
||||
var far_boss: Dictionary = ScreenScript.node_display({"node_depth": 9, "type": "boss"}, 9, [1], false, false)
|
||||
var far_boss: Dictionary = ScreenScript.node_display({"id": 9, "type": "boss", "depth": 9, "next": []}, 9, [1], false, false)
|
||||
Kit.check("Boss 豁免独立于可见集:不在 type_vis 的 Boss 仍出示类型〔fv3〕",
|
||||
bool(far_boss["draw_icon"]) and bool(far_boss["draw_label"]))
|
||||
var fogged_battle: Dictionary = ScreenScript.node_display({"node_depth": 5, "type": "battle"}, 5, type_vis, false, false)
|
||||
var fogged_battle: Dictionary = ScreenScript.node_display({"id": 5, "type": "battle", "depth": 5, "next": []}, 5, type_vis, false, false)
|
||||
Kit.check("Boss 豁免不扩散:雾下非 Boss 仍隐类型〔fv3〕", not bool(fogged_battle["draw_icon"]))
|
||||
|
||||
|
||||
# ---- ③ 节点内详情图上从不显示〔fv5〕----
|
||||
|
||||
func _test_details_never_shown() -> void:
|
||||
var plain := {"node_depth": 3, "type": "battle"}
|
||||
var loaded := {"node_depth": 3, "type": "battle", "enemy_id": "goblin_secret", "reward_id": "reward_secret"}
|
||||
var plain := {"id": 3, "type": "battle", "depth": 3, "next": [4]}
|
||||
var loaded := {"id": 3, "type": "battle", "depth": 3, "next": [4], "enemy_id": "goblin_secret", "reward_id": "reward_secret"}
|
||||
var a: Dictionary = ScreenScript.node_display(plain, 3, [3], false, true)
|
||||
var b: Dictionary = ScreenScript.node_display(loaded, 3, [3], false, true)
|
||||
var same := true
|
||||
@@ -92,7 +91,7 @@ func _test_details_never_shown() -> void:
|
||||
# ---- ④ label_text 三态文案〔fv2〕----
|
||||
|
||||
func _test_label_three_states() -> void:
|
||||
var node := {"node_depth": 3, "type": "battle"}
|
||||
var node := {"id": 3, "type": "battle", "depth": 3, "next": [4]}
|
||||
Kit.check("当前位文案=「当前位置」〔fv2〕",
|
||||
String(ScreenScript.node_display(node, 3, [3], true, false)["label_text"]) == "当前位置")
|
||||
Kit.check("候选文案=「战斗 · 可选」〔fv2〕",
|
||||
@@ -103,9 +102,10 @@ func _test_label_three_states() -> void:
|
||||
|
||||
# ---- 大图(11 层×6 槽含双 Boss)画布拟合与布局包络〔fv8〕----
|
||||
|
||||
# 大图夹具:编号按 12 层×6 槽构造,层 0 入口、末层双 Boss;含层 1 首节点→第 3 层节点的跨层跳边。
|
||||
# 跳边目标按 BFS 最短路径提前一层,其后继链随之提前——布局落 11 层(最大槽 7:
|
||||
# 跳边目标并入第 2 层槽组)。断言按布局实测取最大层/最大槽,画布公式与之同源。
|
||||
# 大图夹具:按 12 层×6 槽构造(id = 图内句柄 = 构造序号;depth 随构造序号严格前进——生成图连线铁律),
|
||||
# 层 0 入口、末层双 Boss(id 61/62,句柄互异、next 恒空);含层 1 首节点→第 3 层节点的跨层长跳边。
|
||||
# 跳边目标按 BFS 最短路径提前一层,其后继链随之逐层提前(目标并入第 2 层槽组)——布局落 11 层。
|
||||
# 断言按布局实测取最大层/最大槽,画布公式与之同源。
|
||||
func _big_graph_nodes() -> Array:
|
||||
var layers: Array = []
|
||||
var total := 0
|
||||
@@ -118,30 +118,25 @@ func _big_graph_nodes() -> Array:
|
||||
total += 1
|
||||
layers.append(ids)
|
||||
var nodes: Array = []
|
||||
var jump_from := -1
|
||||
var jump_to := -1
|
||||
for l in tiers:
|
||||
for i in layers[l].size():
|
||||
var nid: int = layers[l][i]
|
||||
var n := {"node_depth": nid}
|
||||
if l == 0:
|
||||
n["type"] = "battle"
|
||||
n["next"] = layers[1].duplicate() # 入口扇出到全层(层宽 6)
|
||||
elif l == tiers - 1:
|
||||
n["type"] = "boss"
|
||||
n["next"] = []
|
||||
var t := "battle"
|
||||
var next_ids: Array = []
|
||||
if l == tiers - 1:
|
||||
t = "boss"
|
||||
elif l == 0:
|
||||
next_ids = layers[1].duplicate() # 入口扇出到全层(层宽 6)
|
||||
else:
|
||||
if i % 5 == 0:
|
||||
n["type"] = "reward" if l % 2 == 0 else "rest"
|
||||
else:
|
||||
n["type"] = "battle"
|
||||
t = "reward" if l % 2 == 0 else "rest"
|
||||
var w2: int = layers[l + 1].size()
|
||||
n["next"] = [layers[l + 1][i % w2], layers[l + 1][(i + 1) % w2]]
|
||||
nodes.append(n)
|
||||
jump_from = layers[1][0]
|
||||
jump_to = layers[3][2]
|
||||
next_ids = [layers[l + 1][i % w2], layers[l + 1][(i + 1) % w2]]
|
||||
nodes.append({"id": nid, "type": t, "depth": nid, "next": next_ids})
|
||||
var jump_from: int = layers[1][0]
|
||||
var jump_to: int = layers[3][2]
|
||||
for n in nodes:
|
||||
if int(n["node_depth"]) == jump_from:
|
||||
if int(n["id"]) == jump_from:
|
||||
(n["next"] as Array).append(jump_to)
|
||||
break
|
||||
return nodes
|
||||
@@ -188,9 +183,9 @@ func _test_big_graph_fit(db) -> void:
|
||||
var boss_ids: Array = []
|
||||
for node in nodes:
|
||||
if String(node["type"]) == "boss":
|
||||
boss_ids.append(int(node["node_depth"]))
|
||||
boss_ids.append(int(node["id"]))
|
||||
Kit.check("大图呈现:两个终点 Boss 均有描边标记〔fv8〕",
|
||||
disp.has(boss_ids[0]) and disp.has(boss_ids[1])
|
||||
and bool(disp[boss_ids[0]]["boss_border"]) and bool(disp[boss_ids[1]]["boss_border"]))
|
||||
Kit.check("大图呈现:入口停点远处战斗节点(编号 32,层 6)类型入雾〔fv8〕", not bool(disp[32]["draw_icon"]))
|
||||
Kit.check("大图呈现:入口停点远处战斗节点(句柄 32,层 6)类型入雾〔fv8〕", not bool(disp[32]["draw_icon"]))
|
||||
screen.queue_free()
|
||||
Reference in new issue
Block a user