feat(tools): 数值验证工具批——自动化评判三段采集(直入口基线带判定+零强化止步归因+营地循环爬升战役)

- 冒险摘要增败退明细 defeat{level_index,node_id,node_type}(仅失败局附加,消费方零感知)
- level_autoplay 冒险驱动增 hero_override 尾参透传(永久强化 flat 注入)+末场战斗敌方名采集
- 新增采集端 smoke/verifier_batch.gd(VJSON 行契约,隔离档真实元进度账本,绝不碰 user://save.json)
- 新增判定端 tools/balance_verifier.py(带判定/止步归因/滑窗检查点判定/报告落 production/qa)
- 冒烟 552 项 0 失败(新增败退明细断言 2 项)
This commit is contained in:
DKChan committed 2026-09-22 20:12:04 +08:00
1 parent ac16796f29
commit e8d8d6051e
7 files changed
+723 -7

No files matched your search

+1
View File
@@ -21,6 +21,7 @@
- 冒烟(全量 headless 断言):`python tools/run_smoke.py`(包装器三闸:退出码+摘要失败数+SCRIPT ERROR 扫描——脚本错误不计冒烟失败数且静默中断所在函数剩余断言,2026-09-19 台账 84 立闸)。底层命令 = `…console.exe --headless --path . --script res://smoke/smoke_all.gd`
- 场景级探针(呈现层回归):`…console.exe --headless --path . res://smoke/ui_probe.tscn`;另有 `ui_tune_probe.tscn`(数值调整板)、`ui_click_probe.tscn`(合成鼠标事件行为探针)
- 调参期批量工具:`--script res://smoke/level_monte_carlo.gd`(关卡期望扫描)· `--script res://smoke/reward_expectation.gd`(奖励获取期望)
- 数值验证工具:`python tools/balance_verifier.py`(直入口基线带判定+零强化止步节点归因+营地循环爬升战役——采集端 `--script res://smoke/verifier_batch.gd`,报告落 `production/qa/`;元进度换算率标定与曲线调参的自动化评判面,2026-09-22 数值验证工具批)
- 交付前验收 = smoke + 全部场景探针全绿(测试细则见 `docs/code-conventions.md`)
## Project Layout
@@ -54,6 +54,7 @@ var master_seed := 0 # 本局主种子(摘要第五件事
var summary := {} # 最近一次结算的冒险摘要(idle 后保留——重开才新生成)
var _runner: LevelRunner # 当前关卡行进器(每关新建——关卡域状态天然隔离)
var _pending_next_level := false # 大奖励已兑付、等 continue_to_next_level 确认
var _last_level_payload := {} # 最近一次关卡结束载荷(失败结算的败退节点明细来源——数值验证取数面)
var _override := [0, 0] # TunePanel 百分比通道 [atk_pct, hp_pct](每关新 runner 都要应用)
var _base_override := {"atk": 0, "max_hp": 0, "armor_class": 0} # 永久强化 flat 注入(元进度实现批——冒险开始参数面 params.hero_override 存入,共享给 LevelRunner;全零 = 白板)
@@ -165,6 +166,7 @@ func _on_level_finished(payload: Dictionary) -> void:
if state != "running":
push_error("[冒险结构] 重复关卡结束宣布拒绝——state=%s(账本与摘要零变化)" % state)
return
_last_level_payload = payload.duplicate(true)
var result := String(payload.get("result", ""))
if result == "defeat":
ledger["hero_hp"] = 0 # 倒下记 0(生命账本战后回写口径)
@@ -204,6 +206,14 @@ func _settle(result: String) -> void:
"keystone_total": keystone,
"master_seed": master_seed,
}
# 败退明细(数值验证工具取数面 2026-09-22——tools/balance_verifier.py 止步节点分布数据源;
# 仅失败局附加,键缺省 = 未败退,既有五件事消费方零感知)
if result == "failed" and not _last_level_payload.is_empty():
summary["defeat"] = {
"level_index": level_index,
"node_id": int(_last_level_payload.get("node_id", -1)),
"node_type": String(_last_level_payload.get("node_type", "")),
}
if _runner != null:
_runner.close_wallet() # GP 冒险收束清零(三结局都清——经转发发 wallet_changed "clear" 供日志/呈现)
state = "settling"
@@ -35,10 +35,10 @@ static func run_level(db, seed_val: int, level_index: int, atk_pct: int, hp_pct:
var st := {
"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": "",
"defeat_node_index": -1, "defeat_node_id": -1, "defeat_node_type": "",
"boss_depth": -1, "hp_at_boss": -1, "rows": [], "timeout": false,
"log_path": "", "policy": policy, "refreshes": 0, "mine_hits": 0,
"visited_ids": [], "choices": 0,
"visited_ids": [], "choices": 0, "last_battle_enemies": [],
}
runner.step_row.connect(_on_step_row.bind(runner, st, collect_rows))
runner.node_entered.connect(_on_node_entered.bind(runner, st, logger))
@@ -86,24 +86,29 @@ static func _drive_level(runner, st: Dictionary, logger, policy: String, route:
# (start_adventure 唯一 new_adventure 调用点)、大奖励立即确认、冒险终局置 result/summary。
# 返回结构 = run_level 同族 + summary / wallet_events / encounter_max_hp_seq / reward_events /
# visited_ids(全冒险节点行进序列——跨关累计,非末关 runner 的 visited 随实例更替,此处为唯一全量面)。
# 2026-09-22 数值验证工具批:增 hero_override 尾参(永久强化 flat 注入透传——缺省 {} 与既有调用方
# 逐位一致零行为变更)+ run 行携带该参数(分析侧按元进度档切分)+ 败退敌人名采集
# (last_battle_enemies——末场战斗敌方显示名序列,失败局即死亡遭遇)。
static func run_adventure(db, seed_val: int, atk_pct: int, hp_pct: int, collect_rows: bool = false,
logger = null, policy: String = "normal", route: String = "min") -> Dictionary:
logger = null, policy: String = "normal", route: String = "min",
hero_override: Dictionary = {}) -> Dictionary:
var own_session := logger == null
if own_session:
