feat(迭代23-T1): 锻造工坊配置表落位——ForgeTable 新表(默认两轴常驻持有+六路线行族)+ConfigDB 访问器+V1/V11 单测 41 断言

- 新表 forge.tres(schema forge_table.gd):default_attack_type/armor_type 默认值(契约 2 所有权移交——hero.tres 两轴随后批删除)+routes 六行(sword/spear/staff/light/heavy/ward)
- provisional 沿需求卡片 T1 锚表:cap 5/每级增量 +1/基础价 20×150%^n(20/30/45/67/101)/解锁价 200/甲型基础 AC 10-12-9/初始持有 sword+light/并联双通道前置 spear·staff←sword、heavy·ward←light
- schema validate 22 类正反(行 id 唯一/类型轴分族枚举/恰六行/初始持有恰一武器一甲/默认轴=初始路线类型轴/前置类型相符…)
- ConfigDB:TABLE_MANIFEST 登 forge+类型化持用+forge_route/forge_routes/forge_default_*/forge_weapon_route_by_type/forge_armor_route_by_type 访问器
- 新单测 forge_table_test 41 断言(V1 生产面+22 类负向/V11 行字段闭集+效果类型词表 31 钉现/V2 价格梯);run_all 22→23 套
- 事实订正(L2):卡片 F11「效果类型闭集 24」系 2026-10-07 旧快照——现行 31(iter20 +7/iter22 +1),本批零扩签钉 31
- 轻闸:冒烟 898/0 零扰动
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DKChan committed 2026-10-12 23:23:16 +08:00
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@@ -27,6 +27,7 @@ const TABLE_MANIFEST := {
"treasure_items": "treasure_items.tres", # 迭代 7 T1 秘宝内容批(TreasureItemTable 六行——定义表 Rule 4 豁免;罗盘 retired/失义件 deferred 标记见 schema 头注)
"adventure": "adventure.tres", # 冒险结构实现批 2026-09-21(AdventureTable 建表——大奖励与钥石行值单点)
"feats": "feats.tres", # 迭代 12 T1 双层 BD 规则改写型特性基建(FeatTable 定义表 Rule 4 豁免——TreasureItemTable 先例;空表合法态=主时间线零扰动)
"forge": "forge.tres", # 迭代 23 T1 锻造工坊实装批(ForgeTable——两根类型轴默认值+六路线行族;攻防所有权切分唯一数据面)
}
var action_economy: ActionEconomyTable
@@ -49,6 +50,7 @@ var meta_tree: MetaTreeTable # 迭代 12 T8 类型化持用(消费面走 tre
var treasure_items: TreasureItemTable # 迭代 7 T1 类型化持用(消费面走 treasure_* 访问器)
var adventure: AdventureTable
var feats: FeatTable # 迭代 12 T1 类型化持用(消费面走 feat_* 访问器)
var forge: ForgeTable # 迭代 23 T1 锻造工坊配置(默认两轴+六路线行族——消费面走 forge_* 访问器)
var is_ready := false
var _diagnostics: Array[Dictionary] = [] # {severity, category, message}
@@ -140,6 +142,7 @@ func load_tables(root: String, collect_only: bool) -> bool:
treasure_items = loaded.get("treasure_items")
adventure = loaded.get("adventure")
feats = loaded.get("feats")
forge = loaded.get("forge")
meta_tree = loaded.get("meta_tree")
is_ready = not has_errors
return not has_errors
@@ -387,6 +390,48 @@ func _meta_rows(family: String) -> Array:
return arr if arr is Array else []
# ---- 锻造工坊(迭代 23 T1——ForgeTable 消费面:两根类型轴默认值+六路线行族;禁自扫行集)----
# 设计权威 design/gdd/systems/跨局循环/锻造工坊.md v0.6:默认值归本表常驻持有(hero.tres 两轴已删——
# 契约 2);路线行族=攻防数值成长唯一数据面(契约 1)。数值全 provisional 归 M4。
# 两根类型轴默认值(表未落籍=裸体态兜底 normal/light——与 ForgeTable 缺省值同口径)
func forge_default_attack_type() -> String:
return String(forge.default_attack_type) if forge != null else "normal"
func forge_default_armor_type() -> String:
return String(forge.default_armor_type) if forge != null else "light"
# 六路线行族(副本——调用方禁改)
func forge_routes() -> Array:
