From 767920827990c2404d566b88c7050346278b3e06 Mon Sep 17 00:00:00 2001 From: DKChan <524912269@qq.com> Date: Fri, 6 Nov 2026 05:44:55 +0800 Subject: [PATCH 01/14] =?UTF-8?q?=E5=B7=A5=E7=A8=8B(=E7=9C=9F=E8=BE=93?= =?UTF-8?q?=E5=85=A5=E5=8C=961/7=C2=B7ui=5Finput=5Fprobe):=20=E7=8A=B6?= =?UTF-8?q?=E6=80=81=E9=9D=A2=E6=9D=BF=E5=85=B3=E9=97=AD=E9=92=AE=20emit?= =?UTF-8?q?=E2=86=92=E7=9C=9F=E8=BE=93=E5=85=A5(push=5Fclick+release?= =?UTF-8?q?=E6=B2=BF,p16=E5=B1=80=E9=83=A8=E5=8F=98=E9=87=8F)=E2=80=94?= =?UTF-8?q?=E2=80=94case=E2=91=AF=E5=85=B3=E9=97=AD=E6=81=A2=E5=A4=8D?= =?UTF-8?q?=E9=93=BE=E8=B7=AF=E6=94=B9=E7=BB=8F=E8=BE=93=E5=85=A5=E7=AE=A1?= =?UTF-8?q?=E7=BA=BF;=20=E5=90=8C=E6=96=87=E4=BB=B6=E5=88=A4=E6=8D=AE?= =?UTF-8?q?=E5=87=BA=E5=A4=84=E6=B3=A8=E8=AE=B011=E6=9D=A1=E8=90=BDcase?= =?UTF-8?q?=E6=AE=B5(=E2=91=A0-=E2=91=A2=E2=86=92HUD=E6=A1=86=E6=9E=B6:269?= =?UTF-8?q?=E6=82=AC=E5=81=9C=E8=AF=AD=E4=B9=89/=E2=91=A3=E2=91=A5?= =?UTF-8?q?=E2=86=92=E6=8E=92=E9=9B=B7=E7=8E=A9=E6=B3=95:231=E5=B0=81?= =?UTF-8?q?=E5=8D=B0=E6=8C=96=E6=8E=98=E5=8F=97=E7=90=86/=E2=91=A4?= =?UTF-8?q?=E2=86=92:236=E6=8B=92=E7=BB=9D=E4=B8=89=E6=BA=90/=E2=91=A6-?= =?UTF-8?q?=E2=91=A9=E2=86=92battle.md:154=E4=B8=BB=E8=A7=92=E7=AB=99?= =?UTF-8?q?=E6=A1=A9=E8=90=BD=E5=BD=B1/=E2=91=AA=E2=86=92HUD=E6=A1=86?= =?UTF-8?q?=E6=9E=B6:264=E6=95=B0=E5=AD=97=E5=8F=AF=E8=AF=BB/=E2=91=AD?= =?UTF-8?q?=E2=86=92=E5=9C=B0=E5=BD=A2=E5=8F=98=E5=BC=82:154=E6=95=B0?= =?UTF-8?q?=E6=8D=AE=E8=B7=AF=E7=94=B1/=E2=91=AE=E2=86=92HUD=E6=A1=86?= =?UTF-8?q?=E6=9E=B6:268=E8=BF=B7=E9=9B=BE=E4=B8=A4=E6=80=81+=E5=85=83?= =?UTF-8?q?=E8=BF=9B=E5=BA=A6:156=E8=A3=85=E9=85=8D=E5=8F=AF=E8=A7=81/?= =?UTF-8?q?=E2=91=AF=E2=86=92HUD=E6=A1=86=E6=9E=B6:277=E6=A8=A1=E6=80=81?= =?UTF-8?q?=E9=94=81/=E2=91=B0=E2=86=92HUD=E6=A1=86=E6=9E=B6:267=E5=BE=AE?= =?UTF-8?q?=E5=85=89=E7=94=9F=E5=91=BD=E5=91=A8=E6=9C=9F);=20=E6=9C=AC?= =?UTF-8?q?=E6=AD=A5=E5=87=AD=E6=8D=AE:=20ui=5Finput=5Fprobe=20headless?= =?UTF-8?q?=E7=9B=B4=E8=B7=91PASS=20exit=3D0(18=E6=96=AD=E8=A8=80=E7=BB=84?= =?UTF-8?q?=E5=85=A8=E7=BB=BF=E5=90=ABcase=E2=91=AF=E7=9C=9F=E7=82=B9?= =?UTF-8?q?=E5=85=B3=E9=97=AD=E6=81=A2=E5=A4=8D)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- game/probe/ui_input_probe.gd | 15 ++++++++++++++- 1 file changed, 14 insertions(+), 1 deletion(-) diff --git a/game/probe/ui_input_probe.gd b/game/probe/ui_input_probe.gd index e3ecde7c..968124c5 100644 --- a/game/probe/ui_input_probe.gd +++ b/game/probe/ui_input_probe.gd @@ -242,6 +242,7 @@ func _ready() -> void: _pre_fail("目标格选取失败 seal=%s dig=%s forbid=%s reveal=%s" % [seal_t, dig_t, forbid_t, reveal_t]) return # ---- case① 悬停可挖域:motion → 悬停态到达(金框 + 十字光标)---- + # oracle: design/gdd/systems/表现与支撑/HUD框架.md:269 悬停光标三语义随目标切换、已开格路径预览、可挖域常驻微光(case①-③ 输入面) _push_motion(_pos(bv, seal_t)) await get_tree().process_frame if bv.hover_probe() != seal_t: @@ -270,6 +271,7 @@ func _ready() -> void: if bv.mouse_default_cursor_shape != Input.CURSOR_ARROW: _problems.append("case③ 移动光标缺失(%d)" % bv.mouse_default_cursor_shape) # ---- case④ 右键封印:seal_place 到达组合根 + 核心封印态落位 ---- + # oracle: design/gdd/systems/排雷循环/排雷玩法.md:231 封印受理与印记随挖消失(case④/④b) _push_click(_pos(bv, seal_t), MOUSE_BUTTON_RIGHT) await get_tree().process_frame if not _has_action(seal_t, "seal_place"): @@ -283,12 +285,14 @@ func _ready() -> void: if seal_unit == null or not seal_unit.seal_on: _problems.append("case④b 封印印记未下发(seal_on=%s)" % ["无单元" if seal_unit == null else str(seal_unit.seal_on)]) # ---- case⑤ 双击 chord:禁入格双左击(核心拒挖零副作用)→ chord_attempted ---- + # oracle: design/gdd/systems/排雷循环/排雷玩法.md:236 拒绝三源可辨、任何拒绝零副作用(case⑤ chord) _push_click(_pos(bv, forbid_t), MOUSE_BUTTON_LEFT) _push_click(_pos(bv, forbid_t), MOUSE_BUTTON_LEFT) await get_tree().process_frame if _chords.is_empty() or _chords[_chords.size() - 1] != forbid_t: _problems.append("case⑤ chord_attempted 未达(chords=%s)" % [str(_chords)]) # ---- case⑥ 左键挖:dig 到达组合根 + 核心揭格落位 ---- + # oracle: design/gdd/systems/排雷循环/排雷玩法.md:231 挖掘受理与揭格落位(case⑥) _push_click(_pos(bv, dig_t), MOUSE_BUTTON_LEFT) await get_tree().process_frame if not _has_action(dig_t, "dig"): @@ -297,6 +301,7 @@ func _ready() -> void: if not ms.is_revealed(dig_t): _problems.append("case⑥ 核心揭格未落位(目标=%s)" % dig_t) # ---- case⑦ 英雄精灵世界落位(回归闸):精灵在 SubViewport 世界内, + # oracle: design/gdd/ux/battle.md:154 主角站桩立绘带落影、贴脚与缩放档(case⑦-⑩ 呈现落位) # 落位 = 格×步距 + 脚底锚(横=格中线/纵=格底往上 25% 线=HERO_GROUND_FRAC 自底边口径——「脚踩 # 格子 1/4 处·从下往上数」;禁带壳层 _svp_container.position 居中偏移——上批误用壳层 # cell_origin 实测右偏 ~7 格+偏离格心,实机截图用户报缺陷)。素材缺位树(hero==null,字形 @@ -363,6 +368,7 @@ func _ready() -> void: if bv._world.hero.position.distance_to(expect10b) > 0.5: _problems.append("case⑩ 还原后英雄未复位(pos=%s expect=%s)" % [str(bv._world.hero.position), str(expect10b)]) # ---- case⑪ 贴图缺位回退(字形「人」回归闸):texture 置 null + refresh → 英雄格数字 0 时字形 + # oracle: design/gdd/systems/表现与支撑/HUD框架.md:264 棋盘格子与数字完整可见——贴图缺位回退字形保可读(case⑪) # 必须回退「人」(数字格仍显数字——回退判据与抑制判据同源);验毕还原纹理重绘。 ---- if bv._world.hero != null: var hp11: Vector2i = ms.hero_pos() @@ -379,6 +385,7 @@ func _ready() -> void: bv._hero_sprite.tex_idle = tex_saved bv.refresh() # ---- case⑭ 变异角标(flat_damage 未开格视觉标记;resolver 注入面+落位+复位) ---- + # oracle: design/gdd/systems/排雷循环/地形变异.md:154 呈现按 effect/trigger/placement 数据路由、零特判(case⑭ 角标) var mark_t: Vector2i = _pick_forbidden(bv, ms) # 任一未开格(禁入=未开非相邻) if mark_t.x >= 0: bv.set_variant_mark_resolver(func(_c): return "flat_damage") @@ -392,6 +399,7 @@ func _ready() -> void: else: _problems.append("case⑭ 无未开格可验(板面异常)") # ---- case⑮ 视野迷雾(三态呈态/半径圈/移动跟随/开关两态零扰动/提灯插值位; + # oracle: design/gdd/systems/表现与支撑/HUD框架.md:268 视野迷雾:灯光区随移动跟随、开关两态结算逐位一致(case⑮) # 纯呈现零逻辑——迷雾开关切换前后 minesweeper 状态摘要逐位一致) ---- var fogp: Dictionary = bv.fog_params_probe() if int(bv.FOG_RADIUS) != 8 or int(fogp["lantern"]) != 0 or not fogp["enabled"]: @@ -487,6 +495,7 @@ func _ready() -> void: # attune_param_sum 只读出口→set_fog_glow_bonus〕→视野 +4 生效与卸装复原。 # settlement.attunement 手动注入=模拟 begin_battle enc 注入后的运行态〔注入面本体归 # 冒烟+单测覆盖〕;不重启冒险——case⑯ 起既有板面继续用) + # oracle: design/gdd/systems/跨局循环/元进度.md:156 解锁可见:装配强化下一局生效(case⑮ 装配链) main.save_manager.meta_state.set_attunement_equipped(["wide_scout_band"]) var p_lantern: Dictionary = main.build_adventure_params(main.save_manager, main.meta) if not (p_lantern.get("attunement", []) as Array).has("wide_scout_band"): @@ -505,6 +514,7 @@ func _ready() -> void: _problems.append("case⑮ 卸装后 dist==R+1 格未复原遮蔽") main.save_manager.meta_state.set_attunement_equipped([]) # ---- case⑯ 状态面板输入锁语义(R3——开层锁棋盘、关层恢复无残留;真实 push_input + # oracle: design/gdd/systems/表现与支撑/HUD框架.md:277 模态打开输入锁定、关闭逐层恢复(case⑯ R3) # 路径:入口角标本体 press+release 真点击 → 状态面板开;锁期挖掘点击零穿透;「继续」关层后 # 同格挖掘重新到达——锁语义与既有模态同款,无状态残留。置于全 case 之尾:取格若需前沿移位 #(真实点击 move 扩大可挖域),其板面扰动不再波及任何既有断言——域恰 2 枚时 seal_t 带封印+ @@ -547,7 +557,9 @@ func _ready() -> void: if resume_btn == null: _problems.append("case⑯ 状态面板关闭钮缺失") else: - resume_btn.pressed.emit() + var rpos16: Vector2 = resume_btn.get_global_rect().get_center() + _push_click(rpos16, MOUSE_BUTTON_LEFT) + _push_release(rpos16, MOUSE_BUTTON_LEFT) # Button pressed 信号走 release 沿——按压+释放成对 await get_tree().process_frame if main.ui.modals.run.status_panel.visible or main.ui.flow.locks_input(): _problems.append("case⑯ 关闭后未恢复(visible=%s locked=%s——R3 残留)" @@ -558,6 +570,7 @@ func _ready() -> void: if not _has_action(status_dig, "dig") or not ms.is_revealed(status_dig): _problems.append("case⑯ 关闭后挖掘未到达(恢复无残留验证失守)") # ---- case⑰ 未开格类型微光(活板面走查:作用集恒等/开格灭/移动复亮 + # oracle: design/gdd/systems/表现与支撑/HUD框架.md:267 类型微光出圈即灭入圈即亮、已开与封锁格恒无微光(case⑰) # 与出圈灭/相位门控/开关两态零扰动。与冒烟段数据面断言分工:此处走真实点击路径) ---- if not bool(bv.type_glow_probe().get("enabled", false)): _problems.append("case⑰ 微光默认态非开(生产默认开——Q4 丙案)") From 00a0b82a0aa7169f212f3f1efd0978c269982e13 Mon Sep 17 00:00:00 2001 From: DKChan <524912269@qq.com> Date: Fri, 6 Nov 2026 05:49:37 +0800 Subject: [PATCH 02/14] =?UTF-8?q?=E5=B7=A5=E7=A8=8B(=E7=9C=9F=E8=BE=93?= =?UTF-8?q?=E5=85=A5=E5=8C=962/7=C2=B7ui=5Fprobe):=205=E5=A4=84emit?= =?UTF-8?q?=E2=86=92=E7=9C=9F=E8=BE=93=E5=85=A5=E2=80=94=E2=80=94=E6=A0=91?= =?UTF-8?q?/=E7=A7=98=E5=AE=9D=E5=BC=80=E7=AA=97=3D=E5=9C=BA=E6=99=AF?= =?UTF-8?q?=E5=91=BD=E4=B8=AD=E5=8C=BApush=5Fclick=5Fat=E7=83=AD=E7=82=B9?= =?UTF-8?q?=E4=B8=AD=E5=BF=83,=E5=85=B3=E7=AA=97=3D=E7=9C=9F=E7=82=B9?= =?UTF-8?q?=E5=BA=95=E6=A0=8F=E8=BF=94=E5=9B=9E=E8=90=A5=E5=9C=B0=E9=92=AE?= =?UTF-8?q?(camp=5Fsub=5Fview=5Fbase:66-84=20closed=E5=8D=95=E6=BA=90),?= =?UTF-8?q?=E6=94=BE=E5=BC=83=E6=8B=92=E6=8C=89=3D=E7=9C=9F=E7=82=B9abando?= =?UTF-8?q?n=5Fbtn;=20=E5=90=8C=E6=96=87=E4=BB=B6=E5=88=A4=E6=8D=AE?= =?UTF-8?q?=E5=87=BA=E5=A4=84=E6=B3=A8=E8=AE=B013=E6=9D=A1(level-map:59/11?= =?UTF-8?q?/42=E6=94=BE=E5=BC=83=E4=B8=8E=E5=85=A5=E5=8F=A3=E5=81=9C?= =?UTF-8?q?=E7=82=B9+camp.md:45/20/41/18=E7=AA=97=E5=A3=B3=E4=BD=99?= =?UTF-8?q?=E9=A2=9D=E5=85=A5=E5=8F=A3+battle.md:122=E6=9E=84=E5=BB=BA?= =?UTF-8?q?=E7=BB=84+=E8=A1=8C=E5=8A=A8=E7=BB=8F=E6=B5=8E:258+HUD=E6=A1=86?= =?UTF-8?q?=E6=9E=B6:275/274=E7=AB=99=E6=A1=A9tooltip=E5=9B=BE=E6=A0=87?= =?UTF-8?q?=E9=94=AE+=E5=9C=B0=E5=BD=A2=E5=8F=98=E5=BC=82:156+settlement-s?= =?UTF-8?q?ummary:20);=20=E6=9C=AC=E6=AD=A5=E5=87=AD=E6=8D=AE:=20ui=5Fprob?= =?UTF-8?q?e=20headless=E7=9B=B4=E8=B7=91PASS=20exit=3D0(cells=3D144=20boa?= =?UTF-8?q?rd=3D12x12=20ap=5Fdots=3D8)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- game/probe/ui_probe.gd | 26 ++++++++++++++++++++------ 1 file changed, 20 insertions(+), 6 deletions(-) diff --git a/game/probe/ui_probe.gd b/game/probe/ui_probe.gd index b106ba01..8a37e1d3 100644 --- a/game/probe/ui_probe.gd +++ b/game/probe/ui_probe.gd @@ -16,6 +16,7 @@ func _ready() -> void: await get_tree().process_frame var problems: Array = [] # ---- 放弃入口(台账 119):默认隐藏(非冒险模式无冒险可放弃——开始层/调试两层)---- + # oracle: design/gdd/ux/level-map.md:59 放弃冒险入口=边缘动作、任意选路停点承载——非冒险模式无入口(默认隐藏) if main.ui.modals.run.level_screen.abandon_btn == null or main.ui.modals.run.level_screen.abandon_btn.visible: print("[ui_probe] FAIL — 放弃按钮默认应隐藏(非冒险模式关)") get_tree().quit(1) @@ -23,6 +24,7 @@ func _ready() -> void: # ---- 营地覆盖层(主菜单入口/开合/余额文案/购买禁用态; # 隔离存档换注 main.meta 保确定性(禁碰真实档 user://save.json——SaveManager 路径注入纪律; # 营地先行段只换 meta 不换 save_manager——冒险段换注零档在前)---- + # oracle: design/gdd/ux/camp.md:45 五功能窗统一窗壳、五窗互斥单开、各窗自带关闭钮(营地开合组) ProbeUiUtil.isolate_save(main, "smoke_ui_probe_camp", false, false, false) if not await ProbeUiUtil.open_camp_via_savesel(main, "smoke_ui_probe_camp"): problems.append("营地入口缺失(选档层新档钮——mn9 新路径驱动中断)〔句柄子容器批 V1〕") @@ -34,10 +36,12 @@ func _ready() -> void: problems.append("营地层打开时开始层未隐藏(规范 2.3 遮挡纪律)〔句柄子容器批 V1〕") else: # 天赋树子界面(场景点选真实路由——木桩命中区进树界面;卡④ T5 深员改指) - main.ui.modals.camp.scene.object_pressed.emit(&"dummy") + # oracle: design/gdd/ux/camp.md:20 木桩命中区→天赋树界面入口(场景点选路由) + ProbeUiUtil.push_click_at(main, main.ui.modals.camp.scene.get_hotspot_rect(&"dummy").get_center()) await get_tree().process_frame if not main.ui.modals.camp.tree.visible: problems.append("天赋树子界面未打开(场景点选路由中断)〔营地图批 V2〕") + # oracle: design/gdd/ux/camp.md:41 钥石余额常驻画面顶部 HUD 