logger = load("res://presentation/playtest_logger.gd").new()
logger.start_session(seed_val)
logger.ap_per_round = int(db.action_economy.ap_per_round)
logger.log_run({"seed": seed_val, "adventure": true, "atk_pct": atk_pct, "hp_pct": hp_pct, "policy": policy, "route": route})
logger.log_run({"seed": seed_val, "adventure": true, "atk_pct": atk_pct, "hp_pct": hp_pct,
"policy": policy, "route": route, "hero_override": hero_override})
var rng = load("res://core/rng_service.gd").new()
rng.set_master_seed(seed_val)
var adr = load("res://core/adventure_runner.gd").new(db, rng)
var st := {
"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": "",
"defeat_node_index": -1, "defeat_node_id": -1, "defeat_node_type": "",
"boss_depth": -1, "hp_at_boss": -1, "rows": [], "timeout": false,
"log_path": "", "policy": policy, "refreshes": 0, "mine_hits": 0,
"visited_ids": [], "choices": 0,
"visited_ids": [], "choices": 0, "last_battle_enemies": [],
"summary": {}, "wallet_events": [], "encounter_max_hp_seq": [], "reward_events": [],
"shop_gp_seq": [], # 商店房到达余额序(逐关 1 次——GP 跨关延续验收取数面)
}
@@ -113,7 +118,7 @@ static func run_adventure(db, seed_val: int, atk_pct: int, hp_pct: int, collect_
adr.big_reward_paid.connect(_on_adventure_reward.bind(st, adr))
adr.adventure_finished.connect(_on_adventure_finished.bind(st, logger))
adr.set_hero_override(atk_pct, hp_pct)
if not adr.start_adventure(seed_val):
if not adr.start_adventure(seed_val, {"hero_override": hero_override}):
st.result = "start_failed"
if own_session:
logger.close_session()
@@ -142,6 +147,7 @@ static func _on_adventure_node_entered(node: Dictionary, info: Dictionary, adr,
st.visited_ids.append(int(r.node_id_of(node)))
if t == "battle" or t == "boss":
st.battles += 1
st.last_battle_enemies = [] # 末场战斗敌方名序列按战斗重置(失败局终值 = 死亡遭遇)
st.encounter_max_hp_seq.append(int(r.effective_max_hp()))
if logger != null and r.current_battle() != null:
logger.attach_battle(r.current_battle())
@@ -197,16 +203,33 @@ static func _route_pick(runner, route: String) -> int:
static func _on_step_row(row: Dictionary, _runner, st: Dictionary, collect_rows: bool) -> void:
if row.type == "damage" and row.source_class == "enemy_action":
st.hero_dmg += int(row.value)
_note_enemy(String(row.get("text", "")), st)
elif row.type == "cast" and row.source_class == "enemy_action":
_note_enemy(String(row.get("text", "")), st) # 施放行(毒爆挂毒等——伤害行可能缺席的死亡遭遇仍可归因)
if row.source_class == "mine_hit":
st.mine_hits += 1 # 踩雷证据行(负向兑付——完美档断言恒 0;盲挖惩罚链埋点)
if collect_rows:
st.rows.append(row)
# 敌方显示名采集(数值验证工具批 2026-09-22):敌方行动/施放行文本首词 = 单位显示名
#(攻击行「地精 撕咬(暴击)」、施放行「地精 施放 毒雾」——显示名不含空格,去重连续重复)
static func _note_enemy(text: String, st: Dictionary) -> void:
if text.is_empty():
return
var ename := text.split(" ")[0]
if ename.is_empty():
return
var arr: Array = st.last_battle_enemies
if arr.is_empty() or String(arr[arr.size() - 1]) != ename:
arr.append(ename)
static func _on_node_entered(node: Dictionary, info: Dictionary, runner, st: Dictionary, logger) -> void:
var t := String(node.get("type", ""))
if t == "battle" or t == "boss":
st.battles += 1
st.last_battle_enemies = [] # 末场战斗敌方名序列按战斗重置(失败局终值 = 死亡遭遇)
if logger != null and runner.current_battle() != null:
logger.attach_battle(runner.current_battle())
if t == "boss":
@@ -228,6 +251,7 @@ static func _on_level_finished(p: Dictionary, st: Dictionary, logger) -> void:
st.result = String(p.get("result", ""))
st.hp_left = int(p.get("hp", 0))
st.defeat_node_index = int(p.get("node_index", -1))
st.defeat_node_id = int(p.get("node_id", -1)) # 编号空间解析与行进同源(图版 = node_depth——直入口死亡节点可读面)
st.defeat_node_type = String(p.get("node_type", ""))
if logger != null:
logger.log_level_end(p)
@@ -219,6 +219,10 @@ func _smoke_adventure() -> void:
check(not bool(sl["cleared"]) and int(sl["levels_cleared"]) == 0 \
and int(sl["keystone_total"]) == 0 and int(sl["stopped_at"]) == 1,
"L1 败北摘要:未打穿 · 通关 0 关 · 钥石 0 · 止步第 1 层")
var dl: Dictionary = sl.get("defeat", {})
check(int(dl.get("level_index", -1)) == 1 and int(dl.get("node_id", -1)) >= 0 \
and String(dl.get("node_type", "")) in ["battle", "boss"],
"L1 败北败退明细:层号/节点编号/节点类型在案(数值验证取数面 2026-09-22)")
var half := {}
for s in range(42, 142):
