工程+文档(判据出处行锚挂钩+存量清偿第一批·test oracle 项): test-conventions §8.3 立「判据出处行锚」(需求点格须带现行文档:行锚——断言预期值从规格句抄出禁反推实现)+退役对账义务+真实入口判定收窄(信号直发=接线验证不充真实入口)+§8.7 审计加判据出处核对问; capability_audit 增链式锚反向覆盖机检(80套件须被能力行承接——13链断套件补挂 9 能力行归零); pipeline_gate 增 C5 行锚格式机检(生效日 2026-11-05 按卡文件名日期分流——红证「判据出处行锚缺失」+旧卡零误伤双验); 清偿第一批=大门两分支/进档链/设置入口真输入化(emit→push_click 经 push_input 管线,open_camp_via_savesel coroutine 化补排版帧——开层同帧 rect 未排真点击落空实证修复,7 调用点 await)+README 能力行 :158 七物件接线验证降级残险登记/:159 大门行真入口换承载; 待办清单登记分期条目(28); 同区并入闸门耗时基线表(README 耗时基线节+无远端旧口径换代,--docs 已验)。验证: capability_audit --strict 绿(链断0)/pipeline_gate PASS/probe_gate --click --full 全段 PASS(ui_click_probe 问题=0)/--docs 验收通过零新增红
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@@ -118,6 +118,29 @@ static func isolate_save(main, tag: String, mark_first_done: bool = false, with_
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main.settings_store = SettingsStoreScript.new("user://%s_settings.cfg" % tag)
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return iso
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# ---- 真输入点击承载(test-conventions §8.3「真实入口」判定口径)----
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# 合成鼠标事件经 Viewport.push_input 进引擎输入管线(hitbox/命中测试参与),press+release 成对
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#(BaseButton pressed 信号走 release 沿——ui_input_probe :717-733 / screen_flow_probe :484-499 同式)。
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# 信号直发(pressed.emit())只许标「接线验证」,不得充当真实入口断言的驱动。
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static func push_click(main, ctrl: Control) -> void:
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push_click_at(main, ctrl.get_global_rect().get_center())
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static func push_click_at(main, pos: Vector2) -> void:
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var down := InputEventMouseButton.new()
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down.position = pos
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down.global_position = pos
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down.button_index = MOUSE_BUTTON_LEFT
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down.pressed = true
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main.get_viewport().push_input(down, true)
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var up := InputEventMouseButton.new()
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up.position = pos
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up.global_position = pos
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up.button_index = MOUSE_BUTTON_LEFT
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up.pressed = false
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main.get_viewport().push_input(up, true)
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# 营地经进档开层(卡② mn9 新路径——campbtn 已撤;槽模板注入隔离命名空间,防碰真实槽
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# user://save_slot_N.json——真实档红线)。创建=激活=暂行开营地(卡③ Q3 乙落点);
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# 驱动后写盘目标=隔离槽文件(持久化断言读 user://<tag>_slot_1.json)。返回 false=新档钮缺失(驱动中断)。
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@@ -130,8 +153,9 @@ static func open_camp_via_savesel(main, tag: String) -> bool:
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if FileAccess.file_exists(sp):
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DirAccess.remove_absolute(sp)
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main._open_save_select()
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await main.get_tree().process_frame # 排版帧——真点击命中的是控件 rect,开层同帧容器未排(emit 无此依赖)
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var new_btn: Button = main.ui.modals.menu.save_select_overlay._new_btns.get(1)
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if new_btn == null:
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return false
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new_btn.pressed.emit() # 真实按钮信号路径 → _on_save_select_new → create_slot+open_camp
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push_click(main, new_btn) # 真输入 → _on_save_select_new → create_slot+open_camp
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return true
