merge(master)+禁令残留清扫:并回 master 新进提交(gdstyle 闸件批/S9 卡/iter36 收尾),冲突 test-conventions §8.4 保重编号版+吸收 master 新条款「判据绑可观测提交面」(措辞去变异化);随批清扫——待办清单 gdstyle/S9 两条目「变异验证义务」改撤销证明口径;S9 活卡全量改写(契约 3/T2/D2/D4/来源行/对照表列头/审计面/两轮 grilling 记录——旧「闸件豁免」定界标注经用户全项目禁令推翻,验证义务统一撤销证明,禁令条款原文保留)
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@@ -58,7 +58,7 @@ func _smoke_adventure_api() -> void:
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adr.level_started.connect(_api_mark_started.bind(sig_seq))
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adr.choices_presented.connect(_api_mark_choices.bind(sig_seq, obs))
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adr.node_entered.connect(_api_mark_node.bind(sig_seq))
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Kit.check("冒险启动受理(主种子注入恰一次——state=running;first_script=固定模板 0——精确路径断言需要现行图,零抽签)", adr.start_adventure(42, {"first_script": true}))
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Kit.check("冒险启动受理(主种子注入恰一次——state=running;种子 42=首局固定种子生成图——精确路径断言需要确定图(卡② 代差))", adr.start_adventure(42))
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Kit.check("进行中重复 start_adventure 拒绝(重开须待结算完毕)", not adr.start_adventure(43))
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Kit.check("停点前移次序契约:level_started 先于入口候选呈现(反序选路口会被呈现层 runner 空防御丢弃)", sig_seq.size() == 2 and String(sig_seq[0]) == "level_started" and String(sig_seq[1]) == "choices_presented")
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Kit.check("入口停点:选路态 + 入口单候选 + 首战未开(呈现零 RNG 消耗——pick 前零战斗域)",
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@@ -108,26 +108,27 @@ func _api_mark_node(_node: Dictionary, _info: Dictionary, seq: Array) -> void:
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func _smoke_adventure() -> void:
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print("--- 冒险结构验收(三关序列 · 大奖励 · 摘要五件事 · 账本封闭)---")
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var autoplay = load("res://sim/level_autoplay.gd")
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# ① 表与覆盖义务(序列关数 = 行集关数;行集内每个战斗/Boss 节点跨表精确行集——覆盖义务断言;
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# enemy 侧键域 = (level_index, row_kind, depth_band)——战斗节点查 battle 键域、Boss 节点查 boss 键域,
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# 同带多行合法,带键聚合天然兼容〔fv24〕)
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# ① 表与覆盖义务(序列关数 = 行集关数;节点源 = 参数档在固定种子下的生成图,
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# 每个战斗/Boss 节点经 ConfigDB 真实解析链查敌行集与棋盘行——顶 clamp 消解禁〔fv24〕)
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Kit.check("序列关数 = 行集关数(三关正式序列生效)", int(_db.level.rows.size()) == 3)
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var bg_keys := {}
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for row in _db.board_gen.rows:
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bg_keys["%d_%d" % [int(row.level_index), int(row.node_depth)]] = true
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var en_keys := {}
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for row in _db.enemy.rows:
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en_keys["%d_%s_%d" % [int(row.level_index), String(row.get("row_kind", "")), int(row.get("depth_band", -1))]] = true
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var miss := 0
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for row in _db.level.rows:
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for n in _level_active_nodes(int(row.level_index)):
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var cov_miss := 0
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var cov_scan := 0
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for li in range(1, int(_db.level.rows.size()) + 1):
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for n in _level_active_nodes(li):
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var nt := String(n.get("type", ""))
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if nt != "battle" and nt != "boss":
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continue
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var key := "%d_%s_%d" % [int(row.level_index), nt, int(n.get("node_depth", -1))]
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if not bg_keys.has("%d_%d" % [int(row.level_index), int(n.get("node_depth", -1))]) or not en_keys.has(key):
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miss += 1
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Kit.check("行集内每个战斗/Boss 节点在 board_gen + enemy 有精确行集(缺失 %d——带键 (L,row_kind,depth_band))" % miss, miss == 0)
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var d: int = int(n.get("depth", -1))
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cov_scan += 1
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var rk := "boss" if nt == "boss" else "battle"
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var rs: Array[Dictionary] = _db.resolve_enemy_rowset(li, d, rk)
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if rs.is_empty() or int(rs[0].get("depth_band", -1)) < d:
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cov_miss += 1
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if not (_db.resolve_board_gen(li, d) as Dictionary).is_empty():
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continue
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cov_miss += 1
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Kit.check("生成图每个战斗/Boss 节点经解析链命中敌行集与棋盘行(扫描 %d 节点,缺失 %d)〔fv24〕" % [cov_scan, cov_miss],
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cov_scan > 0 and cov_miss == 0)
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# ② 满配通关 + ④ 三层奖励兑付(三选一恰 2 次 · 回血封顶 · 钥石逐杀 · 候选零重复)
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var st: Dictionary = autoplay.run_adventure(_db, 42, 900, 400)
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var sum: Dictionary = st["summary"]
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@@ -151,7 +152,44 @@ func _smoke_adventure() -> void:
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elif (ev as Dictionary).has("curio_resolved"):
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resolves.append((ev as Dictionary)["curio_resolved"])
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Kit.check("通关三选一恰呈现 2 次、恰兑付 2 次(L1/L2 后——末关不发;resolves 含节点回执另计)", picks.size() == 2 and resolves.size() == 2 + node_picks)
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Kit.check("奖励节点三选一 ≥1 次(L1 链必经 1 个;L2/L3 图可选路经若干——实际经停 %d)" % node_picks, node_picks >= 1)
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# 奖励节点在生成图里是可选路位(旧单链模板的「L1 必经 1 个」形状前提随模板消亡)——
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# 接线证明拆两半:图侧每关含 ≥1 奖励节点,行进侧种子扫描内确有经停(扫描零经停=三选一接线不可达)