return forge.routes.duplicate() if forge != null else []
# 路线行单点(键 route_id;缺行=空字典)
func forge_route(route_id: String) -> Dictionary:
for row in forge_routes():
if String(row.get("route_id", "")) == route_id:
return row
return {}
# 按类型轴反查武器路线(attack_type → 路线行;甲路线 id=甲型同值的显式化入口,避免消费侧依赖该巧合)
func forge_weapon_route_by_type(attack_type: String) -> Dictionary:
for row in forge_routes():
if String(row.get("kind", "")) == "weapon" and String(row.get("type_axis", "")) == attack_type:
return row
return {}
# 按类型轴反查护甲路线(armor_type → 路线行——入战 AC 三层之「甲型基础 AC」取数口)
func forge_armor_route_by_type(armor_type: String) -> Dictionary:
for row in forge_routes():
if String(row.get("kind", "")) == "armor" and String(row.get("type_axis", "")) == armor_type:
return row
return {}
# 技能行单点读取(敌人技能池批——单位容器执行上报 / 战斗结算兑现的消费面)
func skill_row(skill_id: String) -> Dictionary:
return skill.row_by_id(skill_id)
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@@ -0,0 +1,131 @@
# VERTICAL SLICE - NOT FOR PRODUCTION
# Date: 2026-10-12(迭代 23 锻造工坊实装批 T1——设计权威 design/gdd/systems/跨局循环/锻造工坊.md v0.6)
# 锻造工坊配置表(ForgeTable):两根类型轴默认值(常驻持有——契约 2)+ 六条锻造路线行族(三武器+三甲)。
# 所有权切分(契约 1 红线):攻击唯一入口=武器路线、AC 唯一入口=甲路线——树零攻防来源,本表是攻防
# 数值成长的唯一数据面。等级语义(Q1 用户裁):未解锁/未锻造=0 加值(裸体态,类型=默认轴值);
# 解锁并锻造第一级=「获得装备」=1 级=首个 +1;逐级递进(2 级=+2 量级)。
# 数值全 provisional(需求卡片 T1 锚表投值——终值归 M4 数值批):cap 5/每级增量统一 +1(v1.2 用户裁)/
# 基础价 20/公比 150%(各级价格 20/30/45/67/101)/一次性解锁价 200/甲型基础 AC 10-12-9(现役结构值)。
# 表运行期只读(铁律):永久强化只写存档(forge_routes 域),本表零写面。
class_name ForgeTable
extends Resource
# 路线 id 词表(代拍板立项:甲路线 id=甲型值本身——ward=魔法护甲,3a 裁统一命名)
const WEAPON_IDS := ["sword", "spear", "staff"]
const ARMOR_IDS := ["light", "heavy", "ward"]
const ROUTE_IDS := ["sword", "spear", "staff", "light", "heavy", "ward"]
# 两根类型轴枚举域(hero.tres 静态表两轴随本批删除——词表归本表常驻持有)
const ATTACK_TYPES := ["normal", "pierce", "magic"]
const ARMOR_TYPES := ["light", "ward", "heavy"]
# 行字段闭集(V11:满级特效本期不做——行族无特效参数位;键集出域即拒)
const ROW_KEYS := ["route_id", "display_name", "kind", "type_axis", "cap", "per_level_gain",
"base_ac", "base_price", "price_ratio_pct", "initial_owned", "prereq_route", "unlock_price"]
@export var default_attack_type: String = "normal" # 攻击类型轴默认值(常驻持有——与柜台解锁状态解耦:未点亮=无交互入口但默认值照常注入)
@export var default_armor_type: String = "light" # 甲型轴默认值(常驻持有)
@export var routes: Array[Dictionary] = [] # 六路线行族(键 route_id)
# 各级价格(几何递增:基础价 × 150%^已购级数——锚表 20/30/45/67/101;1.5^n 二进制精确,无浮点尘)
static func level_price(row: Dictionary, owned_levels: int) -> int:
var base := int(row.get("base_price", 0))
var ratio := float(int(row.get("price_ratio_pct", 100))) / 100.0
return int(floor(float(base) * pow(ratio, maxi(0, owned_levels))))
func validate() -> Array:
var errs: Array[Dictionary] = []
# 默认两轴枚举域
if not ATTACK_TYPES.has(default_attack_type):