var sth: Dictionary = autoplay.run_adventure(_db, s, 50, 0)
@@ -232,6 +236,10 @@ func _smoke_adventure() -> void:
and int(sh["keystone_total"]) == int(_db.adventure.keystone_per_level) \
and int(sh["stopped_at"]) == 2,
"L2 败北摘要:L1 已过(钥石 1×表值)· 止步第 2 层")
var dh: Dictionary = sh.get("defeat", {})
check(int(dh.get("level_index", -1)) == 2 and int(dh.get("node_id", -1)) >= 0 \
and String(dh.get("node_type", "")) in ["battle", "boss"],
"L2 败北败退明细:层号=2 · 节点在案(数值验证取数面 2026-09-22)")
# ⑥ 重复宣布拒绝(settle 后再调 _on_level_finished——摘要零变化)
var adr6 = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(7))
adr6.set_hero_override(400, 200)
@@ -0,0 +1,196 @@
# VERTICAL SLICE - NOT FOR PRODUCTION
# Date: 2026-09-22(数值验证工具批——判定端 tools/balance_verifier.py 的数据源,本文件零判定逻辑)
# 三段一次采集,stdout 以「VJSON 」前缀行出机器读 JSON(其余行为人读进度/摘要):
# level 段 直入口单关基线(level_autoplay.run_level 零加成)——L1/L2/L3 × 双画像 × n,
# 供验收带判定(分带批 2026-09-20 口径:L1 普通 [35,55] / L2 普通 [25,45] / 完美 [35,65])
# adventure 段 全冒险连探基线(run_adventure 零永久强化)× 双画像 × na——止步分布与败退节点
# (摘要 defeat 明细 + 末场战斗敌方名),回答「零加成倒在第几层哪个节点」
# campaign 段 营地循环战役 × 双画像 × k 局——SaveManager 隔离档 + MetaProgression 真实账本:
# 逐局 hero_override() 注入 → 冒险 → settle_adventure 入账 → 花费策略买锻造,
# 回答「累计几次通关冒险后下一关可过」(元进度换算率标定的模拟读数源)
# 运行:Godot_console.exe --headless --path . --script res://smoke/verifier_batch.gd -- [k=v ...]
# n=60(直入口每格局数) na=40(基线冒险局数) k=40(战役局数) seed0=8000
# only=level,adventure,campaign(缺省全段) spend=hp_first|atk_first(锻造花费优先序)
# 种子纪律:unique 逐局独立(掷点测量修复批 A 案——seed0 + 全局游标,每掷点恰消费一次)。
# 日志合规:全段共享 playtest_logger 会话(与真人试玩同日志),分析工具可直接消费。
# 存档红线:战役档用 user://verifier_campaign_<画像>.json 隔离路径,段首清陈旧段尾清理——
# 绝不碰 user://save.json(与 smoke 存档隔离纪律同源)。
extends SceneTree
const SPEND_ORDERS := {
"hp_first": ["max_hp", "atk", "armor_class"],
"atk_first": ["atk", "max_hp", "armor_class"],
}
var _cursor := 0 # unique 种子全局游标(三段连续消费,段间不重叠)
func _initialize() -> void:
var opt := _parse_args(OS.get_cmdline_user_args())
var db = load("res://core/config_db.gd").new()
if not db.load_tables("res://data/tables", false):
print("表加载失败")
quit(1)
return
var logger = load("res://presentation/playtest_logger.gd").new()
logger.ap_per_round = int(db.action_economy.ap_per_round)
var log_path: String = logger.start_session(opt.seed0)
print("模拟日志: %s" % log_path)
var autoplay = load("res://smoke/level_autoplay.gd")
var t0 := Time.get_ticks_msec()
var counts := {"level": 0, "adventure": 0, "campaign": 0}
if "level" in opt.only:
_seg_level(db, autoplay, logger, opt, counts)
if "adventure" in opt.only:
_seg_adventure(db, autoplay, logger, opt, counts)
if "campaign" in opt.only:
_seg_campaign(db, autoplay, logger, opt, counts)
logger.close_session()
print("数值验证采集完成:level %d 局 · adventure %d 局 · campaign %d 局,耗时 %.1f 秒"
% [counts.level, counts.adventure, counts.campaign, float(Time.get_ticks_msec() - t0) / 1000.0])
quit(0)
func _parse_args(args: PackedStringArray) -> Dictionary:
var opt := {"n": 60, "na": 40, "k": 40, "seed0": 8000, "only": "level,adventure,campaign", "spend": "hp_first"}
for a in args:
var kv := String(a).split("=", true, 1)
if kv.size() != 2:
continue
var key := String(kv[0])
if opt.has(key):
if key == "only":
opt[key] = String(kv[1])
elif key == "spend":
opt[key] = String(kv[1])
else:
opt[key] = int(kv[1])
var segs: Array = []
for s in String(opt.only).split(","):
if s in ["level", "adventure", "campaign"]:
segs.append(s)
opt["only"] = segs
if not SPEND_ORDERS.has(String(opt.spend)):
opt["spend"] = "hp_first"
return opt
func _next_seed(seed0: int) -> int:
var s: int = seed0 + _cursor
_cursor += 1
return s
func _emit(row: Dictionary) -> void:
print("VJSON " + JSON.stringify(row))
# ---- level 段:直入口单关基线(零加成——分带批验收带判定的同口径读数) ----
func _seg_level(db, autoplay, logger, opt: Dictionary, counts: Dictionary) -> void:
for policy in ["normal", "perfect"]:
for li in [1, 2, 3]:
for i in range(int(opt.n)):
var seed_val := _next_seed(int(opt.seed0))
var st: Dictionary = autoplay.run_level(db, seed_val, li, 0, 0, false, logger, policy, "min")
_emit({
"seg": "level", "level": li, "policy": policy, "seed": seed_val,
"result": String(st.result),
"defeat_node_id": int(st.defeat_node_id), "defeat_node_type": String(st.defeat_node_type),