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var reward_levels := 0
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for li in range(1, int(_db.level.rows.size()) + 1):
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var rc := 0
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for n in _level_active_nodes(li):
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if String(n.get("type", "")) == "reward":
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rc += 1
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if rc >= 1:
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reward_levels += 1
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Kit.check("三关生成图各含 ≥1 奖励节点(节点三选一候选位在图)〔v4〕", reward_levels == 3)
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# 行进侧两断言走真实选路入口(满配赢下途中战→岔口按偏好显式点选):奖励支路经停即呈三选一、
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# 进战载荷带节点深度——确定性评分策略恒选推进支路,奖励位不在扫描路由上,故显式点选验证接线
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var rw: Dictionary = _drive_to_pref(autoplay, "reward")
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Kit.check("奖励分支点选→三选一候选可取且停点在途(候选 %s 件)" % str((rw.get("cands", []) as Array).size()),
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bool(rw.get("pending", false)) and (rw.get("cands", []) as Array).size() >= 1)
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var rw_pc: Dictionary = {}
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for c in (rw.get("cands", []) as Array):
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var cd := c as Dictionary
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if String(cd.get("kind", "")) != "feat_ticket":
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rw_pc = cd
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break
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if rw_pc.is_empty() and not (rw.get("cands", []) as Array).is_empty():
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rw_pc = (rw.get("cands", []) as Array)[0] as Dictionary
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var rw_pick_ok := false
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if not rw_pc.is_empty() and rw.get("adr") != null:
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rw_pick_ok = rw["adr"].apply_node_curio(String(rw_pc.get("kind", "")), String(rw_pc.get("tier", "")), String(rw_pc.get("feat_id", "")))
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Kit.check("奖励三选一点选兑付受理(件=%s)" % String(rw_pc.get("kind", "")), rw_pick_ok)
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var enc_run: Dictionary = _drive_to_pref(autoplay, "battle")
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var enc_probe: Dictionary = enc_run.get("enc", {}) as Dictionary
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var node_probe: Dictionary = enc_run.get("node", {}) as Dictionary
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# 定位信息两样(契约 2):战斗侧收到的 node_depth=节点深度,且命中节点句柄≠深度——
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# 变异「enc 取句柄」必红(V6)
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Kit.check("进战载荷两样=关卡序号+节点深度(实测 depth=%s 句柄=%s)〔v6〕" % [str(enc_probe.get("node_depth", -1)), str(node_probe.get("id", -1))],
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not enc_probe.is_empty()
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and int(enc_probe.get("node_depth", -1)) == int(node_probe.get("depth", -1))
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and int(enc_probe.get("level_index", -1)) == 1
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and int(node_probe.get("id", -1)) != int(node_probe.get("depth", -1)))
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var node_resolves := 0
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for r0 in resolves:
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if String((r0 as Dictionary).get("context", "")) == "reward_node":
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@@ -260,7 +298,7 @@ func _smoke_adventure() -> void:
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# ⑥ 重复宣布拒绝(settle 后再调 _on_level_finished——摘要零变化)
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var adr6 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(7))
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adr6.set_hero_override(900, 400)
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Kit.check("重复拒绝场景:冒险启动(seed 7——固定模板 0 同上)", adr6.start_adventure(7, {"first_script": true}))
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Kit.check("重复拒绝场景:冒险启动(seed 7——生成图确定同上)", adr6.start_adventure(7))
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adr6.runner().pick_next_node(int(adr6.runner().next_candidate_ids()[0])) # 入口停点 pick 进首战
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var b6 = adr6.runner().current_battle()
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var st6 := _adv_st()
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@@ -284,13 +322,13 @@ func _smoke_adventure() -> void:
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Kit.check("每战完成入账恰一次(gain %d = battles %d——GP 袋件入账单列)" % [gains, int(st["battles"])], gains == int(st["battles"]))
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Kit.check("钱包 clear 恰一次且为末事件(关卡收束不清——GP 冒险收束清零归冒险结构)", clears == 1 and wallet.size() > 0 and String(wallet[wallet.size() - 1]["event"]) == "clear")
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var shop_seq: Array = st["shop_gp_seq"]
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Kit.check("L2 商店房到达余额 > 0(%d——L1 积累跨关延续;两关商店房必经各 1)" % (shop_seq[0] if shop_seq.size() > 0 else -1), shop_seq.size() == 2 and int(shop_seq[0]) > 0)
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Kit.check("三关商店房各到达一次(每关入口→终点路径恰穿一店的驱动投影)且首达余额 > 0(%d——GP 跨关延续)" % (shop_seq[0] if shop_seq.size() > 0 else -1), shop_seq.size() == 3 and int(shop_seq[0]) > 0)
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# ⑧ 加算区同账(手工场景:L2 商店购买 → 三选一直调——同一本账累加 + 部分回血封顶)
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var same := {}
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for s in range(42, 92):
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var a8 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(s))
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a8.set_hero_override(900, 400)
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if not a8.start_adventure(s, {"first_script": true}): # 固定模板 0——种子扫描语义按现行图
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if not a8.start_adventure(s): # 种子扫描语义按生成图(同种子同图)
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continue
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if _adv_drive_to_shop(a8, _adv_st(), autoplay):