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@@ -110,7 +110,7 @@ func _step_boot_menu() -> void:
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# ---- ② 菜单 → 营地(真实按钮信号路径)----
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func _step_menu_to_camp() -> void:
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# 营地经进档开层(卡② mn9 新路径——campbtn 已撤;槽模板注入隔离命名空间)
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if not ProbeUiUtil.open_camp_via_savesel(main, "smoke_screen_flow_camp"):
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if not await ProbeUiUtil.open_camp_via_savesel(main, "smoke_screen_flow_camp"):
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_problems.append("②菜单→营地:选档层新档钮缺失(新路径驱动中断)")
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return
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await _frames()
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@@ -141,7 +141,7 @@ func _step_save_select_open_back() -> void:
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if esb == null:
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_problems.append("[savesel] mn3 进入存档钮缺失(卡② 交付物)")
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return
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esb.pressed.emit() # 真实按钮信号路径 → _open_save_select(卡② mn3 点击链——卡③ 直调中间态就此闭环)
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ProbeUiUtil.push_click(main, esb) # 真输入(push_input 管线)→ _open_save_select(卡② mn3 点击链——真实入口承载)
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await get_tree().process_frame
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var seals := _screen_seals()
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if not main.ui.modals.menu.save_select_overlay.visible or not seals_check_single(seals):
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@@ -238,7 +238,7 @@ func _step_end_back_to_menu() -> void:
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# ---- ③' 营地 Esc 浮窗+HUD(卡⑤——真实键盘合成路径 push_input;四态路由+三出口+语境分支+余额单口)----
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func _step_camp_esc_and_hud() -> void:
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ProbeUiUtil.isolate_save(main, "smoke_screen_flow_esc", false, false, true)
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if not ProbeUiUtil.open_camp_via_savesel(main, "smoke_screen_flow_esc"):
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if not await ProbeUiUtil.open_camp_via_savesel(main, "smoke_screen_flow_esc"):
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_problems.append("[esc] 营地入口缺失(选档层新档钮驱动中断)〔ESC批 V1〕")
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return
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await _frames()
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@@ -301,7 +301,7 @@ func _step_camp_esc_and_hud() -> void:
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# 互斥单开/ESC 优先序/窗内滚动/生涯同壳——行为面(开合路由)零改,只钉窗壳可观测提交面。
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func _step_camp_window_shell() -> void:
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ProbeUiUtil.isolate_save(main, "smoke_screen_flow_winshell", false, false, true)
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if not ProbeUiUtil.open_camp_via_savesel(main, "smoke_screen_flow_winshell"):
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if not await ProbeUiUtil.open_camp_via_savesel(main, "smoke_screen_flow_winshell"):
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_problems.append("[winshell] 营地入口缺失(选档层新档钮驱动中断)〔窗口化批 V1〕")
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return
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await _frames()
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@@ -120,7 +120,7 @@ func _ready() -> void:
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if main.ui.modals.menu.career_overlay.visible or not main.ui.screens.start_overlay.visible:
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_problems.append("生涯页关闭后页未隐藏或开始层未恢复")
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# ② 营地场景图(进档开层新路径——卡② mn9;截图=可点击场景图形态——卡④ 契约 9 V1 验收载体)
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if not ProbeUiUtil.open_camp_via_savesel(main, "smoke_shot_probe_camp"):