errs.append({"category": "enum", "message": "default_attack_type 出域 %s: %s" % [ATTACK_TYPES, default_attack_type]})
if not ARMOR_TYPES.has(default_armor_type):
errs.append({"category": "enum", "message": "default_armor_type 出域 %s: %s" % [ARMOR_TYPES, default_armor_type]})
# 行族规模恰六(三武器+三甲——需求卡片 §1①)
if routes.size() != 6:
errs.append({"category": "structural", "message": "锻造路线行族规模 %d ≠ 6(三武器+三甲)" % routes.size()})
var seen := {}
var type_seen := {}
var kind_by_id := {}
var initial_ids := {}
for row in routes: # 预扫:route_id→kind 全集(前置反查需前向引用——轻甲行在长枪行之后)
kind_by_id[String(row.get("route_id", ""))] = String(row.get("kind", ""))
for row in routes:
var rid := String(row.get("route_id", ""))
if not ROUTE_IDS.has(rid):
errs.append({"category": "enum", "message": "锻造路线 route_id 出域 %s: %s" % [ROUTE_IDS, rid]})
if seen.has(rid):
errs.append({"category": "dup_key", "message": "锻造路线 route_id 重复: %s" % rid})
seen[rid] = true
var kind := String(row.get("kind", ""))
if not ["weapon", "armor"].has(kind):
errs.append({"category": "enum", "message": "%s kind 出域 {weapon, armor}: %s" % [rid, kind]})
continue
# 类型轴:武器=attack_type 域、甲=armor_type 域;每型恰一路线(三武器三甲各一)
var axis := String(row.get("type_axis", ""))
var domain: Array = ATTACK_TYPES if kind == "weapon" else ARMOR_TYPES
if not domain.has(axis):
errs.append({"category": "enum", "message": "%s type_axis 出域 %s: %s" % [rid, domain, axis]})
var type_key := "%s|%s" % [kind, axis]
if type_seen.has(type_key):
errs.append({"category": "dup_key", "message": "%s 类型轴重复(每型恰一路线): %s %s" % [kind, axis, rid]})
type_seen[type_key] = true
# 等级/增量/价格/基础 AC 值域
var cap_v: int = int(row.get("cap", -1))
if cap_v < 1 or cap_v > 9:
errs.append({"category": "domain", "message": "%s cap 越域 [1,9]: %d" % [rid, cap_v]})
var gain: int = int(row.get("per_level_gain", -1))
if gain < 0 or gain > 9:
errs.append({"category": "domain", "message": "%s per_level_gain 越域 [0,9]: %d" % [rid, gain]})
var base_ac: int = int(row.get("base_ac", -1))
if kind == "armor":
if base_ac < 0 or base_ac > 999:
errs.append({"category": "domain", "message": "%s base_ac 越域 [0,999]: %d" % [rid, base_ac]})
elif base_ac != 0:
errs.append({"category": "cross_field", "message": "%s 武器行 base_ac 须为 0(甲型基础 AC 只属护甲路线): %d" % [rid, base_ac]})
var base_price: int = int(row.get("base_price", -1))
if base_price < 1 or base_price > 999:
errs.append({"category": "domain", "message": "%s base_price 越域 [1,999]: %d" % [rid, base_price]})
var ratio: int = int(row.get("price_ratio_pct", -1))
if ratio < 100 or ratio > 500:
errs.append({"category": "domain", "message": "%s price_ratio_pct 越域 [100,500]: %d" % [rid, ratio]})
var unlock_price: int = int(row.get("unlock_price", -1))
if unlock_price < 0 or unlock_price > 999:
errs.append({"category": "domain", "message": "%s unlock_price 越域 [0,999]: %d" % [rid, unlock_price]})
# 解锁通道(并联双通道):初始持有行无前置无解锁价;待解锁行须有一次性解锁价+合法前置
var initial: bool = bool(row.get("initial_owned", false))
var prereq := String(row.get("prereq_route", ""))
if initial:
if prereq != "":
errs.append({"category": "cross_field", "message": "%s 初始持有行不得带前置: %s" % [rid, prereq]})
if unlock_price != 0:
errs.append({"category": "cross_field", "message": "%s 初始持有行解锁价须为 0: %d" % [rid, unlock_price]})
initial_ids[rid] = kind
else:
if unlock_price < 1:
errs.append({"category": "cross_field", "message": "%s 待解锁行须有一次性解锁价(并联双通道②): %d" % [rid, unlock_price]})
if not ROUTE_IDS.has(prereq):
errs.append({"category": "enum", "message": "%s prereq_route 出域 %s: %s" % [rid, ROUTE_IDS, prereq]})
elif prereq == rid:
errs.append({"category": "cross_field", "message": "%s prereq_route 不得自指" % rid})
elif kind_by_id.has(prereq) and String(kind_by_id[prereq]) != kind:
errs.append({"category": "cross_field", "message": "%s 前置 %s 类型不符(武器←武器/甲←甲): %s vs %s" % [rid, prereq, kind, String(kind_by_id[prereq])]})
# 初始持有恰两行且一武器一甲(长剑/轻甲——语义继承自已退役属性锻造行)
var init_weapons := 0
var init_armors := 0
for k in initial_ids.keys():
if String(initial_ids[k]) == "weapon":
init_weapons += 1
elif String(initial_ids[k]) == "armor":
init_armors += 1
if init_weapons != 1 or init_armors != 1:
errs.append({"category": "coverage", "message": "初始持有须恰一武器一甲(现 sword/light): 武器 %d / 甲 %d" % [init_weapons, init_armors]})
# 默认轴=初始持有路线类型轴(Q1 裸体态语义:未锻造=0 加值且类型=普通/轻甲)
if init_weapons == 1 and init_armors == 1:
for row in routes:
if not bool(row.get("initial_owned", false)):
continue
if String(row.get("kind", "")) == "weapon" and String(row.get("type_axis", "")) != default_attack_type:
errs.append({"category": "cross_field", "message": "default_attack_type 须=初始武器路线类型轴(裸体态普通): %s vs %s" % [default_attack_type, String(row.get("type_axis", ""))]})
if String(row.get("kind", "")) == "armor" and String(row.get("type_axis", "")) != default_armor_type:
errs.append({"category": "cross_field", "message": "default_armor_type 须=初始甲路线类型轴(裸体态轻甲): %s vs %s" % [default_armor_type, String(row.get("type_axis", ""))]})
return errs
+1
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@@ -0,0 +1 @@
uid://08fuv4rzuos2h
+98
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@@ -0,0 +1,98 @@
[gd_resource type="Resource" script_class="ForgeTable" load_steps=2 format=3]
[ext_resource type="Script" path="res://data/schemas/forge_table.gd" id="1"]
[resource]
script = ExtResource("1")
default_attack_type = "normal"
default_armor_type = "light"
routes = [{
"route_id": "sword",
"display_name": "长剑锻造",
"kind": "weapon",
"type_axis": "normal",
"cap": 5,
"per_level_gain": 1,
"base_ac": 0,
"base_price": 20,