"battles": int(st.battles), "rounds": int(st.rounds),
})
counts.level += 1
print("进度 level 第%d层 %s %d/%d" % [li, policy, int(opt.n), int(opt.n)])
# ---- adventure 段:全冒险连探基线(零永久强化——止步分布与败退节点归因) ----
func _seg_adventure(db, autoplay, logger, opt: Dictionary, counts: Dictionary) -> void:
for policy in ["normal", "perfect"]:
for i in range(int(opt.na)):
var seed_val := _next_seed(int(opt.seed0))
var st: Dictionary = autoplay.run_adventure(db, seed_val, 0, 0, false, logger, policy, "min")
_emit(_adventure_row(st, policy, seed_val))
counts.adventure += 1
print("进度 adventure %s %d/%d" % [policy, int(opt.na), int(opt.na)])
# 冒险局共用取数行(adventure/campaign 两段同构——summary 缺席 = 编排异常局,原样带 result 供判定端计异常)
func _adventure_row(st: Dictionary, policy: String, seed_val: int) -> Dictionary:
var sum: Dictionary = st.summary
var row := {
"seg": "adventure", "policy": policy, "seed": seed_val,
"result": String(st.result),
"levels_cleared": int(sum.get("levels_cleared", -1)),
"stopped_at": int(sum.get("stopped_at", -1)),
"keystone": int(sum.get("keystone_total", -1)),
"defeat": sum.get("defeat", {}),
"last_enemies": st.last_battle_enemies,
}
if not row.defeat.is_empty() and not st.last_battle_enemies.is_empty():
row.defeat["enemies"] = st.last_battle_enemies
return row
# ---- campaign 段:营地循环战役(隔离档真实账本——逐局注入/收束/购买全走正式侧路径) ----
func _seg_campaign(db, autoplay, logger, opt: Dictionary, counts: Dictionary) -> void:
for policy in ["normal", "perfect"]:
var save_path := "user://verifier_campaign_%s.json" % policy
_remove_save(save_path) # 段首清陈旧(新档 = 白板存档)
var save = load("res://core/save_manager.gd").new(save_path)
var meta = load("res://core/meta_progression.gd").new(db, save)
for r in range(int(opt.k)):
var seed_val := _next_seed(int(opt.seed0))
var ov: Dictionary = meta.hero_override()
var keystone_before: int = meta.keystone_balance()
var st: Dictionary = autoplay.run_adventure(db, seed_val, 0, 0, false, logger, policy, "min", ov)
var row := _adventure_row(st, policy, seed_val)
row["seg"] = "campaign"
row["run_no"] = r + 1
row["override"] = ov
row["keystone_before"] = keystone_before
if st.summary.is_empty():
# 冒险未正常结算(timeout/advance_failed——编排异常零入账零购买,判定端计异常)
row["anomaly"] = true
_emit(row)
counts.campaign += 1
continue
var settle: Dictionary = meta.settle_adventure(st.summary)
row["keystone_income"] = int(settle.total)
row["purchases"] = _spend(meta, String(opt.spend))
row["keystone_after"] = meta.keystone_balance()
row["forge"] = {"max_hp": meta.forge_level("max_hp"), "atk": meta.forge_level("atk"),
"armor_class": meta.forge_level("armor_class")}
row["new_unlocks"] = settle.new_unlocks
_emit(row)
counts.campaign += 1
if (r + 1) % 10 == 0:
print("进度 campaign %s %d/%d(锻造 血%d/攻%d/甲%d · 钥石 %d)" % [policy, r + 1, int(opt.k),
meta.forge_level("max_hp"), meta.forge_level("atk"), meta.forge_level("armor_class"),
meta.keystone_balance()])
_remove_save(save_path) # 段尾清理(与 smoke 存档纪律同源——不遗留隔离档)
# 花费策略(贪心——按优先序反复买当前可负担的最高优先项;几何递增定价下单档连买价格上行自然外溢到次档)
func _spend(meta, policy_name: String) -> Array:
var out: Array = []
var order: Array = SPEND_ORDERS.get(policy_name, SPEND_ORDERS["hp_first"])
var guard := 200
while guard > 0:
guard -= 1
var bought := false
for attr in order:
var price: int = meta.forge_price(attr)
if price > 0 and meta.keystone_balance() >= price and meta.buy_forge(attr):
out.append({"attr": attr, "tier": int(meta.forge_level(attr)), "price": price})
bought = true
break
if not bought:
break
return out
func _remove_save(path: String) -> void:
if FileAccess.file_exists(path):
DirAccess.remove_absolute(path)
@@ -0,0 +1 @@
uid://datax1elpwkik
+476
View File
@@ -0,0 +1,476 @@
#!/usr/bin/env python3
# -*- coding: utf-8 -*-
r"""数值验证工具(判定端)——自动化评判 + 元进度爬升测量,替代「亲手试玩再反馈」循环。
三段采集(数据源 = smoke/verifier_batch.gd,本文件驱动它并做全部判定):
level 段 直入口单关基线(零加成)——验收带判定
adventure 段 全冒险连探基线(零永久强化)——止步分布 + 败退节点归因(层/节点/敌人)
campaign 段 营地循环战役(隔离档真实元进度账本:注入→冒险→收束入账→买锻造)——爬升曲线
评判标准(溯源):
① 直入口基线通关率带(分带批 2026-09-20 用户拍板,难度曲线与Boss v0.16):
第一层 普通 [35,55]% · 第二层 普通 [25,45]% · 完美档 [35,65]%(两关同带);第三层带未定——只测不判。
② 元循环目标(用户提案 2026-09-22,数字待确认):累计通过 5 次第 k 层的冒险后,第 k+1 层的
