合并(工程改动收编): 三件测试夹具术语修正(哥布林→地精)——worktree 批 term-fix-20261027 验收通过(代码域闸回执 02 存量红 f74b9a48ef4a/09 指纹 91d45583cf6d 放行、11 SKIP、exit 0)
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@@ -219,7 +219,7 @@ func _test_source_death_void(db) -> void:
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func _unit_fixture() -> Dictionary:
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return {
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"enemy_id": "fixture_enemy",
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"display_name": "哥布林",
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"display_name": "地精",
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"hp": 5, "max_hp": 5, "atk": 1,
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"pool": [], "pending_skill": "", "roll_seq": 0, "basic_streak": 0,
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"armor_type": "light", "armor_class": 0, "attack_type": "normal",
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@@ -131,11 +131,11 @@ func _init() -> void:
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rp.stage = fstage
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rp.board_view = main.board_view
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rp.settlement_fx = ffx
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rp._play_settlement_mark({"type": "damage", "target": "哥布林", "target_id": "goblin_b", "value": 3})
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check(fstage.calls.size() == 1 and fstage.calls[0] == ["goblin_b", "哥布林"],
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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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"结算标出按行 target_id 解析站桩(id 与名同传——d12)〔wd12〕")
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rp._play_cross_zone_fx({"type": "damage", "target": "哥布林", "target_id": "goblin_b", "value": 3})
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check(fstage.calls.size() == 2 and fstage.calls[1] == ["goblin_b", "哥布林"],
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rp._play_cross_zone_fx({"type": "damage", "target": "地精", "target_id": "goblin_b", "value": 3})
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check(fstage.calls.size() == 2 and fstage.calls[1] == ["goblin_b", "地精"],
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"跨区弹道按行 target_id 解析站桩(id 与名同传——d12)〔wd12〕")
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check(ffx.calls.size() == 2, "两路解析成功后演出层各接一拍(记参面非空)〔wd12〕")
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rp.free()
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@@ -65,8 +65,8 @@ func _init() -> void:
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var s2 = StandeeBodyScript.new("enemy")
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stage.world.add_child(s1)
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stage.world.add_child(s2)
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s1.set_data({"display_name": "哥布林", "enemy_id": "goblin_a", "hp": 3, "max_hp": 3, "order": 1})
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s2.set_data({"display_name": "哥布林", "enemy_id": "goblin_b", "hp": 3, "max_hp": 3, "order": 2})
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s1.set_data({"display_name": "地精", "enemy_id": "goblin_a", "hp": 3, "max_hp": 3, "order": 1})
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s2.set_data({"display_name": "地精", "enemy_id": "goblin_b", "hp": 3, "max_hp": 3, "order": 2})
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s1.position = Vector2(10, 20)
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s2.position = Vector2(200, 20)
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stage._cards.clear()
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@@ -78,15 +78,15 @@ func _init() -> void:
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Kit.check("空 id / 未登记 id 恒不命中(名兜底归调用点)〔wd12〕",
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stage._card_by_id("") == null and stage._card_by_id("no_such") == null)
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# 口一:on_step_row_fx —— 伤害行携 target_id,闪白落点须在 id 指向的站桩
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stage.on_step_row_fx({"type": "damage", "target": "哥布林", "target_id": "goblin_b"})
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stage.on_step_row_fx({"type": "damage", "target": "地精", "target_id": "goblin_b"})
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await create_timer(0.6).timeout # 弹道到达拍 0.33s + 余量
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Kit.check("伤害行按 target_id 命中正确站桩(闪白落点)〔wd12〕",
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s2._flash_count == 1 and s1._flash_count == 0)
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# 口二:enemy_standee_center —— id 先、display_name 兜底
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var c_b = stage.enemy_standee_center("goblin_b", "哥布林")
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var c_b = stage.enemy_standee_center("goblin_b", "地精")
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var c_b_expect: Vector2 = stage.world_to_shell(s2.position + s2.box * 0.5)
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Kit.check("弹道落点按 target_id 取站桩中心〔wd12〕", c_b != null and c_b == c_b_expect)
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var c_fallback = stage.enemy_standee_center("", "哥布林")
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var c_fallback = stage.enemy_standee_center("", "地精")
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var c_fallback_expect: Vector2 = stage.world_to_shell(s1.position + s1.box * 0.5)
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Kit.check("无 target_id 时按名兜底同旧行为(首命中)〔wd12〕", c_fallback != null and c_fallback == c_fallback_expect)
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