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if not await ProbeUiUtil.open_camp_via_savesel(main, "smoke_shot_probe_camp"):
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_problems.append("营地入口缺失(选档层新档钮——新路径驱动中断)〔句柄子容器批 V1〕")
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else:
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await get_tree().process_frame
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@@ -61,7 +61,7 @@ func _ready() -> void:
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# swap=true(整链换注——购买写盘经 autoload 落隔离槽文件,与下方持久化核验同源;
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# 原 swap=false 形态的写盘走 iso 实例旧路径,与槽文件断言不同源——卡② mn9 换代)
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var iso_c = ProbeUiUtil.isolate_save(main, "smoke_click_probe_camp", false, false, true)
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if not ProbeUiUtil.open_camp_via_savesel(main, "smoke_click_probe_camp"):
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if not await ProbeUiUtil.open_camp_via_savesel(main, "smoke_click_probe_camp"):
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_problems.append("营地入口缺失(选档层新档钮——mn9 新路径驱动中断)〔句柄子容器批 V1〕")
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else:
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await get_tree().process_frame
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@@ -302,7 +302,7 @@ func _ready() -> void:
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if settings_btn == null:
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_problems.append("设置入口按钮缺失(开始层 settingsbtn)")
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else:
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settings_btn.pressed.emit() # 真实按钮信号路径 → _open_settings
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ProbeUiUtil.push_click(main, settings_btn) # 真输入(push_input 管线)→ _open_settings
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await get_tree().process_frame
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if not main.ui.modals.menu.settings_overlay.visible or main.ui.screens.start_overlay.visible:
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_problems.append("设置面未打开(点击路径)")
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@@ -685,7 +685,7 @@ func _ready() -> void:
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main._camp_pres.open_camp()
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await get_tree().process_frame
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var bal_gate: int = main._camp_data()["balance"]
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main.ui.modals.camp.scene.object_pressed.emit(&"gate")
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ProbeUiUtil.push_click_at(main, main.ui.modals.camp.scene.get_hotspot_rect(&"gate").get_center())
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await get_tree().process_frame
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if not main.ui.modals.menu.confirm_dialog.is_open():
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_problems.append("大门无断点:确认弹窗未开(点大门应先出确认不直接进冒险)〔营地图批 V3〕")
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@@ -697,9 +697,9 @@ func _ready() -> void:
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await get_tree().process_frame
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if not main.ui.modals.camp.scene.visible or main.run_scope.is_adventure or main._camp_data()["balance"] != bal_gate:
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_problems.append("大门取消:未无变更退回营地(写口零调用/营地根 visible 失守)〔营地图批 V3〕")
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main.ui.modals.camp.scene.object_pressed.emit(&"gate")
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ProbeUiUtil.push_click_at(main, main.ui.modals.camp.scene.get_hotspot_rect(&"gate").get_center())
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await get_tree().process_frame
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main.ui.modals.menu.confirm_dialog.confirmed.emit() # 「是」→开始新冒险
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ProbeUiUtil.push_click(main, main.ui.modals.menu.confirm_dialog._confirm_btn) # 真点「确认」→开始新冒险
