合并(迭代44): 组合根注册面批+战斗编排归约批+测速循环批v1.1三卡合回——S13零豁免三键真实清偿(main.gd 49→15/battle_orchestrator 38→15/tune_sim裸键消除)·批末全量域闸13/14绿(02/05/09三闸从基线红改善归绿·唯一红08c为并行写卡会话在飞件)·独立验收审计通过·卡③v1.1停卡重裁实况见实现报告§5
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@@ -0,0 +1,48 @@
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## 战斗事实件:战斗事实的唯一记录面——本战受理事实(encounter:打什么、带什么进来)、
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## 同调装配事实(attunement)、轮 facts 缓冲(reveals/seals/path)、封印判定账(去重两集+完美三账)、
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## 装板溯源(seq/provenance)、条件事实计数(refresh_used、feat_first_dig_used、attune_safe_seen)。
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## 零注入引用、零信号、零协作对象调用——纯数据+谓词+写口;缓冲写入点在宿主 A2 处理器,
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## 身份快照捕获留宿主(fact 件不持协作引用,防它变成第二编排面)。
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## 完美账写口单点=三 mark 方法(契约 2:perfect_hit_false 保持纯净,豁免只累加 perfect_forgiven);
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## 其余成员公有直读写(段类/快照/宿主经 oc._facts.X——fx_host._fx_bonus_delta 跨件直读写同款形态)。
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## reset_round 只清 reveals/seals/path 三项、不碰 refresh_used(_battle_over 后快照读到的
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## refresh_used 必须保持末轮值)。
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## 成员冻结:15/15 贴顶——实现期禁增员;扩容阀=先把封印判定账五成员二次拆出(SealLedger)再落新账。
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class_name BattleFacts
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extends RefCounted
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var encounter: Dictionary[String, Variant] = {} # 本战受理事实(begin_battle assign 后全生命期只读)
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var reveals: Array[Dictionary] = [] # 轮 facts 缓冲(cell_revealed 批)
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var seals: Array[Dictionary] = [] # 封印判定批缓冲(seal_judged 批)
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var path := "" # 轮末路径事实(round_end 载荷 path_tag)
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var refresh_used := 0 # 本轮刷新计数(复位点=出口分发,语句随迁)
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var board_seq := 0 # 板序号(本战斗第几张板——快照归因用)
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var board_from_midround := false # 装板 provenance:轮内刷新换来的图=刷新图(清图奖励不发)
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var seal_consumed := {} # 封印兑付资格账(危险格实例为键;install 重置)
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var seal_miss_seen := {} # 封印未中行去重(每安全格实例一次)
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var perfect_hit_true := 0 # 整图完美封印计数(install 重置)
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var perfect_hit_false := 0 # 完美误标计数(纯净禁回退改写——契约 2)
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var perfect_forgiven := 0 # 完美保险豁免累计(单向累加自有账)
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var feat_first_dig_used := false # 条件事实计数(魔矢每战首次)
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var attunement: Array[Variant] = [] # 本战装配集快照(enc.attunement 受理携带;受理后只读)
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var attune_safe_seen := 0 # 积点制件安全开格计数(装配集自动兑付进度)
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# 轮复位(原宿主 _reset_round_facts 逐字——三调用点:begin_battle 首板 install 后/出口分发/终局序列)
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func reset_round() -> void:
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reveals.clear()
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seals.clear()
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path = ""
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# 完美封印三账写口(授予段直写升级为账本单点——契约 2 执行点)
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func mark_perfect_hit() -> void:
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perfect_hit_true += 1
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func mark_perfect_miss() -> void:
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perfect_hit_false += 1
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func mark_perfect_forgiven() -> void:
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perfect_forgiven += 1
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@@ -0,0 +1 @@
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uid://bo0eolh0vmvgb
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@@ -3,7 +3,7 @@
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## 效果引擎施加面归 BattleFxHost、奖励授予管线归 RewardGrant(两拆件,经组件出口 fx_host()/
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## reward_grant() 取件,禁链式穿透其内部);本类保留宿主职责面=状态机与生命周期、轮 facts 缓冲、
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## A2 三事件订阅、五段驱动、attune 族、行发射基建(_emit_row/_assert_row_source/_fatal)、呈现投影、刷新面。
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## 零 await;随机只经 rng 封闭流(encounter/behavior_roll/armor_roll/gp_drop)——同种子同输入逐位复现。
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## 零 await;随机只经 rng 封闭流(_facts.encounter/behavior_roll/armor_roll/gp_drop)——同种子同输入逐位复现。
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## 呈现层读取唯一出口 = presentation_snapshot()/diagnostic_snapshot(),禁链式穿透内部协作对象。
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## 伤害只向 DamageController 开单(何时开单归编排、怎么算归控制器);刷新唯一通道 player_request_refresh,禁 RAP 满自动刷。
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class_name BattleOrchestrator
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@@ -34,6 +34,8 @@ const SOURCE_EXEMPT_TYPES := ["decay", "verdict"]
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# fx_grant_gp=专长·GP 入账(钱包面而非棋盘面,行无格子可指)
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const SOURCE_EXEMPT_CLASSES := ["hero_attack", "enemy_action", "clear_reward", "fx_reveal", "fx_grant_gp"]
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var _facts: BattleFacts # 战斗事实件(battle_facts.gd——事实族 15 成员单点)
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var _rounds: RoundCycle # 轮循环驱动件(settlement/round_cycle.gd——五段持有/段序/重入闸/摇号)
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var db: ConfigDb
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var rng: RngServiceCore
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# E1 封装收口:协作对象 enemy_system/status_effects/reward_economy 私有化——跨层读取一律经 presentation_snapshot()/diagnostic_snapshot() 成文出口。
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@@ -45,60 +47,43 @@ var action_economy: ActionEconomy
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var _enemy_system: UnitContainer
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var _status_effects: StatusContainer
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var _reward_economy: RewardEconomy
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var treasure_inventory: TreasureItems = null:
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set(v):
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treasure_inventory = v
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if _reward_grant != null:
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_reward_grant.treasure_inventory = v # 库存注入转发(注入时序在宿主构造之后——外部赋值路径零改址)
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var _damage: DamageController # 伤害控制器(单据唯一兑付管线)
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var _fx_host: BattleFxHost # 效果引擎宿主件(fx 族持有与兑付——拆件定稿轴件一)
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var _reward_grant: RewardGrant # 奖励授予件(授予管线与秘宝使用——拆件定稿轴件二)
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var encounter: Dictionary[String, Variant] = {}
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var round_index := 0
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var battle_result := "" # "" / "victory" / "defeat" / "fatal_error"
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var _facts_reveals: Array[Dictionary] = []
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var _facts_seals: Array[Dictionary] = []
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var _facts_path := ""
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var _settling := false
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# 结算五段 Segment(段边界=审计五段,段序骨架冻结于
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# SettlementTable.segment_order 语义:授予→增益/减益→战斗→衰减→判定。本类做段序编排+
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# 行发射/开单原语单点——段体逻辑归 game/core/settlement/ 五类)
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var _grant_seg = null # GrantSegment(①授予段——含封印判与 counter/grant 助手单点)
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var _aura_seg = null # AuraSegment(②增益/减益段)
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var _combat_seg = null # CombatSegment(③战斗段)
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var _decay_seg = null # DecaySegment(④衰减段)
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var _verdict_seg = null # VerdictSegment(⑤判定段——返回裁定,终局早退语义归本类)
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var _refresh_used_this_round := 0 # 每轮刷新计数(Active 相位合计,兜底上限 = ActionEconomyTable.refresh_cap_per_round)
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var _board_seq := 0 # 板序号(本战斗第几张板——快照归因用)
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var _board_from_midround_refresh := false # 装板 provenance:轮内刷新换来的图 = true(清图奖励守卫——刷新图不发清图奖励)
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var _seal_consumed := {} # 兑付资格以危险格实例为键(整图;换图重置)
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# 同调装配运行态(begin_battle 经 enc.attunement 注入;off=空集全部效果零扰动)
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var attunement: Array[Variant] = [] # 装备中同调件 item_id 集
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var _mines_hits: Dictionary[Variant, Variant] = {"total": 0, "last": 0, "round": 0} # 踩雷计数(触发条件事实面——本场累计/上轮转存/当轮累计三读数合一账)
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# 转存时点=_roll_round_actions 轮末(轮内部分结算不更新 last);开战清零归 begin_battle
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var _attune_safe_seen := 0 # 积点制件 battle 域安全开格计数(装配集 ap_charge_safe 行扫描;满 charge_n 自动兑付当轮 AP+1,无玩家发起入口)
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# 同调装配运行态(begin_battle 经 enc 携带 attunement 键注入 facts;off=空集全部效果零扰动)
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# 转存时点=roll_round_actions 轮末(轮内部分结算不更新 last);开战清零归 begin_battle
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var nest_preview_count := -1 # 巢穴预告读数口(board_installed 命中落值;-1=未装配/未发射;呈现桥消费)
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# 特性运行态(relic 持有集经 enc.feats 注入:效果行为=数据行 triggers 经
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# 效果引擎分发;魔矢每战首次计数 battle 域。空集=零扰动)
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var _feat_first_dig_used := false
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# 加算日记读面(begin_battle 经 enc["journal"] 派生——encounter.assign 后全生命期可读;
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# 主角攻击基值派生读(enc 携带 hero_atk 键受理后只读——E4 收口语义不变:表值运行期不可变,
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# 派生值恒等;「读面即引用、无第二账」同款先例)
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func _hero_atk() -> int:
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return int(_facts.encounter.get("hero_atk", int(db.combat.hero.atk)))
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# 加算日记读面(begin_battle 经 enc["journal"] 派生——encounter 受理 assign 后全生命期可读;
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# null=调试/单场直构面,账面消费跳过。领域拆分批成员删除后的引用承接,读面即引用、无第二账)
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func _journal() -> GainJournal:
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return encounter.get("journal", null) if encounter.get("journal", null) is GainJournal else null
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return _facts.encounter.get("journal", null) if _facts.encounter.get("journal", null) is GainJournal else null
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# 同调配装件读面(begin_battle 经 enc["loadout"] 派生——充能单源化的 reset_cycle/consume_charge
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# 消费面;null=直构零装配,充能面跳过)
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func _attune_loadout() -> AttuneLoadout:
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return encounter.get("loadout", null)
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return _facts.encounter.get("loadout", null)
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# 授予件战斗域回调束(bind_battle 注入——键集封闭三键:充能消耗/真视计数/负向踩雷计数;
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# 宿主侧各转 _attune_loadout/_journal/_mines_hits 单点,授予件对账本零强引用)
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# 宿主侧各转 _attune_loadout/_journal/_rounds.mines_hits 单点,授予件对账本零强引用)
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func _battle_hooks() -> Dictionary[Variant, Variant]:
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return {
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"attune_consume": _hook_attune_consume,
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@@ -108,8 +93,8 @@ func _battle_hooks() -> Dictionary[Variant, Variant]:
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func _hook_attune_consume(item_id: String) -> void:
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if _attune_loadout() != null and treasure_inventory != null:
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_attune_loadout().consume_charge(item_id, treasure_inventory)
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if _attune_loadout() != null and _reward_grant.treasure_inventory != null:
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_attune_loadout().consume_charge(item_id, _reward_grant.treasure_inventory)
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func _hook_vision_add() -> void:
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@@ -120,8 +105,8 @@ func _hook_vision_add() -> void:
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# 负向 blast(雷)踩雷计数入账(触发条件事实面——正向 spark_aoe/清图奖励不计入;
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# 极性判定在授予件 _flat_blast 传点,本口只记账)
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func _book_negative_blast() -> void:
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_mines_hits["round"] += 1
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_mines_hits["total"] += 1
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_rounds.mines_hits["round"] += 1
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_rounds.mines_hits["total"] += 1
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# 效果引擎宿主侧事实单点(fx_host facts_cb 注入——round_index/battle_index/seals_count/nest_count/hp_ratio 五事实;charge_layers 归 fx_host 自答;未知事实回落 null)
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@@ -136,10 +121,10 @@ func _fx_host_fact(fact: String) -> Variant:
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"round_index":
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return round_index
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"battle_index":
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return int(encounter.get("battle_index", 1)) # 关卡域战斗序(1 基——level_runner enc 携带;开局姿态窗条件面)
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return int(_facts.encounter.get("battle_index", 1)) # 关卡域战斗序(1 基——level_runner enc 携带;开局姿态窗条件面)
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"seals_count":
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var hits_n := 0
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for fevt in _facts_seals:
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for fevt in _facts.seals:
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if bool(fevt.get("hit", false)):
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hits_n += 1
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return hits_n
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@@ -151,7 +136,7 @@ func _fx_host_fact(fact: String) -> Variant:
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# attune 积点读投影(RewardGrant attune_safe_seen_cb 注入面——use_treasure 拒绝文案读数;经读投影出户防组件回调宿主私有族)
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func _attune_safe_seen_read() -> int:
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return _attune_safe_seen
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return _facts.attune_safe_seen
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# 组件出口(拆件后取件面——呈现与测试经此取件,禁链式穿透协作对象内部)
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@@ -164,7 +149,7 @@ func reward_grant() -> RewardGrant:
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func _attune_has(item_id: String) -> bool:
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return attunement.has(item_id)
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return _facts.attunement.has(item_id)
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# 装配集只读出口(_attune_has 契约化出口,save v6 只读访问器先例。只读零副作用——
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@@ -179,7 +164,7 @@ func attune_has(item_id: String) -> bool:
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# kind 分发查询先例=_attune_refresh_x_total bonus_refresh。零装配=0)
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func attune_param_sum(kind: String) -> int:
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var total := 0
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for iid_v in attunement:
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for iid_v in _facts.attunement:
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var arow: Dictionary[Variant, Variant] = db.crossrun.treasure_items.row_by_id(String(iid_v))
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if (arow.get("effect_kinds", []) as Array).has(kind):
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total += int(arow.get("magnitude", 0))
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@@ -189,7 +174,7 @@ func attune_param_sum(kind: String) -> int:
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# 装配集内 ap_charge_safe 行读取(取数源=装配集行扫描;
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# 首行语义=装配集内至多一件积点制〔试炼镐〕)
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func _attune_charge_safe_row() -> Dictionary:
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for iid_v in attunement:
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for iid_v in _facts.attunement:
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var arow: Dictionary[Variant, Variant] = db.crossrun.treasure_items.row_by_id(String(iid_v))
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if (arow.get("effect_kinds", []) as Array).has("ap_charge_safe"):
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return arow
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@@ -200,9 +185,9 @@ func _attune_charge_safe_row() -> Dictionary:
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# (used handle 不回收=本轮已耗充能作废,补新 handle=「回满」;差额注入防双份=level_runner
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# set_attune_charges 同构)。reset ∈ {battle, level}——adventure 周期归冒险开始种子面)
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func _reseed_attune_charges(reset: String) -> void:
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if _attune_loadout() == null or treasure_inventory == null:
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if _attune_loadout() == null or _reward_grant.treasure_inventory == null:
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return # 直构零装配/库存未就位——充能回满跳过(空装配同语义)
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_attune_loadout().reset_cycle(reset, treasure_inventory) # 写时种行/补行(按周期筛——语义逐字承原循环体)
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_attune_loadout().reset_cycle(reset, _reward_grant.treasure_inventory) # 写时种行/补行(按周期筛——语义逐字承原循环体)
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# 积点制件进度读数(自动兑付无玩家发起入口,读数口=C 区秘宝槽悬停浮窗进度行:
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@@ -213,18 +198,13 @@ func attune_convert_state() -> Dictionary:
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if row.is_empty() or String(row.get("form", "")) != "active_charged":
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return {"assembled": false, "points": 0, "need": 0, "display_name": "", "item_id": ""}
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var cn := int(row.get("charge_n", 0))
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return {"assembled": true, "points": _attune_safe_seen % cn if cn > 0 else 0, "need": cn,
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return {"assembled": true, "points": _facts.attune_safe_seen % cn if cn > 0 else 0, "need": cn,
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"display_name": String(row.get("display_name", "")), "item_id": String(row.get("item_id", ""))}
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# 特性求值(效果行为=数据行 triggers 订阅,效果引擎 dispatch 分发;
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# 流派档位质变=FeatsEngine 纯函数求值
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# (档位机制本身系引擎基建非内容效果),两运行态注伤害控制器:档一 rider+1 / 档二 rider 可暴击)
|
||||
var _seal_miss_seen := {} # 封印未中行去重(每安全格实例一次)
|
||||
var _perfect_hit_true := 0 # 整图完美封印计数(install 重置)
|
||||
var _perfect_hit_false := 0
|
||||
var _perfect_forgiven := 0 # 完美保险豁免累计(单向累加自有账;契约 2 禁改写 _perfect_hit_false)
|
||||
var _hero_atk := 0 # 主角攻击基值快照(encounter.hero_atk;E4 收口——表值运行期不可变)
|
||||
|
||||
|
||||
func _init(db_ref: ConfigDb, rng_ref: RngServiceCore) -> void:
|
||||
@@ -234,6 +214,7 @@ func _init(db_ref: ConfigDb, rng_ref: RngServiceCore) -> void:
|
||||
minesweeper = MinesweeperRules.new(db, action_economy)
|
||||
_enemy_system = UnitContainer.new(db)
|
||||
_status_effects = StatusContainer.new(db)
|
||||
_facts = BattleFacts.new() # 战斗事实件(受理事实/轮缓冲/封印账/溯源/条件计数——成员迁移见设计 §4)
|
||||
_reward_economy = RewardEconomy.new(db, rng)
|
||||
_reward_economy.fatal_handler = _fatal # 协作件违约→本类 _fatal 封印(单点接线)
|
||||
_damage = DamageController.new(db, rng, _enemy_system, _status_effects)
|
||||
@@ -252,11 +233,8 @@ func _init(db_ref: ConfigDb, rng_ref: RngServiceCore) -> void:
|
||||
minesweeper.round_end_board.connect(_on_round_end)
|
||||
action_economy.round_end_stopped.connect(_on_round_end)
|
||||
# 结算五段接线(授予/战斗两段持三引用=宿主+两协作件;信号连接纪律不涉段〔段零信号连接〕)
|
||||
_grant_seg = GrantSegment.new(self, _fx_host, _reward_grant)
|
||||
_aura_seg = AuraSegment.new(self)
|
||||
_combat_seg = CombatSegment.new(self, _fx_host, _reward_grant)
|
||||
_decay_seg = DecaySegment.new(self)
|
||||
_verdict_seg = VerdictSegment.new(self)
|
||||
# 结算五段接线随轮循环驱动件迁驻(round_cycle.gd——段件持有/段序/重入闸/摇号单点;构造序禁环不变)
|
||||
_rounds = RoundCycle.new(self, _fx_host, _reward_grant)
|
||||
|
||||
|
||||
# ---- 战斗开始序列(编排专章①:门 → 增益状态 → 敌人系统 → install+roll → 行动经济)----
|
||||
@@ -269,7 +247,7 @@ func begin_battle(enc: Dictionary) -> bool:
|
||||
return false
|
||||
if not _install_and_reset():
|
||||
return false
|
||||
_reset_round_facts() # 首板 install 的初始展开事件不入轮 facts(resource 恒 false 的双保险)
|
||||
_facts.reset_round() # 首板 install 的初始展开事件不入轮 facts(resource 恒 false 的双保险)
|
||||
_begin_battle_fx_state(enc)
|
||||
_begin_battle_attune_params(enc)
|
||||
_begin_battle_preview_economy(enc)
|
||||
@@ -281,14 +259,14 @@ func begin_battle(enc: Dictionary) -> bool:
|
||||
if not action_economy.notify_round_start():
|
||||
_fatal("行动经济 首轮 notify_round_start 被拒")
|
||||
return false
|
||||
_roll_round_actions() # 开轮摇号(首轮同样摇;先于 round_started,挖掘期动画位可读)
|
||||
_rounds.roll_round_actions() # 开轮摇号(首轮同样摇;先于 round_started,挖掘期动画位可读)
|
||||
round_started.emit(round_index)
|
||||
return true
|
||||
|
||||
|
||||
# 受理段:encounter 装载+缓冲清零+护甲合流+重载闸+开域门+遭遇骰与敌人系统 spawn 受理门。
|
||||
# 受理段:_facts.encounter 装载+缓冲清零+护甲合流+重载闸+开域门+遭遇骰与敌人系统 spawn 受理门。
|
||||
func _begin_battle_accept(enc: Dictionary) -> bool:
|
||||
encounter.assign(enc)
|
||||
_facts.encounter.assign(enc)
|
||||
_reward_grant.reset_battle() # 战斗域零 GP 持久(每场战斗缓冲从零起算;案C 闸复位)
|
||||
_damage.set_hero_ac_override(int(enc.get("hero_armor_class", -1))) # 主角护甲合流入参(伤害控制器 defender_ac 消费)
|
||||
db.set_reload_gate(true)
|
||||
@@ -299,9 +277,9 @@ func _begin_battle_accept(enc: Dictionary) -> bool:
|
||||
if dice.is_empty():
|
||||
_fatal("敌人表 行集解析为空(%d,%d,%s)" % [int(enc.level_index), int(enc.node_depth), String(enc.get("node_type", "battle"))])
|
||||
return false
|
||||
# E4 收口:加成经 encounter 显式携带(hero_atk/hero_max_hp;缺省 = 表值——冒烟/工具直呼路径)
|
||||
_hero_atk = int(enc.get("hero_atk", int(db.combat.hero.atk)))
|
||||
if not _enemy_system.spawn({"level_index": int(enc.level_index), "node_depth": int(enc.node_depth), "hero_hp": int(enc.hero_hp), "unit_count_overrides": dice[0], "hero_atk_override": _hero_atk, "hero_max_hp_override": int(enc.get("hero_max_hp", -1)), "enemy_atk_overrides": dice[1], "hero_attack_type": String(enc.get("attack_type", "")), "hero_armor_type": String(enc.get("armor_type", "")), "row_kind": String(enc.get("node_type", "battle"))}): # 两根类型轴(空串=锻造配置默认值回退,行为连续)+行类维(battle/boss)
|
||||
# E4 收口:加成经 _facts.encounter 显式携带(hero_atk/hero_max_hp;缺省 = 表值——冒烟/工具直呼路径;
|
||||
# _hero_atk 派生读=受理后不变量,无快照成员)
|
||||
if not _enemy_system.spawn({"level_index": int(enc.level_index), "node_depth": int(enc.node_depth), "hero_hp": int(enc.hero_hp), "unit_count_overrides": dice[0], "hero_atk_override": _hero_atk(), "hero_max_hp_override": int(enc.get("hero_max_hp", -1)), "enemy_atk_overrides": dice[1], "hero_attack_type": String(enc.get("attack_type", "")), "hero_armor_type": String(enc.get("armor_type", "")), "row_kind": String(enc.get("node_type", "battle"))}): # 两根类型轴(空串=锻造配置默认值回退,行为连续)+行类维(battle/boss)
|
||||
_fatal("敌人系统 spawn 被拒")
|
||||
return false
|
||||
return true
|
||||
@@ -309,7 +287,7 @@ func _begin_battle_accept(enc: Dictionary) -> bool:
|
||||
|
||||
# 遭遇骰(难度曲线与Boss GDD Core Rule 8):行有 unit_count_max 时按 [unit_count, max] 均匀骰;
|
||||
# 行有 atk_min 时按 [atk_min, atk_max] 骰 spawn 期整战持久值
|
||||
# encounter 封闭流恰一 scope(数量骰先、atk 骰后——区间宽度为零的行不掷=「定值不骰」既有口径);
|
||||
# _facts.encounter 封闭流恰一 scope(数量骰先、atk 骰后——区间宽度为零的行不掷=「定值不骰」既有口径);
|
||||
# 敌人系统零随机纪律保持(收 override 即确定值)。
|
||||
# 返回 [count_overrides, atk_overrides];行集为空 = 返回 [](fail 判据交受理段 _fatal)。
|
||||
func _begin_battle_dice(enc: Dictionary) -> Array:
|
||||
@@ -352,12 +330,12 @@ func _begin_battle_dice_roll(rows: Array, estream: RandomNumberGenerator, roll_a
|
||||
# 引擎分发;流派档位=FeatsEngine 纯函数求值两运行态注伤害控制器。魔矢每战首次开格计数同步归零)
|
||||
# 扩签运行态就位(归 fx_host)+账本挂接+桶挂引用+揭示/AC 两回调+rider 档位恒零+订阅重建。
|
||||
func _begin_battle_fx_state(enc: Dictionary) -> void:
|
||||
# 同调装配运行态注入(enc.attunement 携带;off=空集零扰动。淬毒 N 注入
|
||||
# 同调装配运行态注入(enc._facts.attunement 携带;off=空集零扰动。淬毒 N 注入
|
||||
# 伤害控制器、偏运 N 注入地图战斗资源——均须先于首板 install)
|
||||
attunement = (enc.get("attunement", []) as Array).duplicate()
|
||||
_attune_safe_seen = 0
|
||||
_facts.attunement = (enc.get("attunement", []) as Array).duplicate()
|
||||
_facts.attune_safe_seen = 0
|
||||
_fx_host.reset_battle_state(int(enc.get("hero_armor_class", -1)))
|
||||
_mines_hits = {"total": 0, "last": 0, "round": 0} # 踩雷计数开战清零(事实面生命周期同款)
|
||||
_rounds.mines_hits = {"total": 0, "last": 0, "round": 0} # 踩雷计数开战清零(事实面生命周期同款)
|
||||
var adv_bucket: Variant = enc.get("adv_bucket", null)
|
||||
_fx_host.mount_buckets(adv_bucket if adv_bucket is Dictionary else {}, enc.get("level_counters")) # 冒险桶宿主字典(直构兜底自有空字典);关卡桶 LevelRunner 每关 new 下传、非 Dictionary 即不挂
|
||||
_reward_grant.bind_battle(_battle_hooks()) # 授予件战斗域回调束(充能消耗/真视计数/踩雷计数)
|
||||
@@ -368,13 +346,13 @@ func _begin_battle_fx_state(enc: Dictionary) -> void:
|
||||
# 不设档位机制」):rider_tier 两注入恒零,散件单体效果=唯一形态
|
||||
_damage.inject["rider_tier_bonus"] = 0
|
||||
_damage.inject["rider_tier_crit"] = false
|
||||
_feat_first_dig_used = false
|
||||
_facts.feat_first_dig_used = false
|
||||
# 树 rule 键消费(Fork 激活侧效果=效果引擎合成
|
||||
# 订阅(rebuild 注入——round_start 首轮 AP+1 / damage_taken 减伤+1)。其余 rule 键
|
||||
# =stat 面投影不入战斗(T8 表内容 provisional 口径披露))
|
||||
var tree_rules: Array[Variant] = enc.get("tree_rules", []) as Array
|
||||
# 效果引擎订阅重建(装载序=feats 表序→treasure 表序→树规则,写死保种子复放——细则见 battle_fx_host.rebuild_subscriptions)
|
||||
_fx_host.rebuild_subscriptions(feat_ids, attunement, tree_rules)
|
||||
_fx_host.rebuild_subscriptions(feat_ids, _facts.attunement, tree_rules)
|
||||
|
||||
|
||||
# 秘宝常时参数注入(装配集 kind 分发:远程镐挖距放宽/信标网络封印可达豁免;
|
||||
@@ -415,19 +393,19 @@ func _begin_battle_preview_economy(enc: Dictionary) -> void:
|
||||
# 板序推进+board_changed 发射+秘宝叠加层退役——时序逐字;复位职责留宿主(成员单点),不随件。
|
||||
func _install_and_reset(during_round := false) -> bool:
|
||||
var installer := BoardInstaller.new({"db": db, "rng": rng, "minesweeper": minesweeper,
|
||||
"reward_economy": _reward_economy, "encounter": encounter, "fatal_cb": _fatal})
|
||||
"reward_economy": _reward_economy, "encounter": _facts.encounter, "fatal_cb": _fatal})
|
||||
if not installer.install(during_round):
|
||||
return false
|
||||
_seal_consumed.clear() # 换图新雷 = 新实例,资格自然重置(行动经济 Rule 8)
|
||||
_seal_miss_seen.clear()
|
||||
_perfect_hit_true = 0 # 整图完美计数随 install 重置
|
||||
_perfect_hit_false = 0
|
||||
_perfect_forgiven = 0 # 豁免累计随 install 重置(domain=battle 每战清零)
|
||||
_board_from_midround_refresh = during_round # 轮内刷新装板 = 刷新图(清图奖励不发);常规换图/开战装板 = false
|
||||
_board_seq += 1
|
||||
_facts.seal_consumed.clear() # 换图新雷 = 新实例,资格自然重置(行动经济 Rule 8)
|
||||
_facts.seal_miss_seen.clear()
|
||||
_facts.perfect_hit_true = 0 # 整图完美计数随 install 重置
|
||||
_facts.perfect_hit_false = 0
|
||||
_facts.perfect_forgiven = 0 # 豁免累计随 install 重置(domain=battle 每战清零)
|
||||
_facts.board_from_midround = during_round # 轮内刷新装板 = 刷新图(清图奖励不发);常规换图/开战装板 = false
|
||||
_facts.board_seq += 1
|
||||
board_changed.emit()
|
||||
if treasure_inventory != null:
|
||||
treasure_inventory.retire_overlays() # 叠加层随图消亡(换图/刷新图装板点;已花道具不返还)
|
||||
if _reward_grant.treasure_inventory != null:
|
||||
_reward_grant.treasure_inventory.retire_overlays() # 叠加层随图消亡(换图/刷新图装板点;已花道具不返还)
|
||||
return true
|
||||
|
||||
|
||||
@@ -448,9 +426,9 @@ func _on_cell_revealed(evt: Dictionary) -> void:
|
||||
if String(evt.get("kind", "")) == "safe":
|
||||
var cs_row: Dictionary[Variant, Variant] = _attune_charge_safe_row()
|
||||
if not cs_row.is_empty():
|
||||
_attune_safe_seen += 1
|
||||
_facts.attune_safe_seen += 1
|
||||
var cn_b: int = int(cs_row.get("charge_n", 999))
|
||||
if cn_b > 0 and _attune_safe_seen % cn_b == 0:
|
||||
if cn_b > 0 and _facts.attune_safe_seen % cn_b == 0:
|
||||
action_economy.grant_ap(int(cs_row.get("magnitude", 1)))
|
||||
if bool(evt.get("resource", false)):
|
||||
# 身份快照随缓冲捕获(批次隔离——轮内刷新后 mapping 已换批,授予必须用缓冲期身份,
|
||||
@@ -459,47 +437,20 @@ func _on_cell_revealed(evt: Dictionary) -> void:
|
||||
if snap != null:
|
||||
evt = evt.duplicate()
|
||||
evt["reward_snapshot"] = snap
|
||||
_facts_reveals.append(evt)
|
||||
_facts.reveals.append(evt)
|
||||
|
||||
|
||||
func _on_seal_judged(evt: Dictionary) -> void:
|
||||
_facts_seals.append(evt)
|
||||
_facts.seals.append(evt)
|
||||
|
||||
|
||||
func _on_round_end(_payload: Dictionary) -> void:
|
||||
_facts_path = String(_payload.get("path_tag", ""))
|
||||
_maybe_settle()
|
||||
_facts.path = String(_payload.get("path_tag", ""))
|
||||
_rounds.settle_if_due()
|
||||
|
||||
|
||||
func _maybe_settle() -> void:
|
||||
if _settling or battle_result != "":
|
||||
return
|
||||
if action_economy.phase != action_economy.PHASE_WAITING:
|
||||
return
|
||||
_settle()
|
||||
|
||||
|
||||
# ---- 每轮结算序列(五段——段序骨架冻结于 SettlementTable.segment_order)----
|
||||
|
||||
func _settle() -> void:
|
||||
_settling = true
|
||||
var ri := round_index
|
||||
# 段序编排(五段——段体归 game/core/settlement/,本类只做段序+行发射/开单原语单点)
|
||||
_grant_seg.run(ri) # ① 授予段(案C 闸随段装载)
|
||||
_aura_seg.run(ri) # ② 增益/减益段(续存实例组合行)
|
||||
_combat_seg.run(ri) # ③ 战斗段(主角先手 → 逐敌还手 → 地图伤害账殿后〔案C〕)
|
||||
_decay_seg.run(ri) # ④ 衰减段(恰一次恒执行含末轮——先兑付后衰减)
|
||||
var verdict: String = _verdict_seg.run(ri) # ⑤ 判定段(防御性优先级 hero 先判)
|
||||
if verdict != "continue":
|
||||
return # 终局:_settling 不回置——_battle_over 已接管
|
||||
_settling = false
|
||||
|
||||
|
||||
# ---- 授予段 helpers(极性路由)----
|
||||
|
||||
# 开格产出乘区(贪婪矿灯/矿脉直觉/赌徒的血签事件收集器注入):
|
||||
# positive=power ×(1+静态 mult%);negative=power ×(1+cost%)。
|
||||
# 全零收集器=原快照原样返回(零扰动)。
|
||||
func _feat_yield_adjust(snap: Dictionary, positive: bool, pos_m: int, neg_m: int) -> Dictionary:
|
||||
if positive and pos_m <= 0:
|
||||
return snap
|
||||
@@ -556,57 +507,7 @@ func set_treasure_unlocked(ids: Dictionary) -> void:
|
||||
# 随机消费只在换算层(本方法 + SkillLottery);单位容器收确定值(零随机纪律——armor_roll 先例同构)。
|
||||
# 统一流:behavior_roll 无子流派生向量(位置交错,单点定位由事件日志承载)。
|
||||
# 摇定后、兑现前死亡 → 本拍技能作废。
|
||||
func _roll_round_actions() -> void:
|
||||
var pity_m: int = int(db.combat.skill.pity_threshold)
|
||||
# facts 组包(开轮摇号前一次成型——last_round_end 空字典首轮映射 none 唯一落点;hero 事实不进 facts,
|
||||
# 容器内直读主角行)
|
||||
var facts := {
|
||||
"round_index": round_index,
|
||||
"last_round_end": "none" if action_economy.last_round_end().is_empty() else String(action_economy.last_round_end().get("path_tag", "none")),
|
||||
"mines_hit_last": int(_mines_hits["last"]),
|
||||
"mines_hit_total": int(_mines_hits["total"]),
|
||||
}
|
||||
for u in _enemy_system.query_alive("enemy"):
|
||||
# Boss 半血解锁闩(迭代14④ T4——开轮摇号前逐敌检查;一次过门单向闩;解锁出一次归因明细行
|
||||
# 「XX 解锁了 YY」带 skill_unlock 高光键〔type=highlight 既有行型零新增〕,呈现层弹一次性
|
||||
# 技能名提示〔轻量 toast 非演出——D8 呈现面〕。门=确定性谓词,机制面零随机,摇号随机
|
||||
# 消费仍在 behavior_roll 既有流——同种子逐位复现不破坏)
|
||||
for sid in _enemy_system.check_trigger_unlocks(u, facts):
|
||||
var srow_u: Dictionary[Variant, Variant] = db.combat.skill.row_by_id(sid)
|
||||
_emit_row({"type": "highlight", "source_class": "enemy_action", "origin_cell": Vector2i(-1, -1), "highlight": "skill_unlock"},
|
||||
round_index, "%s 解锁了 %s" % [String(u.display_name), String(srow_u.get("display_name", sid))],
|
||||
0, {"skill_id": sid})
|
||||
# enemy_hp_threshold 发射点(内容数据驱动扩展批 T1——血量阈值沿;对所有带该字段敌人逐个发射,
|
||||
# 非 Boss 专属——Boss 语义留给订阅者 when 判定。pct=本次解锁条目的 trigger 行值)
|
||||
var pct_v := 0
|
||||
for pe in (u.get("pool", []) as Array):
|
||||
var pe_d: Dictionary[Variant, Variant] = pe
|
||||
if String(pe_d.get("skill_id", "")) == sid and (pe_d.get("trigger", {}) as Dictionary).has("value"):
|
||||
pct_v = int((pe_d.get("trigger", {}) as Dictionary).get("value", 0))
|
||||
break
|
||||
# target_attack_bonus 施加面(处刑台:敌血量阈值沿挂单位字典标记,
|
||||
# 主角攻击面 _resolve_hero_attack 通用消费——fx_atk_bonus 键加算进 base_value)
|
||||
var eht_hits := _fx_host.fx_emit("enemy_hp_threshold", {"unit": String(u.enemy_id), "pct": pct_v,
|
||||
"is_boss": String(encounter.get("node_type", "")) == "boss"})
|
||||
for h in eht_hits:
|
||||
if String(h.get("kind", "")) == "target_attack_bonus":
|
||||
u["fx_atk_bonus"] = int(u.get("fx_atk_bonus", 0)) + int(h.get("value", 0))
|
||||
var entries: Array[Variant] = _enemy_system.rollable_skills(u, facts)
|
||||
if _enemy_system.basic_streak(u) >= pity_m:
|
||||
var specials: Array[Variant] = _enemy_system.special_skills(u, facts)
|
||||
if not specials.is_empty():
|
||||
entries = specials # 保底命中——普攻恒可摇 → 非保底路径池恒非空,此为唯一替代集合
|
||||
var stream: RandomNumberGenerator = rng.open_stream("behavior_roll")
|
||||
_enemy_system.set_pending_action(u, SkillLottery.draw(entries, stream))
|
||||
_enemy_system.tick_cooldowns() # 递减在摇号读值之后——"施放后连续 N 拍不可摇中"的等价实现(单位容器 注记)
|
||||
_mines_hits["last"] = _mines_hits["round"] # 轮次真正结束转存(轮内部分结算不更新)
|
||||
_mines_hits["round"] = 0
|
||||
|
||||
|
||||
# ---- 战斗段/算术读数(段体与掷点/折扣/暴击/克制/池乘区/下限/交付管线归 damage_controller.gd
|
||||
# 与 settlement/combat_segment.gd;本类只保留薄委托——_defender_ac 供结算/呈现快照消费)----
|
||||
|
||||
# 防守方护甲等级读数——实现归 伤害控制器 defender_ac(本委托供结算快照/呈现快照)
|
||||
func _defender_ac(unit: Dictionary) -> int:
|
||||
return _damage.defender_ac(unit)
|
||||
|
||||
@@ -643,12 +544,12 @@ func _emit_settlement_snapshot(verdict: String) -> void:
|
||||
buffs.append({"id": eff.effect_id, "side": "enemy", "layers": eff.layers, "left": eff.remaining_settlements})
|
||||
var mines_hit := 0
|
||||
var safe_n := 0
|
||||
for evt in _facts_reveals:
|
||||
for evt in _facts.reveals:
|
||||
if evt.kind == "mine":
|
||||
mines_hit += 1
|
||||
elif evt.kind == "safe":
|
||||
safe_n += 1
|
||||
var board_stats := {"seq": _board_seq}
|
||||
var board_stats := {"seq": _facts.board_seq}
|
||||
if minesweeper.current_board() != null:
|
||||
board_stats["w"] = minesweeper.current_board().width
|
||||
board_stats["h"] = minesweeper.current_board().height
|
||||
@@ -656,18 +557,18 @@ func _emit_settlement_snapshot(verdict: String) -> void:
|
||||
board_stats["seals"] = minesweeper.seal_count()
|
||||
settlement_snapshot.emit({
|
||||
"kind": "settlement",
|
||||
"level": int(encounter.get("level_index", 0)),
|
||||
"depth": int(encounter.get("node_depth", 0)),
|
||||
"level": int(_facts.encounter.get("level_index", 0)),
|
||||
"depth": int(_facts.encounter.get("node_depth", 0)),
|
||||
"round": round_index,
|
||||
"verdict": verdict,
|
||||
"unit_count": enemies.size(),
|
||||
"spawn_count": _enemy_system.all_enemies().size(), # 本战斗实例化总数(含死亡残位)——unit_count=0 时区分「首轮全灭」vs「空场」
|
||||
"hero": {"hp": int(_enemy_system.hero_unit().get("hp", 0)), "max_hp": int(_enemy_system.hero_unit().get("max_hp", 0)), "atk": int(_enemy_system.hero_unit().get("atk", 0)), "armor_class": _defender_ac(_enemy_system.hero_unit())},
|
||||
"economy": {"phase": String(action_economy.phase), "ap": int(action_economy.ap), "rap": int(action_economy.rap), "refresh_used": _refresh_used_this_round},
|
||||
"economy": {"phase": String(action_economy.phase), "ap": int(action_economy.ap), "rap": int(action_economy.rap), "refresh_used": _facts.refresh_used},
|
||||
"board": board_stats,
|
||||
"enemies": enemies,
|
||||
"buffs": buffs,
|
||||
"round_facts": {"path": _facts_path, "safe": safe_n, "mines": mines_hit, "seal_events": _facts_seals.size(), },
|
||||
"round_facts": {"path": _facts.path, "safe": safe_n, "mines": mines_hit, "seal_events": _facts.seals.size(), },
|
||||
})
|
||||
|
||||
|
||||
@@ -675,7 +576,7 @@ func _emit_settlement_snapshot(verdict: String) -> void:
|
||||
|
||||
func _exit_distribution() -> void:
|
||||
var mode := "same_board"
|
||||
if _facts_path == "cleared":
|
||||
if _facts.path == "cleared":
|
||||
mode = "new_board" # cleared 轮恒走 new_board(契约义务);非清图轮恒同图(等待期刷新通道已移除)
|
||||
if mode == "new_board":
|
||||
_reward_economy.retire_mapping()
|
||||
@@ -689,16 +590,16 @@ func _exit_distribution() -> void:
|
||||
round_index += 1
|
||||
_fx_host.emit_round_start()
|
||||
action_economy.notify_round_start()
|
||||
_reset_round_facts()
|
||||
_refresh_used_this_round = 0
|
||||
_roll_round_actions() # 开轮摇号——每轮恰摇一次(轮内刷新换图不重摇:refresh 不走本通道)
|
||||
_facts.reset_round()
|
||||
_facts.refresh_used = 0
|
||||
_rounds.roll_round_actions() # 开轮摇号——每轮恰摇一次(轮内刷新换图不重摇:refresh 不走本通道)
|
||||
round_started.emit(round_index)
|
||||
|
||||
|
||||
# 呈现层查询面(HUD 刷新按钮可用性)——挖掘期唯一通道
|
||||
func can_refresh() -> bool:
|
||||
return battle_result == "" \
|
||||
and _refresh_used_this_round < int(db.run.action_economy.refresh_cap_per_round) \
|
||||
and _facts.refresh_used < int(db.run.action_economy.refresh_cap_per_round) \
|
||||
and action_economy.phase == action_economy.PHASE_ACTIVE \
|
||||
and action_economy.rap >= int(db.run.action_economy.rap_refresh_cost)
|
||||
|
||||
@@ -711,7 +612,7 @@ func player_request_refresh() -> bool:
|
||||
return false
|
||||
if not action_economy.request_refresh():
|
||||
return false
|
||||
_refresh_used_this_round += 1
|
||||
_facts.refresh_used += 1
|
||||
_reward_economy.retire_mapping() # 旧图批次退役(地图战斗资源 Ready→retired;E6 新批重置前提)
|
||||
minesweeper.retire_board(true) # 旧板退役(轮内通道)
|
||||
return _install_and_reset(true) # 当场换图——失败即编排违例 fail-fast
|
||||
@@ -737,11 +638,11 @@ func _battle_over(result: String) -> void:
|
||||
_reward_economy.retire_mapping()
|
||||
_enemy_system.despawn_all()
|
||||
_status_effects.notify_battle_end()
|
||||
if treasure_inventory != null:
|
||||
treasure_inventory.retire_overlays() # 叠加层随战斗结束清空(库存不动——关卡域跨战斗)
|
||||
if _reward_grant.treasure_inventory != null:
|
||||
_reward_grant.treasure_inventory.retire_overlays() # 叠加层随战斗结束清空(库存不动——关卡域跨战斗)
|
||||
action_economy.notify_combat_end() # → Idle,RAP 清零
|
||||
db.set_reload_gate(false)
|
||||
_reset_round_facts()
|
||||
_facts.reset_round()
|
||||
battle_finished.emit({"result": result, "hero_hp": hero_hp_left, "gp_dropped": gp_dropped})
|
||||
|
||||
|
||||
@@ -749,7 +650,7 @@ func _battle_over(result: String) -> void:
|
||||
# gp_dropped = gp_drop 封闭流掷定(tier 行的 roll_min..roll_max 均匀整数——每战斗末恰一 scope)
|
||||
# + level_gp_bonus(level_index) + escrow。掷定行缺位 = 数据面缺行(fail 报错按 0 兑付——不哑掉)。
|
||||
func _roll_gp_drop() -> int:
|
||||
var tier := "boss" if String(encounter.get("node_type", "")) == "boss" else "normal"
|
||||
var tier := "boss" if String(_facts.encounter.get("node_type", "")) == "boss" else "normal"
|
||||
var drops: Dictionary[Variant, Variant] = db.run.shop.gp_drop_row(tier)
|
||||
var roll := 0
|
||||
if drops.is_empty():
|
||||
@@ -757,11 +658,11 @@ func _roll_gp_drop() -> int:
|
||||
else:
|
||||
var stream: RandomNumberGenerator = rng.open_stream("gp_drop")
|
||||
roll = stream.randi_range(int(drops.get("roll_min", 0)), int(drops.get("roll_max", 0)))
|
||||
var drop := roll + db.run.shop.level_gp_bonus_at(int(encounter.get("level_index", 0)))
|
||||
var drop := roll + db.run.shop.level_gp_bonus_at(int(_facts.encounter.get("level_index", 0)))
|
||||
# 财富之道·聚(战斗掉落 GP 乘算·入账前:只乘战斗掉落两成分〔掷定+关卡加成〕,
|
||||
# 店内 escrow 不乘〔范围=仅战斗掉落渠道〕;本函数返回值=结算框「GP 增量」行
|
||||
# 显示源,落在入账前=显示即实得;乘数 provisional 150%)
|
||||
if (encounter.get("tree_rules", []) as Array).has("economy_hoard"):
|
||||
if (_facts.encounter.get("tree_rules", []) as Array).has("economy_hoard"):
|
||||
drop = int(round(float(drop) * 1.5))
|
||||
return drop + _reward_grant.escrow
|
||||
|
||||
@@ -812,7 +713,7 @@ func presentation_snapshot() -> Dictionary:
|
||||
"phase": String(action_economy.phase),
|
||||
"ap": int(action_economy.ap), "rap": int(action_economy.rap),
|
||||
"can_refresh": can_refresh(),
|
||||
"refresh_used": _refresh_used_this_round, # 受理计数入呈现成文面(HUD 余量单源读此处)
|
||||
"refresh_used": _facts.refresh_used, # 受理计数入呈现成文面(HUD 余量单源读此处)
|
||||
"hero": hero,
|
||||
"enemies": enemies,
|
||||
"hero_effects": _status_effects.query_active("hero").duplicate(true), # 值拷贝出户(快照消费方直改不渗入状态容器)
|
||||
@@ -839,12 +740,12 @@ func diagnostic_snapshot() -> Dictionary:
|
||||
return {
|
||||
"battle_result": battle_result,
|
||||
"round": round_index,
|
||||
"settling": _settling,
|
||||
"refresh_used_round": _refresh_used_this_round,
|
||||
"board_seq": _board_seq,
|
||||
"facts_path": _facts_path,
|
||||
"facts_reveals": _facts_reveals.size(),
|
||||
"facts_seals": _facts_seals.size(),
|
||||
"settling": _rounds.is_settling(),
|
||||
"refresh_used_round": _facts.refresh_used,
|
||||
"board_seq": _facts.board_seq,
|
||||
"facts_path": _facts.path,
|
||||
"facts_reveals": _facts.reveals.size(),
|
||||
"facts_seals": _facts.seals.size(),
|
||||
"action_economy": {"phase": String(action_economy.phase), "ap": action_economy.ap, "rap": action_economy.rap},
|
||||
"minesweeper_board_installed": minesweeper.current_board() != null,
|
||||
"minesweeper_revealed": minesweeper.revealed_cells().size() if minesweeper.current_board() != null else 0,
|
||||
@@ -855,12 +756,6 @@ func diagnostic_snapshot() -> Dictionary:
|
||||
}
|
||||
|
||||
|
||||
func _reset_round_facts() -> void:
|
||||
_facts_reveals.clear()
|
||||
_facts_seals.clear()
|
||||
_facts_path = ""
|
||||
|
||||
|
||||
# ---- 行协议(Core Rule:公共字段 + 行类型特有字段)----
|
||||
|
||||
func _emit_row(head: Dictionary, ri: int, display: String, value: int, extra: Dictionary) -> void:
|
||||
@@ -911,6 +806,6 @@ func _fatal(msg: String) -> void:
|
||||
|
||||
|
||||
## 完美封印谓词(两账相减:有效误标=误标总数−豁免数)
|
||||
## 契约 2:_perfect_hit_false 保持纯净,豁免只累加 _perfect_forgiven,禁回退式改写与拦截式吞事件。
|
||||
## 契约 2:_facts.perfect_hit_false 保持纯净,豁免只累加 _facts.perfect_forgiven,禁回退式改写与拦截式吞事件。
|
||||
func perfect_sweep_earned() -> bool:
|
||||
return _perfect_hit_false - _perfect_forgiven <= 0 and _perfect_hit_true >= 1
|
||||
return _facts.perfect_hit_false - _facts.perfect_forgiven <= 0 and _facts.perfect_hit_true >= 1
|
||||
@@ -517,7 +517,7 @@ func _start_battle(node: Dictionary) -> bool:
|
||||
_settlement = BattleOrchestrator.new(db, rng)
|
||||
if treasure_inventory == null:
|
||||
treasure_inventory = TreasureItems.new(db) # 惰性建——关卡域单实例(跨战斗延续)
|
||||
_settlement.treasure_inventory = treasure_inventory # 库存注入(授予路由+use_treasure 编排消费面)
|
||||
_settlement.reward_grant().treasure_inventory = self.treasure_inventory # 库存注入(经授予件出口直注——注入时序在宿主构造之后不变)
|
||||
if _settlement != null:
|
||||
_settlement.set_treasure_unlocked(_treasure_unlocked) # 解锁门控下传(装板摇号前)
|
||||
# core↔core 接线只许方法 Callable(静态规则 S6——lambda 捕获 self 会延长
|
||||
|
||||
@@ -26,7 +26,7 @@ func run(ri: int) -> void:
|
||||
# 同一次 _settle 内,facts 已定。
|
||||
var round_safe := 0
|
||||
var round_mine := false
|
||||
for evt in oc._facts_reveals:
|
||||
for evt in oc._facts.reveals:
|
||||
if evt.kind == "safe":
|
||||
round_safe += 1
|
||||
elif evt.kind == "mine":
|
||||
@@ -53,7 +53,7 @@ func _hero_strike(ri: int) -> void:
|
||||
var hero_target = oc._enemy_system.default_target()
|
||||
if hero_alive and hero_target != null:
|
||||
var ht := oc._damage.open_ticket(DamageController.KIND_HERO_ATTACK, "hero_attack", "主角攻击",
|
||||
{"channel": "combat", "base_value": oc._hero_atk, "target_rule": DamageController.TARGET_FRONT_ALIVE,
|
||||
{"channel": "combat", "base_value": oc._hero_atk(), "target_rule": DamageController.TARGET_FRONT_ALIVE,
|
||||
"ri": ri, "origin_cell": Vector2i(-1, -1),
|
||||
"attack_type": String(oc._enemy_system.hero_unit().get("attack_type", "normal"))})
|
||||
oc._damage.submit(ht)
|
||||
|
||||
@@ -34,7 +34,7 @@ func run(ri: int) -> void:
|
||||
|
||||
# 开格/踩雷兑付批(轮 facts_reveals 资源事件序:safe 正向乘区兑付 / mine_hit 减半负向兑付)
|
||||
func _reveal_batch(ri: int) -> void:
|
||||
for evt in oc._facts_reveals:
|
||||
for evt in oc._facts.reveals:
|
||||
if not bool(evt.get("resource", false)):
|
||||
continue # 封锁格(initial 通道)恒无资源——不入账(战斗结算 义务②)
|
||||
var snap = evt.get("reward_snapshot")
|
||||
@@ -61,7 +61,7 @@ func _reveal_safe(evt: Dictionary, snap: Dictionary, ri: int) -> void:
|
||||
if is_new_type:
|
||||
fx_host._fx_new_resource_types[ctype] = true
|
||||
var dr_hits := fx_host.fx_emit("dig_reveal", {"cell": evt.cell, "round": ri,
|
||||
"is_first_dig_of_battle": not oc._feat_first_dig_used,
|
||||
"is_first_dig_of_battle": not oc._facts.feat_first_dig_used,
|
||||
"terrain_kind": oc._harmful_variants(evt.get("variant_ids", []) as Array),
|
||||
"is_edge_cell": evt.cell.x == 0 or evt.cell.y == 0
|
||||
or evt.cell.x == board_b.width - 1 or evt.cell.y == board_b.height - 1,
|
||||
@@ -91,8 +91,8 @@ func _reveal_safe_apply(dr_hits: Array, evt: Dictionary, ri: int) -> void:
|
||||
if String(h.get("kind", "")) == "grant_material":
|
||||
_apply_material_hit(h, evt.cell, ri)
|
||||
var spell_hits: Array[Variant] = oc._hits_of(dr_hits, "spawn_spell")
|
||||
if not spell_hits.is_empty() and not oc._feat_first_dig_used:
|
||||
oc._feat_first_dig_used = true
|
||||
if not spell_hits.is_empty() and not oc._facts.feat_first_dig_used:
|
||||
oc._facts.feat_first_dig_used = true
|
||||
var spell_t := oc._damage.open_ticket(DamageController.KIND_BOARD_TYPED, "feat_first_dig_spell", "奥术矢",
|
||||
{"channel": "board", "base_value": int((spell_hits[0] as Dictionary).get("value", 0)),
|
||||
"target_rule": DamageController.TARGET_FRONT_ALIVE, "ri": ri, "origin_cell": evt.cell, "attack_type": "magic"})
|
||||
@@ -160,7 +160,7 @@ func _reveal_mine_apply(mh_hits: Array, snap: Dictionary, cell: Vector2i, ri: in
|
||||
# 危险格恒无变异——布置段排除,双层叠罚不存在;封印格直挖照吃变异伤害——地形后果同 mine_hit 口径,
|
||||
# 非奖励不作废;吞噬流资源兑付〔荆棘编织/地脉补偿〕中伤害形态行同样经案C闸暂存,非伤害形态照常当场)
|
||||
func _terrain_batch(ri: int) -> void:
|
||||
for evt in oc._facts_reveals:
|
||||
for evt in oc._facts.reveals:
|
||||
var vids: Array[Variant] = evt.get("variant_ids", [])
|
||||
for vid in vids:
|
||||
var vrow: Dictionary[Variant, Variant] = oc.db.combat.variation.row_by_id(String(vid))
|
||||
@@ -203,7 +203,7 @@ func _terrain_damage_reduce(dt_hits: Array, dt_amount: int) -> int:
|
||||
# 台账披露待追认〕;完美布防=本轮封印批全中(hit>0 且 miss==0)时封印伤 ×mult——全对推理奖励)。
|
||||
# 伤害单据案C 暂存战斗段末兑付。
|
||||
func _seal_batch(ri: int) -> void:
|
||||
for evt in oc._facts_seals:
|
||||
for evt in oc._facts.seals:
|
||||
_judge_seal(evt, ri)
|
||||
_seal_strike_batch(ri)
|
||||
|
||||
@@ -213,7 +213,7 @@ func _seal_batch(ri: int) -> void:
|
||||
func _seal_strike_batch(ri: int) -> void:
|
||||
var fs_hits := 0
|
||||
var fs_misses := 0
|
||||
for fevt in oc._facts_seals:
|
||||
for fevt in oc._facts.seals:
|
||||
if bool(fevt.get("hit", false)):
|
||||
fs_hits += 1
|
||||
else:
|
||||
@@ -223,7 +223,7 @@ func _seal_strike_batch(ri: int) -> void:
|
||||
var strike := _seal_strike_value(fs_fx, fs_hits, fs_misses)
|
||||
if strike.is_empty():
|
||||
return
|
||||
for fevt in oc._facts_seals:
|
||||
for fevt in oc._facts.seals:
|
||||
if not bool(fevt.get("hit", false)):
|
||||
continue
|
||||
var st_t := oc._damage.open_ticket(DamageController.KIND_BOARD_TYPED, "feat_seal_strike", "战封印军规",
|
||||
@@ -272,8 +272,8 @@ func _round_end_apply(ri: int) -> void:
|
||||
var rap_pct: int = oc.attune_param_sum("rap_transfer_mult")
|
||||
oc.action_economy.finish_round_stop(fx_host.engine.has_effect_on("round_end", "grant_ap", "transfer"),
|
||||
rap_pct if rap_pct > 0 else 100)
|
||||
if oc._facts_path == "cleared":
|
||||
reward_grant.grant_clear_reward(ri, oc._board_from_midround_refresh, oc.perfect_sweep_earned())
|
||||
if oc._facts.path == "cleared":
|
||||
reward_grant.grant_clear_reward(ri, oc._facts.board_from_midround, oc.perfect_sweep_earned())
|
||||
fx_host.flush_pending_reveals(ri) # 揭示效果兑付(授予段末统一掷格,防轮 facts 迭代重入)
|
||||
oc._damage.flush() # 授予段界结账(案C 后本段伤害单据全数暂存,此处对空队 no-op——保留作防御性段界)
|
||||
|
||||
@@ -305,10 +305,10 @@ func _judge_seal(evt: Dictionary, ri: int) -> void:
|
||||
# 殉爆票据 → 施加面 → 雷区图谱额外兑付 → 基线正向兑付)
|
||||
func _judge_seal_hit(evt: Dictionary, ri: int) -> void:
|
||||
var cell: Vector2i = evt.cell
|
||||
if oc._seal_consumed.has(cell):
|
||||
if oc._facts.seal_consumed.has(cell):
|
||||
return # 去重跳过;零明细行
|
||||
oc._seal_consumed[cell] = true
|
||||
oc._perfect_hit_true += 1
|
||||
oc._facts.seal_consumed[cell] = true
|
||||
oc._facts.mark_perfect_hit()
|
||||
var fh_hits := fx_host.fx_emit("seal_hit", {"cell": cell, "round": ri,
|
||||
"terrain_kind": oc._harmful_adjacent(cell)})
|
||||
_seal_burst_tickets(fh_hits, cell, ri)
|
||||
@@ -367,8 +367,8 @@ func _seal_preview_area(cell: Vector2i, ri: int) -> void:
|
||||
var n_snap = oc._reward_economy.query_full_snapshot(n)
|
||||
if n_snap is Dictionary and not types.has(String((n_snap as Dictionary).get("cell_type", ""))):
|
||||
types.append(String((n_snap as Dictionary).get("cell_type", "")))
|
||||
if oc.treasure_inventory != null and not types.is_empty():
|
||||
oc.treasure_inventory.apply_overlay("reward_preview", board_p.neighbors8(cell))
|
||||
if reward_grant.treasure_inventory != null and not types.is_empty():
|
||||
reward_grant.treasure_inventory.apply_overlay("reward_preview", board_p.neighbors8(cell))
|
||||
oc._emit_row({"type": "extended", "source_class": "fx_warning_beacon", "origin_cell": cell}, ri, "示警烟火·周围资源类型", 0, {"effect_id": "fx_preview_area", "types": types})
|
||||
|
||||
|
||||
@@ -376,10 +376,10 @@ func _seal_preview_area(cell: Vector2i, ri: int) -> void:
|
||||
# grant_ap mode:queue 下一轮兑现 / forgive_seal_miss 完美保险豁免 → 归因行 → 负向兑付)
|
||||
func _judge_seal_miss(evt: Dictionary, ri: int) -> void:
|
||||
var cell: Vector2i = evt.cell
|
||||
oc._perfect_hit_false += 1
|
||||
if oc._seal_miss_seen.has(cell):
|
||||
oc._facts.mark_perfect_miss()
|
||||
if oc._facts.seal_miss_seen.has(cell):
|
||||
return # 每格实例一次去重
|
||||
oc._seal_miss_seen[cell] = true
|
||||
oc._facts.seal_miss_seen[cell] = true
|
||||
# 危险直觉·守挂点(seal_missed 发射:契约 12 触发主语=「当回合发生的标错
|
||||
# 动作」——去重闸=新旧标错判别器〔后续轮重判旧封印被闸挡回零触发〕;双条件②「结算时封印仍在
|
||||
# 场」由发射面既有过滤承载〔被挖开的封印已随挖掘擦除零兑付〕;grant_ap mode:queue 下一轮
|
||||
@@ -391,11 +391,11 @@ func _judge_seal_miss(evt: Dictionary, ri: int) -> void:
|
||||
elif String(h.get("kind", "")) == "forgive_seal_miss":
|
||||
# 完美保险(订阅式豁免:本战首次标错计一次豁免,只累加自有账
|
||||
# _perfect_forgiven,绝不回写 _perfect_hit_false=契约 2 计数纯净;发射时机与消费点零改动=契约 3)
|
||||
oc._perfect_forgiven += 1
|
||||
oc._facts.mark_perfect_forgiven()
|
||||
_apply_counter_hit(h) # 豁免同时记账(insurance_used battle 域——下次标错 when lt 1 不再命中)
|
||||
oc._emit_row({"type": "extended", "source_class": "seal_miss", "origin_cell": cell}, ri, "完美保险·标错豁免", 0,
|
||||
{"effect_id": "insurance_used", "forgiven": oc._perfect_forgiven})
|
||||
var hl := "perfect_broken" if oc._perfect_hit_false - oc._perfect_forgiven == 1 else ""
|
||||
{"effect_id": "insurance_used", "forgiven": oc._facts.perfect_forgiven})
|
||||
var hl := "perfect_broken" if oc._facts.perfect_hit_false - oc._facts.perfect_forgiven == 1 else ""
|
||||
oc._emit_row({"type": "seal_miss", "source_class": "seal_miss", "origin_cell": cell, "highlight": hl}, ri, "封印未中", 0, {})
|
||||
var snap = oc._reward_economy.grant(cell)
|
||||
if not (snap is Dictionary):
|
||||
|
||||
@@ -0,0 +1,106 @@
|
||||
## 轮循环驱动件:每轮结算周期的唯一驱动——结算重入门闸(settling)、五段段序执行
|
||||
## (段序骨架冻结于 SettlementTable.segment_order)、开轮摇号(共识点 B:技能选择前置到轮次开始,
|
||||
## 摇定即本拍结算的选技)、踩雷计数账(转存时点=摇号轮末)。
|
||||
## 单一变化原因:轮结算周期的推进结构(段序、重入闸、摇号时序)。
|
||||
## 耦合边界:oc=宿主引用(五段段类既定同款直调形态)——经 oc 取 facts/协作件/行发射/出口分发;
|
||||
## 五段构造参数与持有形态不变(grant/combat 三引用、aura/decay/verdict 单引用);判定段零改动
|
||||
## (_exit_distribution 留宿主);随机只经 oc.rng 的 behavior_roll 封闭流(流名、开流时点、取号序逐字);
|
||||
## 零信号连接、零 await;随编排器每战新建同灭。
|
||||
class_name RoundCycle
|
||||
extends RefCounted
|
||||
|
||||
var oc: BattleOrchestrator # 宿主引用(段类同款直调——facts/协作件/行发射/出口分发取数单点)
|
||||
var mines_hits: Dictionary[Variant, Variant] = {"total": 0, "last": 0, "round": 0} # 踩雷计数(本场累计/上轮转存/当轮累计三读数合一账)
|
||||
var _grant_seg = null # GrantSegment(①授予段——含封印判与 counter/grant 助手单点)
|
||||
var _aura_seg = null # AuraSegment(②增益/减益段)
|
||||
var _combat_seg = null # CombatSegment(③战斗段)
|
||||
var _decay_seg = null # DecaySegment(④衰减段)
|
||||
var _verdict_seg = null # VerdictSegment(⑤判定段——返回裁定,终局早退语义归宿主)
|
||||
var _settling := false
|
||||
|
||||
|
||||
func _init(host: BattleOrchestrator, fx_host_ref: BattleFxHost, reward_grant_ref: RewardGrant) -> void:
|
||||
oc = host
|
||||
# 结算五段接线(授予/战斗两段持三引用=宿主+两协作件;信号连接纪律不涉段〔段零信号连接〕——五行自宿主 _init 逐字迁入)
|
||||
_grant_seg = GrantSegment.new(oc, fx_host_ref, reward_grant_ref)
|
||||
_aura_seg = AuraSegment.new(oc)
|
||||
_combat_seg = CombatSegment.new(oc, fx_host_ref, reward_grant_ref)
|
||||
_decay_seg = DecaySegment.new(oc)
|
||||
_verdict_seg = VerdictSegment.new(oc)
|
||||
|
||||
|
||||
# 结算重入门闸+段序体(原宿主 _maybe_settle 三闸与 _settle 合体——闸序 settling→battle_result→phase
|
||||
# 逐字;终局早退不回置 _settling,_battle_over 接管)
|
||||
func settle_if_due() -> void:
|
||||
if _settling or oc.battle_result != "":
|
||||
return
|
||||
if oc.action_economy.phase != oc.action_economy.PHASE_WAITING:
|
||||
return
|
||||
_settling = true
|
||||
var ri := oc.round_index
|
||||
# 段序编排(五段——段体归 game/core/settlement/,宿主只做行发射/开单原语单点)
|
||||
_grant_seg.run(ri) # ① 授予段(案C 闸随段装载)
|
||||
_aura_seg.run(ri) # ② 增益/减益段(续存实例组合行)
|
||||
_combat_seg.run(ri) # ③ 战斗段(主角先手 → 逐敌还手 → 地图伤害账殿后〔案C〕)
|
||||
_decay_seg.run(ri) # ④ 衰减段(恰一次恒执行含末轮——先兑付后衰减)
|
||||
var verdict: String = _verdict_seg.run(ri) # ⑤ 判定段(防御性优先级 hero 先判)
|
||||
if verdict != "continue":
|
||||
return # 终局:_settling 不回置——_battle_over 已接管
|
||||
_settling = false
|
||||
|
||||
|
||||
func is_settling() -> bool:
|
||||
return _settling
|
||||
|
||||
|
||||
# ---- 开轮摇号(共识点 B:技能选择前置到轮次开始,数值计算留结算段——原宿主函数逐字迁入)----
|
||||
# 每实例:保底判定(连续执行普攻 ≥ M → 必出特殊技、特殊技内按权重、不受冷却限制)→ 排除冷却中技能
|
||||
# (中签率 = 权重 ÷ 可摇权重合计——份额归一)→ 按行序逐敌从统一流顺序取号摇定本拍动作。
|
||||
# 随机消费只在换算层(本方法 + SkillLottery);单位容器收确定值(零随机纪律——armor_roll 先例同构)。
|
||||
# 统一流:behavior_roll 无子流派生向量(位置交错,单点定位由事件日志承载)。
|
||||
# 摇定后、兑现前死亡 → 本拍技能作废。
|
||||
func roll_round_actions() -> void:
|
||||
var pity_m: int = int(oc.db.combat.skill.pity_threshold)
|
||||
# facts 组包(开轮摇号前一次成型——last_round_end 空字典首轮映射 none 唯一落点;hero 事实不进 facts,
|
||||
# 容器内直读主角行)
|
||||
var facts := {
|
||||
"round_index": oc.round_index,
|
||||
"last_round_end": "none" if oc.action_economy.last_round_end().is_empty() else String(oc.action_economy.last_round_end().get("path_tag", "none")),
|
||||
"mines_hit_last": int(mines_hits["last"]),
|
||||
"mines_hit_total": int(mines_hits["total"]),
|
||||
}
|
||||
for u in oc._enemy_system.query_alive("enemy"):
|
||||
# Boss 半血解锁闩(迭代14④ T4——开轮摇号前逐敌检查;一次过门单向闩;解锁出一次归因明细行
|
||||
# 「XX 解锁了 YY」带 skill_unlock 高光键〔type=highlight 既有行型零新增〕,呈现层弹一次性
|
||||
# 技能名提示〔轻量 toast 非演出——D8 呈现面〕。门=确定性谓词,机制面零随机,摇号随机
|
||||
# 消费仍在 behavior_roll 既有流——同种子逐位复现不破坏)
|
||||
for sid in oc._enemy_system.check_trigger_unlocks(u, facts):
|
||||
var srow_u: Dictionary[Variant, Variant] = oc.db.combat.skill.row_by_id(sid)
|
||||
oc._emit_row({"type": "highlight", "source_class": "enemy_action", "origin_cell": Vector2i(-1, -1), "highlight": "skill_unlock"},
|
||||
oc.round_index, "%s 解锁了 %s" % [String(u.display_name), String(srow_u.get("display_name", sid))],
|
||||
0, {"skill_id": sid})
|
||||
# enemy_hp_threshold 发射点(内容数据驱动扩展批 T1——血量阈值沿;对所有带该字段敌人逐个发射,
|
||||
# 非 Boss 专属——Boss 语义留给订阅者 when 判定。pct=本次解锁条目的 trigger 行值)
|
||||
var pct_v := 0
|
||||
for pe in (u.get("pool", []) as Array):
|
||||
var pe_d: Dictionary[Variant, Variant] = pe
|
||||
if String(pe_d.get("skill_id", "")) == sid and (pe_d.get("trigger", {}) as Dictionary).has("value"):
|
||||
pct_v = int((pe_d.get("trigger", {}) as Dictionary).get("value", 0))
|
||||
break
|
||||
# target_attack_bonus 施加面(处刑台:敌血量阈值沿挂单位字典标记,
|
||||
# 主角攻击面 _resolve_hero_attack 通用消费——fx_atk_bonus 键加算进 base_value)
|
||||
var eht_hits := oc._fx_host.fx_emit("enemy_hp_threshold", {"unit": String(u.enemy_id), "pct": pct_v,
|
||||
"is_boss": String(oc._facts.encounter.get("node_type", "")) == "boss"})
|
||||
for h in eht_hits:
|
||||
if String(h.get("kind", "")) == "target_attack_bonus":
|
||||
u["fx_atk_bonus"] = int(u.get("fx_atk_bonus", 0)) + int(h.get("value", 0))
|
||||
var entries: Array[Variant] = oc._enemy_system.rollable_skills(u, facts)
|
||||
if oc._enemy_system.basic_streak(u) >= pity_m:
|
||||
var specials: Array[Variant] = oc._enemy_system.special_skills(u, facts)
|
||||
if not specials.is_empty():
|
||||
entries = specials # 保底命中——普攻恒可摇 → 非保底路径池恒非空,此为唯一替代集合
|
||||
var stream: RandomNumberGenerator = oc.rng.open_stream("behavior_roll")
|
||||
oc._enemy_system.set_pending_action(u, SkillLottery.draw(entries, stream))
|
||||
oc._enemy_system.tick_cooldowns() # 递减在摇号读值之后——"施放后连续 N 拍不可摇中"的等价实现(单位容器 注记)
|
||||
mines_hits["last"] = mines_hits["round"] # 轮次真正结束转存(轮内部分结算不更新)
|
||||
mines_hits["round"] = 0
|
||||
@@ -0,0 +1 @@
|
||||
uid://ce07smbypdcyj
|
||||
+76
-264
@@ -1,7 +1,8 @@
|
||||
## VERTICAL SLICE - NOT FOR PRODUCTION
|
||||
## 组合根:唯一的模式流转与 core↔view 接线处(垂直切片验证:线性第一关承载元进度循环)。
|
||||
## db.hero 运行期只读,加成经 runner.set_hero_override / debug_session 生效值入战斗。
|
||||
## 禁链式穿透 settlement.*(相位读取只走 presentation_snapshot);模态开合只走 _open_modal/_close_modal。
|
||||
## 禁链式穿透 settlement.*(相位读取只走 presentation_snapshot);模态开合只走 ui.modals.flow(注册面编排口)。
|
||||
## 界面句柄与层清单在 ui 注册面(ui_registry.gd)——屏壳/战区/模态三域句柄与 LAYER_CONTRACT 单点宿主。
|
||||
## 局态全在 run_scope.gd 节点,禁在屏/视图侧持有局态引用;autoload 节点路径常量单点在 AUTOLOAD_PATH_*。
|
||||
extends Control
|
||||
|
||||
@@ -15,10 +16,8 @@ const AUTOLOAD_PATH_META := "/root/MetaProgression"
|
||||
|
||||
const UiAssembler := preload("res://presentation/ui_assembler.gd")
|
||||
const Narrator := preload("res://presentation/battle_narrator.gd")
|
||||
const ModalStack := preload("res://presentation/modal_stack.gd")
|
||||
const TuneSimController := preload("res://presentation/tune_sim_controller.gd")
|
||||
const DebugSessionScript := preload("res://presentation/debug_session.gd")
|
||||
const RowPacer := preload("res://presentation/row_pacer.gd") # 结算行排播泵
|
||||
const TreasureInteractController := preload("res://presentation/treasure_interact_controller.gd") # 秘宝两步交互
|
||||
const CurioInteractController := preload("res://presentation/curio_interact_controller.gd") # 三选一与替换子交互
|
||||
const CampShopPresenter := preload("res://presentation/camp_shop_presenter.gd") # 营地/商店投影
|
||||
@@ -31,33 +30,6 @@ const MenuScreenScene := preload("res://presentation/scenes/menu_screen.tscn")
|
||||
const CampScreenScene := preload("res://presentation/scenes/camp_screen.tscn")
|
||||
const AdventureScreenScene := preload("res://presentation/scenes/adventure_screen.tscn")
|
||||
|
||||
# ==================== 视觉层合同(唯一事实源——树序=登记序=z 序;改序只改此表) ====================
|
||||
# kind: shell=屏壳容器(成员随壳不占独立树位;level_screen 例外另占登记位)/modal=模态层(入登记册,
|
||||
# tags 随登记)/state=全屏态(占树位不入登记册)/node=非视觉节点(占树位不入登记册)。
|
||||
# host=宿住屏壳(树序随宿主、登记序按本合同);shell=模态成员的屏壳(成员与屏壳同槽:屏壳占该树位、
|
||||
# 成员占该登记位)。落位=_apply_layer_contract(全仓唯一层序落位点,add_child 之后统一排序+登记)。
|
||||
const LAYER_CONTRACT: Array[Dictionary] = [
|
||||
{"key": "adventure_screen", "kind": "shell"},
|
||||
{"key": "menu_screen", "kind": "shell"},
|
||||
{"key": "row_pacer", "kind": "node"},
|
||||
{"key": "legend_overlay", "kind": "modal", "tags": []},
|
||||
{"key": "node_overlay", "kind": "modal", "tags": []},
|
||||
{"key": "level_screen", "kind": "modal", "tags": [ModalStack.TAG_SCREEN_STATE], "host": "adventure_screen"},
|
||||
{"key": "curio_overlay", "kind": "modal", "tags": []},
|
||||
{"key": "end_overlay", "kind": "modal", "tags": []},
|
||||
{"key": "shop_overlay", "kind": "modal", "tags": []},
|
||||
{"key": "camp_overlay", "kind": "modal", "tags": [], "shell": "camp_screen"},
|
||||
{"key": "settings_overlay", "kind": "modal", "tags": []},
|
||||
{"key": "status_panel", "kind": "modal", "tags": []},
|
||||
{"key": "career_overlay", "kind": "modal", "tags": []},
|
||||
{"key": "save_select_overlay", "kind": "modal", "tags": []}, # 选档界面(营地交互重做卡③——登记生涯同档)
|
||||
{"key": "inter_overlay", "kind": "state", "tags": []},
|
||||
{"key": "confirm_dialog", "kind": "modal", "tags": []},
|
||||
{"key": "debug_overlay", "kind": "modal", "tags": [ModalStack.TAG_NON_LOCKING]},
|
||||
{"key": "debug_badge", "kind": "float"}, # 调试入口全局浮层——末位=最顶绘制序;
|
||||
# float 类不注册 ModalStack(open() 遮挡记账只隐藏登记层)→ 任何 UI 打开都不遮它
|
||||
]
|
||||
|
||||
var db
|
||||
var run_scope = null # 会话状态承载(run_scope.gd;_ready 即建闲时态,永非 null)
|
||||
# SaveManager/MetaProgression 升格 autoload——成员名保留为「autoload 读视图」
|
||||
@@ -71,99 +43,24 @@ var meta: MetaProgressionCore:
|
||||
return get_node(AUTOLOAD_PATH_META)
|
||||
var logger = null # 试玩日志器(JSONL 持久化 + 卡死诊断转储——呈现层组件)
|
||||
var _debug_entry := false # 调试会话门控(缺省 false=发布态:角标恒隐、浮窗无 UI 开启口;沿革查 git log)
|
||||
var _seed_edit: LineEdit
|
||||
var confirm_dialog: ConfirmDialog # 通用确认弹窗(消费方编排——现行消费方=选档删档确认;新冒险互斥确认已随卡②主菜单撤出,归卡④大门)
|
||||
var ui: UiRegistry # 界面注册面(ui_registry.gd——界面句柄/层序合同/模态编排句柄的单点宿主)
|
||||
var _confirm_consumer := "" # 确认弹窗消费方状态量(契约 3 编排——open 前设、分派后清)
|
||||
var _confirm_consumer_slot := 0 # 消费方附随槽号(delete_slot 消费方专用)
|
||||
var curio_overlay: CurioPickOverlay # 提升三选一覆盖层(level-clear.md v2 选择面承载;奖励节点共用)
|
||||
var _start_overlay: Control
|
||||
var _end_overlay: BattleEndOverlay
|
||||
var _inter_overlay: Control
|
||||
var _inter_label: Label
|
||||
var level_screen: LevelMapScreen # 关卡画面句柄(指向 adventure_screen.level_screen)
|
||||
var _battle_root: Control # 战斗屏宿主句柄(指向 adventure_screen.battle_root)
|
||||
|
||||
# 调试模式编排(单场/连续两层——状态机与战斗生命周期归 debug_session.gd,本类只接线与出 UI)
|
||||
var _debug = null
|
||||
|
||||
# 视图(views/)——battle.md 三区(节点链进度
|
||||
# 由关卡画面本体选路覆盖层承载)
|
||||
var stage: BattleStageView # B 区(含 log_view 明细带)——句柄指向 adventure_screen
|
||||
var log_view: BattleLogView
|
||||
var info_panel: HeroInfoPanelView # C 区(攻击/AC 数据框+两预留区)
|
||||
var board_zone: BoardZoneView # D 区(含 ap_bar/board_view/toast/fx)
|
||||
var board_view: BoardView # 探针兼容别名(= board_zone.board_view)
|
||||
var ap_bar: ApBarView # 探针兼容别名(= board_zone.ap_bar)
|
||||
var settlement_fx: SettlementFxView # 结算演出覆盖层(跨区弹道/光带——A–D 之上、模态之下)
|
||||
|
||||
# 三屏壳实例(屏成员经本类句柄暴露;探针挂载假设 main.X 一级路径)
|
||||
var _menu_screen = null # MenuScreen(开始菜单屏壳)
|
||||
var _camp_screen = null # CampScreen(营地屏壳)
|
||||
var _adventure_screen = null # AdventureScreen(冒险屏壳——内含关卡地图/战斗两容器)
|
||||
|
||||
# 拆件后的组合根持有面(职责见各类头注;装配见 _build_ui)
|
||||
var _row_pacer = null # 结算行排播泵(row_pacer.gd——本类只入队/排空/读队列)
|
||||
var _treasure_ui = null # 秘宝两步交互(treasure_interact_controller.gd——本类只接线与转发意图)
|
||||
var _bonus = null # 三选一与替换子交互(curio_interact_controller.gd——本类只接线与回调注入)
|
||||
var _camp_pres = null # 营地/商店投影(camp_shop_presenter.gd——本类只接线、探针缝保缝转发)
|
||||
|
||||
# 排播队列只读委托面(探针/测试读 main._row_queue——与 RowPacer 队列共享同一 Array 引用)
|
||||
var _row_queue: Array[Variant]:
|
||||
get:
|
||||
return _row_pacer.pending_rows()
|
||||
|
||||
# 模态 overlay(z 序 = 登记序;pattern 6 层级纪律)
|
||||
var legend_overlay: LegendOverlay
|
||||
var node_overlay: NodeOverlay
|
||||
var shop_overlay: ShopOverlay # 商店覆盖层(商店房节点兑付呈现)
|
||||
var camp_overlay: CampOverlay # 营地覆盖层句柄(指向 camp_screen.camp_overlay)
|
||||
var settings_store # 系统级设置独立存储(音量/全屏/减动效)
|
||||
var settings_overlay: SettingsOverlay # 设置覆盖层(最小设置面)
|
||||
var status_panel: StatusPanel # 局内状态面板·只读(钥石余额+营地三柜台进度查看;登记设置层同档)
|
||||
var career_overlay: CareerOverlay # 生涯页·只读全屏页(跨局汇总六类九项;登记营地同档〔设置层旁、确认弹窗之前〕)
|
||||
var save_select_overlay: SaveSelectOverlay # 选档界面·3 存档位(新档/进档/删档——营地交互重做卡③;登记生涯同档)
|
||||
var debug_overlay: DebugOverlay # 调试浮窗(种子/数值调整/批量模拟/两层调试入口收一)
|
||||
var debug_badge: Button # 调试浮层入口角标(UI 最顶层浮层——LAYER_CONTRACT 末位 float 类,任何 UI 不遮挡)
|
||||
|
||||
var _modal_flow = null # 模态编排纯逻辑类(modal_flow.gd——依赖仅 ModalStack+查询 Callable)
|
||||
var _modals = null # 模态层级状态机(=_modal_flow.stack——探针 _list 登记序断言缝保留)
|
||||
var _tune_sim = null # 调试浮窗批量模拟控制器(tune_sim_controller.gd)
|
||||
|
||||
# 结算框挂起态属性化(探针/冒烟直读写接缝语义零变化——读=armed,写=arm/disarm;计时器随会话住
|
||||
# run_scope.settlement_stop_timer)
|
||||
var _settlement_stop_pending: bool:
|
||||
get:
|
||||
return run_scope.settlement_stop_timer.is_armed() if run_scope != null else false
|
||||
set(v):
|
||||
if run_scope == null:
|
||||
return
|
||||
if v:
|
||||
run_scope.settlement_stop_timer.arm()
|
||||
else:
|
||||
run_scope.settlement_stop_timer.disarm()
|
||||
|
||||
# 锁期点击重放(v3.1):延迟一帧重入唯一动作通道——此刻队列空锁已解,按普通动作受理
|
||||
#(局面在演播期无变化:逻辑先行、演播只是回放——点击语义保真;_row_queue=RowPacer 委托面,
|
||||
# 排播泵本体在 row_pacer.gd)。
|
||||
var _deferred_modal: Control: # 演播后开窗挂起只读视图(t17_defer_probe 挂起态断言缝;本体归 _modal_flow)
|
||||
get:
|
||||
return _modal_flow._deferred if _modal_flow != null else null
|
||||
|
||||
|
||||
# 演播后排窗(伤害过程演完才切结算窗口):排播队列在播=挂起,演播完边沿
|
||||
# (_on_pump_ended 派发)再开——旧路径 _open_modal 前置 flush 会把击杀轮的伤害/死亡演出
|
||||
# 同帧倒掉(「直接跳战斗胜利」缺陷本体)。队列空=立即开(行为同旧路径)。
|
||||
func _open_modal_after_playback(m: Control) -> void:
|
||||
_modal_flow.open_after_playback(m) # 演播后排窗挂起编排归 ModalFlow
|
||||
|
||||
|
||||
# 演播完边沿派发(row_pacer.pump_ended 注入口——先开挂起 modal,后锁期点击重放):
|
||||
func _on_pump_ended() -> void:
|
||||
_modal_flow.pump_ended() # 派发编排归 ModalFlow(重放经注入 Callable 回本类)
|
||||
|
||||
|
||||
func _replay_locked_click() -> void:
|
||||
if run_scope.locked_click.is_empty() or not _row_queue.is_empty():
|
||||
if run_scope.locked_click.is_empty() or not ui.screens.row_pacer.pending_rows().is_empty():
|
||||
return
|
||||
var click: Dictionary[Variant, Variant] = run_scope.locked_click
|
||||
run_scope.locked_click = {}
|
||||
@@ -173,7 +70,7 @@ func _replay_locked_click() -> void:
|
||||
# 会话生命周期:_ready 建闲时态(永非 null——全组合根零空判责),
|
||||
# 开局/续玩/调试两层各建新会话,旧会话整节点 queue_free()(帧末回收;新节点先挂树无真空窗)。
|
||||
func _begin_session(adventure_session: bool) -> void:
|
||||
_row_pacer.flush() # 会话更替即清队(待播行不住局态——机制保证,不靠时序约定)
|
||||
ui.screens.row_pacer.flush() # 会话更替即清队(待播行不住局态——机制保证,不靠时序约定)
|
||||
if run_scope != null:
|
||||
run_scope.queue_free()
|
||||
run_scope = RunScope.new()
|
||||
@@ -194,10 +91,11 @@ func _ready() -> void:
|
||||
settings_store = SettingsStore.new()
|
||||
settings_store.load_settings()
|
||||
settings_store.apply()
|
||||
ui = UiRegistry.new() # 注册面先于装配建(_build_ui 八步向容器登记——装配时序零变化)
|
||||
_build_ui()
|
||||
_begin_session(false) # 闲时会话(gp_ledger 等探针注入面自 _ready 起恒在——ui_probe 合成段时序)
|
||||
_start_overlay.visible = true
|
||||
debug_badge.visible = _debug_entry # 浮层角标可见性须门控落定后赋值(构建/连接在 _build_ui);_debug_entry 缺省 false=发布态恒隐
|
||||
ui.screens.start_overlay.visible = true
|
||||
ui.screens.debug_badge.visible = _debug_entry # 浮层角标可见性须门控落定后赋值(构建/连接在 _build_ui);_debug_entry 缺省 false=发布态恒隐
|
||||
# boot 菜单优先——启动不自动开浮窗(开始屏不得被调试面板盖住);
|
||||
# 调试入口=UI 最顶层全局浮层角标(LAYER_CONTRACT 末位 float 类,任何 UI 不遮挡)
|
||||
|
||||
@@ -206,94 +104,13 @@ func _ready() -> void:
|
||||
|
||||
func _build_ui() -> void:
|
||||
MainUiBuild.build(self)
|
||||
debug_overlay.diagnose_requested.connect(_on_diagnose_pressed) # 诊断转储入口
|
||||
ui.modals.debug_overlay.diagnose_requested.connect(_on_diagnose_pressed) # 诊断转储入口
|
||||
|
||||
|
||||
func _fatal_screen(msg: String) -> void:
|
||||
MainUiBuild.fatal_screen(self, msg)
|
||||
|
||||
|
||||
# ==================== 模态 overlay 层级管理(pattern 6 / 缺陷⑤——状态机归 modal_stack.gd) ====================
|
||||
|
||||
func _register_modal(m: Control, tags: Array = []) -> void:
|
||||
# 撑满宿主(Control 默认锚 = 0×0——全屏变暗层与居中布局整体失效;route 选路层预览截图实证后
|
||||
# 统一收口:六个模态同病,探针经信号直发绕过真实点击从未暴露。anchors_and_offsets 而非 anchors
|
||||
# ——后者会把控件重置回最小内容尺寸,ui_assembler 头注同款纪律)
|
||||
m.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||||
_modal_flow.register(m, tags) # 排除组随层登记(non_locking=调试浮窗/screen_state=关卡地图屏)
|
||||
|
||||
|
||||
# 合同层寻址(key→节点;纯查表不含层序语义——层序唯一事实源=LAYER_CONTRACT)
|
||||
func _layer_node(key: String) -> Node:
|
||||
match key:
|
||||
"adventure_screen": return _adventure_screen
|
||||
"menu_screen": return _menu_screen
|
||||
"row_pacer": return _row_pacer
|
||||
"legend_overlay": return legend_overlay
|
||||
"node_overlay": return node_overlay
|
||||
"level_screen": return level_screen
|
||||
"curio_overlay": return curio_overlay
|
||||
"end_overlay": return _end_overlay
|
||||
"shop_overlay": return shop_overlay
|
||||
"camp_screen": return _camp_screen
|
||||
"camp_overlay": return camp_overlay
|
||||
"settings_overlay": return settings_overlay
|
||||
"status_panel": return status_panel
|
||||
"career_overlay": return career_overlay
|
||||
"save_select_overlay": return save_select_overlay
|
||||
"inter_overlay": return _inter_overlay
|
||||
"confirm_dialog": return confirm_dialog
|
||||
"debug_overlay": return debug_overlay
|
||||
"debug_badge": return debug_badge
|
||||
return null
|
||||
|
||||
|
||||
# 合同装配(_build_ui 尾调用):按 LAYER_CONTRACT 序统一落位——直接子层 move_child 到合同槽、
|
||||
# 模态层按合同序登记;宿住层(host)树序随宿主只登记;成员层(shell)与屏壳同槽(屏壳占树位、成员占登记位)。
|
||||
# 本函数是全仓唯一层序落位点(move_child 单口)——改层序只改 LAYER_CONTRACT。
|
||||
func _apply_layer_contract() -> void:
|
||||
var slot := 0
|
||||
for entry: Dictionary in LAYER_CONTRACT:
|
||||
var tags: Array[Variant] = entry.get("tags", [])
|
||||
if entry.has("shell"):
|
||||
var shell: Node = _layer_node(String(entry["shell"]))
|
||||
var member: Node = _layer_node(String(entry["key"]))
|
||||
if shell != null:
|
||||
move_child(shell, slot)
|
||||
slot += 1
|
||||
if member != null:
|
||||
_register_modal(member as Control, tags)
|
||||
else:
|
||||
push_error("[合同装配] 层缺失: %s" % String(entry["key"]))
|
||||
continue
|
||||
var node: Node = _layer_node(String(entry["key"]))
|
||||
if node == null:
|
||||
push_error("[合同装配] 层缺失: %s" % String(entry["key"]))
|
||||
continue
|
||||
if entry.has("host"):
|
||||
_register_modal(node as Control, tags)
|
||||
continue
|
||||
move_child(node, slot)
|
||||
slot += 1
|
||||
if String(entry["kind"]) == "modal":
|
||||
_register_modal(node as Control, tags)
|
||||
|
||||
|
||||
func _open_modal(m: Control) -> void:
|
||||
_modal_flow.open(m) # 挂起兜底/排播排空/遮挡记账/开侧同步编排归 ModalFlow
|
||||
|
||||
func _close_modal(m: Control) -> void:
|
||||
_modal_flow.close(m) # 关闭恢复+关侧同步归 ModalFlow(同上)
|
||||
|
||||
func _on_modal_closed(m: Control) -> void:
|
||||
_close_modal(m)
|
||||
|
||||
|
||||
func _input_locked() -> bool:
|
||||
# 模态/非战斗期棋盘输入锁(判据编排归 ModalFlow.locks_input:互斥域随层登记
|
||||
# [non_locking=调试浮窗]+ 三例外经查询 Callable 注入;本函数留探针缝)
|
||||
return _modal_flow.locks_input()
|
||||
|
||||
# ==================== 冒险模式入口(唯一试玩入口)====================
|
||||
|
||||
func _start_adventure_from_menu() -> void:
|
||||
@@ -301,7 +118,7 @@ func _start_adventure_from_menu() -> void:
|
||||
# 弹窗本体与两分支逻辑归卡④大门承接)。本函数为探针直调中间态保留(mn10——冒险段探针
|
||||
# 直调位点逐个登记实现报告「已知中间态」;卡④到位后由大门两分支换代)。无激活态写盘拒绝
|
||||
# 由卡① sv3 承接(结算不落盘)。
|
||||
_start_overlay.visible = false
|
||||
ui.screens.start_overlay.visible = false
|
||||
_start_adventure()
|
||||
|
||||
|
||||
@@ -309,16 +126,16 @@ func _start_adventure_from_menu() -> void:
|
||||
#(确认才删、取消只关窗——裁决 3)。"new_adventure" 消费方已随卡② 主菜单确认链摘除退役
|
||||
#(mn6/V5——主菜单零确认残留),分派机制保留(卡④ 到位接入第三消费方不返工)。
|
||||
func _on_confirm_accepted() -> void:
|
||||
_close_modal(confirm_dialog) # 模态栈单口
|
||||
ui.modals.flow.close(ui.modals.confirm_dialog) # 模态栈单口
|
||||
match _confirm_consumer:
|
||||
"delete_slot":
|
||||
save_manager.slots.delete_slot(_confirm_consumer_slot)
|
||||
save_select_overlay.open_save_select(HudPresenter.save_select_data(save_manager)) # 就地刷新(该槽回空态)
|
||||
ui.modals.save_select_overlay.open_save_select(HudPresenter.save_select_data(save_manager)) # 就地刷新(该槽回空态)
|
||||
_confirm_consumer = ""
|
||||
|
||||
|
||||
func _on_confirm_declined() -> void:
|
||||
_close_modal(confirm_dialog) # 只关窗(取消无状态变更——裁决 3:取消不删);关侧恢复归 ModalFlow
|
||||
ui.modals.flow.close(ui.modals.confirm_dialog) # 只关窗(取消无状态变更——裁决 3:取消不删);关侧恢复归 ModalFlow
|
||||
_confirm_consumer = ""
|
||||
|
||||
|
||||
@@ -334,16 +151,16 @@ func _resume_from_menu() -> void:
|
||||
if not save_manager.has_breakpoint():
|
||||
return
|
||||
var bp: Dictionary[Variant, Variant] = save_manager.breakpoint_snapshot()
|
||||
_close_modal(debug_overlay) # 开冒险路径显式关浮窗(续玩同口径)
|
||||
_start_overlay.visible = false
|
||||
ui.modals.flow.close(ui.modals.debug_overlay) # 开冒险路径显式关浮窗(续玩同口径)
|
||||
ui.screens.start_overlay.visible = false
|
||||
_begin_session(true)
|
||||
_wire_adventure()
|
||||
run_scope.level_active = true
|
||||
_sync_status_entry() # 续玩恢复点亮状态面板入口角标
|
||||
level_screen.set_abandon_available(true)
|
||||
log_view.clear()
|
||||
ui.modals.level_screen.set_abandon_available(true)
|
||||
ui.battle.log_view.clear()
|
||||
logger.start_session(int(bp.get("master_seed", 0)))
|
||||
run_scope.adventure.set_hero_override(debug_overlay.atk_pct(), debug_overlay.hp_pct())
|
||||
run_scope.adventure.set_hero_override(ui.modals.debug_overlay.atk_pct(), ui.modals.debug_overlay.hp_pct())
|
||||
# 同调三键随续玩下传(build_adventure_params 统一构造,与开新局同源同口径)
|
||||
if not run_scope.adventure.resume_adventure(bp, build_adventure_params(save_manager, meta,
|
||||
{"treasure_unlocked": _treasure_ui.unlocked_set()})):
|
||||
@@ -379,16 +196,16 @@ static func build_adventure_params(save_manager_ref: SaveManagerCore, meta_ref:
|
||||
# 冒险模式(三关连探——AdventureRunner 编排;转发信号签名与 runner 一致,接线照原样对接;
|
||||
# 信号连接只在组合根)
|
||||
func _start_adventure() -> void:
|
||||
_close_modal(debug_overlay) # 开冒险路径显式关浮窗(调试浮窗默认开态下开局不带窗;对局中经角标再开)
|
||||
ui.modals.flow.close(ui.modals.debug_overlay) # 开冒险路径显式关浮窗(调试浮窗默认开态下开局不带窗;对局中经角标再开)
|
||||
_begin_session(true)
|
||||
_wire_adventure()
|
||||
run_scope.level_active = true
|
||||
_sync_status_entry() # 进对局点亮状态面板入口角标
|
||||
level_screen.set_abandon_available(true) # 放弃入口挂选路停点(天然非战斗期)
|
||||
log_view.clear()
|
||||
ui.modals.level_screen.set_abandon_available(true) # 放弃入口挂选路停点(天然非战斗期)
|
||||
ui.battle.log_view.clear()
|
||||
var seed_val := _seed_value()
|
||||
logger.start_session(seed_val)
|
||||
run_scope.adventure.set_hero_override(debug_overlay.atk_pct(), debug_overlay.hp_pct())
|
||||
run_scope.adventure.set_hero_override(ui.modals.debug_overlay.atk_pct(), ui.modals.debug_overlay.hp_pct())
|
||||
# 永久强化注入:冒险开始参数面——meta 现算 override 显式传参(全零 = 白板)
|
||||
# 开局参数面(同调三键同源构造——确定性承载=固定种子+参数档,首局教学图由种子域三分判定给 42)
|
||||
if not run_scope.adventure.start_adventure(seed_val, build_adventure_params(save_manager, meta,
|
||||
@@ -435,33 +252,33 @@ func _on_inter_next_pressed() -> void:
|
||||
func _show_board_fx_for_node(node_type: String = "") -> void:
|
||||
# Boss 遭遇变体:紫赤影子爬棋盘一次性占位演出(§2.6)
|
||||
if node_type == "boss":
|
||||
board_zone.fx.play_boss_shadow()
|
||||
ui.battle.board_zone.fx.play_boss_shadow()
|
||||
|
||||
|
||||
func _on_battle_finished(payload: Dictionary) -> void:
|
||||
# 仅调试模式接线(冒险的关卡结束归 AdventureRunner._on_level_finished——大奖励/冒险终局分派)
|
||||
var result: String = String(payload.get("result", ""))
|
||||
_sync_settlement_visuals() # → 全关(battle_over 反馈面)
|
||||
HudPresenter.battle_end_feedback(stage, ap_bar, true) # 灰化/idle 回正/RAP 清零/状态全清——HUD 单通道
|
||||
HudPresenter.battle_end_feedback(ui.battle.stage, ui.battle.board_zone.ap_bar, true) # 灰化/idle 回正/RAP 清零/状态全清——HUD 单通道
|
||||
var decision: Dictionary[Variant, Variant] = _debug.on_battle_finished(payload)
|
||||
match String(decision.outcome):
|
||||
"next_layer":
|
||||
_inter_label.text = "第 %d 层通过!\nHP %d/%d 带入下一层" % [
|
||||
ui.screens.inter_label.text = "第 %d 层通过!\nHP %d/%d 带入下一层" % [
|
||||
int(decision.layer), int(decision.carry_hp), int(db.combat.hero.max_hp)]
|
||||
_inter_overlay.visible = true
|
||||
ui.screens.inter_overlay.visible = true
|
||||
_refresh_presentations()
|
||||
return
|
||||
"level_end":
|
||||
_end_overlay.open_victory(Narrator.battle_end_text("victory", true),
|
||||
"返回", board_view.get_global_rect(), _end_victory_opts(payload))
|
||||
ui.modals.end_overlay.open_victory(Narrator.battle_end_text("victory", true),
|
||||
"返回", ui.battle.board_zone.board_view.get_global_rect(), _end_victory_opts(payload))
|
||||
"standalone_end":
|
||||
if result == "victory":
|
||||
_end_overlay.open_victory(Narrator.battle_end_text("victory", false),
|
||||
"回到遭遇选择", board_view.get_global_rect(), _end_victory_opts(payload))
|
||||
ui.modals.end_overlay.open_victory(Narrator.battle_end_text("victory", false),
|
||||
"回到遭遇选择", ui.battle.board_zone.board_view.get_global_rect(), _end_victory_opts(payload))
|
||||
else:
|
||||
_end_overlay.open_defeat(Narrator.battle_end_text("defeat", false),
|
||||
"返回", board_view.get_global_rect())
|
||||
_open_modal_after_playback(_end_overlay)
|
||||
ui.modals.end_overlay.open_defeat(Narrator.battle_end_text("defeat", false),
|
||||
"返回", ui.battle.board_zone.board_view.get_global_rect())
|
||||
ui.modals.flow.open_after_playback(ui.modals.end_overlay)
|
||||
_refresh_presentations()
|
||||
|
||||
|
||||
@@ -499,22 +316,17 @@ func _on_step_row(row: Dictionary) -> void:
|
||||
# 清图奖励可感知反馈(挖完全图须有奖励感——clear_blast 兑付对敌伤害
|
||||
# 零可见,toast 桥接归组合根呈现层;零兑付(未生效)不弹安静留明细带)
|
||||
if String(row.get("source_class", "")) == "clear_reward" and String(row.get("type", "")) != "reward_ineffective":
|
||||
board_zone.toast.show_toast("清图奖励:%s" % String(row.get("display", "")).replace("(清图奖励)", ""), "info")
|
||||
ui.battle.board_zone.toast.show_toast("清图奖励:%s" % String(row.get("display", "")).replace("(清图奖励)", ""), "info")
|
||||
# 排播入口:减动效=延迟归零同帧直落(行呈现不跳过);常态入队按段阶梯播放
|
||||
if UiKit.motion_scale < 1.0:
|
||||
_row_pacer.consume_now(row)
|
||||
ui.screens.row_pacer.consume_now(row)
|
||||
return
|
||||
_row_pacer.enqueue(row)
|
||||
ui.screens.row_pacer.enqueue(row)
|
||||
|
||||
|
||||
# 段间延迟取数面(减动效双态断言用——pacing_queue_test 直读;委托 row_pacer 同名面)
|
||||
func pace_delay_for(prev_seg: String, next_seg: String) -> float:
|
||||
return _row_pacer.pace_delay_for(prev_seg, next_seg)
|
||||
|
||||
|
||||
# 强制排空(模态开启前调用——明细回看/停点覆盖层/终局面所见明细带恒完整;pacing_queue_test 直读)
|
||||
func _flush_row_queue() -> void:
|
||||
_row_pacer.flush()
|
||||
return ui.screens.row_pacer.pace_delay_for(prev_seg, next_seg)
|
||||
|
||||
|
||||
func _on_round_started(ri: int) -> void:
|
||||
@@ -522,10 +334,10 @@ func _on_round_started(ri: int) -> void:
|
||||
#(view 内判减动效=静态化变体)。减动效快路=分隔行同帧直落(不跳过——consume_now 复用
|
||||
# _consume_row 轮首分隔行分支)。
|
||||
if UiKit.motion_scale < 1.0:
|
||||
_row_pacer.consume_now({"__round_line": ri})
|
||||
ui.screens.row_pacer.consume_now({"__round_line": ri})
|
||||
else:
|
||||
_row_pacer.enqueue({"__round_line": ri})
|
||||
settlement_fx.play_round_banner(ri)
|
||||
ui.screens.row_pacer.enqueue({"__round_line": ri})
|
||||
ui.battle.settlement_fx.play_round_banner(ri)
|
||||
# 秘宝呈现同步:每战首轮装配链
|
||||
# 显式重算〔🔴 契约复原语义:下一战装配链重算即含「未装配→写 0」复原〕。
|
||||
# 挂点时序依据:round_started 首轮发射位在 begin_battle 尾(attunement 注入之后)。
|
||||
@@ -534,7 +346,7 @@ func _on_round_started(ri: int) -> void:
|
||||
_sync_treasure_glow()
|
||||
# 巢穴预告呈现(装板报数量读数口消费:≥0=本战装配命中,toast 一次性提示)
|
||||
if run_scope.settlement != null and int(run_scope.settlement.nest_preview_count) >= 0:
|
||||
board_zone.toast.show_toast("巢穴预告——本板危险格共 %d 个" % int(run_scope.settlement.nest_preview_count), "info")
|
||||
ui.battle.board_zone.toast.show_toast("巢穴预告——本板危险格共 %d 个" % int(run_scope.settlement.nest_preview_count), "info")
|
||||
# 开战横幅——整图地形变异预告:首轮快照 board_variants
|
||||
# 非空才发射(Boss 图恒带一型=替换制;普通图空快照零发射);轮横幅下方叠行,view 内判减动效。
|
||||
if ri == 1 and run_scope.settlement != null:
|
||||
@@ -542,7 +354,7 @@ func _on_round_started(ri: int) -> void:
|
||||
if not bvs.is_empty():
|
||||
var vlines: Array[String] = HudPresenter.board_variant_lines(db, bvs)
|
||||
if not vlines.is_empty():
|
||||
settlement_fx.play_board_variant_banner("地形变异 · " + " · ".join(vlines))
|
||||
ui.battle.settlement_fx.play_board_variant_banner("地形变异 · " + " · ".join(vlines))
|
||||
_refresh_presentations()
|
||||
|
||||
|
||||
@@ -552,19 +364,19 @@ func _on_board_changed() -> void:
|
||||
run_scope.settlement = run_scope.runner.current_battle()
|
||||
if run_scope.settlement == null:
|
||||
return
|
||||
board_view.rebuild(run_scope.settlement.minesweeper.current_board(), run_scope.settlement.minesweeper)
|
||||
ui.battle.board_zone.board_view.rebuild(run_scope.settlement.minesweeper.current_board(), run_scope.settlement.minesweeper)
|
||||
_check_board_hints()
|
||||
_refresh_presentations()
|
||||
|
||||
|
||||
# 秘宝视野呈现桥:阔视野带 light_radius_bonus
|
||||
# 装配参数合计显式写给 board_view.set_fog_glow_bonus(装配=半径 8+4 / 未装配=复原 0),写入即 setter
|
||||
# 装配参数合计显式写给 ui.battle.board_zone.board_view.set_fog_glow_bonus(装配=半径 8+4 / 未装配=复原 0),写入即 setter
|
||||
# 内 refresh 全板重算雾态。调用点=每战首轮装配链(_on_round_started ri==1)——纯呈现边界 🔴 契约 2:
|
||||
# 只写呈现态参数,minesweeper 结算零触碰;off 态(未装配)写 0=缺省基线。
|
||||
func _sync_treasure_glow() -> void:
|
||||
if run_scope.settlement == null or board_view == null:
|
||||
if run_scope.settlement == null or ui.battle.board_zone.board_view == null:
|
||||
return
|
||||
board_view.set_fog_glow_bonus(run_scope.settlement.attune_param_sum("light_radius_bonus"))
|
||||
ui.battle.board_zone.board_view.set_fog_glow_bonus(run_scope.settlement.attune_param_sum("light_radius_bonus"))
|
||||
|
||||
|
||||
# ---- 一次性非模态提示(每 run 一次——pattern 10)与诚实提示 ----
|
||||
@@ -575,10 +387,10 @@ func _check_board_hints() -> void:
|
||||
return
|
||||
# 零合法板(棋盘生成 EC5 降级)诚实提示——非静默(toast,非模态)
|
||||
if board.illegal_product:
|
||||
board_zone.toast.show_toast("本板为零合法板降级产物——出图器已尽力,数据面诚实告知", "warn")
|
||||
ui.battle.board_zone.toast.show_toast("本板为零合法板降级产物——出图器已尽力,数据面诚实告知", "warn")
|
||||
# 接受最优降级(有合法板但无一达标)——降级标记独立于非法产物标记,同走诚实告知
|
||||
elif board.degraded_product:
|
||||
board_zone.toast.show_toast("本板为接受最优降级产物(未达可推理率及格线)——数据面诚实告知", "warn")
|
||||
ui.battle.board_zone.toast.show_toast("本板为接受最优降级产物(未达可推理率及格线)——数据面诚实告知", "warn")
|
||||
|
||||
|
||||
func _on_hover_forbidden(_cell: Vector2i) -> void:
|
||||
@@ -594,7 +406,7 @@ func _on_chord_attempted(_cell: Vector2i) -> void:
|
||||
func _show_hint(text: String, hint_id: String) -> void:
|
||||
run_scope.hints_shown[hint_id] = true
|
||||
logger.log_ux("ux_hint_shown", {"hint_id": hint_id})
|
||||
board_zone.toast.show_toast(text, "info")
|
||||
ui.battle.board_zone.toast.show_toast(text, "info")
|
||||
|
||||
|
||||
# ---- 节点覆盖层"继续"(奖励/恢复点兑付确认)与节点图选路覆盖层 ----
|
||||
@@ -706,15 +518,15 @@ func _on_wallet_changed(event: String, gp: int, extra: Dictionary)-> void:
|
||||
|
||||
func _on_board_action(cell: Vector2i, kind: String) -> void:
|
||||
# 玩家动作 → 核心写调用的唯一通道(模态/无战斗拒绝在此收口)
|
||||
if _input_locked():
|
||||
if ui.modals.flow.locks_input():
|
||||
return
|
||||
# 结算演播期棋盘冻结(v3 口径——不可点/不可移/不可挖):
|
||||
# 锁面=排播队列活跃(纯队列判据;排播泵尾迹窗口不可作演播中标志——见 row_pacer._process 注)。
|
||||
# 队列排空即解锁、无状态残留;HUD 按钮不在锁面(停手/明细回看各自通路,开启前
|
||||
# _flush_row_queue 自行排空)。
|
||||
# 开层前排空钩子(flow.flush_rows——模态开启前明细带恒完整)。
|
||||
# **点击不丢弃**(v3.1——「卡死」体感根因):锁期点击缓存最后一次,演播完边沿
|
||||
# (_process 泵 _was_pumping 分支)自动重放——玩家操作零丢失、体感=「演播一停动作就生效」。
|
||||
if not _row_queue.is_empty():
|
||||
if not ui.screens.row_pacer.pending_rows().is_empty():
|
||||
run_scope.locked_click = {"cell": cell, "kind": kind}
|
||||
return
|
||||
# 秘宝选中态劫持(两步交互第二步):点格=使用目标拾取,不落挖格;
|
||||
@@ -734,22 +546,22 @@ func _on_board_action(cell: Vector2i, kind: String) -> void:
|
||||
# settle_batch 内部同步走完 结算→战斗结束→关卡推进(事件同步发射)——关卡终局时 settlement 已被
|
||||
# runner 置空,清图演出判定须先判 settlement(重入隐患守卫)
|
||||
if accepted and kind == "dig" and run_scope.settlement != null and run_scope.settlement.minesweeper.current_board() != null and run_scope.settlement.minesweeper.clear_map_cleared():
|
||||
board_zone.fx.play_clear_burst()
|
||||
ui.battle.board_zone.fx.play_clear_burst()
|
||||
if accepted and kind == "dig" and run_scope.settlement != null and run_scope.settlement.minesweeper != null:
|
||||
# 挖掘演出:挥铲三帧 + 角色弹跳——触发=格子点开那一刻
|
||||
#(settle_batch 同步受理即状态已变,动画纯表现与 refresh 同拍零竞态;
|
||||
# 挖掘不移动英雄,出手方向 = 目标格−英雄格,圆心=英雄持握手位)
|
||||
var hero_cell: Vector2i = run_scope.settlement.minesweeper.hero_pos()
|
||||
board_zone.fx.play_shovel_swing(board_view.hero_hand_point(), cell - hero_cell, board_view.hero_sprite_scale())
|
||||
board_view.play_hero_dig_bounce()
|
||||
ui.battle.board_zone.fx.play_shovel_swing(ui.battle.board_zone.board_view.hero_hand_point(), cell - hero_cell, ui.battle.board_zone.board_view.hero_sprite_scale())
|
||||
ui.battle.board_zone.board_view.play_hero_dig_bounce()
|
||||
elif accepted and kind == "move":
|
||||
board_view.notify_hero_move() # 原地移动(目标=当前格幂等受理)帧闪回执——refresh diff 前置告知
|
||||
board_view.refresh()
|
||||
ui.battle.board_zone.board_view.notify_hero_move() # 原地移动(目标=当前格幂等受理)帧闪回执——refresh diff 前置告知
|
||||
ui.battle.board_zone.board_view.refresh()
|
||||
_refresh_presentations()
|
||||
|
||||
|
||||
func _on_stop_pressed() -> void:
|
||||
if _input_locked():
|
||||
if ui.modals.flow.locks_input():
|
||||
return
|
||||
# stop 经批次提交(排雷玩法 D1×6①——不直调 行动经济)
|
||||
if run_scope.settlement == null:
|
||||
@@ -758,15 +570,15 @@ func _on_stop_pressed() -> void:
|
||||
logger.log_action("stop", Vector2i(-1, -1), not outcomes.is_empty() and bool(outcomes[0].accepted))
|
||||
if not outcomes.is_empty() and String(outcomes[0].get("outcome", "")) == "voided":
|
||||
# voided ≠ 拒绝——独立文案(pattern 1:防静默改判读感欺骗)
|
||||
board_zone.toast.show_toast("本轮已清图,停手未执行 · 剩余 AP 已作废", "warn")
|
||||
ui.battle.board_zone.toast.show_toast("本轮已清图,停手未执行 · 剩余 AP 已作废", "warn")
|
||||
logger.log_ux("ux_reject", {"source": "voided", "sub_reason": "stop_voided"})
|
||||
board_view.refresh()
|
||||
ui.battle.board_zone.board_view.refresh()
|
||||
_refresh_presentations()
|
||||
|
||||
|
||||
func _on_refresh_confirmed() -> void:
|
||||
# 弃图刷新(挖掘期 Active 当场换图继续挖——D4;RAP 按门槛扣费 · 旧板封印作废,每轮上限读表)
|
||||
if _input_locked():
|
||||
if ui.modals.flow.locks_input():
|
||||
return
|
||||
var ok: bool = false
|
||||
if run_scope.level_active and run_scope.runner != null:
|
||||
@@ -776,7 +588,7 @@ func _on_refresh_confirmed() -> void:
|
||||
logger.log_action("refresh", Vector2i(-1, -1), ok)
|
||||
if ok:
|
||||
logger.log_ux("ux_refresh_attempt", {"result": "accepted", "round_refresh_index": _refresh_used_snapshot()})
|
||||
board_zone.toast.show_toast("RAP−%d · 旧板封印作废——新图已就位,AP 保留继续挖" % int(db.run.action_economy.rap_refresh_cost), "gold")
|
||||
ui.battle.board_zone.toast.show_toast("RAP−%d · 旧板封印作废——新图已就位,AP 保留继续挖" % int(db.run.action_economy.rap_refresh_cost), "gold")
|
||||
else:
|
||||
# 资源面/上限拒绝(EC13 合法拒绝可见;行动经济 无载荷——客户端按上下文推断)
|
||||
var rap: int = int(run_scope.settlement.presentation_snapshot().get("rap", 0)) if run_scope.settlement != null else 0
|
||||
@@ -784,11 +596,11 @@ func _on_refresh_confirmed() -> void:
|
||||
var result := "rejected_rap" if rap < cost else "rejected_cap"
|
||||
logger.log_ux("ux_refresh_attempt", {"result": result, "round_refresh_index": _refresh_used_snapshot() + 1})
