diff --git a/game/smoke/shot_probe.gd b/game/smoke/shot_probe.gd index eed87371..eabea54f 100644 --- a/game/smoke/shot_probe.gd +++ b/game/smoke/shot_probe.gd @@ -44,6 +44,11 @@ func _ready() -> void: # apply 隔离档出厂默认=窗口化 1280x800,恢复本探针设计前提。探针侧环境修正,零运行时改动) main.settings_store.apply() await get_tree().process_frame + # 调试浮窗归一(2026-10-16 用户令 DS_DEBUG 写死=true 后 boot 即开——视觉契约截图不含开发件, + # 走真实关闭单口 _close_modal;golden/shot 基线与调试模式解耦,发布前删写死时基线不受影响) + if main.debug_overlay != null and main.debug_overlay.visible: + main._close_modal(main.debug_overlay) + await get_tree().process_frame # ① 菜单(启动态)——meta 锚经 S1 裁后换代(2026-10-08 用户裁:副标题锚改认现行文案; # 帮助文腿整个退役——载体玩法速览牌 2026-10-06 用户令退役,checker 对应断言段同撤) # 自检一(迭代 28 T4):boot 态顶层可见全屏层=start_overlay(内容层树遍历——屏壳是容器不当候选: diff --git a/game/smoke/smoke_all.gd b/game/smoke/smoke_all.gd index dba54e7f..d7f96d87 100644 --- a/game/smoke/smoke_all.gd +++ b/game/smoke/smoke_all.gd @@ -2351,6 +2351,8 @@ func _smoke_global_variant() -> void: var boss_settlement = load("res://core/battle_orchestrator.gd").new(_db, crng) var boss_ok: bool = boss_settlement.begin_battle({"level_index": 2, "node_depth": 4, "hero_hp": int(_db.hero.max_hp), "node_type": "boss"}) check(boss_ok, "L2 Boss 战斗启动(node_depth=4 boss 节点——兜底回落断言载体)") + var boss1_ids: Array = [] + var boss1_calls := 0 if boss_ok: var bb = boss_settlement.minesweeper.current_board() check(bb.board_variant_ids().size() == 1 and (String(bb.board_variant_ids()[0]) in ["magma", "ash"]), @@ -2359,13 +2361,15 @@ func _smoke_global_variant() -> void: check(crng.variant_calls > 0, "屏蔽后回落:variant_place 恢复取号(原全局取用零取号态消失)") var snap: Dictionary = boss_settlement.presentation_snapshot() check(_arr_str_eq(snap.get("board_variants", []), bb.board_variant_ids()), "快照投影:board_variants 与板载 region 行一致(横幅/角标唯一读取面)") + boss1_ids = bb.board_variant_ids() + boss1_calls = crng.variant_calls # Boss 图确定性:同种子两遍逐位相同 var crng2 = _CountVariantRng.new() crng2.set_master_seed(42) var boss2 = load("res://core/battle_orchestrator.gd").new(_db, crng2) if boss2.begin_battle({"level_index": 2, "node_depth": 4, "hero_hp": int(_db.hero.max_hp), "node_type": "boss"}): var bb2 = boss2.minesweeper.current_board() - check(_arr_str_eq(bb2.board_variant_ids(), bb.board_variant_ids()) and crng2.variant_calls == crng.variant_calls, + check(_arr_str_eq(bb2.board_variant_ids(), boss1_ids) and crng2.variant_calls == boss1_calls, "确定性:同种子 Boss 图两遍 board_variants/取号逐位相同(region 布置路径)") # ④ 资源面偏斜投影(RewardEconomy 纯函数面——守恒/白名单/构造例/合成序) var eco = load("res://core/reward_economy.gd").new(_db, load("res://core/rng_service.gd").new()) diff --git a/game/smoke/ui_click_probe.gd b/game/smoke/ui_click_probe.gd index 96870226..239f13cb 100644 --- a/game/smoke/ui_click_probe.gd +++ b/game/smoke/ui_click_probe.gd @@ -46,6 +46,10 @@ func _ready() -> void: add_child(main) await get_tree().process_frame var t_ui_ready := Time.get_ticks_msec() - t0 + # 调试浮窗恒开(2026-10-16 用户令 DS_DEBUG 写死=true——boot 即开;他模态开时暂隐归 ModalStack + # 遮挡语义,恢复判据见设置面关闭段) + if not main.debug_overlay.visible: + _problems.append("调试浮窗启动未即开(恒开门控失守)") # ---- 营地购买合成点击路径(元进度实现批——campbtn/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)---- for p0 in ["user://smoke_click_probe_reset.json", "user://smoke_click_probe_reset.json.tmp"]: @@ -167,20 +171,20 @@ func _ready() -> void: _problems.append("音量滑杆未实时生效(master bus db %f ≠ %f)" % [AudioServer.get_bus_volume_db(master_idx), expect_db]) if absf(iso_s.volume_linear - 0.3) > 0.001: _problems.append("音量未入 store(%f ≠ 0.3)" % iso_s.volume_linear) - # 调试入口断言改向(迭代 18 卡⑦ P2 甲——开始层角标退役迁宿主两屏;2026-10-16 用户令 - # DS_DEBUG 写死=true=浮窗恒开〔原环境变量门控退役〕、角标门控由开始层移两屏) + # 调试入口断言改向(迭代 18 卡⑦ P2 甲——开始层角标退役迁宿主两屏;DS_DEBUG 写死后浮窗 + # 恒开,本段(设置面开中)浮窗暂隐归 ModalStack 遮挡语义,恢复判据见下方关闭段) if ProbeUiUtil.find_button(main._start_overlay, "调试", "prefix") != null: _problems.append("开始层调试角标未退役(迭代 18 卡⑦ P2 甲迁宿主失守)") - if not main.debug_overlay.visible: - _problems.append("调试浮窗未恒开(2026-10-16 写死令失守)") var settings_close: Button = ProbeUiUtil.find_button(main.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: - _problems.append("设置面关闭后未恢复开始层") + if main.settings_overlay.visible or not main._start_overlay.visible: + _problems.append("设置面关闭后未恢复开始层") + if not main.debug_overlay.visible: + _problems.append("设置面关闭后调试浮窗未恢复(ModalStack 遮挡恢复失守)") # 旧入口退役断言(卡④ AC③——测试调整板不再含减动效开关;14.5 起载体=调试浮窗) var legacy_motion = ProbeUiUtil.find_check_button(main.debug_overlay, "减动效") if legacy_motion != null: