merge: master(04edd55 硬锁v3.1/probe适配四件/出度≤2新模板/血量pct修复)并入修复批——解冲突3处(ui_click_probe三态分派取master侧+ProbeUiUtil助手统一/main.gd锁期点击缓存重放保留+排播变量以RowPacer委托面承接/row_pacer新增pump_ended注入回调承接v3.1演播完边沿重放)+修复解冲突引入的解析错误(三态分派链缩进);闸=冲烟636/0+run_all 15套+headless五探针绿+窗口化三件绿+熵增PASS;ui_click_probe budget耗尽与typed-array错误经纯master对照=1:1同源(master既有,归T17在飞批)
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@@ -393,6 +393,9 @@ func _draw_graph(canvas: Control) -> void:
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var visited: Array = _runner.visited_ids()
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var cand_ids: Array = _runner.next_candidate_ids()
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# 连线(通道)先行画(方块覆盖其上);悬停预承诺 = 所属通道再增亮(加粗)
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# T17 修复:选路停点(候选非空)非候选通道降透明——金岔路从结构网分离(干线共线重叠缺陷的
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# 视觉主因:不同源通道共用同一垂直干线,金边与石色边焊接成「整列可走」假象)
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var dim_passages: bool = not cand_ids.is_empty()
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for node in nodes:
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var from: Vector2 = pos[node]
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for tid in _out_ids(node, nodes):
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@@ -402,7 +405,7 @@ func _draw_graph(canvas: Control) -> void:
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var to: Vector2 = pos[target]
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var lit: bool = _id_of(node) == current_id and cand_ids.has(tid)
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var hovered: bool = lit and _hover_id == tid
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var col := COL_PASSAGE_LIT if lit else COL_PASSAGE
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var col := COL_PASSAGE_LIT if lit else (Color(COL_PASSAGE, 0.35) if dim_passages else COL_PASSAGE)
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var width := 4.0 if hovered else (3.0 if lit else 2.0) # 样张 v1 冻结:2/3/4(原 1.5 取整)
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_draw_passage(canvas, from, to, col, width)
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# 房间方块
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@@ -511,6 +514,9 @@ func _draw_passage(canvas: Control, from: Vector2, to: Vector2, col: Color, widt
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var b := to - Vector2(NODE_HALF.x, 0)
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if b.x < a.x:
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return
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var mid_x := (a.x + b.x) / 2.0
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# T17 修复:垂直干线 x 按源节点 y 偏移——不同源的边不再共线重叠(旧 mid_x=中点使相邻层
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# 全部通道焊成一条干系,「金岔路+整列可走」误读的直接几何根源)。同源双边仍共线(同出发
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# 点语义正确),跨源分离度 = 源行距 × 0.2(L2 行距 ~58px → 偏移 ~12px 可辨)。
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var mid_x := (a.x + b.x) / 2.0 + (a.y - b.y) * 0.2
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var pts := PackedVector2Array([a, Vector2(mid_x, a.y), Vector2(mid_x, b.y), b])
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canvas.draw_polyline(pts, col, width)
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@@ -61,7 +61,8 @@ func _build() -> void:
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box.add_child(_fs_btn)
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# 减动效(battle.md §Transitions 承诺转正——时长减半,结算逐行兑现=信息载体不整体跳过)
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_motion_btn = UiKit.button("减动效:关(动画时长减半——运动敏感/演示用)")
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# 文案由 _sync_motion_text 按状态装配(构造串仅占位——_sync 启动即覆盖)
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_motion_btn = UiKit.button("结算演出动画")
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_motion_btn.toggle_mode = true
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_motion_btn.toggled.connect(_on_motion_toggled)
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box.add_child(_motion_btn)
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@@ -79,7 +80,16 @@ func _sync() -> void:
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_fs_btn.set_pressed_no_signal(_store.fullscreen)
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_fs_btn.text = "全屏:%s" % ("开" if _store.fullscreen else "关")
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_motion_btn.set_pressed_no_signal(_store.reduced_motion)
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_motion_btn.text = "减动效:%s(动画时长减半——运动敏感/演示用)" % ("开" if _store.reduced_motion else "关")
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_sync_motion_text()
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# T17 修复:文案随状态即时刷新(旧 bug=切换后文案恒「开」,玩家无法得知当前态)+语义命名
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# (「减动效」玩家读不懂——实称「结算演出动画」速度档)+操作提示内联(所见即所得)。
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func _sync_motion_text() -> void:
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if _store.reduced_motion:
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_motion_btn.text = "结算演出动画:快速(时长减半——运动敏感/演示用)· 点击改回完整"
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else:
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_motion_btn.text = "结算演出动画:完整 · 点击改为快速(时长减半——运动敏感/演示用)"
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func _on_volume_changed(v: float) -> void:
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@@ -99,6 +109,7 @@ func _on_motion_toggled(on: bool) -> void:
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_store.reduced_motion = on
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_store.apply()
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_store.save_settings()
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_sync_motion_text() # T17 修复:切换即时刷新文案(旧版漏刷新=状态文字恒「开」)
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func _emit_closed() -> void:
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