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same = {"a": a8, "s": s}
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@@ -335,7 +373,7 @@ func _smoke_adventure() -> void:
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# ⑩ 放弃(战斗中拒绝 · 非战斗期受理同失败型结算)
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var a10 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(15))
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a10.set_hero_override(900, 400)
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Kit.check("放弃场景:冒险启动(seed 15——固定模板 0 同上)", a10.start_adventure(15, {"first_script": true}))
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Kit.check("放弃场景:冒险启动(seed 15——生成图确定同上)", a10.start_adventure(15))
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Kit.check("放弃场景:入口停点 pick 进首战(停点前移批 2026-09-23 驱动口径)", a10.runner().pick_next_node(int(a10.runner().next_candidate_ids()[0])))
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Kit.check("战斗中 abandon 拒绝(战斗域单事务在飞)", not a10.abandon())
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var b10 = a10.runner().current_battle()
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@@ -348,7 +386,7 @@ func _smoke_adventure() -> void:
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# ⑪ 池耗即枯竭 + 池收缩 + 满血回 0(TP0——white-box:耗尽 attack/ap 令牌后候选零出现;
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# 无种类次数上限,「达上限剔除」语义由牌库耗尽承载)
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var a11 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(11))
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Kit.check("剔牌库/替换场景:冒险启动(seed 11——道具解锁集只含 wide_scout_band)", a11.start_adventure(11, {"first_script": true, "treasure_unlocked": {"wide_scout_band": true}}))
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Kit.check("剔牌库/替换场景:冒险启动(seed 11——道具解锁集只含 wide_scout_band)", a11.start_adventure(11, {"treasure_unlocked": {"wide_scout_band": true}}))
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for di in range(a11._curio_deck.size() - 1, -1, -1):
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var dk := String((a11._curio_deck[di] as Dictionary).get("kind", ""))
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if dk == "attack" or dk == "ap":
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@@ -370,7 +408,7 @@ func _smoke_adventure() -> void:
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Kit.check("池收缩——40 次重抽零 aux 候选(停点渠道 aux 卡退役,迭代 11 第①批 T7)", not treasure_seen)
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# 满血回 0 合法(通关回血封顶口径)
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var a12 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(12))
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a12.start_adventure(12, {"first_script": true})
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a12.start_adventure(12)
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var cap := {"payload": {}}
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a12.curio_choice_presented.connect(func(p): cap["payload"] = p)
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var max_full := int(_db.hero.max_hp) + int(a12._base_override.get("max_hp", 0))
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@@ -379,7 +417,7 @@ func _smoke_adventure() -> void:
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Kit.check("满血通关回血 0 合法(封顶口径——heal_gained=0 非负溢出)", int(cap["payload"].get("heal_gained", -1)) == 0)
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# ⑬ 奖励节点共享池(同库同池同摘牌;TP0:attack 令牌耗尽后节点域同样零出现)
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var a13 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(13))
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Kit.check("节点共享池场景:冒险启动(seed 13)", a13.start_adventure(13, {"first_script": true, "treasure_unlocked": {"wide_scout_band": true}}))
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Kit.check("节点共享池场景:冒险启动(seed 13)", a13.start_adventure(13, {"treasure_unlocked": {"wide_scout_band": true}}))
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for di13 in range(a13._curio_deck.size() - 1, -1, -1):
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if String((a13._curio_deck[di13] as Dictionary).get("kind", "")) == "attack":
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a13._curio_deck.remove_at(di13)
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@@ -411,7 +449,7 @@ func _smoke_feats() -> void:
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Kit.check("feat_table 已加载(30 件=基础 27+迁入 2+卡② 完美保险 1——迭代 31 卡② 换代)", _db.feats != null and (_db.feats.rows as Array).size() == 30)
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Kit.check("feat_table.validate 零违例(四级 rarity/cap 域/trigger 词表/行键白名单全过)", _db.feats.validate().is_empty())
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var a_r0 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(71))
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Kit.check("专长带场景:冒险启动(seed 71)", a_r0.start_adventure(71, {"first_script": true}))
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Kit.check("专长带场景:冒险启动(seed 71)", a_r0.start_adventure(71))
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var feat_tokens := 0
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var tier_counts := {}
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for t in a_r0._curio_deck:
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@@ -465,7 +503,7 @@ func _smoke_feats() -> void:
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var live_rows: FeatTable = _db.feats
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_db.feats = rt
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var a_r = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(72))
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Kit.check("专长带场景:冒险启动(seed 72——注入 5 行临时表)", a_r.start_adventure(72, {"first_script": true}))
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Kit.check("专长带场景:冒险启动(seed 72——注入 5 行临时表)", a_r.start_adventure(72))
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var deck_relic := 0
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for t in a_r._curio_deck:
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if String((t as Dictionary).get("kind", "")) == "relic":
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@@ -485,7 +523,7 @@ func _smoke_feats() -> void:
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Kit.check("节点渠道零专长(60 次重抽零 relic——专长在非 Boss 渠道只以专长凭证形态出现)", not node_relic_seen)
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# T5 专长凭证行为断言(A5 拿到即开 / A6 保底计数——契约④四口径;独立 runner 防污染 a_r 牌库)
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var a_t = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(91))