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await get_tree().process_frame
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if not main.run_scope.is_adventure or main.ui.modals.camp.scene.visible:
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_problems.append("大门确认:冒险未发起或营地场景屏未隐藏〔营地图批 V3〕〔营地图批 B1〕")
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@@ -712,11 +712,11 @@ func _ready() -> void:
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})
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main._camp_pres.open_camp()
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await get_tree().process_frame
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main.ui.modals.camp.scene.object_pressed.emit(&"gate")
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ProbeUiUtil.push_click_at(main, main.ui.modals.camp.scene.get_hotspot_rect(&"gate").get_center())
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await get_tree().process_frame
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if not main.ui.modals.menu.confirm_dialog.is_open() or not main.ui.modals.menu.confirm_dialog._secondary_btn.visible:
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_problems.append("大门有断点:三出口形态失守(次钮应现形)〔营地图批 V3〕")
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main.ui.modals.menu.confirm_dialog.secondary_confirmed.emit() # 「开始新冒险」出口
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ProbeUiUtil.push_click(main, main.ui.modals.menu.confirm_dialog._secondary_btn) # 真点「开始新冒险」出口
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await get_tree().process_frame
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if not main.run_scope.is_adventure or main.ui.modals.camp.scene.visible:
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_problems.append("大门有断点次确认:冒险未发起或营地未隐藏〔营地图批 V3〕")
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@@ -24,7 +24,7 @@ func _ready() -> void:
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# 隔离存档换注 main.meta 保确定性(禁碰真实档 user://save.json——SaveManager 路径注入纪律;
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# 营地先行段只换 meta 不换 save_manager——冒险段换注零档在前)----
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ProbeUiUtil.isolate_save(main, "smoke_ui_probe_camp", false, false, false)
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if not ProbeUiUtil.open_camp_via_savesel(main, "smoke_ui_probe_camp"):
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if not await ProbeUiUtil.open_camp_via_savesel(main, "smoke_ui_probe_camp"):
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problems.append("营地入口缺失(选档层新档钮——mn9 新路径驱动中断)〔句柄子容器批 V1〕")
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else:
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await get_tree().process_frame
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@@ -38,7 +38,7 @@ func _ready() -> void:
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main._on_settings_closed()
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_settle()
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if not ProbeUiUtil.open_camp_via_savesel(main, "smoke_ui_struct_probe_menu"):
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if not await ProbeUiUtil.open_camp_via_savesel(main, "smoke_ui_struct_probe_menu"):
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problems.append("[camp] 营地入口缺失(选档层新档钮——mn9 新路径驱动中断)〔句柄子容器批 V1〕")
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else:
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_settle()
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+25
-12
@@ -70,13 +70,13 @@ tests/
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| 能力 | 系统 | 真实入口 | 代表用例(文件:函数) |
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|---|---|---|---|
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| 冒险生命周期:开局受理/三关序列/败北线 | 冒险结构 | `AdventureRunner.start_adventure()`/`continue_to_next_level()` | `adventure_feats_test.gd:_smoke_adventure_api`;`adventure_feats_test.gd:_smoke_adventure` |
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| 冒险生命周期:开局受理/三关序列/败北线 | 冒险结构 | `AdventureRunner.start_adventure()`/`continue_to_next_level()` | `adventure_feats_test.gd:_smoke_adventure_api`;`adventure_feats_test.gd:_smoke_adventure`;`hero_ledger_test.gd:_init` |