"price_ratio_pct": 150,
"initial_owned": true,
"prereq_route": "",
"unlock_price": 0
}, {
"route_id": "spear",
"display_name": "长枪锻造",
"kind": "weapon",
"type_axis": "pierce",
"cap": 5,
"per_level_gain": 1,
"base_ac": 0,
"base_price": 20,
"price_ratio_pct": 150,
"initial_owned": false,
"prereq_route": "sword",
"unlock_price": 200
}, {
"route_id": "staff",
"display_name": "法杖锻造",
"kind": "weapon",
"type_axis": "magic",
"cap": 5,
"per_level_gain": 1,
"base_ac": 0,
"base_price": 20,
"price_ratio_pct": 150,
"initial_owned": false,
"prereq_route": "sword",
"unlock_price": 200
}, {
"route_id": "light",
"display_name": "轻甲锻造",
"kind": "armor",
"type_axis": "light",
"cap": 5,
"per_level_gain": 1,
"base_ac": 10,
"base_price": 20,
"price_ratio_pct": 150,
"initial_owned": true,
"prereq_route": "",
"unlock_price": 0
}, {
"route_id": "heavy",
"display_name": "重甲锻造",
"kind": "armor",
"type_axis": "heavy",
"cap": 5,
"per_level_gain": 1,
"base_ac": 12,
"base_price": 20,
"price_ratio_pct": 150,
"initial_owned": false,
"prereq_route": "light",
"unlock_price": 200
}, {
"route_id": "ward",
"display_name": "魔法护甲锻造",
"kind": "armor",
"type_axis": "ward",
"cap": 5,
"per_level_gain": 1,
"base_ac": 9,
"base_price": 20,
"price_ratio_pct": 150,
"initial_owned": false,
"prereq_route": "light",
"unlock_price": 200
}]
; 锻造工坊实装批 T1(2026-10-12——迭代 23;设计权威 design/gdd/systems/跨局循环/锻造工坊.md v0.6,
; 需求卡片 design/research/需求卡片-锻造工坊实装批-2026-10-12.md T1 锚表):
; 六路线 provisional 投值——cap 5/每级增量统一 +1(v1.2 用户裁:provisional 线性起步,4a 前缓后陡为
; 终值形状方向归 M4)/甲型基础 AC 10-12-9(现役结构值 settlement.tres 矩阵同行)/基础价 20/公比 150%
; (历史考古参数 meta.tres:82-84 退役批注)/各级价格 20/30/45/67/101/一次性解锁价 200(中段三级 213 九折)。
; 初始持有=长剑+轻甲(语义继承自已退役属性锻造行——迭代 21 T5 行族删除后的新建行族,非改造)。
; 并联双通道(4b-1 裁):长枪/法杖←长剑练满、重甲/魔法护甲←轻甲练满,或一次性解锁价直购,互不影响。
; 默认两轴(契约 2 所有权移交):hero.tres 静态表两轴随本批删除,默认值归本表常驻持有——normal/light
; = 裸体态类型(Q1:未解锁/未锻造=0 加值)。全部数值 provisional 终值归 M4 数值批。
; 表运行期只读(铁律):永久强化只写存档 forge_routes 域,本表零写面。
+1
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@@ -28,6 +28,7 @@ func _suites() -> Array:
return [
{"path": "res://tests/unit/example_test.gd", "expect": 0},
{"path": "res://tests/unit/data_config/config_db_test.gd", "expect": 0},
{"path": "res://tests/unit/data_config/forge_table_test.gd", "expect": 0}, # 迭代 23 锻造工坊批 T1——六路线 schema 正反(V1)+特效留空(V11)+几何价格梯(V2 半边)
{"path": "res://tests/unit/data_config/config_db_fatal_oob_test.gd", "expect": 1},
{"path": "res://tests/unit/data_config/treasure_target_violation_test.gd", "expect": 1}, # 迭代 7 T1——真视窄域护栏
{"path": "res://tests/unit/data_config/reward_dangling_treasure_test.gd", "expect": 1}, # 迭代 7 T1——秘宝双表校验
@@ -0,0 +1,200 @@