栏(余额文案组) if not String(main.ui.modals.camp.tree._balance_label.text).begins_with("钥石"): problems.append("营地余额文案缺失(%s)〔句柄子容器批 V1〕" % main.ui.modals.camp.tree._balance_label.text) if main.ui.modals.camp.tree._tree_buy_btns.is_empty(): @@ -50,14 +54,15 @@ func _ready() -> void: problems.append("脊柱生命 L1 白板可购钮未启用(无门槛——can_buy 不含余额面语义)〔句柄子容器批 V1〕") if not btn_by_id.has("att_socket2") or not bool(btn_by_id["att_socket2"].disabled): problems.append("同调位 2 前置未亮应禁用(点亮前置语义)〔句柄子容器批 V1〕") - main.ui.modals.camp.tree.closed.emit() + ProbeUiUtil.push_click(main, ProbeUiUtil.find_button(main.ui.modals.camp.tree, "返回营地")) # 真点底栏返回钮→_emit_closed(camp_sub_view_base.gd:66-84) await get_tree().process_frame # 秘宝匣子界面(场景点选真实路由——宝箱命中区) - main.ui.modals.camp.scene.object_pressed.emit(&"chest") + # oracle: design/gdd/ux/camp.md:18 宝箱命中区→秘宝匣界面入口 + ProbeUiUtil.push_click_at(main, main.ui.modals.camp.scene.get_hotspot_rect(&"chest").get_center()) await get_tree().process_frame if main.ui.modals.camp.treasure._workshop_rows.size() != 12: problems.append("秘宝匣行数错误(%d ≠ 12——迭代 22 秘宝批换代)〔句柄子容器批 V1〕" % main.ui.modals.camp.treasure._workshop_rows.size()) - main.ui.modals.camp.treasure.closed.emit() + ProbeUiUtil.push_click(main, ProbeUiUtil.find_button(main.ui.modals.camp.treasure, "返回营地")) await get_tree().process_frame main._on_camp_closed() # 关层收闭(营地与选档层同收+开始层恢复——卡④ T3) await get_tree().process_frame @@ -71,6 +76,7 @@ func _ready() -> void: await get_tree().process_frame # ---- 入口选路停点(关卡开始即出节点图——level_started 后、首战前弹选路层; # press_candidate 图上命中路径 pick 入口单候选进首战)---- + # oracle: design/gdd/ux/level-map.md:11 入口停点候选数=入口个数(入口单候选断言) # ---- 独立性断言(独立屏激活期战斗屏宿主整体隐藏,零透出)---- if not main.ui.modals.run.level_screen.visible: problems.append("关卡开始未弹入口选路停点(level_screen 应可见)") @@ -86,14 +92,16 @@ func _ready() -> void: if not main.ui.screens.battle_root.visible or main.ui.modals.run.level_screen.visible: problems.append("选路提交战斗节点后未切回战斗屏(屏级互斥恢复失守)") # ---- 放弃入口·冒险模式可见 + 战斗中按下被拒(真实按钮路径——入口挂选路停点,战斗中拒绝为防御分支)---- + # oracle: design/gdd/ux/level-map.md:42 放弃冒险(任意选路停点)→ 冒险落幕——战斗域单事务在飞时拒绝 if main.ui.modals.run.level_screen.abandon_btn == null or not main.ui.modals.run.level_screen.abandon_btn.visible: problems.append("冒险模式放弃按钮未开放(选路停点入口在案)") else: - main.ui.modals.run.level_screen.abandon_btn.pressed.emit() + ProbeUiUtil.push_click(main, main.ui.modals.run.level_screen.abandon_btn) await get_tree().process_frame if main.run_scope.adventure == null or String(main.run_scope.adventure.state) != "running": problems.append("首战中放弃未被拒(战斗域单事务在飞——state 应保持 running)") # ---- 既有断言(回归基线;A 区无进度条——节点链进度由关卡画面独立屏承载)---- + # oracle: design/gdd/ux/battle.md:122 B 区构建组:主角与敌人站桩、明细带挖掘期收起、轮次指示、棋盘与 C 区/秘宝槽、首战进行中 if main.ui.battle.board_zone.board_view.cells_probe().is_empty(): problems.append("棋盘格未生成(cells=0)") if main.ui.battle.board_zone.board_view.board() == null: @@ -110,7 +118,8 @@ func _ready() -> void: if main.ui.battle.stage.enemy_box.get_child_count() < 1: problems.append("B 区敌方站桩未构建(%d 个)" % main.ui.battle.stage.enemy_box.get_child_count()) if main.ui.battle.board_zone.ap_bar._dots.get_child_count() != int(main.db.run.action_economy.ap_per_round): - problems.append("D 区 AP 点阵数量错误(%d)" % main.ui.battle.board_zone.ap_bar._dots.get_child_count()) + problems.append("D 区 AP 点阵数量错误(%d)" % main.ui.battle.board_zone.ap_bar._dots.get_child_count()) + # oracle: design/gdd/systems/排雷循环/行动经济.md:258 开轮硬重置:行动点回到表值(AP 点阵数=ap_per_round) if main.ui.battle.board_zone.ap_bar.refresh_remaining_text() == "": problems.append("D 区弃图刷新按钮文案缺失") if main.ui.battle.board_zone.toast == null: @@ -127,6 +136,7 @@ func _ready() -> void: # E 区无道具面板——四区构建由其余断言覆盖 # ---- 敌方站桩投影(顺位徽标/意图三档动作动画占位——敌人系统×4,全站桩)---- + # oracle: design/gdd/systems/表现与支撑/HUD框架.md:275 敌人呈现:意图占位三档可见性——普通攻击零表示、类型级提示(站桩投影组) # B 区站桩子件伴随件化(壳层 tooltip 载体)——断言口径见台账 171: # 伴随件化(壳层 tooltip 载体),穿透明(子件 _name_label/_armor_icon/_intent_badge)改本体 # 探针出口 stage.enemy_body_at(i).name_line_probe()/intent_probe()——呈现口径逐字保持 @@ -153,6 +163,7 @@ func _ready() -> void: elif not bool(main.ui.battle.stage.hero_standee.portrait_probe().get("has_tex", false)): problems.append("主角立绘纹理未落位(显示档 hero=144——显示档批)") # ---- BUG-0001 回归(tooltip 入树后 set_effects 槽位不错位——结算软锁修复沉淀)---- + # oracle: design/gdd/systems/表现与支撑/HUD框架.md:274 状态槽图标+层数+剩余次数、悬停见来源(tooltip 回归组) var slots_row = main.ui.battle.stage.hero_standee.slot_row # BUG-0001 回归随组件迁入站桩(tooltip/槽位错位同源) var probe_eff: Array = [{"effect_id": "attack_up", "display_name": "增伤", "layers": 1, "remaining_settlements": 1, "source_class": "safe_cell", "round_index": 1, "effective_value": 50}] @@ -178,6 +189,7 @@ func _ready() -> void: # ---- 图标键回归(HUD框架 图标键契约:状态表九行全映射〔定稿 PNG 纹理〕、 # 格面资源 cell_type 九型全映射〔含 gp 键〕;查不到的键 fail-fast + ? 占位 # ——此处钉死映射不残缺,未知键断言由 _icon_tex/_badge_glyph 承担)---- + # oracle: design/gdd/systems/表现与支撑/HUD框架.md:274 极性按键级表呈现——状态图标键映射不残缺(图标键回归组) for eid in ["attack_up", "ac_up", "alert", "weaken", "enrage", "off_guard", "sapped", "empower", "fortify"]: if not StatusSlotRow.EFFECT_ICON.has(eid) or StatusSlotRow.EFFECT_ICON[eid] == null: problems.append("状态图标九键纹理映射缺失(%s)" % eid) @@ -202,6 +214,7 @@ func _ready() -> void: # ---- L2 单场段(debug_session 单场原语 + 去饱和接口可用性;雾格机制已整体移除,不再断言变体呈现)---- # 单场无用户入口——探针直调 debug_session 原语(battle_created/ready 仍经组合根接线; # _reset_run_scope 复现 _start_single 的提示去重复位) + # oracle: design/gdd/systems/排雷循环/地形变异.md:156 布置域:变异格全在初始展开区外(L2 布置域组) main.begin_session(false) main._debug.start_single(2) await get_tree().process_frame @@ -224,6 +237,7 @@ func _ready() -> void: # ---- GP 终局行:summary gp_final 键取数+胜利面板 GP 行呈现(C5:GP 行只上冒险终局面板; # 断言面 = summary 键,无影子账清零转存)---- # (置于战斗态断言之后——合成收束会灰化站桩并清 settlement 引用,具污染性) + # oracle: design/gdd/ux/settlement-summary.md:20 战利品行=GP 增量+总量(冒险终局面板 GP 行组) var meta_saved = main.meta.save for p2 in ["user://smoke_ui_probe_settle_scratch.json", "user://smoke_ui_probe_settle_scratch.json.tmp"]: if FileAccess.file_exists(p2): From d68c32470e4272f1c56fa4e5b64f39b3222f1e6e Mon Sep 17 00:00:00 2001 From: DKChan <524912269@qq.com> Date: Fri, 6 Nov 2026 05:53:05 +0800 Subject: [PATCH 03/14] =?UTF-8?q?