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a_t.start_adventure(91, {"first_script": true})
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a_t.start_adventure(91)
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var stock_before := {}
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for kk in ["attack", "gp", "heal"]:
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stock_before[kk] = a_t.pool_stock(kk)
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@@ -769,6 +807,50 @@ func _adv_drive_to_shop(a, st: Dictionary, autoplay) -> bool:
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|
||||
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# 手工场景状态袋(_drive_level/_autoplay_battle 消费的最小字段族——run_adventure st 的同构子集)
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# 真实选路驱动到偏好支路:赢下途中战斗,遇候选含目标类型即显式点选(reward=首个奖励节点、
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# battle=首个句柄≠深度的战斗节点);返回 {node, enc, cands, pending, adr}
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func _drive_to_pref(autoplay, prefer: String) -> Dictionary:
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var adr = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(42))
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adr.set_hero_override(900, 400)
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var out := {"node": {}, "enc": {}, "cands": [] as Array, "pending": false, "adr": adr}
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if not adr.start_adventure(42):
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return out
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var r = adr.runner()
|
||||
var st := _adv_st()
|
||||
var guard := 30
|
||||
while r != null and guard > 0:
|
||||
guard -= 1
|
||||
if r.awaiting_choice():
|
||||
var hit: Dictionary = {}
|
||||
for c in r.next_candidates():
|
||||
var cd := c as Dictionary
|
||||
if prefer == "reward" and String(cd.get("type", "")) == "reward":
|
||||
hit = cd
|
||||
break
|
||||
if prefer == "battle" and String(cd.get("type", "")) == "battle" and int(cd.get("id", -1)) != int(cd.get("depth", -1)):
|
||||
hit = cd
|
||||
break
|
||||
if not hit.is_empty():
|
||||
r.pick_next_node(int(hit.get("id", -1)))
|
||||
out["node"] = hit
|
||||
if prefer == "battle":
|
||||
out["enc"] = r.current_battle().encounter
|
||||
else:
|
||||
var cands: Array = (adr.node_curio_candidates() as Dictionary).get("candidates", []) as Array
|
||||
adr.present_node_curio(cands)
|
||||
out["cands"] = cands
|
||||
out["pending"] = not (adr._node_curio_pending as Dictionary).is_empty()
|
||||
return out
|
||||
var ids: Array = r.next_candidate_ids()
|
||||
if ids.is_empty():
|
||||
return out
|
||||
r.pick_next_node(int(ids[0]))
|
||||
continue
|
||||
var b = r.current_battle()
|
||||
if b == null:
|
||||
return out
|
||||
autoplay._autoplay_battle(r, b, st, null)
|
||||
return out
|
||||
func _adv_st() -> Dictionary:
|
||||
return {"result": "", "hp_left": 0, "battles": 0, "rounds": 0, "hero_dmg": 0,
|
||||
"rest_healed": 0, "hp_before_rest": -1, "defeat_node_index": -1, "defeat_node_type": "",
|
||||
@@ -809,12 +891,7 @@ func _fresh_rng(seed_val: int):
|
||||
# ---- ① GP 冒险钱包·到账 ----
|
||||
|
||||
|
||||
# 模板感知取节点表(row.templates 非空取模板 0=现行固定图,保持既有断言语义)
|
||||
# 生成图取数面(图 = f(关卡行参数档, 种子 42)——与 runner 起关同图;节点键 id/type/depth/next)
|
||||
func _level_active_nodes(level_index: int) -> Array:
|
||||
for row in _db.level.rows:
|
||||
if int(row.level_index) == level_index:
|
||||
var tpls: Array = row.get("templates", [])
|
||||
if not tpls.is_empty():
|
||||
return tpls[0].get("nodes", [])
|
||||
return row.get("nodes", [])
|
||||
return []
|
||||
var gen = NodeMapGenerator.new(_fresh_rng(42))
|
||||
return (gen.generate(_db.level_gen_params_row(level_index), 42) as Dictionary).get("nodes", [])
|
||||
@@ -134,9 +134,24 @@ func _smoke_board_generator() -> void:
|
||||
var row = _db.resolve_board_gen(L, 0)
|
||||
Kit.check("BoardGen 行解析 (%d,0)" % L, not row.is_empty())
|
||||
if L == 2:
|
||||
# R1 ceil 口径:无精确行向上取整保证偏难——L2 深度 3 为恢复点无行,解析到深度 4
|
||||
# 迭代 35 生成图深度扩面覆盖批随动(声明):旧口径「(2,3) 无精确行→ceil 上取到 4」的判据对象
|
||||
# 是模板时代键域缺口;覆盖批补齐 0–13 后 (2,3) 有精确行,生产表上不再存在可走 ceil 的空位。
|
||||
# 判据不丢——精确命中改判在册,ceil 能力用「临时摘除该行」的夹具面保留,随后原样还原。
|
||||
var exact_row: Dictionary = _db.resolve_board_gen(2, 3)
|
||||
Kit.check("BoardGen 精确命中 (2,3)(覆盖批键域补齐)", int(exact_row.get("node_depth", -1)) == 3)
|
||||
var gap_idx := -1
|
||||
for i in _db.board_gen.rows.size():
|
||||
if int(_db.board_gen.rows[i].get("level_index", -1)) == 2 and int(_db.board_gen.rows[i].get("node_depth", -1)) == 3:
|
||||
gap_idx = i
|
||||
break
|
||||
var saved: Dictionary = _db.board_gen.rows[gap_idx]
|
||||
var rows_before: int = _db.board_gen.rows.size()
|
||||
_db.board_gen.rows.remove_at(gap_idx)
|
||||
var ceil_row: Dictionary = _db.resolve_board_gen(2, 3)
|
||||
Kit.check("R1 ceil 解析 (2,3)→(2,4)(向上取整偏难)", int(ceil_row.get("node_depth", -1)) == 4)
|
||||
Kit.check("R1 ceil 能力不失(夹具摘除 (2,3)→向上取整到 4·偏难口径)", int(ceil_row.get("node_depth", -1)) == 4)
|
||||
_db.board_gen.rows.insert(gap_idx, saved)
|
||||
Kit.check("夹具表原样还原(行数与解析回到覆盖批现值)",
|
||||
_db.board_gen.rows.size() == rows_before and int(_db.resolve_board_gen(2, 3).get("node_depth", -1)) == 3)
|
||||
var b1 = board_generator.generate(L, 0, _rng.open_stream("board_gen"), _db)
|
||||
Kit.check("L%d 生成产物非空" % L, b1 != null)
|
||||
if b1 == null:
|
||||
|
||||
@@ -147,8 +147,52 @@ func _init() -> void:
|
||||
Kit.check_quiet(adr_i.runner().pick_next_node(int(adr_i.runner().next_candidate_ids()[0])), "P6 续玩选路进首战")
|
||||
Kit.check_quiet(adr_i.runner().current_battle().attune_has("morning_order"), "P6 回局首战装配集仍含 morning_order(停点往返载体态一致)")
|
||||
|
||||
# ---- Part 7:生成图换代断言面(快照键换代、停点句柄往返、续玩按种子+参数档重生成同图)----
|
||||
var rng_j = load("res://core/rng_service.gd").new()
|
||||
var sm_j = SaveManagerScript.new(_bp_path)
|
||||
var adr_j = AdventureRunnerScript.new(db, rng_j)
|
||||
adr_j.set_save_manager(sm_j)
|
||||
Kit.check_quiet(adr_j.start_adventure(910042, params), "P7 冒险启动(seed 910042——生成图开局)")
|
||||
var runner_j = adr_j.runner()
|
||||
var graph_j: Array = runner_j.nodes()
|
||||
var bp_j: Dictionary = sm_j.breakpoint_snapshot()
|
||||
Kit.check_quiet(not bp_j.has("template_pick"),
|
||||
"P7 断点快照无已抽模板键(模板链路退役——件核面在档)〔v9〕")
|
||||
Kit.check_quiet(int(bp_j.get("graph_gen_v2", 0)) == 1,
|
||||
"P7 断点含生成图代差标记键(换代承载)〔v8〕")
|
||||
var entry_id: int = int(runner_j.next_candidate_ids()[0])
|
||||
var mid_id: int = _first_out_id(graph_j, entry_id)
|
||||
var bp_mid: Dictionary = bp_j.duplicate(true)
|
||||
bp_mid["node_id"] = mid_id
|
||||
bp_mid["visited_ids"] = [entry_id]
|
||||
var adr_m = AdventureRunnerScript.new(db, load("res://core/rng_service.gd").new())
|
||||
Kit.check_quiet(adr_m.resume_adventure(bp_mid, params), "P7 中途停点断点续玩受理(句柄落档形态)")