条件通关率(滑窗)应进入该层验收带——「5 次通过第一层的冒险后能过第二层;5 次通过第二层后能过第三层」。
第三层带未定,只给爬升曲线与首次读数,不出判定。
③ 魔法道具面:道具工坊六件按通关次数解锁(阈值 1/1/2/2/3/3),局内效果未实装(归 Alpha 魔法道具批)——
本工具只报解锁时点,不入判定。
表值硬编码溯源(单一事实源仍在 .tres / GDD,变更须同步):
· 锻造三档 flat(meta.tres):生命 +3 / 攻击 +1 / 护甲 +1
· 钥石入账(adventure.tres + meta.tres):每层通关 10 + Boss 首杀/重复杀 5/1 · 8/2 · 12/3
· 工坊阈值(meta.tres):显影尘1 · 工兵令1 · 探宝罗盘2 · 探巢摆钟2 · 地穴全图卷3 · 爆破工兵包3
用法:
python tools/balance_verifier.py # 全段默认规模(约 20–35 分钟)
python tools/balance_verifier.py --quick # 小规模快跑(约 5–10 分钟,读数精度低)
python tools/balance_verifier.py --n 100 --na 60 --k 60 --seed0 9000 --spend atk_first
python tools/balance_verifier.py --from-raw <raw.jsonl> # 免重跑,对既有采集重新判定/出报告
输出:控制台判定结论 + production/qa/balance-verifier-<时间戳>.md(报告)+ 同名 .raw.jsonl(原始逐局数据)。
"""
import argparse
import json
import math
import subprocess
import sys
import time
from pathlib import Path
ROOT = Path(__file__).resolve().parent.parent
SLICE = ROOT / "prototypes" / "dungeon-sweeper-vertical-slice"
GODOT = r"D:\code\godot\Godot_v4.7.2-stable_win64_console.exe"
SCRIPT = "res://smoke/verifier_batch.gd"
QA_DIR = ROOT / "production" / "qa"
VJSON_PREFIX = "VJSON "
ERROR_MARKERS = ("SCRIPT ERROR", "Parse Error")
# ---- 判定标准区(溯源见文件头) ----
LEVEL_BANDS = {
("normal", 1): (35, 55),
("normal", 2): (25, 45),
("perfect", 1): (35, 65),
("perfect", 2): (35, 65),
}
CAMPAIGN_CLEARS_TARGET = 5 # 元循环检查点:累计通过第 k 层的冒险次数(用户提案 2026-09-22,待确认)
CAMPAIGN_WINDOW = 10 # 检查点滑窗局数(条件通关率的窗口)
CAMPAIGN_MIN_ATTEMPTS = 5 # 滑窗内少于此局数 = 数据不足(不出判定)
LEVEL_CN = {1: "第一层", 2: "第二层", 3: "第三层"}
NODE_TYPE_CN = {"battle": "战斗", "boss": "Boss", "rest": "恢复", "reward": "奖励", "shop": "商店房"}
FORGE_FLAT = {"max_hp": 3, "atk": 1, "armor_class": 1} # meta.tres 锻造三档每级 flat 值
WORKSHOP_CN = {"probe_dust": "显影尘", "sapper_order": "工兵令", "loot_compass": "探宝罗盘",
"nest_pendulum": "探巢摆钟", "catacomb_scroll": "地穴全图卷", "blast_kit": "爆破工兵包"}
def die(msg):
print(f"[数值验证] FAIL:{msg}")
sys.exit(1)
def disp_w(s):
return sum(2 if ord(c) > 0x2E7F else 1 for c in str(s))
def pad(s, w, right=False):
s = str(s)
gap = w - disp_w(s)
return (" " * gap + s) if right else (s + " " * gap)
# ---------------------------------------------------------------- 采集
def collect(args):
segs = args.only.split(",")
cmd = [args.godot, "--headless", "--path", str(SLICE), "--script", SCRIPT, "--",
f"n={args.n}", f"na={args.na}", f"k={args.k}", f"seed0={args.seed0}",
f"only={args.only}", f"spend={args.spend}"]
print(f"[数值验证] 采集启动({' · '.join(segs)},约 {args.est_min} 分钟)…")
t0 = time.time()
try:
proc = subprocess.run(cmd, capture_output=True, text=True, encoding="utf-8",
errors="replace", timeout=args.timeout)
except subprocess.TimeoutExpired:
die(f"外部超时(>{args.timeout}s)——可加大 --timeout 或缩小规模")
out = (proc.stdout or "") + (proc.stderr or "")
if proc.returncode != 0:
print(out[-3000:])
die(f"采集进程退出码 {proc.returncode}")
hits = [ln.strip() for ln in out.splitlines() if any(k in ln for k in ERROR_MARKERS)]
if hits:
print("\n".join(hits[:5]))
die(f"脚本错误标记命中 {len(hits)} 行(脚本错误静默中断断言/采集,必须人工排查)")
rows, bad = [], 0
for ln in out.splitlines():
if ln.startswith(VJSON_PREFIX):
try:
rows.append(json.loads(ln[len(VJSON_PREFIX):]))
except json.JSONDecodeError:
bad += 1
if bad:
die(f"VJSON 行解析失败 {bad} 行(采集端输出契约被破坏)")
if not rows:
die("采集零数据行(verifier_batch.gd 未按契约输出)")
print(f"[数值验证] 采集完成:{len(rows)} 局,耗时 {(time.time() - t0) / 60:.1f} 分钟")
return rows, out
def load_raw(path):
rows = []
with open(path, encoding="utf-8") as f:
for ln in f:
ln = ln.strip()
if ln:
rows.append(json.loads(ln))
return rows
# ---------------------------------------------------------------- 判定件
def binom_ci(wins, n):
if n == 0:
return 0.0
p = wins / n
return 1.96 * math.sqrt(p * (1 - p) / n)
def judge_band(rate_pct, band):
"""落带判定:返回 (结论, 是否达标)。band=None = 带未定,只报读数。"""
if band is None:
return "带未定(只测不判)", None
lo, hi = band
if rate_pct < lo:
return f"越下界(低于 {lo}% 达 {lo - rate_pct:.1f} 点)", False
if rate_pct > hi:
return f"越上界(高于 {hi}% 达 {rate_pct - hi:.1f} 点)", False
return f"落带 [{lo},{hi}] ✓", True
def node_label(defeat):
"""败退节点人读名:第X层·节点N·类型·敌人(敌人 = 死亡遭遇显示名,最多 3 个)。"""
if not defeat:
return "—"
t = NODE_TYPE_CN.get(defeat.get("node_type", ""), defeat.get("node_type", "?"))