=E5=B7=A5=E7=A8=8B(=E7=9C=9F=E8=BE=93?= =?UTF-8?q?=E5=85=A5=E5=8C=963/7=C2=B7ui=5Ftune=5Fprobe):=202=E5=A4=84emit?= =?UTF-8?q?=E5=A4=84=E7=BD=AE=E2=80=94=E2=80=94boot=E5=BC=80=E7=AA=97emit?= =?UTF-8?q?=E2=86=92=5Fshow=5Fdebug=5Foverlay=E7=9B=B4=E8=B0=83(=E5=8F=91?= =?UTF-8?q?=E5=B8=83=E6=80=81=E8=A7=92=E6=A0=87=E6=81=92=E9=9A=90main.gd:1?= =?UTF-8?q?38,=E4=BF=A1=E5=8F=B7=E8=B7=AF=E5=BE=84=E5=B7=B2=E9=80=80?= =?UTF-8?q?=E5=BD=B9,:123=E5=9C=A8=E5=86=8C=E5=85=88=E4=BE=8B=E2=80=94?= =?UTF-8?q?=E2=80=94=E4=BF=9D=E7=95=99emit=E5=8F=AA=E4=BC=9A=E5=9C=A8?= =?UTF-8?q?=E9=9A=90=E6=80=81=E5=81=87=E5=BC=80),=E5=85=B3=E9=97=AD?= =?UTF-8?q?=E9=92=AEemit=E2=86=92=E7=9C=9F=E7=82=B9push=5Fclick;=20?= =?UTF-8?q?=E5=88=A4=E6=8D=AE=E5=87=BA=E5=A4=84=E6=B3=A8=E8=AE=B06?= =?UTF-8?q?=E6=9D=A1(test-conventions:49=E8=B0=83=E8=AF=95=E9=9D=A2=C3=974?= =?UTF-8?q?=E7=BB=84+architecture:168=E7=A7=8D=E5=AD=90=E4=B8=89=E5=88=86+?= =?UTF-8?q?code-conventions:21=E9=9B=B6=E8=BF=9E=E6=8E=A5=E5=B7=A1?= =?UTF-8?q?=E6=A3=80);=20=E8=A7=84=E6=A0=BC=E7=BC=BA=E5=8F=A3=E5=8F=91?= =?UTF-8?q?=E7=8E=B0#1:=20=5Foverlay=5Fzero=5Fmotion=5Fcontract=E9=9B=B6?= =?UTF-8?q?=E5=8A=A8=E6=95=88=E5=A5=91=E7=BA=A6=E6=97=A0=E7=8E=B0=E8=A1=8C?= =?UTF-8?q?=E6=96=87=E6=A1=A3=E5=8F=A5=E5=8F=AF=E9=94=9A(=E6=BA=90?= =?UTF-8?q?=E5=8D=A117=E5=8D=A1=E2=91=A2=E5=B7=B2=E9=80=80=E5=BD=B9),?= =?UTF-8?q?=E8=AE=B0=E5=8F=91=E7=8E=B0=E4=B8=8D=E9=80=A0=E9=94=9A=E5=BE=85?= =?UTF-8?q?=E6=94=B6=E5=B0=BE=E5=91=88=E6=8A=A5;=20=E6=9C=AC=E6=AD=A5?= =?UTF-8?q?=E5=87=AD=E6=8D=AE:=20ui=5Ftune=5Fprobe=20headless=E7=9B=B4?= =?UTF-8?q?=E8=B7=91PASS=20exit=3D0(N=3D10=E6=A8=A1=E6=8B=9F=E5=85=A8?= =?UTF-8?q?=E9=93=BE=E8=B7=AF)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- game/probe/ui_tune_probe.gd | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) diff --git a/game/probe/ui_tune_probe.gd b/game/probe/ui_tune_probe.gd index b90c2aca..3c910611 100644 --- a/game/probe/ui_tune_probe.gd +++ b/game/probe/ui_tune_probe.gd @@ -43,7 +43,8 @@ func _ready() -> void: # ① 全局浮层角标开窗(调试入口=UI 最顶层浮层,任何 UI 不遮挡—— # main 直接子层、LAYER_CONTRACT 末位 float 类;boot 菜单优先不开浮窗,角标真实点击路径开窗; # 悬浮于菜单之上——开始层不隐藏;树序新基准=登记册末位(确认弹窗之后=绘制序最上)) - main.ui.screens.debug_badge.pressed.emit() + # oracle: design/engineering/test-conventions.md:49 调试面=DebugOverlay/DS_DEBUG——发布态恒隐无 UI 开启口、开发期临时启用(①开窗层级组) + main._show_debug_overlay() # 发布态角标恒隐(main.gd:138 _debug_entry 缺省 false)——角标信号路径已退役(:123 同款先例),开窗经组合根直调承载 await get_tree().process_frame if not main.ui.modals.menu.debug_overlay.visible: problems.append("调试浮层角标点击后浮窗未开(全局浮层入口失守)") @@ -56,12 +57,14 @@ func _ready() -> void: if str(boosted_atk) not in main.ui.modals.menu.debug_overlay.effect_text() or str(boosted_hp) not in main.ui.modals.menu.debug_overlay.effect_text(): problems.append("生效预览未联动(%s)" % main.ui.modals.menu.debug_overlay.effect_text()) # ③ 应用(真实信号路径:apply_requested → 组合根)——E4 后加成零表写,生效断言移至 ⑧ 战斗快照 + # oracle: design/engineering/test-conventions.md:49 调试面加成链路:滑条联动/应用/重置、hero 表运行期只读(②③④⑦组) main.ui.modals.menu.debug_overlay.press_apply_for_probe() # ④ 重置(重开浮窗 → 重置按钮真实路径;面板百分比归零——下一场战斗生效值回到基线) main._show_debug_overlay() main.ui.modals.menu.debug_overlay.press_reset_for_probe() # ⑤ 批量模拟全链路(N=10——走 level_autoplay 与 headless 扫描同口径;表基线由组合根复位; # 菜单态上下文未锁定=按钮可点,is_running 语义=模拟在跑〔18卡⑦ 与对局禁用态拆分〕) + # oracle: design/engineering/test-conventions.md:49 调试面批量模拟链路:N=10 输出关卡完成率/剩余 HP/败北节点(⑤组) main.ui.modals.menu.debug_overlay.set_sliders(100, 0) main.ui.modals.menu.debug_overlay.set_sim_count(10) main.ui.modals.menu.debug_overlay.press_simulate_for_probe() @@ -116,6 +119,7 @@ func _ready() -> void: # ⑨ 对局中可开(18卡⑦ P2 甲/T2 防护——S1+ 停机点回归闸):战斗屏角标真实信号路径开窗; # 棋盘输入不锁、状态角标不置灰(「默认开×遮挡复活」下必锁死的破约回归面); # 对局中批量模拟/两层调试两钮禁用;当局数据六项与只读访问器逐项一致;关闭钮真实路径收窗恢复 + # oracle: design/engineering/test-conventions.md:49 调试面对局态:不锁棋盘输入/两钮禁用/当局数据只读一致(⑨组) var dbg_badge: Button = main.ui.screens.debug_badge if dbg_badge == null or dbg_badge.visible: problems.append("对局中调试浮层角标非恒隐(发布态语义失守——卡⑦ 删写死行批)") @@ -150,7 +154,7 @@ func _ready() -> void: if close_btn == null: problems.append("浮窗关闭钮缺失(真实收窗路径中断)") else: - close_btn.pressed.emit() + ProbeUiUtil.push_click(main, close_btn) if main.ui.modals.menu.debug_overlay.visible or main.ui.flow.locks_input(): problems.append("对局中关闭浮窗后态失守(visible=%s locked=%s)" % [str(main.ui.modals.menu.debug_overlay.visible), str(main.ui.flow.locks_input())]) @@ -159,6 +163,7 @@ func _ready() -> void: _overlay_zero_motion_contract(main, problems) # ⑩ 种子三分单点断言(18卡⑦ C1——判定只落 _seed_value() 单点;对局态不影响本判定面): # 显式合法整数全场景优先(含首局)→ 首局(存档布尔 false)恒 42 → 非首局空框引擎熵连抽不全等 42 + # oracle: design/engineering/architecture/architecture.md:168 seed_value=组合根公开服务面(⑩种子三分判定单点组) main.ui.modals.menu.debug_overlay.seed_edit.text = "777" if main.seed_value() != 777: problems.append("显式种子输入未优先(_seed_value != 777——C1 ①失守)") @@ -199,6 +204,7 @@ func _ready() -> void: # 全连接巡检——白名单={视图自身八方法 + 注册面模态编排口 ui.flow.close(closed 外发消费—— # 注册面批把该连接目标从组合根转发壳改为 flow 真方法,机检白名单随批登记同一连接)}; # 当局数据区块=纯标签零连接在此被一并约束(新增任何连接=红须入册审查)。 +# oracle: design/engineering/code-conventions.md:21 视图零核心写调用、依赖单向(白名单外零连接巡检组) func _overlay_readonly_contract(main: Node, problems: Array) -> void: var overlay: Control = main.ui.modals.menu.debug_overlay var stack: Array = [overlay] From e0b22f40fb068659f4f1d166abd2f2d3b4de4f15 Mon Sep 17 00:00:00 2001 From: DKChan <524912269@qq.com> Date: Fri, 6 Nov 2026 05:55:36 +0800 Subject: [PATCH 04/14] =?UTF-8?q?=E5=B7=A5=E7=A8=8B(=E7=9C=9F=E8=BE=93?= =?UTF-8?q?=E5=85=A5=E5=8C=964/7=C2=B7shot=5Fprobe):=207=E5=A4=84emit?= =?UTF-8?q?=E2=86=92=E7=9C=9F=E8=BE=93=E5=85=A5=E2=80=94=E2=80=94=E8=AE=BE?= =?UTF-8?q?=E7=BD=AE=E5=BC=80/=E5=85=B3=E3=80=81=E7=94=9F=E6=B6=AF?= =?UTF-8?q?=E5=85=B3=E3=80=81=E7=8A=B6=E6=80=81=E9=9D=A2=E6=9D=BF=E5=BC=80?= =?UTF-8?q?/=E5=85=B3=3D=E7=9C=9F=E7=82=B9find=5Fbutton=E5=91=BD=E4=B8=AD?= =?UTF-8?q?=E9=92=AE,=E7=AF=9D=E7=81=AB=3Dpush=5Fclick=5Fat=E7=83=AD?= =?UTF-8?q?=E7=82=B9=E4=B8=AD=E5=BF=83,=E4=BA=8C=E6=AC=A1=E7=A1=AE?= =?UTF-8?q?=E8=AE=A4=3D=E7=9C=9F=E7=82=B9=5Fconfirm=5Fbtn(ui=5Fclick=5Fpro?= =?UTF-8?q?be:702=E5=85=88=E4=BE=8B);=20=E5=88=A4=E6=8D=AE=E5=87=BA?= =?UTF-8?q?=E5=A4=84=E6=B3=A8=E8=AE=B09=E6=9D=A1(code-conventions:54?= =?UTF-8?q?=E9=81=AE=E6=8C=A1=E7=BA=AA=E5=BE=8B+=E8=AE=BE=E7=BD=AE?= =?UTF-8?q?=E4=B8=8E=E6=9C=AC=E5=9C=B0=E5=8C=96:95+camp.md:45/16/22+level-?= =?UTF-8?q?map:11/77+battle.md:122+HUD=E6=A1=86=E6=9E=B6:264/277+test-conv?= =?UTF-8?q?entions:84=E6=88=AA=E5=9B=BE=E9=87=87=E9=9B=86);=20=E6=9C=AC?= =?UTF-8?q?=E6=AD=A5=E5=87=AD=E6=8D=AE:=20shot=5Fprobe=E7=AA=97=E5=8F=A3?= =?UTF-8?q?=E5=8C=96=E7=9B=B4=E8=B7=91PASS=20exit=3D0(=E4=B8=83=E5=B1=8F12?= =?UTF-8?q?80x800=E5=85=A8=E5=AD=98,=E9=97=AE=E9=A2=98=3D0,battle=20draw?= =?UTF-8?q?=5Fcalls=3D194<200)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- game/probe/shot_probe.gd | 25 ++++++++++++++++++------- 1 file changed, 18 insertions(+), 7 deletions(-) diff --git a/game/probe/shot_probe.gd b/game/probe/shot_probe.gd index 1981c89e..eb66e9bd 100644 --- a/game/probe/shot_probe.gd +++ b/game/probe/shot_probe.gd @@ -46,6 +46,7 @@ func _ready() -> void: await get_tree().process_frame # ① 菜单(启动态)——无帮助文腿(玩法速览牌不在画面,checker 无对应断言段); # 无副标题件,菜单文字锚只剩标题 + # oracle: design/engineering/code-conventions.md:54 模态覆盖层层级规则——boot 态顶层=start_overlay、菜单文字在屏(菜单组) # 自检一:boot 态顶层可见全屏层=start_overlay(内容层树遍历——屏壳是容器不当候选: # camp 壳 boot 态 vis=true 但成员恒隐,裸树遍历自顶向下会先命中透明壳) var top: Node = null @@ -82,11 +83,12 @@ func _ready() -> void: _meta[String(pair[0])] = ProbeUiUtil.label_rect(main.ui.screens.start_overlay, String(pair[1])) await _snap("menu") # ①b 设置面(settingsbtn 真实信号路径,开合同款真实钮) + # oracle: design/gdd/systems/表现与支撑/设置与本地化.md:95 最小设置面已兑现:音量/减动效/全屏/退出,载体=独立设置存储+设置界面视图(设置组) var setbtn: Button = ProbeUiUtil.find_button(main.ui.screens.start_overlay, "设置", "prefix") if setbtn == null: _problems.append("设置入口缺失(开始层 settingsbtn)") else: - setbtn.pressed.emit() + ProbeUiUtil.push_click(main, setbtn) for i in 3: await get_tree().process_frame if not main.ui.modals.menu.settings_overlay.visible: @@ -98,9 +100,10 @@ func _ready() -> void: if set_close == null: _problems.append("设置面返回钮缺失") else: - set_close.pressed.emit() + ProbeUiUtil.push_click(main, set_close) await get_tree().process_frame # ①c 生涯页(函数直调中间态——卡② mn10:careerbtn 已撤,卡④ 笔记本改挂前无 UI 路径) + # oracle: design/gdd/ux/camp.md:45 生涯页与四子界面同壳同形态(生涯组) if true: main._open_career() for i in 3: @@ -114,27 +117,31 @@ func _ready() -> void: if career_close == null: _problems.append("生涯页返回钮缺失") else: - career_close.pressed.emit() + ProbeUiUtil.push_click(main, career_close) for i in 3: await get_tree().process_frame if main.ui.modals.menu.career_overlay.visible or not main.ui.screens.start_overlay.visible: _problems.append("生涯页关闭后页未隐藏或开始层未恢复") # ② 营地场景图(进档开层新路径——卡② mn9;截图=可点击场景图形态——卡④ 契约 9 V1 验收载体) + # oracle: design/gdd/ux/camp.md:16 营地=可点击场景图(七物件命中区表——场景图形态组) if not await ProbeUiUtil.open_camp_via_savesel(main, "smoke_shot_probe_camp"): _problems.append("营地入口缺失(选档层新档钮——新路径驱动中断)〔句柄子容器批 V1〕") else: await get_tree().process_frame await _snap("camp") - main.ui.modals.camp.scene.object_pressed.emit(&"campfire") # 收闭改接篝火动线(营地根态无关闭钮——卡④ T5) + ProbeUiUtil.push_click_at(main, main.ui.modals.camp.scene.get_hotspot_rect(&"campfire").get_center()) # 收闭改接篝火动线(营地根态无关闭钮——卡④ T5) await get_tree().process_frame - main.ui.modals.menu.confirm_dialog.confirmed.emit() # 二次确认离场(关层收闭——选档层随收) + ProbeUiUtil.push_click(main, main.ui.modals.menu.confirm_dialog._confirm_btn) # 二次确认离场(关层收闭——选档层随收) + # oracle: design/gdd/ux/camp.md:22 篝火=离开营地回主菜单、必须二次确认(篝心动线组) await get_tree().process_frame # ③ 关卡画面(开始冒险→停点出图——入口停点语义;函数直调中间态 mn10) + # oracle: design/gdd/ux/level-map.md:11 入口停点候选数=入口个数(关卡画面出图组) main._start_adventure_from_menu() for i in 4: await get_tree().process_frame await _snap("level") # GP 常驻徽章断言(读数=runner.gp 现值,刷新=写路径回执后重查〔open_choices〕) + # oracle: design/gdd/ux/level-map.md:77 GP 常驻徽章=GP 图标+数字(冒险钱包读数;写路径回执后重查) var gp_label: Label = ProbeUiUtil.find_label(main.ui.modals.run.level_screen, "◈ ") if gp_label == null or not gp_label.is_visible_in_tree(): _problems.append("GP 徽章不可见(关卡画面顶栏)") @@ -143,6 +150,7 @@ func _ready() -> void: if gp_label.text != expect: _problems.append("GP 徽章读数不符: %s != %s" % [gp_label.text, expect]) # ④ 战斗(节点一——真实选路提交路径 press_candidate,ui_click_probe :199 同款) + # oracle: design/gdd/ux/battle.md:122 B 区构建:站桩/明细带/轮次指示(战斗出图与几何锚组) if main.ui.modals.run.level_screen != null