|
||||
var runner_m = adr_m.runner()
|
||||
Kit.check_quiet(int(runner_m.current_node_id()) == mid_id,
|
||||
"P7 停点句柄回读一致(图内 id 单空间寻址)〔v8〕")
|
||||
Kit.check_quiet(runner_m.visited_ids() == [entry_id], "P7 已到节点序按句柄往返一致")
|
||||
Kit.check_quiet(runner_m.nodes() == graph_j, "P7 续玩重生成图与中断前逐位同图(断点不存图快照)〔v7〕")
|
||||
var adr_l = AdventureRunnerScript.new(db, load("res://core/rng_service.gd").new())
|
||||
var bp_legacy: Dictionary = bp_mid.duplicate(true)
|
||||
bp_legacy.erase("graph_gen_v2")
|
||||
Kit.check_quiet(adr_l.resume_adventure(bp_legacy, params) == false,
|
||||
"P7 缺生成图代差标记键的旧断点显式拒绝(禁按新句柄空间静默回放)〔v8〕")
|
||||
var adr_n = AdventureRunnerScript.new(db, load("res://core/rng_service.gd").new())
|
||||
Kit.check_quiet(adr_n.start_adventure(910042, params) and adr_n.runner().nodes() == graph_j,
|
||||
"P7 同种子重开局同图(开局入口复现承载)〔v7〕")
|
||||
|
||||
_clear_disk()
|
||||
quit(Kit.finish("breakpoint_resume_test", "PASS — 断点往返/续玩确定性/幂等/退出清断点/装配存档回归 全绿"))
|
||||
quit(Kit.finish("breakpoint_resume_test", "PASS — 断点往返/续玩确定性/幂等/退出清断点/装配存档回归/生成图换代 全绿"))
|
||||
|
||||
|
||||
# 句柄寻址夹具辅助:取生成图中指定句柄节点的首个出边目标(构造中途停点落档形态)
|
||||
func _first_out_id(nodes: Array, node_id: int) -> int:
|
||||
for node in nodes:
|
||||
var n := node as Dictionary
|
||||
if int(n.get("id", -1)) == node_id:
|
||||
var outs: Array = n.get("next", [])
|
||||
return int(outs[0]) if not outs.is_empty() else -1
|
||||
return -1
|
||||
|
||||
|
||||
func _board_fingerprint(b) -> String:
|
||||
|
||||
@@ -16,7 +16,6 @@ func _init() -> void:
|
||||
_test_all_links_valid()
|
||||
_test_dangling_skill_id()
|
||||
_test_cast_side_mismatch()
|
||||
_test_level_node_band_rules()
|
||||
quit(Kit.finish("config_db_cross_validator_test"))
|
||||
|
||||
|
||||
@@ -83,61 +82,3 @@ func _test_cast_side_mismatch() -> void:
|
||||
var status := _status([{"effect_id": "st_hero_side", "target_side": "hero"}])
|
||||
var errs: Array = ValidatorScript.new().validate_skill_pool_links(skills, enemies, status)
|
||||
Kit.check("buff 挂主角侧状态被报(施放类 side 守卫)", _cats(errs).has("cast_side"))
|
||||
|
||||
|
||||
# ---- ④ 节点 × 敌人表带寻址(单终点零误报/同带双 Boss 报错/顶 clamp 消解报错)----
|
||||
const LevelTableScript := preload("res://data/schemas/level_table.gd")
|
||||
const BoardGenTableScript := preload("res://data/schemas/board_gen_table.gd")
|
||||
const RewardTableScript := preload("res://data/schemas/reward_table.gd")
|
||||
const SettlementTableScript := preload("res://data/schemas/settlement_table.gd")
|
||||
|
||||
|
||||
func _loaded(level_nodes: Array, bg_depths: Array, boss_bands: Array, battle_bands: Array) -> Dictionary:
|
||||
var lv := LevelTableScript.new()
|
||||
lv.rows.assign([{"level_index": 1, "display_name": "夹具关", "templates": [{"nodes": level_nodes}]}])
|
||||
var bg := BoardGenTableScript.new()
|
||||
var bg_rows: Array = []
|
||||
for d in bg_depths:
|
||||
bg_rows.append({"level_index": 1, "node_depth": int(d), "board_width": 10})
|
||||
bg.rows.assign(bg_rows)
|
||||
var en := EnemyTableScript.new()
|
||||
var en_rows: Array = []
|
||||
for b in battle_bands:
|
||||
en_rows.append({"level_index": 1, "row_kind": "battle", "depth_band": int(b), "enemy_id": "goblin",
|
||||
"unit_count": 1, "hp": 10, "atk": 2, "pool": [{"skill_id": "attack", "weight": 9}]})
|
||||
for b in boss_bands:
|
||||
en_rows.append({"level_index": 1, "row_kind": "boss", "depth_band": int(b), "enemy_id": "ogre_chief",
|
||||
"unit_count": 1, "hp": 10, "atk": 2, "pool": [{"skill_id": "attack", "weight": 9}]})
|
||||
en.rows.assign(en_rows)
|
||||
var st := SettlementTableScript.new()
|
||||
st.source_label_map.assign({"safe_cell": "a", "seal_hit": "b", "mine_hit": "c", "clear_reward": "d",
|
||||
"hero_attack": "e", "enemy_action": "f", "seal_miss": "g"})
|
||||
return {"status_effects": StatusTableScript.new(), "reward": RewardTableScript.new(),
|
||||
"settlement": st, "level": lv, "board_gen": bg, "enemy": en}
|
||||
|
||||
|
||||
func _cross_cats(loaded: Dictionary, needle: String) -> Array[String]:
|
||||
var out: Array[String] = []
|
||||
ValidatorScript.new().cross_validate(loaded,
|
||||
func(_sev, cat, msg) -> void:
|
||||
if String(msg).contains(needle):
|
||||
out.append(String(cat)))
|
||||
return out
|
||||
|
||||
|
||||
func _test_level_node_band_rules() -> void:
|
||||
# 正向:单终点三关同构(battle 节点落 band 0、boss 节点精确落顶带)→ ④ 零误报
|
||||
var ok_nodes := [{"type": "battle", "node_depth": 0}, {"type": "boss", "node_depth": 9}]
|
||||
var ok_cats := _cross_cats(_loaded(ok_nodes, [0, 9], [9], [0]), "level 1")
|
||||
Kit.check("单终点图 ④ 敌侧带寻址零误报〔fv17〕", ok_cats.is_empty())
|
||||
# 负向:一路两终点落同一 Boss 带(深度 3/4 都落带 4)→ rowset_rule
|
||||
var same_band_nodes := [{"type": "battle", "node_depth": 0},
|
||||
{"type": "boss", "node_depth": 3}, {"type": "boss", "node_depth": 4}]
|
||||
var same_band_cats := _cross_cats(_loaded(same_band_nodes, [0, 3, 4], [4, 9], [0]), "同带")
|
||||
Kit.check("同关双终点共带报 rowset_rule〔fv15〕",
|
||||
same_band_cats.has("rowset_rule"))
|
||||
# 负向:Boss 节点深度高于顶带键(顶 clamp 消解)→ level_node_dangling
|
||||
var over_nodes := [{"type": "battle", "node_depth": 0}, {"type": "boss", "node_depth": 10}]
|
||||
var over_cats := _cross_cats(_loaded(over_nodes, [0, 10], [9], [0]), "顶 clamp 消解")
|
||||
Kit.check("Boss 节点越顶带报 level_node_dangling〔fv16〕",
|
||||
over_cats.has("level_node_dangling"))
|
||||
@@ -53,12 +53,12 @@ func _init() -> void:
|
||||
Kit.check_quiet(lr.spend_gp(20) == true and int(lr.gp) == 10, "足额支出扣账(30→10)")
|
||||
|
||||
# ---- ⑥ Y 断点随存(缺陷锚:续玩自参数面整额重注入=用完 Y 退菜单再续玩满血复活)----
|
||||
var bp_y := {"level_index": 1, "hero_hp": 10, "attune_refresh_y": 2}
|
||||
var bp_y := {"level_index": 1, "hero_hp": 10, "attune_refresh_y": 2, "graph_gen_v2": 1}
|
||||
var adr_r = load("res://core/adventure_runner.gd").new(db, load("res://core/rng_service.gd").new())
|
||||
Kit.check_quiet(adr_r.resume_adventure(bp_y, {"hero_override": {}, "attune_refresh_y": 3}), "续玩受理(最小断点+参数面)")
|
||||
Kit.check_quiet(adr_r._attune_refresh_y == 2, "断点有键=Y 余量随断点还原(花 1 剩 2——不再整额重注入=满血复活堵死)")
|
||||
var adr_o = load("res://core/adventure_runner.gd").new(db, load("res://core/rng_service.gd").new())
|
||||
Kit.check_quiet(adr_o.resume_adventure({"level_index": 1, "hero_hp": 10}, {"hero_override": {}, "attune_refresh_y": 3}), "旧断点续玩受理(快照缺键)")
|
||||
Kit.check_quiet(adr_o.resume_adventure({"level_index": 1, "hero_hp": 10, "graph_gen_v2": 1}, {"hero_override": {}, "attune_refresh_y": 3}), "旧断点续玩受理(快照缺键)")
|
||||
Kit.check_quiet(adr_o._attune_refresh_y == 3, "旧断点缺键=回退参数面整额注入(旧档行为零变化)")
|
||||
|
||||
quit(Kit.finish("curio_refresh_paid"))
|
||||
|
||||
@@ -22,7 +22,7 @@ func _init() -> void:
|
||||
quit(1)
|
||||
return
|
||||
var a = load("res://core/adventure_runner.gd").new(db, load("res://core/rng_service.gd").new())
|
||||