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| 专长(奇物)授予与凭证保底 | 奇物 | `AdventureRunner.present_node_curio()`/`feats_held()` × 效果引擎兑付 | `adventure_feats_test.gd:_smoke_feats`;`feat_vouchers_test.gd:_init` |
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| 节点图生成合法性与同种子复现 | 关卡节点图生成 | `NodeMapGenerator.generate()`/`validate_output()` | `node_map_generator_test.gd:_test_output_ok`;`node_map_generator_test.gd:_test_reproducible`;`node_map_generator_test.gd:_test_exit_structure` |
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| 节点图生长递增与无解 fail-fast | 关卡节点图生成 | `NodeMapGenerator.generate()`/`is_fatal()` | `node_map_growth_test.gd:_test_growth`;`node_map_growth_test.gd:_test_fatal_subprocess` |
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| 节点图参数读表与域单点(三参数驱动产物/生成器侧可行性保留) | 关卡节点图生成 | `NodeMapGenerator.generate()`/`LevelGenParams.validate()` | `node_map_generator_test.gd:_test_gen_params_table_driven`〔架构整改 V6〕;`table_structure_guard_test.gd:_test_level_gen_new_fields`〔架构整改 V7〕 |
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| 节点图参数读表与域单点(三参数驱动产物/生成器侧可行性保留) | 关卡节点图生成 | `NodeMapGenerator.generate()`/`LevelGenParams.validate()` | `node_map_generator_test.gd:_test_gen_params_table_driven`〔架构整改 V6〕;`table_structure_guard_test.gd:_test_level_gen_new_fields`〔架构整改 V7〕;`level_gen_params_test.gd:_init`;`encapsulation_p2_sweep_test.gd:_init` |
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| 起关/选路/断点重生成同图(集成) | 关卡节点地图×关卡节点图生成×冒险结构 | `LevelRunner.start_level()`/`start_level_external()`/`pick_next_node()`;`AdventureRunner.resume_adventure()` | `node_map_determinism_test.gd:_smoke_generated_map_determinism` |
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| 信息迷雾类型可见性 | 关卡节点地图 | `LevelRunner.type_visible_ids()` | `level_map_type_vis_test.gd:_test_layer_distance`;`level_map_type_vis_test.gd:_test_boss_exempt`;`level_map_type_vis_test.gd:_test_resume_rebuild` |
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| 信息迷雾类型可见性 | 关卡节点地图 | `LevelRunner.type_visible_ids()` | `level_map_type_vis_test.gd:_test_layer_distance`;`level_map_type_vis_test.gd:_test_boss_exempt`;`level_map_type_vis_test.gd:_test_resume_rebuild`;`level_map_info_fog_test.gd:_initialize` |
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| 关卡表消费侧校验与关卡推进 | 关卡节点地图×数据配置 | `LevelTable.validate_graph()`;`LevelRunner.start_level()` | `level_table_validate_test.gd:_test_positive`;`level_table_validate_test.gd:_test_negative`;`level_shop_economy_test.gd:_smoke_level` |
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**旅程段三:战斗结算**
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@@ -86,8 +86,8 @@ tests/
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| 伤害公式与掷点乘区 | 战斗结算 | `DamageMath.pool_damage()`/`roll_discount_percent()`/`rolled_component()` | `damage_math_test.gd:_test_pool_damage`;`damage_math_test.gd:_test_roll_discount_percent`;`roll_multiplier_test.gd:_smoke_armor_roll` |
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| 伤害单据编排与回放 | 战斗结算 | `DamageController.submit()`/`open_ticket()`/`flush()` | `damage_controller_test.gd:_run_recipe_sequence`;`damage_controller_test.gd:_test_five_recipes_and_replay` |
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| 效果发射端口单点 | 战斗结算 | `BattleOrchestrator.begin_battle()`(真实装配链端口接线+合成行闭面守卫经 `DamageController.flush_submit()` 承伤路径) | `effect_port_test.gd:_smoke_effect_port_wiring`;`effect_port_test.gd:_test_business_classes_engine_free`;`effect_port_test.gd:_test_biz_fact_face_closed`〔效果端口与掷格分件批 V1/V2/V3〕 |
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| 轮内流与结算五段全序 | 战斗结算 | `BattleOrchestrator.begin_battle()` | `round_flow_skill_pool_test.gd:_smoke_full_battle`;`round_flow_skill_pool_test.gd:_smoke_settlement_segments` |
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| 技能池数据面与回放独立 | 敌人系统 | `BattleOrchestrator.begin_battle()`(技能池抽号/校验) | `round_flow_skill_pool_test.gd:_smoke_skill_pool_data`;`round_flow_skill_pool_test.gd:_smoke_skill_pool_replay_independence` |
|
||||
| 轮内流与结算五段全序 | 战斗结算 | `BattleOrchestrator.begin_battle()` | `round_flow_skill_pool_test.gd:_smoke_full_battle`;`round_flow_skill_pool_test.gd:_smoke_settlement_segments`;`settle_segments_test.gd:_init`;`settlement_wiring_snapshot_test.gd:_init`;`encapsulation_sweep_test.gd:_init` |