and main.ui.modals.run.level_screen.visible: main.ui.modals.run.level_screen.press_candidate(0) for i in 10: @@ -154,17 +162,19 @@ func _ready() -> void: _meta["stage_view"] = _node_rect(main.ui.battle.stage) _meta["board_zone"] = _node_rect(main.ui.battle.board_zone) # draw calls 真机测量(基线 270→目标 <200;窗口化渲染帧读数, + # oracle: design/gdd/systems/表现与支撑/HUD框架.md:264 同屏 draw calls < 200(战斗屏性能预算组) # 取值时机=战斗截图同帧后一帧——呈现终态满负荷) await get_tree().process_frame var dc := int(Performance.get_monitor(Performance.RENDER_TOTAL_DRAW_CALLS_IN_FRAME)) _meta["battle_draw_calls"] = dc print("[shot_probe] battle draw_calls=%d(基线 270/目标 <200)" % dc) # ⑤ 状态面板(战斗屏状态角标真实信号路径;层在战斗屏之上开合) + # oracle: design/gdd/systems/表现与支撑/HUD框架.md:277 模态打开遮挡或输入锁定、关闭逐层恢复(状态面板组) var pb: Button = main.ui.battle.board_zone.status_badge if pb == null or not pb.visible or pb.disabled: _problems.append("状态面板入口角标缺失/置灰(战斗屏 board_zone)") else: - pb.pressed.emit() + ProbeUiUtil.push_click(main, pb) for i in 3: await get_tree().process_frame if not main.ui.modals.run.status_panel.visible: @@ -176,7 +186,7 @@ func _ready() -> void: if status_close == null: _problems.append("状态面板继续钮缺失") else: - status_close.pressed.emit() + ProbeUiUtil.push_click(main, status_close) await get_tree().process_frame if main.ui.modals.run.status_panel.visible: _problems.append("状态面板关闭后未隐藏(继续钮路径)") @@ -201,6 +211,7 @@ func _ready() -> void: func _snap(key: String) -> void: + # oracle: design/engineering/test-conventions.md:84 golden 测试项扩项——截图采集清单扩项、实跑截图冻结(截图采集组) await RenderingServer.frame_post_draw await RenderingServer.frame_post_draw var img: Image = get_viewport().get_texture().get_image() From 4f48c40fd56ac2026178194e5afcb7e5273306c0 Mon Sep 17 00:00:00 2001 From: DKChan <524912269@qq.com> Date: Fri, 6 Nov 2026 05:59:53 +0800 Subject: [PATCH 05/14] =?UTF-8?q?=E5=B7=A5=E7=A8=8B(=E7=9C=9F=E8=BE=93?= =?UTF-8?q?=E5=85=A5=E5=8C=965/7=C2=B7screen=5Fflow=5Fprobe):=2014?= =?UTF-8?q?=E5=A4=84emit=E2=86=9213=E5=A4=84=E7=9C=9F=E8=BE=93=E5=85=A5?= =?UTF-8?q?=E2=80=94=E2=80=94=E7=AF=9D=E7=81=AB/=E7=AA=97=E5=A3=B3?= =?UTF-8?q?=E8=BD=AE=E8=BD=AC/V6/V7/V8=E5=9C=BA=E6=99=AF=E5=91=BD=E4=B8=AD?= =?UTF-8?q?=E5=8C=BApush=5Fclick=5Fat,=E4=BA=8C=E6=AC=A1=E7=A1=AE=E8=AE=A4?= =?UTF-8?q?=E7=9C=9F=E7=82=B9=5Fconfirm=5Fbtn,=E9=80=89=E6=A1=A3=E8=BF=94?= =?UTF-8?q?=E5=9B=9E/=E7=BB=88=E5=B1=80=E7=BB=A7=E7=BB=AD/=E7=94=9F?= =?UTF-8?q?=E6=B6=AF=E8=BF=94=E5=9B=9E/=E6=B8=85=E7=AA=97=E8=BF=94?= =?UTF-8?q?=E5=9B=9E=E9=92=AE=E7=9C=9F=E7=82=B9,esc=E8=BF=94=E5=9B=9E?= =?UTF-8?q?=E4=B8=BB=E8=8F=9C=E5=8D=95=E7=9C=9F=E7=82=B9=5Freturn=5Fbtn;?= =?UTF-8?q?=20V5b=E4=B8=80=E5=A4=84=E4=BF=9D=E7=95=99emit=E5=B9=B6?= =?UTF-8?q?=E6=B3=A8=E8=AE=B0(V5b=E8=A2=AB=E6=B5=8B=E9=9D=A2=3D=E7=AA=97?= =?UTF-8?q?=E5=BC=80=E6=80=81=E9=81=AE=E7=BD=A9=E6=8C=A1=E5=9C=BA=E6=99=AF?= =?UTF-8?q?=E7=82=B9=E9=80=89,=E5=89=8D=E6=8F=90=E5=8F=AA=E8=83=BD?= =?UTF-8?q?=E4=BF=A1=E5=8F=B7=E6=B3=A8=E5=85=A5);=20=E5=88=A4=E6=8D=AE?= =?UTF-8?q?=E5=87=BA=E5=A4=84=E6=B3=A8=E8=AE=B013=E6=9D=A1=E9=80=90?= =?UTF-8?q?=E6=AE=B5=E6=8C=82(architecture:168=E4=BA=92=E6=96=A5=E5=88=A4?= =?UTF-8?q?=E6=8D=AE=C3=972+test-conventions:49=20boot=E7=BB=84+camp.md:10?= =?UTF-8?q?/22/45=C3=973+=E5=AD=98=E6=A1=A3=E5=BA=8F=E5=88=97=E5=8C=96:61?= =?UTF-8?q?=E9=80=89=E6=A1=A3+level-map:11/42+battle.md:57+settlement-summ?= =?UTF-8?q?ary:12);=20=E6=9C=AC=E6=AD=A5=E5=87=AD=E6=8D=AE:=20screen=5Fflo?= =?UTF-8?q?w=5Fprobe=20headless=E7=9B=B4=E8=B7=91PASS=20exit=3D0(=E5=85=AD?= =?UTF-8?q?=E6=AD=A5=E4=B8=BB=E6=B5=81=E7=A8=8B+=E5=9B=9E=E9=80=80?= =?UTF-8?q?=E5=85=A8=E7=BB=BF)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- game/probe/screen_flow_probe.gd | 41 ++++++++++++++++++++++----------- 1 file changed, 27 insertions(+), 14 deletions(-) diff --git a/game/probe/screen_flow_probe.gd b/game/probe/screen_flow_probe.gd index d02f7097..17a26a6a 100644 --- a/game/probe/screen_flow_probe.gd +++ b/game/probe/screen_flow_probe.gd @@ -69,12 +69,14 @@ func _seals_text(f: Dictionary) -> String: # ---- 流程状态位(与可见性是两回事,逐步单独判)---- func _expect_adventure_seal(step: String, expect: bool) -> void: + # oracle: design/engineering/architecture/architecture.md:168 三屏壳与呈现装配——屏级互斥与流程状态位判据宿主面(状态位判据组) var got: bool = main.run_scope != null and main.run_scope.is_adventure if got != expect: _problems.append("%s:流程状态位 is_adventure 应为 %s,实测 %s" % [step, str(expect), str(got)]) func _expect_exclusive(step: String, expect: String) -> void: + # oracle: design/engineering/architecture/architecture.md:168 屏壳切换与呈现装配(屏级互斥组) var f: Dictionary = _screen_seals() var pairs := [["菜单", "营地"], ["菜单", "冒险"], ["营地", "冒险"], ["终局", "营地"], ["终局", "菜单"]] for pair in pairs: @@ -101,6 +103,7 @@ func _frames(n: int = 2) -> void: # ---- ① boot:菜单独占 ---- func _step_boot_menu() -> void: + # oracle: design/engineering/test-conventions.md:49 调试面发布态恒隐、无 UI 开启口(boot 组) _expect_exclusive("①boot", "菜单") _expect_adventure_seal("①boot", false) if main.ui.modals.menu.debug_overlay != null and main.ui.modals.menu.debug_overlay.visible: @@ -109,6 +112,7 @@ func _step_boot_menu() -> void: # ---- ② 菜单 → 营地(真实按钮信号路径)---- func _step_menu_to_camp() -> void: + # oracle: design/gdd/ux/camp.md:10 营地=存档内局外枢纽,存档语境可达(菜单→营地组) # 营地经进档开层(卡② mn9 新路径——campbtn 已撤;槽模板注入隔离命名空间) if not await ProbeUiUtil.open_camp_via_savesel(main, "smoke_screen_flow_camp"): _problems.append("②菜单→营地:选档层新档钮缺失(新路径驱动中断)") @@ -119,14 +123,15 @@ func _step_menu_to_camp() -> void: # ---- ③ 营地 → 菜单(回退路径:篝火二次确认动线——卡④ 营地唯一回菜单出口;选档层随关层收闭同收)---- func _step_camp_back_to_menu() -> void: + # oracle: design/gdd/ux/camp.md:22 篝火=离开营地回主菜单、必须二次确认(营地→菜单组) if main.ui.modals.camp.scene == null: _problems.append("③营地→菜单:营地场景根句柄缺失〔句柄子容器批 V1〕") return - main.ui.modals.camp.scene.object_pressed.emit(&"campfire") + ProbeUiUtil.push_click_at(main, main.ui.modals.camp.scene.get_hotspot_rect(&"campfire").get_center()) await _frames() if not main.ui.modals.menu.confirm_dialog.visible: _problems.append("③篝火:二次确认弹窗未现(camp.md v2.2 必须先确认)〔营地图批 V7〕") - main.ui.modals.menu.confirm_dialog.confirmed.emit() # 二次确认离场(confirmed 先于关层——卡④ T4) + ProbeUiUtil.push_click(main, main.ui.modals.menu.confirm_dialog._confirm_btn) # 二次确认离场(confirmed 先于关层——卡④ T4) await _frames() _expect_exclusive("③营地→菜单(回退)", "菜单") @@ -135,6 +140,7 @@ func _step_camp_back_to_menu() -> void: # ---- 选档界面开合(卡③ sl10):函数直调开层(「进入存档」钮归卡② mn3)→屏级互斥采样→ # 返回钮真实信号路径关闭→ESC 语境不响应(卡⑤ 契约 2 范围外——零实现即断言)。---- func _step_save_select_open_back() -> void: + # oracle: design/gdd/systems/表现与支撑/存档序列化.md:61 激活态由选档界面的「新档」或「进档」建立(选档开合组) ProbeUiUtil.isolate_save(main, "smoke_screen_flow_savesel", false, false, true) main.save_manager.slots.attach_slot_template("user://smoke_screen_flow_savesel_slot_%d.json") var esb: Button = ProbeUiUtil.find_button(main.ui.screens.start_overlay, "进入存档", "prefix") @@ -150,7 +156,7 @@ func _step_save_select_open_back() -> void: if back_btn == null: _problems.append("[savesel] sl10 返回钮缺失(页壳顶条)") else: - back_btn.pressed.emit() + ProbeUiUtil.push_click(main, back_btn) await get_tree().process_frame if main.ui.modals.menu.save_select_overlay.visible or not main.ui.screens.start_overlay.visible: _problems.append("[savesel] sl10 返回后选档未隐藏或开始层未恢复(关闭链失守)") @@ -181,6 +187,7 @@ func seals_check_single(f: Dictionary) -> bool: func _step_menu_to_adventure() -> void: + # oracle: design/gdd/ux/level-map.md:11 入口停点候选数=入口个数(菜单→冒险组) # 开始冒险钮已随三入口化撤出——函数直调中间态(卡② mn10;卡④ 大门两分支换代) main._start_adventure_from_menu() await _frames(3) @@ -194,6 +201,7 @@ func _step_menu_to_adventure() -> void: # ---- ⑤ 冒险内屏切换:关卡地图屏 ⇄ 战斗屏(屏内两态,屏级仍独占)---- func _step_level_to_battle_and_back() -> void: + # oracle: design/gdd/ux/battle.md:57 Entry & Exit Points——进出战斗屏(冒险内切换组) if not main.ui.modals.run.level_screen.visible: _problems.append("⑤冒险内切换:前置不在关卡地图屏") return @@ -213,6 +221,7 @@ func _step_level_to_battle_and_back() -> void: # ---- ⑥ 放弃 → 终局(放弃路径=回退路径的非正常出口)---- func _step_abandon_to_end() -> void: + # oracle: design/gdd/ux/level-map.md:42 放弃冒险(任意选路停点)→ 冒险落幕(放弃→终局组) if main.run_scope == null or main.run_scope.adventure == null: _problems.append("⑥放弃→终局:前置无冒险实例") return @@ -225,10 +234,11 @@ func _step_abandon_to_end() -> void: # ---- ⑦ 终局 → 菜单(终局出口返回开始界面)---- func _step_end_back_to_menu() -> void: + # oracle: design/gdd/ux/settlement-summary.md:12 冒险总结结算=冒险落幕时终局覆盖层(终局→菜单组) if main.ui.modals.run.end_overlay == null or not main.ui.modals.run.end_overlay.visible: _problems.append("⑦终局→菜单:前置不在终局") return - main.ui.modals.run.end_overlay.continue_pressed.emit() + ProbeUiUtil.push_click(main, main.ui.modals.run.end_overlay._btn) # 真点继续钮(_btn 唯一钮——ui_click_probe:543 同源) await _frames(3) _expect_exclusive("⑦终局→菜单", "菜单") if main.run_scope != null and main.run_scope.is_adventure: @@ -237,6 +247,7 @@ func _step_end_back_to_menu() -> void: # ---- ③' 营地 Esc 浮窗+HUD(卡⑤——真实键盘合成路径 push_input;四态路由+三出口+语境分支+余额单口)---- func _step_camp_esc_and_hud() -> void: + # oracle: design/gdd/ux/camp.md:45 ESC 优先序:有功能窗口先关最上层窗,无窗才进 ESC 浮窗(Esc 段组) ProbeUiUtil.isolate_save(main, "smoke_screen_flow_esc", false, false, true) if not await ProbeUiUtil.open_camp_via_savesel(main, "smoke_screen_flow_esc"): _problems.append("[esc] 营地入口缺失(选档层新档钮驱动中断)〔ESC批 V1〕") @@ -254,7 +265,7 @@ func _step_camp_esc_and_hud() -> void: await _frames() if main.ui.modals.camp.esc_overlay.visible: _problems.append("[esc] echo 事件唤起浮窗(触发沿 pressed 且非 echo 失守)〔ESC批 V1〕") - main.ui.modals.camp.scene.object_pressed.emit(&"dummy") # 子界面开态 + ProbeUiUtil.push_click_at(main, main.ui.modals.camp.scene.get_hotspot_rect(&"dummy").get_center()) # 子界面开态 await _frames() _push_esc() await _frames() @@ -285,7 +296,7 @@ func _step_camp_esc_and_hud() -> void: if not main.ui.modals.camp.esc_overlay.visible or main.ui.screens.start_overlay.visible: _problems.append("[esc] 关设置后未回浮窗或回弹主菜单(契约 3 语境分支失守)〔ESC批 V4〕〔ESC批 B3〕") # 返回主菜单动线(契约 4——浮窗自收+营地隐+选档收+菜单显) - main.ui.modals.camp.esc_overlay.return_requested.emit() + ProbeUiUtil.push_click(main, main.ui.modals.camp.esc_overlay._return_btn) # 真点返回主菜单钮(camp_esc_overlay 底栏钮) await _frames() if main.ui.modals.camp.esc_overlay.visible or main.ui.modals.camp.scene.visible or main.ui.modals.menu.save_select_overlay.visible or not main.ui.screens.start_overlay.visible: _problems.append("[esc] 返回主菜单动线失守(浮窗自收/营地隐/选档收/菜单显)〔ESC批 V3〕〔ESC批 B3〕") @@ -300,6 +311,7 @@ func _step_camp_esc_and_hud() -> void: # 判的是呈现形态换壳(近全屏面板→居中定尺寸窗壳 720×640):窗几何/场景根留底/遮罩 0.6/关闭钮/ # 互斥单开/ESC 优先序/窗内滚动/生涯同壳——行为面(开合路由)零改,只钉窗壳可观测提交面。 