s = f"{LEVEL_CN.get(defeat.get('level_index', -1), '?层')}·节点{defeat.get('node_id', '?')}·{t}"
enemies = defeat.get("enemies") or []
if enemies:
seen, names = set(), []
for e in enemies:
if e not in seen:
seen.add(e)
names.append(e)
s += "·" + "、".join(names[:3])
return s
# ---------------------------------------------------------------- 分段分析
def analyze_level(rows):
"""直入口基线:按(画像, 层)聚合计数。"""
agg = {}
for r in rows:
if r.get("seg") != "level":
continue
key = (r["policy"], int(r["level"]))
a = agg.setdefault(key, {"n": 0, "wins": 0, "deaths": {}})
a["n"] += 1
if r.get("result") == "victory":
a["wins"] += 1
elif r.get("result") == "defeat":
k = (int(r.get("defeat_node_id", -1)), r.get("defeat_node_type", ""))
a["deaths"][k] = a["deaths"].get(k, 0) + 1
return agg
def analyze_adventure(rows):
out = {}
for policy in ("normal", "perfect"):
runs = [r for r in rows if r.get("seg") == "adventure" and r.get("policy") == policy]
stopped, death_nodes, l1 = {}, {}, {"n": 0, "wins": 0}
for r in runs:
sa = int(r.get("stopped_at", -1))
if sa == 0:
stopped["通关"] = stopped.get("通关", 0) + 1
elif sa > 0:
stopped[f"止步第{sa}层"] = stopped.get(f"止步第{sa}层", 0) + 1
d = r.get("defeat") or {}
if d:
lb = node_label(d)
death_nodes[lb] = death_nodes.get(lb, 0) + 1
if int(r.get("levels_cleared", -1)) >= 0:
l1["n"] += 1
if int(r.get("levels_cleared", 0)) >= 1:
l1["wins"] += 1
out[policy] = {"n": len(runs), "stopped": stopped, "death_nodes": death_nodes, "l1": l1}
return out
def campaign_series(runs):
"""逐局爬升序列:条件通关尝试流(第 k 层的尝试 = levels_cleared ≥ k-1 的局,按局序)。"""
return {
k: [(r["run_no"], int(r.get("levels_cleared", -1)) >= k, r)
for r in sorted(runs, key=lambda x: x["run_no"])
if int(r.get("levels_cleared", -1)) >= k - 1]
for k in (1, 2, 3)
}
def window_rate(series, end_idx, window):
"""尝试流截至 end_idx(含)往前 window 次尝试的通关率(%)。"""
chunk = series[max(0, end_idx - window + 1): end_idx + 1]
if not chunk:
return None, 0
return 100.0 * sum(1 for _, ok, _ in chunk if ok) / len(chunk), len(chunk)
def analyze_campaign(rows):
out = {}
for policy in ("normal", "perfect"):
runs = [r for r in rows if r.get("seg") == "campaign" and r.get("policy") == policy
and not r.get("anomaly")]
anomalies = [r for r in rows if r.get("seg") == "campaign" and r.get("policy") == policy
and r.get("anomaly")]
res = {"n": len(runs), "anomalies": len(anomalies), "runs": runs}
if not runs:
out[policy] = res
continue
series = campaign_series(runs)
res["series"] = series
# 检查点判定:累计通过第 k 层达目标后,第 k+1 层滑窗条件通关率 vs 验收带
checkpoints = []
for k in (1, 2):
clears = 0
trigger_run = None
for r in sorted(runs, key=lambda x: x["run_no"]):
if int(r.get("levels_cleared", 0)) >= k:
clears += 1
if clears >= CAMPAIGN_CLEARS_TARGET and trigger_run is None:
trigger_run = r["run_no"]
cp = {"level": k, "trigger_run": trigger_run, "clears": clears}
if trigger_run is None:
cp["verdict"] = f"数据不足:全程通过{LEVEL_CN[k]}仅 {clears} 次(目标 {CAMPAIGN_CLEARS_TARGET})——加大 --k 重跑"
else:
attempts = [(rn, ok, r) for rn, ok, r in series.get(k + 1, []) if rn > trigger_run]
chunk = attempts[:CAMPAIGN_WINDOW]
if len(chunk) < CAMPAIGN_MIN_ATTEMPTS:
cp["verdict"] = (f"触发于第 {trigger_run} 局,但其后通过{LEVEL_CN[k + 1]}的尝试仅 "
f"{len(chunk)} 局(不足 {CAMPAIGN_MIN_ATTEMPTS})——加大 --k 重跑")
else:
rate = 100.0 * sum(1 for _, ok, _ in chunk if ok) / len(chunk)
cp["rate"] = rate
cp["attempts"] = len(chunk)
band = LEVEL_BANDS.get((policy, k + 1))
cp["verdict"], cp["pass"] = judge_band(rate, band)
cp["forge_at"] = chunk[0][2].get("override", {})
checkpoints.append(cp)
res["checkpoints"] = checkpoints
# 工坊解锁时点(魔法道具面——只报不判)
unlocks = {}
for r in runs:
for iid in r.get("new_unlocks", []):
unlocks[WORKSHOP_CN.get(iid, iid)] = r["run_no"]
res["unlocks"] = unlocks
# 累计钥石与锻造终态
last = max(runs, key=lambda x: x["run_no"])
res["forge_final"] = last.get("forge", {})
res["keystone_final"] = int(last.get("keystone_after", -1))