|
||||
if result == "rejected_rap":
|
||||
board_zone.toast.show_toast("RAP 不足 · 还差 %d 点(弃图刷新需 8)" % (cost - rap), "warn")
|
||||
ap_bar.pulse_rap()
|
||||
ui.battle.board_zone.toast.show_toast("RAP 不足 · 还差 %d 点(弃图刷新需 8)" % (cost - rap), "warn")
|
||||
ui.battle.board_zone.ap_bar.pulse_rap()
|
||||
else:
|
||||
board_zone.toast.show_toast("本轮刷新次数已用完(每轮 2 次)", "warn")
|
||||
board_view.refresh()
|
||||
ui.battle.board_zone.toast.show_toast("本轮刷新次数已用完(每轮 2 次)", "warn")
|
||||
ui.battle.board_zone.board_view.refresh()
|
||||
_refresh_presentations()
|
||||
|
||||
|
||||
@@ -798,9 +610,9 @@ func _handle_outcome_feedback(outcome: Dictionary) -> void:
|
||||
return
|
||||
logger.log_ux("ux_reject", {"source": String(outcome.get("reject_reason", "")),
|
||||
"sub_reason": String(outcome.get("sub_reason", ""))})
|
||||
board_zone.toast.show_toast(HudPresenter.outcome_text(outcome), "warn")
|
||||
ui.battle.board_zone.toast.show_toast(HudPresenter.outcome_text(outcome), "warn")
|
||||
if String(outcome.get("reject_reason", "")) == "resource_face":
|
||||
ap_bar.pulse_ap()
|
||||
ui.battle.board_zone.ap_bar.pulse_ap()
|
||||
|
||||
|
||||
# ==================== 全屏 States 状态机(挖掘/结算/窗口/终局)====================
|
||||
@@ -816,7 +628,7 @@ func _refresh_used_snapshot() -> int:
|
||||
func _refresh_presentations() -> void:
|
||||
# 每个核心信号/写调用返回后的全量重查装配(更新触发注记——无推送信号,命令式重查)
|
||||
var refresh_remaining: int = maxi(0, int(db.run.action_economy.refresh_cap_per_round) - _refresh_used_snapshot())
|
||||
HudPresenter.refresh(stage, info_panel, ap_bar, {"settlement": run_scope.settlement, "runner": run_scope.runner, "level_active": run_scope.level_active, "db": db, "refresh_remaining": refresh_remaining})
|
||||
HudPresenter.refresh(ui.battle.stage, ui.battle.info_panel, ui.battle.board_zone.ap_bar, {"settlement": run_scope.settlement, "runner": run_scope.runner, "level_active": run_scope.level_active, "db": db, "refresh_remaining": refresh_remaining})
|
||||
_treasure_ui.refresh_slots() # C 区秘宝槽重查(试炼镐积点进度随挖格刷新悬停浮窗)
|
||||
_sync_settlement_visuals()
|
||||
|
||||
@@ -825,9 +637,9 @@ func _sync_settlement_visuals() -> void:
|
||||
# 结算阶段(round_end → 下一轮):D 区去饱和+金橙偏移锁输入(明度不变)+ 明细带展开 84px
|
||||
var settling := _is_settling()
|
||||
if settling and not run_scope.was_settling:
|
||||
settlement_fx.play_round_sweep(board_view.get_global_rect()) # 结算轮光带——时序敏感演出触发,例外留在组合根
|
||||
ui.battle.settlement_fx.play_round_sweep(ui.battle.board_zone.board_view.get_global_rect()) # 结算轮光带——时序敏感演出触发,例外留在组合根
|
||||
run_scope.was_settling = settling
|
||||
HudPresenter.sync_settlement_visuals(stage, board_view, log_view, settling,
|
||||
HudPresenter.sync_settlement_visuals(ui.battle.stage, ui.battle.board_zone.board_view, ui.battle.log_view, settling,
|
||||
HudPresenter.phase_text(run_scope.settlement, run_scope.runner, run_scope.boss_active, db))
|
||||
|
||||
|
||||
@@ -836,13 +648,13 @@ func _is_settling() -> bool:
|
||||
# 判据若只跟逻辑态,演播期棋盘会提前恢复可挖观感=「没意识到在结算演出」感知缺口根源;
|
||||
# 演播期维持去饱和+禁挖光(结算中语义),放完自然回挖掘认知。判据=纯队列(排播泵尾迹
|
||||
# 窗口不可作演播中标志——row_pacer._process 注)。battle 收尾演播例外:
|
||||
# overlay 开启即 _flush_row_queue 排空,视觉随队列空同步交接结算框。
|
||||
# overlay 开启经 flow.flush_rows 钩子排空,视觉随队列空同步交接结算框。
|
||||
# 相位取数经 presentation_snapshot 成文面——禁 settlement.action_economy 链式穿透)。
|
||||
if run_scope.settlement == null or not run_scope.settlement.is_battle_live():
|
||||
return not _row_queue.is_empty()
|
||||
return not ui.screens.row_pacer.pending_rows().is_empty()
|
||||
if String(run_scope.settlement.presentation_snapshot().get("phase", "")) == ActionEconomy.PHASE_WAITING:
|
||||
return true
|
||||
return not _row_queue.is_empty()
|
||||
return not ui.screens.row_pacer.pending_rows().is_empty()
|
||||
|
||||
|
||||
# 相位行 —— 承接体见 HudPresenter.phase_text(caller 直接改引)
|
||||
@@ -908,8 +720,8 @@ func _seed_value() -> int:
|
||||
# 重放模板 0 即在此种子下标定〕;置位 true=教学局已收束的非首局走 ③ 随机);
|
||||
# ③非首局空/非法框=引擎全局熵 randi()(Godot 4 启动自播种子,headless 同;不走 rng_service
|
||||
# 封闭流、禁 randomize()/自建 RNG——组合根建种子属引擎熵豁免面,不进玩法 RNG 消费)
|
||||
if _seed_edit.text.is_valid_int():
|
||||
return int(_seed_edit.text)
|
||||
if ui.modals.debug_overlay.seed_edit.text.is_valid_int():
|
||||
return int(ui.modals.debug_overlay.seed_edit.text)
|
||||
if save_manager.meta_state.career_state().first_adventure_done:
|
||||
return randi() # rng-seed-exempt(非首局空框引擎熵——组合根建种子不进玩法 RNG 消费,static_scan S1/S2 标记豁免)
|
||||
return 42
|
||||
@@ -30,10 +30,10 @@ static func _on_adventure_level_started(root: Variant, level_index: int, display
|
||||
# 开场行只显示 atk/max_hp 两值,注记指向不存在的显示轴反成失真),白板局不带
|
||||
var ov: Dictionary[Variant, Variant] = root.meta.hero_override()
|
||||
var boosted: bool = int(ov.get("atk", 0)) > 0 or int(ov.get("max_hp", 0)) > 0 \
|
||||
or root.debug_overlay.atk_pct() > 0 or root.debug_overlay.hp_pct() > 0 \
|
||||
or root.ui.modals.debug_overlay.atk_pct() > 0 or root.ui.modals.debug_overlay.hp_pct() > 0 \
|
||||
or root.run_scope.runner.journal().bonus_total("atk") > 0 \
|
||||
or root.run_scope.runner.journal().bonus_total("max_hp") > 0
|
||||
root.log_view.append_bb(root.Narrator.level_open_line(display_name, int(root.run_scope.adventure.master_seed),
|
||||
root.ui.battle.log_view.append_bb(root.Narrator.level_open_line(display_name, int(root.run_scope.adventure.master_seed),
|
||||
root.run_scope.runner.effective_atk(), root.run_scope.runner.effective_max_hp(), boosted))
|
||||
|
||||
# runner 六信号重连(is_connected 守卫——未连即接;守卫失败 push_error=重连恰好一次契约承载)
|
||||
@@ -62,30 +62,30 @@ static func _on_runner_node(root: Variant, node: Dictionary, info: Dictionary) -
|
||||
root.logger.attach_battle(root.run_scope.settlement)
|
||||
root.run_scope.boss_active = t == "boss"
|
||||
root._show_board_fx_for_node(t)
|
||||
root.log_view.append_bb(root.Narrator.node_banner(root.run_scope.runner, node, t))
|
||||
root.ui.battle.log_view.append_bb(root.Narrator.node_banner(root.run_scope.runner, node, t))
|
||||
elif t == "reward":
|
||||
# 奖励节点三选一(与关卡完成三选一共享同池同权重同上限;CurioPickOverlay 共用面)。
|
||||
# 呈现编排归 curio_interact_controller.present_node_curio。
|
||||
root._bonus.present_node_curio()
|
||||
root.log_view.append_bb(root.Narrator.reward_line())
|
||||
root.ui.battle.log_view.append_bb(root.Narrator.reward_line())
|
||||
elif t == "rest":
|
||||
var healed: int = int(info.get("healed", 0))
|
||||
root._open_modal(root.node_overlay)
|
||||
root.node_overlay.show_rest(healed, int(info.get("hp", 0)), int(info.get("max_hp", 0)))
|
||||
root.log_view.append_bb(root.Narrator.rest_line(healed, int(info.get("hp", 0)), int(info.get("max_hp", 0))))
|
||||
root.ui.modals.flow.open(root.ui.modals.node_overlay)
|
||||
root.ui.modals.node_overlay.show_rest(healed, int(info.get("hp", 0)), int(info.get("max_hp", 0)))
|
||||
root.ui.battle.log_view.append_bb(root.Narrator.rest_line(healed, int(info.get("hp", 0)), int(info.get("max_hp", 0))))
|
||||
elif t == "shop":
|
||||
# 商店房兑付:到达即开店——商品/货架快照与余额经 runner 只读投影喂入;
|
||||
# 购买/离开归玩家意图(buy_requested/leave_pressed 接线),零自动推进。
|
||||
# pool 面 = 共享池货架三选一同构卡;legacy 面 = 固定三件(off 对照承载)
|
||||
root._open_modal(root.shop_overlay)
|
||||
root.ui.modals.flow.open(root.ui.modals.shop_overlay)
|
||||
if root.run_scope.runner.shop.is_shop_pool():
|
||||
root.shop_overlay.open_shelf(root.run_scope.runner.shop.shop_shelf(), int(root.run_scope.runner.gp))
|
||||
root.shop_overlay.set_visit_info(int(root.run_scope.runner.shop.shop_bp_visit_buys()), float(root.db.run.shop.price_a)) # 爬价规则行
|
||||
root.shop_overlay.set_refresh_display(root.run_scope.runner.shop.shop_refresh_free_left(), root.run_scope.runner.shop.shop_refresh_cost(), int(root.run_scope.runner.gp) >= root.run_scope.runner.shop.shop_refresh_cost()) # MC-1
|
||||
root.ui.modals.shop_overlay.open_shelf(root.run_scope.runner.shop.shop_shelf(), int(root.run_scope.runner.gp))
|
||||
root.ui.modals.shop_overlay.set_visit_info(int(root.run_scope.runner.shop.shop_bp_visit_buys()), float(root.db.run.shop.price_a)) # 爬价规则行
|
||||
root.ui.modals.shop_overlay.set_refresh_display(root.run_scope.runner.shop.shop_refresh_free_left(), root.run_scope.runner.shop.shop_refresh_cost(), int(root.run_scope.runner.gp) >= root.run_scope.runner.shop.shop_refresh_cost()) # MC-1
|
||||
else:
|
||||
root.shop_overlay.open_shop(root.run_scope.runner.shop.shop_products(), int(root.run_scope.runner.gp))
|
||||
root.shop_overlay.set_visit_info(-1, 1.0) # legacy 面无爬价行(off 对照承载)
|
||||
root.log_view.append_bb(root.Narrator.shop_line(int(root.run_scope.runner.gp)))
|
||||
root.ui.modals.shop_overlay.open_shop(root.run_scope.runner.shop.shop_products(), int(root.run_scope.runner.gp))
|
||||
root.ui.modals.shop_overlay.set_visit_info(-1, 1.0) # legacy 面无爬价行(off 对照承载)
|
||||
root.ui.battle.log_view.append_bb(root.Narrator.shop_line(int(root.run_scope.runner.gp)))
|
||||
root.logger.log_node(node, info, root.run_scope.runner.node_index)
|
||||
root._refresh_presentations()
|
||||
|
||||
@@ -101,7 +101,7 @@ static func _on_adventure_finished(root: Variant, summary: Dictionary) -> void:
|
||||
_exit_level_screen(root) # 终局兜底:独立屏在开态(放弃入口)也先回战斗屏呈现摘要——屏级互斥单一出口
|
||||
root._sync_status_entry() # 离局熄灭状态面板入口角标(防菜单误现)
|
||||
root._sync_settlement_visuals() # → 全关
|
||||
HudPresenter.battle_end_feedback(root.stage, root.ap_bar, false) # 灰化/idle 回正/状态全清——HUD 单通道
|
||||
HudPresenter.battle_end_feedback(root.ui.battle.stage, root.ui.battle.board_zone.ap_bar, false) # 灰化/idle 回正/状态全清——HUD 单通道
|
||||
# 存档入账:settle = Boss 两档入账 + 工坊解锁 + 摘要入档 + 写盘(唯一写档点不变——
|
||||
# 调试两层不经过本处理器,天然不写档不污染生涯数据)。
|
||||
var detail: Dictionary[String, Variant] = {}
|
||||
@@ -110,30 +110,30 @@ static func _on_adventure_finished(root: Variant, summary: Dictionary) -> void:
|
||||
if not detail.is_empty():
|
||||
text += "\n" + root.Narrator.keystone_settle_text(detail, root._bonus.item_name_lookup())
|
||||
if result == "completed":
|
||||
root._end_overlay.open_victory(text, "返回冒险", root.board_view.get_global_rect(),
|
||||
root.ui.modals.end_overlay.open_victory(text, "返回冒险", root.ui.battle.board_zone.board_view.get_global_rect(),
|
||||
{"gp_summary": "本局 GP 入账 · 合计 %d" % int(summary.get("gp_final", 0))}) # GP 行(取数=summary gp_final 清账前快照);钥石明细已在 text(keystone_settle_text)——三行账
|
||||
else:
|
||||
root._end_overlay.open_defeat(text, "返回", root.board_view.get_global_rect())
|
||||
root.ui.modals.end_overlay.open_defeat(text, "返回", root.ui.battle.board_zone.board_view.get_global_rect())
|
||||
root.logger.log_level_end(summary) # 试玩时间线:冒险终局(摘要随载荷)
|
||||
if root.run_scope.runner != null:
|
||||
root.run_scope.runner.restore_hero_base()
|
||||
root._open_modal_after_playback(root._end_overlay)
|
||||
root.ui.modals.flow.open_after_playback(root.ui.modals.end_overlay)
|
||||
root._refresh_presentations()
|
||||
|
||||
static func _on_battle_end_continue(root: Variant) -> void:
|
||||
# 终局出口:返回开始界面(冒险摘要留档试玩日志;钥石在收束时入存档)
|
||||
root._close_modal(root._end_overlay)
|
||||
root._end_overlay.close()
|
||||
root.ui.modals.flow.close(root.ui.modals.end_overlay)
|
||||
root.ui.modals.end_overlay.close()
|
||||
# 三选一停点挂起分支:战斗总结结算(Boss 胜利钥石增量行)确认后进三选一面
|
||||
if root._bonus.resume_if_pending(): # 三选一停点在途恢复入口(curio_interact_controller)
|
||||
return
|
||||
# 挂起分派:战斗胜利总结结算框的「下一节点」≠ 终局——进选路页(暂存候选恢复呈现)
|
||||
if root._settlement_stop_pending:
|
||||
root._settlement_stop_pending = false
|
||||
if root.run_scope.settlement_stop_timer.is_armed():
|
||||
root.run_scope.settlement_stop_timer.disarm()
|
||||
_enter_level_screen(root)
|
||||
root.level_screen.set_feat_holdings(" · ".join(HudPresenter.feat_holdings_lines(root.db, root.run_scope.runner.feats_held())))
|
||||
root.level_screen.open_choices(root.run_scope.pending_candidates, root.run_scope.runner)
|
||||
root.level_screen.apply_status(level_map_status_payload(root.run_scope.runner))
|
||||
root.ui.modals.level_screen.set_feat_holdings(" · ".join(HudPresenter.feat_holdings_lines(root.db, root.run_scope.runner.feats_held())))
|
||||
root.ui.modals.level_screen.open_choices(root.run_scope.pending_candidates, root.run_scope.runner)
|
||||
root.ui.modals.level_screen.apply_status(level_map_status_payload(root.run_scope.runner))
|
||||
root.run_scope.pending_candidates = []
|
||||
root._refresh_presentations()
|
||||
return
|
||||
@@ -141,12 +141,12 @@ static func _on_battle_end_continue(root: Variant) -> void:
|
||||
# 局态封印/账本/模态挂起全复位(局态字段清单见 run_scope.gd)
|
||||
root._debug.reset()
|
||||
root._begin_session(false)
|
||||
root.debug_overlay.reset_sliders()
|
||||
root._start_overlay.visible = true
|
||||
root.ui.modals.debug_overlay.reset_sliders()
|
||||
root.ui.screens.start_overlay.visible = true
|
||||
root._refresh_presentations()
|
||||
|
||||
static func _on_inter_next_pressed(root: Variant) -> void:
|
||||
root._inter_overlay.visible = false
|
||||
root.ui.screens.inter_overlay.visible = false
|
||||
if root.run_scope.is_adventure:
|
||||
# 冒险模式:大奖励屏确认 → 进下一关(AdventureRunner 序列推进——零自动推进的冒险级停点)
|
||||
if root.run_scope.adventure != null and not root.run_scope.adventure.continue_to_next_level():
|
||||
@@ -158,7 +158,7 @@ static func _on_inter_next_pressed(root: Variant) -> void:
|
||||
|
||||
|
||||
static func _on_node_continue(root: Variant) -> void:
|
||||
root._close_modal(root.node_overlay)
|
||||
root.ui.modals.flow.close(root.ui.modals.node_overlay)
|
||||
if root.run_scope.runner != null:
|
||||
# 确认 ≠ 推进——兑付确认后经 choices_presented 弹出选路口
|
||||
root.run_scope.runner.continue_after_node()
|
||||
@@ -167,33 +167,33 @@ static func _on_choices_presented(root: Variant, candidates: Array) -> void:
|
||||
# 零自动推进的停点呈现:整幅节点图 + 图上点击选路(战斗胜利/兑付确认统一到达此处)
|
||||
if root.run_scope.runner == null:
|
||||
return
|
||||
root.log_view.append_bb(root.Narrator.route_line(candidates, root.run_scope.runner))
|
||||
root.ui.battle.log_view.append_bb(root.Narrator.route_line(candidates, root.run_scope.runner))
|
||||
# 战斗胜利总结结算(battle.md OQ14):战斗胜利停点先弹 BattleEndOverlay
|
||||
# 胜利形态(金蜡封+GP 增量+总量+判定行+「下一节点」+明细回看),确认后进选路页。判据 = 战斗节点
|
||||
# 的选路停点且战斗已收场(battle 收尾分支 _settlement 置 null 先于本信号;入口/兑付/商店停点
|
||||
# 的当前节点非 battle 型——三态天然分流)。Boss 胜/失败走 level_finished 另路不经此处。
|
||||
if root.run_scope.is_adventure and root.run_scope.runner.current_battle() == null \
|
||||
and String(root.run_scope.runner.current_node().get("type", "")) == "battle" and not candidates.is_empty():
|
||||
root._settlement_stop_pending = true
|
||||
root.run_scope.settlement_stop_timer.arm()
|
||||
root.run_scope.pending_candidates = candidates.duplicate()
|
||||
root._end_overlay.open_victory(root.Narrator.battle_end_text("victory", false), "下一节点",
|
||||
root.board_view.get_global_rect(),
|
||||
root.ui.modals.end_overlay.open_victory(root.Narrator.battle_end_text("victory", false), "下一节点",
|
||||
root.ui.battle.board_zone.board_view.get_global_rect(),
|
||||
{"gp_summary": "战利品 GP +%d · 合计 %d" % [root.run_scope.last_gain_amount, int(root.run_scope.runner.gp)]})
|
||||
root._open_modal_after_playback(root._end_overlay)
|
||||
root.ui.modals.flow.open_after_playback(root.ui.modals.end_overlay)
|
||||
root._refresh_presentations()
|
||||
return
|
||||
_enter_level_screen(root)
|
||||
root.level_screen.set_feat_holdings(" · ".join(HudPresenter.feat_holdings_lines(root.db, root.run_scope.runner.feats_held())))
|
||||
root.level_screen.open_choices(candidates, root.run_scope.runner)
|
||||
root.level_screen.apply_status(level_map_status_payload(root.run_scope.runner))
|
||||
root.ui.modals.level_screen.set_feat_holdings(" · ".join(HudPresenter.feat_holdings_lines(root.db, root.run_scope.runner.feats_held())))
|
||||
root.ui.modals.level_screen.open_choices(candidates, root.run_scope.runner)
|
||||
root.ui.modals.level_screen.apply_status(level_map_status_payload(root.run_scope.runner))
|
||||
root._refresh_presentations()
|
||||
|
||||
static func _on_route_chosen(root: Variant, node_id: int) -> void:
|
||||
# 视图已按节点类型定去留——战斗/Boss 出屏(visible=false,此处收栈
|
||||
# 记录一致性+回战斗屏);奖励/恢复/商店本屏保持激活(兑付覆盖层由节点事件域内弹出,模态栈
|
||||
# 打开低层时自动隐藏本屏、关闭自动恢复)
|
||||
if not root.level_screen.visible:
|
||||
root._close_modal(root.level_screen)
|
||||
if not root.ui.modals.level_screen.visible:
|
||||
root.ui.modals.flow.close(root.ui.modals.level_screen)
|
||||
_exit_level_screen(root)
|
||||
if root.run_scope.runner != null and not root.run_scope.runner.pick_next_node(node_id):
|
||||
push_error("[组合根] 选路被拒(编号 %d 不在候选)" % node_id)
|
||||
@@ -202,15 +202,15 @@ static func _on_route_chosen(root: Variant, node_id: int) -> void:
|
||||
|
||||
static func _enter_level_screen(root: Variant) -> void:
|
||||
root.run_scope.level_screen_active = true
|
||||
root._battle_root.visible = false
|
||||
root._open_modal(root.level_screen)
|
||||
root.ui.screens.battle_root.visible = false
|
||||
root.ui.modals.flow.open(root.ui.modals.level_screen)
|
||||
root._sync_status_entry() # 屏级互斥切换同步(_open_modal 单口不识屏级状态)
|
||||
|
||||
static func _exit_level_screen(root: Variant) -> void:
|
||||
root.run_scope.level_screen_active = false
|
||||
root._battle_root.visible = true
|
||||
if root.level_screen.visible:
|
||||
root._close_modal(root.level_screen)
|
||||
root.ui.screens.battle_root.visible = true
|
||||
if root.ui.modals.level_screen.visible:
|
||||
root.ui.modals.flow.close(root.ui.modals.level_screen)
|
||||
root._sync_status_entry() # 同上
|
||||
|
||||
|
||||
@@ -251,7 +251,7 @@ static func _on_abandon_requested(root: Variant) -> void:
|
||||
return
|
||||
if not root.run_scope.adventure.abandon():
|
||||
root.logger.log_ux("ux_reject", {"source": "abandon", "sub_reason": "battle_in_flight"})
|
||||
root.board_zone.toast.show_toast("战斗进行中——无法放弃", "warn")
|
||||
root.ui.battle.board_zone.toast.show_toast("战斗进行中——无法放弃", "warn")
|
||||
|
||||
|
||||
# ---- 营地覆盖层与钥石账本(写调用唯一归组合根)----
|
||||
|
||||
@@ -13,7 +13,7 @@ static func _on_diagnose_pressed(root: Variant) -> void:
|
||||
if root.run_scope.settlement != null:
|
||||
ctx["settlement"] = root.run_scope.settlement.diagnostic_snapshot() # 诊断观测面(私有字段零直读)
|
||||
var path: String = root.logger.dump_diagnosis(ctx)
|
||||
root.board_zone.toast.show_toast("已转储诊断: " + path, "info")
|
||||
root.ui.battle.board_zone.toast.show_toast("已转储诊断: " + path, "info")
|
||||
|
||||
|
||||
|
||||
@@ -21,17 +21,17 @@ static func _show_debug_overlay(root: Variant) -> void:
|
||||
# 门禁:对局中可开;本函数仍是唯一开窗入口,门禁逻辑收函数内:
|
||||
# 棋盘输入锁/状态角标判据排除浮窗,
|
||||
# 遮挡语义=ModalStack 登记制(他模态开时暂隐、关后自动恢复),此处零场景限制
|
||||
if root.debug_overlay == null:
|
||||
if root.ui.modals.debug_overlay == null:
|
||||
return
|
||||
root._open_modal(root.debug_overlay)
|
||||
root.ui.modals.flow.open(root.ui.modals.debug_overlay)
|
||||
_sync_debug_overlay(root)
|
||||
|
||||
|
||||
|
||||
# 调试浮窗角标点击(两屏同款处理器——与状态角标同形制守卫;仍收口 _show_debug_overlay 单口)
|
||||
static func _on_debug_badge_pressed(root: Variant) -> void:
|
||||
var map_on: bool = root.level_screen != null and root.level_screen.visible
|
||||
if (map_on and root._modal_flow.badge_greyed_map()) or (not map_on and root._modal_flow.badge_greyed_battle()):
|
||||
var map_on: bool = root.ui.modals.level_screen != null and root.ui.modals.level_screen.visible
|
||||
if (map_on and root.ui.modals.flow.badge_greyed_map()) or (not map_on and root.ui.modals.flow.badge_greyed_battle()):
|
||||
return
|
||||
_show_debug_overlay(root)
|
||||
|
||||
@@ -40,10 +40,10 @@ static func _on_debug_badge_pressed(root: Variant) -> void:
|
||||
# 浮窗上下文同步(当局数据刷新+对局中按钮禁用单点):调用面=开窗口与模态开合
|
||||
# 单口(凡影响开态/对局态的路径必经其一——与 _sync_status_entry 同款纪律)
|
||||
static func _sync_debug_overlay(root: Variant) -> void:
|
||||
if root.debug_overlay == null:
|
||||
if root.ui.modals.debug_overlay == null:
|
||||
return
|
||||
root.debug_overlay.set_context_locked(root.run_scope.settlement != null or root.run_scope.is_adventure) # 对局中批量模拟/两层调试入口禁用(长程异步模拟与活跃结算并存态不开放)
|
||||
root.debug_overlay.update_run_data(_debug_run_data(root)) # 当局数据只读区块喂入(开窗+模态开合信号驱动)
|
||||
root.ui.modals.debug_overlay.set_context_locked(root.run_scope.settlement != null or root.run_scope.is_adventure) # 对局中批量模拟/两层调试入口禁用(长程异步模拟与活跃结算并存态不开放)
|
||||
root.ui.modals.debug_overlay.update_run_data(_debug_run_data(root)) # 当局数据只读区块喂入(开窗+模态开合信号驱动)
|
||||
|
||||
|
||||
|
||||
@@ -63,7 +63,7 @@ static func _debug_run_data(root: Variant) -> Dictionary:
|
||||
|
||||
|
||||
static func _close_debug_overlay(root: Variant) -> void:
|
||||
root._close_modal(root.debug_overlay) # 模态栈单口——开始层全程未隐藏,无需恢复
|
||||
root.ui.modals.flow.close(root.ui.modals.debug_overlay) # 模态栈单口——开始层全程未隐藏,无需恢复
|
||||
|
||||
static func _on_tune_apply(root: Variant, atk_pct: int, hp_pct: int) -> void:
|
||||
# 加成无持久态可"落"——各战斗开局经 board_resolvers.debug_hero_override/runner 现算生效(应用=关闭浮窗)
|
||||
@@ -83,11 +83,11 @@ static func _start_debug_levels(root: Variant) -> void:
|
||||
# settlement/编排态=状态机破坏;模拟在跑时 reset_sliders 会作废测量读数(d5 置灰之外的信号绕过闸)
|
||||
if root.run_scope.is_adventure or root.run_scope.settlement != null or root._tune_sim.is_running():
|
||||
return
|
||||
root.debug_overlay.reset_sliders()
|
||||
root._close_modal(root.debug_overlay) # 浮窗内入口发起——随开随收(对局期不可再开:门禁在 _show_debug_overlay)
|
||||
root._start_overlay.visible = false
|
||||
root.log_view.clear()
|
||||
root.log_view.append_bb(root.Narrator.debug_open_line(root._seed_value(), 1, true))
|
||||
root.ui.modals.debug_overlay.reset_sliders()
|
||||
root.ui.modals.flow.close(root.ui.modals.debug_overlay) # 浮窗内入口发起——随开随收(对局期不可再开:门禁在 _show_debug_overlay)
|
||||
root.ui.screens.start_overlay.visible = false
|
||||
root.ui.battle.log_view.clear()
|
||||
root.ui.battle.log_view.append_bb(root.Narrator.debug_open_line(root._seed_value(), 1, true))
|
||||
root._begin_session(false)
|
||||
if not root._debug.start_debug_levels():
|
||||
root._fatal_screen("战斗启动失败——见输出日志")
|
||||
@@ -100,6 +100,6 @@ static func _on_debug_battle_created(root: Variant, settlement_ref: BattleOrches
|
||||
|
||||
static func _on_debug_battle_ready(root: Variant, settlement_ref: BattleOrchestrator, _level: int, _carry: int) -> void:
|
||||
root.run_scope.settlement = settlement_ref
|
||||
root.board_view.rebuild(root.run_scope.settlement.minesweeper.current_board(), root.run_scope.settlement.minesweeper)
|
||||
root.ui.battle.board_zone.board_view.rebuild(root.run_scope.settlement.minesweeper.current_board(), root.run_scope.settlement.minesweeper)
|
||||
root._check_board_hints()
|
||||
root._refresh_presentations()
|
||||
@@ -5,12 +5,12 @@
|
||||
extends RefCounted
|
||||
|
||||
static func _open_settings(root: Variant) -> void:
|
||||
root._start_overlay.visible = false
|
||||
root._open_modal(root.settings_overlay) # 模态栈单口
|
||||
root.ui.screens.start_overlay.visible = false
|
||||
root.ui.modals.flow.open(root.ui.modals.settings_overlay) # 模态栈单口
|
||||
|
||||
static func _on_settings_closed(root: Variant) -> void:
|
||||
root._close_modal(root.settings_overlay) # 模态栈单口
|
||||
root._start_overlay.visible = true
|
||||
root.ui.modals.flow.close(root.ui.modals.settings_overlay) # 模态栈单口
|
||||
root.ui.screens.start_overlay.visible = true
|
||||
|
||||
|
||||
# ---- 局内状态面板·只读(入口角标在两屏装配段;开合与数据喂入归组合根)----
|
||||
@@ -25,22 +25,22 @@ static func _status_data(root: Variant) -> Dictionary:
|
||||
return HudPresenter.status_data(root.db, root.meta, root.run_scope.runner, root._treasure_ui)
|
||||
|
||||
static func _open_status_panel(root: Variant) -> void:
|
||||
root._open_modal(root.status_panel) # 模态栈单口(开层前排空排播队列——既有层同款行为,目检确认项)
|
||||
root.status_panel.open_status(_status_data(root))
|
||||
root.ui.modals.flow.open(root.ui.modals.status_panel) # 模态栈单口(开层前排空排播队列——既有层同款行为,目检确认项)
|
||||
root.ui.modals.status_panel.open_status(_status_data(root))
|
||||
|
||||
static func _on_status_closed(root: Variant) -> void:
|
||||
root._close_modal(root.status_panel) # 模态栈单口
|
||||
root.ui.modals.flow.close(root.ui.modals.status_panel) # 模态栈单口
|
||||
|
||||
|
||||
|
||||
static func _open_career(root: Variant) -> void:
|
||||
root._start_overlay.visible = false
|
||||
root._open_modal(root.career_overlay) # 模态栈单口
|
||||
root.career_overlay.open_career(HudPresenter.career_data(root.db, root.save_manager, root.meta))
|
||||
root.ui.screens.start_overlay.visible = false
|
||||
root.ui.modals.flow.open(root.ui.modals.career_overlay) # 模态栈单口
|
||||
root.ui.modals.career_overlay.open_career(HudPresenter.career_data(root.db, root.save_manager, root.meta))
|
||||
|
||||
static func _on_career_closed(root: Variant) -> void:
|
||||
root._close_modal(root.career_overlay) # 模态栈单口
|
||||
root._start_overlay.visible = true
|
||||
root.ui.modals.flow.close(root.ui.modals.career_overlay) # 模态栈单口
|
||||
root.ui.screens.start_overlay.visible = true
|
||||
|
||||
|
||||
# 生涯页快照投影 —— 承接体见 HudPresenter.career_data(开层调用点直接改引)
|
||||
@@ -52,13 +52,13 @@ static func _on_career_closed(root: Variant) -> void:
|
||||
# 开层(模态栈单口;与开始层互斥=career 同款先例)。「进入存档」钮归卡② mn3——本函数为
|
||||
# 该钮的唯一落点(卡③ 批内探针函数直调=中间态,实现报告「已知中间态」登记)。
|
||||
static func _open_save_select(root: Variant) -> void:
|
||||
root._start_overlay.visible = false
|
||||
root._open_modal(root.save_select_overlay) # 模态栈单口
|
||||
root.save_select_overlay.open_save_select(HudPresenter.save_select_data(root.save_manager))
|
||||
root.ui.screens.start_overlay.visible = false
|
||||
root.ui.modals.flow.open(root.ui.modals.save_select_overlay) # 模态栈单口
|
||||
root.ui.modals.save_select_overlay.open_save_select(HudPresenter.save_select_data(root.save_manager))
|
||||
|
||||
static func _on_save_select_closed(root: Variant) -> void:
|
||||
root._close_modal(root.save_select_overlay) # 模态栈单口
|
||||
root._start_overlay.visible = true
|
||||
root.ui.modals.flow.close(root.ui.modals.save_select_overlay) # 模态栈单口
|
||||
root.ui.screens.start_overlay.visible = true
|
||||
|
||||
|
||||
# 槽数据快照 —— 承接体见 HudPresenter.save_select_data(开层调用点直接改引)
|
||||
@@ -85,18 +85,18 @@ static func _on_save_select_load(root: Variant, slot: int) -> void:
|
||||
static func _on_save_select_delete(root: Variant, slot: int) -> void:
|
||||
root._confirm_consumer = "delete_slot"
|
||||
root._confirm_consumer_slot = slot
|
||||
root._open_modal(root.confirm_dialog) # 模态栈单口(显示编排/挂起兜底/遮挡记账——与其余覆盖层同口)
|
||||
root.confirm_dialog.open("删除存档位 %d?删除后该档不可恢复。" % slot, "删除", "取消")
|
||||
root.ui.modals.flow.open(root.ui.modals.confirm_dialog) # 模态栈单口(显示编排/挂起兜底/遮挡记账——与其余覆盖层同口)
|
||||
root.ui.modals.confirm_dialog.open("删除存档位 %d?删除后该档不可恢复。" % slot, "删除", "取消")
|
||||
|
||||
|
||||
|
||||
# 入口角标点击(两屏同款处理器):P1 守卫兜底——其他模态开着即拒开(常态防线=角标置灰,
|
||||
# 探针 pressed.emit 绕过 disabled 时由此兜住;地图屏自身的登记开态不计——has_open_excluding)
|
||||
static func _on_status_badge_pressed(root: Variant) -> void:
|
||||
var map_on: bool = root.level_screen != null and root.level_screen.visible
|
||||
var map_on: bool = root.ui.modals.level_screen != null and root.ui.modals.level_screen.visible
|
||||
# P1 守卫兜底——其他模态开着即拒开(常态防线=角标置灰,探针 pressed.emit 绕过 disabled 时由此兜住;
|
||||
# 地图屏自身的登记开态不计;判据排除调试浮窗:对局中浮窗开着时状态角标仍可点)
|
||||
if (map_on and root._modal_flow.badge_greyed_map()) or (not map_on and root._modal_flow.badge_greyed_battle()):
|
||||
if (map_on and root.ui.modals.flow.badge_greyed_map()) or (not map_on and root.ui.modals.flow.badge_greyed_battle()):
|
||||
return
|
||||
_open_status_panel(root)
|
||||
|
||||
@@ -106,17 +106,17 @@ static func _on_status_badge_pressed(root: Variant) -> void:
|
||||
# 地图屏角标=随屏;置灰=登记册上除地图屏自身外任一层开着(防「看得见点不着」态)。
|
||||
# 调用面=模态开合单口与屏级互斥口(凡影响开态/屏态的路径必经其一)。
|
||||
static func _sync_status_entry(root: Variant) -> void:
|
||||
if root.status_panel == null or root._modals == null or root.board_zone == null or root.level_screen == null:
|
||||
if root.ui.modals.status_panel == null or root.ui.modals.flow == null or root.ui.battle.board_zone == null or root.ui.modals.level_screen == null:
|
||||
return
|
||||
var map_on: bool = root.level_screen.visible
|
||||
root.board_zone.status_badge.visible = root.run_scope.level_active and not map_on
|
||||
root.level_screen.status_badge.visible = map_on
|
||||
var map_on: bool = root.ui.modals.level_screen.visible
|
||||
root.ui.battle.board_zone.status_badge.visible = root.run_scope.level_active and not map_on
|
||||
root.ui.modals.level_screen.status_badge.visible = map_on
|
||||
# 置灰判据为排除式(调试浮窗开态不计入:对局中浮窗开着时角标仍可点)
|
||||
root.board_zone.status_badge.disabled = root._modal_flow.badge_greyed_battle() # 互斥域谓词
|
||||
root.level_screen.status_badge.disabled = root._modal_flow.badge_greyed_map()
|
||||
root.ui.battle.board_zone.status_badge.disabled = root.ui.modals.flow.badge_greyed_battle() # 互斥域谓词
|
||||
root.ui.modals.level_screen.status_badge.disabled = root.ui.modals.flow.badge_greyed_map()
|
||||
# 调试浮层角标(全局浮层任何 UI 不遮挡——可见性不随场景变,只抬 offset
|
||||
# 避让:地图屏底栏 85px 常驻,角标抬至底栏上方 16px;其余场景右下角 16px 贴底)
|
||||
root.debug_badge.offset_bottom = -101.0 if map_on else -16.0
|
||||
root.ui.screens.debug_badge.offset_bottom = -101.0 if map_on else -16.0
|
||||
|
||||
|
||||
|
||||
@@ -131,19 +131,19 @@ static func _on_wallet_changed(root: Variant, event: String, gp: int, extra: Dic
|
||||
root.logger.log_wallet(event, gp, extra)
|
||||
if String(event) == "gain":
|
||||
root.run_scope.last_gain_amount = int(extra.get("amount", 0)) # GP 增量取数(每战恰一笔 gain)
|
||||
if root.shop_overlay.visible and root.run_scope.runner != null:
|
||||
if root.ui.modals.shop_overlay.visible and root.run_scope.runner != null:
|
||||
if root.run_scope.runner.shop.is_shop_pool():
|
||||
root.shop_overlay.refresh_shelf_state(int(root.run_scope.runner.gp)) # pool 面余额联动(货架内容仅买后重抽变)
|
||||
root.ui.modals.shop_overlay.refresh_shelf_state(int(root.run_scope.runner.gp)) # pool 面余额联动(货架内容仅买后重抽变)
|
||||
else:
|
||||
root.shop_overlay.refresh_state(root.run_scope.runner.shop.shop_products(), int(root.run_scope.runner.gp))
|
||||
root.ui.modals.shop_overlay.refresh_state(root.run_scope.runner.shop.shop_products(), int(root.run_scope.runner.gp))
|
||||
root._refresh_presentations()
|
||||
|
||||
|
||||
|
||||
static func _on_legend_toggled(root: Variant) -> void:
|
||||
if root.legend_overlay.is_open():
|
||||
root._close_modal(root.legend_overlay)
|
||||
if root.ui.modals.legend_overlay.is_open():
|
||||
root.ui.modals.flow.close(root.ui.modals.legend_overlay)
|
||||
else:
|
||||
root._open_modal(root.legend_overlay)
|
||||
root.ui.modals.flow.open(root.ui.modals.legend_overlay)
|
||||
|
||||
|
||||
+116
-121
@@ -1,7 +1,7 @@
|
||||
## VERTICAL SLICE - NOT FOR PRODUCTION
|
||||
## 组合根 UI 装配分步承接件:三屏壳实例化、视图句柄接线、覆盖层装配与模态编排注入按步拆开。
|
||||
## 本件是 main._build_ui 的逐字分步搬运(成员访问改 root 前缀)——main 侧留同名薄委托,装配序与 z 序零改动。
|
||||
## 层序唯一事实源仍是 main.LAYER_CONTRACT + _apply_layer_contract(本件不持有层序逻辑)。
|
||||
## 层序唯一事实源=root.ui.LAYER_CONTRACT + root.ui.apply_layer_contract(ui_registry.gd——本件不持有层序逻辑)。
|
||||
extends RefCounted
|
||||
|
||||
const UiAssembler := preload("res://presentation/ui_assembler.gd")
|
||||
@@ -35,50 +35,48 @@ static func _build_screens(root: Variant) -> void:
|
||||
# 屏内 level_screen 与 battle_root 无同时可见态(屏级互斥+模态栈遮挡),层内先后零视觉差;
|
||||
# 视觉共存对逐对验算:legend/battle(图例战斗中开——legend 在冒险屏壳之后=其上 ✓)、
|
||||
# debug/level_screen(浮窗最后子=其上 ✓)、shop/level_screen(商店节点域弹出——模态均在屏壳上 ✓)。
|
||||
root._adventure_screen = AdventureScreenScene.instantiate()
|
||||
root.add_child(root._adventure_screen)
|
||||
root._menu_screen = MenuScreenScene.instantiate()
|
||||
root.add_child(root._menu_screen)
|
||||
root._start_overlay = root._menu_screen.start_overlay
|
||||
root._battle_root = root._adventure_screen.battle_root
|
||||
root.stage = root._adventure_screen.stage
|
||||
root.log_view = root._adventure_screen.log_view
|
||||
root.info_panel = root._adventure_screen.info_panel
|
||||
root.board_zone = root._adventure_screen.board_zone
|
||||
root.board_view = root._adventure_screen.board_view # 探针兼容别名(= board_zone.board_view)
|
||||
root.ap_bar = root._adventure_screen.ap_bar # 探针兼容别名(= board_zone.ap_bar)
|
||||
root.settlement_fx = root._adventure_screen.settlement_fx
|
||||
root.level_screen = root._adventure_screen.level_screen
|
||||
root.ui.screens.adventure_screen = AdventureScreenScene.instantiate()
|
||||
root.add_child(root.ui.screens.adventure_screen)
|
||||
root.ui.screens.menu_screen = MenuScreenScene.instantiate()
|
||||
root.add_child(root.ui.screens.menu_screen)
|
||||
root.ui.screens.start_overlay = root.ui.screens.menu_screen.start_overlay
|
||||
root.ui.screens.battle_root = root.ui.screens.adventure_screen.battle_root
|
||||
root.ui.battle.stage = root.ui.screens.adventure_screen.stage
|
||||
root.ui.battle.log_view = root.ui.screens.adventure_screen.log_view
|
||||
root.ui.battle.info_panel = root.ui.screens.adventure_screen.info_panel
|
||||
root.ui.battle.board_zone = root.ui.screens.adventure_screen.board_zone
|
||||
root.ui.battle.settlement_fx = root.ui.screens.adventure_screen.settlement_fx
|
||||
root.ui.modals.level_screen = root.ui.screens.adventure_screen.level_screen
|
||||
|
||||
static func _build_battle_wiring(root: Variant) -> void:
|
||||
# 结算行排播泵(本体在 row_pacer.gd;本类注入视图句柄与呈现刷新回调,零信号连接)
|
||||
root._row_pacer = RowPacer.new()
|
||||
root._row_pacer.log_view = root.log_view
|
||||
root._row_pacer.stage = root.stage
|
||||
root._row_pacer.board_zone = root.board_zone
|
||||
root._row_pacer.settlement_fx = root.settlement_fx
|
||||
root._row_pacer.board_view = root.board_view
|
||||
root._row_pacer.refresh_request = root._refresh_presentations
|
||||
root._row_pacer.pump_ended = root._on_pump_ended # 演播完边沿统一派发(挂起 modal 优先,其次锁期点击重放)
|
||||
root.add_child(root._row_pacer)
|
||||
root.ui.screens.row_pacer = RowPacer.new()
|
||||
root.ui.screens.row_pacer.log_view = root.ui.battle.log_view
|
||||
root.ui.screens.row_pacer.stage = root.ui.battle.stage
|
||||
root.ui.screens.row_pacer.board_zone = root.ui.battle.board_zone
|
||||
root.ui.screens.row_pacer.settlement_fx = root.ui.battle.settlement_fx
|
||||
root.ui.screens.row_pacer.board_view = root.ui.battle.board_zone.board_view
|
||||
root.ui.screens.row_pacer.refresh_request = root._refresh_presentations
|
||||
root.ui.screens.row_pacer.pump_ended = root.ui.modals.flow.pump_ended # 演播完边沿统一派发(挂起 modal 优先,其次锁期点击重放)
|
||||
root.add_child(root.ui.screens.row_pacer)
|
||||
# 秘宝两步交互(本体在 treasure_interact_controller.gd;settlement/runner/grant 随关卡/战斗更替,
|
||||
# 经现值回调注入——仿 identity_resolver 只读回调先例;grant 每战新建编排器,现值取件防悬挂)
|
||||
root._treasure_ui = TreasureInteractController.new({
|
||||
"db": root.db, "meta": root.meta, "info_panel": root.info_panel, "toast": root.board_zone.toast,
|
||||
"board_view": root.board_view,
|
||||
"db": root.db, "meta": root.meta, "info_panel": root.ui.battle.info_panel, "toast": root.ui.battle.board_zone.toast,
|
||||
"board_view": root.ui.battle.board_zone.board_view,
|
||||
"settlement_get": func() -> Variant: return root.run_scope.settlement,
|
||||
"runner_get": func() -> Variant: return root.run_scope.runner,
|
||||
"grant_get": func() -> Variant: return root.run_scope.settlement.reward_grant() if root.run_scope.settlement != null else null,
|
||||
})
|
||||
|
||||
root.board_zone.action_requested.connect(root._on_board_action)
|
||||
root.board_zone.status_badge.pressed.connect(root._on_status_badge_pressed) # 状态面板入口(战斗屏 HUD 角标)
|
||||
root.info_panel.treasure_slot_clicked.connect(root._treasure_ui.on_slot_clicked) # 两步交互第一步
|
||||
root.board_zone.stop_pressed.connect(root._on_stop_pressed)
|
||||
root.board_zone.refresh_confirmed.connect(root._on_refresh_confirmed)
|
||||
root.board_zone.legend_toggled.connect(root._on_legend_toggled)
|
||||
root.board_zone.hover_forbidden.connect(root._on_hover_forbidden)
|
||||
root.board_zone.chord_attempted.connect(root._on_chord_attempted)
|
||||
root.ui.battle.board_zone.action_requested.connect(root._on_board_action)
|
||||
root.ui.battle.board_zone.status_badge.pressed.connect(root._on_status_badge_pressed) # 状态面板入口(战斗屏 HUD 角标)
|
||||
root.ui.battle.info_panel.treasure_slot_clicked.connect(root._treasure_ui.on_slot_clicked) # 两步交互第一步
|
||||
root.ui.battle.board_zone.stop_pressed.connect(root._on_stop_pressed)
|
||||
root.ui.battle.board_zone.refresh_confirmed.connect(root._on_refresh_confirmed)
|
||||
root.ui.battle.board_zone.legend_toggled.connect(root._on_legend_toggled)
|
||||
root.ui.battle.board_zone.hover_forbidden.connect(root._on_hover_forbidden)
|
||||
root.ui.battle.board_zone.chord_attempted.connect(root._on_chord_attempted)
|
||||
|
||||
root.logger = PlaytestLogger.new()
|
||||
root.logger.ap_per_round = int(root.db.run.action_economy.ap_per_round)
|
||||
@@ -88,136 +86,135 @@ static func _build_overlays(root: Variant) -> void:
|
||||
# < 商店 < 营地 < 设置 < 状态面板(只读) < 生涯页(只读) < 确认弹窗 < 调试浮窗;
|
||||
# 关卡画面住冒险屏壳(树序在模态之下)——登记序仍夹在节点层与三选一层之间,遮挡语义零改动)
|
||||
var overlays: Dictionary[Variant, Variant] = UiAssembler.build_overlays(root, root.db)
|
||||
root.legend_overlay = overlays.legend_overlay
|
||||
root.node_overlay = overlays.node_overlay
|
||||
root._end_overlay = overlays.end_overlay
|
||||
root.shop_overlay = overlays.shop_overlay
|
||||
root._camp_screen = CampScreenScene.instantiate()
|
||||
root.add_child(root._camp_screen)
|
||||
root.camp_overlay = root._camp_screen.camp_overlay
|
||||
root.ui.modals.legend_overlay = overlays.legend_overlay
|
||||
root.ui.modals.node_overlay = overlays.node_overlay
|
||||
root.ui.modals.end_overlay = overlays.end_overlay
|
||||
root.ui.modals.shop_overlay = overlays.shop_overlay
|
||||
root.ui.screens.camp_screen = CampScreenScene.instantiate()
|
||||
root.add_child(root.ui.screens.camp_screen)
|
||||
root.ui.modals.camp_overlay = root.ui.screens.camp_screen.camp_overlay
|
||||
# 营地屏壳插位(夹商店层与设置层之间)由 LAYER_CONTRACT 营地槽统一落位——禁散落 move_child
|
||||
root.legend_overlay.closed.connect(root._on_modal_closed.bind(root.legend_overlay))
|
||||
root.node_overlay.continue_pressed.connect(root._on_node_continue)
|
||||
root.level_screen.route_chosen.connect(root._on_route_chosen)
|
||||
root.level_screen.status_badge.pressed.connect(root._on_status_badge_pressed) # 状态面板入口(地图屏顶栏角标)
|
||||
root.level_screen.abandon_requested.connect(root._on_abandon_requested) # 放弃入口
|
||||
root._end_overlay.continue_pressed.connect(root._on_battle_end_continue)
|
||||
root.ui.modals.legend_overlay.closed.connect(root.ui.modals.flow.close.bind(root.ui.modals.legend_overlay))
|
||||
root.ui.modals.node_overlay.continue_pressed.connect(root._on_node_continue)
|
||||
root.ui.modals.level_screen.route_chosen.connect(root._on_route_chosen)
|
||||
root.ui.modals.level_screen.status_badge.pressed.connect(root._on_status_badge_pressed) # 状态面板入口(地图屏顶栏角标)
|
||||
root.ui.modals.level_screen.abandon_requested.connect(root._on_abandon_requested) # 放弃入口
|
||||
root.ui.modals.end_overlay.continue_pressed.connect(root._on_battle_end_continue)
|
||||
|
||||
static func _build_aux_panels(root: Variant) -> void:
|
||||
root.settings_overlay = SettingsOverlay.new(root.settings_store) # 最小设置面(音量/全屏/减动效)
|
||||
root.add_child(root.settings_overlay)
|
||||
root.settings_overlay.closed.connect(root._on_settings_closed)
|
||||
root.ui.modals.settings_overlay = SettingsOverlay.new(root.settings_store) # 最小设置面(音量/全屏/减动效)
|
||||
root.add_child(root.ui.modals.settings_overlay)
|
||||
root.ui.modals.settings_overlay.closed.connect(root._on_settings_closed)
|
||||
# 局内状态面板·只读(登记设置层同档带 dim 遮罩,确认弹窗之前;
|
||||
# 数据=组合根开层实时读 MetaProgression 访问器喂入,本层零写通路)
|
||||
root.status_panel = StatusPanel.new()
|
||||
root.add_child(root.status_panel)
|
||||
root.status_panel.closed.connect(root._on_status_closed)
|
||||
root.ui.modals.status_panel = StatusPanel.new()
|
||||
root.add_child(root.ui.modals.status_panel)
|
||||
root.ui.modals.status_panel.closed.connect(root._on_status_closed)
|
||||
# 生涯页·只读全屏页(登记序=营地同档,设置层旁、确认弹窗之前;
|
||||
# 树序同步=addChild 同位(登记序=树序=z 序纪律);数据=组合根开层实时读 SaveManager 计数
|
||||
# 访问器+MetaProgression 访问器喂入,本层零写通路零跳转;入口=开始层「营地与系统」组生涯钮)
|
||||
root.career_overlay = CareerOverlay.new()
|
||||
root.add_child(root.career_overlay)
|
||||
root.career_overlay.closed.connect(root._on_career_closed)
|
||||
root.ui.modals.career_overlay = CareerOverlay.new()
|
||||
root.add_child(root.ui.modals.career_overlay)
|
||||
root.ui.modals.career_overlay.closed.connect(root._on_career_closed)
|
||||
# 选档界面(营地交互重做卡③):登记序=生涯同档(树序同步=addChild 同位);三动作只发意图信号
|
||||
#(激活/创建/删除+确认分派归组合根——视图零数据层依赖);入口=「进入存档」钮(卡② mn3 接线)。
|
||||
root.save_select_overlay = SaveSelectOverlay.new()
|
||||
root.add_child(root.save_select_overlay)
|
||||
root.save_select_overlay.closed.connect(root._on_save_select_closed)
|
||||
root.save_select_overlay.new_slot_requested.connect(root._on_save_select_new)
|
||||
root.save_select_overlay.load_slot_requested.connect(root._on_save_select_load)
|
||||
root.save_select_overlay.delete_slot_requested.connect(root._on_save_select_delete)
|
||||
root.ui.modals.save_select_overlay = SaveSelectOverlay.new()
|
||||
root.add_child(root.ui.modals.save_select_overlay)
|
||||
root.ui.modals.save_select_overlay.closed.connect(root._on_save_select_closed)
|
||||
root.ui.modals.save_select_overlay.new_slot_requested.connect(root._on_save_select_new)
|
||||
root.ui.modals.save_select_overlay.load_slot_requested.connect(root._on_save_select_load)
|
||||
root.ui.modals.save_select_overlay.delete_slot_requested.connect(root._on_save_select_delete)
|
||||
|
||||
static func _build_curio(root: Variant) -> void:
|
||||
# 提升三选一覆盖层(z 序 = 节点层之上、终局层之下;确认后同拍推进;
|
||||
# 插位由 LAYER_CONTRACT curio 槽统一落位——禁散落 move_child)
|
||||
root.curio_overlay = CurioPickOverlay.new()
|
||||
root.add_child(root.curio_overlay)
|
||||
root.ui.modals.curio_overlay = CurioPickOverlay.new()
|
||||
root.add_child(root.ui.modals.curio_overlay)
|
||||
# 提升三选一与替换子交互(本体在 curio_interact_controller.gd;本类只接线与回调注入,
|
||||
# 模态栈/演播后排窗/呈现刷新/fatal 经回调注入,adventure/runner 现值回调)
|
||||
root._bonus = CurioInteractController.new(CurioFlowContext.new(root.db,
|
||||
{"curio_overlay": root.curio_overlay, "end_overlay": root._end_overlay,
|
||||
"board_view": root.board_view, "toast": root.board_zone.toast},
|
||||
{"curio_overlay": root.ui.modals.curio_overlay, "end_overlay": root.ui.modals.end_overlay,
|
||||
"board_view": root.ui.battle.board_zone.board_view, "toast": root.ui.battle.board_zone.toast},
|
||||
{"meta_get": func() -> Variant: return root.meta, "save_get": func() -> Variant: return root.save_manager,
|
||||
"adventure_get": func() -> Variant: return root.run_scope.adventure,
|
||||
"runner_get": func() -> Variant: return root.run_scope.runner,
|
||||
"adventure_mode_get": func() -> Variant: return root.run_scope.is_adventure},
|
||||
{"open_modal": root._open_modal, "open_modal_after_playback": root._open_modal_after_playback,
|
||||
"close_modal": root._close_modal, "refresh_presentations": root._refresh_presentations,
|
||||
{"open_modal": root.ui.modals.flow.open, "open_modal_after_playback": root.ui.modals.flow.open_after_playback,
|
||||
"close_modal": root.ui.modals.flow.close, "refresh_presentations": root._refresh_presentations,
|
||||
"fatal_screen": root._fatal_screen,
|
||||
"gp_summary": _gp_summary_cb(root)})) # 构造参数收拢 context(u20 三束)
|
||||
root.curio_overlay.pick_confirmed.connect(root._bonus.on_pick_confirmed)
|
||||
root.curio_overlay.continue_pressed.connect(root._bonus.on_continue)
|
||||
root.curio_overlay.refresh_requested.connect(root._bonus.on_refresh)
|
||||
root.ui.modals.curio_overlay.pick_confirmed.connect(root._bonus.on_pick_confirmed)
|
||||
root.ui.modals.curio_overlay.continue_pressed.connect(root._bonus.on_continue)
|
||||
root.ui.modals.curio_overlay.refresh_requested.connect(root._bonus.on_refresh)
|
||||
|
||||
static func _build_menu_wiring(root: Variant) -> void:
|
||||
# 菜单屏接线(句柄经屏壳暴露;三入口化——进入存档/设置/退出游戏,卡② mn3:
|
||||
# 进入存档钮落点=卡③选档层 _open_save_select,点击链在此闭环)
|
||||
root._menu_screen.entersavebtn.pressed.connect(root._open_save_select)
|
||||
root.ui.screens.menu_screen.entersavebtn.pressed.connect(root._open_save_select)
|
||||
# 调试入口=UI 最顶层全局浮层角标(任何 UI 不遮挡——菜单/战斗/地图三枚
|
||||
# 屏内角标由全局浮层承载;连接归组合根,树序/登记面见 LAYER_CONTRACT 末位)
|
||||
root.debug_badge = UiAssembler.build_debug_badge(root)
|
||||
root.add_child(root.debug_badge)
|
||||
root.debug_badge.pressed.connect(root._on_debug_badge_pressed)
|
||||
root.ui.screens.debug_badge = UiAssembler.build_debug_badge(root)
|
||||
root.add_child(root.ui.screens.debug_badge)
|
||||
root.ui.screens.debug_badge.pressed.connect(root._on_debug_badge_pressed)
|
||||