|
||||
| 技能池数据面与回放独立 | 敌人系统 | `BattleOrchestrator.begin_battle()`(技能池抽号/校验) | `round_flow_skill_pool_test.gd:_smoke_skill_pool_data`;`round_flow_skill_pool_test.gd:_smoke_skill_pool_replay_independence`;`trigger_cond_test.gd:_init`;`pool_case_d_test.gd:_init` |
|
||||
| Boss 半血解锁技门控 | 敌人系统 | `BattleOrchestrator.begin_battle()`(Boss 行) | `skill_unlock_test.gd:_test_gate_predicate`;`skill_unlock_test.gd:_test_latch_irreversible` |
|
||||
| 封印与极性路由/不可逆 | 地图战斗资源×战斗结算 | 效果引擎 × `BattleOrchestrator.begin_battle()` | `seal_polarity_test.gd:_smoke_seal_ap_exhausted`;`seal_polarity_test.gd:_smoke_seal_irreversible_quadrants`;`seal_polarity_test.gd:_smoke_polarity_routing` |
|
||||
| 变异布置门控 | 地形变异 | `BattleOrchestrator.begin_battle()`(变异布置段) | `variant_placement_test.gd:_smoke_variant_placement`;`variant_placement_test.gd:_smoke_global_variant`;`variant_placement_test.gd:_test_pack_min_from_table`〔架构整改 V10〕 |
|
||||
@@ -103,7 +103,7 @@ tests/
|
||||
| 元进度入账与锻造两轴 | 元进度×锻造工坊 | `MetaStateStore.apply_adventure_summary()`/`MetaStateStore.spend_keystone()`/`MetaStateStore.set_forge_route_level()` | `meta_progression_forge_test.gd:_meta_pricing_and_buy`;`meta_progression_forge_test.gd:_smoke_forge_axes` |
|
||||
| 锻造定价与购买闭环(全路线价格梯/多级购买扣款/拒购零副作用) | 锻造工坊 | `ForgeTable.level_price()`/`MetaProgression.forge_buy_level()` | `forge_table_test.gd:_test_price_ladder`;`meta_progression_forge_test.gd:_meta_pricing_and_buy`;`meta_progression_forge_test.gd:_test_forge_buy_reject` |
|
||||
| 锻造与相邻通道隔离(祝福件购买锻造零变化/默认轴与钥匙解耦/甲型切换双轴可感) | 锻造工坊×元进度 | `MetaProgression.forge_select()`/`hero_type_axes()`/商店购买口 | `meta_progression_forge_test.gd:_test_blessing_no_forge_leak`;`meta_progression_forge_test.gd:_test_default_axes_pre_key`;`meta_progression_forge_test.gd:_test_armor_switch_dual_axes` |
|
||||
| 天赋树购买与六键合成 | 天赋树 | `MetaProgression.tree_buy()`/`MetaStateStore.tree_state()`/`MetaStateStore.set_tree_level()` | `meta_progression_forge_test.gd:_smoke_tree`;`meta_progression_forge_test.gd:_smoke_tree_rules`;`tree_rules_v11_test.gd:_init` |
|
||||
| 天赋树购买与六键合成 | 天赋树 | `MetaProgression.tree_buy()`/`MetaStateStore.tree_state()`/`MetaStateStore.set_tree_level()` | `meta_progression_forge_test.gd:_smoke_tree`;`meta_progression_forge_test.gd:_smoke_tree_rules`;`tree_rules_v11_test.gd:_init`;`tree_requires_level_test.gd:_init` |
|
||||
| 规则键参数读表(六键参数字典校验与激活侧透传) | 天赋树 | `MetaTreeTable.validate()`/`EffectEngine.rebuild()`/`MetaProgression.tree_rules()` | `tree_rules_v11_test.gd:_test_rule_key_params`〔架构整改 V1〕 |
|
||||
| 秘宝结构冻结与 12 件效果 | 秘宝 | `TreasureItems.add_item()`/`query_inventory()`/`validate_use()` | `treasure_items_test.gd:_init`;`treasure_effects_test.gd:_init` |
|
||||
|
||||
@@ -124,7 +124,7 @@ tests/
|
||||
| 停手转存储备与轮内刷新(上限/AP 不重置/刷新图零清图奖励) | 行动经济 | `BattleOrchestrator.player_request_refresh()`/`MinesweeperRules.settle_batch()` | `round_flow_skill_pool_test.gd:_smoke_active_refresh`;`seal_polarity_test.gd:_smoke_refresh_provenance_guard`;`refresh_feats_test.gd:test_no_feats_baseline` |
|
||||
| 换图系刷新链路与效果词表接线 | 行动经济×战斗结算×奇物 | `MinesweeperRules.settle_batch()`/`BattleOrchestrator.player_request_refresh()` | `effect_words_t1_test.gd:_init`;`forge_table_test.gd:_test_effect_kinds_closed`;`refresh_feats_test.gd:test_board_refresh_fact_only_on_success` |
|
||||
| 换图基座:挖格产 RAP 与刷新折扣 | 行动经济×奇物 | `MinesweeperRules.settle_batch()`/`BattleOrchestrator.player_request_refresh()` | `refresh_feats_test.gd:test_reserve_on_accepted_dig`;`refresh_feats_test.gd:test_refresh_discount_gate_and_charge`;`refresh_feats_test.gd:test_double_base_stack` |
|
||||
| 换图输出:刷新群伤与蓄力攻击 | 战斗结算×奇物 | `BattleOrchestrator.player_request_refresh()`→轮末 `MinesweeperRules.settle_batch(stop)` | `refresh_feats_test.gd:test_blast_defers_to_combat_segment`;`refresh_feats_test.gd:test_charge_layers_consumed_same_round` |
|
||||
| 换图输出:刷新群伤与蓄力攻击 | 战斗结算×奇物 | `BattleOrchestrator.player_request_refresh()`→轮末 `MinesweeperRules.settle_batch(stop)` | `refresh_feats_test.gd:test_blast_defers_to_combat_segment`;`refresh_feats_test.gd:test_charge_layers_consumed_same_round`;`run_time_fatal_test.gd:_init` |
|
||||