# tests/unit/data_config/forge_table_test.gd — 锻造工坊配置表单测(迭代 23 T1)
# 覆盖(需求卡片 §7.2):V1 六路线 schema 零违例(id 唯一/类型轴枚举/值域——出域行逐类构造各一行全部被拒)
# + V11 满级特效留空(行字段闭集=无特效参数位 + 效果类型闭集 24 种零新增)+ 几何价格梯 20/30/45/67/101。
# 运行:godot --headless --path game --script res://tests/unit/data_config/forge_table_test.gd(expect 0)
# 协议(ADR-0004 + tests/README):extends SceneTree + quit(code);负向用例资源直构不碰生产表(enemy_table 先例)。
extends SceneTree
const ConfigDBScript := preload("res://core/config_db.gd")
const ForgeTableScript := preload("res://data/schemas/forge_table.gd")
const EffectEngineScript := preload("res://core/effect_engine.gd")
const Kit := preload("res://tests/unit/test_kit.gd")
func _init() -> void:
var db = ConfigDBScript.new()
var load_ok: bool = db.load_tables("res://data/tables", true)
Kit.check("生产 forge.tres 随全表加载 + validate 零违例〔锻造工坊批 V1〕", load_ok and db.diagnostics_count("error") == 0)
if load_ok:
_test_production_rows(db)
_test_price_ladder(db)
_test_negative_cases()
_test_effect_kinds_closed()
quit(Kit.finish("forge_table_test"))
# ---- 生产表六行正向(V1 生产面 + V11 行字段闭集)----
func _test_production_rows(db) -> void:
var rows: Array = db.forge_routes()
Kit.check("六路线行族规模恰 6(三武器+三甲)〔锻造工坊批 V1〕", rows.size() == 6)
var ids := []
for row in rows:
ids.append(String(row.get("route_id", "")))
ids.sort()
Kit.check("路线 id 全集 = {sword, spear, staff, light, heavy, ward}〔锻造工坊批 V1〕",
ids == ["heavy", "light", "spear", "staff", "sword", "ward"])
# V11:行字段闭集——键集恰 12 项,无特效参数位(满级特效本期不做,契约 7)
var expect_keys := ForgeTableScript.ROW_KEYS.duplicate()
expect_keys.sort()
var keys_closed := true
for row in rows:
var ks := (row as Dictionary).keys()
ks.sort()
if ks != expect_keys:
keys_closed = false
Kit.check("六行字段键集恰 = ROW_KEYS 闭集(无特效参数位)〔锻造工坊批 V11〕", keys_closed)
# 初始持有恰长剑+轻甲(语义继承自已退役属性锻造行)
var initial := []
for row in rows:
if bool(row.get("initial_owned", false)):
initial.append(String(row.get("route_id", "")))
initial.sort()
Kit.check("初始持有恰 sword+light〔锻造工坊批 V1〕", initial == ["light", "sword"])
# 默认两轴(契约 2 所有权移交——裸体态 normal/light)
Kit.check("默认攻击类型轴 = normal(常驻持有)〔锻造工坊批 V1〕", db.forge_default_attack_type() == "normal")
Kit.check("默认甲型轴 = light(常驻持有)〔锻造工坊批 V1〕", db.forge_default_armor_type() == "light")
# 类型轴分族与并联双通道前置(4b-1 裁)
Kit.check("长枪/法杖 ← 长剑练满(并联双通道①)〔锻造工坊批 V1〕",
String(db.forge_route("spear").get("prereq_route", "")) == "sword"
and String(db.forge_route("staff").get("prereq_route", "")) == "sword")
Kit.check("重甲/魔法护甲 ← 轻甲练满(并联双通道①)〔锻造工坊批 V1〕",
String(db.forge_route("heavy").get("prereq_route", "")) == "light"
and String(db.forge_route("ward").get("prereq_route", "")) == "light")
Kit.check("四待解锁路线一次性解锁价 = 200〔锻造工坊批 V1〕",
int(db.forge_route("spear").get("unlock_price", 0)) == 200
and int(db.forge_route("staff").get("unlock_price", 0)) == 200
and int(db.forge_route("heavy").get("unlock_price", 0)) == 200
and int(db.forge_route("ward").get("unlock_price", 0)) == 200)