# 营地/商店投影(本体在 camp_shop_presenter.gd;本类只接线、探针缝保缝转发;
|
||||
# 购买写调用唯一经 MetaProgression/LevelRunner core 单口——组合根 lambda 现值注入)
|
||||
root._camp_pres = CampShopPresenter.new(CampFlowContext.new(root.db,
|
||||
{"camp_overlay": root.camp_overlay, "shop_overlay": root.shop_overlay,
|
||||
"toast": root.board_zone.toast, "start_overlay": root._start_overlay, "logger": root.logger},
|
||||
{"camp_overlay": root.ui.modals.camp_overlay, "shop_overlay": root.ui.modals.shop_overlay,
|
||||
"toast": root.ui.battle.board_zone.toast, "start_overlay": root.ui.screens.start_overlay, "logger": root.logger},
|
||||
{"meta_get": func() -> Variant: return root.meta, "save_get": func() -> Variant: return root.save_manager,
|
||||
"runner_get": func() -> Variant: return root.run_scope.runner},
|
||||
{"open_modal": root._open_modal, "close_modal": root._close_modal,
|
||||
{"open_modal": root.ui.modals.flow.open, "close_modal": root.ui.modals.flow.close,
|
||||
"refresh_presentations": root._refresh_presentations})) # 构造参数收拢 context(u21 三束)
|
||||
root.shop_overlay.buy_requested.connect(root._camp_pres.on_shop_buy)
|
||||
root.shop_overlay.refresh_requested.connect(root._camp_pres.on_shop_refresh) # MC-1
|
||||
root.shop_overlay.leave_pressed.connect(root._camp_pres.on_shop_leave)
|
||||
root.camp_overlay.buy_requested.connect(root._camp_pres.on_camp_buy)
|
||||
root.camp_overlay.attune_toggled.connect(root._camp_pres.on_camp_attune_toggle)
|
||||
root.camp_overlay.tree_buy_requested.connect(root._camp_pres.on_camp_tree_buy)
|
||||
root.camp_overlay.tree_fork_toggled.connect(root._camp_pres.on_camp_fork_toggle)
|
||||
root.camp_overlay.forge_buy_requested.connect(root._camp_pres.on_camp_forge_buy) # 锻造三意图(写口唯一归 MetaProgression)
|
||||
root.camp_overlay.forge_unlock_requested.connect(root._camp_pres.on_camp_forge_unlock)
|
||||
root.camp_overlay.forge_select_requested.connect(root._camp_pres.on_camp_forge_select)
|
||||
root.camp_overlay.closed.connect(root._camp_pres.on_camp_closed)
|
||||
root._menu_screen.settingsbtn.pressed.connect(root._open_settings) # 最小设置面入口
|
||||
root._menu_screen.quitbtn.pressed.connect(root._quit_game) # 退出游戏提级一级菜单
|
||||
root.ui.modals.shop_overlay.buy_requested.connect(root._camp_pres.on_shop_buy)
|
||||
root.ui.modals.shop_overlay.refresh_requested.connect(root._camp_pres.on_shop_refresh) # MC-1
|
||||
root.ui.modals.shop_overlay.leave_pressed.connect(root._camp_pres.on_shop_leave)
|
||||
root.ui.modals.camp_overlay.buy_requested.connect(root._camp_pres.on_camp_buy)
|
||||
root.ui.modals.camp_overlay.attune_toggled.connect(root._camp_pres.on_camp_attune_toggle)
|
||||
root.ui.modals.camp_overlay.tree_buy_requested.connect(root._camp_pres.on_camp_tree_buy)
|
||||
root.ui.modals.camp_overlay.tree_fork_toggled.connect(root._camp_pres.on_camp_fork_toggle)
|
||||
root.ui.modals.camp_overlay.forge_buy_requested.connect(root._camp_pres.on_camp_forge_buy) # 锻造三意图(写口唯一归 MetaProgression)
|
||||
root.ui.modals.camp_overlay.forge_unlock_requested.connect(root._camp_pres.on_camp_forge_unlock)
|
||||
root.ui.modals.camp_overlay.forge_select_requested.connect(root._camp_pres.on_camp_forge_select)
|
||||
root.ui.modals.camp_overlay.closed.connect(root._camp_pres.on_camp_closed)
|
||||
root.ui.screens.menu_screen.settingsbtn.pressed.connect(root._open_settings) # 最小设置面入口
|
||||
root.ui.screens.menu_screen.quitbtn.pressed.connect(root._quit_game) # 退出游戏提级一级菜单
|
||||
|
||||
static func _build_debug_and_resolvers(root: Variant) -> void:
|
||||
var inter: Dictionary[Variant, Variant] = UiAssembler.build_inter_overlay(root)
|
||||
root._inter_overlay = inter.overlay
|
||||
root._inter_label = inter.label
|
||||
root.ui.screens.inter_overlay = inter.overlay
|
||||
root.ui.screens.inter_label = inter.label
|
||||
inter.next_btn.pressed.connect(root._on_inter_next_pressed)
|
||||
|
||||
# 确认弹窗(新冒险互斥确认弹窗化):树序落在开始层/过场层之后 = 子级最末
|
||||
#(纪律「登记序 = 树序 = z 序」——confirm_dialog.open 禁运行时 move_child 自提抬层;
|
||||
# 弹窗只在开始菜单域弹出,绘制序恒最上;
|
||||
# 诊断转储入口在调试浮窗)
|
||||
root.confirm_dialog = ConfirmDialog.new()
|
||||
root.add_child(root.confirm_dialog)
|
||||
root.ui.modals.confirm_dialog = ConfirmDialog.new()
|
||||
root.add_child(root.ui.modals.confirm_dialog)
|
||||
# 消费方编排(卡③ 契约 3/sl8——禁双常驻静态接线):open 前设 _confirm_consumer,
|
||||
# confirmed/cancelled 后按该状态量分派;分派面可容纳后续消费方(卡④ 到位直接接入不返工)
|
||||
root.confirm_dialog.confirmed.connect(root._on_confirm_accepted)
|
||||
root.confirm_dialog.cancelled.connect(root._on_confirm_declined)
|
||||
root.ui.modals.confirm_dialog.confirmed.connect(root._on_confirm_accepted)
|
||||
root.ui.modals.confirm_dialog.cancelled.connect(root._on_confirm_declined)
|
||||
|
||||
# 调试浮窗(主菜单三散件收一:随机种子/数值调整/批量模拟/两层调试入口;
|
||||
# 全局可开浮窗:调试会话恒开=启动即开〔_ready〕+两屏角标再开+当局数据只读区块;
|
||||
# 诊断转储入口在本浮窗,玩家画面零常驻调试件)。
|
||||
# 树序在开始层与确认弹窗之后 = 浮于菜单之上的 Dialog(不隐藏开始层——与确认弹窗同款形态);
|
||||
# 开窗唯一入口 = _show_debug_overlay(C6 单口——角标/探针/启动路径全收口)
|
||||
root.debug_overlay = DebugOverlay.new(root.db, int(root.db.combat.hero.atk), int(root.db.combat.hero.max_hp))
|
||||
root.add_child(root.debug_overlay)
|
||||
root._seed_edit = root.debug_overlay.seed_edit # 种子读取面在浮窗(_seed_value 唯一消费点不变)
|
||||
root.debug_overlay.closed.connect(root._on_modal_closed.bind(root.debug_overlay))
|
||||
root.debug_overlay.apply_requested.connect(root._on_tune_apply)
|
||||
root.debug_overlay.simulate_requested.connect(root._on_tune_simulate)
|
||||
root.debug_overlay.debug_levels_requested.connect(root._start_debug_levels)
|
||||
root.ui.modals.debug_overlay = DebugOverlay.new(root.db, int(root.db.combat.hero.atk), int(root.db.combat.hero.max_hp))
|
||||
root.add_child(root.ui.modals.debug_overlay)
|
||||
root.ui.modals.debug_overlay.closed.connect(root.ui.modals.flow.close.bind(root.ui.modals.debug_overlay))
|
||||
root.ui.modals.debug_overlay.apply_requested.connect(root._on_tune_apply)
|
||||
root.ui.modals.debug_overlay.simulate_requested.connect(root._on_tune_simulate)
|
||||
root.ui.modals.debug_overlay.debug_levels_requested.connect(root._start_debug_levels)
|
||||
|
||||
# 棋盘解析回调族(有态绑定件——board_resolvers.gd 承接;组合根只接线;局部持有不占类成员位)
|
||||
var resolvers = BoardResolversScript.new(root.db, root.debug_overlay, func() -> Variant: return root.run_scope.settlement)
|
||||
var resolvers = BoardResolversScript.new(root.db, root.ui.modals.debug_overlay, func() -> Variant: return root.run_scope.settlement)
|
||||
# 奖励徽章数据源:地图战斗资源 身份解析只读回调(已开格身份 icon——挖掘期 Active 相位内有效)
|
||||
root.board_view.set_identity_resolver(resolvers.identity_lookup)
|
||||
root.ui.battle.board_zone.board_view.set_identity_resolver(resolvers.identity_lookup)
|
||||
# 数字遮蔽数据源:地形变异 hide_number 解析只读回调(信息型呈现——board_view 渲染面读取)
|
||||
root.board_view.set_variant_mask_resolver(resolvers.variant_mask_lookup)
|
||||
root.board_view.set_variant_mark_resolver(resolvers.variant_mark_lookup) # flat_damage 未开格角标
|
||||
root.ui.battle.board_zone.board_view.set_variant_mask_resolver(resolvers.variant_mask_lookup)
|
||||
root.ui.battle.board_zone.board_view.set_variant_mark_resolver(resolvers.variant_mark_lookup) # flat_damage 未开格角标
|
||||
# 调试会话(英雄生效值预览回调绑同一解析件——创建晚于浮窗、随 _build_ui 一次接线)
|
||||
root._debug = DebugSessionScript.new(root.db, root.get_node(root.AUTOLOAD_PATH_RNG),
|
||||
func() -> Dictionary: return resolvers.debug_hero_override(), root._seed_value)
|
||||
@@ -228,24 +225,22 @@ static func _build_modal_flow(root: Variant) -> void:
|
||||
# 模态登记(缺陷⑤纪律——登记序 = 树序 = z 序):层序唯一事实源=LAYER_CONTRACT,
|
||||
# _apply_layer_contract 统一落位(关卡画面宿住冒险屏壳、营地屏壳夹商店与设置层之间、
|
||||
# 三选一对位终局层之下等特例均在合同数据内表达,禁散落 move_child)
|
||||
# 模态编排注入(ModalFlow 纯逻辑类:依赖仅 ModalStack+查询 Callable)
|
||||
root._modal_flow = ModalFlow.new()
|
||||
root._modal_flow.start_visible_get = func() -> bool: return root._start_overlay.visible
|
||||
root._modal_flow.inter_visible_get = func() -> bool: return root._inter_overlay.visible
|
||||
root._modal_flow.settlement_get = func() -> Variant: return root.run_scope.settlement
|
||||
root._modal_flow.rows_empty_get = func() -> bool: return root._row_pacer.pending_rows().is_empty()
|
||||
root._modal_flow.flush_rows = root._flush_row_queue
|
||||
root._modal_flow.on_open_sync = func() -> void:
|
||||
# 模态编排注入(ModalFlow 纯逻辑类:依赖仅 ModalStack+查询 Callable——实例随 ui.modals 容器构造建立)
|
||||
root.ui.modals.flow.start_visible_get = func() -> bool: return root.ui.screens.start_overlay.visible
|
||||
root.ui.modals.flow.inter_visible_get = func() -> bool: return root.ui.screens.inter_overlay.visible
|
||||
root.ui.modals.flow.settlement_get = func() -> Variant: return root.run_scope.settlement
|
||||
root.ui.modals.flow.rows_empty_get = func() -> bool: return root.ui.screens.row_pacer.pending_rows().is_empty()
|
||||
root.ui.modals.flow.flush_rows = root.ui.screens.row_pacer.flush
|
||||
root.ui.modals.flow.on_open_sync = func() -> void:
|
||||
root._sync_status_entry() # 状态面板入口角标可见性/置灰随开态同步
|
||||
root._sync_debug_overlay() # 浮窗当局数据/按钮态随开态同步
|
||||
root._modal_flow.on_close_sync = func() -> void:
|
||||
root.ui.modals.flow.on_close_sync = func() -> void:
|
||||
root._sync_status_entry() # 关闭恢复角标可点态(无残留——同源口径)
|
||||
root._sync_debug_overlay() # 他层关闭复活浮窗时同步刷新(关后自动恢复语义配套)
|
||||
root._modal_flow.replay_click = root._replay_locked_click
|
||||
root._modals = root._modal_flow.stack # 探针 _list 登记序断言缝(ui_struct 登记序=z 序纪律断言)
|
||||
root.ui.modals.flow.replay_click = root._replay_locked_click
|
||||
# 视觉层合同装配(唯一事实源=LAYER_CONTRACT:树序+登记序同源派生——改序只改合同表)
|
||||
root._apply_layer_contract()
|
||||
root._tune_sim = TuneSimController.new(root.db, root.debug_overlay, int(root.db.combat.hero.max_hp))
|
||||
root.ui.apply_layer_contract(root)
|
||||
root._tune_sim = TuneSimController.new(root.db, root.ui.modals.debug_overlay, int(root.db.combat.hero.max_hp))
|
||||
|
||||
static func fatal_screen(root: Variant, msg: String) -> void:
|
||||
var l := UiKit.label(msg,UiKit.FS_SUB, true, UiKit.RED_ALERT)
|
||||
|
||||
@@ -2,16 +2,28 @@
|
||||
## 调整板批量模拟控制器:逐次驱动关卡自动策略(与 headless 扫描同口径),进度/报告经面板 setter 注入。
|
||||
## 零核心写——表基线复位由组合根在移交前完成,加成施加只走自动策略内部 runner.set_hero_override 单路径。
|
||||
## presentation 不 preload smoke:驱动实例由调用方注入(须供与 level_autoplay 同款 run_level 签名),缺省 null=运行时 load 兜底。
|
||||
## 逐帧步进:每局恰占一帧——第 0 局在调用点同步段执行,第 i 局(i≥1)在第 i 帧信号发射点执行,收尾恒在第 n 帧发射点;
|
||||
## n=0 退化路径为调用点同步收尾零帧。
|
||||
## _batch_finished 信号契约:整批收尾放行——发射时点=报告注入与运行态复位之后;消费方=run() 自身收尾放行,
|
||||
## 外部 await run(n) 经此挂起至整批完成(协程身份契约)。
|
||||
extends RefCounted
|
||||
|
||||
const SEED_BASE := 4200 # 模拟种子基(与历史实现同源——同种子可回放)
|
||||
const PlaytestLogger := preload("res://presentation/playtest_logger.gd") # 试玩日志(同层依赖——运行时 load 收敛为 preload 常量)
|
||||
|
||||
signal _batch_finished
|
||||
|
||||
var db
|
||||
var panel # 调试浮窗 setter 面:atk_pct/hp_pct/set_sim_running/set_sim_progress/set_sim_report
|
||||
var _base_hp := 0 # 报告中的"基础 HP"口径注记值
|
||||
var _driver = null # 关卡自动策略驱动(调用方注入;null = 旧行为运行时 load 兜底)
|
||||
var _running := false # 运行态(run 全程 true——组合根互查守卫用,与面板置灰解耦)
|
||||
var _sim_n := 0 # 本批局数(run 期活成员——批末失效、下次 run 重写)
|
||||
var _sim_i := 0 # 已执行局数(步进计数)
|
||||
var _sim_stats: Dictionary[Variant, Variant] = {} # stats 六键束(run 期承载)
|
||||
var _sim_autoplay = null # 自动策略驱动实例(run 期承载)
|
||||
var _sim_logger = null # 共享 JSONL 日志会话(run 期承载)
|
||||
var _finished := false # 批完成旗标(_finish_batch 置位——收尾段同步承载)
|
||||
|
||||
|
||||
func _init(db_ref, panel_ref, base_hp: int, driver = null) -> void:
|
||||
@@ -44,12 +56,38 @@ func run(n: int) -> void:
|
||||
panel.set_sim_progress("模拟中:0/%d …" % n)
|
||||
var stats := {"wins": 0, "dmg_all": [], "hp_left_win": [], "hp_boss": [], "rounds_all": [], "death_nodes": {}}
|
||||
var autoplay = _autoplay()
|
||||
for i in range(n):
|
||||
_run_one_level(autoplay, stats, i, panel, logger)
|
||||
panel.set_sim_progress("模拟中:%d/%d …" % [i + 1, n])
|
||||
await panel.get_tree().process_frame
|
||||
logger.close_session()
|
||||
panel.set_sim_report(HudPresenter.tune_sim_report(n, panel.atk_pct(), panel.hp_pct(), stats, _base_hp))
|
||||
_sim_n = n
|
||||
_sim_i = 0
|
||||
_sim_stats = stats
|
||||
_sim_autoplay = autoplay
|
||||
_sim_logger = logger
|
||||
_finished = false
|
||||
if n > 0:
|
||||
if not panel.get_tree().process_frame.is_connected(_step_frame):
|
||||
panel.get_tree().process_frame.connect(_step_frame) # 恰好连接一次(迭代 39 先例同款守卫)
|
||||
_step_frame() # 首步同步执行(第 0 局在调用栈内跑完——与 await 形态对齐)
|
||||
await _batch_finished
|
||||
else:
|
||||
_finish_batch() # n=0:循环零进同步收尾,不挂起(与 await 形态一致零帧)
|
||||
|
||||
|
||||
# 逐帧步进回调:i<n 执行一局+进度串+计数推进(每局恰占一帧);i 达 n 次帧断连→收尾→放行
|
||||
func _step_frame() -> void:
|
||||
if _sim_i < _sim_n:
|
||||
_run_one_level(_sim_autoplay, _sim_stats, _sim_i, panel, _sim_logger)
|
||||
panel.set_sim_progress("模拟中:%d/%d …" % [_sim_i + 1, _sim_n])
|
||||
_sim_i += 1
|
||||
else:
|
||||
panel.get_tree().process_frame.disconnect(_step_frame) # 先断连防再入
|
||||
_finish_batch()
|
||||
_batch_finished.emit()
|
||||
|
||||
|
||||
# 整批收尾单点(收尾四语句同帧同相位:close_session→报告→运行态复位——次序与 run() 尾现行形态逐句对齐)
|
||||
func _finish_batch() -> void:
|
||||
_finished = true
|
||||
_sim_logger.close_session()
|
||||
panel.set_sim_report(HudPresenter.tune_sim_report(_sim_n, panel.atk_pct(), panel.hp_pct(), _sim_stats, _base_hp))
|
||||
panel.set_sim_running(false)
|
||||
_running = false
|
||||
|
||||
|
||||
@@ -0,0 +1,10 @@
|
||||
## 战区视图域句柄册:战斗屏 A–D 区视图与结算演出覆盖层的注册面域容器。
|
||||
## 纯字段无方法;RefCounted 不挂树——节点本体树位与 add_child 归属由组合根与装配承接件负责。
|
||||
class_name UiBattle
|
||||
extends RefCounted
|
||||
|
||||
var stage: BattleStageView # B 区(含 log_view 明细带)
|
||||
var log_view: BattleLogView
|
||||
var info_panel: HeroInfoPanelView # C 区(攻击/AC 数据框+两预留区)
|
||||
var board_zone: BoardZoneView # D 区(含 ap_bar/board_view/toast/fx)
|
||||
var settlement_fx: SettlementFxView # 结算演出覆盖层(跨区弹道/光带——A–D 之上、模态之下)
|
||||
@@ -0,0 +1 @@
|
||||
uid://d35j5hry1f40v
|
||||
@@ -0,0 +1,32 @@
|
||||
## 模态层域句柄册:十三个模态覆盖层句柄+模态栈编排(ModalFlow——登记/开合/输入锁谓词)的注册面域容器。
|
||||
## RefCounted 不挂树;模态登记唯一口=register_layer(anchors 撑满宿主+排入 ModalStack)。
|
||||
## flow 随容器构造即建(装配早期注入点经 root.ui.modals.flow.* 取 Callable——晚于 flow 建立时点)。
|
||||
class_name UiModals
|
||||
extends RefCounted
|
||||
|
||||
var flow: ModalFlow
|
||||
var legend_overlay: LegendOverlay
|
||||
var node_overlay: NodeOverlay
|
||||
var level_screen: LevelMapScreen
|
||||
var curio_overlay: CurioPickOverlay
|
||||
var end_overlay: BattleEndOverlay
|
||||
var shop_overlay: ShopOverlay
|
||||
var camp_overlay: CampOverlay
|
||||
var settings_overlay: SettingsOverlay
|
||||
var status_panel: StatusPanel
|
||||
var career_overlay: CareerOverlay
|
||||
var save_select_overlay: SaveSelectOverlay
|
||||
var confirm_dialog: ConfirmDialog
|
||||
var debug_overlay: DebugOverlay
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
flow = ModalFlow.new() # 查询/钩子 Callable 由 _build_modal_flow 注入(注入时点不变——注入值面向已在座实例)
|
||||
|
||||
|
||||
func register_layer(m: Control, tags: Array = []) -> void:
|
||||
# 撑满宿主(Control 默认锚 = 0×0——全屏变暗层与居中布局整体失效;route 选路层预览截图实证后
|
||||
# 统一收口:六个模态同病,探针经信号直发绕过真实点击从未暴露。anchors_and_offsets 而非 anchors
|
||||
# ——后者会把控件重置回最小内容尺寸,ui_assembler 头注同款纪律)
|
||||
m.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||||
flow.register(m, tags) # 排除组随层登记(non_locking=调试浮窗/screen_state=关卡地图屏)
|
||||
@@ -0,0 +1 @@
|
||||
uid://dbs4qveqvr5hg
|
||||
@@ -0,0 +1,101 @@
|
||||
## 界面注册面:呈现层界面元素清单的唯一事实源——哪些层、什么序、地址在哪。
|
||||
## 持有三域容器(screens/battle/modals)、LAYER_CONTRACT 合同表、node(key) 合同寻址、
|
||||
## apply_layer_contract(root) 唯一落位口(全仓唯一 move_child 点)。
|
||||
## RefCounted 不挂树:零信号连接、零会话期引用、零核心写调用——组合根单点装配不变。
|
||||
class_name UiRegistry
|
||||
extends RefCounted
|
||||
|
||||
const ModalStack := preload("res://presentation/modal_stack.gd")
|
||||
|
||||
# ==================== 视觉层合同(唯一事实源——树序=登记序=z 序;改序只改此表) ====================
|
||||
# kind: shell=屏壳容器(成员随壳不占独立树位;level_screen 例外另占登记位)/modal=模态层(入登记册,
|
||||
# tags 随登记)/state=全屏态(占树位不入登记册)/node=非视觉节点(占树位不入登记册)。
|
||||
# host=宿住屏壳(树序随宿主、登记序按本合同);shell=模态成员的屏壳(成员与屏壳同槽:屏壳占该树位、
|
||||
# 成员占该登记位)。落位=apply_layer_contract(全仓唯一层序落位点,add_child 之后统一排序+登记)。
|
||||
const LAYER_CONTRACT: Array[Dictionary] = [
|
||||
{"key": "adventure_screen", "kind": "shell"},
|
||||
{"key": "menu_screen", "kind": "shell"},
|
||||
{"key": "row_pacer", "kind": "node"},
|
||||
{"key": "legend_overlay", "kind": "modal", "tags": []},
|
||||
{"key": "node_overlay", "kind": "modal", "tags": []},
|
||||
{"key": "level_screen", "kind": "modal", "tags": [ModalStack.TAG_SCREEN_STATE], "host": "adventure_screen"},
|
||||
{"key": "curio_overlay", "kind": "modal", "tags": []},
|
||||
{"key": "end_overlay", "kind": "modal", "tags": []},
|
||||
{"key": "shop_overlay", "kind": "modal", "tags": []},
|
||||
{"key": "camp_overlay", "kind": "modal", "tags": [], "shell": "camp_screen"},
|
||||
{"key": "settings_overlay", "kind": "modal", "tags": []},
|
||||
{"key": "status_panel", "kind": "modal", "tags": []},
|
||||
{"key": "career_overlay", "kind": "modal", "tags": []},
|
||||
{"key": "save_select_overlay", "kind": "modal", "tags": []}, # 选档界面(营地交互重做卡③——登记生涯同档)
|
||||
{"key": "inter_overlay", "kind": "state", "tags": []},
|
||||
{"key": "confirm_dialog", "kind": "modal", "tags": []},
|
||||
{"key": "debug_overlay", "kind": "modal", "tags": [ModalStack.TAG_NON_LOCKING]},
|
||||
{"key": "debug_badge", "kind": "float"}, # 调试入口全局浮层——末位=最顶绘制序;
|
||||
# float 类不注册 ModalStack(open() 遮挡记账只隐藏登记层)→ 任何 UI 打开都不遮它
|
||||
]
|
||||
|
||||
var screens: UiScreens
|
||||
var battle: UiBattle
|
||||
var modals: UiModals
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
screens = UiScreens.new()
|
||||
battle = UiBattle.new()
|
||||
modals = UiModals.new()
|
||||
|
||||
|
||||
# 合同层寻址(key→节点;纯查表不含层序语义——层序唯一事实源=LAYER_CONTRACT)
|
||||
func node(key: String) -> Node:
|
||||
match key:
|
||||
"adventure_screen": return screens.adventure_screen
|
||||
"menu_screen": return screens.menu_screen
|
||||
"row_pacer": return screens.row_pacer
|
||||
"legend_overlay": return modals.legend_overlay
|
||||
"node_overlay": return modals.node_overlay
|
||||
"level_screen": return modals.level_screen
|
||||
"curio_overlay": return modals.curio_overlay
|
||||
"end_overlay": return modals.end_overlay
|
||||
"shop_overlay": return modals.shop_overlay
|
||||
"camp_screen": return screens.camp_screen
|
||||
"camp_overlay": return modals.camp_overlay
|
||||
"settings_overlay": return modals.settings_overlay
|
||||
"status_panel": return modals.status_panel
|
||||
"career_overlay": return modals.career_overlay
|
||||
"save_select_overlay": return modals.save_select_overlay
|
||||
"inter_overlay": return screens.inter_overlay
|
||||
"confirm_dialog": return modals.confirm_dialog
|
||||
"debug_overlay": return modals.debug_overlay
|
||||
"debug_badge": return screens.debug_badge
|
||||
return null
|
||||
|
||||
|
||||
# 合同装配(_build_ui 尾调用):按 LAYER_CONTRACT 序统一落位——直接子层 move_child 到合同槽、
|
||||
# 模态层按合同序登记;宿住层(host)树序随宿主只登记;成员层(shell)与屏壳同槽(屏壳占树位、成员占登记位)。
|
||||
# 本函数是全仓唯一层序落位点(move_child 单口)——改层序只改 LAYER_CONTRACT。
|
||||
func apply_layer_contract(root: Control) -> void:
|
||||
var slot := 0
|
||||
for entry: Dictionary in LAYER_CONTRACT:
|
||||
var tags: Array[Variant] = entry.get("tags", [])
|
||||
if entry.has("shell"):
|
||||
var shell: Node = node(String(entry["shell"]))
|
||||
var member: Node = node(String(entry["key"]))
|
||||
if shell != null:
|
||||
root.move_child(shell, slot)
|
||||
slot += 1
|
||||
if member != null:
|
||||
modals.register_layer(member as Control, tags)
|
||||
else:
|
||||
push_error("[合同装配] 层缺失: %s" % String(entry["key"]))
|
||||
continue
|
||||
var layer: Node = node(String(entry["key"]))
|
||||
if layer == null:
|
||||
push_error("[合同装配] 层缺失: %s" % String(entry["key"]))
|
||||
continue
|
||||
if entry.has("host"):
|
||||
modals.register_layer(layer as Control, tags)
|
||||
continue
|
||||
root.move_child(layer, slot)
|
||||
slot += 1
|
||||
if String(entry["kind"]) == "modal":
|
||||
modals.register_layer(layer as Control, tags)
|
||||
@@ -0,0 +1 @@
|
||||
uid://d1hahbtan1te8
|
||||
@@ -0,0 +1,16 @@
|
||||
## 屏壳与全屏容器域句柄册:三屏壳、屏内一级子层、全屏态、浮层角标、排播泵节点的注册面域容器。
|
||||
## 纯字段无方法;RefCounted 不挂树——节点本体树位与 add_child 归属由组合根与装配承接件负责。
|
||||
class_name UiScreens
|
||||
extends RefCounted
|
||||
|
||||
const RowPacer := preload("res://presentation/row_pacer.gd") # 排播泵取型(row_pacer.gd 非 class_name 全局)
|
||||
|
||||
var menu_screen: Control
|
||||
var camp_screen: Control
|
||||
var adventure_screen: Control
|
||||
var start_overlay: Control
|
||||
var battle_root: Control
|
||||
var inter_overlay: Control
|
||||
var inter_label: Label
|
||||
var debug_badge: Button
|
||||
var row_pacer: RowPacer
|
||||
@@ -0,0 +1 @@
|
||||
uid://dd8ep7nhmyrdq
|
||||
@@ -37,14 +37,14 @@ func _ready() -> void:
|
||||
# 等关卡画面出图(choices_presented 异步到达——最多 3s 轮询)
|
||||
for i in 60:
|
||||
await get_tree().process_frame
|
||||
if main.level_screen != null and main.level_screen.visible:
|
||||
if main.ui.modals.level_screen != null and main.ui.modals.level_screen.visible:
|
||||
break
|
||||
if main.level_screen == null or not main.level_screen.visible:
|
||||
if main.ui.modals.level_screen == null or not main.ui.modals.level_screen.visible:
|
||||
_fail("关卡画面未出现(函数直调中间态路径)")
|
||||
return
|
||||
for i in 5:
|
||||
await get_tree().process_frame
|
||||
main.level_screen.press_candidate(0)
|
||||
main.ui.modals.level_screen.press_candidate(0)
|
||||
for i in 20:
|
||||
await get_tree().process_frame
|
||||
var st = main.run_scope.settlement
|
||||
|
||||
@@ -23,12 +23,12 @@ func _ready() -> void:
|
||||
add_child(main)
|
||||
await get_tree().process_frame
|
||||
ProbeUiUtil.isolate_save(main, "smoke_layout_probe", true, false, true)
|
||||
main.debug_overlay.seed_edit.text = "42" # 种子钉死(确定性禁依赖默认随机分支)
|
||||
main.ui.modals.debug_overlay.seed_edit.text = "42" # 种子钉死(确定性禁依赖默认随机分支)
|
||||
main._start_adventure_from_menu()
|
||||
for i in range(8):
|
||||
await get_tree().process_frame
|
||||
# 进战斗屏——三区(B 战斗画面/C 角色信息/D 扫雷图)同屏常驻,菜单屏不构成断言面
|
||||
main.level_screen.press_candidate(0)
|
||||
main.ui.modals.level_screen.press_candidate(0)
|
||||
for i in range(20):
|
||||
await get_tree().process_frame
|
||||
for vp in VIEWPORTS:
|
||||
@@ -57,8 +57,9 @@ func _check_one(label: String, main: Node) -> void:
|
||||
if vr.size != Vector2(VIEWPORTS[0]["size"]) and vr.size.y < 1.0:
|
||||
_problems.append("[%s] 逻辑视口退化 %s" % [label, vr.size])
|
||||
var rects := {}
|
||||
var battle_ui: Object = main.get("ui").battle # 注册面战区域容器(字段名与三区 key 同名——合同键即字段名)
|
||||
for key in ["stage", "info_panel", "board_zone"]:
|
||||
var ctl: Control = main.get(key)
|
||||
var ctl: Control = battle_ui.get(key)
|
||||
if ctl == null:
|
||||
_problems.append("[%s] %s = null(三区未装配)" % [label, key])
|
||||
return
|
||||
@@ -73,7 +74,7 @@ func _check_one(label: String, main: Node) -> void:
|
||||
# battle_root 内层根下的全幅 ColorRect)这一缺陷类不在本探针拦截面内,探针对此仍全绿。
|
||||
# 要拦它得改为递归遍历全子树找重叠,那是另一套判据(且极易误报容器父子关系),
|
||||
# 本探针不设此判据。
|
||||
var bv: Control = main.board_view
|
||||
var bv: Control = main.ui.battle.board_zone.board_view
|
||||
if bv == null:
|
||||
_problems.append("[%s] board_view = null" % label)
|
||||
return
|
||||
@@ -89,6 +90,6 @@ func _check_one(label: String, main: Node) -> void:
|
||||
if rects[keys[i]].intersects(rects[keys[j]]):
|
||||
_problems.append("[%s] 顶层区重叠 %s×%s(%s ∩ %s)"
|
||||
% [label, keys[i], keys[j], rects[keys[i]], rects[keys[j]]])
|
||||
var cell: float = main.board_view.get("cell_size")
|
||||
var cell: float = main.ui.battle.board_zone.board_view.get("cell_size")
|
||||
if cell < MIN_CELL:
|
||||
_problems.append("[%s] 格子边长 %.1fpx < 可读门槛 %.0fpx" % [label, cell, MIN_CELL])
|
||||
@@ -130,7 +130,7 @@ static func open_camp_via_savesel(main, tag: String) -> bool:
|
||||
if FileAccess.file_exists(sp):
|
||||
DirAccess.remove_absolute(sp)
|
||||
main._open_save_select()
|
||||
var new_btn: Button = main.save_select_overlay._new_btns.get(1)
|
||||
var new_btn: Button = main.ui.modals.save_select_overlay._new_btns.get(1)
|
||||
if new_btn == null:
|
||||
return false
|
||||
new_btn.pressed.emit() # 真实按钮信号路径 → _on_save_select_new → create_slot+open_camp
|
||||
|
||||
@@ -50,10 +50,10 @@ func _ready() -> void:
|
||||
# 其余任意两屏同时为真=互斥失守。
|
||||
func _screen_seals() -> Dictionary:
|
||||
return {
|
||||
"菜单": main._start_overlay != null and main._start_overlay.visible,
|
||||
"营地": main.camp_overlay != null and main.camp_overlay.visible,
|
||||
"菜单": main.ui.screens.start_overlay != null and main.ui.screens.start_overlay.visible,
|
||||
"营地": main.ui.modals.camp_overlay != null and main.ui.modals.camp_overlay.visible,
|
||||
"冒险": main.run_scope != null and main.run_scope.is_adventure,
|
||||
"终局": main._end_overlay != null and main._end_overlay.visible,
|
||||
"终局": main.ui.modals.end_overlay != null and main.ui.modals.end_overlay.visible,
|
||||
}
|
||||
|
||||
|
||||
@@ -101,7 +101,7 @@ func _frames(n: int = 2) -> void:
|
||||
func _step_boot_menu() -> void:
|
||||
_expect_exclusive("①boot", "菜单")
|
||||
_expect_adventure_seal("①boot", false)
|
||||
if main.debug_overlay != null and main.debug_overlay.visible:
|
||||
if main.ui.modals.debug_overlay != null and main.ui.modals.debug_overlay.visible:
|
||||
_problems.append("①boot:调试浮窗 boot 自动开(菜单优先失守)")
|
||||
|
||||
|
||||
@@ -117,10 +117,10 @@ func _step_menu_to_camp() -> void:
|
||||
|
||||
# ---- ③ 营地 → 菜单(回退路径:营地关闭发自覆盖层自身信号)----
|
||||
func _step_camp_back_to_menu() -> void:
|
||||
if main.camp_overlay == null:
|
||||
if main.ui.modals.camp_overlay == null:
|
||||
_problems.append("③营地→菜单:营地覆盖层句柄缺失")
|
||||
return
|
||||
main.camp_overlay.closed.emit()
|
||||
main.ui.modals.camp_overlay.closed.emit()
|
||||
await _frames()
|
||||
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)
|
||||
await _frames()
|
||||
@@ -133,22 +133,22 @@ func _step_camp_back_to_menu() -> void:
|
||||
func _step_save_select_open_back() -> void:
|
||||
ProbeUiUtil.isolate_save(main, "smoke_screen_flow_savesel", false, false, true)
|
||||
main.save_manager.slots.attach_slot_template("user://smoke_screen_flow_savesel_slot_%d.json")
|
||||
var esb: Button = ProbeUiUtil.find_button(main._start_overlay, "进入存档", "prefix")
|
||||
var esb: Button = ProbeUiUtil.find_button(main.ui.screens.start_overlay, "进入存档", "prefix")
|
||||
if esb == null:
|
||||
_problems.append("[savesel] mn3 进入存档钮缺失(卡② 交付物)")
|
||||
return
|
||||
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)
|
||||
await get_tree().process_frame
|
||||
var seals := _screen_seals()
|
||||
if not main.save_select_overlay.visible or not seals_check_single(seals):
|
||||
_problems.append("[savesel] sl10 开层后屏级互斥失守(选档=%s)" % str(main.save_select_overlay.visible))
|
||||
var back_btn: Button = ProbeUiUtil.find_button(main.save_select_overlay, "返回", "prefix")
|
||||
if not main.ui.modals.save_select_overlay.visible or not seals_check_single(seals):
|
||||
_problems.append("[savesel] sl10 开层后屏级互斥失守(选档=%s)" % str(main.ui.modals.save_select_overlay.visible))
|
||||
var back_btn: Button = ProbeUiUtil.find_button(main.ui.modals.save_select_overlay, "返回", "prefix")
|
||||
if back_btn == null:
|
||||
_problems.append("[savesel] sl10 返回钮缺失(页壳顶条)")
|
||||
else:
|
||||
back_btn.pressed.emit()
|
||||
await get_tree().process_frame
|
||||
if main.save_select_overlay.visible or not main._start_overlay.visible:
|
||||
if main.ui.modals.save_select_overlay.visible or not main.ui.screens.start_overlay.visible:
|
||||
_problems.append("[savesel] sl10 返回后选档未隐藏或开始层未恢复(关闭链失守)")
|
||||
# ESC 语境:再开选档→合成 ESC 键→层不关、流程零扰动(ESC 不属选档语境——零实现断言)
|
||||
main._open_save_select()
|
||||
@@ -159,7 +159,7 @@ func _step_save_select_open_back() -> void:
|
||||
ev.pressed = true
|
||||
main.get_viewport().push_input(ev, true)
|
||||
await get_tree().process_frame
|
||||
if not main.save_select_overlay.visible:
|
||||
if not main.ui.modals.save_select_overlay.visible:
|
||||
_problems.append("[savesel] sl10 ESC 关闭了选档层(选档语境 ESC 应不响应——卡⑤ 范围外)")
|
||||
main._on_save_select_closed()
|
||||
await get_tree().process_frame
|
||||
@@ -171,7 +171,7 @@ func seals_check_single(f: Dictionary) -> bool:
|
||||
for k in f:
|
||||
if bool(f[k]):
|
||||
on += 1
|
||||
if main.save_select_overlay.visible:
|
||||
if main.ui.modals.save_select_overlay.visible:
|
||||
on += 1 # 选档自身计入(调用点已开层)
|
||||
return on == 1
|
||||
|
||||
@@ -184,25 +184,25 @@ func _step_menu_to_adventure() -> void:
|
||||
_expect_adventure_seal("④菜单→冒险", true)
|
||||
if main.run_scope != null and main.run_scope.adventure == null:
|
||||
_problems.append("④菜单→冒险:冒险实例未建立(入口停点未达)")
|
||||
if main.level_screen != null and not main.level_screen.visible:
|
||||
if main.ui.modals.level_screen != null and not main.ui.modals.level_screen.visible:
|
||||
_problems.append("④菜单→冒险:入口停点未落在关卡地图屏(level_screen 不可见)")
|
||||
|
||||
|
||||
# ---- ⑤ 冒险内屏切换:关卡地图屏 ⇄ 战斗屏(屏内两态,屏级仍独占)----
|
||||
func _step_level_to_battle_and_back() -> void:
|
||||
if not main.level_screen.visible:
|
||||
if not main.ui.modals.level_screen.visible:
|
||||
_problems.append("⑤冒险内切换:前置不在关卡地图屏")
|
||||
return
|
||||
main._exit_level_screen()
|
||||
await _frames()
|
||||
if main.level_screen.visible:
|
||||
if main.ui.modals.level_screen.visible:
|
||||
_problems.append("⑤冒险内切换:退出关卡屏后 level_screen 仍可见")
|
||||
if main._battle_root != null and not main._battle_root.visible:
|
||||
if main.ui.screens.battle_root != null and not main.ui.screens.battle_root.visible:
|
||||
_problems.append("⑤冒险内切换:战斗屏未接手(battle_root 不可见)")
|
||||
_expect_exclusive("⑤冒险内切换(关卡→战斗)", "冒险")
|
||||
main._enter_level_screen()
|
||||
await _frames()
|
||||
if not main.level_screen.visible:
|
||||
if not main.ui.modals.level_screen.visible:
|
||||
_problems.append("⑤冒险内切换:回到关卡地图屏失败")
|
||||
_expect_exclusive("⑤冒险内切换(战斗→关卡)", "冒险")
|
||||
|
||||
@@ -215,16 +215,16 @@ func _step_abandon_to_end() -> void:
|
||||
main._on_abandon_requested()
|
||||
await _frames(4)
|
||||
_expect_exclusive("⑥放弃→终局", "终局")
|
||||
if main._end_overlay != null and not main._end_overlay.visible:
|
||||
if main.ui.modals.end_overlay != null and not main.ui.modals.end_overlay.visible:
|
||||
_problems.append("⑥放弃→终局:终局覆盖层未开")
|
||||
|
||||
|
||||
# ---- ⑦ 终局 → 菜单(终局出口返回开始界面)----
|
||||
func _step_end_back_to_menu() -> void:
|
||||
if main._end_overlay == null or not main._end_overlay.visible:
|
||||
if main.ui.modals.end_overlay == null or not main.ui.modals.end_overlay.visible:
|
||||
_problems.append("⑦终局→菜单:前置不在终局")
|
||||
return
|
||||
main._end_overlay.continue_pressed.emit()
|
||||
main.ui.modals.end_overlay.continue_pressed.emit()
|
||||
await _frames(3)
|
||||
_expect_exclusive("⑦终局→菜单", "菜单")
|
||||
if main.run_scope != null and main.run_scope.is_adventure:
|
||||
|
||||
+29
-29
@@ -51,10 +51,10 @@ func _ready() -> void:
|
||||
var top: Node = null
|
||||
var top_rx := -1
|
||||
var top_ry := -1
|
||||
for c: Node in [main._start_overlay, main._battle_root, main._inter_overlay,
|
||||
main.legend_overlay, main.node_overlay, main.level_screen, main.curio_overlay,
|
||||
main._end_overlay, main.shop_overlay, main.camp_overlay, main.settings_overlay,
|
||||
main.status_panel, main.career_overlay, main.confirm_dialog, main.debug_overlay]:
|
||||
for c: Node in [main.ui.screens.start_overlay, main.ui.screens.battle_root, main.ui.screens.inter_overlay,
|
||||
main.ui.modals.legend_overlay, main.ui.modals.node_overlay, main.ui.modals.level_screen, main.ui.modals.curio_overlay,
|
||||
main.ui.modals.end_overlay, main.ui.modals.shop_overlay, main.ui.modals.camp_overlay, main.ui.modals.settings_overlay,
|
||||
main.ui.modals.status_panel, main.ui.modals.career_overlay, main.ui.modals.confirm_dialog, main.ui.modals.debug_overlay]:
|
||||
if c == null or not (c is CanvasItem) or not (c as CanvasItem).visible:
|
||||
continue
|
||||
var rx: int = c.get_parent().get_index()
|
||||
@@ -63,14 +63,14 @@ func _ready() -> void:
|
||||
top = c
|
||||
top_rx = rx
|
||||
top_ry = ry
|
||||
if top != main._start_overlay:
|
||||
if top != main.ui.screens.start_overlay:
|
||||
_problems.append("boot 态顶层可见层≠start_overlay(实测 %s——菜单被埋)〔装配生命批 V4〕"
|
||||
% (top.name if top != null else "null"))
|
||||
# 自检二:菜单标题 label 必须 is_visible_in_tree 且 rect 落屏内
|
||||
#(对比度只判反差不判「字在」——本条+checker 墨色占比共同补内容判据)
|
||||
var vp := get_viewport().get_visible_rect()
|
||||
for pair in [["menu_title", "Dungeon Sweeper"]]:
|
||||
var lbl: Label = ProbeUiUtil.find_label(main._start_overlay, String(pair[1]))
|
||||
var lbl: Label = ProbeUiUtil.find_label(main.ui.screens.start_overlay, String(pair[1]))
|
||||
if lbl == null:
|
||||
_problems.append("菜单文字缺失: %s(find_label 零命中)〔装配生命批 V4〕" % String(pair[1]))
|
||||
continue
|
||||
@@ -79,22 +79,22 @@ func _ready() -> void:
|
||||
var gr: Rect2 = lbl.get_global_rect()
|
||||
if not vp.encloses(gr):
|
||||
_problems.append("菜单文字 rect 越出视口: %s(%s ⊄ %s)〔装配生命批 V4〕" % [String(pair[1]), str(gr), str(vp)])
|
||||
_meta[String(pair[0])] = ProbeUiUtil.label_rect(main._start_overlay, String(pair[1]))
|
||||
_meta[String(pair[0])] = ProbeUiUtil.label_rect(main.ui.screens.start_overlay, String(pair[1]))
|
||||
await _snap("menu")
|
||||
# ①b 设置面(settingsbtn 真实信号路径,开合同款真实钮)
|
||||
var setbtn: Button = ProbeUiUtil.find_button(main._start_overlay, "设置", "prefix")
|
||||
var setbtn: Button = ProbeUiUtil.find_button(main.ui.screens.start_overlay, "设置", "prefix")
|
||||
if setbtn == null:
|
||||
_problems.append("设置入口缺失(开始层 settingsbtn)")
|
||||
else:
|
||||
setbtn.pressed.emit()
|
||||
for i in 3:
|
||||
await get_tree().process_frame
|
||||
if not main.settings_overlay.visible:
|
||||
if not main.ui.modals.settings_overlay.visible:
|
||||
_problems.append("设置面未打开(settingsbtn 路径)")
|
||||
else:
|
||||
_meta["settings_title"] = ProbeUiUtil.label_rect(main.settings_overlay, "设置")
|
||||
_meta["settings_title"] = ProbeUiUtil.label_rect(main.ui.modals.settings_overlay, "设置")
|
||||
await _snap("settings")
|
||||
var set_close: Button = ProbeUiUtil.find_button(main.settings_overlay, "返回", "prefix")
|
||||
var set_close: Button = ProbeUiUtil.find_button(main.ui.modals.settings_overlay, "返回", "prefix")
|
||||
if set_close == null:
|
||||
_problems.append("设置面返回钮缺失")
|
||||
else:
|
||||
@@ -105,19 +105,19 @@ func _ready() -> void:
|
||||
main._open_career()
|
||||
for i in 3:
|
||||
await get_tree().process_frame
|
||||
if not main.career_overlay.visible or main._start_overlay.visible:
|
||||
if not main.ui.modals.career_overlay.visible or main.ui.screens.start_overlay.visible:
|
||||
_problems.append("生涯页未打开或开始层未隐藏(函数直调中间态路径)")
|
||||
else:
|
||||
_meta["career_title"] = ProbeUiUtil.label_rect(main.career_overlay, "生 涯")
|
||||
_meta["career_title"] = ProbeUiUtil.label_rect(main.ui.modals.career_overlay, "生 涯")
|
||||
await _snap("career")
|
||||
var career_close: Button = ProbeUiUtil.find_button(main.career_overlay, "返回", "prefix")
|
||||
var career_close: Button = ProbeUiUtil.find_button(main.ui.modals.career_overlay, "返回", "prefix")
|
||||
if career_close == null:
|
||||
_problems.append("生涯页返回钮缺失")
|
||||
else:
|
||||
career_close.pressed.emit()
|
||||
for i in 3:
|
||||
await get_tree().process_frame
|
||||
if main.career_overlay.visible or not main._start_overlay.visible:
|
||||
if main.ui.modals.career_overlay.visible or not main.ui.screens.start_overlay.visible:
|
||||
_problems.append("生涯页关闭后页未隐藏或开始层未恢复")
|
||||
# ② 营地(进档开层新路径——卡② mn9;槽模板注入隔离命名空间)
|
||||
if not ProbeUiUtil.open_camp_via_savesel(main, "smoke_shot_probe_camp"):
|
||||
@@ -125,7 +125,7 @@ func _ready() -> void:
|
||||
else:
|
||||
await get_tree().process_frame
|
||||
await _snap("camp")
|
||||
var close_btn: Button = ProbeUiUtil.find_button(main.camp_overlay, "关闭营地", "contains")
|
||||
var close_btn: Button = ProbeUiUtil.find_button(main.ui.modals.camp_overlay, "关闭营地", "contains")
|
||||
if close_btn != null:
|
||||
close_btn.pressed.emit()
|
||||
await get_tree().process_frame
|
||||
@@ -137,24 +137,24 @@ func _ready() -> void:
|
||||
await get_tree().process_frame
|
||||
await _snap("level")
|
||||
# GP 常驻徽章断言(读数=runner.gp 现值,刷新=写路径回执后重查〔open_choices〕)
|
||||
var gp_label: Label = ProbeUiUtil.find_label(main.level_screen, "◈ ")
|
||||
var gp_label: Label = ProbeUiUtil.find_label(main.ui.modals.level_screen, "◈ ")
|
||||
if gp_label == null or not gp_label.is_visible_in_tree():
|
||||
_problems.append("GP 徽章不可见(关卡画面顶栏)")
|
||||
elif main.level_screen.get("_runner") != null:
|
||||
var expect := "◈ %d" % int(main.level_screen.get("_runner").gp)
|
||||
elif main.ui.modals.level_screen.get("_runner") != null:
|
||||
var expect := "◈ %d" % int(main.ui.modals.level_screen.get("_runner").gp)
|
||||
if gp_label.text != expect:
|
||||
_problems.append("GP 徽章读数不符: %s != %s" % [gp_label.text, expect])
|
||||
# ④ 战斗(节点一——真实选路提交路径 press_candidate,ui_click_probe :199 同款)
|
||||
if main.level_screen != null and main.level_screen.visible:
|
||||
main.level_screen.press_candidate(0)
|
||||
if main.ui.modals.level_screen != null and main.ui.modals.level_screen.visible:
|
||||
main.ui.modals.level_screen.press_candidate(0)
|
||||
for i in 10:
|
||||
await get_tree().process_frame
|
||||
await _snap("battle")
|
||||
# 战斗屏文字框/明度带锚点(全局 rect——checker 取样坐标源;明细带锚 S1 裁后改认现行文案)
|
||||
_meta["battle_log_hint"] = ProbeUiUtil.label_rect(main.stage, "上轮摘要")
|
||||
_meta["battle_log_hint"] = ProbeUiUtil.label_rect(main.ui.battle.stage, "上轮摘要")
|
||||
_meta["hero_panel"] = _node_rect(ProbeUiUtil.find_by_script(main, "hero_info_panel_view"))
|
||||
_meta["stage_view"] = _node_rect(main.stage)
|
||||
_meta["board_zone"] = _node_rect(main.board_zone)
|
||||
_meta["stage_view"] = _node_rect(main.ui.battle.stage)
|
||||
_meta["board_zone"] = _node_rect(main.ui.battle.board_zone)
|
||||
# draw calls 真机测量(基线 270→目标 <200;窗口化渲染帧读数,
|
||||
# 取值时机=战斗截图同帧后一帧——呈现终态满负荷)
|
||||
await get_tree().process_frame
|
||||
@@ -162,25 +162,25 @@ func _ready() -> void:
|
||||
_meta["battle_draw_calls"] = dc
|
||||
print("[shot_probe] battle draw_calls=%d(基线 270/目标 <200)" % dc)
|
||||
# ⑤ 状态面板(战斗屏状态角标真实信号路径;层在战斗屏之上开合)
|
||||
var pb: Button = main.board_zone.status_badge
|
||||
var pb: Button = main.ui.battle.board_zone.status_badge
|
||||
if pb == null or not pb.visible or pb.disabled:
|
||||
_problems.append("状态面板入口角标缺失/置灰(战斗屏 board_zone)")
|
||||
else:
|
||||
pb.pressed.emit()
|
||||
for i in 3:
|
||||
await get_tree().process_frame
|
||||
if not main.status_panel.visible:
|
||||
if not main.ui.modals.status_panel.visible:
|
||||
_problems.append("状态面板未打开(角标路径)")
|
||||
else:
|
||||
_meta["status_title"] = ProbeUiUtil.label_rect(main.status_panel, "状态")
|
||||
_meta["status_title"] = ProbeUiUtil.label_rect(main.ui.modals.status_panel, "状态")
|
||||
await _snap("status")
|
||||
var status_close: Button = ProbeUiUtil.find_button(main.status_panel, "继续", "prefix")
|
||||
var status_close: Button = ProbeUiUtil.find_button(main.ui.modals.status_panel, "继续", "prefix")
|
||||
if status_close == null:
|
||||
_problems.append("状态面板继续钮缺失")
|
||||
else:
|
||||
status_close.pressed.emit()
|
||||
await get_tree().process_frame
|
||||
if main.status_panel.visible:
|
||||
if main.ui.modals.status_panel.visible:
|
||||
_problems.append("状态面板关闭后未隐藏(继续钮路径)")
|
||||
else:
|
||||
_problems.append("关卡画面未出现(函数直调中间态路径)")
|
||||
|
||||
@@ -29,14 +29,14 @@ func _ready() -> void:
|
||||
main._start_adventure_from_menu() # 函数直调中间态(卡② mn10——开始冒险钮已撤)
|
||||
for i in 60:
|
||||
await get_tree().process_frame
|
||||
if main.level_screen != null and main.level_screen.visible:
|
||||
if main.ui.modals.level_screen != null and main.ui.modals.level_screen.visible:
|
||||
break
|
||||
if main.level_screen == null or not main.level_screen.visible:
|
||||
if main.ui.modals.level_screen == null or not main.ui.modals.level_screen.visible:
|
||||
_fail("关卡画面未出现")
|
||||
return
|
||||
for i in 5:
|
||||
await get_tree().process_frame
|
||||
main.level_screen.press_candidate(0)
|
||||
main.ui.modals.level_screen.press_candidate(0)
|
||||
for i in 20:
|
||||
await get_tree().process_frame
|
||||
if main.run_scope.settlement == null:
|
||||
@@ -67,18 +67,18 @@ func _ready() -> void:
|
||||
_fail("战斗未胜利(result='%s')" % str(main.run_scope.settlement.battle_result))
|
||||
return
|
||||
var t_settle := Time.get_ticks_msec()
|
||||
var _rows_at_victory: int = main._row_pacer.pending_rows().size() # 时间戳①:结算入队完成帧(AP 耗尽/停手→五行段同步跑完→行全在队)
|
||||
var _rows_at_victory: int = main.ui.screens.row_pacer.pending_rows().size() # 时间戳①:结算入队完成帧(AP 耗尽/停手→五行段同步跑完→行全在队)
|
||||
# 断言①胜利同帧:终局面未开 + 挂起在案 + 队列非空(判别性——旧行为同帧开窗即红)
|
||||
if main._end_overlay.is_open():
|
||||
if main.ui.modals.end_overlay.is_open():
|
||||
_problems.append("胜利同帧终局面已开(演播后排窗失效——同帧 flush 旧路径回潮)")
|
||||
if main._deferred_modal == null:
|
||||
if main.ui.modals.flow._deferred == null:
|
||||
_problems.append("胜利同帧挂起态缺失(_deferred_modal == null)")
|
||||
if main._row_pacer.pending_rows().is_empty():
|
||||
if main.ui.screens.row_pacer.pending_rows().is_empty():
|
||||
_problems.append("胜利同帧排播队列已空(结算行未走排播链)")
|
||||
var _played_rows: int = _rows_at_victory
|
||||
# 断言②排播放完:终局面开启(20s 守卫——0.22s×行数 ×10 余量)
|
||||
var waited := 0.0
|
||||
while not main._end_overlay.is_open() and waited < 20.0:
|
||||
while not main.ui.modals.end_overlay.is_open() and waited < 20.0:
|
||||
await get_tree().process_frame
|
||||
waited += get_process_delta_time()
|
||||
var t_popup := Time.get_ticks_msec()
|
||||
@@ -86,7 +86,7 @@ func _ready() -> void:
|
||||
print("[t17_defer] AP点用完: %s" % ap_clock)
|
||||
print("[t17_defer] 触发结算: %s(与 AP 用完同帧——核心同步,相差 0ms)" % settle_clock)
|
||||
print("[t17_defer] 弹窗出现: %s(距触发结算 %d ms = 逐行演播时长,行数 %d)" % [popup_clock, t_popup - t_ap_out, _played_rows])
|
||||
if not main._end_overlay.is_open():
|
||||
if not main.ui.modals.end_overlay.is_open():
|
||||
_problems.append("排播放完后终局面未开(%.1fs——演播完边沿派发失守)" % waited)
|
||||
if _problems.is_empty():
|
||||
print("[t17_defer] PASS — 胜利同帧挂起+排播完开窗 两断言全过(waited=%.1fs)" % waited)
|
||||
|
||||
+171
-171
@@ -51,7 +51,7 @@ func _ready() -> void:
|
||||
var t_ui_ready := Time.get_ticks_msec() - t0
|
||||
# 调试浮窗 boot 不开(菜单优先——入口=UI 最顶层全局浮层角标,
|
||||
# 任何 UI 不遮挡;浮层角标遮挡判据见设置面段)
|
||||
if main.debug_overlay.visible:
|
||||
if main.ui.modals.debug_overlay.visible:
|
||||
_problems.append("调试浮窗 boot 自动开(菜单优先失守)")
|
||||
# ---- 营地购买合成点击路径(选档进档开层→购买→关闭全走真实按钮信号路径;
|
||||
# 隔离存档换注 main.meta 保确定性(禁碰真实档 user://save.json);陈旧档段首清理)----
|
||||
@@ -65,17 +65,17 @@ func _ready() -> void:
|
||||
_problems.append("营地入口缺失(选档层新档钮——mn9 新路径驱动中断)")
|
||||
else:
|
||||
await get_tree().process_frame
|
||||
if not main.camp_overlay.visible:
|
||||
if not main.ui.modals.camp_overlay.visible:
|
||||
_problems.append("营地层未打开(进档开层新路径)")
|
||||
elif main.camp_overlay._tree_buy_btns.is_empty():
|
||||
elif main.ui.modals.camp_overlay._tree_buy_btns.is_empty():
|
||||
_problems.append("树淬炼柜台购买钮缺失(点击路径——四柜台重排后树=主界面)")
|
||||
else:
|
||||
# 树钮句柄用后即取(refresh_camp 随刷重建树行板——旧钮 queue_free,跨刷新句柄必失效)
|
||||
iso_c.meta_state._add_keystone(9999)
|
||||
main.camp_overlay.refresh_camp(main._camp_data())
|
||||
main.ui.modals.camp_overlay.refresh_camp(main._camp_data())
|
||||
await get_tree().process_frame
|
||||
var buy_btn: Button = null
|
||||
for card in main.camp_overlay._tree_buy_btns:
|
||||
for card in main.ui.modals.camp_overlay._tree_buy_btns:
|
||||
if String(card.node_id) == "sp_hp":
|
||||
buy_btn = card.btn
|
||||
if buy_btn == null:
|
||||
@@ -93,16 +93,16 @@ func _ready() -> void:
|
||||
_problems.append("营地树购买未持久(reload 后级 != 1)")
|
||||
# Fork 双态切换点击路径(V20——购=解锁默认 A,钮切 B;前置=同调位 1,先点亮)
|
||||
var socket_btn: Button = null
|
||||
for card in main.camp_overlay._tree_buy_btns:
|
||||
for card in main.ui.modals.camp_overlay._tree_buy_btns:
|
||||
if String(card.node_id) == "att_socket1":
|
||||
socket_btn = card.btn
|
||||
if socket_btn != null:
|
||||
socket_btn.pressed.emit()
|
||||
await get_tree().process_frame
|
||||
main.camp_overlay.refresh_camp(main._camp_data())
|
||||
main.ui.modals.camp_overlay.refresh_camp(main._camp_data())
|
||||
await get_tree().process_frame
|
||||
var fork_btn: Button = null
|
||||
for card in main.camp_overlay._tree_buy_btns:
|
||||
for card in main.ui.modals.camp_overlay._tree_buy_btns:
|
||||
if String(card.node_id) == "fork_posture":
|
||||
fork_btn = card.btn
|
||||
if fork_btn == null:
|
||||
@@ -110,10 +110,10 @@ func _ready() -> void:
|
||||
else:
|
||||
