T4(迭代22秘宝批): 呈现换代——秘宝匣柜台购买钮(buy_requested信号链→presenter buy_treasure_unlock分支,禁用态=余额不足)+分档呈现(名后缀·档位/装配行档位标签/悬停desc)+装配段未解锁禁装; 呈现桥换代(旧提灯布尔桥set_fog_lantern/FOG_LANTERN_BONUS随行退役→set_fog_glow_bonus参数面,main._sync_treasure_glow消费attune_param_sum,off态写0复原契约保持); 巢穴预告toast(nest_preview_count读数口消费); 试炼镐HUD入口(ap_bar兑换钮+convert_pressed转发链+attune_convert_state读数口,未装配隐藏); ui_input_probe case⑮换代主语wide_scout_band+4; V13功能残留换代(breakpoint_resume/ smoke剔牌库/reward_overlay夹具换新件id)+过时注释清理; 修呈现组装断裂=BoardZoneView补convert_pressed转发(挂死根因=main直连不存在的板区信号致_build_ui中断)。冒烟895/0+run_all 22套+探针含click全绿〔秘宝批 V12/V13/V19〕
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@@ -91,7 +91,7 @@ func _init() -> void:
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var sm_e = SaveManagerScript.new(_bp_path)
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var adr_e = AdventureRunnerScript.new(db, rng_e)
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adr_e.set_save_manager(sm_e)
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var params_e := {"hero_override": {}, "treasure_unlocked": {"blast_kit": true}}
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var params_e := {"hero_override": {}, "treasure_unlocked": {"wide_scout_band": true}}
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Kit.check_quiet(adr_e.start_adventure(4321, params_e), "P5 冒险启动(seed 4321)")
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adr_e._curio_taken["attack"] = 1 # 白盒预置计数(断点附随件往返的判据面——计数不可由加算区反推)
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adr_e._on_level_finished({"result": "victory", "hp": 30, "node_index": 1, "node_id": 1, "node_type": "shop"})
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@@ -128,24 +128,24 @@ func _init() -> void:
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Kit.check_quiet(String(got_result["r"].get("picked", "")) == picked_e, "P5 已兑付不重付(resolved 重发同件)")
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Kit.check_quiet(adr_g.continue_to_next_level(), "P5 已兑付续玩后推进受理(下一关开始)")
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# ---- Part 6:装配存档回归(迭代 19 卡④——装配→停点→回局载体态一致:params.attunement 随续玩
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# 受理面重建再注入战斗〔begin_battle enc 携带〕;呈现态每战重算归呈现桥(main._sync_fog_lantern),
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# 本断言钉核心层装载往返——回局后 attune_has 只读出口读数一致)----
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# ---- Part 6:装配存档回归(迭代 19 卡④立,迭代 22 秘宝批 T4 主语换代——装配→停点→回局载体态
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# 一致:params.attunement 随续玩受理面重建再注入战斗〔begin_battle enc 携带〕;呈现态每战重算归
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# 呈现桥(main._sync_treasure_glow),本断言钉核心层装载往返——回局后 attune_has 只读出口读数一致)----
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var rng_h = load("res://core/rng_service.gd").new()
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var sm_h = SaveManagerScript.new(_bp_path)
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var adr_h = AdventureRunnerScript.new(db, rng_h)
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adr_h.set_save_manager(sm_h)
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var params_h := {"hero_override": {}, "treasure_unlocked": {}, "attunement": ["fog_lantern"]}
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Kit.check_quiet(adr_h.start_adventure(5678, params_h), "P6 装配冒险启动(seed 5678——params 带 fog_lantern)")
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var params_h := {"hero_override": {}, "treasure_unlocked": {}, "attunement": ["morning_order"]}
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Kit.check_quiet(adr_h.start_adventure(5678, params_h), "P6 装配冒险启动(seed 5678——params 带 morning_order)")
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Kit.check_quiet(adr_h.runner().pick_next_node(int(adr_h.runner().next_candidate_ids()[0])), "P6 选路进首战")
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Kit.check_quiet(adr_h.runner().current_battle().attune_has("fog_lantern"), "P6 首战装配集含 fog_lantern(attune_has 只读出口)")
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Kit.check_quiet(adr_h.runner().current_battle().attune_has("morning_order"), "P6 首战装配集含 morning_order(attune_has 只读出口)")
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var sm_i = SaveManagerScript.new(_bp_path)
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Kit.check_quiet(sm_i.load_from_disk() and sm_i.has_breakpoint(), "P6 断点在档(停点可中断)")
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var adr_i = AdventureRunnerScript.new(db, load("res://core/rng_service.gd").new())
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adr_i.set_save_manager(sm_i)
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Kit.check_quiet(adr_i.resume_adventure(sm_i.breakpoint_snapshot(), params_h), "P6 续玩受理(装配集随 params 再注入)")
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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")
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Kit.check_quiet(adr_i.runner().current_battle().attune_has("fog_lantern"), "P6 回局首战装配集仍含 fog_lantern(停点往返载体态一致)")
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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)")
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_clear_disk()
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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"))
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@@ -69,7 +69,7 @@ func _run() -> void:
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ov._confirm_btn.visible and picked.size() == 1 and String(picked[0]) == "gp"):
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return
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# ③ 替换子面板:丢旧收新与放弃新件两路外发(通关渠道=携带序号 / 节点渠道=库存句柄——tag 直通)
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ov.open_replace([{"index": 0, "item_id": "probe_dust", "display_name": "显影尘"}], "爆破工兵包", 1, 1)
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ov.open_replace([{"index": 0, "item_id": "incense_stick", "display_name": "线香"}], "天眼", 1, 1)
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var replace_btns := 0
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for c in ov._replace_box.get_children():
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if c is Button:
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