if not a.start_adventure(301, {"first_script": true}):
|
||||
if not a.start_adventure(301):
|
||||
Kit.check_quiet(false, "V9 前置:冒险启动")
|
||||
quit(Kit.finish("feat_vouchers"))
|
||||
return
|
||||
|
||||
@@ -29,61 +29,71 @@ func _init() -> void:
|
||||
|
||||
# ---- 夹具 ----
|
||||
|
||||
# 图形态夹具(id = node_depth):单干 0→1→2→3→4→5→6→7 加一条 6→3 跨层跳边。
|
||||
# BFS 层:0=0/1=1/2=1/3=2/4=3/5=4/6=5/7=6——锚 6 时候选 3 层距 3 = N+1。
|
||||
# 节点构造器(生成图口径:id=图内唯一句柄、depth=自入口最长路径步数、next=出边句柄数组)
|
||||
static func _gn(id: int, depth: int, type_: String, next_ids: Array) -> Dictionary:
|
||||
return {"id": id, "type": type_, "depth": depth, "next": next_ids}
|
||||
|
||||
|
||||
# 图形态夹具(id = 图内句柄,depth = 自入口沿边严格前进的深度):干 0→1→{2,8},2→3,
|
||||
# 8→4→5→6,长跳边 6→3(与 2→3 同落节点 3,目标 depth 严格大于源——生成图连线铁律),
|
||||
# 3 经尾链 9→10→11 汇入终点 7(7 的 depth = 自入口最长路径步数 10)。
|
||||
# BFS 层:0=0/1=1/2=1/3=2/4=3/5=4/6=5/7=6(8=2/9=3/10=4/11=5)——锚 6 时候选 3 层距 3 = N+1。
|
||||
func _graph_nodes() -> Array:
|
||||
return [
|
||||
{"node_depth": 0, "type": "battle", "next": [1, 2]},
|
||||
{"node_depth": 1, "type": "battle", "next": [2]},
|
||||
{"node_depth": 2, "type": "reward", "next": [3]},
|
||||
{"node_depth": 3, "type": "rest", "next": [4]},
|
||||
{"node_depth": 4, "type": "battle", "next": [5]},
|
||||
{"node_depth": 5, "type": "battle", "next": [6]},
|
||||
{"node_depth": 6, "type": "battle", "next": [7, 3]},
|
||||
{"node_depth": 7, "type": "boss", "next": []},
|
||||
_gn(0, 0, "battle", [1, 2]),
|
||||
_gn(1, 1, "battle", [2, 8]),
|
||||
_gn(2, 2, "reward", [3]),
|
||||
_gn(3, 6, "rest", [9]),
|
||||
_gn(4, 3, "battle", [5]),
|
||||
_gn(5, 4, "battle", [6]),
|
||||
_gn(6, 5, "battle", [7, 3]),
|
||||
_gn(7, 10, "boss", []),
|
||||
_gn(8, 2, "battle", [4]),
|
||||
_gn(9, 7, "battle", [10]),
|
||||
_gn(10, 8, "battle", [11]),
|
||||
_gn(11, 9, "battle", [7]),
|
||||
]
|
||||
|
||||
|
||||
# 单链夹具(无 next 键,仿 L1 现役模板形态):编号空间 = 数组下标,node_depth 只出现在战斗/Boss 上
|
||||
# 单链退化形态 = 出度 ≤1 的图(显式 next 出边、编号 = id 句柄——无数组下标隐式边)
|
||||
func _chain_nodes() -> Array:
|
||||
return [
|
||||
{"node_depth": 0, "type": "battle"},
|
||||
{"node_depth": 1, "type": "battle"},
|
||||
{"node_depth": 2, "type": "battle"},
|
||||
{"node_depth": 3, "type": "battle"},
|
||||
{"type": "reward"},
|
||||
{"type": "rest"},
|
||||
{"node_depth": 4, "type": "boss"},
|
||||
_gn(0, 0, "battle", [1]),
|
||||
_gn(1, 1, "battle", [2]),
|
||||
_gn(2, 2, "battle", [3]),
|
||||
_gn(3, 3, "battle", [4]),
|
||||
_gn(4, 4, "reward", [5]),
|
||||
_gn(5, 5, "rest", [6]),
|
||||
_gn(6, 6, "boss", []),
|
||||
]
|
||||
|
||||
|
||||
# validate 正样本(无跨层跳边的合法图:入口唯一、Boss 编号最大收尾、层宽 ≤5)
|
||||
# 表行夹具的正样本(无跨层跳边的合法图——表加载期只核行级字段,图合法性判据见 validate_graph·卡② T1 换代)
|
||||
func _valid_graph_nodes() -> Array:
|
||||
return [
|
||||
{"node_depth": 0, "type": "battle", "next": [1, 2]},
|
||||
{"node_depth": 1, "type": "battle", "next": [3]},
|
||||
{"node_depth": 2, "type": "reward", "next": [3]},
|
||||
{"node_depth": 3, "type": "battle", "next": [4]},
|
||||
{"node_depth": 4, "type": "boss", "next": []},
|
||||
_gn(0, 0, "battle", [1, 2]),
|
||||
_gn(1, 1, "battle", [3]),
|
||||
_gn(2, 1, "reward", [3]),
|
||||
_gn(3, 2, "battle", [4]),
|
||||
_gn(4, 3, "boss", []),
|
||||
]
|
||||
|
||||
|
||||
# 白盒 runner:夹具行集注入 db.level + level_row,停点态直设(anchor_id < 0 = 入口停点)
|
||||
func _runner(db, nodes: Array, anchor_id: int, candidates: Array,
|
||||
graph_mode: bool = true, n: int = 2):
|
||||
# 白盒 runner:夹具行集注入 db.level + level_row,停点态直设(anchor_id < 0 = 入口停点;
|
||||
# 锚点与候选的编号空间 = 节点 id 句柄——runner._node_id 单点)
|
||||
func _runner(db, nodes: Array, anchor_id: int, candidates: Array, n: int = 2):
|
||||
var t := LevelTableScript.new()
|
||||
t.info_visible_layers = n
|
||||
t.rows = [{"level_index": 1, "display_name": "夹具关", "rest_heal_pct": 30, "nodes": nodes}]
|
||||
db.level = t
|
||||
var r = load("res://core/level_runner.gd").new(db, load("res://core/rng_service.gd").new())
|
||||
r.level_row.assign({"level_index": 1, "display_name": "夹具关", "rest_heal_pct": 30, "nodes": nodes})
|
||||
r._graph_mode = graph_mode
|
||||
r.visited.clear()
|
||||
r._candidates.assign(candidates)
|
||||
r.node_index = -1
|
||||
if anchor_id >= 0:
|
||||
for i in nodes.size():
|
||||
if int((nodes[i] as Dictionary).get("node_depth", -1)) == anchor_id:
|
||||
if int((nodes[i] as Dictionary).get("id", -1)) == anchor_id:
|
||||
r.node_index = i
|
||||
break
|
||||
return r
|
||||
@@ -157,15 +167,15 @@ func _test_single_circle(db) -> void:
|
||||
Kit.check("单圈只按锚层取窗:已过近端节点 4(层距 2)仍可见〔fv7〕", vis.has(4))
|
||||
|
||||
|
||||
# ---- ⑤ 单链退化形态(编号空间 = 数组下标)〔fv1〕----
|
||||
# ---- ⑤ 单链退化形态(出度 ≤1 图,编号 = id 句柄)〔fv1〕----
|
||||
|
||||
func _test_single_chain_entry(db) -> void:
|
||||
var nodes := _chain_nodes()
|
||||
var r = _runner(db, nodes, -1, [nodes[0]], false)
|
||||
var r = _runner(db, nodes, -1, [nodes[0]])
|
||||
var vis: Array = r.type_visible_ids()
|
||||
Kit.check("单链退化形态:入口锚层 0,下标 2 可见〔fv1〕", vis.has(2))
|
||||
Kit.check("单链退化形态:层距 N+1(下标 3)不可见〔fv1〕", not vis.has(3))
|
||||
Kit.check("单链编号空间 = 数组下标:Boss 以末位下标 6 入集(非 node_depth 4)〔fv1〕",
|
||||
Kit.check("单链退化形态:入口锚层 0,句柄 2 可见〔fv1〕", vis.has(2))
|
||||
Kit.check("单链退化形态:层距 N+1(句柄 3)不可见〔fv1〕", not vis.has(3))
|
||||
Kit.check("单链编号空间 = 图句柄 id:Boss 以句柄 6 入集(链上层距 4 的战斗节点 4 入雾)〔fv1〕",
|
||||
vis.has(6) and not vis.has(4))
|
||||
|
||||
|
||||
@@ -189,20 +199,37 @@ func _test_n_from_table(db) -> void:
|
||||
# ---- ⑦ 续玩重建同值〔fv7〕----
|
||||
|
||||
func _test_resume_rebuild(db) -> void:
|
||||
var nodes := _graph_nodes()
|
||||
var t := LevelTableScript.new()
|
||||
t.info_visible_layers = 2
|
||||
t.rows = [{"level_index": 1, "display_name": "夹具关", "rest_heal_pct": 30, "nodes": nodes}]
|
||||
t.rows = [{"level_index": 1, "display_name": "夹具关", "rest_heal_pct": 30}]
|
||||
db.level = t
|
||||
var ledger := {"hero_hp": 10, "gp": 0}
|
||||
var resumed = load("res://core/level_runner.gd").new(db, load("res://core/rng_service.gd").new())
|
||||
var ok: bool = resumed.start_level_external(1, ledger, {}, Callable(), {}, false, 0,
|
||||
var ok: bool = resumed.start_level_external(1, ledger, {}, Callable(), {}, false,
|
||||
{"node_id": 2, "visited_ids": [0, 1, 2]})
|
||||
Kit.check_quiet(ok, "续玩用例:resume_state 重建停点成功")
|
||||
if not ok:
|
||||
return
|
||||
Kit.check_quiet(resumed.awaiting_choice(), "续玩用例:重建后处于选路停点")
|
||||
var direct = _runner(db, nodes, 2, [nodes[3]])
|
||||
direct.visited.assign([nodes[0], nodes[1], nodes[2]])
|
||||
# 图源 = 参数化生成图(图 = f(参数档, 种子))——直入对照侧与 resume 侧同吃一张生成图,
|
||||
# 停点态按句柄对齐:锚 = id 2、visited = id 0/1/2、候选 = id 2 出边指向的节点
|
||||
var gnodes: Array = resumed.nodes()
|
||||
var stop: Dictionary = {}
|
||||
var by_id := {}
|
||||
for node in gnodes:
|
||||
var nid: int = int((node as Dictionary).get("id", -1))
|
