iter44-卡1:卡①(组合根注册面批): ui_registry+三域容器建件·main.gd 49→15(28迁出+7别名消灭+ui新增)·六转发方法+flush退役·全消费面(探针11件/系统测试/流程件/冒烟)改址main.ui.*·V1d全目录重锚〔注册面V1〕·V6改串〔注册面V2〕·行为零变化四闸主证
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@@ -58,7 +58,7 @@ func _init() -> void:
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main._start_adventure_from_menu()
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await process_frame
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# 入口停点选路进首战(真实停点链)
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if not main.level_screen.visible:
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if not main.ui.modals.level_screen.visible:
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_problems.append("入口停点未呈现(前置失守)")
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_finish()
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return
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@@ -100,12 +100,12 @@ func _init() -> void:
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# ---- 断言①:排空前后核心状态逐位一致(演出关停零分叉)----
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var snap_before: String = JSON.stringify(battle.diagnostic_snapshot())
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var hp_before: int = int(battle.action_economy.ap) + int(battle.action_economy.rap) * 0 # 观测面双录
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main._flush_row_queue()
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main.ui.screens.row_pacer.flush()
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var snap_after: String = JSON.stringify(battle.diagnostic_snapshot())
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check(snap_before == snap_after, "排空前后核心诊断快照逐位一致(AC⑤ 演出关停零分叉)")
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# ---- 断言②:零丢行(结构判据:排空后队列恒空 + 末信号行原文在带——append_row 直落不吞行)----
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check(rows_seen.size() > 0, "结算行已产生(断言前提)")
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check(main._row_queue.is_empty(), "排空后队列恒空(flush 完整性)")
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check(main.ui.screens.row_pacer.pending_rows().is_empty(), "排空后队列恒空(flush 完整性)")
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var last_text := ""
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for i in range(rows_seen.size() - 1, -1, -1):
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var cand_row: Dictionary = rows_seen[i]
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@@ -114,7 +114,7 @@ func _init() -> void:
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last_text = String(cand_row.get("display_name", ""))
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if last_text != "":
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break
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check(last_text != "" and main.log_view.parsed_text().contains(last_text),
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check(last_text != "" and main.ui.battle.log_view.parsed_text().contains(last_text),
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"末信号行原文在明细带(排空不吞行:『%s』)" % last_text)
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# ---- 断言③:段间延迟取数面双态 ----
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UiKit.motion_scale = 1.0
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@@ -129,7 +129,7 @@ func _init() -> void:
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var fstage := FakeStage.new(null)
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var ffx := FakeFx.new()
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rp.stage = fstage
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rp.board_view = main.board_view
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rp.board_view = main.ui.battle.board_zone.board_view
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rp.settlement_fx = ffx
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rp._play_settlement_mark({"type": "damage", "target": "地精", "target_id": "goblin_b", "value": 3})
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check(fstage.calls.size() == 1 and fstage.calls[0] == ["goblin_b", "地精"],
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@@ -144,9 +144,9 @@ func _init() -> void:
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UiKit.motion_scale = 1.0 # 常态入队(减动效快路同帧直落不入队——夹具须真落队列)
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main._on_step_row({"type": "damage", "target": "hero", "value": 1})
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main._on_step_row({"type": "heal", "target": "hero", "value": 2})
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check(main._row_queue.size() == 2, "会话更替夹具已入队(前提:%d 行)〔wr4〕" % main._row_queue.size())
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check(main.ui.screens.row_pacer.pending_rows().size() == 2, "会话更替夹具已入队(前提:%d 行)〔wr4〕" % main.ui.screens.row_pacer.pending_rows().size())
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main._begin_session(false)
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check(main._row_queue.is_empty(), "会话更替后待播队列清零(_begin_session 内机制 flush)〔wr4〕")
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check(main.ui.screens.row_pacer.pending_rows().is_empty(), "会话更替后待播队列清零(_begin_session 内机制 flush)〔wr4〕")
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_finish()
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