res["income_total"] = sum(int(r.get("keystone_income", 0)) for r in runs)
out[policy] = res
return out
# ---------------------------------------------------------------- 报告
def fmt_table(header, rows):
widths = [max(disp_w(h), max((disp_w(r[i]) for r in rows), default=0)) for i, h in enumerate(header)]
def line(cells):
return "| " + " | ".join(pad(c, w) for c, w in zip(cells, widths)) + " |"
sep = "|" + "|".join("-" * (w + 2) for w in widths) + "|"
out = [line(header), sep]
out += [line(r) for r in rows]
return "\n".join(out)
def report(args, rows, meta):
lines = []
A = lines.append
A(f"# 数值验证报告({meta['ts']})")
A("")
A(f"- 采集规模:直入口每格 {args.n} 局 · 基线冒险 {args.na} 局/画像 · 战役 {args.k} 局/画像"
f" · 种子 {args.seed0} 起逐局独立 · 锻造花费策略 = {args.spend}")
A(f"- 切片版本:{meta['commit']} · 表状态:判定带与表值溯源见 tools/balance_verifier.py 文件头")
A("")
# ① 直入口基线
A("## ① 直入口基线通关率(验收带判定)")
A("")
lvl = analyze_level(rows)
tbl = []
for (policy, li), a in sorted(lvl.items()):
rate = 100.0 * a["wins"] / max(1, a["n"])
ci = 1.96 * math.sqrt((rate / 100) * (1 - rate / 100) / max(1, a["n"])) * 100
band = LEVEL_BANDS.get((policy, li))
verdict, _ = judge_band(rate, band)
tbl.append([f"{LEVEL_CN[li]}", "普通档" if policy == "normal" else "完美档",
f"{a['wins']}/{a['n']}", f"{rate:.1f}% ±{ci:.1f}",
f"[{band[0]},{band[1]}]" if band else "未定", verdict])
A(fmt_table(["层", "画像", "通关/局数", "通关率±95%CI", "验收带", "判定"], tbl))
A("")
# ② 冒险基线:止步分布与败退节点
A("## ② 零永久强化冒险:止步分布与败退节点(用户判据③)")
A("")
adv = analyze_adventure(rows)
for policy in ("normal", "perfect"):
d = adv[policy]
cn = "普通档" if policy == "normal" else "完美档"
A(f"### {cn}({d['n']} 局)")
A("")
stop_line = "、".join(f"{k} {v}({100.0 * v / max(1, d['n']):.0f}%)" for k, v in sorted(d["stopped"].items()))
A(f"- 止步分布:{stop_line or '—'}")
l1r = 100.0 * d["l1"]["wins"] / max(1, d["l1"]["n"])
A(f"- 第一层通过率(冒险口径交叉核对):{l1r:.1f}%")
A("- 败退节点分布(失败局归因):")
for lb, c in sorted(d["death_nodes"].items(), key=lambda x: -x[1]):
A(f" - {lb} ×{c}")
A("")
# ③ 元循环爬升
A("## ③ 营地循环爬升(用户判据④:5 次通关 → 下一层可过)")
A("")
camp = analyze_campaign(rows)
for policy in ("normal", "perfect"):
d = camp[policy]
cn = "普通档" if policy == "normal" else "完美档"
A(f"### {cn}({d['n']} 局战役)")
A("")
if not d["runs"]:
A("- 无数据")
A("")
continue
A(f"- 钥石:全程入账 {d['income_total']} · 终态余额 {d['keystone_final']}"
f" · 锻造终态 = 生命+{d['forge_final'].get('max_hp', 0) * FORGE_FLAT['max_hp']}"
f"/攻击+{d['forge_final'].get('atk', 0) * FORGE_FLAT['atk']}"
f"/护甲+{d['forge_final'].get('armor_class', 0) * FORGE_FLAT['armor_class']}")
if d["unlocks"]:
A("- 道具工坊解锁时点(魔法道具面,局内效果未实装只报不判):" +
"、".join(f"{k} 第 {v} 局" for k, v in sorted(d["unlocks"].items(), key=lambda x: x[1])))
else:
A("- 道具工坊解锁时点:无(未达阈值)")
if d.get("anomalies"):
A(f"- ⚠ 编排异常局 {d['anomalies']} 局(未结算零入账——timeout/advance_failed,须排查)")
A("")
for cp in d.get("checkpoints", []):
A(f"- 判据:累计通过{LEVEL_CN[cp['level']]} {CAMPAIGN_CLEARS_TARGET} 次后,{LEVEL_CN[cp['level'] + 1]}"
f"条件通关率(滑窗 {CAMPAIGN_WINDOW} 局)——{cp['verdict']}"
+ (f"(触发时注入 = 生命+{cp['forge_at'].get('max_hp', 0)}/攻击+{cp['forge_at'].get('atk', 0)}"
f"/护甲+{cp['forge_at'].get('armor_class', 0)})" if "forge_at" in cp else ""))
A("")
tbl = []
series = d.get("series", {})
runs_by_no = {r["run_no"]: r for r in d["runs"]}
for r in d["runs"][::max(1, len(d["runs"]) // 20)]:
cells = [f"第{r['run_no']}局",
f"血{r['override'].get('max_hp', 0)}/攻{r['override'].get('atk', 0)}/甲{r['override'].get('armor_class', 0)}",
str(r.get("keystone_after", "-"))]
for k in (1, 2, 3):
s = series.get(k, [])
idx = next((i for i, (rn, _, _) in enumerate(s) if rn == r["run_no"]), None)
if idx is None:
cells.append("—")
else:
rate, cnt = window_rate(s, idx, CAMPAIGN_WINDOW)
cells.append(f"{rate:.0f}%(n={cnt})" if rate is not None else "—")
sa = int(r.get("stopped_at", -1))
cells.append("通关" if sa == 0 else (f"止步第{sa}层" if sa > 0 else str(r.get("result", "?"))))