||||
by_id[nid] = node
|
||||
if nid == 2:
|
||||
stop = node
|
||||
var cand_nodes: Array = []
|
||||
for tid in (stop.get("next", []) as Array):
|
||||
if by_id.has(int(tid)):
|
||||
cand_nodes.append(by_id[int(tid)])
|
||||
var visited_nodes: Array = []
|
||||
for vid in [0, 1, 2]:
|
||||
if by_id.has(vid):
|
||||
visited_nodes.append(by_id[vid])
|
||||
var direct = _runner(db, gnodes, 2, cand_nodes)
|
||||
direct.visited.assign(visited_nodes)
|
||||
Kit.check("续玩重建同值:resume 路径与同停点直入 type_visible_ids() 逐位一致〔fv7〕",
|
||||
resumed.type_visible_ids() == direct.type_visible_ids())
|
||||
File diff suppressed because it is too large.
Load diff
@@ -0,0 +1,102 @@
|
||||
# tests/unit/core/level_table_validate_test.gd — 消费侧加载校验四检单测(迭代 35 卡② T1/V1)
|
||||
# 覆盖:validate_graph 正例(多入口多终点/含岔口单终点/单链退化显式出边)+负例八类
|
||||
#(非 Boss 终点/Boss 带出边/环=回边与自环/双独立链全员可达正证/悬空出边/句柄重复/battle 缺深度/空图)
|
||||
#+「勿扩勿缩」反证:商店位与入口终点个数不在本检范围(关卡节点地图 v2.1「位置约束由冒烟断言把关」)。
|
||||
# 运行:godot --headless --path game --script res://tests/unit/core/level_table_validate_test.gd(expect 0)
|
||||
# 协议(tests/README):extends SceneTree + quit(code);夹具资源直构不碰生产表。
|
||||
extends SceneTree
|
||||
|
||||
const Kit := preload("res://tests/unit/test_kit.gd")
|
||||
const LevelTableScript := preload("res://data/schemas/level_table.gd")
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
_test_positive()
|
||||
_test_negative()
|
||||
_test_scope_not_extended()
|
||||
quit(Kit.finish("level_table_validate_test"))
|
||||
|
||||
|
||||
func _n(id: int, type_: String, depth: int, outs: Array) -> Dictionary:
|
||||
return {"id": id, "type": type_, "depth": depth, "next": outs}
|
||||
|
||||
|
||||
func _errs(nodes: Array) -> Array:
|
||||
return LevelTableScript.validate_graph(nodes)
|
||||
|
||||
|
||||
func _has(errs: Array, cat: String, needle: String = "") -> bool:
|
||||
for e in errs:
|
||||
if String(e["category"]) != cat:
|
||||
continue
|
||||
if needle == "" or String(e["message"]).contains(needle):
|
||||
return true
|
||||
return false
|
||||
|
||||
|
||||
# ---- 正例(四检全过)----
|
||||
|
||||
func _test_positive() -> void:
|
||||
# 多入口多终点:两入口共汇入一岔口,两终点各在互异深度
|
||||
var multi := [
|
||||
_n(0, "battle", 0, [2]), _n(1, "battle", 0, [2]),
|
||||
_n(2, "battle", 1, [3, 5]),
|
||||
_n(3, "rest", 2, [4]), _n(4, "shop", 3, [6]), _n(6, "boss", 4, []),
|
||||
_n(5, "reward", 2, [7]), _n(7, "shop", 3, [8]), _n(8, "boss", 5, [])]
|
||||
Kit.check("四检正例:多入口多终点图零错误〔v1〕", _errs(multi).is_empty())
|
||||
# 含岔口单终点:岔口两侧链与主去路同深、汇入同一后继
|
||||
var forked := [
|
||||
_n(0, "battle", 0, [1]),
|
||||
_n(1, "battle", 1, [2, 3]),
|
||||
_n(2, "reward", 2, [4]), _n(3, "rest", 2, [4]),
|
||||
_n(4, "shop", 3, [5]), _n(5, "boss", 4, [])]
|
||||
Kit.check("四检正例:含岔口单终点图零错误〔v1〕", _errs(forked).is_empty())
|
||||
# 单链退化形态合法(校验不设「必有岔口」)
|
||||
var chain := [_n(0, "battle", 0, [1]), _n(1, "battle", 1, [2]), _n(2, "shop", 2, [3]), _n(3, "boss", 3, [])]
|
||||
Kit.check("四检正例:单链退化图零错误(不设必有岔口)〔v1〕", _errs(chain).is_empty())
|
||||
|
||||
|
||||
# ---- 负例九类(各报对应类别与判据消息)----
|
||||
|
||||
func _test_negative() -> void:
|
||||
var non_boss_end := [_n(0, "battle", 0, [1]), _n(1, "battle", 1, [])]
|
||||
Kit.check("负例:终点非 Boss 命中「终点恒为 Boss」〔v1〕",
|
||||
_has(_errs(non_boss_end), "structural", "终点 1 非 Boss"))
|
||||
var boss_out := [_n(0, "battle", 0, [1]), _n(1, "boss", 1, [2]), _n(2, "shop", 2, [])]
|
||||
Kit.check("负例:Boss 带出边被拒〔v1〕", _has(_errs(boss_out), "structural", "Boss 节点 1 带出边"))
|
||||
var back_edge := [_n(0, "battle", 0, [1]), _n(1, "battle", 1, [2]), _n(2, "shop", 0, [3]), _n(3, "boss", 4, [])]
|
||||
Kit.check("负例:回边(目标深度不严格大于源)命中前进方向判据〔v1〕",
|
||||
_has(_errs(back_edge), "structural", "违反前进方向"))
|
||||
var cycle := [_n(0, "battle", 0, [1]), _n(1, "battle", 1, [2]), _n(2, "shop", 2, [1]), _n(3, "boss", 3, [])]
|
||||
Kit.check("负例:环(2→1 回边)被前进方向拦下〔v1〕", _has(_errs(cycle), "structural", "违反前进方向"))
|
||||
# 判据②(无孤儿无断头)与判据④(前进方向)在无环图上互斥:DAG 的每个源点都是入口、每条极长路都止于终点,
|
||||
# 故 ② 是④失效时的纵深防御面,构造不出独立负例——此处以「两独立链双入口双终点」正证 ② 不误伤。
|
||||
var two_components := [
|
||||
_n(0, "battle", 0, [1]), _n(1, "shop", 1, [2]), _n(2, "boss", 2, []),
|
||||
_n(3, "battle", 0, [4]), _n(4, "rest", 1, [5]), _n(5, "boss", 2, [])]
|
||||
Kit.check("判据②正证:两独立链(双入口双终点)不误伤·全员可达〔v1〕", _errs(two_components).is_empty())
|
||||
var self_loop := [_n(0, "battle", 0, [1]), _n(1, "shop", 1, [2]), _n(2, "boss", 2, []), _n(3, "battle", 1, [3])]
|
||||
Kit.check("判据②兜底面:自环先被前进方向拦下(④ 与 ② 互斥的实证)〔v1〕",
|
||||
_has(_errs(self_loop), "structural", "违反前进方向"))
|
||||
var dangling := [_n(0, "battle", 0, [9]), _n(1, "boss", 1, [])]
|
||||
Kit.check("负例:悬空出边报 dangling_next〔v1〕", _has(_errs(dangling), "dangling_next"))
|
||||
var dup := [_n(0, "battle", 0, [1]), _n(1, "boss", 1, []), _n(1, "shop", 2, [])]
|
||||
Kit.check("负例:句柄重复报 dup_key〔v1〕", _has(_errs(dup), "dup_key"))
|
||||
var no_depth := [_n(0, "battle", 0, [1]), {"id": 1, "type": "battle", "next": [2]}, _n(2, "boss", 2, [])]
|
||||
Kit.check("负例:battle 节点缺深度被良构基底拒〔v1〕", _has(_errs(no_depth), "structural", "缺深度"))
|
||||
Kit.check("负例:空节点集被拒〔v1〕", _has(_errs([]), "structural", "图节点集为空"))
|
||||
var bad_type := [_n(0, "mine", 0, [1]), _n(1, "boss", 1, [])]
|
||||
Kit.check("负例:类型出域报 enum〔v1〕", _has(_errs(bad_type), "enum"))
|
||||
|
||||
|
||||
# ---- 「勿扩勿缩」反证:本检不含商店位与个数对参数档的核对 ----
|
||||
|
||||
func _test_scope_not_extended() -> void:
|
||||
# 合法形状但全程无商店/三个终点同入口图——四检不该因此报错(商店位归冒烟断言、个数归产出侧)
|
||||
var no_shop := [_n(0, "battle", 0, [1, 2]), _n(1, "battle", 1, [3]), _n(2, "rest", 1, [3]), _n(3, "boss", 2, [])]
|
||||
Kit.check("范围反证:无商店图不在加载校验内报错(商店位由冒烟断言把关)〔v1〕", _errs(no_shop).is_empty())
|
||||
var two_entries := [_n(0, "battle", 0, [2]), _n(1, "battle", 0, [2]), _n(2, "boss", 1, [])]
|
||||
Kit.check("范围反证:双入口合法(入口唯一判据已随模板池退役,个数归产出侧)〔v1〕", _errs(two_entries).is_empty())
|
||||
# 良构字段缺失(无 next 键)该报错——不属被退役判据
|
||||
var missing_key := [{"id": 0, "type": "battle", "depth": 0}, _n(1, "boss", 1, [])]
|
||||
Kit.check("范围反证:节点缺 next 字段仍被良构基底拒〔v1〕", _has(_errs(missing_key), "structural", "缺字段 next"))
|
||||
@@ -0,0 +1 @@
|
||||
uid://bhymincbe2j4m
|
||||
@@ -313,15 +313,15 @@ func _meta_settle_and_workshop() -> void:
|
||||
Kit.check("开局传参夹具前置:Fork 侧 a 激活 rule 键非空 + Y=Lv2 行表值 2(防断言空转)",
|
||||
rules_e.has("posture_first_strike") and mp_e.attune_refresh_charges() == 2)
|
||||
var p_new: Dictionary = load("res://presentation/main.gd").build_adventure_params(sv_e, mp_e,
|
||||
{"first_script": true, "treasure_unlocked": {}, "shop_mode": "pool"})
|
||||
{"treasure_unlocked": {"wide_scout_band": true}, "shop_mode": "pool"})
|
||||
Kit.check("主菜单开新冒险参数面:同调装配 = 存档装配集(营地装了什么开局就带什么)",
|
||||
(p_new.get("attunement", []) as Array) == (sv_e.attunement_equipped() as Array))
|
||||
Kit.check("主菜单开新冒险参数面:Y 刷新池 = 当前等级行表值(营地升几档开局就给几次)",
|
