feat(迭代27 T6+T7): 波五b 卫生件包+文档同步闸——对拍全同
T6 卫生件(P2 组收口):
- 死代码 13 函数删除(审计 16 处复核=ui_kit:486 实读现役不删,追认单#14)+FeatsEngine
整文件退役(class_name 注销)
- 字符串 Callable×10 位→方法引用形态(编译期方法存在性校验;语法实证 METHOD_REF=true)
- 状态机 enum 化: adventure State(外部 String 契约 getter 词表逐位一致+外部纯读实证)/
standee HeroState(register/set String 形参零变化+probe 面恒等)
- ConfigDB _fatal 退出归根(核心层去 quit/crash→_fatal_flag,决策归组合根 fail-fast 通道)
+resolver 诊断/数据通道全面 Callable 化(ConfigDb↔Resolver 类型环断根)
T7 文档同步闸:
- 实现报告 design/qa/iter27-实现报告-2026-10-14.md(五波+闸表+追认单十五项+反哺点两条+目检五件)
- 06 迭代 27 条销号+GDD 反哺点两条新条;07 ㉖ 目检节+v1.0 版本行;roadmap ✅ 换代
- 审计报告本体按退役规则 git rm(吸收即死;修正计数由卡片承载);卡片来源行改指路
闸: 对拍三变体全同(第五跑)+冒烟 1081/0+run_all 27 套+probe click+render golden+static_scan 全绿
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@@ -167,10 +167,6 @@ func press_refresh() -> void:
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_refresh_btn.pressed.emit()
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func selected_id() -> String:
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return _selected
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# 兑付反馈态(curio_resolved 到达——结果行追加在头部之后;唯一出口 = 继续)
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func show_result(text: String) -> void:
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_label.text = _header + "\n" + text
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@@ -13,9 +13,4 @@ extends Node2D
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var world_font: Font = null # 字体注入槽位(null = ThemeDB.fallback_font——BattleStageView.set_world_font 注入)
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# C6 headless 可验判据(ADR-0003 Decision 4):注入字体非空 + 中文字形 has_char + 采样文本宽度 > 0。
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# 实际光栅观感归批末目检清单。
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func font_probe() -> Dictionary:
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var f: Font = world_font if world_font != null else ThemeDB.fallback_font
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var has_char: bool = f.has_char("人".unicode_at(0))
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var width: float = f.get_string_size("兑现演出区", HORIZONTAL_ALIGNMENT_LEFT, -1, 14).x
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return {"font": f, "has_char": has_char, "width": width}
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# 实际光栅观感归批末目检清单。
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@@ -37,7 +37,10 @@ var _portrait_flip := false
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# 主角三态切换(迭代 6 T3):state 名 → 纹理(battle_stage_view 组合点注册);缺态=保持现纹理
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# (缺位回退链延伸——三态素材缺任一不炸不空)。敌站桩不注册不消费。
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var _hero_tex := {}
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var _hero_state := "idle"
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enum HeroState { IDLE, RESET, ATTACK, HIT } # 主角三态+复位哨兵(迭代 27 T6——裸字符串 enum 化;外部 String 契约=register/set 形参零变化)
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const _HS_NAME := {HeroState.IDLE: "idle", HeroState.RESET: "reset", HeroState.ATTACK: "attack", HeroState.HIT: "hit"}
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const _HS_VALUE := {"idle": HeroState.IDLE, "reset": HeroState.RESET, "attack": HeroState.ATTACK, "hit": HeroState.HIT}
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var _hero_state: int = HeroState.IDLE
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var _state_revert_tw: Tween
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var _order := 1
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var _intent_glyph := ""
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@@ -330,7 +333,7 @@ func _revive() -> void:
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modulate = Color(1, 1, 1)
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rotation_degrees = 0.0
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if _kind == "hero":
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_hero_state = "reset" # 强制回 idle 态(绕过同态早退)
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_hero_state = HeroState.RESET # 强制回 idle 态(绕过同态早退)
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set_hero_state("idle")
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_refresh_portrait_glyph()
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if slot_row != null:
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@@ -368,11 +371,12 @@ func register_hero_state(state: String, tex: Texture2D) -> void:
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# 状态切换:现纹理换注册态(attack/hit);未注册态名或缺位 = 保持现纹理不炸。
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# 非 idle 态自动短驻回归 idle(0.35s——演出一拍即回,结算收尾另有显式 idle 兜底)。
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func set_hero_state(state: String) -> void:
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if _kind != "hero" or state == _hero_state:
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var target: int = _HS_VALUE.get(state, -1)
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if _kind != "hero" or target == _hero_state:
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return
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if not _hero_tex.has(state) and state != "idle":
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return
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_hero_state = state
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_hero_state = target
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if _portrait_sprite != null and _hero_tex.has(state):
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_portrait_sprite.texture = _hero_tex[state]
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if _state_revert_tw != null and _state_revert_tw.is_valid():
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@@ -384,14 +388,14 @@ func set_hero_state(state: String) -> void:
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func _settle_hero_idle() -> void:
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_hero_state = "idle"
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_hero_state = HeroState.IDLE
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if _portrait_sprite != null and _hero_tex.has("idle"):
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_portrait_sprite.texture = _hero_tex["idle"]
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# 三态探针出口(fx_probe——当前态名+注册态集合)
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func hero_state_probe() -> Dictionary:
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return {"state": _hero_state, "registered": _hero_tex.keys()}
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return {"state": _HS_NAME.get(_hero_state, "idle"), "registered": _hero_tex.keys()}
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func _portrait_color() -> Color:
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