tbl.append(cells)
A(fmt_table(["局", "注入(flat)", "钥石", "第1层率(窗)", "第2层率(窗)", "第3层率(窗)", "终局"], tbl))
A("")
return "\n".join(lines)
def console_verdict(args, rows):
"""控制台判定结论(先读数后细节)。"""
lvl = analyze_level(rows)
print("\n判定结论(detail 见报告文件)")
for (policy, li), a in sorted(lvl.items()):
rate = 100.0 * a["wins"] / max(1, a["n"])
band = LEVEL_BANDS.get((policy, li))
verdict, ok = judge_band(rate, band)
mark = {True: "✓", False: "✗", None: "·"}[ok]
print(f" [{mark}] 直入口{LEVEL_CN[li]}{'普通档' if policy == 'normal' else '完美档'}:"
f"{rate:.1f}%({a['wins']}/{a['n']})→ {verdict}")
adv = analyze_adventure(rows)
for policy in ("normal", "perfect"):
d = adv[policy]
cn = "普通档" if policy == "normal" else "完美档"
top = sorted(d["death_nodes"].items(), key=lambda x: -x[1])[:2]
print(f" [·] 零强化冒险·{cn}:止步分布 {'、'.join(f'{k}{v}' for k, v in sorted(d['stopped'].items()))}"
+ (f";主要败退点 = {';'.join(f'{lb} ×{c}' for lb, c in top)}" if top else ""))
camp = analyze_campaign(rows)
for policy in ("normal", "perfect"):
d = camp[policy]
cn = "普通档" if policy == "normal" else "完美档"
if not d["runs"]:
print(f" [·] 营地循环·{cn}:无数据")
continue
for cp in d.get("checkpoints", []):
mark = {True: "✓", False: "✗", None: "·"}.get(cp.get("pass"), "·")
print(f" [{mark}] 营地循环·{cn}·{LEVEL_CN[cp['level']]}→{LEVEL_CN[cp['level'] + 1]}:{cp['verdict']}")
print()
# ---------------------------------------------------------------- 入口
def main():
if hasattr(sys.stdout, "reconfigure"):
sys.stdout.reconfigure(encoding="utf-8", errors="replace")
ap = argparse.ArgumentParser(description="数值验证工具(判定端)")
ap.add_argument("--godot", default=GODOT)
ap.add_argument("--n", type=int, default=100, help="直入口每格局数(±95%CI 约 ±9 点——带边判读须看 CI)")
ap.add_argument("--na", type=int, default=60, help="基线冒险局数/画像")
ap.add_argument("--k", type=int, default=60, help="战役局数/画像")
ap.add_argument("--seed0", type=int, default=8000)
ap.add_argument("--only", default="level,adventure,campaign")
ap.add_argument("--spend", default="hp_first", choices=["hp_first", "atk_first"])
ap.add_argument("--timeout", type=int, default=5400)
ap.add_argument("--quick", action="store_true", help="小规模快跑(12/8/10)")
ap.add_argument("--from-raw", default=None, help="跳过采集,对既有 raw.jsonl 重新判定出报告")
args = ap.parse_args()
if args.quick:
args.n, args.na, args.k = 12, 8, 10
args.est_min = (3 * 2 * args.n * 1.5 + 2 * args.na * 3.5 + 2 * args.k * 3.5) / 60
ts = time.strftime("%Y%m%d-%H%M%S")
if args.from_raw:
rows = load_raw(args.from_raw)
raw_path = Path(args.from_raw)
print(f"[数值验证] 已载入既有采集 {len(rows)} 局:{raw_path}")
else:
rows, _ = collect(args)
QA_DIR.mkdir(parents=True, exist_ok=True)
raw_path = QA_DIR / f"balance-verifier-{ts}.raw.jsonl"
with open(raw_path, "w", encoding="utf-8") as f:
for r in rows:
f.write(json.dumps(r, ensure_ascii=False) + "\n")
commit = "?"
try:
commit = subprocess.run(["git", "-C", str(SLICE), "rev-parse", "--short", "HEAD"],
capture_output=True, text=True).stdout.strip()
except OSError:
pass
meta = {"ts": ts, "commit": commit}
console_verdict(args, rows)
md = report(args, rows, meta)
if args.from_raw:
md_path = raw_path.with_suffix(".md")
else:
md_path = QA_DIR / f"balance-verifier-{ts}.md"
md_path.write_text(md, encoding="utf-8")
print(f"[数值验证] 报告:{md_path}")
print(f"[数值验证] 原始逐局数据:{raw_path}(--from-raw 可免重跑重判)")
return 0
if __name__ == "__main__":
sys.exit(main())