# 甲型基础 AC(provisional 现役结构值——settlement.tres 矩阵同行)
Kit.check("甲型基础 AC = 轻 10 / 重 12 / 魔法护甲 9〔锻造工坊批 V1〕",
int(db.forge_route("light").get("base_ac", 0)) == 10
and int(db.forge_route("heavy").get("base_ac", 0)) == 12
and int(db.forge_route("ward").get("base_ac", 0)) == 9)
# 按类型轴反查(甲路线 id=甲型同值的显式化入口)
Kit.check("forge_armor_route_by_type(ward) = 魔法护甲锻造〔锻造工坊批 V1〕",
String(db.forge_armor_route_by_type("ward").get("route_id", "")) == "ward")
Kit.check("forge_weapon_route_by_type(pierce) = 长枪锻造〔锻造工坊批 V1〕",
String(db.forge_weapon_route_by_type("pierce").get("route_id", "")) == "spear")
# 缺行/未知轴 = 空字典合法态
Kit.check("未知 route_id / 未知类型轴 = 空字典〔锻造工坊批 V1〕",
db.forge_route("blade").is_empty() and db.forge_armor_route_by_type("plate").is_empty())
# ---- 几何价格梯(V2 价格面单测半边——购买写在 T3 冒烟)----
func _test_price_ladder(db) -> void:
var row: Dictionary = db.forge_route("sword")
var prices := []
for owned in range(5):
prices.append(ForgeTableScript.level_price(row, owned))
Kit.check("长剑各级价格 = 20/30/45/67/101(基础 20×150%^已购级数)〔锻造工坊批 V2〕",
prices == [20, 30, 45, 67, 101])
Kit.check("已满级(owned=5)再购价照算 151(cap 闸归写口,价格函数纯几何)〔锻造工坊批 V2〕",
ForgeTableScript.level_price(row, 5) == 151)
# ---- 负向:出域行逐类构造各一行全部被拒(V1)----
func _base_rows() -> Array[Dictionary]:
var out: Array[Dictionary] = []
var mk := func(rid: String, kind: String, axis: String, initial: bool, prereq: String, unlock: int) -> Dictionary:
return {"route_id": rid, "display_name": rid + "锻造", "kind": kind, "type_axis": axis,
"cap": 5, "per_level_gain": 1, "base_ac": 10 if kind == "armor" else 0,
"base_price": 20, "price_ratio_pct": 150, "initial_owned": initial,
"prereq_route": prereq, "unlock_price": unlock}
out.append(mk.call("sword", "weapon", "normal", true, "", 0))
out.append(mk.call("spear", "weapon", "pierce", false, "sword", 200))
out.append(mk.call("staff", "weapon", "magic", false, "sword", 200))
out.append(mk.call("light", "armor", "light", true, "", 0))
out.append(mk.call("heavy", "armor", "heavy", false, "light", 200))
out.append(mk.call("ward", "armor", "ward", false, "light", 200))
return out
func _has_cat(errs: Array, cat: String) -> bool:
for e in errs:
if String(e.get("category", "")) == cat:
return true
return false
# 多字段变异器(lambda 单表达式装不下的用例——命名函数承载)
func _mut_spear_initial(t) -> void:
t.routes[1]["initial_owned"] = true
t.routes[1]["prereq_route"] = ""
t.routes[1]["unlock_price"] = 0
func _test_negative_cases() -> void:
# 夹具本身须零违例(否则负向判读失效)
var t_ok = ForgeTableScript.new()
t_ok.routes = _base_rows()
Kit.check("负向夹具(合法六行)validate 零违例〔锻造工坊批 V1〕", t_ok.validate().is_empty())
var cases := []
# route_id 出域
cases.append(["route_id 出域即拒", func(t): t.routes[0]["route_id"] = "blade", "enum"])