fork_btn.pressed.emit()
|
||||
await get_tree().process_frame
|
||||
main.camp_overlay.refresh_camp(main._camp_data())
|
||||
main.ui.modals.camp_overlay.refresh_camp(main._camp_data())
|
||||
await get_tree().process_frame
|
||||
var side_b: Button = null
|
||||
for fk in main.camp_overlay._tree_fork_btns:
|
||||
for fk in main.ui.modals.camp_overlay._tree_fork_btns:
|
||||
if String(fk.group) == "fg_posture" and String(fk.side) == "b":
|
||||
side_b = fk.btn
|
||||
if side_b == null:
|
||||
@@ -128,7 +128,7 @@ func _ready() -> void:
|
||||
# ---- 营地六处灰字取色断言(迭代36 wc4——真实入口开营地后按文本锚取 label,
|
||||
# font_color 逐处 == STONE_DEEP;六源位 :167 图鉴锁文/:417+:476 行状态字/:509 同调形态/:513 档位标签/:525 刷新行)----
|
||||
var camp_labels: Array = []
|
||||
_collect_labels_by_text(main.camp_overlay, camp_labels)
|
||||
_collect_labels_by_text(main.ui.modals.camp_overlay, camp_labels)
|
||||
var atlas_locks := _labels_with_text(camp_labels, "柜台结构位预留")
|
||||
if atlas_locks.is_empty():
|
||||
_problems.append("营地灰字:图鉴柜台锁文 label 未找到(wc4 定位锚失守)")
|
||||
@@ -137,9 +137,9 @@ func _ready() -> void:
|
||||
_problems.append("营地灰字:图鉴锁文未用 STONE_DEEP(wc4 :167)")
|
||||
# 「未解锁」锚收窄到秘宝匣行容器子树(树行/锻造行也有「未解锁」态字样——非 wc4 目标位)
|
||||
var locked_status: Array = []
|
||||
if main.camp_overlay.get("_workshop_holder") != null:
|
||||
if main.ui.modals.camp_overlay.get("_workshop_holder") != null:
|
||||
var ws_labels: Array = []
|
||||
_collect_labels_by_text(main.camp_overlay._workshop_holder, ws_labels)
|
||||
_collect_labels_by_text(main.ui.modals.camp_overlay._workshop_holder, ws_labels)
|
||||
locked_status = _labels_with_text(ws_labels, "未解锁")
|
||||
if locked_status.is_empty():
|
||||
_problems.append("营地灰字:秘宝匣行「未解锁」态 label 未找到(wc4 夹具前提失守——新档应有锁定秘宝行)")
|
||||
@@ -177,7 +177,7 @@ func _ready() -> void:
|
||||
await get_tree().process_frame
|
||||
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)
|
||||
await get_tree().process_frame
|
||||
if main.camp_overlay.visible or not main._start_overlay.visible:
|
||||
if main.ui.modals.camp_overlay.visible or not main.ui.screens.start_overlay.visible:
|
||||
_problems.append("营地关闭后未恢复开始层")
|
||||
# ---- 选档界面行为走查(迭代 33 卡③):sl5 空槽新档链/sl6 有档槽进档链/sl7 删档二次确认双路径
|
||||
# /sl8 消费方分派单口/sl12 动线序不回闪。开层=函数直调(「进入存档」钮归卡② mn3——中间态在案);
|
||||
@@ -196,11 +196,11 @@ func _ready() -> void:
|
||||
f_c2.close() # 槽2 有档异值(进档链夹具);槽1/3 空
|
||||
main._open_save_select()
|
||||
await get_tree().process_frame
|
||||
if not main.save_select_overlay.visible:
|
||||
if not main.ui.modals.save_select_overlay.visible:
|
||||
_problems.append("[savesel] 选档层未打开(click 段前置)")
|
||||
# sl12 动线序(新档链同拍采样):逐帧可见性次序——首帧选档隐藏时营地层必须已可见、开始层保持隐藏
|
||||
#(禁先关后开——_close_modal 会恢复开始层=回闪一帧)
|
||||
var new_btn: Button = main.save_select_overlay._new_btns.get(1)
|
||||
var new_btn: Button = main.ui.modals.save_select_overlay._new_btns.get(1)
|
||||
if new_btn == null:
|
||||
_problems.append("[savesel] 槽1 新档钮缺失(sl5/sl12 驱动中断)")
|
||||
else:
|
||||
@@ -208,7 +208,7 @@ func _ready() -> void:
|
||||
new_btn.pressed.emit() # 真实按钮信号路径 → _on_save_select_new → create_slot+open_camp
|
||||
for fi in 3:
|
||||
await get_tree().process_frame
|
||||
samples.append([main.save_select_overlay.visible, main.camp_overlay.visible, main._start_overlay.visible])
|
||||
samples.append([main.ui.modals.save_select_overlay.visible, main.ui.modals.camp_overlay.visible, main.ui.screens.start_overlay.visible])
|
||||
if samples[0][0]:
|
||||
_problems.append("[savesel] sl12 新档后选档层仍可见(落点开层未发生)")
|
||||
elif not samples[0][1]:
|
||||
@@ -217,8 +217,8 @@ func _ready() -> void:
|
||||
_problems.append("[savesel] sl12 动线序违约:开始层在落点帧恢复(回闪一帧)")
|
||||
if main.save_manager.slots.active_slot() != 1 or not FileAccess.file_exists(csel_tpl % 1):
|
||||
_problems.append("[savesel] sl5 新档链失守(active=%d 应=1 且槽1 白板应落盘)" % main.save_manager.slots.active_slot())
|
||||
var occluded: Array = main._modals._occluded.get(main.camp_overlay, [])
|
||||
if not occluded.has(main.save_select_overlay):
|
||||
var occluded: Array = main.ui.modals.flow.stack._occluded.get(main.ui.modals.camp_overlay, [])
|
||||
if not occluded.has(main.ui.modals.save_select_overlay):
|
||||
_problems.append("[savesel] sl12 选档层被关闭而非栈记账挂起(先关后开形态——遮挡挂起中间态钉死)")
|
||||
if int((JSON.parse_string(FileAccess.get_file_as_string(csel_tpl % 1)) as Dictionary).get("meta", {}).get("keystone_balance", -1)) != 0:
|
||||
_problems.append("[savesel] sl5 新档非白板(槽1 落盘应全零)")
|
||||
@@ -227,7 +227,7 @@ func _ready() -> void:
|
||||
# sl6 进档链:槽2 进档 → 激活=2(camp 数据随激活槽)
|
||||
main._open_save_select()
|
||||
await get_tree().process_frame
|
||||
var load_btn: Button = main.save_select_overlay._load_btns.get(2)
|
||||
var load_btn: Button = main.ui.modals.save_select_overlay._load_btns.get(2)
|
||||
if load_btn == null:
|
||||
_problems.append("[savesel] 槽2 进档钮缺失(sl6 驱动中断——夹具应有档)")
|
||||
else:
|
||||
@@ -235,51 +235,51 @@ func _ready() -> void:
|
||||
await get_tree().process_frame
|
||||
if main.save_manager.slots.active_slot() != 2:
|
||||
_problems.append("[savesel] sl6 进档链失守(active=%d 应=2——激活该槽)" % main.save_manager.slots.active_slot())
|
||||
if not main.camp_overlay.visible or main.save_select_overlay.visible:
|
||||
if not main.ui.modals.camp_overlay.visible or main.ui.modals.save_select_overlay.visible:
|
||||
_problems.append("[savesel] sl6 落点未开营地层或选档未隐藏")
|
||||
main._on_camp_closed()
|
||||
await get_tree().process_frame
|
||||
# sl7 删档二次确认双路径:一击只开窗(文件仍在)→取消只关窗(文件仍在)→再开窗确认才删(槽回空)
|
||||
main._open_save_select()
|
||||
await get_tree().process_frame
|
||||
var del_btn: Button = main.save_select_overlay._delete_btns.get(2)
|
||||
var del_btn: Button = main.ui.modals.save_select_overlay._delete_btns.get(2)
|
||||
if del_btn == null:
|
||||
_problems.append("[savesel] 槽2 删档钮缺失(sl7 驱动中断)")
|
||||
else:
|
||||
del_btn.pressed.emit()
|
||||
await get_tree().process_frame
|
||||
if not main.confirm_dialog.is_open():
|
||||
if not main.ui.modals.confirm_dialog.is_open():
|
||||
_problems.append("[savesel] sl7 一击未只开确认窗(直删形态)")
|
||||
elif not FileAccess.file_exists(csel_tpl % 2):
|
||||
_problems.append("[savesel] sl7 确认前文件已被删(一次点击即删违契)")
|
||||
else:
|
||||
if not main._modal_flow.stack._occluded.has(main.confirm_dialog):
|
||||
if not main.ui.modals.flow.stack._occluded.has(main.ui.modals.confirm_dialog):
|
||||
_problems.append("[savesel] sl7 确认窗未经模态栈开(直开旁路——wr2 单口失守)")
|
||||
elif not main._input_locked():
|
||||
elif not main.ui.modals.flow.locks_input():
|
||||
_problems.append("[savesel] sl7 确认窗开时输入锁未生效(锁域失守——wr2)")
|
||||
main.confirm_dialog.cancelled.emit() # 取消路径(真实信号——cancelled 钮同源)
|
||||
main.ui.modals.confirm_dialog.cancelled.emit() # 取消路径(真实信号——cancelled 钮同源)
|
||||
await get_tree().process_frame
|
||||
if main.confirm_dialog.is_open() or not FileAccess.file_exists(csel_tpl % 2):
|
||||
if main.ui.modals.confirm_dialog.is_open() or not FileAccess.file_exists(csel_tpl % 2):
|
||||
_problems.append("[savesel] sl7 取消路径失守(应只关窗、文件仍在)")
|
||||
elif main._confirm_consumer != "":
|
||||
_problems.append("[savesel] sl8 取消后消费方状态量未清(分派面残留)")
|
||||
if main._modal_flow.stack._occluded.has(main.confirm_dialog):
|
||||
if main.ui.modals.flow.stack._occluded.has(main.ui.modals.confirm_dialog):
|
||||
_problems.append("[savesel] sl7 取消后确认窗遮挡账未清(关侧未走模态栈——wr2)")
|
||||
del_btn.pressed.emit() # 再开窗走确认路径
|
||||
await get_tree().process_frame
|
||||
main.confirm_dialog.confirmed.emit() # 确认路径(真实信号——confirmed 钮同源)
|
||||
main.ui.modals.confirm_dialog.confirmed.emit() # 确认路径(真实信号——confirmed 钮同源)
|
||||
await get_tree().process_frame
|
||||
if FileAccess.file_exists(csel_tpl % 2) or main.confirm_dialog.is_open():
|
||||
if FileAccess.file_exists(csel_tpl % 2) or main.ui.modals.confirm_dialog.is_open():
|
||||
_problems.append("[savesel] sl7 确认路径失守(应删档+关窗)")
|
||||
elif main.run_scope.is_adventure or main._start_overlay.visible:
|
||||
elif main.run_scope.is_adventure or main.ui.screens.start_overlay.visible:
|
||||
_problems.append("[savesel] sl8 删档确认误触发开局(双常驻接线形态——分派单口失守)")
|
||||
elif bool(main.save_select_overlay._occupied_flags.get(2, true)):
|
||||
elif bool(main.ui.modals.save_select_overlay._occupied_flags.get(2, true)):
|
||||
_problems.append("[savesel] sl7 删后选档面未就地刷新(槽2 应回空态)")
|
||||
elif main._confirm_consumer != "":
|
||||
_problems.append("[savesel] sl8 确认后消费方状态量未清(分派面残留)")
|
||||
main._on_save_select_closed()
|
||||
await get_tree().process_frame
|
||||
if main.save_select_overlay.visible or not main._start_overlay.visible:
|
||||
if main.ui.modals.save_select_overlay.visible or not main.ui.screens.start_overlay.visible:
|
||||
_problems.append("[savesel] 关闭后层未隐藏或开始层未恢复(模态栈单口失守)")
|
||||
|
||||
# ---- 设置面段(隔离 store 换注禁碰真实 user://settings.cfg;真实按钮信号路径)----
|
||||
@@ -289,19 +289,19 @@ func _ready() -> void:
|
||||
var iso_s = load("res://presentation/settings_store.gd").new("user://smoke_click_probe_settings.cfg")
|
||||
iso_s.load_settings()
|
||||
main.settings_store = iso_s
|
||||
main.settings_overlay.retarget(iso_s)
|
||||
var settings_btn: Button = ProbeUiUtil.find_button(main._start_overlay, "设置", "prefix")
|
||||
main.ui.modals.settings_overlay.retarget(iso_s)
|
||||
var settings_btn: Button = ProbeUiUtil.find_button(main.ui.screens.start_overlay, "设置", "prefix")
|
||||
if settings_btn == null:
|
||||
_problems.append("设置入口按钮缺失(开始层 settingsbtn)")
|
||||
else:
|
||||
settings_btn.pressed.emit() # 真实按钮信号路径 → _open_settings
|
||||
await get_tree().process_frame
|
||||
if not main.settings_overlay.visible or main._start_overlay.visible:
|
||||
if not main.ui.modals.settings_overlay.visible or main.ui.screens.start_overlay.visible:
|
||||
_problems.append("设置面未打开(点击路径)")
|
||||
else:
|
||||
# 减动效转正双态(卡④ AC③)——M4 适配:拨杆开关(_motion_btn)语义翻转 on=完整/off=快速,
|
||||
# 状态字随行 _motion_st;查找由文字改成员引用(拨杆无文字)
|
||||
var motion_btn: Button = main.settings_overlay._motion_btn
|
||||
var motion_btn: Button = main.ui.modals.settings_overlay._motion_btn
|
||||
if motion_btn == null:
|
||||
_problems.append("设置面减动效开关缺失")
|
||||
else:
|
||||
@@ -318,7 +318,7 @@ func _ready() -> void:
|
||||
if UiKit.motion_scale != 1.0:
|
||||
_problems.append("减动效关未恢复(motion_scale != 1.0)")
|
||||
# 音量实时生效(卡④ AC①):滑杆 30% → master bus db 与 store 双读
|
||||
var vol: HSlider = main.settings_overlay._volume
|
||||
var vol: HSlider = main.ui.modals.settings_overlay._volume
|
||||
vol.value = 30
|
||||
await get_tree().process_frame
|
||||
var master_idx := AudioServer.get_bus_index("Master")
|
||||
@@ -329,24 +329,24 @@ func _ready() -> void:
|
||||
_problems.append("音量未入 store(%f ≠ 0.3)" % iso_s.volume_linear)
|
||||
# 调试入口断言(卡⑦ c4 发布态换代——角标恒隐;原「最顶层浮层不被遮挡」
|
||||
# 回归语义随调试浮层发布态退役,申报见迭代 38 实现报告 §8.2)
|
||||
if main.debug_badge == null or main.debug_badge.visible:
|
||||
if main.ui.screens.debug_badge == null or main.ui.screens.debug_badge.visible:
|
||||
_problems.append("设置面开中调试角标可见(发布态恒隐失守)")
|
||||
var settings_close: Button = ProbeUiUtil.find_button(main.settings_overlay, "返回", "prefix")
|
||||
var settings_close: Button = ProbeUiUtil.find_button(main.ui.modals.settings_overlay, "返回", "prefix")
|
||||
if settings_close == null:
|
||||
_problems.append("设置面返回按钮缺失")
|
||||
else:
|
||||
settings_close.pressed.emit()
|
||||
await get_tree().process_frame
|
||||
if main.settings_overlay.visible or not main._start_overlay.visible:
|
||||
if main.ui.modals.settings_overlay.visible or not main.ui.screens.start_overlay.visible:
|
||||
_problems.append("设置面关闭后未恢复开始层")
|
||||
# 旧入口零残留断言(卡④ AC③——测试调整板不含减动效开关;14.5 起载体=调试浮窗)
|
||||
var legacy_motion = ProbeUiUtil.find_check_button(main.debug_overlay, "减动效")
|
||||
var legacy_motion = ProbeUiUtil.find_check_button(main.ui.modals.debug_overlay, "减动效")
|
||||
if legacy_motion != null:
|
||||
_problems.append("调整板减动效旧入口未退役(设置面唯一入口失守——卡④ AC③)")
|
||||
# D1 断言(二轮):退出游戏只在一级菜单——开始菜单有、设置面无
|
||||
if ProbeUiUtil.find_button(main._start_overlay, "退出游戏", "prefix") == null:
|
||||
if ProbeUiUtil.find_button(main.ui.screens.start_overlay, "退出游戏", "prefix") == null:
|
||||
_problems.append("开始菜单缺退出游戏按钮(二轮 D1)")
|
||||
if ProbeUiUtil.find_button(main.settings_overlay, "退出游戏", "prefix") != null:
|
||||
if ProbeUiUtil.find_button(main.ui.modals.settings_overlay, "退出游戏", "prefix") != null:
|
||||
_problems.append("设置面仍含退出游戏按钮(二轮 D1——只在一级菜单出现)")
|
||||
# ---- 生涯页段(入口点击链+关闭回返,真实按钮信号路径;本页只读零写,
|
||||
# 值断言归冒烟投影段与 ui_struct 结构族,此处只验开合路径与零跳转)----
|
||||
@@ -354,45 +354,45 @@ func _ready() -> void:
|
||||
if true:
|
||||
main._open_career()
|
||||
await get_tree().process_frame
|
||||
if not main.career_overlay.visible or main._start_overlay.visible:
|
||||
if not main.ui.modals.career_overlay.visible or main.ui.screens.start_overlay.visible:
|
||||
_problems.append("生涯页未打开(点击路径)")
|
||||
else:
|
||||
# 零跳转契约(提纲 P4 甲):页内除「返回」外零导航钮
|
||||
for nav in ["营地", "商店", "设置", "退出", "冒险"]:
|
||||
if ProbeUiUtil.find_button(main.career_overlay, nav, "contains") != null:
|
||||
if ProbeUiUtil.find_button(main.ui.modals.career_overlay, nav, "contains") != null:
|
||||
_problems.append("生涯页内出现导航入口「%s」(零跳转违约——生涯纯只读)" % nav)
|
||||
# 局内入口断言(提纲 P4 甲):生涯入口只在开始层——战斗屏/地图屏零生涯角标
|
||||
if main.board_zone.find_child("career_badge", true, false) != null \
|
||||
or main.level_screen.find_child("career_badge", true, false) != null:
|
||||
if main.ui.battle.board_zone.find_child("career_badge", true, false) != null \
|
||||
or main.ui.modals.level_screen.find_child("career_badge", true, false) != null:
|
||||
_problems.append("局内屏出现生涯入口件(局内不放生涯入口违约)")
|
||||
var career_close: Button = ProbeUiUtil.find_button(main.career_overlay, "返回", "prefix")
|
||||
var career_close: Button = ProbeUiUtil.find_button(main.ui.modals.career_overlay, "返回", "prefix")
|
||||
if career_close == null:
|
||||
_problems.append("生涯页返回按钮缺失")
|
||||
else:
|
||||
career_close.pressed.emit()
|
||||
await get_tree().process_frame
|
||||
if main.career_overlay.visible or not main._start_overlay.visible:
|
||||
if main.ui.modals.career_overlay.visible or not main.ui.screens.start_overlay.visible:
|
||||
_problems.append("生涯页关闭后未恢复开始层")
|
||||
# 换回全新零档(营地购买态不泄入后续冒险段——确定性;档案残留下次段首清理兜底)
|
||||
ProbeUiUtil.isolate_save(main, "smoke_click_probe_reset", true, false, true) # 零档换注(继续上局钮已随三入口化撤出——卡② mn8)
|
||||
main.debug_overlay.set_sliders(400, 200) # 高加成保 L1 可完成——L2 岔路选路段只能经冒险推进到达(单关直入口退役)
|
||||
main.debug_overlay.seed_edit.text = "42" # 种子钉死(种子框默认为空=非首局随机,行为走查确定性禁依赖默认分支)
|
||||
main.ui.modals.debug_overlay.set_sliders(400, 200) # 高加成保 L1 可完成——L2 岔路选路段只能经冒险推进到达(单关直入口退役)
|
||||
main.ui.modals.debug_overlay.seed_edit.text = "42" # 种子钉死(种子框默认为空=非首局随机,行为走查确定性禁依赖默认分支)
|
||||
var t1 := Time.get_ticks_msec()
|
||||
main._start_adventure_from_menu()
|
||||
await get_tree().process_frame
|
||||
await get_tree().process_frame
|
||||
# 既有口径回归(迭代36 wc3——调试滑条 400/200=局外加成 pct>0,开场行应带「(含面板加成)」;
|
||||
# 本局为本探针首个冒险,日志无先前行,全文本判即可)
|
||||
var wc3_txt: String = main.log_view._log.get_parsed_text()
|
||||
var wc3_txt: String = main.ui.battle.log_view._log.get_parsed_text()
|
||||
if not wc3_txt.contains("种子 42") or not wc3_txt.contains("(含面板加成)"):
|
||||
_problems.append("开场行回归失守:局外加成(pct>0)局的开场行应带「(含面板加成)」(wc3)")
|
||||
# 关卡开始 = 入口选路停点——press_candidate 图上命中路径选入口候选进首战
|
||||
#(首格可点 AC 口径随之含入口选路一步:菜单点击 → 停点呈现 → pick → 棋盘安装)
|
||||
if main.level_screen.visible:
|
||||
if main.ui.modals.level_screen.visible:
|
||||
# 独立性断言:独立屏激活期战斗屏宿主整体隐藏
|
||||
if main._battle_root.visible:
|
||||
if main.ui.screens.battle_root.visible:
|
||||
_problems.append("独立屏激活期战斗屏宿主未隐藏(零透出契约失守)")
|
||||
main.level_screen.press_candidate(0)
|
||||
main.ui.modals.level_screen.press_candidate(0)
|
||||
await get_tree().process_frame
|
||||
await get_tree().process_frame
|
||||
var t_entry := Time.get_ticks_msec() - t1
|
||||
@@ -402,7 +402,7 @@ func _ready() -> void:
|
||||
var first_cell_ms := t_entry
|
||||
if first_cell_ms > 500:
|
||||
_problems.append("进入战斗屏首格可点超时 %dms > 500ms" % first_cell_ms)
|
||||
if main.board_view.cells_probe().is_empty():
|
||||
if main.ui.battle.board_zone.board_view.cells_probe().is_empty():
|
||||
_problems.append("首格未可点(cells=0)")
|
||||
print("[click_probe] 首格可点计时 %dms(进入战斗屏口径,≤500ms AC)· 场景冷启动 %dms(含 UI 构建 %dms,观测项)" % [
|
||||
first_cell_ms, t_total, t_ui_ready])
|
||||
@@ -413,68 +413,68 @@ func _ready() -> void:
|
||||
while not _done and action_budget > 0:
|
||||
action_budget -= 1
|
||||
await get_tree().process_frame
|
||||
if main.node_overlay.visible:
|
||||
main.node_overlay.press_continue()
|
||||
if main.ui.modals.node_overlay.visible:
|
||||
main.ui.modals.node_overlay.press_continue()
|
||||
_seals_placed.clear()
|
||||
continue
|
||||
if main.curio_overlay.visible:
|
||||
if main.ui.modals.curio_overlay.visible:
|
||||
# 三选一停点(CurioPickOverlay——奖励节点/关卡完成兑付共用面,须与硬锁态适配,
|
||||
# 未适配则走到即卡死)。两态分派:result 态(兑付反馈——点继续推进)/
|
||||
# 待选态(点首件+确认)。真实信号路径全线。〔无替换子态——装配不可变契约。〕
|
||||
# 三选一停点输入锁定断言(停点态断言面:待选/兑付两态共用此层)。
|
||||
if not _tested_curio_head and main.run_scope.adventure != null and not main.run_scope.adventure.stop()._node_pending.is_empty() and String(main.curio_overlay._header).contains("关卡奖励点"):
|
||||
if not _tested_curio_head and main.run_scope.adventure != null and not main.run_scope.adventure.stop()._node_pending.is_empty() and String(main.ui.modals.curio_overlay._header).contains("关卡奖励点"):
|
||||
# 停点态判据 = _node_curio_pending(奖励节点三选一停点住此——原条件查
|
||||
# _curio_pending〔关卡完成三选一态〕与奖励头部互斥、恒不可命中=拦截能力未证病根,
|
||||
# 卡⑤ d4 转正随修;头部校验串本体零触碰)
|
||||
_tested_curio_head = true
|
||||
var ch := String(main.curio_overlay._header)
|
||||
var ch := String(main.ui.modals.curio_overlay._header)
|
||||
if not ch.contains("冒险牌库") or not ch.contains("属性值提升与补给") or ch.contains("同权重") or ch.contains("同上限") or ch.contains("提升池"):
|
||||
_problems.append("三选一头部旧话残留或新话缺失(wa4——%s)" % ch.replace("
|
||||
", "|"))
|
||||
# 奖励节点战报文案换代断言(卡⑤ wr2——reward_line 同屏打印于停点拉起前,
|
||||
# 同一驱动路径承载;旧「内容待定」残留或新话缺失即红)
|
||||
var logtext: String = main.log_view.parsed_text()
|
||||
var logtext: String = main.ui.battle.log_view.parsed_text()
|
||||
if not logtext.contains("关卡奖励点(三选一——选毕推进)") or logtext.contains("内容待定"):
|
||||
_problems.append("奖励节点战报文案未换代(卡⑤ wr2——旧话残留或新话缺失)")
|
||||
if not main._input_locked():
|
||||
if not main.ui.modals.flow.locks_input():
|
||||
_problems.append("三选一停点打开时输入未锁定")
|
||||
if main.curio_overlay._continue_btn.visible:
|
||||
main.curio_overlay.press_continue()
|
||||
if main.ui.modals.curio_overlay._continue_btn.visible:
|
||||
main.ui.modals.curio_overlay.press_continue()
|
||||
elif main.run_scope.adventure != null and not main.run_scope.adventure.stop()._node_pending.is_empty():
|
||||
main.curio_overlay.press_card(0) # 奖励节点待选态:点首件+确认(真实按钮信号路径——与关卡完成停点同形)
|
||||
main.curio_overlay.press_confirm()
|
||||
main.ui.modals.curio_overlay.press_card(0) # 奖励节点待选态:点首件+确认(真实按钮信号路径——与关卡完成停点同形)
|
||||
main.ui.modals.curio_overlay.press_confirm()
|
||||
elif main.run_scope.adventure != null and not main.run_scope.adventure.stop()._pending.is_empty():
|
||||
main.curio_overlay.press_card(0)
|
||||
main.curio_overlay.press_confirm()
|
||||
main.ui.modals.curio_overlay.press_card(0)
|
||||
main.ui.modals.curio_overlay.press_confirm()
|
||||
else:
|
||||
main.curio_overlay.press_continue() # 停点已消费的残面——继续关屏
|
||||
main.ui.modals.curio_overlay.press_continue() # 停点已消费的残面——继续关屏
|
||||
_seals_placed.clear()
|
||||
continue
|
||||
if main.shop_overlay.visible:
|
||||
if main.ui.modals.shop_overlay.visible:
|
||||
# 商店房覆盖层(摆放约束:每终点前一位恰一店,真实路径恒必经一店):零购离开(真实 leave 信号路径)放行选路。
|
||||
# 分派链序:商店层=选路页上的模态覆盖(停点呈现为
|
||||
# level_screen+shop 双 visible)——必须先于 level_screen 分派,否则下层候选点击
|
||||
# 空转烧尽预算(实证:lv2 商店停点双 visible 循环 12000 帧 done=false)。
|
||||
main.shop_overlay.leave_pressed.emit()
|
||||
main.ui.modals.shop_overlay.leave_pressed.emit()
|
||||
_seals_placed.clear()
|
||||
continue
|
||||
if main.level_screen.visible:
|
||||
if main.ui.modals.level_screen.visible:
|
||||
# 节点图选路口(零自动推进停点)——图上命中路径交替选候选(岔路使用行为;布局决策 2 改造)
|
||||
# 地图屏角标一次性 case:选路前经角标开/关状态面板(层在地图屏之上开合,
|
||||
# 关闭后地图屏选路态零扰动——P2 甲层级语义)
|
||||
if not _tested_map_status and not main.status_panel.visible:
|
||||
if not _tested_map_status and not main.ui.modals.status_panel.visible:
|
||||
_tested_map_status = true
|
||||
var mpb: Button = main.level_screen.status_badge
|
||||
var mpb: Button = main.ui.modals.level_screen.status_badge
|
||||
if mpb == null or not mpb.visible or mpb.disabled:
|
||||
_problems.append("地图屏状态角标缺失/未点亮/被置灰(P1 丁)")
|
||||
else:
|
||||
mpb.pressed.emit()
|
||||
if not main.status_panel.visible or not main.level_screen.visible:
|
||||
if not main.ui.modals.status_panel.visible or not main.ui.modals.level_screen.visible:
|
||||
_problems.append("地图屏角标开状态面板失败或地图屏被误藏(P2 甲层级失守)")
|
||||
var rbtn2: Button = ProbeUiUtil.find_button(main.status_panel, "继续", "prefix")
|
||||
var rbtn2: Button = ProbeUiUtil.find_button(main.ui.modals.status_panel, "继续", "prefix")
|
||||
if rbtn2 != null:
|
||||
rbtn2.pressed.emit()
|
||||
if main.status_panel.visible or not main.level_screen.visible:
|
||||
if main.ui.modals.status_panel.visible or not main.ui.modals.level_screen.visible:
|
||||
_problems.append("状态面板关闭后地图屏态失守(恢复语义破)")
|
||||
# 地图屏加成帽换代断言(迭代36 卡A wa2——「特性」→「属性值提升」;帽 Label 常在树;
|
||||
# 独立旗标——_tested_map_status 在同拍前置块已置位,禁复用其门控)
|
||||
@@ -482,7 +482,7 @@ func _ready() -> void:
|
||||
_tested_map_cap = true
|
||||
var cap_found := false
|
||||
var ls_labels: Array = []
|
||||
_collect_labels_by_text(main.level_screen, ls_labels)
|
||||
_collect_labels_by_text(main.ui.modals.level_screen, ls_labels)
|
||||
for l in ls_labels:
|
||||
if l.text == "属性值提升":
|
||||
cap_found = true
|
||||
@@ -494,20 +494,20 @@ func _ready() -> void:
|
||||
if main.run_scope.runner != null:
|
||||
for nd in main.run_scope.runner.nodes():
|
||||
var nd_id: int = main.run_scope.runner.node_id_of(nd)
|
||||
if String(nd.get("type", "")) == "reward" and main.level_screen._cand_ids.has(nd_id):
|
||||
pick = main.level_screen._cand_ids.find(nd_id)
|
||||
if String(nd.get("type", "")) == "reward" and main.ui.modals.level_screen._cand_ids.has(nd_id):
|
||||
pick = main.ui.modals.level_screen._cand_ids.find(nd_id)
|
||||
break
|
||||
main.level_screen.press_candidate(pick)
|
||||
main.ui.modals.level_screen.press_candidate(pick)
|
||||
_route_clicks += 1
|
||||
_seals_placed.clear()
|
||||
continue
|
||||
if main._inter_overlay.visible:
|
||||
if main.ui.screens.inter_overlay.visible:
|
||||
# 大奖励屏(冒险级停点——非末关的关卡完成恰一次):首见确认推进 L2(真实按钮信号路径);再见 = L2 已关卡完成,收口
|
||||
if not main._input_locked():
|
||||
if not main.ui.modals.flow.locks_input():
|
||||
_problems.append("大奖励屏打开时输入未锁定")
|
||||
_inter_confirms += 1
|
||||
if _inter_confirms == 1:
|
||||
var next_btn: Button = ProbeUiUtil.find_button(main._inter_overlay, "进入下一层", "prefix")
|
||||
var next_btn: Button = ProbeUiUtil.find_button(main.ui.screens.inter_overlay, "进入下一层", "prefix")
|
||||
if next_btn == null:
|
||||
_problems.append("大奖励屏确认按钮缺失")
|
||||
else:
|
||||
@@ -522,23 +522,23 @@ func _ready() -> void:
|
||||
break
|
||||
_seals_placed.clear()
|
||||
continue
|
||||
if main._end_overlay.is_open() and main._settlement_stop_pending:
|
||||
if main.ui.modals.end_overlay.is_open() and main.run_scope.settlement_stop_timer.is_armed():
|
||||
# 战斗胜利总结结算框(真实信号路径——每场普通胜利到达):断言已拍板面后点「下一节点」
|
||||
if not main._input_locked():
|
||||
if not main.ui.modals.flow.locks_input():
|
||||
_problems.append("胜利结算框打开时输入未锁定")
|
||||
var gp_line: String = "%s %s" % [main._end_overlay._gp_name.text, main._end_overlay._gp_val.text] # 两列账行(审计差距④)——名/值列拼回整串断言
|
||||
var gp_line: String = "%s %s" % [main.ui.modals.end_overlay._gp_name.text, main.ui.modals.end_overlay._gp_val.text] # 两列账行(审计差距④)——名/值列拼回整串断言
|
||||
if not gp_line.contains("GP +%d" % main.run_scope.last_gain_amount) or not gp_line.contains("合计 %d" % int(main.run_scope.runner.gp)):
|
||||
_problems.append("胜利结算框 GP 增量/总量与钱包实态不符(%s|实态 +%d/%d)" % [gp_line, main.run_scope.last_gain_amount, int(main.run_scope.runner.gp)])
|
||||
if main._end_overlay.verdict_text() == "":
|
||||
if main.ui.modals.end_overlay.verdict_text() == "":
|
||||
_problems.append("胜利结算框判定行缺失")
|
||||
_settlement_confirms += 1
|
||||
main._end_overlay._btn.pressed.emit() # 「下一节点」真实信号路径
|
||||
main.ui.modals.end_overlay._btn.pressed.emit() # 「下一节点」真实信号路径
|
||||
await get_tree().process_frame
|
||||
await get_tree().process_frame
|
||||
if main._settlement_stop_pending or not main.level_screen.visible:
|
||||
if main.run_scope.settlement_stop_timer.is_armed() or not main.ui.modals.level_screen.visible:
|
||||
_problems.append("胜利结算框「下一节点」未进选路页(卡⑥ AC②)")
|
||||
continue
|
||||
if main._end_overlay.is_open():
|
||||
if main.ui.modals.end_overlay.is_open():
|
||||
# 冒险终局(失败/放弃/打穿)——无单关直入口,见终局即收口(模态断言照旧)
|
||||
# 三选一链适配:_adventure_mode 仍真且非选路挂起=中途结算面(Boss 胜利
|
||||
# 总结「继续」后挂三选一→真终局未到)——真实信号路径点继续推进。
|
||||
@@ -547,13 +547,13 @@ func _ready() -> void:
|
||||
# (_adventure_mode)在真终局仍 true——会把真终局当中途面点掉返回键(实证)。
|
||||
var _adv_running: bool = main.run_scope.adventure != null and String(main.run_scope.adventure.state) == "running"
|
||||
if main.run_scope.is_adventure and _adv_running:
|
||||
main._end_overlay._btn.pressed.emit()
|
||||
main.ui.modals.end_overlay._btn.pressed.emit()
|
||||
continue
|
||||
if not main._input_locked():
|
||||
if not main.ui.modals.flow.locks_input():
|
||||
_problems.append("终局 overlay 打开时输入未锁定")
|
||||
_done = true
|
||||
print("[click_probe] 冒险终局:%s · 选路口点击 %d 次" % [
|
||||
main._end_overlay.verdict_text().replace("\n", " "), _route_clicks])
|
||||
main.ui.modals.end_overlay.verdict_text().replace("\n", " "), _route_clicks])
|
||||
break
|
||||
if main.run_scope.settlement == null or main.run_scope.runner == null:
|
||||
continue
|
||||
@@ -566,16 +566,16 @@ func _ready() -> void:
|
||||
# 上轮摘要恢复断言(卡⑥ wr1-b——改前 _round_rows 类型错 append 全数失败、缓冲恒空、
|
||||
# 摘要自引入类型错以来从未显示):战中场观测点=round≥2 且排播队列已排空(轮首分隔行
|
||||
# 已消费=finish_settlement_round 已刷);不挂循环出口——收尾的续玩重建段会再走 log_view.clear()
|
||||
if not _tested_round_summary and int(st["round"]) >= 2 and main._row_queue.is_empty():
|
||||
if not _tested_round_summary and int(st["round"]) >= 2 and main.ui.screens.row_pacer.pending_rows().is_empty():
|
||||
_tested_round_summary = true
|
||||
if main.log_view._summary.text == "":
|
||||
if main.ui.battle.log_view._summary.text == "":
|
||||
_problems.append("上轮摘要恒空(卡⑥ wr1-b——结算行缓冲仍失真)")
|
||||
if JSON.stringify(st) == JSON.stringify(_last_state): # 排播演播期豁免(硬锁 v3——合法停顿态):演播期棋盘锁生效、probe 点击被吞、
|
||||
# 逻辑态恒定属预期。判据=纯队列(与 main 锁同源)。Waiting 收尾等待期**不豁免**——
|
||||
# 锁若把收尾链卡死,此处 stall 照报(探测面)。
|
||||
# T1 D1 处置=保留豁免+注记:冻结/缓存/重放语义不再靠豁免绕行,由 _locktest_tick
|
||||
# 脚本化断言正面承载(每 run 一次;逻辑态恒定本豁免继续作 stall 判据)。
|
||||
if main._row_queue.is_empty():
|
||||
if main.ui.screens.row_pacer.pending_rows().is_empty():
|
||||
_stall_frames += 1
|
||||
if _stall_frames == 30:
|
||||
_report_stall(st)
|
||||
@@ -595,36 +595,36 @@ func _ready() -> void:
|
||||
# ---- 预算耗尽收口(T17 硬锁批适配):选件变强后 probe 可能活过预算不再战败——断点段前提
|
||||
# (冒险终局面在案)须主动满足。收口驱动:任何停点层逐个推进(复用主循环分支语义)至
|
||||
# level_screen 选路停点→真实放弃二击→终局面。战斗中则继续 autoplay 打完。
|
||||
if not _done and not main._end_overlay.is_open():
|
||||
if not _done and not main.ui.modals.end_overlay.is_open():
|
||||
var close_guard := 8000
|
||||
var dbg_frame := 0 # T17 演播后排窗:每场胜利 +~400 帧演播等待(旧同帧 flush 零等待)——守卫按多场战斗放大
|
||||
while close_guard > 0:
|
||||
close_guard -= 1
|
||||
await get_tree().process_frame
|
||||
if main._end_overlay.is_open():
|
||||
if main.ui.modals.end_overlay.is_open():
|
||||
# 中途结算面(state=running)=点继续推进;真终局(settling)=断点段前提满足,收口。
|
||||
if main.run_scope.is_adventure and main.run_scope.adventure != null and String(main.run_scope.adventure.state) == "running":
|
||||
main._end_overlay._btn.pressed.emit()
|
||||
main.ui.modals.end_overlay._btn.pressed.emit()
|
||||
else:
|
||||
break
|
||||
elif main.curio_overlay.visible:
|
||||
if main.curio_overlay._continue_btn.visible:
|
||||
main.curio_overlay.press_continue()
|
||||
elif main.ui.modals.curio_overlay.visible:
|
||||
if main.ui.modals.curio_overlay._continue_btn.visible:
|
||||
main.ui.modals.curio_overlay.press_continue()
|
||||
elif main.run_scope.adventure != null and not main.run_scope.adventure.stop()._pending.is_empty():
|
||||
main.curio_overlay.press_card(0)
|
||||
main.curio_overlay.press_confirm()
|
||||
main.ui.modals.curio_overlay.press_card(0)
|
||||
main.ui.modals.curio_overlay.press_confirm()
|
||||
else:
|
||||
main.curio_overlay.press_continue()
|
||||
elif main.node_overlay.visible:
|
||||
main.node_overlay.press_continue()
|
||||
elif main.shop_overlay.visible:
|
||||
main.shop_overlay.leave_pressed.emit()
|
||||
elif main._inter_overlay.visible:
|
||||
var next_btn2: Button = ProbeUiUtil.find_button(main._inter_overlay, "进入下一层", "prefix")
|
||||
main.ui.modals.curio_overlay.press_continue()
|
||||
elif main.ui.modals.node_overlay.visible:
|
||||
main.ui.modals.node_overlay.press_continue()
|
||||
elif main.ui.modals.shop_overlay.visible:
|
||||
main.ui.modals.shop_overlay.leave_pressed.emit()
|
||||
elif main.ui.screens.inter_overlay.visible:
|
||||
var next_btn2: Button = ProbeUiUtil.find_button(main.ui.screens.inter_overlay, "进入下一层", "prefix")
|
||||
if next_btn2 != null:
|
||||
next_btn2.pressed.emit()
|
||||
elif main.level_screen.visible:
|
||||
var abandon_btn: Button = ProbeUiUtil.find_button(main.level_screen, "放弃", "prefix")
|
||||
elif main.ui.modals.level_screen.visible:
|
||||
var abandon_btn: Button = ProbeUiUtil.find_button(main.ui.modals.level_screen, "放弃", "prefix")
|
||||
if abandon_btn != null:
|
||||
_closed_via_abandon = true
|
||||
abandon_btn.pressed.emit()
|
||||
@@ -652,14 +652,14 @@ func _ready() -> void:
|
||||
str(((bpf as Dictionary).get("bonus_deck", []) as Array).size()),
|
||||
str((bpf as Dictionary).get("bonus_pending"))])
|
||||
_problems.append("断点段:战败结算后断点未清(T3 三结局清断点失守)")
|
||||
if not main._end_overlay.is_open():
|
||||
if not main.ui.modals.end_overlay.is_open():
|
||||
_problems.append("断点段:战败后未出冒险终局面")
|
||||
if main._end_overlay._btn == null:
|
||||
if main.ui.modals.end_overlay._btn == null:
|
||||
_problems.append("断点段:终局面返回按钮缺失")
|
||||
else:
|
||||
main._end_overlay._btn.pressed.emit() # 真实按钮信号路径(_btn=继续/返回共用句柄)
|
||||
main.ui.modals.end_overlay._btn.pressed.emit() # 真实按钮信号路径(_btn=继续/返回共用句柄)
|
||||
await get_tree().process_frame
|
||||
if not main._start_overlay.visible:
|
||||
if not main.ui.screens.start_overlay.visible:
|
||||
# 豁免:放弃路径收口时终局「返回」后仍挂三选一/关卡推进残留态(停点链),
|
||||
# 战败态前提失配——记录不计 problem(返回路径已实机目检)。
|
||||
if not _closed_via_abandon:
|
||||
@@ -683,16 +683,16 @@ func _ready() -> void:
|
||||
if FileAccess.file_exists(p_ol):
|
||||
DirAccess.remove_absolute(p_ol)
|
||||
ProbeUiUtil.isolate_save(main, "smoke_click_probe_openline", true, false, true)
|
||||
main.debug_overlay.reset_sliders() # ① 白板反向前提(_start_adventure 只关窗不清值——残值跨段存活防坑)
|
||||
main.debug_overlay.seed_edit.text = "42"
|
||||
main.ui.modals.debug_overlay.reset_sliders() # ① 白板反向前提(_start_adventure 只关窗不清值——残值跨段存活防坑)
|
||||
main.ui.modals.debug_overlay.seed_edit.text = "42"
|
||||
main._start_adventure_from_menu()
|
||||
var ol_l1_wait := 0
|
||||
while ol_l1_wait < 24 and String(main.log_view._log.get_parsed_text()).count("· 种子 ") < 1:
|
||||
while ol_l1_wait < 24 and String(main.ui.battle.log_view._log.get_parsed_text()).count("· 种子 ") < 1:
|
||||
ol_l1_wait += 1
|
||||
await get_tree().process_frame
|
||||
if ol_l1_wait >= 24:
|
||||
_problems.append("开场行路径①:L1 开场行未达日志(开局清日志后 24 帧内未现种子行)")
|
||||
elif String(main.log_view._log.get_parsed_text()).count("(含面板加成)") > 0:
|
||||
elif String(main.ui.battle.log_view._log.get_parsed_text()).count("(含面板加成)") > 0:
|
||||
_problems.append("开场行路径①失守:白板局 L1 开场行带「(含面板加成)」(wc1 反向)")
|
||||
print("[click_probe] 开场行①判定 wait=%d 帧断言完成" % ol_l1_wait)
|
||||
# ②③ 断点续玩正向(既有快照喂入形态——代拍板 2 预授权;生产「继续上局」钮已随三入口化
|
||||
@@ -716,14 +716,14 @@ func _ready() -> void:
|
||||
# resume 同步重建开场行,返回时已在日志)
|
||||
main._resume_from_menu()
|
||||
var ol_r_wait := 0
|
||||
while ol_r_wait < 24 and String(main.log_view._log.get_parsed_text()).count("· 种子 ") < 1:
|
||||
while ol_r_wait < 24 and String(main.ui.battle.log_view._log.get_parsed_text()).count("· 种子 ") < 1:
|
||||
ol_r_wait += 1
|
||||
await get_tree().process_frame
|
||||
if main.run_scope.runner == null or main.run_scope.runner.journal().bonus_total("atk") != 5:
|
||||
_problems.append("开场行路径②③前提失守:续玩重建后加算区 atk!=5(断点回填链断)")
|
||||
if ol_r_wait >= 24:
|
||||
_problems.append("开场行路径②③失守:续玩重建未发开场行(选路停点形应重发——形态/驱动复核)")
|
||||
elif String(main.log_view._log.get_parsed_text()).count("(含面板加成)") < 1:
|
||||
elif String(main.ui.battle.log_view._log.get_parsed_text()).count("(含面板加成)") < 1:
|
||||
_problems.append("开场行路径②③失守:bonus 已入账(pct=0/ov=0)的续玩重建开场行未带「(含面板加成)」(wc1 正向/wc2)")
|
||||
else:
|
||||
print("[click_probe] 开场行②③判定:续玩重建开场行带后缀(bonus.atk=5、pct=0)— wait=%d 帧" % ol_r_wait)
|
||||
@@ -749,15 +749,15 @@ func _ready() -> void:
|
||||
|
||||
func _run_modal_probes_once() -> void:
|
||||
# ⓪ 玩家面文案真实入口断言(迭代36 卡A wa1——C 区两段头随战斗常驻)
|
||||
if not _tested_copy and main.info_panel != null and main.info_panel.visible:
|
||||
if not _tested_copy and main.ui.battle.info_panel != null and main.ui.battle.info_panel.visible:
|
||||
_tested_copy = true
|
||||
var feat_head: Label = null
|
||||
var curio_head: Label = null
|
||||
for child in main.info_panel._feat_section.get_children():
|
||||
for child in main.ui.battle.info_panel._feat_section.get_children():
|
||||
if child is Label:
|
||||
feat_head = child
|
||||
break
|
||||
for child in main.info_panel._curio_section.get_children():
|
||||
for child in main.ui.battle.info_panel._curio_section.get_children():
|
||||
if child is Label:
|
||||
curio_head = child
|
||||
break
|
||||
@@ -768,15 +768,15 @@ func _run_modal_probes_once() -> void:
|
||||
# ① 图例模态(pattern 6):打开 → 遮挡物隐藏 + 输入锁定;关闭 → 恢复
|
||||
if not _tested_legend:
|
||||
_tested_legend = true
|
||||
main.ap_bar._btn_legend.pressed.emit()
|
||||
if not main.legend_overlay.is_open():
|
||||
main.ui.battle.board_zone.ap_bar._btn_legend.pressed.emit()
|
||||
if not main.ui.modals.legend_overlay.is_open():
|
||||
_problems.append("图例打开失败")
|
||||
if main._end_overlay.is_open() or main._start_overlay.visible:
|
||||
if main.ui.modals.end_overlay.is_open() or main.ui.screens.start_overlay.visible:
|
||||
_problems.append("图例打开时上方遮挡层未隐藏(缺陷⑤复发)")
|
||||
if not main._input_locked():
|
||||
if not main.ui.modals.flow.locks_input():
|
||||
_problems.append("图例打开时棋盘输入未锁定")
|
||||
var legend_has_seal := false
|
||||
for e in main.legend_overlay.ENTRIES:
|
||||
for e in main.ui.modals.legend_overlay.ENTRIES:
|
||||
if String(e[1]) == "封印":
|
||||
legend_has_seal = true
|
||||
# 图例封印行换代断言(迭代36 卡A wa5——真实 AP 条图例钮开层路径)
|
||||
@@ -785,31 +785,31 @@ func _run_modal_probes_once() -> void:
|
||||
", "|"))
|
||||
if not legend_has_seal:
|
||||
_problems.append("图例缺『封印』格态条目(格态图例基线)")
|
||||
main.legend_overlay.close()
|
||||
if main.legend_overlay.is_open() or main._input_locked():
|
||||
main.ui.modals.legend_overlay.close()
|
||||
if main.ui.modals.legend_overlay.is_open() or main.ui.modals.flow.locks_input():
|
||||
_problems.append("图例关闭后未恢复输入/可见性")
|
||||
# ②/②b 明细回看模态无探针(M9/P-C7——冒险中回看归「生涯」,06 登记)
|
||||
# ⑤ 状态面板(P1 丁角标真实信号路径 + P2 甲模态语义 + P1 守卫 + R3 锁恢复):
|
||||
# 角标打开 → 只读层可见+输入锁定+余额徽非空 → 「继续」关闭恢复;图例开着 → 角标置灰且点击被守卫兜住
|
||||
if not _tested_status and not main.legend_overlay.is_open() and not main.status_panel.visible:
|
||||
if not _tested_status and not main.ui.modals.legend_overlay.is_open() and not main.ui.modals.status_panel.visible:
|
||||
_tested_status = true
|
||||
var pbtn: Button = main.board_zone.status_badge
|
||||
var pbtn: Button = main.ui.battle.board_zone.status_badge
|
||||
if pbtn == null or not pbtn.visible or pbtn.disabled:
|
||||
_problems.append("战斗屏状态角标缺失/未点亮/被置灰(P1 丁入口失守 visible=%s disabled=%s)"
|
||||
% [str(pbtn != null and pbtn.visible), str(pbtn != null and pbtn.disabled)])
|
||||
else:
|
||||
pbtn.pressed.emit() # 真实按钮信号路径 → 组合根 _on_status_badge_pressed
|
||||
if not main.status_panel.visible:
|
||||
if not main.ui.modals.status_panel.visible:
|
||||
_problems.append("状态面板未随角标打开(组合根接线失守)")
|
||||
if not main._input_locked():
|
||||
if not main.ui.modals.flow.locks_input():
|
||||
_problems.append("状态面板打开时输入未锁定(R3)")
|
||||
var bal_txt: String = main.status_panel._balance_badge.value_label.text
|
||||
var bal_txt: String = main.ui.modals.status_panel._balance_badge.value_label.text
|
||||
if not bal_txt.begins_with("钥石 "):
|
||||
_problems.append("状态面板余额徽投影缺失(%s)" % bal_txt)
|
||||
# ---- 本局信息面板换代断言(迭代36 卡③——真实入口三断言)----
|
||||
# ① 面板子树零旧段文案(跨关概览退役零残留)
|
||||
var sv_labels: Array = []
|
||||
_collect_labels_by_text(main.status_panel, sv_labels)
|
||||
_collect_labels_by_text(main.ui.modals.status_panel, sv_labels)
|
||||
for l in sv_labels:
|
||||
if String(l.text).contains("道具工坊") or String(l.text).contains("天赋树"):
|
||||
_problems.append("状态面板子树残留旧段文案「%s」(sv6①——零旧段失守)" % String(l.text))
|
||||
@@ -821,8 +821,8 @@ func _run_modal_probes_once() -> void:
|
||||
var attr_expect := "生命 %d/%d · 攻击 %d · 护甲 AC %d · GP %d" % [
|
||||
int(rnr.hero_hp), rnr.effective_max_hp(), rnr.effective_atk(),
|
||||
rnr.effective_ac(), int(rnr.gp)]
|
||||
if String(main.status_panel._attrs_label.text) != attr_expect:
|
||||
_problems.append("状态面板属性行投影失真(sv6②——期望 %s 实测 %s)" % [attr_expect, main.status_panel._attrs_label.text])
|
||||
if String(main.ui.modals.status_panel._attrs_label.text) != attr_expect:
|
||||
_problems.append("状态面板属性行投影失真(sv6②——期望 %s 实测 %s)" % [attr_expect, main.ui.modals.status_panel._attrs_label.text])
|
||||
# ③ _status_data() 直调对拍(sv7——键集恰八键+curios/feats 独立 oracle)
|
||||
var sd: Dictionary = main._status_data()
|
||||
var keys := ["balance", "hero_hp", "max_hp", "atk", "ac", "gp", "curios", "feats"]
|
||||
@@ -846,25 +846,25 @@ func _run_modal_probes_once() -> void:
|
||||
var feats_expect: Array = load("res://presentation/hud_presenter.gd").feat_holdings_lines(main.db, rnr.feats_held())
|
||||
if str((sd as Dictionary).get("feats", [])) != str(feats_expect):
|
||||
_problems.append("_status_data().feats 对拍 feat_holdings_lines 失守(sv7)")
|
||||
var resume_btn: Button = ProbeUiUtil.find_button(main.status_panel, "继续", "prefix")
|
||||
var resume_btn: Button = ProbeUiUtil.find_button(main.ui.modals.status_panel, "继续", "prefix")
|
||||
if resume_btn == null:
|
||||
_problems.append("状态面板关闭钮缺失(「继续」)")
|
||||
else:
|
||||
resume_btn.pressed.emit()
|
||||
if main.status_panel.visible or main._input_locked():
|
||||
if main.ui.modals.status_panel.visible or main.ui.modals.flow.locks_input():
|
||||
_problems.append("状态面板关闭后未恢复(visible=%s locked=%s——R3 残留)"
|
||||
% [str(main.status_panel.visible), str(main._input_locked())])
|
||||
% [str(main.ui.modals.status_panel.visible), str(main.ui.modals.flow.locks_input())])
|
||||
# P1 守卫:图例开着 → 两处入口角标置灰;置灰态点击被处理器兜住(探针 emit 绕过 disabled)
|
||||
main.ap_bar._btn_legend.pressed.emit()
|
||||
if not main.board_zone.status_badge.disabled:
|
||||
main.ui.battle.board_zone.ap_bar._btn_legend.pressed.emit()
|
||||
if not main.ui.battle.board_zone.status_badge.disabled:
|
||||
_problems.append("图例开着时战斗屏状态角标未置灰(P1 守卫失守)")
|
||||
main.board_zone.status_badge.pressed.emit()
|
||||
if main.status_panel.visible:
|
||||
main.ui.battle.board_zone.status_badge.pressed.emit()
|
||||
if main.ui.modals.status_panel.visible:
|
||||
_problems.append("置灰态仍可开状态面板(守卫兜底失守)")
|
||||
main.legend_overlay.close()
|
||||
main.ui.modals.legend_overlay.close()
|
||||
# ③ tooltip(状态效果槽悬停——来源+语义+剩余):有槽可见时触发
|
||||
if not _tested_tooltip:
|
||||
var row = main.stage.hero_standee.slot_row # 状态 tooltip 载体(B 区站桩)
|
||||
var row = main.ui.battle.stage.hero_standee.slot_row # 状态 tooltip 载体(B 区站桩)
|
||||
for child in row.get_children():
|
||||
if child is PanelContainer and child.visible and child.has_meta("eff"):
|
||||
_tested_tooltip = true
|
||||
@@ -878,14 +878,14 @@ func _run_modal_probes_once() -> void:
|
||||
_problems.append("状态槽 tooltip 未随移出隐藏")
|
||||
break
|
||||
# ④ 弃图刷新确认链(pattern 7 异位:确认 chips 与常规确认不同位 + 显式代价文案)
|
||||
if not _tested_refresh_chain and main.ap_bar.is_refresh_ready():
|
||||
if not _tested_refresh_chain and main.ui.battle.board_zone.ap_bar.is_refresh_ready():
|
||||
_tested_refresh_chain = true
|
||||
var rap_before: int = int(main.run_scope.settlement.action_economy.rap)
|
||||
var board_before = main.run_scope.settlement.minesweeper.current_board()
|
||||
main.ap_bar.press_refresh_for_probe()
|
||||
if not main.ap_bar.confirm_visible():
|
||||
main.ui.battle.board_zone.ap_bar.press_refresh_for_probe()
|
||||
if not main.ui.battle.board_zone.ap_bar.confirm_visible():
|
||||
_problems.append("弃图刷新确认 chips 未出现(异位确认缺失)")
|
||||
main.ap_bar.press_confirm_for_probe()
|
||||
main.ui.battle.board_zone.ap_bar.press_confirm_for_probe()
|
||||
if int(main.run_scope.settlement.action_economy.rap) != rap_before - 8:
|
||||
_problems.append("弃图刷新未扣 RAP8(%d→%d)" % [rap_before, int(main.run_scope.settlement.action_economy.rap)])
|
||||
if main.run_scope.settlement.action_economy.phase != "Active":
|
||||
@@ -897,8 +897,8 @@ func _run_modal_probes_once() -> void:
|
||||
if used_now != 1:
|
||||
_problems.append("刷新轮内计数错误(%d)" % used_now)
|
||||
var remain_expect: int = maxi(0, int(main.db.run.action_economy.refresh_cap_per_round) - used_now)
|
||||
if not main.ap_bar.refresh_remaining_text().contains(str(remain_expect)):
|
||||
_problems.append("HUD 刷新余量与快照推导失符(HUD='%s' 应含 %d)" % [main.ap_bar.refresh_remaining_text(), remain_expect])
|
||||
if not main.ui.battle.board_zone.ap_bar.refresh_remaining_text().contains(str(remain_expect)):
|
||||
_problems.append("HUD 刷新余量与快照推导失符(HUD='%s' 应含 %d)" % [main.ui.battle.board_zone.ap_bar.refresh_remaining_text(), remain_expect])
|
||||
|
||||
|
||||
# ---- 营地灰字取色断言辅助(迭代36 wc4——文本锚定位,全 Label 递归收集)----
|
||||
@@ -922,14 +922,14 @@ func _play_one_action() -> void:
|
||||
var settlement = main.run_scope.settlement
|
||||
if settlement == null:
|
||||
return # 结算竞态防抖:battle_finished 与本轮动作调度同帧到达时 settlement 可能已被置空(基线既有噪声——加固)
|
||||
if not main._row_queue.is_empty():
|
||||
if not main.ui.screens.row_pacer.pending_rows().is_empty():
|
||||
return # T1 D1——演播期不出手:此时点击只会进锁期缓存被「最后一次」覆盖(原逐帧连点语义无行为覆盖价值,且毁锁期断言注入的独占前提)
|
||||
var minesweeper = settlement.minesweeper
|
||||
# 行为①:随机封印(右键——未开相邻格),约 20% 轮次
|
||||
if _ap_spent_this_round == 0 and _rand.randf() < 0.2:
|
||||
var target := _random_unknown_adjacent(minesweeper)
|
||||
if target.x >= 0:
|
||||
main.board_view.click_cell(target, MOUSE_BUTTON_RIGHT)
|
||||
main.ui.battle.board_zone.board_view.click_cell(target, MOUSE_BUTTON_RIGHT)
|
||||
_seals_placed.append(target)
|
||||
_ap_spent_this_round += 1
|
||||
return
|
||||
@@ -937,19 +937,19 @@ func _play_one_action() -> void:
|
||||
if _rand.randf() < 0.1 and not _seals_placed.is_empty():
|
||||
var fc: Vector2i = _seals_placed.pop_back()
|
||||
if minesweeper.has_seal(fc) and not minesweeper.is_revealed(fc):
|
||||
main.board_view.click_cell(fc, MOUSE_BUTTON_RIGHT)
|
||||
main.ui.battle.board_zone.board_view.click_cell(fc, MOUSE_BUTTON_RIGHT)
|
||||
_ap_spent_this_round += 1
|
||||
return
|
||||
# 行为③:随机无效点击(非相邻格/已开格),约 8% 轮次
|
||||
if _rand.randf() < 0.08:
|
||||
main.board_view.click_cell(Vector2i(_rand.randi_range(0, minesweeper.current_board().width - 1), _rand.randi_range(0, minesweeper.current_board().height - 1)), MOUSE_BUTTON_LEFT)
|
||||
main.ui.battle.board_zone.board_view.click_cell(Vector2i(_rand.randi_range(0, minesweeper.current_board().width - 1), _rand.randi_range(0, minesweeper.current_board().height - 1)), MOUSE_BUTTON_LEFT)
|
||||
return
|
||||
# 挖掘主策略(最近可挖格)
|
||||
var plan = AutoPlayer.choose_dig(minesweeper) # O4 收口:策略单一实现
|
||||
if not plan.is_empty():
|
||||
if plan.hero_cell != minesweeper.hero_pos():
|
||||
main.board_view.click_cell(plan.hero_cell, MOUSE_BUTTON_LEFT)
|
||||
main.board_view.click_cell(plan.dig_cell, MOUSE_BUTTON_LEFT)
|
||||
main.ui.battle.board_zone.board_view.click_cell(plan.hero_cell, MOUSE_BUTTON_LEFT)
|
||||
main.ui.battle.board_zone.board_view.click_cell(plan.dig_cell, MOUSE_BUTTON_LEFT)
|
||||
_ap_spent_this_round += 1
|
||||
# 行为④:提前停手(已花 ≥3 AP 时 15%)——停手经 AP 条按钮真实信号路径
|
||||
if _ap_spent_this_round >= 3 and settlement.action_economy.phase == "Active" and _rand.randf() < 0.15:
|
||||
@@ -975,7 +975,7 @@ func _random_unknown_adjacent(minesweeper) -> Vector2i:
|
||||
|
||||
func _click_stop() -> void:
|
||||
# 停手走真实按钮信号路径(AP 条 → 组合根 settle_batch——排雷玩法 D1×6① 回归载体)
|
||||
main.ap_bar._btn_stop.pressed.emit()
|
||||
main.ui.battle.board_zone.ap_bar._btn_stop.pressed.emit()
|
||||
|
||||
|
||||
# ---- T1 D1:锁期/重放断言(每 run 一次,脚本化场景——演播期豁免的断言化承载) ----
|
||||
@@ -992,7 +992,7 @@ func _locktest_tick() -> void:
|
||||
if settlement == null or settlement.minesweeper.current_board() == null:
|
||||
return
|
||||
if _locktest_state == 0:
|
||||
if main._row_queue.is_empty() or main._input_locked():
|
||||
if main.ui.screens.row_pacer.pending_rows().is_empty() or main.ui.modals.flow.locks_input():
|
||||
return
|
||||
if String(settlement.battle_result) != "" or String(settlement.action_economy.phase) != "Active":
|
||||
return
|
||||
@@ -1003,7 +1003,7 @@ func _locktest_tick() -> void:
|
||||
return # 无合法邻格/目标被并发封印行为占位——下帧重挑
|
||||
_locktest_cell = target
|
||||
_locktest_frames = 0
|
||||
main.board_view.click_cell(target, MOUSE_BUTTON_RIGHT)
|
||||
main.ui.battle.board_zone.board_view.click_cell(target, MOUSE_BUTTON_RIGHT)
|
||||
if settlement.minesweeper.has_seal(target):
|
||||
_problems.append("锁期断言:演播期点击未被冻结(封印即时受理——v3 冻结失守)")
|
||||
_locktest_state = 2
|
||||
@@ -1014,11 +1014,11 @@ func _locktest_tick() -> void:
|
||||
return
|
||||
_locktest_state = 1
|
||||
elif _locktest_state == 1:
|
||||
if main.curio_overlay.visible or main._inter_overlay.visible or main._end_overlay.is_open() \
|
||||
if main.ui.modals.curio_overlay.visible or main.ui.screens.inter_overlay.visible or main.ui.modals.end_overlay.is_open() \
|
||||
or String(settlement.battle_result) != "":
|
||||
_locktest_state = 2 # 前提消失守卫:终结演播竞态——静默弃测
|
||||
return
|
||||
if not main._row_queue.is_empty():
|
||||
if not main.ui.screens.row_pacer.pending_rows().is_empty():
|
||||
_locktest_frames = 0 # 演播未完——重放耐心只在排空后起算(链式大演播数百帧不占预算)
|
||||
return
|
||||
_locktest_frames += 1
|
||||
@@ -1038,7 +1038,7 @@ func _locktest_tick() -> void:
|
||||
b.width, b.height, str(settlement.minesweeper.hero_pos())])
|
||||
_problems.append("重放断言:锁期缓存点击未受理恰一次(封印未置位——零发或双发)")
|
||||
_locktest_state = 2
|
||||
main.board_view.click_cell(_locktest_cell, MOUSE_BUTTON_RIGHT) # 撤封印恢复现场(尽力而为不判定)
|
||||
main.ui.battle.board_zone.board_view.click_cell(_locktest_cell, MOUSE_BUTTON_RIGHT) # 撤封印恢复现场(尽力而为不判定)
|
||||
|
||||
|
||||
func _locktest_pick_cell(minesweeper) -> Vector2i:
|
||||
|
||||
@@ -31,15 +31,15 @@ func _ready() -> void:
|
||||
# 同 ui_click_probe 隔离纪律。首次冒险布尔位置位=对齐真实档游玩史口径,模板抽签路径不变;
|
||||
# isolate_save 先删后建——上次运行的残留断点会触发互斥确认早退)
|
||||
ProbeUiUtil.isolate_save(main, "smoke_input_probe_save", true, false, true)
|
||||
main.debug_overlay.seed_edit.text = "42" # 种子钉死(种子框默认为空=非首局随机,探针确定性禁依赖默认分支)
|
||||
main.ui.modals.debug_overlay.seed_edit.text = "42" # 种子钉死(种子框默认为空=非首局随机,探针确定性禁依赖默认分支)
|
||||
main._start_adventure_from_menu()
|
||||
await get_tree().process_frame
|
||||
# ---- ⑫ 图上命中真实输入(回归闸):入口停点候选节点中心
|
||||
# push_input 真实鼠标路径 motion+click → 悬停预承诺置位 → route_chosen 到达组合根。
|
||||
# 由来=真机 bug:深层节点(L1 Boss 内容 x=802)在固定画布命中区外,press_candidate 直调
|
||||
# 命中函数探针全绿、真鼠标点不中——本 case 封住输入管线,⑬封住几何拟合。
|
||||
if main.level_screen.visible:
|
||||
var ro = main.level_screen
|
||||
if main.ui.modals.level_screen.visible:
|
||||
var ro = main.ui.modals.level_screen
|
||||
var cands: Array = main.run_scope.runner.next_candidate_ids()
|
||||
# ---- ⑱ 信息迷雾呈现接线(回归闸):真机 display_probe 读实际绘制记录(雾下节点类型未画、
|
||||
# Boss 描边画了、候选类型画了)+点击雾下非候选节点零提交(雾不扩大可点域——候选集即合法集)----
|
||||
@@ -90,9 +90,9 @@ func _ready() -> void:
|
||||
await get_tree().process_frame
|
||||
await get_tree().process_frame
|
||||
ro.route_chosen.disconnect(on_route)
|
||||
if not submitted.is_empty() or not main.level_screen.visible or not main.run_scope.runner.awaiting_choice():
|
||||
if not submitted.is_empty() or not main.ui.modals.level_screen.visible or not main.run_scope.runner.awaiting_choice():
|
||||
_pre_fail("case⑱ 雾下节点点击产生提交(提交=%s visible=%s 选路态=%s——雾不扩大可点域)〔fv9〕"
|
||||
% [str(submitted), str(main.level_screen.visible), str(main.run_scope.runner.awaiting_choice())])
|
||||
% [str(submitted), str(main.ui.modals.level_screen.visible), str(main.run_scope.runner.awaiting_choice())])
|
||||
return
|
||||
var nds: Array = main.run_scope.runner.nodes()
|
||||
var tgt := {}
|
||||
@@ -116,13 +116,13 @@ func _ready() -> void:
|
||||
main.get_viewport().push_input(evc, true)
|
||||
await get_tree().process_frame
|
||||
await get_tree().process_frame
|
||||
if main.level_screen.visible or main.run_scope.runner.awaiting_choice():
|
||||
_pre_fail("图上真实点击未提交选路(overlay 可见=%s 选路态=%s)" % [str(main.level_screen.visible), str(main.run_scope.runner.awaiting_choice())])
|
||||
if main.ui.modals.level_screen.visible or main.run_scope.runner.awaiting_choice():
|
||||
_pre_fail("图上真实点击未提交选路(overlay 可见=%s 选路态=%s)" % [str(main.ui.modals.level_screen.visible), str(main.run_scope.runner.awaiting_choice())])
|
||||
for i in range(3):
|
||||
await get_tree().process_frame
|
||||
# ---- ⑬ 画布随图拟合(同 bug 的几何面回归):复刻分层公式独立推导最深节点内容 x,
|
||||
# 断言画布 min 尺寸覆盖之(open_choices 每 stop 拟合——L1 单链 Boss x=70+6*122=802 曾越界)
|
||||
var ro2 = main.level_screen
|
||||
var ro2 = main.ui.modals.level_screen
|
||||
var nds2: Array = main.run_scope.runner.nodes()
|
||||
var layer2 := {}
|
||||
var inbound2 := {}
|
||||
@@ -155,7 +155,7 @@ func _ready() -> void:
|
||||
var cvmin: Dictionary = ro2.canvas_probe()
|
||||
if float(cvmin["min_size"].x) < need_x2 - 0.5:
|
||||
_pre_fail("画布拟合不足(min.x=%.0f < 最深内容 %.0f——深层节点不可点回归)" % [cvmin["min_size"].x, need_x2])
|
||||
var bv = main.board_view
|
||||
var bv = main.ui.battle.board_zone.board_view
|
||||
var ms = main.run_scope.settlement.minesweeper if main.run_scope.settlement != null else null
|
||||
if ms == null or bv.cells_probe().is_empty():
|
||||
_pre_fail("战斗未就绪(cells=%d settlement=%s)" % [bv.cells_probe().size(), str(main.run_scope.settlement)])
|
||||
@@ -479,13 +479,13 @@ func _ready() -> void:
|
||||
var p_lantern: Dictionary = main.build_adventure_params(main.save_manager, main.meta)
|
||||
if not (p_lantern.get("attunement", []) as Array).has("wide_scout_band"):
|
||||
_problems.append("case⑮ 装配未进开局参数面(attunement=%s 应含 wide_scout_band)" % str(p_lantern.get("attunement", [])))
|
||||
main.run_scope.settlement.attunement = ["wide_scout_band"]
|
||||
main.run_scope.settlement._facts.attunement = ["wide_scout_band"]
|
||||
main._sync_treasure_glow()
|
||||
if int(bv.fog_params_probe()["lantern"]) != 4:
|
||||
_problems.append("case⑮ 装配后视野未扩(lantern 应=4——呈现桥未生效)")
|
||||
if int(bv.cells_probe()[ring_cell].fog_state) != 0:
|
||||
_problems.append("case⑮ 装配后 dist==R+1 格仍被遮(应转可见)")
|
||||
main.run_scope.settlement.attunement = []
|
||||
main.run_scope.settlement._facts.attunement = []
|
||||
main._sync_treasure_glow()
|
||||
if int(bv.fog_params_probe()["lantern"]) != 0:
|
||||
_problems.append("case⑮ 卸装后视野未复原(lantern 应=0——契约复原语义显式重算)")
|
||||
@@ -517,29 +517,29 @@ func _ready() -> void:
|
||||
if status_dig.x == -9:
|
||||
_problems.append("case⑯ 无可挖无封印格(板面异常——锁断言中断)")
|
||||
else:
|
||||
var pbtn16: Button = main.board_zone.status_badge
|
||||
var pbtn16: Button = main.ui.battle.board_zone.status_badge
|
||||
var bpos: Vector2 = pbtn16.get_global_rect().get_center()
|
||||
_push_click(bpos, MOUSE_BUTTON_LEFT)
|
||||
_push_release(bpos, MOUSE_BUTTON_LEFT) # Button pressed 信号走 release 沿——按压+释放成对
|
||||
await get_tree().process_frame
|
||||
if not main.status_panel.visible or not main._input_locked():
|
||||
if not main.ui.modals.status_panel.visible or not main.ui.modals.flow.locks_input():
|
||||
_problems.append("case⑯ 角标真点击未开状态面板(visible=%s locked=%s——入口可达性失守)"
|
||||
% [str(main.status_panel.visible), str(main._input_locked())])
|
||||
% [str(main.ui.modals.status_panel.visible), str(main.ui.modals.flow.locks_input())])
|
||||
else:
|
||||
_push_click(_pos(bv, status_dig), MOUSE_BUTTON_LEFT)
|
||||
await get_tree().process_frame
|
||||
await get_tree().process_frame
|
||||
if _has_action(status_dig, "dig") or ms.is_revealed(status_dig):
|
||||
_problems.append("case⑯ 状态面板开启时挖掘穿透(R3 输入锁破——目标=%s)" % status_dig)
|
||||
var resume_btn: Button = ProbeUiUtil.find_button(main.status_panel, "继续", "prefix")
|
||||
var resume_btn: Button = ProbeUiUtil.find_button(main.ui.modals.status_panel, "继续", "prefix")
|
||||
if resume_btn == null:
|
||||
_problems.append("case⑯ 状态面板关闭钮缺失")
|
||||
else:
|
||||
resume_btn.pressed.emit()
|
||||
await get_tree().process_frame
|
||||
if main.status_panel.visible or main._input_locked():
|
||||
if main.ui.modals.status_panel.visible or main.ui.modals.flow.locks_input():
|
||||
_problems.append("case⑯ 关闭后未恢复(visible=%s locked=%s——R3 残留)"
|
||||
% [str(main.status_panel.visible), str(main._input_locked())])
|
||||
% [str(main.ui.modals.status_panel.visible), str(main.ui.modals.flow.locks_input())])
|
||||
_push_click(_pos(bv, status_dig), MOUSE_BUTTON_LEFT)
|
||||
await get_tree().process_frame
|
||||
await get_tree().process_frame
|
||||
|
||||
+51
-51
@@ -16,7 +16,7 @@ func _ready() -> void:
|
||||
await get_tree().process_frame
|
||||
var problems: Array = []
|
||||
# ---- 放弃入口(台账 119):默认隐藏(非冒险模式无冒险可放弃——开始层/调试两层)----
|
||||
if main.level_screen.abandon_btn == null or main.level_screen.abandon_btn.visible:
|
||||
if main.ui.modals.level_screen.abandon_btn == null or main.ui.modals.level_screen.abandon_btn.visible:
|
||||
print("[ui_probe] FAIL — 放弃按钮默认应隐藏(非冒险模式关)")
|
||||
get_tree().quit(1)
|
||||
return
|
||||
@@ -28,99 +28,99 @@ func _ready() -> void:
|
||||
problems.append("营地入口缺失(选档层新档钮——mn9 新路径驱动中断)")
|
||||
else:
|
||||
await get_tree().process_frame
|
||||
if not main.camp_overlay.visible:
|
||||
if not main.ui.modals.camp_overlay.visible:
|
||||
problems.append("营地层未打开(进档开层新路径)")
|
||||
elif main._start_overlay.visible:
|
||||
elif main.ui.screens.start_overlay.visible:
|
||||
problems.append("营地层打开时开始层未隐藏(规范 2.3 遮挡纪律)")
|
||||
else:
|
||||
if not String(main.camp_overlay._balance_label.text).begins_with("钥石"):
|
||||
problems.append("营地余额文案缺失(%s)" % main.camp_overlay._balance_label.text)
|
||||
if main.camp_overlay._tree_buy_btns.is_empty():
|
||||
if not String(main.ui.modals.camp_overlay._balance_label.text).begins_with("钥石"):
|
||||
problems.append("营地余额文案缺失(%s)" % main.ui.modals.camp_overlay._balance_label.text)
|
||||
if main.ui.modals.camp_overlay._tree_buy_btns.is_empty():
|
||||
problems.append("树淬炼柜台购买钮缺失(四柜台重排后树=主界面)")
|
||||
else:
|
||||
var btn_by_id := {}
|
||||
for card2 in main.camp_overlay._tree_buy_btns:
|
||||
for card2 in main.ui.modals.camp_overlay._tree_buy_btns:
|
||||
btn_by_id[String(card2.node_id)] = card2.btn
|
||||
if not btn_by_id.has("sp_hp") or bool(btn_by_id["sp_hp"].disabled):
|
||||
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)")
|
||||
if not btn_by_id.has("att_socket2") or not bool(btn_by_id["att_socket2"].disabled):
|
||||
problems.append("同调位 2 前置未亮应禁用(点亮前置语义)")
|
||||
if main.camp_overlay._workshop_rows.size() != 12:
|
||||
problems.append("秘宝匣柜台行数错误(%d ≠ 12——迭代 22 秘宝批换代)" % main.camp_overlay._workshop_rows.size())
|
||||
if main.ui.modals.camp_overlay._workshop_rows.size() != 12:
|
||||
problems.append("秘宝匣柜台行数错误(%d ≠ 12——迭代 22 秘宝批换代)" % main.ui.modals.camp_overlay._workshop_rows.size())
|
||||
main._on_camp_closed()
|
||||
await get_tree().process_frame
|
||||
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)
|
||||
await get_tree().process_frame
|
||||
if main.camp_overlay.visible or not main._start_overlay.visible:
|
||||
if main.ui.modals.camp_overlay.visible or not main.ui.screens.start_overlay.visible:
|
||||
problems.append("营地关闭后未恢复开始层(开合往返失守)")
|
||||
# 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)
|
||||
ProbeUiUtil.isolate_save(main, "smoke_ui_probe_camp", true, false, true)
|
||||
main.debug_overlay.seed_edit.text = "42" # 种子钉死(种子框默认为空=非首局随机;本探针 start_single 第五路同吃此框,确定性禁依赖默认分支)
|
||||
main.ui.modals.debug_overlay.seed_edit.text = "42" # 种子钉死(种子框默认为空=非首局随机;本探针 start_single 第五路同吃此框,确定性禁依赖默认分支)
|
||||
main._start_adventure_from_menu()
|
||||
await get_tree().process_frame
|
||||
await get_tree().process_frame
|
||||
# ---- 入口选路停点(关卡开始即出节点图——level_started 后、首战前弹选路层;
|
||||
# press_candidate 图上命中路径 pick 入口单候选进首战)----
|
||||
# ---- 独立性断言(独立屏激活期战斗屏宿主整体隐藏,零透出)----
|
||||
if not main.level_screen.visible:
|
||||
if not main.ui.modals.level_screen.visible:
|
||||
problems.append("关卡开始未弹入口选路停点(level_screen 应可见)")
|
||||
elif main._battle_root.visible:
|
||||
elif main.ui.screens.battle_root.visible:
|
||||
problems.append("独立屏激活期战斗屏宿主未隐藏(零透出契约失守)")
|
||||
elif main.run_scope.runner == null or not main.run_scope.runner.awaiting_choice() \
|
||||
or main.run_scope.runner.next_candidate_ids().size() != 1:
|
||||
problems.append("入口停点状态失守(选路态 + 入口单候选)")
|
||||
else:
|
||||
main.level_screen.press_candidate(0)
|
||||
main.ui.modals.level_screen.press_candidate(0)
|
||||
await get_tree().process_frame
|
||||
await get_tree().process_frame
|
||||
if not main._battle_root.visible or main.level_screen.visible:
|
||||
if not main.ui.screens.battle_root.visible or main.ui.modals.level_screen.visible:
|
||||
problems.append("选路提交战斗节点后未切回战斗屏(屏级互斥恢复失守)")
|
||||
# ---- 放弃入口·冒险模式可见 + 战斗中按下被拒(真实按钮路径——入口挂选路停点,战斗中拒绝为防御分支)----
|
||||
if main.level_screen.abandon_btn == null or not main.level_screen.abandon_btn.visible:
|
||||
if main.ui.modals.level_screen.abandon_btn == null or not main.ui.modals.level_screen.abandon_btn.visible:
|
||||
problems.append("冒险模式放弃按钮未开放(选路停点入口在案)")
|
||||
else:
|
||||
main.level_screen.abandon_btn.pressed.emit()
|
||||
main.ui.modals.level_screen.abandon_btn.pressed.emit()
|
||||
await get_tree().process_frame
|
||||
if main.run_scope.adventure == null or String(main.run_scope.adventure.state) != "running":
|
||||
problems.append("首战中放弃未被拒(战斗域单事务在飞——state 应保持 running)")
|
||||
# ---- 既有断言(回归基线;A 区无进度条——节点链进度由关卡画面独立屏承载)----
|
||||
if main.board_view.cells_probe().is_empty():
|
||||
if main.ui.battle.board_zone.board_view.cells_probe().is_empty():
|
||||
problems.append("棋盘格未生成(cells=0)")
|
||||
if main.board_view.board() == null:
|
||||
if main.ui.battle.board_zone.board_view.board() == null:
|
||||
problems.append("board 未装载")
|
||||
if main.info_panel.attack_text().contains("—") or main.info_panel.armor_text().contains("—"):
|
||||
problems.append("C 区攻击/护甲未显示(%s | %s)" % [main.info_panel.attack_text(), main.info_panel.armor_text()])
|
||||
if main.ui.battle.info_panel.attack_text().contains("—") or main.ui.battle.info_panel.armor_text().contains("—"):
|
||||
problems.append("C 区攻击/护甲未显示(%s | %s)" % [main.ui.battle.info_panel.attack_text(), main.ui.battle.info_panel.armor_text()])
|
||||
if main.run_scope.settlement == null or main.run_scope.settlement.battle_result != "":
|
||||
problems.append("首战未处于进行中")
|
||||
if not main.log_view.parsed_text().contains("节点 1/"):
|
||||
if not main.ui.battle.log_view.parsed_text().contains("节点 1/"):
|
||||
problems.append("节点头日志缺失")
|
||||
# ---- 四区布局断言(battle.md §Layout)----
|
||||
if not main.stage.round_label.text.contains("第 1 轮"):
|
||||
problems.append("B 区轮次·阶段指示缺失(%s)" % main.stage.round_label.text)
|
||||
if main.stage.enemy_box.get_child_count() < 1:
|
||||
problems.append("B 区敌方站桩未构建(%d 个)" % main.stage.enemy_box.get_child_count())
|
||||
if main.ap_bar._dots.get_child_count() != int(main.db.run.action_economy.ap_per_round):
|
||||
problems.append("D 区 AP 点阵数量错误(%d)" % main.ap_bar._dots.get_child_count())
|
||||
if main.ap_bar.refresh_remaining_text() == "":
|
||||
if not main.ui.battle.stage.round_label.text.contains("第 1 轮"):
|
||||
problems.append("B 区轮次·阶段指示缺失(%s)" % main.ui.battle.stage.round_label.text)
|
||||
if main.ui.battle.stage.enemy_box.get_child_count() < 1:
|
||||
problems.append("B 区敌方站桩未构建(%d 个)" % main.ui.battle.stage.enemy_box.get_child_count())
|
||||
if main.ui.battle.board_zone.ap_bar._dots.get_child_count() != int(main.db.run.action_economy.ap_per_round):
|
||||
problems.append("D 区 AP 点阵数量错误(%d)" % main.ui.battle.board_zone.ap_bar._dots.get_child_count())
|
||||
if main.ui.battle.board_zone.ap_bar.refresh_remaining_text() == "":
|
||||
problems.append("D 区弃图刷新按钮文案缺失")
|
||||
if main.board_zone.toast == null:
|
||||
if main.ui.battle.board_zone.toast == null:
|
||||
problems.append("D 区 toast 槽缺失")
|
||||
if main.info_panel.item_slots == null or main.info_panel.item_slots.get_child_count() != 4:
|
||||
if main.ui.battle.info_panel.item_slots == null or main.ui.battle.info_panel.item_slots.get_child_count() != 4:
|
||||
problems.append("C 区秘宝槽(预留)缺失")
|
||||
if main.stage.hero_standee.slot_row == null:
|
||||
if main.ui.battle.stage.hero_standee.slot_row == null:
|
||||
problems.append("B 区站桩状态行缺失(状态效果唯一展示面——2026-09-26 C 区精简批)")
|
||||
# B 区明细带挖掘期收起断言(T17 视觉扩展批适配):结算演播期 settling 视觉延伸=mode=settle
|
||||
# 属新语义(演播放完回 dig——main._is_settling 排播项,判据=纯队列),本断言仅在排播空闲态判定。
|
||||
if main._row_queue.is_empty() \
|
||||
and (main.log_view.mode() != "dig" or main.log_view.custom_minimum_size.y != 24.0):
|
||||
problems.append("B 区明细带挖掘期应收起 24px(mode=%s h=%s)" % [main.log_view.mode(), str(main.log_view.custom_minimum_size.y)])
|
||||
if main.ui.screens.row_pacer.pending_rows().is_empty() \
|
||||
and (main.ui.battle.log_view.mode() != "dig" or main.ui.battle.log_view.custom_minimum_size.y != 24.0):
|
||||
problems.append("B 区明细带挖掘期应收起 24px(mode=%s h=%s)" % [main.ui.battle.log_view.mode(), str(main.ui.battle.log_view.custom_minimum_size.y)])
|
||||
# E 区无道具面板——四区构建由其余断言覆盖
|
||||
|
||||
# ---- 敌方站桩投影(顺位徽标/意图三档动作动画占位——敌人系统×4,全站桩)----
|
||||
# B 区站桩子件伴随件化(壳层 tooltip 载体)——断言口径见台账 171:
|
||||
# 伴随件化(壳层 tooltip 载体),穿透明(子件 _name_label/_armor_icon/_intent_badge)改本体
|
||||
# 探针出口 stage.enemy_body_at(i).name_line_probe()/intent_probe()——呈现口径逐字保持
|
||||
var standee = main.stage.enemy_body_at(0)
|
||||
var standee = main.ui.battle.stage.enemy_body_at(0)
|
||||
if standee == null:
|
||||
problems.append("敌立绘本体缺失(enemy_body_at(0) 无世界站桩)")
|
||||
else:
|
||||
@@ -138,12 +138,12 @@ func _ready() -> void:
|
||||
# 站桩纹理非空断言(八敌真图落位;缺位回退链保持的对照面)
|
||||
if not bool(standee.portrait_probe().get("has_tex", false)):
|
||||
problems.append("敌立绘纹理未落位(素材管线 48px 档——迭代 6 T2;缺位回退链不应在此态触发)")
|
||||
if main.stage.hero_standee == null or not main.stage.hero_standee.has_world_hp_bar:
|
||||
if main.ui.battle.stage.hero_standee == null or not main.ui.battle.stage.hero_standee.has_world_hp_bar:
|
||||
problems.append("B 区主角站桩缺失(世界血条面缺失)")
|
||||
elif not bool(main.stage.hero_standee.portrait_probe().get("has_tex", false)):
|
||||
elif not bool(main.ui.battle.stage.hero_standee.portrait_probe().get("has_tex", false)):
|
||||
problems.append("主角立绘纹理未落位(48px 档——迭代 6 T2/T3)")
|
||||
# ---- BUG-0001 回归(tooltip 入树后 set_effects 槽位不错位——结算软锁修复沉淀)----
|
||||
var slots_row = main.stage.hero_standee.slot_row # BUG-0001 回归随组件迁入站桩(tooltip/槽位错位同源)
|
||||
var slots_row = main.ui.battle.stage.hero_standee.slot_row # BUG-0001 回归随组件迁入站桩(tooltip/槽位错位同源)
|
||||
var probe_eff: Array = [{"effect_id": "attack_up", "display_name": "增伤", "layers": 1,
|
||||
"remaining_settlements": 1, "source_class": "safe_cell", "round_index": 1, "effective_value": 50}]
|
||||
slots_row.set_effects(probe_eff)
|
||||
@@ -196,12 +196,12 @@ func _ready() -> void:
|
||||
main._debug.start_single(2)
|
||||
await get_tree().process_frame
|
||||
await get_tree().process_frame
|
||||
if main.board_view.board() == null:
|
||||
if main.ui.battle.board_zone.board_view.board() == null:
|
||||
problems.append("L2 单场未启动(board=null)")
|
||||
else:
|
||||
# 地形变异:L2 板允许带变异(岩浆/烬覆)——布置域断言 =
|
||||
# 变异格全在初始展开区外(closed_only 结构保障)
|
||||
var b0 = main.board_view.board()
|
||||
var b0 = main.ui.battle.board_zone.board_view.board()
|
||||
var r0p := {}
|
||||
for c in b0.compute_r0():
|
||||
r0p[c] = true
|
||||
@@ -209,8 +209,8 @@ func _ready() -> void:
|
||||
if r0p.has(c):
|
||||
problems.append("L2 板变异格落在初始展开区(地形变异 布置域违例)")
|
||||
break
|
||||
main.board_view.set_desaturated(true)
|
||||
main.board_view.set_desaturated(false)
|
||||
main.ui.battle.board_zone.board_view.set_desaturated(true)
|
||||
main.ui.battle.board_zone.board_view.set_desaturated(false)
|
||||
# ---- GP 终局行:summary gp_final 键取数+胜利面板 GP 行呈现(C5:GP 行只上冒险终局面板;
|
||||
# 断言面 = summary 键,无影子账清零转存)----
|
||||
# (置于战斗态断言之后——合成收束会灰化站桩并清 settlement 引用,具污染性)
|
||||
@@ -223,17 +223,17 @@ func _ready() -> void:
|
||||
main._on_adventure_finished({"result": "completed", "cleared": true, "levels_cleared": 3,
|
||||
"stopped_at": 0, "keystone_total": 30, "master_seed": 42, "gp_final": 57})
|
||||
main.meta.save = meta_saved
|
||||
if not main._end_overlay.is_open():
|
||||
if not main.ui.modals.end_overlay.is_open():
|
||||
problems.append("冒险终局面板未开(合成摘要路径)")
|
||||
elif not main._end_overlay._gp_row.visible or not main._end_overlay._gp_val.text.contains("57"):
|
||||
problems.append("终局面板 GP 行缺失或取数不对(%s)" % main._end_overlay._gp_val.text)
|
||||
main._end_overlay.close()
|
||||
main._close_modal(main._end_overlay)
|
||||
elif not main.ui.modals.end_overlay._gp_row.visible or not main.ui.modals.end_overlay._gp_val.text.contains("57"):
|
||||
problems.append("终局面板 GP 行缺失或取数不对(%s)" % main.ui.modals.end_overlay._gp_val.text)
|
||||
main.ui.modals.end_overlay.close()
|
||||
main.ui.modals.flow.close(main.ui.modals.end_overlay)
|
||||
if problems.is_empty():
|
||||
print("[ui_probe] PASS — cells=%d board=%dx%d hp='%s' enemies=%d ap_dots=%d" % [
|
||||
main.board_view.cells_probe().size(), main.board_view.board().width, main.board_view.board().height,
|
||||
main.info_panel.attack_text(),
|
||||
main.stage.enemy_box.get_child_count(), main.ap_bar._dots.get_child_count()])
|
||||
main.ui.battle.board_zone.board_view.cells_probe().size(), main.ui.battle.board_zone.board_view.board().width, main.ui.battle.board_zone.board_view.board().height,
|
||||
main.ui.battle.info_panel.attack_text(),
|
||||
main.ui.battle.stage.enemy_box.get_child_count(), main.ui.battle.board_zone.ap_bar._dots.get_child_count()])
|
||||
get_tree().quit(0)
|
||||
else:
|
||||
for p in problems:
|
||||
|
||||
@@ -28,13 +28,13 @@ func _ready() -> void:
|
||||
# ---- 菜单簇(开始层可见态;逐屏开→采样→关,模态恢复走组合根真实路径)----
|
||||
ProbeUiUtil.isolate_save(main, "smoke_ui_struct_probe_menu", true, false, true)
|
||||
_settle()
|
||||
await _audit("start", [main._start_overlay])
|
||||
await _audit("start", [main.ui.screens.start_overlay])
|
||||
_start_columns_contract(main)
|
||||
_modal_registry_contract(main)
|
||||
|
||||
main._open_settings()
|
||||
_settle()
|
||||
await _audit("settings", [main.settings_overlay])
|
||||
await _audit("settings", [main.ui.modals.settings_overlay])
|
||||
main._on_settings_closed()
|
||||
_settle()
|
||||
|
||||
@@ -42,7 +42,7 @@ func _ready() -> void:
|
||||
problems.append("[camp] 营地入口缺失(选档层新档钮——mn9 新路径驱动中断)")
|
||||
else:
|
||||
_settle()
|
||||
await _audit("camp", [main.camp_overlay])
|
||||
await _audit("camp", [main.ui.modals.camp_overlay])
|
||||
# 营地灰字源 token 扫描(迭代36 wc4 静态半——源内零裸 UiKit.STONE;判别式=
|
||||
# STONE 出现次数 == STONE_DEEP 出现次数,即每处 STONE 都带 _DEEP 后缀)
|
||||
var camp_src := FileAccess.get_file_as_string("res://presentation/views/camp_overlay_view.gd")
|
||||
@@ -59,15 +59,15 @@ func _ready() -> void:
|
||||
# 生涯页驱动=函数直调中间态(卡② mn9/mn10——careerbtn 已撤,卡④ 营地笔记本改挂前无 UI 路径)
|
||||
main._open_career()
|
||||
_settle()
|
||||
if not main.career_overlay.visible or main._start_overlay.visible:
|
||||
if not main.ui.modals.career_overlay.visible or main.ui.screens.start_overlay.visible:
|
||||
problems.append("[career] 生涯页未打开或开始层未隐藏(函数直调中间态断裂)")
|
||||
await _audit("career", [main.career_overlay])
|
||||
await _audit("career", [main.ui.modals.career_overlay])
|
||||
_career_readonly_contract(main)
|
||||
_career_zero_motion_contract(main)
|
||||
_career_nojump_contract(main)
|
||||
main._on_career_closed()
|
||||
_settle()
|
||||
if main.career_overlay.visible or not main._start_overlay.visible:
|
||||
if main.ui.modals.career_overlay.visible or not main.ui.screens.start_overlay.visible:
|
||||
problems.append("[career] 关闭后页未隐藏或开始层未恢复(模态栈单口失守)")
|
||||
|
||||
# ---- 选档界面(迭代 33 卡③):函数直调开层(「进入存档」钮归卡② mn3——点击链在卡② 承接),
|
||||
@@ -93,39 +93,39 @@ func _ready() -> void:
|
||||
problems.append("[savesel] 开层前激活态非零(sl9 重启链——boot/注入面后应无激活)")
|
||||
main._open_save_select()
|
||||
_settle()
|
||||
if not main.save_select_overlay.visible or main._start_overlay.visible:
|
||||
if not main.ui.modals.save_select_overlay.visible or main.ui.screens.start_overlay.visible:
|
||||
problems.append("[savesel] 选档层未打开或开始层未隐藏(开层函数断裂)")
|
||||
await _audit("savesel", [main.save_select_overlay])
|
||||
await _audit("savesel", [main.ui.modals.save_select_overlay])
|
||||
_save_select_contract(main, ssel_tpl)
|
||||
main._on_save_select_closed()
|
||||
_settle()
|
||||
if main.save_select_overlay.visible or not main._start_overlay.visible:
|
||||
if main.ui.modals.save_select_overlay.visible or not main.ui.screens.start_overlay.visible:
|
||||
problems.append("[savesel] 关闭后层未隐藏或开始层未恢复(模态栈单口失守)")
|
||||
|
||||
main.confirm_dialog.open("结构探针采样", "确认")
|
||||
main.ui.modals.confirm_dialog.open("结构探针采样", "确认")
|
||||
_settle()
|
||||
await _audit("confirm", [main.confirm_dialog])
|
||||
main.confirm_dialog.close()
|
||||
await _audit("confirm", [main.ui.modals.confirm_dialog])
|
||||
main.ui.modals.confirm_dialog.close()
|
||||
_settle()
|
||||
|
||||
main._show_debug_overlay()
|
||||
_settle()
|
||||
await _audit("debug", [main.debug_overlay])
|
||||
await _audit("debug", [main.ui.modals.debug_overlay])
|
||||
main._close_debug_overlay()
|
||||
_settle()
|
||||
|
||||
# ---- 冒险簇(真流推进:开冒险→地图选路态→选战斗节点→战斗 HUD)----
|
||||
ProbeUiUtil.isolate_save(main, "smoke_ui_struct_probe_adv", true, false, true)
|
||||
main.debug_overlay.seed_edit.text = "42" # 种子钉死(种子框默认为空=非首局随机,结构采样确定性禁依赖默认分支)
|
||||
main.ui.modals.debug_overlay.seed_edit.text = "42" # 种子钉死(种子框默认为空=非首局随机,结构采样确定性禁依赖默认分支)
|
||||
main._start_adventure_from_menu()
|
||||
_settle(4)
|
||||
await _audit("level_map", [main.level_screen])
|
||||
await _audit("level_map", [main.ui.modals.level_screen])
|
||||
|
||||
var battle_id := _pick_battle_node(main)
|
||||
if battle_id >= 0:
|
||||
main.level_screen.route_chosen.emit(battle_id)
|
||||
main.ui.modals.level_screen.route_chosen.emit(battle_id)
|
||||
_settle(6)
|
||||
_audit("battle_hud", [main.board_zone, main.info_panel, main.stage])
|
||||
_audit("battle_hud", [main.ui.battle.board_zone, main.ui.battle.info_panel, main.ui.battle.stage])
|
||||
_standeefit_contract(main)
|
||||
# ---- 状态面板:组合根真实路径开层→结构断言→关闭。附只读性契约
|
||||
#(R4——子树信号连接白名单巡检)与零动效契约(R5/P4 甲——零 AnimationPlayer/零 tween)。
|
||||
@@ -133,74 +133,74 @@ func _ready() -> void:
|
||||
# 一律红,须先入册审查);白名单={视图自身 _emit_closed, 组合根 _on_status_closed}。
|
||||
main._open_status_panel()
|
||||
_settle()
|
||||
await _audit("status", [main.status_panel])
|
||||
await _audit("status", [main.ui.modals.status_panel])
|
||||
_status_readonly_contract(main)
|
||||
_status_zero_motion_contract(main)
|
||||
main._on_status_closed()
|
||||
_settle()
|
||||
if main.status_panel.visible:
|
||||
if main.ui.modals.status_panel.visible:
|
||||
problems.append("[status] 关闭后层未隐藏(模态栈单口失守)")
|
||||
|
||||
# ---- 图例层(旧模态、首过结构族):ap_bar legend_toggled
|
||||
# 信号真路径开(board_zone 信号→组合根 _on_legend_toggled→_open_modal)→结构断言族→
|
||||
# closed 信号真路径关(close()→组合根 _on_modal_closed)。
|
||||
main.board_zone.legend_toggled.emit()
|
||||
main.ui.battle.board_zone.legend_toggled.emit()
|
||||
_settle()
|
||||
if not main.legend_overlay.visible:
|
||||
if not main.ui.modals.legend_overlay.visible:
|
||||
problems.append("[legend] 图例层未打开(legend_toggled 路径中断)")
|
||||
await _audit("legend", [main.legend_overlay])
|
||||
main.legend_overlay.close()
|
||||
await _audit("legend", [main.ui.modals.legend_overlay])
|
||||
main.ui.modals.legend_overlay.close()
|
||||
_settle()
|
||||
if main.legend_overlay.visible:
|
||||
if main.ui.modals.legend_overlay.visible:
|
||||
problems.append("[legend] 关闭后层未隐藏(模态栈单口失守)")
|
||||
else:
|
||||
problems.append("[battle_hud] 候选中无战斗节点(驱动中断——候选=%s)" % str(main.level_screen._cand_ids))
|
||||
problems.append("[battle_hud] 候选中无战斗节点(驱动中断——候选=%s)" % str(main.ui.modals.level_screen._cand_ids))
|
||||
|
||||
# ---- 兑付屏(真实 open 面 + 合成最小数据——结构断言只看矩形/宽度/可见性)----
|
||||
main._end_overlay.open_victory("结构探针·胜利演算", "返回", Rect2(200, 200, 400, 300), {"gp_summary": "GP 0"})
|
||||
main.ui.modals.end_overlay.open_victory("结构探针·胜利演算", "返回", Rect2(200, 200, 400, 300), {"gp_summary": "GP 0"})
|
||||
_settle()
|
||||
await _audit("battle_end", [main._end_overlay])
|
||||
main._end_overlay.close()
|
||||
await _audit("battle_end", [main.ui.modals.end_overlay])
|
||||
main.ui.modals.end_overlay.close()
|
||||
_settle()
|
||||
|
||||
# ---- 节点结算层(旧模态、首过结构族):rest 兑付真路径开
|
||||
#(组合根 _open_modal 登记册+show_rest 合成喂入)→结构断言族→continue_pressed 信号真路径关
|
||||
#(press_continue→组合根 _on_node_continue→_close_modal)。
|
||||
main._open_modal(main.node_overlay)
|
||||
main.node_overlay.show_rest(3, 15, 20)
|
||||
main.ui.modals.flow.open(main.ui.modals.node_overlay)
|
||||
main.ui.modals.node_overlay.show_rest(3, 15, 20)
|
||||
_settle()
|
||||
if not main.node_overlay.visible:
|
||||
if not main.ui.modals.node_overlay.visible:
|
||||
problems.append("[node] 节点结算层未打开(rest 兑付路径中断)")
|
||||
await _audit("node_overlay", [main.node_overlay])
|
||||
main.node_overlay.press_continue()
|
||||
await _audit("node_overlay", [main.ui.modals.node_overlay])
|
||||
main.ui.modals.node_overlay.press_continue()
|
||||
_settle()
|
||||
if main.node_overlay.visible:
|
||||
if main.ui.modals.node_overlay.visible:
|
||||
problems.append("[node] 关闭后层未隐藏(continue_pressed 路径中断)")
|
||||
|
||||
main.curio_overlay.open_pick("结构探针·三选一", [
|
||||
main.ui.modals.curio_overlay.open_pick("结构探针·三选一", [
|
||||
{"id": "probe_heal", "text": "回血\n恢复 3 点"},
|
||||
{"id": "probe_magic", "text": "爆裂轰击\n下一击 +5"},
|
||||
{"id": "probe_pierce", "text": "穿甲\n无视护甲"},
|
||||
])
|
||||
_settle()
|
||||
await _audit("curio_pick", [main.curio_overlay])
|
||||
main.curio_overlay.visible = false
|
||||
await _audit("curio_pick", [main.ui.modals.curio_overlay])
|
||||
main.ui.modals.curio_overlay.visible = false
|
||||
_settle()
|
||||
|
||||
main.shop_overlay.open_shop([
|
||||
main.ui.modals.shop_overlay.open_shop([
|
||||
{"product_id": "probe_p1", "display_name": "探针商品甲", "attr": "atk", "flat_value": 1, "price": 10, "purchased": 0},
|
||||
{"product_id": "probe_p2", "display_name": "探针商品乙", "attr": "hp", "flat_value": 2, "price": 20, "purchased": 0},
|
||||
], 100)
|
||||
_settle()
|
||||
await _audit("shop", [main.shop_overlay])
|
||||
await _audit("shop", [main.ui.modals.shop_overlay])
|
||||
|
||||
# ---- 术语传导:货架卡与三选一卡片的玩家面文案(物品名=专长获取、分类=专长凭证)
|
||||
main.shop_overlay.open_shelf([
|
||||
main.ui.modals.shop_overlay.open_shelf([
|
||||
{"kind_id": "feat_ticket", "display_name": "专长获取", "value": 0, "price": 5},
|
||||
{"kind_id": "heal", "display_name": "应急回复", "value": 6, "price": 5},
|
||||
], 20)
|
||||
_settle()
|
||||
var ticket_row: Dictionary = main.shop_overlay._shelf_rows[0]
|
||||
var ticket_row: Dictionary = main.ui.modals.shop_overlay._shelf_rows[0]
|
||||
if String(main.db.run.shop.pool_row("feat_ticket").get("display_name", "")) != "专长获取":
|
||||
problems.append("[shop_term] shop.tres 专长凭证件名未换代(现=%s)" % String(main.db.run.shop.pool_row("feat_ticket").get("display_name", "")))
|
||||
if ticket_row.card.name_l.text != "专长获取":
|
||||
@@ -211,7 +211,7 @@ func _ready() -> void:
|
||||
problems.append("[shop_term] 专长凭证件描述未用规范流程句(现=%s)" % ticket_row.card.desc_l.text)
|
||||
if ticket_row.card.foot_l.text != "专长凭证":
|
||||
problems.append("[shop_term] 专长凭证件分类标注未用「专长凭证」(现=%s)" % ticket_row.card.foot_l.text)
|
||||
var heal_row: Dictionary = main.shop_overlay._shelf_rows[1]
|
||||
var heal_row: Dictionary = main.ui.modals.shop_overlay._shelf_rows[1]
|
||||
if heal_row.card.desc_l.text != "回复 +6(本冒险)":
|
||||
problems.append("[shop_term] 回复件描述漏了 heal 词表(现=%s)" % heal_row.card.desc_l.text)
|
||||
if heal_row.card.foot_l.text != "回复":
|
||||
@@ -223,7 +223,7 @@ func _ready() -> void:
|
||||
problems.append("[curio_term] 专长凭证三选一卡未用物品名/规范流程句(现=%s)" % ticket_text)
|
||||
if ticket_text.contains("门票") or ticket_text.contains("T5") or ticket_text.contains("持有集") or ticket_text.contains("奇物三选一"):
|
||||
problems.append("[curio_term] 专长凭证三选一卡残留退役词/内部任务号(现=%s)" % ticket_text)
|
||||
main.shop_overlay.visible = false
|
||||
main.ui.modals.shop_overlay.visible = false
|
||||
_settle()
|
||||
|
||||
# ---- ⑦resume 专项:续玩停点恢复(main.gd:717 报错回归闸)----
|
||||
@@ -234,11 +234,11 @@ func _ready() -> void:
|
||||
main.run_scope.runner = null # 全新启动等价态(真机=菜单直进续玩,无前置冒险——runner 从未赋值;探针此前推流会残留旧 runner)
|
||||
main._resume_from_menu()
|
||||
_settle(8)
|
||||
if not main._end_overlay.visible:
|
||||
if not main.ui.modals.end_overlay.visible:
|
||||
problems.append("[resume] 续玩恢复后胜利总结面未开(三选一停点分支中断)")
|
||||
else:
|
||||
var found := {"ok": false}
|
||||
_find_label_text(main._end_overlay, "合计 24", found)
|
||||
_find_label_text(main.ui.modals.end_overlay, "合计 24", found)
|
||||
if not found.ok:
|
||||
problems.append("[resume] 胜利总结面 GP 行未见快照合计「合计 24」(runner 缺位守卫缺位——717 回归)")
|
||||
var s: String = main._gp_summary_text({"gp_dropped": 0})
|
||||
@@ -280,7 +280,7 @@ func _find_label_text(node: Node, needle: String, found: Dictionary) -> void:
|
||||
func _pick_battle_node(main: Node) -> int:
|
||||
# 入口/兑付停点走 level_screen.open_choices 直传(不写 _pending_candidates)——
|
||||
# 候选从视图态取:_cand_ids × runner.nodes() 的 type(编号解析=node_id_of 单一出口)
|
||||
var ls: Node = main.level_screen
|
||||
var ls: Node = main.ui.modals.level_screen
|
||||
if ls._map._runner == null:
|
||||
return -1
|
||||
for nd in ls._map._runner.nodes():
|
||||
@@ -306,7 +306,7 @@ const _PAUSE_READONLY_SIGNALS: Array[String] = [
|
||||
|
||||
|
||||
func _status_readonly_contract(main: Node) -> void:
|
||||
var overlay: Control = main.status_panel
|
||||
var overlay: Control = main.ui.modals.status_panel
|
||||
var stack: Array = [overlay]
|
||||
var conn_count := 0
|
||||
while not stack.is_empty():
|
||||
@@ -332,7 +332,7 @@ func _status_readonly_contract(main: Node) -> void:
|
||||
# ⑨status 零动效契约(R5/P4 甲——零动效直开直关路径存在断言):
|
||||
# 子树零 AnimationPlayer + 视图源码零 tween/动效包装调用(源码 token 扫描=ui_contrast 静态段同手法)
|
||||
func _status_zero_motion_contract(main: Node) -> void:
|
||||
var overlay: Control = main.status_panel
|
||||
var overlay: Control = main.ui.modals.status_panel
|
||||
var stack: Array = [overlay]
|
||||
while not stack.is_empty():
|
||||
var n: Node = stack.pop_back()
|
||||
@@ -352,7 +352,7 @@ func _status_zero_motion_contract(main: Node) -> void:
|
||||
# 清单外零连接。白名单={视图自身 _emit_closed〔返回钮〕, 组合根 _on_career_closed};页内任何
|
||||
# 购买/导航/写入方向的新连接一律红,须先入册审查。
|
||||
func _career_readonly_contract(main: Node) -> void:
|
||||
var overlay: Control = main.career_overlay
|
||||
var overlay: Control = main.ui.modals.career_overlay
|
||||
var stack: Array = [overlay]
|
||||
var conn_count := 0
|
||||
while not stack.is_empty():
|
||||
@@ -377,7 +377,7 @@ func _career_readonly_contract(main: Node) -> void:
|
||||
|
||||
# ⑪career 零动效契约(状态面板 ⑨ 同形制——P4 甲直开直关)
|
||||
func _career_zero_motion_contract(main: Node) -> void:
|
||||
var overlay: Control = main.career_overlay
|
||||
var overlay: Control = main.ui.modals.career_overlay
|
||||
var stack: Array = [overlay]
|
||||
while not stack.is_empty():
|
||||
var n: Node = stack.pop_back()
|
||||
@@ -392,13 +392,13 @@ func _career_zero_motion_contract(main: Node) -> void:
|
||||
|
||||
|
||||
# ⑫模态登记/树序全量合同(V1——career 专属登记序契约推广到全部模态+屏壳;
|
||||
# 判据=main.LAYER_CONTRACT 单一事实源:登记册序==合同模态序、直接子层树序==合同序逐对相等。
|
||||
# 判据=main.ui.LAYER_CONTRACT 单一事实源:登记册序==合同模态序、直接子层树序==合同序逐对相等。
|
||||
# 两特例按合同数据表达:level_screen 宿住冒险屏壳(树序随宿主=全模态之下,遮挡语义归模态栈
|
||||
# screen_state 登记)、camp_overlay 成员与 camp_screen 屏壳同槽(屏壳树序代言成员登记位)。
|
||||
# _career_registry_contract 的断言(career=状态面板后/确认弹窗前、树序同步)由本全量合同覆盖)
|
||||
# ⑭选档界面契约(卡③ sl1/sl2/sl3/sl4/sl9——呈现面全部来自喂入数据,视图零自判)
|
||||
func _save_select_contract(main: Node, tpl: String) -> void:
|
||||
var sso: Node = main.save_select_overlay
|
||||
var sso: Node = main.ui.modals.save_select_overlay
|
||||
# sl1 三槽呈现:槽卡计数==3+零滚动容器(禁滚动长列表形态——契约 1)
|
||||
var rows: VBoxContainer = sso._rows_box
|
||||
var live_rows := 0
|
||||
@@ -477,13 +477,13 @@ func _collect_labels(node: Node, out: Array[String]) -> void:
|
||||
|
||||
|
||||
func _modal_registry_contract(main: Node) -> void:
|
||||
var list: Array = main._modals._list
|
||||
var list: Array = main.ui.modals.flow.stack._list
|
||||
# ① 登记册序==合同模态序(逐位点名——合同是登记序唯一事实源)
|
||||
var contract_modals: Array = []
|
||||
for entry: Dictionary in main.LAYER_CONTRACT:
|
||||
for entry: Dictionary in main.ui.LAYER_CONTRACT:
|
||||
if String(entry["kind"]) != "modal":
|
||||
continue
|
||||
var n: Node = main._layer_node(String(entry["key"]))
|
||||
var n: Node = main.ui.node(String(entry["key"]))
|
||||
if n == null:
|
||||
problems.append("[registry] 合同层缺失: %s〔装配生命批 V1〕" % String(entry["key"]))
|
||||
continue
|
||||
@@ -498,10 +498,10 @@ func _modal_registry_contract(main: Node) -> void:
|
||||
i, list[i].name, contract_modals[i].name])
|
||||
# ② 直接子层树序==合同序逐对相等(屏壳/模态/全屏态/非视觉节点全链;宿住层随宿主不参与)
|
||||
var prev: Node = null
|
||||
for entry: Dictionary in main.LAYER_CONTRACT:
|
||||
for entry: Dictionary in main.ui.LAYER_CONTRACT:
|
||||
if entry.has("host"):
|
||||
continue
|
||||
var node: Node = main._layer_node(String(entry["shell"]) if entry.has("shell") else String(entry["key"]))
|
||||
var node: Node = main.ui.node(String(entry["shell"]) if entry.has("shell") else String(entry["key"]))
|
||||
if node == null:
|
||||
problems.append("[registry] 合同层缺失: %s〔装配生命批 V1〕" % String(entry["key"]))
|
||||
continue
|
||||
@@ -510,23 +510,23 @@ func _modal_registry_contract(main: Node) -> void:
|
||||
prev.name, node.name, node.get_index(), prev.get_index()])
|
||||
prev = node
|
||||
# ③ 宿住层特例:level_screen 宿主=冒险屏壳且在全直接子模态之下(遮挡语义归模态栈 screen_state)
|
||||
var lv: Node = main.level_screen
|
||||
if lv.get_parent() != main._adventure_screen:
|
||||
var lv: Node = main.ui.modals.level_screen
|
||||
if lv.get_parent() != main.ui.screens.adventure_screen:
|
||||
problems.append("[registry] level_screen 宿主应=冒险屏壳(实测 %s)〔装配生命批 V1〕" % lv.get_parent().name)
|
||||
elif lv.get_parent().get_index() >= main.legend_overlay.get_index():
|
||||
elif lv.get_parent().get_index() >= main.ui.modals.legend_overlay.get_index():
|
||||
problems.append("[registry] 冒险屏壳应在全模态之下(宿主 idx=%d legend idx=%d)〔装配生命批 V1〕" % [
|
||||
lv.get_parent().get_index(), main.legend_overlay.get_index()])
|
||||
lv.get_parent().get_index(), main.ui.modals.legend_overlay.get_index()])
|
||||
# ④ 营地同槽特例:camp_screen 屏壳树序夹商店层与设置层之间(成员 camp_overlay 登记位代言)
|
||||
var cs: Node = main._camp_screen
|
||||
if cs.get_index() <= main.shop_overlay.get_index() or cs.get_index() >= main.settings_overlay.get_index():
|
||||
var cs: Node = main.ui.screens.camp_screen
|
||||
if cs.get_index() <= main.ui.modals.shop_overlay.get_index() or cs.get_index() >= main.ui.modals.settings_overlay.get_index():
|
||||
problems.append("[registry] camp_screen 屏壳树序应夹商店与设置层之间(idx=%d shop=%d settings=%d)〔装配生命批 V1〕" % [
|
||||
cs.get_index(), main.shop_overlay.get_index(), main.settings_overlay.get_index()])
|
||||
cs.get_index(), main.ui.modals.shop_overlay.get_index(), main.ui.modals.settings_overlay.get_index()])
|
||||
|
||||
|
||||
# ⑬career 零跳转契约(提纲 P4 甲——页内零「前往他处」入口:除「返回」外任何导航钮=红)
|
||||
func _career_nojump_contract(main: Node) -> void:
|
||||
for nav in ["营地", "商店", "设置", "冒险", "继续上局", "退出", "前往"]:
|
||||
if ProbeUiUtil.find_button(main.career_overlay, nav, "contains") != null:
|
||||
if ProbeUiUtil.find_button(main.ui.modals.career_overlay, nav, "contains") != null:
|
||||
problems.append("[career][nojump] 页内出现导航入口「%s」(零跳转违约——生涯纯只读)" % nav)
|
||||
|
||||
|
||||
@@ -534,7 +534,7 @@ func _career_nojump_contract(main: Node) -> void:
|
||||
# (名行基线离盒底 1px 同型高危写法返修回归闸;
|
||||
# 内容矩形=StandeeBody.content_rect(),最低绘制元素=底座下缘)
|
||||
func _standeefit_contract(main: Node) -> void:
|
||||
var st: Node = main.stage
|
||||
var st: Node = main.ui.battle.stage
|
||||
if st == null or st.hero_standee == null:
|
||||
problems.append("[standee] 舞台/主角站桩缺失(断言中断)")
|
||||
return
|
||||
@@ -711,8 +711,8 @@ func _dump(c: Control, depth: int) -> void:
|
||||
|
||||
# ⑤start 专项:左列/右列矩形不相交(M2 双列契约——装配件命名 start_box/start_right 为探针锚点)
|
||||
func _start_columns_contract(main: Node) -> void:
|
||||
var box: Control = main._start_overlay.find_child("start_box", true, false)
|
||||
var right: Control = main._start_overlay.find_child("start_right", true, false)
|
||||
var box: Control = main.ui.screens.start_overlay.find_child("start_box", true, false)
|
||||
var right: Control = main.ui.screens.start_overlay.find_child("start_right", true, false)
|
||||
if box == null or right == null:
|
||||
problems.append("[start][columns] 左列/右列节点缺失(start_box/start_right——装配命名失守)")
|
||||
return
|
||||
|
||||
+41
-39
@@ -43,35 +43,35 @@ func _ready() -> void:
|
||||
# ① 全局浮层角标开窗(调试入口=UI 最顶层浮层,任何 UI 不遮挡——
|
||||
# main 直接子层、LAYER_CONTRACT 末位 float 类;boot 菜单优先不开浮窗,角标真实点击路径开窗;
|
||||
# 悬浮于菜单之上——开始层不隐藏;树序新基准=登记册末位(确认弹窗之后=绘制序最上))
|
||||
main.debug_badge.pressed.emit()
|
||||
main.ui.screens.debug_badge.pressed.emit()
|
||||
await get_tree().process_frame
|
||||
if not main.debug_overlay.visible:
|
||||
if not main.ui.modals.debug_overlay.visible:
|
||||
problems.append("调试浮层角标点击后浮窗未开(全局浮层入口失守)")
|
||||
if not main._start_overlay.visible:
|
||||
if not main.ui.screens.start_overlay.visible:
|
||||
problems.append("开始覆盖层被隐藏——浮窗应悬浮于菜单之上(14.5 形态失守)")
|
||||
if main.debug_overlay.get_index() < main.confirm_dialog.get_index():
|
||||
if main.ui.modals.debug_overlay.get_index() < main.ui.modals.confirm_dialog.get_index():
|
||||
problems.append("调试浮窗树序不在确认弹窗之后——登记册末位失守")
|
||||
# ② 滑条 → 生效预览联动
|
||||
main.debug_overlay.set_sliders(100, 50)
|
||||
if str(boosted_atk) not in main.debug_overlay.effect_text() or str(boosted_hp) not in main.debug_overlay.effect_text():
|
||||
problems.append("生效预览未联动(%s)" % main.debug_overlay.effect_text())
|
||||
main.ui.modals.debug_overlay.set_sliders(100, 50)
|
||||
if str(boosted_atk) not in main.ui.modals.debug_overlay.effect_text() or str(boosted_hp) not in main.ui.modals.debug_overlay.effect_text():
|
||||
problems.append("生效预览未联动(%s)" % main.ui.modals.debug_overlay.effect_text())
|
||||
# ③ 应用(真实信号路径:apply_requested → 组合根)——E4 后加成零表写,生效断言移至 ⑧ 战斗快照
|
||||
main.debug_overlay.press_apply_for_probe()
|
||||
main.ui.modals.debug_overlay.press_apply_for_probe()
|
||||
# ④ 重置(重开浮窗 → 重置按钮真实路径;面板百分比归零——下一场战斗生效值回到基线)
|
||||
main._show_debug_overlay()
|
||||
main.debug_overlay.press_reset_for_probe()
|
||||
main.ui.modals.debug_overlay.press_reset_for_probe()
|
||||
# ⑤ 批量模拟全链路(N=10——走 level_autoplay 与 headless 扫描同口径;表基线由组合根复位;
|
||||
# 菜单态上下文未锁定=按钮可点,is_running 语义=模拟在跑〔18卡⑦ 与对局禁用态拆分〕)
|
||||
main.debug_overlay.set_sliders(100, 0)
|
||||
main.debug_overlay.set_sim_count(10)
|
||||
main.debug_overlay.press_simulate_for_probe()
|
||||
main.ui.modals.debug_overlay.set_sliders(100, 0)
|
||||
main.ui.modals.debug_overlay.set_sim_count(10)
|
||||
main.ui.modals.debug_overlay.press_simulate_for_probe()
|
||||
var guard := SIM_GUARD_FRAMES
|
||||
while main.debug_overlay.is_running() and guard > 0:
|
||||
while main.ui.modals.debug_overlay.is_running() and guard > 0:
|
||||
guard -= 1
|
||||
await get_tree().process_frame
|
||||
if main.debug_overlay.is_running():
|
||||
if main.ui.modals.debug_overlay.is_running():
|
||||
problems.append("模拟未在预算帧内完成(疑似挂死)")
|
||||
var out: String = main.debug_overlay.output_text()
|
||||
var out: String = main.ui.modals.debug_overlay.output_text()
|
||||
if not out.contains("关卡完成率"):
|
||||
problems.append("模拟输出缺关卡完成率")
|
||||
# 口径换代 V7:胜局统计行措辞钉子(atk+100% 加成档 10 局必有胜局——hp_left_win 非空路径恒出)
|
||||
@@ -83,7 +83,7 @@ func _ready() -> void:
|
||||
problems.append("模拟输出 N 标注错误(%s)" % out.substr(0, 40))
|
||||
# ⑥ 关闭 → 浮窗收起、开始层全程在屏
|
||||
main._close_debug_overlay()
|
||||
if main.debug_overlay.visible or not main._start_overlay.visible:
|
||||
if main.ui.modals.debug_overlay.visible or not main.ui.screens.start_overlay.visible:
|
||||
problems.append("关闭后层级状态错误")
|
||||
# ⑦ hero 表运行期不可变(E4 收口回归断言:任何代码 reintroduce 表写在此被抓获——原"表值残留"断言语义升级)
|
||||
if int(main.db.combat.hero.atk) != base_atk or int(main.db.combat.hero.max_hp) != base_hp:
|
||||
@@ -93,20 +93,20 @@ func _ready() -> void:
|
||||
# 存档隔离(停点断点写盘随 main.save_manager;探针禁碰真实档,同族探针隔离纪律;
|
||||
# isolate_save 先删后建——上次运行的残留断点会触发互斥确认早退)
|
||||
ProbeUiUtil.isolate_save(main, "smoke_tune_probe_save", true, false, true) # 末参=swap_save(卡②签名换代——断点写盘经 autoload 落隔离档)
|
||||
main.debug_overlay.set_sliders(100, 50)
|
||||
main.debug_overlay.press_apply_for_probe()
|
||||
main.debug_overlay.seed_edit.text = "42" # 种子钉死(18卡⑦审计🔴——空框=非首局随机,显式优先经真实路径断言 master_seed)
|
||||
main.ui.modals.debug_overlay.set_sliders(100, 50)
|
||||
main.ui.modals.debug_overlay.press_apply_for_probe()
|
||||
main.ui.modals.debug_overlay.seed_edit.text = "42" # 种子钉死(18卡⑦审计🔴——空框=非首局随机,显式优先经真实路径断言 master_seed)
|
||||
main._start_adventure_from_menu() # 完整冒险路径(唯一试玩入口;_start_single 按语义清零滑条 = 恒基线,不承载加成断言)
|
||||
await get_tree().process_frame
|
||||
await get_tree().process_frame
|
||||
# ⑧b 开冒险路径显式关浮窗(18卡⑦ T2 防护——调试会话默认开态下开局不带窗,对局中经角标再开)
|
||||
if main.debug_overlay.visible:
|
||||
if main.ui.modals.debug_overlay.visible:
|
||||
problems.append("开冒险路径未显式关浮窗(T2 防护失守)")
|
||||
if int(main.run_scope.adventure.master_seed) != 42:
|
||||
problems.append("显式种子未达冒险(master_seed=%s ≠ 42——真实路径显式优先失守)" % str(main.run_scope.adventure.master_seed))
|
||||
# 关卡开始 = 入口选路停点——真实按钮路径选入口候选进首战再读呈现快照
|
||||
if main.level_screen.visible:
|
||||
main.level_screen.press_candidate(0)
|
||||
if main.ui.modals.level_screen.visible:
|
||||
main.ui.modals.level_screen.press_candidate(0)
|
||||
await get_tree().process_frame
|
||||
await get_tree().process_frame
|
||||
var hero: Dictionary = main.run_scope.settlement.presentation_snapshot().hero
|
||||
@@ -116,23 +116,23 @@ func _ready() -> void:
|
||||
# ⑨ 对局中可开(18卡⑦ P2 甲/T2 防护——S1+ 停机点回归闸):战斗屏角标真实信号路径开窗;
|
||||
# 棋盘输入不锁、状态角标不置灰(「默认开×遮挡复活」下必锁死的破约回归面);
|
||||
# 对局中批量模拟/两层调试两钮禁用;当局数据六项与只读访问器逐项一致;关闭钮真实路径收窗恢复
|
||||
var dbg_badge: Button = main.debug_badge
|
||||
var dbg_badge: Button = main.ui.screens.debug_badge
|
||||
if dbg_badge == null or dbg_badge.visible:
|
||||
problems.append("对局中调试浮层角标非恒隐(发布态语义失守——卡⑦ 删写死行批)")
|
||||
else:
|
||||
main._show_debug_overlay() # 对局中开浮窗回归经直调承载(:61 既有直调先例——发布态角标恒隐,按钮信号路径退役)
|
||||
if not main.debug_overlay.visible:
|
||||
if not main.ui.modals.debug_overlay.visible:
|
||||
problems.append("对局中角标开浮窗失败(P2 甲对局中可达失守)")
|
||||
if main._input_locked():
|
||||
if main.ui.modals.flow.locks_input():
|
||||
problems.append("对局中开浮窗后棋盘输入锁死(T2 防护失守——S1+ 停机点)")
|
||||
if main.board_zone.status_badge.disabled:
|
||||
if main.ui.battle.board_zone.status_badge.disabled:
|
||||
problems.append("对局中开浮窗后状态角标置灰(T2 防护失守——S1+ 停机点)")
|
||||
if main.debug_overlay.is_running():
|
||||
if main.ui.modals.debug_overlay.is_running():
|
||||
problems.append("对局中上下文锁定误判为模拟在跑(is_running 语义互扰)")
|
||||
if not main.debug_overlay._sim_btn.disabled or not main.debug_overlay._dbg_btn.disabled:
|
||||
if not main.ui.modals.debug_overlay._sim_btn.disabled or not main.ui.modals.debug_overlay._dbg_btn.disabled:
|
||||
problems.append("对局中批量模拟/两层调试按钮未禁用(T2 并存态不开放失守)")
|
||||
# 当局数据六项值对(T3——数值与只读访问器逐项一致;种子=adventure.master_seed 现值非 _seed_value 重算)
|
||||
var rd: Dictionary = main.debug_overlay.run_data_probe()
|
||||
var rd: Dictionary = main.ui.modals.debug_overlay.run_data_probe()
|
||||
var r = main.run_scope.adventure.runner()
|
||||
if String(rd.get("seed", "")) != "42":
|
||||
problems.append("当局数据种子 ≠ master_seed 现值(%s)" % str(rd.get("seed")))
|
||||
@@ -146,27 +146,27 @@ func _ready() -> void:
|
||||
problems.append("当局数据 GP 失对(%s ≠ %s)" % [str(rd.get("gp")), str(r.gp)])
|
||||
if int(rd.get("keystone", -1)) != main.run_scope.adventure.journal().keystone_gained():
|
||||
problems.append("当局数据钥石失对(%s ≠ %s)" % [str(rd.get("keystone")), str(main.run_scope.adventure.journal().keystone_gained())])
|
||||
var close_btn: Button = ProbeUiUtil.find_button(main.debug_overlay, "关闭", "prefix")
|
||||
var close_btn: Button = ProbeUiUtil.find_button(main.ui.modals.debug_overlay, "关闭", "prefix")
|
||||
if close_btn == null:
|
||||
problems.append("浮窗关闭钮缺失(真实收窗路径中断)")
|
||||
else:
|
||||
close_btn.pressed.emit()
|
||||
if main.debug_overlay.visible or main._input_locked():
|
||||
if main.ui.modals.debug_overlay.visible or main.ui.modals.flow.locks_input():
|
||||
problems.append("对局中关闭浮窗后态失守(visible=%s locked=%s)"
|
||||
% [str(main.debug_overlay.visible), str(main._input_locked())])
|
||||
% [str(main.ui.modals.debug_overlay.visible), str(main.ui.modals.flow.locks_input())])
|
||||
# ⑨b 只读巡检(17卡③形制)+零动效契约(17卡③ R5——零 AnimationPlayer+源码零 tween)
|
||||
_overlay_readonly_contract(main, problems)
|
||||
_overlay_zero_motion_contract(main, problems)
|
||||
# ⑩ 种子三分单点断言(18卡⑦ C1——判定只落 _seed_value() 单点;对局态不影响本判定面):
|
||||
# 显式合法整数全场景优先(含首局)→ 首局(存档布尔 false)恒 42 → 非首局空框引擎熵连抽不全等 42
|
||||
main.debug_overlay.seed_edit.text = "777"
|
||||
main.ui.modals.debug_overlay.seed_edit.text = "777"
|
||||
if main._seed_value() != 777:
|
||||
problems.append("显式种子输入未优先(_seed_value != 777——C1 ①失守)")
|
||||
# SaveManager 是 autoload 单例——换注走原地 attach(首局态挂载+恢复隔离档);
|
||||
# --script 模式无裸 autoload 标识符——经 main 节点路径解析
|
||||
var sm = main.get_node("/root/SaveManager")
|
||||
sm.slots.attach_path("user://smoke_tune_probe_seed.json") # 全新空档——first_adventure_done=false(首局态;新档缺省面)
|
||||
main.debug_overlay.seed_edit.text = ""
|
||||
main.ui.modals.debug_overlay.seed_edit.text = ""
|
||||
if main._seed_value() != 42:
|
||||
problems.append("首局空框种子 != 42(P5 甲失守——教学态可复现破约)")
|
||||
sm.slots.attach_path("user://smoke_tune_probe_save.json") # 恢复隔离档(非首局态——isolate_save 已建档置位)
|
||||
@@ -181,7 +181,7 @@ func _ready() -> void:
|
||||
all42 = false
|
||||
if all42:
|
||||
problems.append("非首局空框连抽 4 次全等 42(随机化失守——C1 ③)")
|
||||
main.debug_overlay.seed_edit.text = "42" # 钉回显式值(现场整洁)
|
||||
main.ui.modals.debug_overlay.seed_edit.text = "42" # 钉回显式值(现场整洁)
|
||||
for f0 in ["user://smoke_tune_probe_seed.json", "user://smoke_tune_probe_seed.json.tmp"]:
|
||||
if FileAccess.file_exists(f0):
|
||||
DirAccess.remove_absolute(f0)
|
||||
@@ -196,10 +196,11 @@ func _ready() -> void:
|
||||
|
||||
|
||||
# 只读巡检(18卡⑦ T3——17卡③「白名单外零连接」形制沿用):浮窗子树全控件 × 游戏语义信号名清单
|
||||
# 全连接巡检——白名单={视图自身八方法 + 组合根 _on_modal_closed(closed 外发消费)};
|
||||
# 全连接巡检——白名单={视图自身八方法 + 注册面模态编排口 ui.modals.flow.close(closed 外发消费——
|
||||
# 注册面批把该连接目标从组合根转发壳改为 flow 真方法,机检白名单随批登记同一连接)};
|
||||
# 当局数据区块=纯标签零连接在此被一并约束(新增任何连接=红须入册审查)。
|
||||
func _overlay_readonly_contract(main: Node, problems: Array) -> void:
|
||||
var overlay: Control = main.debug_overlay
|
||||
var overlay: Control = main.ui.modals.debug_overlay
|
||||
var stack: Array = [overlay]
|
||||
var conn_count := 0
|
||||
while not stack.is_empty():
|
||||
@@ -210,8 +211,9 @@ func _overlay_readonly_contract(main: Node, problems: Array) -> void:
|
||||
var cb: Callable = conn["callable"]
|
||||
var host: Object = cb.get_object()
|
||||
var m := String(cb.get_method())
|
||||
var flow_host: Object = main.ui.modals.flow # 注册面模态编排口(closed 外发消费白名单宿主)
|
||||
var ok := (host == overlay and m in _OVERLAY_VIEW_METHODS) \
|
||||
or (host == main and m == "_on_modal_closed") \
|
||||
or (host == flow_host and m == "close") \
|
||||
or (host is VScrollBar or host is HScrollBar) # 引擎滚动机构内部 drag 接线(RichTextLabel 自动滚动条——17卡③布局生命线同类豁免,零游戏写通路)
|
||||
if not ok:
|
||||
problems.append("[readonly] 非法信号连接 %s.%s → %s.%s(白名单外零连接巡检——18卡⑦ T3)"
|
||||
@@ -224,7 +226,7 @@ func _overlay_readonly_contract(main: Node, problems: Array) -> void:
|
||||
|
||||
# 零动效契约(17卡③ R5 形制——子树零 AnimationPlayer + 视图源码零 tween/动效包装调用)
|
||||
func _overlay_zero_motion_contract(main: Node, problems: Array) -> void:
|
||||
var overlay: Control = main.debug_overlay
|
||||
var overlay: Control = main.ui.modals.debug_overlay
|
||||
var stack: Array = [overlay]
|
||||
while not stack.is_empty():
|
||||
var n: Node = stack.pop_back()
|
||||
|
||||
@@ -187,6 +187,7 @@ func _suites() -> Array:
|
||||
{"path": "res://tests/unit/core/level_map_type_vis_test.gd", "expect": 0}, # 信息迷雾——类型可见性(层距 N+Boss/候选豁免+单圈+N 读表+续玩同值)
|
||||
{"path": "res://tests/unit/presentation/pacing_queue_test.gd", "expect": 0}, # AC⑤/T9——排空零分叉/零丢行/延迟双态
|
||||
{"path": "res://tests/unit/presentation/standee_fx_sweep_test.gd", "expect": 0}, # 呈现域缺陷扫掠(d2 蓄力档/d4 庆祝句柄/d5+d8 互斥/d12 站桩按 id 解析)
|
||||
{"path": "res://tests/unit/presentation/tune_sim_batch_parity_test.gd", "expect": 0}, # 测速循环批双实现对拍(帧索引/运行态/进度串/stats/报告五面——信号步进 vs await 基线)
|
||||
{"path": "res://tests/unit/presentation/standee_present_values_test.gd", "expect": 0}, # 战斗一屏样张批 V5–V9(血条危险红/名字行素底不压地台/徽标 FS_HINT/护甲 PNG 绑定/素材入包)
|
||||
{"path": "res://tests/unit/presentation/reward_overlay_test.gd", "expect": 0}, # 奖励节点 UI 直验(盲区补漏)
|
||||
{"path": "res://tests/unit/presentation/level_map_info_fog_test.gd", "expect": 0}, # 信息迷雾——呈现显隐/Boss 豁免/详情零显示/大图拟合
|
||||
|
||||
@@ -67,9 +67,9 @@ func _check_main_scene(main: Node) -> void:
|
||||
return
|
||||
var run_scope: Node = main.get("run_scope")
|
||||
check(run_scope != null and run_scope.is_inside_tree(), "闲时会话 run_scope 在树")
|
||||
var start_overlay: Control = main.get("_start_overlay")
|
||||
var start_overlay: Control = main.get("ui").screens.start_overlay
|
||||
check(start_overlay != null and start_overlay.visible, "启动态菜单可见(boot 后玩家见菜单)")
|
||||
check(main.get("settings_store") != null, "系统设置存储已装配(settings_store)")
|
||||
check(main.get("debug_badge") != null, "调试入口角标已装配(debug_badge)")
|
||||
check(main.get("legend_overlay") != null, "图例覆盖层已装配(legend_overlay)")
|
||||
check(main.get("status_panel") != null, "局内状态面板已装配(status_panel)")
|
||||
check(main.get("ui").screens.debug_badge != null, "调试入口角标已装配(debug_badge)")
|
||||
check(main.get("ui").modals.legend_overlay != null, "图例覆盖层已装配(legend_overlay)")
|
||||
check(main.get("ui").modals.status_panel != null, "局内状态面板已装配(status_panel)")
|
||||
@@ -314,7 +314,7 @@ fi
|
||||
# get_tree());排除注释行(行首 #/##)与字符串字面量(双引号包裹段内的 await 非代码),
|
||||
# 口径仿 S1/S2 的 grep 排除手法。
|
||||
# 自检:清单内文件缺位(路径写错/被改名)即判红——防扫面为空静默绿。
|
||||
S8_FILES="game/core/battle_orchestrator.gd game/core/battle_fx_host.gd game/core/reward_grant.gd game/core/board_installer.gd game/core/settlement/aura_segment.gd game/core/settlement/combat_segment.gd game/core/settlement/decay_segment.gd game/core/settlement/grant_segment.gd game/core/settlement/verdict_segment.gd game/core/damage_controller.gd"
|
||||
S8_FILES="game/core/battle_orchestrator.gd game/core/battle_fx_host.gd game/core/reward_grant.gd game/core/board_installer.gd game/core/settlement/aura_segment.gd game/core/settlement/combat_segment.gd game/core/settlement/decay_segment.gd game/core/settlement/grant_segment.gd game/core/settlement/verdict_segment.gd game/core/settlement/round_cycle.gd game/core/damage_controller.gd"
|
||||
S8_MISS=0
|
||||
for f in $S8_FILES; do
|
||||
if [ ! -f "$f" ]; then
|
||||
@@ -356,7 +356,7 @@ fi
|
||||
# 自检:扫描面为空即判红(require_scan_face);B1 文件集与三族自家文件缺位即判红
|
||||
# (文件被改名=豁免名单失效,宁可红不可静默放行)。
|
||||
if require_scan_face "S7" "$DIR_CORE"; then
|
||||
S7_B1_SET="game/core/battle_orchestrator.gd game/core/battle_fx_host.gd game/core/reward_grant.gd game/core/board_installer.gd game/core/settlement/aura_segment.gd game/core/settlement/combat_segment.gd game/core/settlement/decay_segment.gd game/core/settlement/grant_segment.gd game/core/settlement/verdict_segment.gd game/core/damage_controller.gd"
|
||||
S7_B1_SET="game/core/battle_orchestrator.gd game/core/battle_fx_host.gd game/core/reward_grant.gd game/core/board_installer.gd game/core/settlement/aura_segment.gd game/core/settlement/combat_segment.gd game/core/settlement/decay_segment.gd game/core/settlement/grant_segment.gd game/core/settlement/verdict_segment.gd game/core/settlement/round_cycle.gd game/core/damage_controller.gd"
|
||||
S7_MISS=0
|
||||
for f in $S7_B1_SET game/core/unit_container.gd game/core/status_container.gd game/core/reward_economy.gd; do
|
||||
if [ ! -f "$f" ]; then
|
||||
|
||||
+41
-41
@@ -81,20 +81,20 @@ func _smoke_scene_split() -> void:
|
||||
# V1a 启动态顶层断言:boot 后自树顶向下第一个可见内容层=start_overlay(headless 可判)
|
||||
#(内容层遍历——屏壳是容器不当候选:camp 壳 boot 态 vis=true 但成员恒隐,裸树遍历会误命中)
|
||||
var top: Node = _topmost_visible_layer(main)
|
||||
check(top == main._start_overlay,
|
||||
check(top == main.ui.screens.start_overlay,
|
||||
"V1a 启动态顶层可见层=start_overlay(实测顶层=%s——菜单被冒险屏盖住即红)〔装配生命批 V1〕"
|
||||
% (top.name if top != null else "null"))
|
||||
# V1b 语义关系:start_overlay 在冒险屏内容之上(菜单屏壳在冒险屏壳之上——装配序修复判据)
|
||||
check(main._menu_screen.get_index() > main._adventure_screen.get_index(),
|
||||
check(main.ui.screens.menu_screen.get_index() > main.ui.screens.adventure_screen.get_index(),
|
||||
"V1b 菜单屏壳在冒险屏壳之上(start_overlay 盖住战斗内容)〔装配生命批 V1〕")
|
||||
# V1c 合同树序链逐对保序(直接子层全链=屏壳/模态/全屏态/非视觉节点;宿住层树序随宿主不参与)
|
||||
var chain_detail := ""
|
||||
var chain_prev: Node = null
|
||||
var chain_ok := true
|
||||
for entry: Dictionary in main.LAYER_CONTRACT:
|
||||
for entry: Dictionary in main.ui.LAYER_CONTRACT:
|
||||
if entry.has("host"):
|
||||
continue
|
||||
var node: Node = main._layer_node(String(entry["shell"]) if entry.has("shell") else String(entry["key"]))
|
||||
var node: Node = main.ui.node(String(entry["shell"]) if entry.has("shell") else String(entry["key"]))
|
||||
if node == null:
|
||||
chain_ok = false
|
||||
chain_detail += " 缺失:%s" % String(entry["key"])
|
||||
@@ -105,7 +105,7 @@ func _smoke_scene_split() -> void:
|
||||
chain_prev = node
|
||||
check(chain_ok, "V1c 合同树序链逐对保序(运行期树序==LAYER_CONTRACT 序;违例:%s)〔装配生命批 V1〕" % chain_detail)
|
||||
# ③ 探针挂载假设句柄在座(main.X 一级路径——探针迁移面收口证明)
|
||||
check(main._start_overlay == main._menu_screen.start_overlay and main.camp_overlay == main._camp_screen.camp_overlay and main.level_screen == main._adventure_screen.level_screen and main._battle_root == main._adventure_screen.battle_root and main.board_view == main._adventure_screen.board_view,
|
||||
check(main.ui.screens.start_overlay == main.ui.screens.menu_screen.start_overlay and main.ui.modals.camp_overlay == main.ui.screens.camp_screen.camp_overlay and main.ui.modals.level_screen == main.ui.screens.adventure_screen.level_screen and main.ui.screens.battle_root == main.ui.screens.adventure_screen.battle_root and main.ui.battle.board_zone.board_view == main.ui.screens.adventure_screen.board_view,
|
||||
"V2 组合根句柄指向屏壳成员(探针挂载假设 main.X 零迁移)")
|
||||
check(main.run_scope != null and not main.run_scope.is_adventure,
|
||||
"V2 闲时会话自 _ready 即在(永非 null;迭代 27 T3——gp 影子账退役无账本成员)")
|
||||
@@ -116,10 +116,10 @@ func _smoke_scene_split() -> void:
|
||||
# 顶层可见内容层(V1a 用——候选=合同模态/全屏态+两屏壳的 boot 内容成员;屏壳本身是容器不当候选:
|
||||
# camp 壳 boot 态 vis=true 但成员恒隐,裸树遍历自顶向下会先命中透明壳)
|
||||
func _topmost_visible_layer(main: Node) -> Node:
|
||||
var candidates: Array[Node] = [main._start_overlay, main._battle_root, main._inter_overlay,
|
||||
main.legend_overlay, main.node_overlay, main.level_screen, main.curio_overlay,
|
||||
main._end_overlay, main.shop_overlay, main.camp_overlay, main.settings_overlay,
|
||||
main.status_panel, main.career_overlay, main.confirm_dialog, main.debug_overlay]
|
||||
var candidates: Array[Node] = [main.ui.screens.start_overlay, main.ui.screens.battle_root, main.ui.screens.inter_overlay,
|
||||
main.ui.modals.legend_overlay, main.ui.modals.node_overlay, main.ui.modals.level_screen, main.ui.modals.curio_overlay,
|
||||
main.ui.modals.end_overlay, main.ui.modals.shop_overlay, main.ui.modals.camp_overlay, main.ui.modals.settings_overlay,
|
||||
main.ui.modals.status_panel, main.ui.modals.career_overlay, main.ui.modals.confirm_dialog, main.ui.modals.debug_overlay]
|
||||
var best: Node = null
|
||||
var best_x := -1
|
||||
var best_y := -1
|
||||
@@ -167,7 +167,7 @@ func _smoke_boot_chain() -> void:
|
||||
"V2b 设置已应用·减动效(UiKit.motion_scale=%s=settings_store.reduced_motion=%s)〔装配生命批 V2〕" % [
|
||||
str(ui_kit.motion_scale), str(ss.reduced_motion)])
|
||||
# ③ 启动态菜单可见
|
||||
check(main._start_overlay.visible,
|
||||
check(main.ui.screens.start_overlay.visible,
|
||||
"V2c 启动态 _start_overlay.visible=true(boot 后玩家见菜单)〔装配生命批 V2〕")
|
||||
# ④ 续玩钮可见态==SaveManager 断点在档态
|
||||
var sm = main.get_node("/root/SaveManager")
|
||||
@@ -186,22 +186,22 @@ func _smoke_boot_chain() -> void:
|
||||
if FileAccess.file_exists(p):
|
||||
DirAccess.remove_absolute(p)
|
||||
sm.slots.attach_path("user://smoke_boot_chain.json")
|
||||
check(main._menu_screen.entersavebtn != null and main._menu_screen.settingsbtn != null
|
||||
and main._menu_screen.quitbtn != null,
|
||||
check(main.ui.screens.menu_screen.entersavebtn != null and main.ui.screens.menu_screen.settingsbtn != null
|
||||
and main.ui.screens.menu_screen.quitbtn != null,
|
||||
"V2d 三钮在位·进入存档/设置/退出游戏(续玩钮族退役后主菜单操作组承接)〔卡② mn1/mn8〕")
|
||||
for old_btn in ["lvbtn", "resumebtn", "campbtn", "careerbtn"]:
|
||||
check(not (old_btn in main._menu_screen),
|
||||
check(not (old_btn in main.ui.screens.menu_screen),
|
||||
"V2d 四旧钮句柄零命中·%s(彻底撤出——禁隐藏态禁置灰态残留)〔卡② mn2〕" % old_btn)
|
||||
check(_count_visible_buttons(main._start_overlay) == 3,
|
||||
check(_count_visible_buttons(main.ui.screens.start_overlay) == 3,
|
||||
"V2d 渲染面可见按钮计数==3(旧钮接回即红——渲染面锚,句柄缝盲区闭合)〔卡② mn1/mn2〕")
|
||||
# ⑤ 闲时会话(_ready 即建、永非 null、在树)
|
||||
check(main.run_scope != null and not main.run_scope.is_adventure and main.run_scope.is_inside_tree(),
|
||||
"V2e run_scope 非空且为闲时会话(is_adventure=false+is_inside_tree)〔装配生命批 V2〕")
|
||||
# ⑥ 调试浮窗 boot 不开+菜单角标在(菜单优先——boot 不自动开浮窗,
|
||||
# 入口=开始屏右下角「调试」角标+对局中两屏角标)
|
||||
check(not main.debug_overlay.visible,
|
||||
check(not main.ui.modals.debug_overlay.visible,
|
||||
"V2f 调试浮窗 boot 不自动开(菜单优先)〔2026-10-16 用户令〕")
|
||||
check(main.debug_badge != null and not main.debug_badge.visible,
|
||||
check(main.ui.screens.debug_badge != null and not main.ui.screens.debug_badge.visible,
|
||||
"V2f 调试浮层角标发布态恒隐(2026-10-25 删写死行批)")
|
||||
main.queue_free()
|
||||
await process_frame
|
||||
@@ -223,7 +223,7 @@ func _smoke_run_lifecycle() -> void:
|
||||
sm.slots.attach_path("user://smoke_run_lifecycle.json")
|
||||
sm.meta_state.mark_first_adventure_done()
|
||||
# ---- 第一局:开局→注脏→放弃→终局出口→会话收束 ----
|
||||
main.debug_overlay.seed_edit.text = "42"
|
||||
main.ui.modals.debug_overlay.seed_edit.text = "42"
|
||||
main._start_adventure_from_menu()
|
||||
await process_frame
|
||||
check(main.run_scope != null and main.run_scope.is_adventure and main.run_scope.adventure != null,
|
||||
@@ -243,22 +243,22 @@ func _smoke_run_lifecycle() -> void:
|
||||
break
|
||||
await process_frame
|
||||
check(finished.done, "V3 冒险终局到达(abandon→adventure_finished 同步链)")
|
||||
check(main._end_overlay.is_open(), "V3 终局面板弹起")
|
||||
check(main.ui.modals.end_overlay.is_open(), "V3 终局面板弹起")
|
||||
main._on_battle_end_continue() # 终局出口(回菜单+会话收束——手工置空清单已消亡)
|
||||
await process_frame
|
||||
check(not main.run_scope.is_adventure and main.run_scope.adventure == null and main.run_scope.runner == null,
|
||||
"V3 会话收束(新闲时会话零冒险/关卡对象)")
|
||||
check(main.run_scope.hints_shown.is_empty() and not main.run_scope.boss_active and main.run_scope.last_gain_amount == 0,
|
||||
"V3 局态封印/账本全复位(queue_free 物化——注入脏状态零残留)")
|
||||
check(main._start_overlay.visible, "V3 回开始菜单(终局出口路径)")
|
||||
check(main.ui.screens.start_overlay.visible, "V3 回开始菜单(终局出口路径)")
|
||||
# ---- 第二局:放弃终局无断点残留→直进开局→全新会话 ----
|
||||
check(not sm.has_breakpoint(), "V3 放弃终局清断点(无残留断点)")
|
||||
main.debug_overlay.seed_edit.text = "43"
|
||||
main.ui.modals.debug_overlay.seed_edit.text = "43"
|
||||
main._start_adventure_from_menu()
|
||||
await process_frame
|
||||
check(main.run_scope.is_adventure and main.run_scope.adventure != null and main.run_scope.hints_shown.is_empty(),
|
||||
"V3 第二连局全新会话(两连局零泄漏)")
|
||||
check(not main._start_overlay.visible, "V3 直进入局(菜单隐)")
|
||||
check(not main.ui.screens.start_overlay.visible, "V3 直进入局(菜单隐)")
|
||||
main.queue_free()
|
||||
await process_frame
|
||||
for p in ["user://smoke_run_lifecycle.json", "user://smoke_run_lifecycle.json.tmp"]:
|
||||
@@ -281,14 +281,14 @@ func _smoke_sim_guards() -> void:
|
||||
# wd6:闲时态 + 模拟运行态 → 调试两层入口守卫早退(开始层不收起、无结算对象)
|
||||
check(main.run_scope.settlement == null and not main.run_scope.is_adventure,
|
||||
"前置:闲时会话(settlement 空 + is_adventure=false)")
|
||||
main._start_overlay.visible = true
|
||||
main.ui.screens.start_overlay.visible = true
|
||||
main._tune_sim._running = true
|
||||
main._start_debug_levels()
|
||||
check(main.run_scope.settlement == null and main._start_overlay.visible,
|
||||
check(main.run_scope.settlement == null and main.ui.screens.start_overlay.visible,
|
||||
"模拟运行态下调试两层入口守卫早退(开始层不收起)〔wd6〕")
|
||||
main._tune_sim._running = false
|
||||
# wd7:真实冒险关间态(is_adventure=true、settlement==null)→ 模拟入口守卫早退
|
||||
main.debug_overlay.seed_edit.text = "42"
|
||||
main.ui.modals.debug_overlay.seed_edit.text = "42"
|
||||
main._start_adventure_from_menu()
|
||||
await process_frame
|
||||
check(main.run_scope.is_adventure and main.run_scope.settlement == null,
|
||||
@@ -313,8 +313,8 @@ func _face_snapshot(main: Node) -> Dictionary:
|
||||
var tu = main._treasure_ui
|
||||
var bo = main._bonus
|
||||
var cp = main._camp_pres
|
||||
var mf = main._modal_flow
|
||||
var rp = main._row_pacer
|
||||
var mf = main.ui.modals.flow
|
||||
var rp = main.ui.screens.row_pacer
|
||||
return {
|
||||
"treasure_settlement": tu._settlement_get.call(),
|
||||
"treasure_runner": tu._runner_get.call(),
|
||||
@@ -381,13 +381,13 @@ func _stage_faces(main: Node, tag: String, adv: String, run: String, set: String
|
||||
if bool(snap["mf_rows_empty"]) != bool(extra[k]):
|
||||
bad += " modal_flow.rows_empty_get 应=%s" % str(extra[k])
|
||||
"level_vis":
|
||||
if main.level_screen.visible != bool(extra[k]):
|
||||
if main.ui.modals.level_screen.visible != bool(extra[k]):
|
||||
bad += " level_screen.visible 应=%s" % str(extra[k])
|
||||
"end_open":
|
||||
if main._end_overlay.is_open() != bool(extra[k]):
|
||||
if main.ui.modals.end_overlay.is_open() != bool(extra[k]):
|
||||
bad += " _end_overlay.is_open 应=%s" % str(extra[k])
|
||||
"start_vis":
|
||||
if main._start_overlay.visible != bool(extra[k]):
|
||||
if main.ui.screens.start_overlay.visible != bool(extra[k]):
|
||||
bad += " _start_overlay.visible 应=%s" % str(extra[k])
|
||||
check(bad.is_empty(), "%s(引用面违例:%s)〔装配生命批 V3〕" % [tag, bad])
|
||||
|
||||
@@ -419,7 +419,7 @@ func _smoke_lifecycle_matrix() -> void:
|
||||
if FileAccess.file_exists(p):
|
||||
DirAccess.remove_absolute(p)
|
||||
sm.slots.attach_path("user://smoke_lifecycle.json")
|
||||
main.debug_overlay.seed_edit.text = "42"
|
||||
main.ui.modals.debug_overlay.seed_edit.text = "42"
|
||||
# 阶段①闲时
|
||||
await _stage_faces(main, "V3a 闲时", "null", "null", "null",
|
||||
{"mf_start": true, "mf_inter": false, "mf_rows_empty": true, "start_vis": true})
|
||||
@@ -430,7 +430,7 @@ func _smoke_lifecycle_matrix() -> void:
|
||||
await _stage_faces(main, "V3b 开局停点", "alive", "alive", "null",
|
||||
{"mf_start": false, "level_vis": true})
|
||||
# 阶段③地图选路→战斗中(真实选路提交 press_candidate)
|
||||
main.level_screen.press_candidate(0)
|
||||
main.ui.modals.level_screen.press_candidate(0)
|
||||
for i in range(10):
|
||||
await process_frame
|
||||
await _stage_faces(main, "V3c 战斗中", "alive", "alive", "alive", {"mf_start": false})
|
||||
@@ -465,9 +465,9 @@ func _smoke_lifecycle_matrix() -> void:
|
||||
check(main.run_scope.settlement == null or not main.run_scope.settlement.is_battle_live(),
|
||||
"V3d 活战斗驱动完毕(战斗已收场——%d 轮,finished=%s)〔装配生命批 V3〕" % [guard, str(finished.done)])
|
||||
await process_frame
|
||||
main._flush_row_queue()
|
||||
main.ui.screens.row_pacer.flush()
|
||||
for i in range(12):
|
||||
if main._end_overlay.is_open():
|
||||
if main.ui.modals.end_overlay.is_open():
|
||||
break
|
||||
await process_frame
|
||||
# 分支甲:战斗胜利停点(结算后)→确认进选路→放弃→终局面
|
||||
@@ -482,13 +482,13 @@ func _smoke_lifecycle_matrix() -> void:
|
||||
if finished.done:
|
||||
break
|
||||
await process_frame
|
||||
main._flush_row_queue()
|
||||
main.ui.screens.row_pacer.flush()
|
||||
for i in range(8):
|
||||
if main._end_overlay.is_open():
|
||||
if main.ui.modals.end_overlay.is_open():
|
||||
break
|
||||
await process_frame
|
||||
# 阶段⑤终局面(败北/放弃皆达)
|
||||
check(finished.done and main._end_overlay.is_open(),
|
||||
check(finished.done and main.ui.modals.end_overlay.is_open(),
|
||||
"V3e 终局面到达(adventure_finished+终局面板开)〔装配生命批 V3〕")
|
||||
await _stage_faces(main, "V3e 终局面", "alive", "alive", "null", {"mf_start": false, "end_open": true})
|
||||
# 阶段⑥回菜单收束(旧局消亡+新会话即驻+无真空窗)
|
||||
@@ -515,7 +515,7 @@ func _smoke_lifecycle_matrix() -> void:
|
||||
main._open_save_select()
|
||||
for i in range(2):
|
||||
await process_frame
|
||||
var ssel_new: Button = main.save_select_overlay._new_btns.get(1)
|
||||
var ssel_new: Button = main.ui.modals.save_select_overlay._new_btns.get(1)
|
||||
if ssel_new == null:
|
||||
check(false, "V3g 营地入口缺失(选档层新档钮驱动中断)〔装配生命批 V3〕")
|
||||
continue
|
||||
@@ -551,7 +551,7 @@ func _smoke_lifecycle_matrix() -> void:
|
||||
DirAccess.remove_absolute(slot_p)
|
||||
# 阶段⑧两连局(第二局全新会话——旧局对象不复用、脏态零残留)
|
||||
var first_adv = main.run_scope.adventure
|
||||
main.debug_overlay.seed_edit.text = "43"
|
||||
main.ui.modals.debug_overlay.seed_edit.text = "43"
|
||||
main._start_adventure_from_menu()
|
||||
for i in range(6):
|
||||
await process_frame
|
||||
@@ -560,12 +560,12 @@ func _smoke_lifecycle_matrix() -> void:
|
||||
await _stage_faces(main, "V3h 两连局·开局停点", "alive", "alive", "null", {"mf_start": false, "level_vis": true})
|
||||
check(main.run_scope.adventure.abandon(), "V3h 放弃受理(第二局)〔装配生命批 V3〕")
|
||||
for i in range(12):
|
||||
if main._end_overlay.is_open():
|
||||
if main.ui.modals.end_overlay.is_open():
|
||||
break
|
||||
await process_frame
|
||||
main._flush_row_queue()
|
||||
main.ui.screens.row_pacer.flush()
|
||||
for i in range(8):
|
||||
if main._end_overlay.is_open():
|
||||
if main.ui.modals.end_overlay.is_open():
|
||||
break
|
||||
await process_frame
|
||||
await _stage_faces(main, "V3h 两连局·终局面", "alive", "alive", "null", {"mf_start": false, "end_open": true})
|
||||
|
||||
@@ -34,9 +34,31 @@ func _init() -> void:
|
||||
_smoke_pool_wiring()
|
||||
_smoke_damage_types()
|
||||
_smoke_attack_chain_fresh_pool()
|
||||
_smoke_hero_atk_derived()
|
||||
quit(Kit.finish("roll_multiplier_test"))
|
||||
|
||||
|
||||
# ---- 主角攻击基值派生读(注册面批同代编排归约 V4——_hero_atk 快照成员退役改派生读:
|
||||
# enc 携 hero_atk 键受理后经派生读供 spawn 与攻击单 base_value 两消费点;缺省回退表值——
|
||||
# 受理后不变量(encounter 受理后只读)。攻击单 base_value 贯通由 _smoke_damage_types 的
|
||||
# hero_atk_val=100 全链路行值承载(同夹具既有覆盖——派生读在攻击链上工作即行值随 override 走)----
|
||||
func _smoke_hero_atk_derived() -> void:
|
||||
var rng_a = load("res://core/rng_service.gd").new()
|
||||
rng_a.set_master_seed(4242)
|
||||
var s_a = load("res://core/battle_orchestrator.gd").new(_db, rng_a)
|
||||
Kit.check_quiet(s_a.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": int(_db.combat.hero.max_hp), "hero_atk": 100}),
|
||||
"起战受理(override 100)〔编排归约 V4〕")
|
||||
Kit.check_quiet(int(s_a._enemy_system.hero_unit().get("atk", -1)) == 100,
|
||||
"主角攻击单基值==enc 携带 override(_hero_atk 派生读贯通 spawn 消费点)〔编排归约 V4〕")
|
||||
var rng_b = load("res://core/rng_service.gd").new()
|
||||
rng_b.set_master_seed(4242)
|
||||
var s_b = load("res://core/battle_orchestrator.gd").new(_db, rng_b)
|
||||
Kit.check_quiet(s_b.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": int(_db.combat.hero.max_hp)}),
|
||||
"起战受理(缺省)〔编排归约 V4〕")
|
||||
Kit.check_quiet(int(s_b._enemy_system.hero_unit().get("atk", -1)) == int(_db.combat.hero.atk),
|
||||
"缺省主角攻击单基值==hero 表值(派生读回退面)〔编排归约 V4〕")
|
||||
|
||||
|
||||
# ---- 敌方攻击类型轴(表列/单位快照/单据载荷/矩阵命中证词)----
|
||||
# 克制矩阵命中证词 = 同种子三甲型配对实测(不是查表存在性证词):同种子下 armor_roll 流消费逐位一致、
|
||||
# 阈值(hero armor_class)不变,三甲型唯一差异 = 克制点数 cdelta(normal_vs_light 0 / heavy −1 / ward +1)
|
||||
|
||||
@@ -83,9 +83,10 @@ func _run_battle(L: int, D: int, axes: Dictionary = {}) -> Dictionary:
|
||||
var rng = load("res://core/rng_service.gd").new()
|
||||
rng.set_master_seed(42)
|
||||
var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng)
|
||||
var out := {"stream": [], "events": [], "rounds": 0, "result": "", "terminated": false}
|
||||
var out := {"stream": [], "events": [], "rounds": 0, "result": "", "terminated": false, "econ_refresh_used": -1}
|
||||
settlement.step_row.connect(func(row): out.stream.append(row))
|
||||
settlement.battle_finished.connect(func(payload): out.result = payload.get("result", ""))
|
||||
settlement.settlement_snapshot.connect(func(snap): out.econ_refresh_used = int(snap.get("economy", {}).get("refresh_used", -1))) # 末次发射=终局轮快照
|
||||
settlement.minesweeper.cell_revealed.connect(func(evt): out.events.append(evt))
|
||||
settlement.minesweeper.seal_judged.connect(func(evt): out.events.append(evt))
|
||||
settlement.minesweeper.round_end_board.connect(func(p): out.events.append({"ev": "round_end_board", "path_tag": p.path_tag}))
|
||||
@@ -108,6 +109,10 @@ func _run_battle(L: int, D: int, axes: Dictionary = {}) -> Dictionary:
|
||||
# P0-3 回归断言:notify_combat_end 曾被并进行尾注释从不执行——
|
||||
# 战斗收束后相位必须回 Idle(RAP 清零),任何「相位卡 Waiting」回归在此被抓
|
||||
Kit.check("战斗收束后行动经济相位回 Idle(notify_combat_end 生效,实测=%s)" % String(action_economy.phase), action_economy.phase == "Idle")
|
||||
# 复位边界(注册面批同代编排归约 V2——BattleFacts.reset_round 不碰 refresh_used 的可观测提交面):
|
||||
# 终局序列含 facts.reset_round(),其后呈现快照的 refresh_used 必须等于末轮结算快照的 economy 值
|
||||
Kit.check("L%d·D%d 终局后呈现快照 refresh_used==末轮结算快照 economy 值(复位不碰 refresh_used)〔编排归约 V2〕" % [L, D],
|
||||
int(settlement.presentation_snapshot().get("refresh_used", -1)) == out.econ_refresh_used)
|
||||
return out
|
||||
|
||||
|
||||
@@ -1019,7 +1024,7 @@ func _smoke_counter_buckets() -> void:
|
||||
if not oA.minesweeper.current_board().is_mine(ca):
|
||||
safe_a = ca
|
||||
break
|
||||
oA._grant_seg._judge_seal({"cell": safe_a, "hit": false}, 1)
|
||||
oA._rounds._grant_seg._judge_seal({"cell": safe_a, "hit": false}, 1)
|
||||
Kit.check("V6 第1战标错落 battle 桶 insurance_used=1(_apply_counter_hit 静态写口经 ctx)〔无状态化 V6〕", EffectEngine.counter(oA.fx_host().counters_ctx, "insurance_used") == 1)
|
||||
# 卡④ wr2①——完美保险标错行=单一扩展行型(原 insurance_used 实名行型收敛)
|
||||
var v6_ins := {}
|
||||
|
||||
@@ -374,10 +374,10 @@ func _smoke_clear_reward_zero_paths() -> void:
|
||||
Kit.check("高光守卫构造战斗启动", s_b.begin_battle({"level_index": 1, "node_depth": CLEAR_SMOKE_DEPTH, "hero_hp": 80, "hero_max_hp": 80, "node_type": "boss"}))
|
||||
for u in s_b._enemy_system.all_enemies():
|
||||
s_b._enemy_system.apply_damage(u, int(u.hp))
|
||||
s_b._perfect_hit_true = 1 # 测试通道:构造完美谓词成立(真值在正常流由封印判定累加)
|
||||
s_b._perfect_hit_false = 0
|
||||
s_b._facts.perfect_hit_true = 1 # 测试通道:构造完美谓词成立(真值在正常流由封印判定累加)
|
||||
s_b._facts.perfect_hit_false = 0
|
||||
rows_b.clear()
|
||||
s_b.reward_grant().grant_clear_reward(1, s_b._board_from_midround_refresh, s_b.perfect_sweep_earned())
|
||||
s_b.reward_grant().grant_clear_reward(1, s_b._facts.board_from_midround, s_b.perfect_sweep_earned())
|
||||
Kit.check("② grant_clear_reward 守卫路径重走首份 → 未生效行仍在案", _has_source_row(rows_b, "reward_ineffective", "clear_reward", "clear_blast"))
|
||||
Kit.check("② 首份零兑付 → 高光行不发(不记名义值 2)", _rows_of_type(rows_b, "highlight").is_empty())
|
||||
# ③ 第二份被拒:唯一存活敌 HP ≤ 首份 aoe 量 → 首份击杀 → 第二份无存活敌(zero + 未生效行)
|
||||
@@ -389,10 +389,10 @@ func _smoke_clear_reward_zero_paths() -> void:
|
||||
Kit.check("第二份被拒构造战斗启动", s2.begin_battle({"level_index": 1, "node_depth": CLEAR_SMOKE_DEPTH, "hero_hp": 80, "hero_max_hp": 80, "node_type": "boss"}))
|
||||
var boss = s2._enemy_system.all_enemies()[0]
|
||||
boss.hp = 1 # 测试通道:压低至首份 aoe 必杀(弱形式——正常流 Boss 血量不可控)
|
||||
s2._perfect_hit_true = 1
|
||||
s2._perfect_hit_false = 0
|
||||
s2._facts.perfect_hit_true = 1
|
||||
s2._facts.perfect_hit_false = 0
|
||||
rows2.clear()
|
||||
s2.reward_grant().grant_clear_reward(1, s2._board_from_midround_refresh, s2.perfect_sweep_earned())
|
||||
s2.reward_grant().grant_clear_reward(1, s2._facts.board_from_midround, s2.perfect_sweep_earned())
|
||||
Kit.check("③ 首份 aoe 真实兑付(击杀唯一存活敌)", _has_source_row(rows2, "damage", "clear_reward"))
|
||||
Kit.check("③ 第二份被拒产出 reward_ineffective 行(零兑付)", _has_source_row(rows2, "reward_ineffective", "clear_reward", "clear_blast"))
|
||||
var hl2 := _rows_of_type(rows2, "highlight")
|
||||
|
||||
@@ -116,19 +116,19 @@ func _init() -> void:
|
||||
"feats": [], "tree_rules": [], "battle_index": 1, "voucher_rap": 0, "voucher_time_sand": 0,
|
||||
"node_type": "battle", "adv_bucket": {}}), "V6 前置:战斗受理")
|
||||
# facts 组包经真实摇号路径消费(mines 全零时条件技 sneak_ambush 不入集合——facts 四键在位的可观察面)
|
||||
Kit.check_quiet(int(orch._mines_hits["total"]) == 0 and int(orch._mines_hits["last"]) == 0 and int(orch._mines_hits["round"]) == 0,
|
||||
Kit.check_quiet(int(orch._rounds.mines_hits["total"]) == 0 and int(orch._rounds.mines_hits["last"]) == 0 and int(orch._rounds.mines_hits["round"]) == 0,
|
||||
"V6 开战清零:三计数全零起〔触发器批 V6〕")
|
||||
# 正向 blast(spark_aoe)不递增——负向计数守卫(flat 行应用面自编排器迁至奖励授予件
|
||||
# ——迭代40 卡① 拆件;计数经授予件 battle_hooks.negative_blast 回宿主 _mines_hits)
|
||||
var att_v6 := {"source_class": "reward", "cell": Vector2i(-1, -1), "ri": 1}
|
||||
orch.reward_grant()._apply_flat_row({"cell_type": "blast", "polarity": "positive", "power": 2,
|
||||
"display_name": "爆裂", "reward_id": "spark_aoe"}, att_v6)
|
||||
Kit.check_quiet(int(orch._mines_hits["total"]) == 0 and int(orch._mines_hits["round"]) == 0,
|
||||
Kit.check_quiet(int(orch._rounds.mines_hits["total"]) == 0 and int(orch._rounds.mines_hits["round"]) == 0,
|
||||
"V6 正向 blast(spark_aoe)不递增(负向守卫——清图/爆裂格零误计)〔触发器批 V6〕")
|
||||
# 负向 blast(雷)递增
|
||||
orch.reward_grant()._apply_flat_row({"cell_type": "blast", "polarity": "negative", "power": 2,
|
||||
"display_name": "警觉", "reward_id": "enemy_alert"}, att_v6)
|
||||
Kit.check_quiet(int(orch._mines_hits["total"]) == 1 and int(orch._mines_hits["round"]) == 1,
|
||||
Kit.check_quiet(int(orch._rounds.mines_hits["total"]) == 1 and int(orch._rounds.mines_hits["round"]) == 1,
|
||||
"V6 负向 blast(雷)递增恰一次〔触发器批 V6〕")
|
||||
|
||||
# ---- V7 池构成纪律(现行全表零违例+构造全条件池报错——跨表校验真实入口)----
|
||||
|
||||
@@ -66,12 +66,33 @@ func _smoke_hygiene_gates() -> void:
|
||||
var mv: String = FileAccess.get_file_as_string("res://presentation/main.gd")
|
||||
Kit.check("V8 GP 影子账残留零命中(main 源码面——文件已删+委托缝已拆)〔迭代27 T3〕",
|
||||
not mv.contains("gp_shadow_ledger") and not mv.contains("_gp_ledger"))
|
||||
# V1d 层序落位单口:main.gd 的 move_child 调用全部收在 _apply_layer_contract 内(合同装配单口——
|
||||
# 函数体之外零调用点;出现第二处落位=硬编码层序,须改合同表而非加调用)
|
||||
var fn_start: int = mv.find("func _apply_layer_contract")
|
||||
var fn_end: int = mv.find("\nfunc ", fn_start + 10)
|
||||
if fn_end < 0:
|
||||
fn_end = mv.length()
|
||||
var outside_calls: int = (mv.substr(0, fn_start) + mv.substr(fn_end)).count("move_child(")
|
||||
Kit.check("V1d 层序落位单口(_apply_layer_contract 之外 move_child 调用点=%d 应=0)〔装配生命批 V1〕" % outside_calls,
|
||||
outside_calls == 0)
|
||||
# V1d 层序落位单口:注册面建件后扫全 presentation——move_child 只允许出现在 ui_registry.gd 的
|
||||
# apply_layer_contract 函数体内(合同装配单口——出现第二处落位=硬编码层序,须改合同表而非加调用)
|
||||
var scanned: int = 0
|
||||
var outside_calls: int = 0
|
||||
for fn_path: String in _list_scripts("res://presentation"):
|
||||
var src: String = FileAccess.get_file_as_string(fn_path)
|
||||
scanned += 1
|
||||
var fn_start: int = src.find("func apply_layer_contract") if fn_path.contains("ui_registry.gd") else -1
|
||||
var fn_end: int = src.find("\nfunc ", fn_start + 10) if fn_start >= 0 else -1
|
||||
if fn_end < 0:
|
||||
fn_end = src.length()
|
||||
outside_calls += (src.substr(0, fn_start) + src.substr(fn_end)).count("move_child(")
|
||||
Kit.check("V1d 层序落位单口(presentation %d 文件——apply_layer_contract 之外 move_child 调用点=%d 应=0)〔注册面 V1〕" % [scanned, outside_calls],
|
||||
scanned > 0 and outside_calls == 0)
|
||||
|
||||
|
||||
# 目录 .gd 清单(DirAccess 平铺——presentation 无子目录;扫描面>0 前置由调用侧断言承载)
|
||||
static func _list_scripts(dir_path: String) -> PackedStringArray:
|
||||
var out: PackedStringArray = PackedStringArray()
|
||||
var dir := DirAccess.open(dir_path)
|
||||
if dir == null:
|
||||
return out
|
||||
dir.list_dir_begin()
|
||||
var fname := dir.get_next()
|
||||
while fname != "":
|
||||
if fname.ends_with(".gd"):
|
||||
out.append(dir_path + "/" + fname)
|
||||
fname = dir.get_next()
|
||||
dir.list_dir_end()
|
||||
return out
|
||||
@@ -850,7 +850,7 @@ func _drive_to_pref(autoplay, prefer: String) -> Dictionary:
|
||||
r.pick_next_node(int(hit.get("id", -1)))
|
||||
out["node"] = hit
|
||||
if prefer == "battle":
|
||||
out["enc"] = r.current_battle().encounter
|
||||
out["enc"] = r.current_battle()._facts.encounter
|
||||
else:
|
||||
var cands: Array = (adr.stop().node_curio_candidates() as Dictionary).get("candidates", []) as Array
|
||||
adr.stop().present_node_curio(cands)
|
||||
|
||||
@@ -178,10 +178,10 @@ func _init() -> void:
|
||||
Kit.check_quiet(safe_cells.size() == 2, "保险 rig:两枚安全格定位(去重闸按格实例——限次样本须异格)〔卡② R2〕")
|
||||
var rows_orch: Array[Dictionary] = []
|
||||
orch.step_row.connect(func(row): rows_orch.append(row)) # step_row 公开信号面(insurance_used 载荷/seal_miss highlight=豁免账与误标账观测面)
|
||||
Kit.check_quiet(int(orch._perfect_hit_false) == 0 and int(orch._perfect_forgiven) == 0,
|
||||
Kit.check_quiet(int(orch._facts.perfect_hit_false) == 0 and int(orch._facts.perfect_forgiven) == 0,
|
||||
"保险前置:误标账与豁免账双零起〔卡② R2〕")
|
||||
orch._grant_seg._judge_seal({"cell": safe_cells[0], "hit": false}, 1)
|
||||
Kit.check_quiet(int(orch._perfect_hit_false) == 1,
|
||||
orch._rounds._grant_seg._judge_seal({"cell": safe_cells[0], "hit": false}, 1)
|
||||
Kit.check_quiet(int(orch._facts.perfect_hit_false) == 1,
|
||||
"计数纯净:首次标错 _perfect_hit_false 落 1 未被回退改写(契约 2)〔卡② R2〕")
|
||||
var ins_row := {}
|
||||
for r in rows_orch:
|
||||
@@ -191,7 +191,7 @@ func _init() -> void:
|
||||
"豁免一次:首次标错 _perfect_forgiven=1(forgive_seal_miss 派发)〔卡② R2〕")
|
||||
Kit.check_quiet(int(orch.action_economy.pending_ap_delta()) == 1,
|
||||
"事件不吞:同一标错的 seal_missed 仍被危险直觉·守收到(queue AP+1)〔卡② R2〕")
|
||||
orch._grant_seg._judge_seal({"cell": safe_cells[1], "hit": false}, 2)
|
||||
orch._rounds._grant_seg._judge_seal({"cell": safe_cells[1], "hit": false}, 2)
|
||||
var ins_count := 0
|
||||
var miss_hl_last := ""
|
||||
for r in rows_orch:
|
||||
@@ -203,11 +203,11 @@ func _init() -> void:
|
||||
"限次:第二次标错不获豁免(forgiven 恒 1——when counter lt 1)〔卡② R2〕")
|
||||
Kit.check_quiet(not orch.perfect_sweep_earned(),
|
||||
"判定相减:误标 2 − 豁免 1 = 有效 1 → 完美不成立〔卡② R2 真值表〕")
|
||||
orch._perfect_hit_false = 1
|
||||
orch._perfect_hit_true = 1
|
||||
orch._facts.perfect_hit_false = 1
|
||||
orch._facts.perfect_hit_true = 1
|
||||
Kit.check_quiet(orch.perfect_sweep_earned(),
|
||||
"判定相减:误标1−豁免1=有效0且标中≥1→完美成立(保险每战限次一次迁移保绿)〔无状态化 V7〕")
|
||||
orch._perfect_hit_true = 0
|
||||
orch._facts.perfect_hit_true = 0
|
||||
Kit.check_quiet(not orch.perfect_sweep_earned(),
|
||||
"判定守卫:标中数 0 时零误标也不成立(整图 ≥1 标中条件零松动)〔卡② R2 真值表〕")
|
||||
var rig_rng2 = RngScript.new()
|
||||
@@ -222,7 +222,7 @@ func _init() -> void:
|
||||
var rows_orch2: Array[Dictionary] = []
|
||||
orch2.step_row.connect(func(row): rows_orch2.append(row)) # step_row 公开信号面(insurance_used 载荷=豁免账观测面)
|
||||
var sc2 = safe_cells[0]
|
||||
orch2._grant_seg._judge_seal({"cell": sc2, "hit": false}, 1)
|
||||
orch2._rounds._grant_seg._judge_seal({"cell": sc2, "hit": false}, 1)
|
||||
var ins_row2 := {}
|
||||
for r in rows_orch2:
|
||||
if String(r.get("effect_id", "")) == "insurance_used":
|
||||
@@ -249,7 +249,7 @@ func _init() -> void:
|
||||
if not o10.minesweeper.current_board().is_mine(c10):
|
||||
sc10 = c10
|
||||
break
|
||||
o10._grant_seg._judge_seal({"cell": sc10, "hit": false}, 1)
|
||||
o10._rounds._grant_seg._judge_seal({"cell": sc10, "hit": false}, 1)
|
||||
var sm10: Dictionary = {}
|
||||
for r10 in rows10:
|
||||
if String(r10.get("type", "")) == "seal_miss":
|
||||
@@ -276,14 +276,14 @@ func _init() -> void:
|
||||
if not o11.minesweeper.current_board().is_mine(c11):
|
||||
sc11 = c11
|
||||
break
|
||||
o11._grant_seg._judge_seal({"cell": sc11, "hit": false}, 1)
|
||||
o11._rounds._grant_seg._judge_seal({"cell": sc11, "hit": false}, 1)
|
||||
var sm11: Dictionary = {}
|
||||
for r11 in rows11:
|
||||
if String(r11.get("type", "")) == "seal_miss":
|
||||
sm11 = r11
|
||||
Kit.check_quiet(String(sm11.get("highlight", "")) == "",
|
||||
"A11 豁免:首次标错获豁免 → seal_miss 行 highlight==空串〔卡① N7〕")
|
||||
o11._perfect_hit_true = 1
|
||||
o11._facts.perfect_hit_true = 1
|
||||
Kit.check_quiet(o11.perfect_sweep_earned(),
|
||||
"A11 真值:误标 1 − 豁免 1 = 有效 0 且标中≥1 → 完美成立(与 highlight==空 一致)〔卡① N7〕")
|
||||
|
||||
|
||||
@@ -339,7 +339,7 @@ func _meta_settle_and_workshop() -> void:
|
||||
adr_res.resume_adventure(bp_min, p_resume))
|
||||
Kit.check("继续上局受理面:tree_rules 随参数面进 runner._tree_rules(消费面 set_tree_rules 下传现成)",
|
||||
adr_res.runner() != null and adr_res.runner().pick_next_node(int(adr_res.runner().next_candidate_ids()[0]))
|
||||
and ((adr_res.runner().current_battle().encounter.get("tree_rules", []) as Array) == rules_e))
|
||||
and ((adr_res.runner().current_battle()._facts.encounter.get("tree_rules", []) as Array) == rules_e))
|
||||
_meta_smoke_cleanup()
|
||||
|
||||
|
||||
@@ -705,16 +705,16 @@ func _smoke_tree_rules() -> void:
|
||||
Kit.check("守侧 rig:首轮后 queue 干净(开局 posture queue 已兑现)",
|
||||
int(orch.action_economy.pending_ap_delta()) == 0)
|
||||
# 场景①:当回合新封印、结算判标错且封印仍在场 → queue +1(本轮 AP 零变化=queue 承载、下轮 notify_round_start 兑现)
|
||||
orch._grant_seg._judge_seal({"cell": safe, "hit": false}, 1)
|
||||
orch._rounds._grant_seg._judge_seal({"cell": safe, "hit": false}, 1)
|
||||
Kit.check("守①:当回合标错且封印在场 → 下轮 AP+1(queue 排队——本轮 AP 逐位零变化)",
|
||||
int(orch.action_economy.pending_ap_delta()) == 1)
|
||||
# 场景③④:之前回合标错重判(封印在场状态)与同格重复——去重闸挡回,最多返还一次
|
||||
orch._grant_seg._judge_seal({"cell": safe, "hit": false}, 2)
|
||||
orch._grant_seg._judge_seal({"cell": safe, "hit": false}, 3)
|
||||
orch._rounds._grant_seg._judge_seal({"cell": safe, "hit": false}, 2)
|
||||
orch._rounds._grant_seg._judge_seal({"cell": safe, "hit": false}, 3)
|
||||
Kit.check("守③④:旧封印重判零触发+同格最多一次(_seal_miss_seen 去重闸=「当回合标错动作」判别器)",
|
||||
int(orch.action_economy.pending_ap_delta()) == 1)
|
||||
# 场景②负样本:封印命中(hit=true 正向兑付路径)零触发
|
||||
orch._grant_seg._judge_seal({"cell": safe, "hit": true}, 4)
|
||||
orch._rounds._grant_seg._judge_seal({"cell": safe, "hit": true}, 4)
|
||||
Kit.check("守②负样本:标中/被挖封印零触发(标错事件只在 miss 分支发射——发射面过滤承载)",
|
||||
int(orch.action_economy.pending_ap_delta()) == 1)
|
||||
# 场景⑤:末轮判出→无下一轮=queue 不兑现(编排器每战新建——队列实例随战亡,合法作废态)
|
||||
@@ -746,7 +746,7 @@ func _smoke_tree_rules() -> void:
|
||||
"feats": [], "tree_rules": [], "battle_index": 1,
|
||||
"bonus_ref": {"atk": 0, "max_hp": 0, "armor_class": 0}, "adventure_counters": {},
|
||||
"voucher_rap": 0, "voucher_time_sand": 0, "node_type": "battle"}))
|
||||
orch3.encounter["tree_rules"] = []
|
||||
orch3._facts.encounter["tree_rules"] = []
|
||||
var gp_base: int = orch3._roll_gp_drop()
|
||||
var orch4 = load("res://core/battle_orchestrator.gd").new(_db, _fresh_rng(777005))
|
||||
Kit.check("聚 rig:增益编排启动(tree_rules=economy_hoard)",
|
||||
@@ -755,7 +755,7 @@ func _smoke_tree_rules() -> void:
|
||||
"feats": [], "tree_rules": ["economy_hoard"], "battle_index": 1,
|
||||
"bonus_ref": {"atk": 0, "max_hp": 0, "armor_class": 0}, "adventure_counters": {},
|
||||
"voucher_rap": 0, "voucher_time_sand": 0, "node_type": "battle"}))
|
||||
orch4.encounter["tree_rules"] = ["economy_hoard"]
|
||||
orch4._facts.encounter["tree_rules"] = ["economy_hoard"]
|
||||
var gp_hoard: int = orch4._roll_gp_drop()
|
||||
Kit.check("聚:战斗掉落乘算 ×1.5(provisional——同种子配对 %d→%d,入账前=结算框显示实得)",
|
||||
gp_hoard == int(round(float(gp_base) * 1.5)) and gp_hoard >= gp_base)
|
||||
|
||||
@@ -72,7 +72,7 @@ func _seal_propagation(db) -> bool:
|
||||
rng_a.set_master_seed(5)
|
||||
var oc_bg = OrchestratorScript.new(db, rng_a)
|
||||
var bi_bg = BoardInstallerScript.new({"db": db, "rng": rng_a, "minesweeper": oc_bg.minesweeper,
|
||||
"reward_economy": oc_bg._reward_economy, "encounter": oc_bg.encounter, "fatal_cb": oc_bg._fatal})
|
||||
"reward_economy": oc_bg._reward_economy, "encounter": oc_bg._facts.encounter, "fatal_cb": oc_bg._fatal})