| 换图生存:全局固定减伤与轮末恢复 | 战斗结算×奇物 | `BattleOrchestrator.player_request_refresh()`→敌方攻击/危险格/错误封印/地形真实受伤入口 | `refresh_feats_test.gd:test_all_hero_damage_paths_emit_once`;`refresh_feats_test.gd:test_stone_mitigation_all_damage`;`refresh_feats_test.gd:test_rest_rotation_cap_and_clear` |
|
||||
| 换图资源:刷新固定 GP 收益 | 战斗结算×奇物 | `BattleOrchestrator.player_request_refresh()` | `refresh_feats_test.gd:test_mine_profit_gp` |
|
||||
| 下轮行动点修正排队与兑现 | 行动经济 | `ActionEconomy.pending_ap_delta()`(排队经 `ActionEconomy.queue_ap_delta()`,写入方为效果引擎) | `seal_polarity_test.gd:_smoke_negative_dictionary`;`feat_vouchers_test.gd:_init` |
|
||||
@@ -155,8 +155,8 @@ tests/
|
||||
| 战斗叙述与终局文案(数值带入/胜负互异) | HUD框架 | `BattleNarrator.battle_end_text()`/`BattleNarrator.boss_name()` | `battle_narrator_test.gd:_test_numeric_lines_carry_values`;`battle_narrator_test.gd:_test_end_text_differs_by_result`;`battle_narrator_test.gd:_test_boss_name_uses_boss_rowset` |
|
||||
| 玩家面文案与危险格格面字形 | HUD框架 | `BoardView.rebuild()`/`StatusSlotRow.set_effects()` | `player_copy_sweep_test.gd:_sweep_board_glyph`;`player_copy_sweep_test.gd:_sweep_legend`;`player_copy_sweep_test.gd:_sweep_hero_panel` |
|
||||
| 营地场景图十层铺底与门洞留空呈现 | 营地场景视图 | 进入存档→选档→进档→营地场景屏(`CampSceneView.setup_layers()` 驱动);单元测试载入 `camp_scene_layout.tres` | `shot_probe.gd:_ready`(camp 截图段)〔营地图批 V1〕;`camp_scene_layout_test.gd:_test_layout_hotspot_geometry`〔营地图批 V14〕 |
|
||||
| 营地七物件命中区点选与分界面可达 | 营地场景视图 | 七物件命中区 → `CampSceneView._gui_input()`(命中发 `object_pressed` 信号) → 组合根开界面 | `ui_click_probe.gd:_ready`(七物件合成点击段)〔营地图批 V2〕 |
|
||||
| 营地大门两分支确认与断点续玩接线 | 营地交互流 | 大门命中区 → ConfirmDialog(三出口)→ `main._on_confirm_accepted()`(新冒险确认)/`main._resume_from_menu()`(断点续玩) | `ui_click_probe.gd:_ready`(大门两分支段/断点确认段 :500-528)〔营地图批 V3〕 |
|
||||
| 营地七物件命中区点选与分界面可达 | 营地场景视图 | 七物件命中区 → `CampSceneView._gui_input()`(命中发 `object_pressed` 信号) → 组合根开界面;**现役承载=emit 信号直发,标「接线验证」——真输入承载待建(残险登记,2026-11-05 真实入口口径收窄)** | `ui_click_probe.gd:_ready`(七物件合成点击段)〔营地图批 V2〕 |
|
||||
| 营地大门两分支确认与断点续玩接线 | 营地交互流 | 大门命中区 → 合成鼠标事件经 `push_input` 真点(`ProbeUiUtil.push_click_at`)→ ConfirmDialog 真钮(三出口)→ `main._on_confirm_accepted()`(新冒险确认)/`main._resume_from_menu()`(断点续玩) | `ui_click_probe.gd:_ready`(大门两分支段/断点确认段——真输入 push_click 驱动,2026-11-05 真输入化)〔营地图批 V3〕 |
|
||||
| 四柜台拆解后五界面入口改挂与写口零回归 | 营地五界面 | 五界面意图信号 → `CampShopPresenter` → `MetaProgression.tree_buy()` 写口 | `forge_workbench_test.gd:_run`(承载类同迁断言十二项)〔营地图批 V4〕;`ui_click_probe.gd:_ready`(写口链段) |
|
||||
| 营地篝火回主菜单与笔记本改挂动线 | 营地交互流 | 笔记本命中区 → `CareerOverlay.open()`;篝火命中区 → ConfirmDialog 二次确认 → 主菜单 | `ui_struct_probe.gd:_ready`(career 段)〔营地图批 V5〕;`screen_flow_probe.gd:_ready`(篝火/开合段)〔营地图批 V7〕 |
|
||||
| 营地图鉴占位挂起态与反参照结构纪律 | 营地场景视图 | 布告板命中区 → `CampSceneView._gui_input()`(object_pressed 信号) → 图鉴占位视图;营地根态场景树审计 | `ui_struct_probe.gd:_ready`(占位禁词/禁行段)〔营地图批 V6〕;`ui_struct_probe.gd:_ready`(结构禁词段)〔营地图批 V9〕 |
|
||||
@@ -174,13 +174,13 @@ tests/
|
||||
| 进度坐标查行:精确命中/向上取整/封顶/警告去重 | 数据配置 | `BoardGenTable.resolve_row()`/`ConfigDbResolver.resolve_enemy_rowset()` | `config_db_test.gd:_test_progress_resolution`;`config_db_resolver_test.gd:_test_band_hit`;`config_db_resolver_test.gd:_test_top_band_clamp` |
|
||||
| 行集寻址、行序保序与难度乘数 clamp | 数据配置×难度曲线与Boss | `ConfigDbResolver.resolve_enemy_rowset()`/`ConfigDbResolver.resolve_difficulty_modifiers()` | `config_db_resolver_test.gd:_test_rowset_order_preserved`;`config_db_resolver_test.gd:_test_row_kind_routing`;`config_db_resolver_test.gd:_test_difficulty_clamp` |
|
||||
| 运行期越域致命与进程非 0 退出 | 数据配置 | `BoardGenTable.resolve_row()`/`ConfigDbResolver.resolve_enemy_rowset()` | `config_db_fatal_oob_test.gd:_trigger_oob`;`config_db_resolver_test.gd:_test_request_oob` |
|
||||
| 加载期违规表拒绝:跨表悬空/计数器前缀/真视窄域/效果类型出域 | 数据配置×秘宝×奇物 | `ConfigDB.load_tables()` | `reward_dangling_treasure_test.gd:_init`;`counter_prefix_fatal_test.gd:_assert_rejected`;`treasure_target_violation_test.gd:_init`;`effect_kind_retired_test.gd:_assert_rejected`〔架构整改 V3〕 |
|
||||
| 加载期违规表拒绝:跨表悬空/计数器前缀/真视窄域/效果类型出域 | 数据配置×秘宝×奇物 | `ConfigDB.load_tables()` | `reward_dangling_treasure_test.gd:_init`;`counter_prefix_fatal_test.gd:_assert_rejected`;`treasure_target_violation_test.gd:_init`;`effect_kind_retired_test.gd:_assert_rejected`〔架构整改 V3〕;`extended_row_violation_test.gd:_init` |
|
||||