# route_id 重复
cases.append(["route_id 重复即拒", func(t): t.routes[1]["route_id"] = "sword", "dup_key"])
# kind 出域
cases.append(["kind 出域即拒", func(t): t.routes[1]["kind"] = "shield", "enum"])
# 武器类型轴出域
cases.append(["武器 type_axis 出域即拒", func(t): t.routes[1]["type_axis"] = "ward", "enum"])
# 同攻击类型两路线
cases.append(["同攻击类型第二路线即拒", func(t): t.routes[2]["type_axis"] = "normal", "dup_key"])
# cap 越域
cases.append(["cap 越域即拒", func(t): t.routes[0]["cap"] = 0, "domain"])
# 每级增量越域
cases.append(["per_level_gain 越域即拒", func(t): t.routes[0]["per_level_gain"] = -1, "domain"])
# 基础价越域
cases.append(["base_price 越域即拒", func(t): t.routes[0]["base_price"] = 0, "domain"])
# 公比越域
cases.append(["price_ratio_pct 越域即拒", func(t): t.routes[0]["price_ratio_pct"] = 99, "domain"])
# 武器行 base_ac 非零
cases.append(["武器行 base_ac 非零即拒", func(t): t.routes[0]["base_ac"] = 5, "cross_field"])
# 甲行 base_ac 越域
cases.append(["甲行 base_ac 越域即拒", func(t): t.routes[3]["base_ac"] = -1, "domain"])
# 待解锁行无解锁价
cases.append(["待解锁行无一次性解锁价即拒", func(t): t.routes[1]["unlock_price"] = 0, "cross_field"])
# 初始持有行带前置
cases.append(["初始持有行带前置即拒", func(t): t.routes[0]["prereq_route"] = "spear", "cross_field"])
# 初始持有行带解锁价
cases.append(["初始持有行带解锁价即拒", func(t): t.routes[3]["unlock_price"] = 100, "cross_field"])
# 前置出域
cases.append(["prereq_route 出域即拒", func(t): t.routes[1]["prereq_route"] = "blade", "enum"])
# 前置类型不符(武器←甲)
cases.append(["前置类型不符即拒(武器行前置甲路线)", func(t): t.routes[1]["prereq_route"] = "light", "cross_field"])
# 前置自指
cases.append(["前置自指即拒", func(t): t.routes[1]["prereq_route"] = "spear", "cross_field"])
# 规模非六
cases.append(["行族规模非六即拒", func(t): t.routes.pop_back(), "structural"])
# 初始持有非一武器一甲(spear 转初始且清前置/解锁价——隔离出 coverage 单类)
cases.append(["初始持有非一武器一甲即拒", Callable(self, "_mut_spear_initial"), "coverage"])
# 默认轴≠初始路线类型轴
cases.append(["默认攻击轴≠初始武器类型轴即拒", func(t): t.default_attack_type = "pierce", "cross_field"])
# 默认甲轴出域
cases.append(["默认甲轴出域即拒", func(t): t.default_armor_type = "plate", "enum"])
# 同甲型两路线
cases.append(["同甲型第二路线即拒", func(t): t.routes[4]["type_axis"] = "light", "dup_key"])
for c in cases:
var label: String = c[0]
var mutate: Callable = c[1]
var expect_cat: String = c[2]
var t = ForgeTableScript.new()
t.routes = _base_rows()
mutate.call(t)
var errs: Array = t.validate()
Kit.check("锻造 schema 负向:%s〔锻造工坊批 V1〕" % label, _has_cat(errs, expect_cat))
# ---- V11:效果类型闭集零新增(满级特效本期不开新词)----
# 实数订正(L2 在册):卡片 F11「24 种」系 2026-10-07 设计文档事实快照——迭代 20 T1 +7、迭代 22 T3 +1
# 后现行 31;本批零扩签,钉现行数(将来任何一批加词即转红提示复核)。
func _test_effect_kinds_closed() -> void:
Kit.check("效果引擎效果类型闭集 31 种零新增(锻造工坊批不开效果类型词)〔锻造工坊批 V11〕",
EffectEngineScript.EFFECT_KINDS.size() == 31)
Kit.check("效果引擎事件词表在册 20 种(本批零扩签参照面)〔锻造工坊批 V11〕",
EffectEngineScript.EVENTS.size() == 20)
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uid://frunrpvqgocl3