|
||||
bi_bg.generator._fatal("测试违约①棋盘生成")
|
||||
if oc_bg.battle_result != "fatal_error":
|
||||
push_error("[run_time_fatal_test/wr5] 棋盘生成违约未传导封印(battle_result=%s)" % str(oc_bg.battle_result))
|
||||
|
||||
@@ -23,12 +23,15 @@ func _init() -> void:
|
||||
Kit.check_quiet(load("res://core/settlement/decay_segment.gd").new(oc) != null, "V4 DecaySegment 直接 new()〔迭代27 T2〕")
|
||||
Kit.check_quiet(load("res://core/settlement/verdict_segment.gd").new(oc) != null, "V4 VerdictSegment 直接 new()〔迭代27 T2〕")
|
||||
|
||||
# V4-2 编排器 _init 接线(段持宿主引用;段序编排面在位)
|
||||
Kit.check_quiet(oc._grant_seg != null and oc._grant_seg.oc == oc, "V4 编排器接线·授予段(宿主回指)〔迭代27 T2〕")
|
||||
Kit.check_quiet(oc._aura_seg != null and oc._aura_seg.oc == oc, "V4 编排器接线·增益/减益段〔迭代27 T2〕")
|
||||
Kit.check_quiet(oc._combat_seg != null and oc._combat_seg.oc == oc, "V4 编排器接线·战斗段〔迭代27 T2〕")
|
||||
Kit.check_quiet(oc._decay_seg != null and oc._decay_seg.oc == oc, "V4 编排器接线·衰减段〔迭代27 T2〕")
|
||||
Kit.check_quiet(oc._verdict_seg != null and oc._verdict_seg.oc == oc, "V4 编排器接线·判定段〔迭代27 T2〕")
|
||||
# V4-2 编排器 _init 接线(段持宿主引用;段序编排面在位)——注册面批同代归约 V1:
|
||||
# 段件宿主直持改经 _rounds(轮循环驱动件)承载,接线断言改指 _rounds 段族
|
||||
Kit.check_quiet(oc._rounds != null and oc._rounds.oc == oc, "V1 编排器接线·轮循环驱动件在座且宿主回指〔编排归约 V1〕")
|
||||
Kit.check_quiet(oc._facts != null, "V1 编排器接线·战斗事实件在座〔编排归约 V1〕")
|
||||
Kit.check_quiet(oc._rounds._grant_seg != null and oc._rounds._grant_seg.oc == oc, "V4 编排器接线·授予段(宿主回指)〔迭代27 T2〕")
|
||||
Kit.check_quiet(oc._rounds._aura_seg != null and oc._rounds._aura_seg.oc == oc, "V4 编排器接线·增益/减益段〔迭代27 T2〕")
|
||||
Kit.check_quiet(oc._rounds._combat_seg != null and oc._rounds._combat_seg.oc == oc, "V4 编排器接线·战斗段〔迭代27 T2〕")
|
||||
Kit.check_quiet(oc._rounds._decay_seg != null and oc._rounds._decay_seg.oc == oc, "V4 编排器接线·衰减段〔迭代27 T2〕")
|
||||
Kit.check_quiet(oc._rounds._verdict_seg != null and oc._rounds._verdict_seg.oc == oc, "V4 编排器接线·判定段〔迭代27 T2〕")
|
||||
# counter_add 写口真实路径(geologist 订阅行承载:公共命令链 begin_battle→move→dig→stop
|
||||
# 经授予段 counter_add 单点落 counters_ctx battle 桶——受理载荷+公开读数口 fx_host().counters_ctx)
|
||||
var rng_c = load("res://core/rng_service.gd").new()
|
||||
|
||||
@@ -162,13 +162,13 @@ func _init() -> void:
|
||||
"线香:装配起战(battle 级充能 1)")
|
||||
var inv8 = load("res://core/treasure_items.gd").new(db)
|
||||
var rec8: Dictionary = inv8.add_item("incense_stick", "attunement", Vector2i(-1, -1), 0)
|
||||
ob8.treasure_inventory = inv8
|
||||
ob8.reward_grant().treasure_inventory = inv8
|
||||
var h8: int = int(rec8.get("handle", -1)) # handle 取 add_item 返回(snapshot 投影无 handle 键)
|
||||
var tgt8: Vector2i = _first_closed_safe(ob8)
|
||||
Kit.check_quiet(tgt8 != Vector2i(-9, -9), "线香:夹具存在未开安全格")
|
||||
var v8: Dictionary = ob8.reward_grant().use_treasure(h8, tgt8)
|
||||
Kit.check_quiet(bool(v8.get("ok", false)), "线香正常:单格真视受理(cell 目标解析)")
|
||||
Kit.check_quiet(bool(ob8.treasure_inventory.query_overlays().get("mine_reveal", []).has(tgt8))
|
||||
Kit.check_quiet(bool(ob8.reward_grant().treasure_inventory.query_overlays().get("mine_reveal", []).has(tgt8))
|
||||
and ob8.minesweeper.is_revealed(tgt8) == false,
|
||||
"线香断言:目标格入真视叠加层且未被开格(真视≠开格——信息红线)")
|
||||
Kit.check_quiet(inv8.snapshot_inventory().is_empty() or bool(inv8.snapshot_inventory()[0].get("used", false)),
|
||||
@@ -240,7 +240,7 @@ func _init() -> void:
|
||||
"天眼:装配起战(level 级充能 1)")
|
||||
var inv11 = load("res://core/treasure_items.gd").new(db)
|
||||
var rec11: Dictionary = inv11.add_item("sky_eye", "attunement", Vector2i(-1, -1), 0)
|
||||
ob11.treasure_inventory = inv11
|
||||
ob11.reward_grant().treasure_inventory = inv11
|
||||
var h11: int = int(rec11.get("handle", -1))
|
||||
var tgt11: Vector2i = _first_closed_safe(ob11)
|
||||
var v11: Dictionary = ob11.reward_grant().use_treasure(h11, tgt11)
|
||||
@@ -254,7 +254,7 @@ func _init() -> void:
|
||||
if ob11.minesweeper.is_revealed(c):
|
||||
opened_safe = false
|
||||
Kit.check_quiet(mines_shown == 0 or opened_safe, "天眼反例①:危险格仅显示不被开格(棋盘事实不可变)")
|
||||
var overlay11: Array = ob11.treasure_inventory.query_overlays().get("mine_reveal", [])
|
||||
var overlay11: Array = ob11.reward_grant().treasure_inventory.query_overlays().get("mine_reveal", [])
|
||||
var overlay_ok := true
|
||||
for c_v in (v11.get("resolved", []) as Array):
|
||||
if not overlay11.has(c_v):
|
||||
@@ -289,7 +289,7 @@ func _init() -> void:
|
||||
"计数链:装配起战(GainJournal 携带)")
|
||||
var inv13 = load("res://core/treasure_items.gd").new(db)
|
||||
var rec13: Dictionary = inv13.add_item("incense_stick", "attunement", Vector2i(-1, -1), 0)
|
||||
ob13.treasure_inventory = inv13
|
||||
ob13.reward_grant().treasure_inventory = inv13
|
||||
var h13: int = int(rec13.get("handle", -1))
|
||||
var tgt13: Vector2i = _first_closed_safe(ob13)
|
||||
if tgt13 != Vector2i(-9, -9):
|
||||
@@ -306,8 +306,13 @@ func _init() -> void:
|
||||
"装配不可变:双件装配冒险启动")
|
||||
Kit.check_quiet(adr14.runner().pick_next_node(int(adr14.runner().next_candidate_ids()[0])), "装配不可变:进首战")
|
||||
var ob14 = adr14.runner().current_battle()
|
||||
Kit.check_quiet(ob14 != null and (ob14.attunement as Array) == ["morning_order", "wide_scout_band"],
|
||||
Kit.check_quiet(ob14 != null and (ob14._facts.attunement as Array) == ["morning_order", "wide_scout_band"],
|
||||
"装配不可变:战斗运行态装配集与冒险装配集逐位同源(运行零写口——快照对比)")
|
||||
# 注册面批同代编排归约 V5:库存注入改址(level_runner 注入改经 reward_grant() 出口直注)后
|
||||
# 引用同一性——战斗域经出口持有的库存与关卡域同一实例;use_treasure 受理链经新地址走通
|
||||
# 由本套件 ob8/ob11/ob13 三段既有受理链承载(注入面同批改址后全绿即证据)。
|
||||
Kit.check_quiet(ob14 != null and ob14.reward_grant().treasure_inventory == adr14.runner().treasure_inventory,
|
||||
"库存注入改址:战斗域经 reward_grant 出口持有的库存与关卡域同一引用〔编排归约 V5〕")
|
||||
|
||||
# ⑮ 扩展行收敛(迭代 38 卡④ wr2④⑤——套件首次 feats 注入,V6 形态自 round_flow_skill_pool_test 移植:
|
||||
# enc 带 feats 键+ledger,专长触发经 _judge_seal 真实封印判定管线)
|
||||
@@ -332,7 +337,7 @@ func _init() -> void:
|
||||
Kit.check_quiet(mines15.size() == 3, "封印匠:板上存在三枚危险格(断言前提)")
|
||||
if mines15.size() == 3:
|
||||
for mv in mines15:
|
||||
ob15._grant_seg._judge_seal({"cell": mv, "hit": true}, 1)
|
||||
ob15._rounds._grant_seg._judge_seal({"cell": mv, "hit": true}, 1)
|
||||
var smith_row := {}
|
||||
for r in rows15:
|
||||
if String(r.get("effect_id", "")) == "mine_neutralized":
|
||||
@@ -354,7 +359,7 @@ func _init() -> void:
|
||||
cell15b = cv
|
||||
break
|
||||
if cell15b != null:
|
||||
ob15b._grant_seg._judge_seal({"cell": cell15b, "hit": true}, 1)
|
||||
ob15b._rounds._grant_seg._judge_seal({"cell": cell15b, "hit": true}, 1)
|
||||
var beacon_row := {}
|
||||
for r in rows15b:
|
||||
if String(r.get("effect_id", "")) == "fx_preview_area":
|
||||
|
||||
@@ -58,7 +58,7 @@ func _init() -> void:
|
||||
main._start_adventure_from_menu()
|
||||
await process_frame
|
||||
# 入口停点选路进首战(真实停点链)
|
||||
if not main.level_screen.visible:
|
||||
if not main.ui.modals.level_screen.visible:
|
||||
_problems.append("入口停点未呈现(前置失守)")
|
||||
_finish()
|
||||
return
|
||||
@@ -100,12 +100,12 @@ func _init() -> void:
|
||||
# ---- 断言①:排空前后核心状态逐位一致(演出关停零分叉)----
|
||||
var snap_before: String = JSON.stringify(battle.diagnostic_snapshot())
|
||||
var hp_before: int = int(battle.action_economy.ap) + int(battle.action_economy.rap) * 0 # 观测面双录
|
||||
main._flush_row_queue()
|
||||
main.ui.screens.row_pacer.flush()
|
||||
var snap_after: String = JSON.stringify(battle.diagnostic_snapshot())
|
||||
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)")
|
||||
# ---- 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)----
|
||||
check(rows_seen.size() > 0, "结算行已产生(断言前提)")
|
||||
check(main._row_queue.is_empty(), "排空后队列恒空(flush 完整性)")
|
||||
check(main.ui.screens.row_pacer.pending_rows().is_empty(), "排空后队列恒空(flush 完整性)")
|
||||
var last_text := ""
|
||||
for i in range(rows_seen.size() - 1, -1, -1):
|
||||
var cand_row: Dictionary = rows_seen[i]
|
||||
@@ -114,7 +114,7 @@ func _init() -> void:
|
||||
last_text = String(cand_row.get("display_name", ""))
|
||||
if last_text != "":
|
||||
break
|
||||
check(last_text != "" and main.log_view.parsed_text().contains(last_text),
|
||||
check(last_text != "" and main.ui.battle.log_view.parsed_text().contains(last_text),
|
||||
"末信号行原文在明细带(排空不吞行:『%s』)" % last_text)
|
||||
# ---- 断言③:段间延迟取数面双态 ----
|
||||
UiKit.motion_scale = 1.0
|
||||
@@ -129,7 +129,7 @@ func _init() -> void:
|
||||
var fstage := FakeStage.new(null)
|
||||
var ffx := FakeFx.new()
|
||||
rp.stage = fstage
|
||||
rp.board_view = main.board_view
|
||||
rp.board_view = main.ui.battle.board_zone.board_view
|
||||
rp.settlement_fx = ffx
|
||||
rp._play_settlement_mark({"type": "damage", "target": "地精", "target_id": "goblin_b", "value": 3})
|
||||
check(fstage.calls.size() == 1 and fstage.calls[0] == ["goblin_b", "地精"],
|
||||
@@ -144,9 +144,9 @@ func _init() -> void:
|
||||
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)
|
||||
main._on_step_row({"type": "damage", "target": "hero", "value": 1})
|
||||
main._on_step_row({"type": "heal", "target": "hero", "value": 2})
|
||||
check(main._row_queue.size() == 2, "会话更替夹具已入队(前提:%d 行)〔wr4〕" % main._row_queue.size())
|
||||
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())
|
||||
main._begin_session(false)
|
||||
check(main._row_queue.is_empty(), "会话更替后待播队列清零(_begin_session 内机制 flush)〔wr4〕")
|
||||
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〕")
|
||||
_finish()
|
||||
|
||||
|
||||
|
||||
@@ -722,8 +722,8 @@ func _smoke_diag_button_retired() -> void:
|
||||
var main_src: String = FileAccess.get_file_as_string("res://presentation/main.gd")
|
||||
Kit.check("V6 主区无 build_diag_button 调用残留(旧实现同批清理)",
|
||||
not main_src.contains("build_diag_button"))
|
||||
Kit.check("V6 转储入口连接随迁(组合根接浮窗 diagnose_requested 信号)",
|
||||
main_src.contains("debug_overlay.diagnose_requested.connect(_on_diagnose_pressed)"))
|
||||
Kit.check("V6 转储入口连接随迁(组合根经注册面接浮窗 diagnose_requested 信号)〔注册面 V2〕",
|
||||
main_src.contains("ui.modals.debug_overlay.diagnose_requested.connect(_on_diagnose_pressed)"))
|
||||
Kit.check("V6 转储编排承接函数在位(dump_diagnosis 卡死取证保留)",
|
||||
main_src.contains("func _on_diagnose_pressed()"))
|
||||
var asm_src: String = FileAccess.get_file_as_string("res://presentation/ui_assembler.gd")
|
||||
|
||||
@@ -0,0 +1,245 @@
|
||||
# 双实现对拍配对套件(注册面批同代测速循环批 v1.1——帧相位等价的执行化证据):
|
||||
# 产品码(process_frame 信号步进状态机)vs 夹具(现行 await 形态逐字副本——循环内 await+收尾四语句在 run() 尾)。
|
||||
# 五面对拍(帧索引序列/运行态序列/进度串序列/stats 六键/报告全文)逐位相等=
|
||||
# 每步恰一帧+相位同点+输出逐字的当轮真实执行证据(测量语义逐点等价四判据的落码面)。
|
||||
# 拓扑钉死:测试宿主先连 process_frame 帧计数、后启动两形态——两形态下「计数先于步进体」相对次序同构,序列可比。
|
||||
# n=3 常规案+n=0 退化案(同步收尾零帧——_mean/_p90 空守卫渲染面)。
|
||||
# 运行:godot --headless --path game --script res://tests/unit/presentation/tune_sim_batch_parity_test.gd(expect 0)
|
||||
extends SceneTree
|
||||
|
||||
const Kit := preload("res://tests/unit/test_kit.gd")
|
||||
const TuneSimScript := preload("res://presentation/tune_sim_controller.gd")
|
||||
|
||||
|
||||
# 假调试面板(wd8 同形 setter 面+进度/运行态/报告三记录数组供序列对拍)
|
||||
class FakePanel extends Node:
|
||||
var running := false
|
||||
var progress := ""
|
||||
var report := ""
|
||||
var atk := 0
|
||||
var hp := 0
|
||||
var progress_log: Array[String] = []
|
||||
var report_log: Array[String] = []
|
||||
var running_log: Array[bool] = []
|
||||
|
||||
func atk_pct() -> int:
|
||||
return atk
|
||||
|
||||
func hp_pct() -> int:
|
||||
return hp
|
||||
|
||||
func set_sim_running(r: bool) -> void:
|
||||
running = r
|
||||
running_log.append(r)
|
||||
|
||||
func set_sim_progress(t: String) -> void:
|
||||
progress = t
|
||||
progress_log.append(t)
|
||||
|
||||
func set_sim_report(t: String) -> void:
|
||||
report = t
|
||||
report_log.append(t)
|
||||
|
||||
|
||||
# 假自动策略(固定返回值两档 victory/defeat 交替——wd8 :53-55 同款取值,零随机;
|
||||
# 逐局记录帧索引与运行态读数——帧索引经宿主注入的计数 Callable 读取)
|
||||
class FakeDriver extends RefCounted:
|
||||
var ctrl
|
||||
var frame_counter: Callable # 宿主帧计数(0 参 Callable——拓扑钉死:计数先于步进体)
|
||||
var seen: Array[bool] = []
|
||||
var frames: Array[int] = []
|
||||
var calls := 0
|
||||
|
||||
func run_level(_db: Variant, _seed: int, _level: int, _atk: int, _hp: int, _other: bool, _logger: Variant) -> Dictionary:
|
||||
calls += 1
|
||||
seen.append(ctrl.is_running())
|
||||
frames.append(int(frame_counter.call()))
|
||||
if calls % 2 == 1:
|
||||
return {"hero_dmg": 12.0, "rounds": 4, "result": "victory", "hp_left": 3.0, "hp_at_boss": 5.0}
|
||||
return {"hero_dmg": 6.0, "rounds": 2, "result": "defeat",
|
||||
"defeat_node_index": 3, "defeat_node_type": "battle", "hp_left": 0.0, "hp_at_boss": 0.0}
|
||||
|
||||
|
||||
# 假配置库(TuneSimController 只读 db.run.action_economy.ap_per_round——wd8 同款最小域对象图)
|
||||
class FakeActionEconomy:
|
||||
var ap_per_round := 2
|
||||
|
||||
|
||||
class FakeRun:
|
||||
var action_economy := FakeActionEconomy.new()
|
||||
|
||||
|
||||
class FakeDB:
|
||||
var run := FakeRun.new()
|
||||
|
||||
|
||||
# 现行 await 形态逐字副本(tune_sim_controller.gd run(n) 改形前形态——循环内 await+收尾四语句在 run() 尾;
|
||||
# 全仓唯一在测夹具——产品码禁留第二实现,tests/ 不在 S13/S8/S9/S10 扫描面、夹具内循环 await 合法在册)。
|
||||
# 与产品码新形态的申报差异仅一处:批末把 stats 六键束存 out_stats 成员供对拍读取
|
||||
# (产品码 stats 经报告公开面观测——内部字段直查受控例外申报在卡 §17)。
|
||||
class AwaitLoopRunner extends RefCounted:
|
||||
const SEED_BASE := 4200
|
||||
const ParityLogger := preload("res://presentation/playtest_logger.gd")
|
||||
var db
|
||||
var panel
|
||||
var _base_hp := 0
|
||||
var _driver = null
|
||||
var _running := false
|
||||
var out_stats: Dictionary = {}
|
||||
|
||||
func _init(db_ref, panel_ref, base_hp: int, driver = null) -> void:
|
||||
db = db_ref
|
||||
panel = panel_ref
|
||||
_base_hp = base_hp
|
||||
_driver = driver
|
||||
|
||||
func is_running() -> bool:
|
||||
return _running
|
||||
|
||||
func run(n: int) -> void:
|
||||
_running = true
|
||||
var logger = ParityLogger.new()
|
||||
logger.ap_per_round = int(db.run.action_economy.ap_per_round)
|
||||
logger.start_session(SEED_BASE)
|
||||
panel.set_sim_running(true)
|
||||
panel.set_sim_progress("模拟中:0/%d …" % n)
|
||||
var stats := {"wins": 0, "dmg_all": [], "hp_left_win": [], "hp_boss": [], "rounds_all": [], "death_nodes": {}}
|
||||
var autoplay = _driver
|
||||
for i in range(n):
|
||||
_run_one_level(autoplay, stats, i, panel, logger)
|
||||
panel.set_sim_progress("模拟中:%d/%d …" % [i + 1, n])
|
||||
await panel.get_tree().process_frame
|
||||
logger.close_session()
|
||||
panel.set_sim_report(HudPresenter.tune_sim_report(n, panel.atk_pct(), panel.hp_pct(), stats, _base_hp))
|
||||
panel.set_sim_running(false)
|
||||
_running = false
|
||||
out_stats = stats
|
||||
|
||||
func _run_one_level(autoplay, stats: Dictionary, i: int, panel, logger) -> void: # type-hint: ignore(驱动/面板/日志件鸭子型注入——同产品码构造缝)
|
||||
var st = autoplay.run_level(db, SEED_BASE + i, 1, panel.atk_pct(), panel.hp_pct(), false, logger)
|
||||
(stats["dmg_all"] as Array).append(st.hero_dmg)
|
||||
(stats["rounds_all"] as Array).append(st.rounds)
|
||||
if st.result == "victory":
|
||||
stats["wins"] = int(stats["wins"]) + 1
|
||||
(stats["hp_left_win"] as Array).append(st.hp_left)
|
||||
(stats["hp_boss"] as Array).append(st.hp_at_boss)
|
||||
elif st.result == "defeat":
|
||||
var key := "%d.%s" % [st.defeat_node_index, st.defeat_node_type]
|
||||
stats["death_nodes"][key] = int(stats["death_nodes"].get(key, 0)) + 1
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
var frame_idx := {"i": -1} # 帧计数(宿主最先连——拓扑钉死「计数先于步进体」)
|
||||
process_frame.connect(func() -> void: frame_idx["i"] += 1)
|
||||
await process_frame # 树初始化就绪帧(SceneTree._init 时点 root 未挂树——面板 get_tree() 首帧后才有效;wd8 同款先例:panel 段前有 await 过帧)
|
||||
var r3 := await _run_pair(3, frame_idx)
|
||||
_check_n3(r3)
|
||||
var r0 := await _run_pair(0, frame_idx)
|
||||
_check_n0(r0)
|
||||
quit(Kit.finish("tune_sim_batch_parity"))
|
||||
|
||||
|
||||
# 对拍驱动:两形态各经 run(n) 真实入口(同参假面板/假驱动各自实例);先启动两形态、后分别 await——
|
||||
# 两形态在调用点同一同步段内先后挂起(并行于同一帧时钟),驱动协程返回 int 承接 void run 的可等待面
|
||||
func _run_pair(n: int, frame_idx: Dictionary) -> Dictionary:
|
||||
# 两形态串行驱动(各经 run(n) 真实入口 await 调用——GDScript 协程动态调用必须 await,
|
||||
# 无并行启动形态):帧序列各自记录、断言按相对首帧偏移归一后逐位比对——拓扑不变式
|
||||
# 「计数先连、启动后于计数、计数先于步进体」在两形态下相对次序同构,等价证据结构不变。
|
||||
var panel_a := FakePanel.new()
|
||||
root.add_child(panel_a)
|
||||
var drv_a := FakeDriver.new()
|
||||
var a: Variant = TuneSimScript.new(FakeDB.new(), panel_a, 100, drv_a)
|
||||
drv_a.ctrl = a
|
||||
drv_a.frame_counter = func() -> int: return frame_idx["i"]
|
||||
await a.run(n)
|
||||
var panel_b := FakePanel.new()
|
||||
root.add_child(panel_b)
|
||||
var drv_b := FakeDriver.new()
|
||||
var b: Variant = AwaitLoopRunner.new(FakeDB.new(), panel_b, 100, drv_b)
|
||||
drv_b.ctrl = b
|
||||
drv_b.frame_counter = func() -> int: return frame_idx["i"]
|
||||
await b.run(n)
|
||||
return {"a": a, "b": b, "pa": panel_a, "pb": panel_b, "da": drv_a, "db": drv_b}
|
||||
|
||||
|
||||
func _check_n3(r: Dictionary) -> void:
|
||||
var pa: FakePanel = r["pa"]
|
||||
var pb: FakePanel = r["pb"]
|
||||
var da: FakeDriver = r["da"]
|
||||
var drv_b: FakeDriver = r["db"]
|
||||
var a = r["a"]
|
||||
var b = r["b"]
|
||||
Kit.check("n=3 帧序列相对偏移逐位相等(%s vs %s)+相邻差恒一(每步恰一帧)〔测速 V1〕",
|
||||
str(_norm(da.frames)) == str(_norm(drv_b.frames)) and da.frames.size() == 3
|
||||
and _consecutive(da.frames) and _consecutive(drv_b.frames))
|
||||
Kit.check("n=3 运行态读数序列逐位相等+收尾双运行态假+面板置假序列同构〔测速 V2〕",
|
||||
str(da.seen) == str(drv_b.seen) and da.seen == [true, true, true]
|
||||
and not a.is_running() and not b.is_running()
|
||||
and not pa.running and not pb.running
|
||||
and str(pa.running_log) == str(pb.running_log))
|
||||
Kit.check("n=3 进度串序列逐位相等(%d 段)〔测速 V3〕",
|
||||
str(pa.progress_log) == str(pb.progress_log) and pa.progress_log.size() == 4)
|
||||
var got: Dictionary = r["b"].out_stats
|
||||
var deaths: Dictionary = got.get("death_nodes", {})
|
||||
Kit.check("n=3 夹具 stats 六键与按假驱动固定返回值重算的期望逐键相等〔测速 V4〕",
|
||||
int(got.get("wins", -1)) == 2
|
||||
and _arr_eq(got.get("dmg_all"), [12.0, 6.0, 12.0])
|
||||
and _arr_eq(got.get("hp_left_win"), [3.0, 3.0])
|
||||
and _arr_eq(got.get("hp_boss"), [5.0, 5.0])
|
||||
and _arr_eq(got.get("rounds_all"), [4, 2, 4])
|
||||
and deaths.size() == 1 and int(deaths.get("3.battle", -1)) == 1)
|
||||
Kit.check("n=3 报告全文逐字相等且含渲染面四关键串〔测速 V5〕",
|
||||
pa.report == pb.report and pa.report != ""
|
||||
and pa.report.contains("关卡完成率") and pa.report.contains("关卡完成剩余 HP 均")
|
||||
and pa.report.contains("败北节点") and pa.report.contains("N=3"))
|
||||
|
||||
|
||||
func _check_n0(r: Dictionary) -> void:
|
||||
var pa: FakePanel = r["pa"]
|
||||
var pb: FakePanel = r["pb"]
|
||||
var da: FakeDriver = r["da"]
|
||||
var drv_b: FakeDriver = r["db"]
|
||||
var a = r["a"]
|
||||
var b = r["b"]
|
||||
Kit.check("n=0 退化:两形态驱动零回调、帧索引序列空(同步收尾零帧)〔测速 V1〕",
|
||||
da.frames.is_empty() and drv_b.frames.is_empty() and da.calls == 0 and drv_b.calls == 0)
|
||||
Kit.check("n=0 运行态置假序列 [true, false] 双形态同构+收尾双假〔测速 V2〕",
|
||||
str(pa.running_log) == str(pb.running_log) and pa.running_log == [true, false]
|
||||
and not a.is_running() and not b.is_running())
|
||||
Kit.check("n=0 进度串单段逐字相等〔测速 V3〕",
|
||||
str(pa.progress_log) == str(pb.progress_log) and pa.progress_log == ["模拟中:0/0 …"])
|
||||
Kit.check("n=0 夹具 stats 六键零计〔测速 V4〕",
|
||||
int((r["b"].out_stats as Dictionary).get("wins", -1)) == 0
|
||||
and ((r["b"].out_stats as Dictionary).get("dmg_all") as Array).is_empty()
|
||||
and ((r["b"].out_stats as Dictionary).get("hp_left_win") as Array).is_empty()
|
||||
and ((r["b"].out_stats as Dictionary).get("hp_boss") as Array).is_empty()
|
||||
and ((r["b"].out_stats as Dictionary).get("rounds_all") as Array).is_empty()
|
||||
and ((r["b"].out_stats as Dictionary).get("death_nodes") as Dictionary).is_empty())
|
||||
Kit.check("n=0 报告全文逐字相等且非空(空 stats 渲染面)〔测速 V5〕",
|
||||
pa.report == pb.report and pa.report != "")
|
||||
|
||||
# 帧序列归一(相对首帧偏移——串行驱动下两形态帧段错位、结构可比性归一承载)
|
||||
func _norm(fr: Array) -> Array:
|
||||
var out: Array = []
|
||||
var base := int(fr[0]) if fr.size() > 0 else 0
|
||||
for i in fr.size():
|
||||
out.append(int(fr[i]) - base)
|
||||
return out
|
||||
|
||||
|
||||
# 相邻差恒一(每步恰占一帧——判据①的序列面证据)
|
||||
func _consecutive(fr: Array) -> bool:
|
||||
for i in range(1, fr.size()):
|
||||
if int(fr[i]) - int(fr[i - 1]) != 1:
|
||||
return false
|
||||
return true
|
||||
|
||||
# 数组逐元素浮点比对(stats 桶重算期望——类型化比较,消 str 形态歧义)
|
||||
func _arr_eq(a, b: Array) -> bool:
|
||||
var aa := a as Array
|
||||
if aa == null or aa.size() != b.size():
|
||||
return false
|
||||
for i in b.size():
|
||||
if absf(float(aa[i]) - float(b[i])) > 0.0001:
|
||||
return false
|
||||
return true
|
||||
@@ -0,0 +1,26 @@
|
||||
# 迭代 44 反哺点清单——2026-10-30
|
||||
|
||||
要写进权威文档的点逐条列落点(改哪一节、改成什么、依据);用户在会话中裁决后归文档批落文。实现批禁写 `design/` 与根规则文件,本清单是唯一移交通道。
|
||||
|
||||
## 架构文档(design/engineering/architecture/architecture.md)
|
||||
|
||||
1. **「模块归属·呈现层」ui_registry 行现状化**——现登记「实现批建件」态;实现后改现状陈述:UiRegistry/UiScreens/UiBattle/UiModals 四件已建(全 RefCounted、类变量 3/9/5/14、UiModals.flow 随容器构造即建)。
|
||||
2. **同表 main_ui_build 行「层序逻辑不在此件——唯一事实源仍是 main.LAYER_CONTRACT + _apply_layer_contract()」句失效**——唯一事实源已迁 `ui_registry.LAYER_CONTRACT`+`ui.apply_layer_contract(root)`;该句改指 ui_registry(依据=设计文档 §3.3 建议句+实现实况)。
|
||||
3. **「呈现层装配与会话生命周期」节屏成员寻址迁注册面句核对**——v1.25 已预写「探针挂载假设=main.ui.<域>.<句柄>」;实现实况与其一致,但需补两句实况细节:①ModalFlow 实例随 UiModals 容器构造建立(装配早期注入点依赖其先在座);②探针契约面新增两件取证探针(shot_probe/fx_shot_probe)随批改址。
|
||||
4. **「战斗编排域拆件定稿」节轴丁两行「构造=引用束注入」句与实态口径差**——实态=RoundCycle 三参直构(host/fx_host_ref/reward_grant_ref,五段构造透传不落成员)、BattleFacts 零参直构;句按设计文档 §8 预判「三参直构无需束」现状化。
|
||||
5. **「模块归属·功能层」RoundCycle/BattleFacts 两行实测值换代**——RoundCycle 类变量 8/公开方法 3;BattleFacts 类变量 15(贴顶)/公开方法 4(reset_round+三 mark);宿主 battle_orchestrator 实测 15 成员/811 行(文件长键 1035 已远超实况——基线 refresh 后自然消失)。
|
||||
6. **「测试与质量域」S13 豁免第三条注销句现状化**——v1.25 预写「设计闭合、实现批注销」;键账已达成(宿主实测 15),注销句转已实施事实。**同节 tune_sim 测量面豁免注销句现状化随卡③ v1.1 恢复**:裸键已消除(实测命中消失、全文件零循环);注销句保持(注销对象是 await 豁免、不依赖行为改动申报),句内「随批申报行为改动一处(收尾置假还原)」半句已失效(前提被迭代 41 测试债批 215da315 消化、申报已剥离)——现状化时一并修正为收尾现行陈述(「运行态收尾在 run() 尾每批一次执行」)。
|
||||
|
||||
## gdstyle 基线与闸面(tools/)
|
||||
|
||||
7. **基线 refresh 义务(用户人工,非落文)**——`python tools/gdstyle_gate.py --refresh`:预期消失键=main.gd max-class-variables=49(实测 15)+battle_orchestrator max-class-variables=38(实测 15)+battle_orchestrator max-file-length=1035(实测 811)+轴丙遗留归绿键;合计消失 ≥2 条触发骤降守卫,须 `--force`。与待办清单「零豁免五键清偿批」批末一次人工 refresh 合并执行。
|
||||
8. **S13 no-self-assign 检查的误报形态观察**(登记不阻塞)——`X.y.z = y` 形态(赋值链尾名与右侧成员同名)被判自赋值;本批以 self 前缀消解(level_runner:520)。若后续批次再现此巧合,可考虑工程批把检查器改为比较完整接收链(登记归「迭代 42 批末移交小件」同类工具小件)。
|
||||
|
||||
## 待办清单(根流程清单——状态回退拟稿,落笔归上游段/用户)
|
||||
|
||||
9. **「零豁免五键清偿批」条目测速循环批子项状态(净零处理——原回退拟稿作废)**:卡③ 停卡呈报→用户裁重裁→写卡会话重写 v1.1(零待裁点,重裁时订正 S8 十文件与两处行号注记)→本会话恢复施工收口——条目状态直推「文档设计已闭合+已写卡+已编迭代 44」无回退中间态;重裁经过实况记录于实现报告 §5/§5.1,本条不再承载状态回退义务。
|
||||
10. **「零豁免五键清偿批」条目键账进度换代**——五键中两键已真实清偿(main.gd 49→15、battle_orchestrator 37→15),待基线 refresh 收账;呈现层状态件批(迭代 45 在册)两键不受影响。
|
||||
|
||||
## 其他
|
||||
|
||||
11. **main.gd 死 preload 存量**(工程小件登记建议)——拆件遗留的零使用 preload 常量 8 条(UiAssembler/TuneSimController/DebugSessionScript/TreasureInteractController/CurioInteractController/CampShopPresenter/BoardResolversScript/三场景 preload 中 main 零使用者);本批仅清理与迁移直接相关的 ModalStack/RowPacer 两条,其余属存量债不扩范围;归工程改动直改批顺路清理。
|
||||
@@ -0,0 +1,118 @@
|
||||
# 迭代 44 实现报告(组合根注册面批+战斗编排归约批+测速循环批)——2026-10-30
|
||||
|
||||
状态:三卡全部施工收口(卡③ 按停卡呈报建议案重裁为 v1.1 后施工);迭代总收口(批末闸/审计/合并)进行中。
|
||||
|
||||
## 0. 各卡状态
|
||||
|
||||
| 卡 | 状态 | 提交(worktree iter44,基点 c8f5091d) |
|
||||
|---|---|---|
|
||||
| 卡① 组合根注册面批 | **收口**——main.gd 49→15、四新件建件、全消费面改址 | bee0682f(T1 建件)/b89ee850(T2 改形)/784d581b(T3 改址)/1929516a(T4 消灭收口) |
|
||||
| 卡② 战斗编排归约批 | **收口**——battle_orchestrator 38→15(实测 37 轴丙基数起算)、RoundCycle/BattleFacts 两新件 | 24f3ca51(T1 BattleFacts)/a832965a(T2 RoundCycle)/15c833e0(T3 宿主收束)/3e9d3afa(T4 键账) |
|
||||
| 卡③ 测速循环批 | **收口(v1.1 重裁后施工)**——v1.0 停卡呈报→用户裁重裁→v1.1 剥离行为改动申报面后 T0–T3 全落 | c82ef23f(T1 步进状态机)/04783fae(T2 对拍套件) |
|
||||
|
||||
## 1. 卡① 实际对照表(卡片 §8 十一行 → 实况)
|
||||
|
||||
| # | 需求点 | 改动实况 | 验收测试实况 | 结果 |
|
||||
|---|---|---|---|---|
|
||||
| 1 | 注册面建件+合同机器迁驻 | ui_registry.gd(LAYER_CONTRACT 逐字迁入+node(key) 19 键 match+apply_layer_contract 唯一落位口)+ui_screens/ui_battle/ui_modals 三容器 | 系统测试 V1c(system_test.gd:94-106 改址 main.ui.LAYER_CONTRACT/main.ui.node,尾缀〔装配生命批 V1〕保留)——树序逐对保序 | 绿 |
|
||||
| 2 | main.gd 改形回归(49→15) | 28 迁出+7 消灭+1 新增=22(T2 中间态)→15(T4 终态);六转发方法+_flush_row_queue 退役 | run_smoke 15 项 0 失败+run_system_test 69 项 0 失败;S13 静态判据=gdstyle 实测 15(基线键 49 已不命中、成死键) | 绿 |
|
||||
| 3 | 装配与流程件改址 | main_ui_build 八步赋值目标 root.ui.*(八步顺序/add_child 序/连接语句逐条不变);三流程件同表映射;smoke_boot get() 4 改 2 留 | 冒烟主屏存活面六断言+系统测试 V2 句柄等价五连比(system_test.gd:108-109 改址) | 绿 |
|
||||
| 4 | 探针面批量改址 | 探针九件+probe_ui_util+shot_probe/fx_shot_probe(决定记录 2)共约 460 行机械改写 | probe_gate --click --full 全段退出码 0(九件 PASS) | 绿 |
|
||||
| 5 | 系统测试面改址+RunScope 生命周期 | system_test V1a/V1c/V2/V3 矩阵取址改指 | V1–V9 全绿(V3a–V3i 存活性矩阵第五引用面逐面同源) | 绿 |
|
||||
| 6 | 别名/接缝成员消灭(7 个) | _seed_edit/board_view/ap_bar/_row_queue/_modals/_settlement_stop_pending/_deferred_modal 全删;消费方改址(pacing_queue 4 处+接缝探针三件+main 自身) | pacing_queue 绿+ui_struct_probe 登记序断言(改 flow.stack)+t17_defer_probe 挂起态断言(改 flow._deferred) | 绿 |
|
||||
| 7 | 六转发模态方法退役 | _open_modal/_close_modal/_on_modal_closed/_input_locked/_open_modal_after_playback/_on_pump_ended 退役;调用方改指 ui.modals.flow 五真方法+pump_ended 注入改 flow 方法 | modal_flow 绿+系统测试 V3g 模态开合段+ui_click_probe 模态开合路径 | 绿 |
|
||||
| 8 | V1d 源码断言重锚 | source_guard_test.gd 重锚全 presentation 目录扫描(move_child 只许 ui_registry.apply_layer_contract 体内),尾缀〔注册面 V1〕 | source_guard 绿(8 checks) | 绿 |
|
||||
| 9 | V6 源码断言改串 | theme_projection_test.gd V6 改断言 ui.modals.debug_overlay.diagnose_requested.connect(_on_diagnose_pressed),尾缀〔注册面 V2〕 | theme_projection 绿(164 checks) | 绿 |
|
||||
| 10 | 视觉零变化主证 | 全批呈现层改址零像素改动 | render_gate golden 零差异(shot_probe 七屏+golden 全过) | 绿 |
|
||||
| 11 | 改址完整性收口 | 49 名逐名 grep 残留=0(词形态+字符串键形态两轮全量扫描,T3 提交信息留档) | 批末代码域闸归迭代总收口(待跑);grep 自检静态判据已留档 | 静态部分绿 |
|
||||
|
||||
静态判据申报执行实况(卡片 §8 域口径):S13 键账对账=gdstyle 实测 main.gd 15、四新件零新键(T1/T4 两轮 static_scan 确认);基线 refresh 留用户人工(见 §4 遗留义务)。
|
||||
|
||||
## 2. 卡② 实际对照表(卡片 §11 V0–V6 行 → 实况)
|
||||
|
||||
| 行 | 需求点 | 改动实况 | 验收测试实况 | 结果 |
|
||||
|---|---|---|---|---|
|
||||
| V0 | 行为零变化(总判据) | 成员迁移与改指;RNG 五流零触碰(behavior_roll 随件迁移取号序逐字);五信号留宿主;两快照签名载荷逐字 | 关联套件全绿零改址应红项(round_flow/settle_segments/skill_unlock/trigger_cond/seal_polarity/feat_vouchers/variant_placement/meta_forge/adventure_feats/treasure_effects/roll_multiplier/breakpoint_resume/level_shop_economy/table_structure_guard) | 绿 |
|
||||
| V1 | 两新件建件接线 | battle_facts.gd(15 成员贴顶+reset_round 逐字+三 mark 写口)+round_cycle.gd(8 成员+三参直构+五段构造逐字迁入) | settle_segments_test V1 断言(_rounds 在座且 oc 回指+_facts 在座+五段段件齐 _rounds)〔编排归约 V1〕 | 绿 |
|
||||
| V2 | reset_round 复位边界 | reset_round 只清 reveals/seals/path 三项 | round_flow_skill_pool_test 内嵌断言:终局后 presentation_snapshot()["refresh_used"] == 末轮结算快照 economy.refresh_used〔编排归约 V2〕 | 绿 |
|
||||
| V3 | 段驱动与摇号迁移 | 三函数迁出;宿主调用点五处改址;trigger_cond 3 处改指 | round_flow 全套+settle_segments V4-3+skill_unlock+trigger_cond(改指后绿)——同种子回放断言零改址钉住 | 绿 |
|
||||
| V4 | _hero_atk 派生读 | 成员删→私有函数;combat_segment :56 改调 | roll_multiplier_test 内嵌:override 贯通 spawn+缺省回退表值〔编排归约 V4〕;攻击单 base_value 贯通由既有 hero_atk_val=100 全链路夹具承载 | 绿 |
|
||||
| V5 | treasure_inventory 注入改址 | 宿主成员与 setter 删、五处读改指、level_runner:520 改经 reward_grant() 出口直注 | treasure_effects_test 内嵌引用同一性断言〔编排归约 V5〕+ob8/ob11/ob13 既有 use_treasure 受理链改址后全绿 | 绿 |
|
||||
| V6 | 封印判定账/装板溯源/受理事实迁移 | 事实族改指(grant_segment 18 处+宿主全量);三 mark 写口升级;attune 读源改 _facts | seal_polarity/feat_vouchers(契约 2 计数纯净 R2)/variant_placement/meta_forge/adventure_feats/table_structure_guard(attune 外部面零改址应绿——最硬的外部面零变化证)全绿 | 绿 |
|
||||
|
||||
行为改动申报核对:diff 中行为改动零条(全部非行为改动——成员迁移与改指;完美写口升级=同一时点同一增量改经方法单点)。测试削弱申报:零申报兑现(测试改指只动成员寻址;新增断言 V1/V2/V4/V5 四条+V1d/V6 重锚两条=卡片 §8 申报全集)。
|
||||
|
||||
## 3. 实现决定记录(代拍板白名单外事项备案)
|
||||
|
||||
卡①:
|
||||
1. **ModalFlow 实例随 UiModals 容器构造即建**(ui_modals._init)——装配第二步 row_pacer.pump_ended 注入早于第八步 flow 建立,转发壳退役后需 flow 先行在座;查询/钩子 Callable 注入时点不变(_build_modal_flow 内语句序不变),八步顺序零变化。
|
||||
2. **shot_probe/fx_shot_probe 纳入改址**——两件是 render_gate 取证探针、不在卡片「探针九件」清单(probe_gate 段构成),但同为 main.X 一级地址消费方;T3 改址完整性 grep 自检抓漏后纳入(render_gate 对照表行 10 的承载件,属消费面全量改址义务)。
|
||||
3. **ui_tune_probe 零连接巡检白名单登记 flow.close**——表 D 申报「closed bind 目标改 flow.close.bind」的机检联动:巡检白名单原钉 main._on_modal_closed(组合根转发壳),改钉 main.ui.modals.flow.close(同一连接的新宿主);判据面「closed 外发消费目标是模态编排口」语义不变,conn_count=11 断言零变化。
|
||||
4. **layout_probe 三区 get() 字符串键改容器字段键**——卡片表 D 字符串键清单只列 smoke_boot 6 处;layout_probe:60 `main.get(key)`(key="stage"/"info_panel"/"board_zone")为漏网字符串键,改 `main.get("ui").battle.get(key)`(战区域容器字段名与三区合同键同名)。
|
||||
5. **curio_overlay/confirm_dialog 两词在装配/流程件替换表漏列**——main.gd 表有、main_ui_build 与三流程件表漏,冒烟(Invalid assignment on main.gd)与 ui_click_probe sl7(开窗调用静默失效)抓漏后补改;教训=机械改写必须逐词对照 T0 名单全量扫描(T3 终检已按 49 名逐词复查全域归零)。
|
||||
|
||||
卡②:
|
||||
1. **grant_segment._seal_preview_area 的 oc.treasure_inventory 读为 T3 盘点漏项第五处**(卡片 T3 列宿主四处读)——SCRIPT ERROR 抓漏后改指 reward_grant.treasure_inventory。
|
||||
2. **treasure_effects_test 五处直构注入 obX.treasure_inventory**(ob8/ob11/ob13 注入与读、ob14 段)——设计文档 §11 盘点「1 处」漏项;同属「成员寻址改指、断言零变化」改经 reward_grant() 出口。
|
||||
3. **level_runner 注入行加 self 前缀**消 S13 no-self-assign 文本巧合(`X.treasure_inventory = treasure_inventory` 左侧链尾名与右侧成员同名);语义零变化。
|
||||
4. **_hero_atk 派生读落位**:受理段写点删除、spawn 读点改调、combat_segment 消费改调——「读面即引用、无第二账」先例同款。
|
||||
5. 宿主内 encounter/attunement 词替换以占位符保护三处字符串键(behavior_roll 前置流名 "encounter"/BoardInstaller bundle 键 "encounter"/enc.get("attunement") 键)——键字面零变化。
|
||||
|
||||
## 4. 遗留读数义务与登记项
|
||||
|
||||
- **gdstyle 基线 refresh(用户人工,批末总收口后)**:`python tools/gdstyle_gate.py --refresh`——卡① 死键 1 条(main.gd max-class-variables=49)+卡② 预期死键 1 条(battle_orchestrator max-class-variables=38;文件长键 1035 已由轴丙归绿基线在册需一并核对)+轴丙遗留归绿键,合计消失 ≥2 条触发骤降守卫须 `--force`(与待办清单「零豁免五键清偿批」批末一次人工 refresh 合并执行口径一致)。
|
||||
- **实机目检总清单(登记不阻塞)**:①三屏切换与模态开合实机过一遍(卡① T4 义务——冒烟/探针/golden 已机检承载,真人观感复核登记);②战斗一局全流程观感(卡② 结构迁移零行为变化的一般性目检)。
|
||||
- **能力清单核对(收尾核对义务)**:本批卡① 零新增能力(改址只换地址)、卡② 零新增能力(新增断言全部内嵌既有函数)——game/tests/README.md 零增删改,批末核对表上代表用例名与实际落地一致(未改名,核对通过)。
|
||||
- **批末代码域闸**(run_all_gates.sh --code)归迭代总收口——卡③ 裁决后与 reshape 串联执行。
|
||||
|
||||
## 5. 卡③ 停卡呈报(缺陷移交——按卡片 §13 L3 条款①预设停机点)
|
||||
|
||||
**分歧点**:卡③ §3 断言「`_run_one_level` 尾部两行 :67 `panel.set_sim_running(false)`/:68 `_running = false` 每局执行一次(潜伏红本体)」与现行代码不符——实测两行在 `run()` 尾 :53-54(for 循环外、每批恰一次),`_run_one_level` 尾部 :67-68 实为败局节点记账。
|
||||
|
||||
**定谳证据**(三重):
|
||||
1. git 历史:迭代 41 测试债批提交 215da315(2026-10-29 合回)提交信息明载「两个产品回归随批修(……**tune_sim 运行态收尾归还 run**)」——潜伏红已由该批先修复。
|
||||
2. T0 实跑面一:`--only=standee_fx_sweep` 全绿(18 checks)——wd8 三断言(`drv.seen == [true, true]`/收尾双运行态假/报告非空,现位 :145-147)现行全 PASS。
|
||||
3. T0 实跑面二:ui_tune_probe 全链路 PASS——⑤ 守卫环 1800 帧预算内退出、输出四串在(模拟 N=10 完整输出)。
|
||||
|
||||
**两种读法**:
|
||||
- 读法 A(证据支持):卡片成文(2026-10-29 v1.0 定稿)时点潜伏红确实在(u23 卷入形态),同日合回的迭代 41 测试债批把收尾归还 run() 尾——卡片「现状考证」被上游批施工消化变质。215da315 提交信息与代码现状一致。
|
||||
- 读法 B:卡片考证当时即误读(:67-68 为败局记账非置假)。与 215da315 提交信息矛盾,不采。
|
||||
|
||||
**影响面**:
|
||||
- 已申报行为改动 V3(收尾置假还原)**无对象**——还原动作已由迭代 41 测试债批完成并申报。
|
||||
- 目标 2「wd8 三断言与 ui_tune_probe ⑤ 零改动**转绿**」变「零改动**保持绿**」。
|
||||
- 核心义务仍有效:S13 await-in-loop 裸键消除(tools/gdstyle_baseline.txt:15 在册、基线 16 键之一)与双实现对拍套件(帧相位等价执行化证据)——对拍夹具与产品码的申报差异由两处减为一处(收尾还原差异消失,仅余 stats 暴露成员)。
|
||||
- T0「实跑定谳」义务已完成(上列三重证据),实现段零施工(停摆卡不提交)。
|
||||
|
||||
**建议案**(供写卡段/用户裁决):
|
||||
1. 卡③ 退回写卡段重裁:剥离行为改动申报(对照表 V3 行删、§1 目标 2/3 措辞改「保持绿」)、T0 判读出口改「两面全绿=前提已由迭代 41 测试债批消化,直接按无行为改动形态开工」;保留裸键消除+双实现对拍义务(夹具=现行产品码 await 形态逐字副本——收尾在 run() 尾形态——与产品码唯一申报差异=夹具暴露 stats 供对拍)。
|
||||
2. 若用户不愿重写卡:裁「卡③ 剥离出迭代 44」(roadmap 行拆批),裸键消除与对拍随下一迭代重编。
|
||||
|
||||
**待办清单条目状态回退拟稿**(落笔归上游段/用户,本批禁写根流程清单):「零豁免五键清偿批」条目的测速循环批子项状态由「文档设计已闭合+已写卡+已编迭代 44」回退为「文档设计已闭合+待写卡(现状考证已被迭代 41 测试债批消化——行为改动申报面失效,卡片重裁后重编)」。
|
||||
|
||||
## 6. 批末全量域闸与闸红修复(收口实况)
|
||||
|
||||
**闸况**:reshape 后第三次全量域闸(--code)全绿——00 冒烟/01 系统测试/03 场景探针/05 渲染闸/10 熵增闸绿;**02 单元与集成、09 静态扫描从基线红改善归绿**(基线记的迭代 41 时代存量红指纹已在册待换代——现真绿);回执 commit 对齐分支尖(b27db010)。
|
||||
|
||||
**闸红修复三笔(新红必修,均孤跑复绿)**:
|
||||
1. S9 R1:tune_sim_controller `_sim_stats` 裸 Dictionary 注解改 `Dictionary[Variant, Variant]`(Variant 参数化现行口径)——本批新码写法违规。
|
||||
2. ui_input_probe :482/:488 case⑮ 装配直构注入 `settlement.attunement` → `_facts.attunement`——卡② 成员迁移的探针消费漏网(T0 映射谱系只扫 main./root./self. 前缀,直构注入形态不在谱系);SCRIPT ERROR 中断 _ready 致探针挂死超时。
|
||||
3. run_time_fatal_test :75 BoardInstaller 束键值 `oc.encounter` → `oc._facts.encounter`+meta_progression_forge_test 三处编排器 encounter 直读改指(:340/:749/:758)——同型漏网(负面套件名与触面无字面关联=关联档选测盲区;meta_forge 分片复现、单进程未现的夹具路径差异)。
|
||||
|
||||
**实现决定记录补(白名单外备案)**:跨卡触面(卡② 迁移成员被卡① 已改址的探针/未申报套件消费)只有全量闸能抓——关联档选测的盲区实证;全域终扫(encounter/attunement 直读形态)后同类漏网清零。
|
||||
|
||||
## 7. 独立验收审计结论与记录级缺漏补记
|
||||
|
||||
审计报告:reports/iter44-验收审计-2026-10-30.md——**结论=通过(可合并)**。21 行对照表逐行通过、判据绑定面自跑全绿、测试削弱零发现(37 条被删断言逐条有配对新行)、非行为改动成立、证据链在案。
|
||||
|
||||
记录级缺漏三项(不阻塞,随本节补记):
|
||||
1. 卡③ 对拍串行驱动为白名单外决定——已在 §5.1 卡③ 实现决定记录 1 备案(审计方读的是早期版本);提交 04783fae 信息同载。
|
||||
2. main_overlay_flow.gd:4 头注仍写已退役的 root._open_modal/_close_modal 转发方法名——词面遗留(卡面头注义务只列 main.gd 与 main_ui_build 两处);闸后代码面禁改(改则回执作废),留反哺点通道随文档批或下一代码批顺路改写。
|
||||
3. 卡② grant_segment 事实族改指实测 18 处 vs 卡面「约 23」估计偏差——记录偏轻,本节补记(T0 点名清单实数为准)。
|
||||
|
||||
例外备案:V1d 扫描面为 presentation 平铺 27 文件口径(与卡面 glob 一致、只扩不缩;递归口径下批前既有 ui_kit.gd:819 即红——非本批引入)。
|
||||
|
||||
## 8. 停机状态与收口(进行中)
|
||||
|
||||
- 迭代总收口(冻结→并 master→reshape→批末全量域闸→独立验收审计→合并)**未启动**——按停机规则「迭代收口合并须等停摆卡闭合、或用户裁拆批后整体进行」。
|
||||
- 卡① 卡② 全部收口提交在 worktree iter44 分支(9 笔提交),冻结待收口。
|
||||
@@ -0,0 +1,99 @@
|
||||
# 迭代 44 独立验收审计报告——2026-10-30
|
||||
|
||||
审计方:未参与实现的独立会话(只读审计+自跑最窄抽查)。对象=worktree D:\code\g-plan2-iter44 分支 iter44 尖 9f1dda40,对照基线 master 尖 ab3b4a9d;材料=三张需求卡片(组合根注册面批/战斗编排归约批/测速循环批 v1.1)+实现报告+闸回执与日志。本报告不修改任何代码与测试,缺漏如实记录不代修。
|
||||
|
||||
**结论行:通过(可合并)**——三卡 21 行对照表逐行核到落点、判据绑定面自跑全绿、测试削弱零发现(断言计数 22 文件零减少)、非行为改动判定成立、证据链在案;2 项记录级缺漏+1 处注释级陈旧指址+4 项例外备案,均不动行为、判据与验收闭合(见 §6),不构成合并阻塞。
|
||||
|
||||
## 1. 逐行核对——卡①(§8 十一行)
|
||||
|
||||
| # | 判定 | 凭据(文件:行/自跑) |
|
||||
|---|---|---|
|
||||
| 1 | 通过 | V1c 改址 `main.ui.LAYER_CONTRACT`/`main.ui.node`(system_test.gd:90/:94,尾缀〔装配生命批 V1〕保留);自跑 run_system_test 69 项 0 失败;LAYER_CONTRACT 与基线逐字一致(git show ab3b4a9d 对读,唯一差异=注释指址 `_apply_layer_contract`→`apply_layer_contract`,白名单 3) |
|
||||
| 2 | 通过 | main.gd `^var` 计数 49(基线)→15(尖);自跑 run_smoke 15 项 0 失败+run_system_test 69 项 0 失败;gdstyle 零基线外新键 |
|
||||
| 3 | 通过 | main_ui_build.gd `build()` 八步名序与基线逐字同;`_build_screens` 赋值序/add_child 序不变;42 条 connect 一一对应(仅 :97/:206 两处 closed bind 改 `flow.close.bind`=表 D 申报);smoke_boot get() 4 改 2 留(settings_store/run_scope 留);冒烟六断言+V2 五连比(system_test.gd:108-109)自跑绿 |
|
||||
| 4 | 通过 | 探针面 diff 归一化对账 88 处非平凡行全部落表 A/C/D+实现决定 2/3/4;probe_gate 日志全绿(.gates/probe.log 06:53,全段);ui_tune_probe 审计自跑 PASS |
|
||||
| 5 | 通过 | system_test 改址全对账(V1a/V1b/V1c/V2/V3 矩阵 `_face_snapshot` mf→`main.ui.modals.flow`、rp→`main.ui.screens.row_pacer`);V3a–V3i 存活性矩阵自跑全绿(69 项含) |
|
||||
| 6 | 通过 | 七别名消费方改址逐处对上(pacing_queue 4 处、ui_struct_probe `flow.stack`、t17_defer_probe `flow._deferred`、ui_click_probe `settlement_stop_timer.is_armed()`);自跑 `--only=pacing_queue --only=modal_flow` 双绿;改后断言判据零变化(归一化对账) |
|
||||
| 7 | 通过 | 六转发方法+_flush_row_queue 全库零残留(grep 只余 1 处陈旧头注,见 §6 缺漏 2);modal_flow 24 checks 绿+系统测试 V3g 段绿 |
|
||||
| 8 | 通过 | source_guard_test.gd:69-92 重锚——尾缀〔注册面 V1〕;自跑输出「V1d 层序落位单口(presentation 27 文件——apply_layer_contract 之外 move_child 调用点=0)」;扫描面较改前(单文件)只扩不缩;口径例外见 §6 例外 1 |
|
||||
| 9 | 通过 | theme_projection_test.gd:725-726 改断言新串 `ui.modals.debug_overlay.diagnose_requested.connect(_on_diagnose_pressed)`,尾缀〔注册面 V2〕;自跑 164 checks 绿 |
|
||||
| 10 | 通过 | render_gate 日志全绿(.gates/render.log 06:54,shot_probe 七屏+golden);diff 零像素面改动(改址只动地址词) |
|
||||
| 11 | 通过 | 审计独立 grep:49 名旧一级地址 `main./root./self.` 代码级残留=0(仅 3 处注释级命中);代码域闸日志六件全绿(§5);留档偏薄见 §6 例外 5 |
|
||||
|
||||
## 2. 逐行核对——卡②(§11 V0–V6)
|
||||
|
||||
| 行 | 判定 | 凭据 |
|
||||
|---|---|---|
|
||||
| V0 | 通过 | 关联套件全绿:审计自跑 8 套件(settle_segments/round_flow_skill_pool/roll_multiplier/treasure_effects/pacing_queue/modal_flow/source_guard/theme_projection)+批末闸 unit.log 分片全绿(15 suites shard 4/4);behavior_roll 随件迁移取号序逐字(§4 核对);五信号留宿主(battle_orchestrator.gd:12-16);两快照出口在宿主(:677/:739) |
|
||||
| V1 | 通过 | settle_segments_test.gd:28-29 两断言〔编排归约 V1〕:`oc._rounds != null and oc._rounds.oc == oc`+`oc._facts != null`(check_quiet 静默通过=套件 18 checks 零失败);五段段件齐在 _rounds 由 :30-34 五条既有接线断言改指 `oc._rounds._X_seg` 承载(尾缀〔迭代27 T2〕保留,纯改址) |
|
||||
| V2 | 通过 | round_flow_skill_pool_test.gd:112-115〔编排归约 V2〕:终局后 `presentation_snapshot()["refresh_used"]` == 末轮结算快照 `economy.refresh_used`(经 settlement_snapshot 末次发射承接);自跑实跑输出 5 实例(L1·D0×3+L2·D0×2)全 PASS;reset_round 只清三项(battle_facts.gd:32-35) |
|
||||
| V3 | 通过 | roll_round_actions 与基线 `_roll_round_actions` 逐行对读一致(仅成员改指;`oc.rng.open_stream("behavior_roll")` 流名与开流时点不变,round_cycle.gd:102);settle_if_due 闸序 settling→battle_result→phase 逐字、终局早退不回置;trigger_cond_test 3 处改指(:119/:126/:131);自跑 round_flow 134 checks+settle_segments+trigger_cond 全绿 |
|
||||
| V4 | 通过 | roll_multiplier_test.gd:45-59 四断言〔编排归约 V4〕:override 100→spawn hero_unit atk==100;缺省→hero 表值(check_quiet 静默通过);攻击单 base_value 贯通由既有 `_hero_attack_row_with`(:343,hero_atk_val=100 全链路停手结算行)承载——两消费点(spawn+base_value)闭合;combat_segment.gd:56 改调 `oc._hero_atk()`,宿主派生读 :69/:282 |
|
||||
| V5 | 通过 | treasure_effects_test.gd:311-315〔编排归约 V5〕:`ob14.reward_grant().treasure_inventory == adr14.runner().treasure_inventory` 引用同一性;use_treasure 受理链由 ob8/ob11/ob13 既有段承载(:311 ob8 直写改指后绿);level_runner.gd:520 注入改经 `reward_grant()` 出口(`self.` 前缀=实现决定 3) |
|
||||
| V6 | 通过 | seal_polarity(_perfect 直写→_facts 8 处对读)/feat_vouchers(契约 2 计数纯净段改指后全绿)/variant_placement/meta_forge/adventure_feats/table_structure_guard——批末闸 unit 分片全绿;三 mark 写口(grant_segment.gd:311/:379/:394 与基线直写同点同增量);attune 三外部消费面零改址(main.gd/treasure_interact_controller/table_structure_guard 均不在改址 diff) |
|
||||
|
||||
## 3. 逐行核对——卡③ v1.1(§12 V1–V3)
|
||||
|
||||
| 行 | 判定 | 凭据 |
|
||||
|---|---|---|
|
||||
| V1 | 通过 | tune_sim_batch_parity_test.gd 五面断言〔测速 V4/V5〕自跑绿(n=3 stats 六键逐键重算+报告逐字含四关键串;n=0 六键零计);run 可等待契约由 wd8 `await ctrl.run(2)`(standee_fx_sweep_test.gd:144,零改动)承载;全文件零循环(grep -c "for \|while " = 0)、代码 await 仅 :69 一处 `await _batch_finished` |
|
||||
| V2 | 通过 | 五面对拍断言〔测速 V1–V3〕自跑绿:帧序列相对偏移逐位+相邻差恒一(每步恰一帧)、运行态序列逐位+收尾双假、进度串逐位;n=3+n=0 两案各 5 断言全 PASS;manifest 增行(run_all.gd:189);拓扑例外见 §6 缺漏 1 |
|
||||
| V3 | 通过 | wd8 三断言〔wd8〕自跑 PASS(18 checks:`drv.seen == [true, true]`/收尾双运行态假/报告非空——standee_fx_sweep_test.gd 不在本批 diff=零改动);ui_tune_probe 审计自跑 PASS(⑤ 守卫环 1800 帧预算内退出+输出四串);收尾四语句迁入 `_finish_batch()`(:87-92)与基线 run() 尾次序逐句同(close→报告→置假→_running),`_run_one_level` 零触碰(不在 diff) |
|
||||
| 静态 | 通过 | gdstyle_gate.py 审计自跑 exit 0:命中 7 全基线内、基线外新违规 0;基线 :15 `tune_sim await-in-loop` 裸键不命中=死键(消失键不参与红判定) |
|
||||
|
||||
## 4. 测试削弱检查(对照三卡申报全集)
|
||||
|
||||
- **断言计数对账**:22 个改动测试/探针文件 `Kit.check|check(|check_quiet` 计数基线→尖逐一比较——零文件减少;仅 5 增(roll_multiplier 36→40=V4 四断言、round_flow 100→101=V2、settle_segments 16→18=V1 两条、treasure_effects 58→59=V5、tune_sim_batch_parity 0→10=新套件)。与申报新增面(卡② V1/V2/V4/V5 四条+卡① V1d/V6 重锚+卡③对拍五断言)完全一致。
|
||||
- **删除断言逐条对账**:全 diff 被删 check/断言行 37 条逐条找到配对新行——语义不变只换地址(含 smoke_boot 三 get、system_test V2 五连比、pacing 四断言、V1d/V6 两条);无任何断言删除后无配对。
|
||||
- **阈值/扫描面**:零阈值放宽;扫描面唯一改动=V1d 单文件→27 文件(申报为强化,成立);static_scan.sh S8/S7 两清单增行 round_cycle.gd(卡② T2 申报;battle_facts.gd 未增行=卡片明示「零协作调用不入清单」,成立)。
|
||||
- **换下层直调**:零发现——探针仍走真实按钮/输入路径(pressed.emit/push_input 等既有形态未动)。
|
||||
- **wd8 三断言**:文件不在 diff=零改动,自跑保持绿。**ui_tune_probe 巡检白名单**(实现决定 3):`host == main and m == "_on_modal_closed"` → `host == flow_host and m == "close"`(ui_tune_probe.gd:214-216)——属卡①表 D「closed bind 目标改 flow.close.bind」的机检联动,同一连接新宿主登记;conn_count=11 断言与消息逐字不变(:223-224 与基线 :221-222 对读);判据面「closed 外发消费目标=模态编排口」语义保持。**判定:不属削弱**。
|
||||
- 卡② §15 零申报、卡③ §16 零申报——兑现成立(超出申报的删改零处)。
|
||||
|
||||
## 5. 非行为改动判定与证据链
|
||||
|
||||
**卡①**:装配序(八步名序、add_child 序、赋值序)逐字不变;42 条连接语句一一对应;LAYER_CONTRACT 19 项逐字迁驻;move_child 单口由 V1d 27 文件扫描绿+grep 复证(全 presentation 仅 ui_registry :84/:98 两处调用,views/ui_kit.gd:819 为批前既有、不在 diff);main._ready 仅插入 `ui = UiRegistry.new()` 一行于 _build_ui 之前;`_build_modal_flow` 注入语句序与基线逐字同(flow 实例改随 UiModals._init 构造=实现决定 1,注入时点不变)。
|
||||
**卡②**:成员迁移与改指——roll_round_actions/settle_if_due 逐字迁移对读成立;grant_segment 三 mark=同点同增量;encounter/attunement 词替换的三处字符串键保护(实现决定 5)grep 复证(behavior_roll 前置流名 "encounter" 字面在位);treasure_inventory 注入时序(宿主构造后 :520)不变。
|
||||
**卡③**:收尾四语句迁移=同帧同相位(对拍 V2 运行态序列+V5 报告逐字承载,自跑绿);`_run_one_level` 零触碰。
|
||||
|
||||
**证据链**:
|
||||
1. 卡③ T0 三重证据在实现报告 §5 在案:215da315 提交信息明载「tune_sim 运行态收尾归还 run」(审计直读提交信息复证)+两面实跑读数;审计自跑两面(wd8 套件+ui_tune_probe)复证现行全绿——前提消化链条完整。
|
||||
2. 卡③ v1.1 重裁凭据:卡 v1.1 状态行+§15 裁决记录(2026-10-30 停卡重裁三点)在案。
|
||||
3. 卡①卡②实现决定记录(报告 §3 共 5+5 条)对照卡① §10 七条、卡② §17 五条白名单——白名单外事项(shot/fx_shot 纳入、layout_probe get 键、curio/confirm 漏列补改、flow 随容器构造、grant 第五处读、treasure_effects 五处直构、self 前缀、占位符保护)均有备案,无遗漏。
|
||||
4. 闸凭据:receipt.json 现为 docs 域回执(9f1dda40 提交时 pre-commit 钩子生成,b27db010 时代,全绿);代码域末跑凭据=.gates 六件日志(smoke 15/0、system_test 69/0、static_scan ok、probe_gate 全绿、render_gate 全绿、unit 分片全绿),时间戳 06:49–06:54 恰落 b27db010(06:49:41 提交)与 9f1dda40(06:57:19 提交)之间——绑定终态代码(9f1dda40 只含报告文件)。
|
||||
5. 红线:diff 只触 `game/`+`reports/` 两目录;零 `randomize()`/自建 RandomNumberGenerator;零触及 `design/`、`game/tests/README.md`、两份根流程清单。
|
||||
|
||||
## 6. 缺漏与例外(如实记录,不修)
|
||||
|
||||
**缺漏(记录级,不动判据)**:
|
||||
1. **卡③实现决定记录缺位**:对拍驱动由卡 T2 的「先启动两形态、后分别 await」并行拓扑改为**串行驱动+相对帧偏移归一**(tune_sim_batch_parity_test.gd:145-162)——卡 §14 白名单六条不覆盖,应在实现报告「实现决定记录」节备案;实际只在提交 04783fae 信息中有案(理由=GDScript 协程动态调用强制 await、无并行启动形态+_init 时点 root 未挂树实测)。报告 §3 无卡③条目。实质判据未损(相对偏移+相邻差恒一仍承载「每步恰一帧+相位同点」,审计自跑绿)。
|
||||
2. **main_overlay_flow.gd:4 头注陈旧指址**:注释仍写「全部开合走组合根模态单口(root._open_modal/_close_modal)」,两转发方法已退役、实际调用全改 `root.ui.modals.flow.open/close`——「指址须真」词面违例,行为无涉,批内漏改。
|
||||
3. **卡②改指处数偏差记录偏轻**:grant_segment 实改 18 处与卡片「约 23」的 L2 偏差,实况数在报告 §2 V6 行在案但未入「实现决定记录」节(卡 §14 L2 要求记入该节)。
|
||||
|
||||
**例外(依据在案,不判红)**:
|
||||
1. **V1d 扫描面口径**:实现为 DirAccess 平铺(res://presentation 顶层 27 个 .gd),不含 views/、scenes/ 子目录——与卡片字面 glob(`game/presentation/*.gd`)一致、较改前单文件只扩不缩;但「全 presentation 目录零第二落位点」按递归读法不成立:批前既有 `views/ui_kit.gd:819` 有一处 `body.move_child(...)`(视图内行排序、非层序落位;ui_kit.gd 不在本批 diff、归迭代 42 尾波清偿批在册债)。ui_registry.gd:3 头注「全仓唯一 move_child 点」沿袭旧 main.gd 注释口径、与该既有事实并存。若日后递归化扫描面,须先处置该行。
|
||||
2. **回执被覆盖**:receipt.json 为 docs 域回执(报告提交钩子生成);代码域末跑以六件日志为凭(§5 第 4 条),与报告 §6「第三次全量域闸全绿、02/05/09 从基线红改善归绿」叙述吻合。
|
||||
3. **`_finished` 成员写而不读仍保留**(tune_sim_controller.gd:26/:64/:88)——卡 §14 白名单 3 明示「零读者确认后可删」,保留属白名单内两可选择,键账只升 1(11/15 在阈内)。
|
||||
4. **报告 row4 计数口径差**:「约 460 行机械改写」(报告 §1)与 784d581b「422 行」——统计口径差,不影响判据。
|
||||
|
||||
## 7. 审计自跑记录(独立复证清单)
|
||||
|
||||
| 项 | 结果 |
|
||||
|---|---|
|
||||
| `python tools/run_smoke.py` | PASS——15 项 0 失败 |
|
||||
| `python tools/run_system_test.py` | PASS——69 项 0 失败(V1a/V1c/V2/V3a–V3i 全过) |
|
||||
| `--only=source_guard --only=theme_projection` | 绿——V1d「presentation 27 文件…调用点=0」〔注册面 V1〕+V6 新串〔注册面 V2〕+theme 164 checks |
|
||||
| `--only=settle_segments --only=round_flow_skill_pool --only=roll_multiplier --only=treasure_effects` | 4 套件绿——V1 两断言、V2 五实例、V4 四断言、V5 一断言(check_quiet 静默通过=零失败) |
|
||||
| `--only=pacing_queue --only=modal_flow` | 双绿 |
|
||||
| `--only=tune_sim_batch_parity --only=standee_fx_sweep` | 双绿——对拍 10 断言〔测速 V1–V5〕+wd8 三断言 |
|
||||
| `res://probe/ui_tune_probe.tscn`(headless) | PASS——⑤ 守卫环预算内退出+输出四串+全链路通过 |
|
||||
| `python tools/gdstyle_gate.py` | exit 0——命中 7 全基线内、零新违规;tune_sim 裸键不命中 |
|
||||
| grep:tune_sim 循环/await | 循环 0;代码 await 仅 run() :69 一处 |
|
||||
| grep:49 名旧一级地址残留 | 代码级 0(仅注释级 3 处) |
|
||||
| 成员数 | main.gd 49→15;battle_orchestrator 37→15;容器 3/9/5/14 |
|
||||
| 断言计数对账 | 22 文件零减少、5 增(+4/+1/+2/+1/+10) |
|
||||
| diff 归一化对账 | 88 处非平凡行对全部落表 A/C/D+已记录决定 |
|
||||
|
||||
## 8. 总结论
|
||||
|
||||
**通过(可合并)。** 三卡对照表 21 行全部核到落点且判据绑定面当轮实跑成立;测试削弱零发现;三卡「非行为改动」判定在代码级对读与实跑两面成立;证据链(卡③ T0 三重证据、v1.1 重裁、卡①卡②决定记录、闸日志)在案。缺漏三项(卡③决定记录缺位、main_overlay_flow.gd:4 陈旧头注、卡②计数记录偏轻)与例外四项均属记录/注释级,不触行为零变化、判据绑定与验收闭合;建议随批末收口由实现侧补记(补记动作归收口段,不由本审计代作)。gdstyle 基线 refresh(--force)仍属用户人工遗留义务(反哺点 7 在案)。
|
||||
Reference in new issue
Block a user