iter47-卡2:卡④(迭代47·营地场景图新建批): 十层素材落地+CampSceneView场景图+layout表fail-fast+四柜台拆解五子界面+大门篝火动线+断言迁移批+审计补差——CampOverlay退役全仓零残留
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@@ -28,30 +28,40 @@ func _ready() -> void:
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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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if not main.ui.modals.camp.overlay.visible:
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problems.append("营地层未打开(进档开层新路径)〔句柄子容器批 V1〕")
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if not main.ui.modals.camp.scene.visible:
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problems.append("营地场景根未打开(进档开层新路径)〔句柄子容器批 V1〕")
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elif main.ui.screens.start_overlay.visible:
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problems.append("营地层打开时开始层未隐藏(规范 2.3 遮挡纪律)〔句柄子容器批 V1〕")
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else:
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if not String(main.ui.modals.camp.overlay._balance_label.text).begins_with("钥石"):
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problems.append("营地余额文案缺失(%s)〔句柄子容器批 V1〕" % main.ui.modals.camp.overlay._balance_label.text)
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if main.ui.modals.camp.overlay._tree_buy_btns.is_empty():
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problems.append("树淬炼柜台购买钮缺失(四柜台重排后树=主界面)〔句柄子容器批 V1〕")
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# 天赋树子界面(场景点选真实路由——木桩命中区进树界面;卡④ T5 深员改指)
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main.ui.modals.camp.scene.object_pressed.emit(&"dummy")
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await get_tree().process_frame
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if not main.ui.modals.camp.tree.visible:
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problems.append("天赋树子界面未打开(场景点选路由中断)〔营地图批 V2〕")
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if not String(main.ui.modals.camp.tree._balance_label.text).begins_with("钥石"):
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problems.append("营地余额文案缺失(%s)〔句柄子容器批 V1〕" % main.ui.modals.camp.tree._balance_label.text)
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if main.ui.modals.camp.tree._tree_buy_btns.is_empty():
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problems.append("树淬炼购买钮缺失(四柜台拆解后树=独立子界面)〔句柄子容器批 V1〕")
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else:
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var btn_by_id := {}
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for card2 in main.ui.modals.camp.overlay._tree_buy_btns:
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for card2 in main.ui.modals.camp.tree._tree_buy_btns:
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btn_by_id[String(card2.node_id)] = card2.btn
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if not btn_by_id.has("sp_hp") or bool(btn_by_id["sp_hp"].disabled):
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problems.append("脊柱生命 L1 白板可购钮未启用(无门槛——can_buy 不含余额面语义)〔句柄子容器批 V1〕")
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if not btn_by_id.has("att_socket2") or not bool(btn_by_id["att_socket2"].disabled):
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problems.append("同调位 2 前置未亮应禁用(点亮前置语义)〔句柄子容器批 V1〕")
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if main.ui.modals.camp.overlay._workshop_rows.size() != 12:
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problems.append("秘宝匣柜台行数错误(%d ≠ 12——迭代 22 秘宝批换代)〔句柄子容器批 V1〕" % main.ui.modals.camp.overlay._workshop_rows.size())
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main._on_camp_closed()
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main.ui.modals.camp.tree.closed.emit()
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await get_tree().process_frame
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# 秘宝匣子界面(场景点选真实路由——宝箱命中区)
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main.ui.modals.camp.scene.object_pressed.emit(&"chest")
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await get_tree().process_frame
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if main.ui.modals.camp.treasure._workshop_rows.size() != 12:
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problems.append("秘宝匣行数错误(%d ≠ 12——迭代 22 秘宝批换代)〔句柄子容器批 V1〕" % main.ui.modals.camp.treasure._workshop_rows.size())
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main.ui.modals.camp.treasure.closed.emit()
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await get_tree().process_frame
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main._on_camp_closed() # 关层收闭(营地与选档层同收+开始层恢复——卡④ T3)
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await get_tree().process_frame
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main._on_save_select_closed() # 关闭被栈还原的选档层(动线序中间态——卡④ 换代点)
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await get_tree().process_frame
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if main.ui.modals.camp.overlay.visible or not main.ui.screens.start_overlay.visible:
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if main.ui.modals.camp.scene.visible or not main.ui.screens.start_overlay.visible:
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problems.append("营地关闭后未恢复开始层(开合往返失守)〔句柄子容器批 V1〕")
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# 换回全新零档(营地段购买态不泄入后续冒险段——确定性;先删后建防陈旧档泄入)
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ProbeUiUtil.isolate_save(main, "smoke_ui_probe_camp", true, false, true)
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