| 表结构守卫:域校验/行序键/跨字段互锁/配额锚 | 数据配置×敌人系统×地形变异×冒险结构 | `EnemyTable.validate()`/`VariationTable.variant_pool()`/`AdventureTable.validate()` | `table_structure_guard_test.gd:_smoke_enemy_bands`;`table_structure_guard_test.gd:_smoke_variation_framework`;`table_structure_guard_test.gd:_smoke_adventure_table`;`table_structure_guard_test.gd:_test_feat_cap_required`〔架构整改 V12〕 |
|
||||
| 变异表头域校验(地形变异) | 地形变异 | `VariationTable.validate()` | `table_structure_guard_test.gd:_test_variation_header_domains`〔架构整改 V11〕 |
|
||||
| 难度修饰套乘:空表零行为/套乘生效/越域 clamp | 难度曲线与Boss | `UnitContainer.spawn()`/`ConfigDbResolver.resolve_difficulty_modifiers()` | `table_structure_guard_test.gd:_smoke_difficulty_table`;`config_db_resolver_test.gd:_test_difficulty_clamp` |
|
||||
| Boss 出场门控(每区域恰一 Boss 终点/Boss 节点开战必选 Boss 行集) | 难度曲线与Boss | `NodeMapGenerator.generate()`/`BattleOrchestrator.begin_battle()` | `node_map_generator_test.gd:_test_boss_exit_per_region`;`boss_gate_test.gd:_test_boss_node_spawns_boss_rowset` |
|
||||
| 锻造表 schema 正反与几何价格梯 | 锻造工坊 | `ForgeTable.level_price()`/`ForgeTable.route_rows()` | `forge_table_test.gd:_test_production_rows`;`forge_table_test.gd:_test_price_ladder`;`forge_table_test.gd:_test_negative_cases` |
|
||||
| 系统间契约词表与受理口径:五配方互异/掷点标签成员性/增益布尔受理 | 战斗结算×数据配置×增益状态 | `DamageController.open_ticket()`/`StatusContainer.apply_effect()` | `system_contracts_test.gd:_test_damage_controller_vocabularies`;`system_contracts_test.gd:_test_rng_tag_closure`;`system_contracts_test.gd:_test_status_boolean_acceptance` |
|
||||
| 系统间契约词表与受理口径:五配方互异/掷点标签成员性/增益布尔受理 | 战斗结算×数据配置×增益状态 | `DamageController.open_ticket()`/`StatusContainer.apply_effect()` | `system_contracts_test.gd:_test_damage_controller_vocabularies`;`system_contracts_test.gd:_test_rng_tag_closure`;`system_contracts_test.gd:_test_status_boolean_acceptance`;`source_guard_test.gd:_init` |
|
||||
| 同名状态合并策略(叠加/累加/并存)与剩余次数语义 | 战斗循环×增益状态 | `StatusContainer.apply_effect()`(编排宿主 begin_battle 链) | `roll_multiplier_test.gd:_smoke_armor_roll` |
|
||||
| 状态效果结算链(逐值衰减/到期移除/战斗结束全清/满层拒绝/独立并存/首授快照) | 增益状态 | `StatusContainer.apply_effect()`/`decay_round()`/`notify_battle_end()` | `system_contracts_test.gd:_test_status_decay_and_clear`;`system_contracts_test.gd:_test_status_stack_full_reject`;`system_contracts_test.gd:_test_status_independent_branch`;`system_contracts_test.gd:_test_status_snapshot_first_grant` |
|
||||
| 状态实例按个体归属:个体隔离/全体授予逐体发/死亡即清/同体合并照旧 | 增益状态 | `StatusContainer.apply_effect()`(个体键)/`purge_owner()` | `system_contracts_test.gd:_test_status_individual_isolation`;`system_contracts_test.gd:_test_status_grant_all_per_unit`;`system_contracts_test.gd:_test_status_death_clears`;`system_contracts_test.gd:_test_status_merge_per_unit` |
|
||||
@@ -332,7 +332,7 @@ S12 效果引擎无状态化旧件零残留:扫描 game/ 全域 `.gd` 与 `gam
|
||||
|
||||
## 本地闸(唯一验收门禁)
|
||||
|
||||
本仓库无远端、无 CI——**验收只在本地发生**,跑 `tools/run_all_gates.sh` 是收口唯一入口,按本批改动域选档(`--code`/`--docs`/跨两域或改闸件本身=不带参数全量;代码域 02 按关联档选套件,回执 `scope` 字段记 full|related),
|
||||
**验收=合回后远端 CI 闸全绿**(2026-11-03 用户裁,取代本地的合回验收;游戏码批=两域全量、02 全套件);`tools/run_all_gates.sh` 仍是全部验证闸的唯一入口与唯一清单,本地按改动域选档跑批(`--code`/`--docs`/跨两域或改闸件本身=不带参数全量;代码域 02 按关联档选套件,回执 `scope` 字段记 full|related)只服务开发期窄测,**不构成验收**,
|
||||
跑完写回执 `game/tests/.gates/receipt.json`(含 `domain` 与 `scope` 字段),合回 master 由 worktree-guard 按 diff 文件性质推域校验回执(`game/` 内 `.md` 归文档域)。
|
||||
闸清单与域划分(含选闸算法与套件族映射表)的唯一定义处就是那个脚本,本文档不另列清单(清单散落多份文档正是历史漏跑闸的成因)。
|
||||
|
||||
@@ -346,6 +346,19 @@ S12 效果引擎无状态化旧件零残留:扫描 game/ 全域 `.gd` 与 `gam
|
||||
|
||||
**gdUnit4 维持 deferred**:不引入第三方测试框架,本仓库在既有载体(`--script` 套件+场景运行目标)内解决。
|
||||
|
||||
## 闸门耗时基线(超时对比依据)
|
||||
|
||||
各闸在本机(Windows 基准档)的预期耗时区间与耗时模型。单次跑批实测显著超出区间上限(约 2× 中值)时,先核对环境因素(导入缓存重建、杀毒扫描、显示器休眠)再判性能回归。区间为单机粗测值;闸回执后续若记录实际耗时,以其积累值替换本表。
|
||||
|
||||
| 闸 | 耗时模型 | 预期区间 | 备注 |
|
||||
|---|---|---|---|
|
||||
| 00 冒烟 | O(1)——引擎启动一次+存活检查 | ~10–20 秒 | |
|
||||
| 01 系统测试 | O(屏壳装配数 × 断言面规模) | ~2–3 分钟 | 断言计数随面浮动(口径见「断言计数双口径」节) |
|
||||
| 02 单元与集成 | O(套件 manifest 条目数 × 单套件冷启动) | ~3–6 分钟 | 每套件独立子进程;单套件挂死守卫 120 秒 |
|
||||
| 03 场景探针 | O(探针段数 × 引擎冷启动) | ~3–5 分钟(--full/--click 各计一次) | 耗时大头=每段一次引擎冷启动 |
|
||||
| 05 渲染 | O(截图段数 × 窗口化冷启动 + golden 比对) | ~8–15 分钟 | 五段串行,需显示器在位 |
|
||||
| 远端 CI 全量 | 上列各闸串联(两域全量) | ~30–35 分钟 | 2026-11-04 远端 run 实测 ≈33 分钟(单点样本) |
|
||||
|
||||
## 术语(本项目内的唯一语义)
|
||||
|
||||
标准四级测试层(2026-10-22 用户裁,权威对照=design/gdd/术语表.md「退役词对照」):
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