iter44-卡1:卡①(组合根注册面批): ui_registry+三域容器建件·main.gd 49→15·全消费面改址main.ui.*·四闸主证行为零变化

This commit is contained in:
DKChan committed 2026-10-30 07:13:23 +08:00
1 parent 14054d9dfb
commit d2b36e59cb
41 files changed
+1073 -1070

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@@ -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()