||||
int(p_new.get("attune_refresh_y", -1)) == mp_e.attune_refresh_charges())
|
||||
Kit.check("主菜单开新冒险参数面:树 rule 键集 = Fork 激活侧 effects(点哪侧带哪侧)",
|
||||
(p_new.get("tree_rules", []) as Array) == rules_e)
|
||||
Kit.check("主菜单开新冒险参数面:入口特有键(first_script/shop_mode)随 extra 原样并入",
|
||||
bool(p_new.get("first_script", false)) and String(p_new.get("shop_mode", "")) == "pool")
|
||||
Kit.check("主菜单开新冒险参数面:入口特有键(treasure_unlocked/shop_mode)随 extra 原样并入",
|
||||
bool((p_new.get("treasure_unlocked", {}) as Dictionary).get("wide_scout_band", false)) and String(p_new.get("shop_mode", "")) == "pool")
|
||||
var p_resume: Dictionary = load("res://presentation/main.gd").build_adventure_params(sv_e, mp_e,
|
||||
{"treasure_unlocked": {}})
|
||||
Kit.check("主菜单继续上局参数面:三键与开新冒险同源同值(续玩不吃白板开局)",
|
||||
@@ -333,7 +333,7 @@ func _meta_settle_and_workshop() -> void:
|
||||
var adr_res = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(19))
|
||||
var bp_min: Dictionary = {"level_index": 1, "node_id": -1, "hero_hp": 40, "gp": 5,
|
||||
"bonus": {"atk": 0, "max_hp": 0, "armor_class": 0}, "shop_purchased": {},
|
||||
"template_pick": -1, "master_seed": 777, "rng_counter": 3, "keystone": 0,
|
||||
"graph_gen_v2": 1, "master_seed": 777, "rng_counter": 3, "keystone": 0,
|
||||
"visited_ids": []}
|
||||
Kit.check("继续上局受理面:resume_adventure 受理三键参数面(尾裁微批b 受理闭环——受理不再吃白板)",
|
||||
adr_res.resume_adventure(bp_min, p_resume))
|
||||
@@ -662,6 +662,30 @@ func _smoke_tree_rules() -> void:
|
||||
ctx_fz2.level_bucket = lvl_shared # 挂同一 level 桶引用(新形态跨战持久:无 export/seed,同字典即持久)
|
||||
Kit.check("锋:限次跨战持久(level 桶共享引用——替代旧副本搬运链)〔无状态化 V4〕",
|
||||
(fz2.dispatch(ctx_fz2, "mine_hit", {}, Callable()) as Array).is_empty())
|
||||
# 锋·惊巢反制效果行换代断言(迭代36 u13/wa12——_grant_routed 减半分支效果行=战斗日志
|
||||
# step_row 真实生产面;display_name 玩家可见,禁字「挖雷」由此行清零钉住)
|
||||
var orch_nc = load("res://core/battle_orchestrator.gd").new(_db, _fresh_rng(777003))
|
||||
orch_nc.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": 40, "hero_atk": 8, "hero_max_hp": 40,
|
||||
"hero_armor_class": 10, "hero_ap_bonus": 0, "attunement": [], "attune_charges": {},
|
||||
"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"}) # 真实战斗上下文(状态容器开域——dispatch 链受理)
|
||||
var nc_rows: Array = [] # step_row 采集盒(lambda 捕引用容器——捕获变量赋值不出闭包)
|
||||
orch_nc.step_row.connect(func(r): nc_rows.append(r))
|
||||
# heal 负向行表值 power=6(极性字典行值——负向 power 走表值不走快照)→ halve 50% ceil=3
|
||||
orch_nc._grant_routed({"cell_type": "heal", "power": 10}, "negative",
|
||||
"mine_hit", Vector2i.ZERO, 0, "", "", 50)
|
||||
# 受理判据=惊巢反制效果行落 step_row(halve 分支先于 dispatch 发行——flat 行 _dispatch_row
|
||||
# 恒返 false,返回值不承载受理语义;行发行即分支受理)
|
||||
var nc_hit := ""
|
||||
for r in nc_rows:
|
||||
if String((r as Dictionary).get("display_name", "")).contains("惊巢反制"):
|
||||
nc_hit = String((r as Dictionary).get("display_name", ""))
|
||||
break
|
||||
Kit.check("锋:惊巢反制 mine_hit 减半分支受理(wa12 前提——halve_pct=50 效果行落 step_row)〔wa12〕",
|
||||
nc_hit != "")
|
||||
Kit.check("惊巢反制效果行==「惊巢反制——危险格挖掘惩罚减半(6→3)」零「挖雷」(u13 换代)〔wa12〕",
|
||||
nc_hit == "惊巢反制——危险格挖掘惩罚减半(6→3)" and not nc_hit.contains("挖雷"))
|
||||
# 守侧五场景(契约 12):编排 rig——begin_battle 携 sense_guard,授予段 _grant_seg._judge_seal 直注
|
||||
var orch = load("res://core/battle_orchestrator.gd").new(_db, _fresh_rng(777001))
|
||||
Kit.check("守侧 rig:战斗编排启动(tree_rules=sense_guard 携带)",
|
||||
|
||||
@@ -34,7 +34,7 @@ func _init() -> void:
|
||||
|
||||
# T10——空配置验收闸(三选一池空兜底/商店空货架)
|
||||
var e = load("res://core/adventure_runner.gd").new(db, load("res://core/rng_service.gd").new())
|
||||
e.start_adventure(501, {"first_script": true})
|
||||
e.start_adventure(501)
|
||||
e._curio_pending = {"candidates": []}
|
||||
Kit.check_quiet(e.skip_empty_curio() and e._curio_pending.is_empty(),
|
||||
"空配置闸:三选一池空=停点整体跳过(skip_empty_curio 消化)〔专长批 T10〕")
|
||||
@@ -65,7 +65,7 @@ func _tiers_of(cands: Array) -> Array:
|
||||
|
||||
|
||||
func check_v7(a, db) -> void:
|
||||
if not a.start_adventure(201, {"first_script": true}):
|
||||
if not a.start_adventure(201):
|
||||
Kit.check_quiet(false, "V7 前置:冒险启动")
|
||||
return
|
||||
# 构成①:全池含优秀档以上——曝光槽应出 1 格高档(rank≥excellent)
|
||||
@@ -110,7 +110,7 @@ func check_v7(a, db) -> void:
|
||||
|
||||
|
||||
func check_v6(b, db) -> void:
|
||||
if not b.start_adventure(202, {"first_script": true}):
|
||||
if not b.start_adventure(202):
|
||||
Kit.check_quiet(false, "V6 前置:冒险启动")
|
||||
return
|
||||
# 拿了消耗:直置停点候选后 pick_curio——牌库摘牌单点
|
||||
@@ -139,7 +139,7 @@ func check_v6(b, db) -> void:
|
||||
|
||||
|
||||
func check_v12(m, db) -> void:
|
||||
if not m.start_adventure(401, {"first_script": true}):
|
||||
if not m.start_adventure(401):
|
||||
Kit.check_quiet(false, "V12 前置:冒险启动")
|
||||
return
|
||||
var tier_n := {"common": 0, "excellent": 0, "rare": 0, "legendary": 0}
|
||||
@@ -157,7 +157,7 @@ func check_v12(m, db) -> void:
|
||||
|
||||
|
||||
func check_v8(c, db) -> void:
|
||||
if not c.start_adventure(203, {"first_script": true}):
|
||||
if not c.start_adventure(203):
|
||||
Kit.check_quiet(false, "V8 前置:冒险启动")
|
||||
return
|
||||
# 概率位与 cap 两属性独立:改 cap 不动牌库(概率位)、改牌库不动 cap 字段
|
||||
|
||||
@@ -184,7 +184,7 @@ func _smoke_save() -> void:
|
||||
"level_index": 2, "node_id": 5, "hero_hp": 13,
|
||||
"bonus": {"atk": 2, "max_hp": 5, "armor_class": 1},
|
||||
"gp": 17, "shop_purchased": {"hp_small": 2, "atk_small": 1},
|
||||
"template_pick": 3,
|
||||
"graph_gen_v2": 1,
|
||||
"master_seed": 424242, "rng_counter": 38, "keystone": 6,
|
||||
"visited_ids": [0, 2, 5],
|
||||
"aux_items": [{"item_id": "aux_scout", "source_class": "reward_node",
|
||||
@@ -205,7 +205,7 @@ func _smoke_save() -> void:
|
||||
var bp_shop: Dictionary = bp.get("shop_purchased", {})
|
||||
Kit.check("断点七字段往返:商店已购档",
|
||||
int(bp_shop.get("hp_small", -1)) == 2 and int(bp_shop.get("atk_small", -1)) == 1)
|
||||
Kit.check("断点七字段往返:已抽模板", int(bp.get("template_pick", -1)) == 3)
|
||||
Kit.check("断点七字段往返:生成图代差标记键", int(bp.get("graph_gen_v2", 0)) == 1)
|
||||
Kit.check("断点附随件往返:主种子/计数器/钥石累计",
|
||||
int(bp.get("master_seed", -1)) == 424242 and int(bp.get("rng_counter", -1)) == 38
|
||||
and int(bp.get("keystone", -1)) == 6)
|
||||
@@ -237,7 +237,7 @@ func _smoke_save() -> void:
|
||||
fv2f.store_string(JSON.stringify({"version": 2, "meta": {"keystone_balance": 7},
|
||||
"breakpoint": {"level_index": 1, "node_id": -1, "hero_hp": 40, "gp": 5,
|
||||
"bonus": {"atk": 0, "max_hp": 0, "armor_class": 0}, "shop_purchased": {},
|
||||
"template_pick": -1, "master_seed": 777, "rng_counter": 3, "keystone": 0,
|
||||
"graph_gen_v2": 1, "master_seed": 777, "rng_counter": 3, "keystone": 0,
|
||||
"visited_ids": []}}))
|
||||
fv2f.close()
|
||||
Kit.check("v2 旧档迁移 v3:断点域与 meta 域原样保留(缺新附随件=合法空态)",
|
||||
|
||||
Reference in new issue
Block a user