func _step_camp_window_shell() -> void: + # oracle: design/gdd/ux/camp.md:45 五功能窗统一窗壳、五窗互斥单开、各窗自带关闭钮(窗壳 V1–V8 组) ProbeUiUtil.isolate_save(main, "smoke_screen_flow_winshell", false, false, true) if not await ProbeUiUtil.open_camp_via_savesel(main, "smoke_screen_flow_winshell"): _problems.append("[winshell] 营地入口缺失(选档层新档钮驱动中断)〔窗口化批 V1〕") @@ -323,11 +335,11 @@ func _step_camp_window_shell() -> void: if prev_back == null: _problems.append("[winshell] %s 底栏「返回营地」钮缺失〔窗口化批 V4〕" % String(opened.back())) else: - prev_back.pressed.emit() + ProbeUiUtil.push_click(main, prev_back) await _frames() if prev.visible or not main.ui.modals.camp.scene.visible: _problems.append("[winshell] %s 关闭钮按下未隐窗或场景根失守〔窗口化批 V4〕" % String(opened.back())) - main.ui.modals.camp.scene.object_pressed.emit(k) + ProbeUiUtil.push_click_at(main, main.ui.modals.camp.scene.get_hotspot_rect(k).get_center()) await _frames() opened.append(k) var view: Control = views[k] @@ -362,7 +374,7 @@ func _step_camp_window_shell() -> void: if vis_n != 1: _problems.append("[winshell] %s 开态五窗 visible 计数=%d 应=1(互斥单开失守)〔窗口化批 V5〕" % [String(k), vis_n]) # 树窗点选遮挡(V5b——树窗开态向锻炉命中区推真实鼠标点:被遮罩挡=零新窗零响应) - main.ui.modals.camp.scene.object_pressed.emit(&"dummy") + main.ui.modals.camp.scene.object_pressed.emit(&"dummy") # 前提注入(保留 emit):V5b 被测面=窗开态遮罩挡场景点选——真点击会被遮罩吞掉,树窗开态只能信号注入建立 await _frames() var tree_view: Control = views[&"dummy"] if not tree_view.visible: @@ -383,7 +395,7 @@ func _step_camp_window_shell() -> void: # 随栈 close 恢复语义逐层清账,V6/V8 从干净单窗态起步) await _close_all_windows(views) # V6 ESC 先关窗(生涯窗开态 Esc→关生涯窗、浮窗不唤起) - main.ui.modals.camp.scene.object_pressed.emit(&"notebook") + ProbeUiUtil.push_click_at(main, main.ui.modals.camp.scene.get_hotspot_rect(&"notebook").get_center()) await _frames() if not career.visible: _problems.append("[winshell] 生涯窗未开(V6 前置中断)〔窗口化批 V6〕") @@ -395,7 +407,7 @@ func _step_camp_window_shell() -> void: if main.ui.modals.camp.esc_overlay.visible: _problems.append("[winshell] 关窗同拍唤起浮窗(应无窗才进浮窗)〔窗口化批 V6〕") # V7 内容超高窗内滚动(树窗+真实投影喂加长行册) - main.ui.modals.camp.scene.object_pressed.emit(&"dummy") + ProbeUiUtil.push_click_at(main, main.ui.modals.camp.scene.get_hotspot_rect(&"dummy").get_center()) await _frames() if not tree_view.visible: _problems.append("[winshell] 树窗未开(V7 前置中断)〔窗口化批 V7〕") @@ -420,7 +432,7 @@ func _step_camp_window_shell() -> void: # 清窗经真实钮(同 V6 前置——干净单窗态起步) await _close_all_windows(views) # V8 生涯同壳(窗板同几何+返回钮在位+内容列滚动面在) - main.ui.modals.camp.scene.object_pressed.emit(&"notebook") + ProbeUiUtil.push_click_at(main, main.ui.modals.camp.scene.get_hotspot_rect(&"notebook").get_center()) await _frames() if not career.visible: _problems.append("[winshell] 生涯窗未开(V8 前置中断)〔窗口化批 V8〕") @@ -445,7 +457,7 @@ func _step_camp_window_shell() -> void: # 段尾收闭:生涯窗经真实「返回」钮关闭(on_camp_closed 关闭名单不含生涯窗——防残留泄段) var career_back: Button = ProbeUiUtil.find_button(career, "返回", "prefix") if career_back != null: - career_back.pressed.emit() + ProbeUiUtil.push_click(main, career_back) await _frames() if career.visible: _problems.append("[winshell] 生涯「返回」钮未隐窗〔窗口化批 V4〕") @@ -455,6 +467,7 @@ func _step_camp_window_shell() -> void: # 清窗经真实钮(逐窗巡检 visible→钮 pressed——栈 close 恢复账随层清空) func _close_all_windows(views: Dictionary) -> void: + # oracle: design/gdd/ux/camp.md:45 各窗自带关闭钮(清窗组) for k: StringName in [&"forge", &"chest", &"dummy", &"board"]: var w: Control = views[k] if not w.visible: @@ -463,7 +476,7 @@ func _close_all_windows(views: Dictionary) -> void: if back == null: _problems.append("[winshell] %s 底栏「返回营地」钮缺失〔窗口化批 V4〕" % String(k)) continue - back.pressed.emit() + ProbeUiUtil.push_click(main, back) await _frames() From 5e6cec8353b0535af3a46bfd4c0114e88fc25ca8 Mon Sep 17 00:00:00 2001 From: DKChan <524912269@qq.com> Date: Fri, 6 Nov 2026 06:31:32 +0800 Subject: [PATCH 06/14] =?UTF-8?q?=E5=B7=A5=E7=A8=8B(=E7=9C=9F=E8=BE=93?= =?UTF-8?q?=E5=85=A5=E5=8C=966/7=C2=B7ui=5Fstruct=5Fprobe):=204=E5=A4=84em?= =?UTF-8?q?it=E2=86=92=E7=9C=9F=E8=BE=93=E5=85=A5(=E9=94=BB=E7=82=89/?= =?UTF-8?q?=E7=AC=94=E8=AE=B0=E6=9C=AC=3D=E5=9C=BA=E6=99=AF=E5=91=BD?= =?UTF-8?q?=E4=B8=AD=E5=8C=BA=E7=9C=9F=E7=82=B9,forge=E5=85=B3=E7=AA=97=3D?= =?UTF-8?q?=E7=9C=9F=E7=82=B9=E8=BF=94=E5=9B=9E=E8=90=A5=E5=9C=B0=E9=92=AE?= =?UTF-8?q?,gate=3D=E6=8C=89=E4=B8=8B=E5=9C=A8=E5=91=BD=E4=B8=AD=E5=8C=BA+?= =?UTF-8?q?=E6=8A=AC=E6=9D=86=E7=A6=BB=E5=9C=BA=E9=98=B2=E8=AF=AF=E8=A7=A6?= 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=?UTF-8?q?=E5=86=8Cequal=5Fwidth=E7=BA=AA=E5=BE=8B=E5=BF=85=E7=BA=A2)=20?= =?UTF-8?q?=E2=91=A2=E5=9B=BE=E4=BE=8B=E5=BC=80=E5=90=AF=E7=9C=9F=E8=BE=93?= =?UTF-8?q?=E5=85=A5=E6=89=BF=E8=BD=BD=E5=BE=85=E2=91=A0=E8=A3=81=E5=86=B3?= =?UTF-8?q?=E5=90=8E=E8=A1=A5=E2=80=94=E2=80=94=E4=B8=89=E9=A1=B9=E5=BE=85?= =?UTF-8?q?=E8=A3=81=E6=94=B6=E5=B0=BE=E5=91=88=E6=8A=A5;=20=E6=9C=AC?= =?UTF-8?q?=E6=AD=A5=E5=87=AD=E6=8D=AE:=20ui=5Fstruct=5Fprobe=20headless?= =?UTF-8?q?=E7=9B=B4=E8=B7=91PASS=20exit=3D0?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- game/probe/ui_struct_probe.gd | 39 ++++++++++++++++++++++++++++------- 1 file changed, 32 insertions(+), 7 deletions(-) diff --git a/game/probe/ui_struct_probe.gd b/game/probe/ui_struct_probe.gd index e69662fb..d15fe3f5 100644 --- a/game/probe/ui_struct_probe.gd +++ b/game/probe/ui_struct_probe.gd @@ -68,7 +68,7 @@ func _ready() -> void: problems.append("[camp] 场景子节点序≠layout 表 z 序(逐层相等失守)〔营地图批 V1〕") if not rect_ok: problems.append("[camp] 层贴图矩形≠layout 表(逐值一致失守)〔营地图批 V1〕") - main.ui.modals.camp.scene.object_pressed.emit(&"forge") + ProbeUiUtil.push_click_at(main, main.ui.modals.camp.scene.get_hotspot_rect(&"forge").get_center()) _settle() if not main.ui.modals.camp.forge.visible: problems.append("[camp] 点选锻炉→锻造子界面未开(场景点选路由中断)〔营地图批 V2〕") @@ -81,7 +81,7 @@ func _ready() -> void: scene_buttons += 1 if scene_buttons != 0: problems.append("[camp] 场景根态存在文字按钮(反参照纪律——禁文字按钮列表形态)〔营地图批 V9〕") - main.ui.modals.camp.forge.closed.emit() + ProbeUiUtil.push_click(main, ProbeUiUtil.find_button(main.ui.modals.camp.forge, "返回营地")) _settle() main._on_camp_closed() # 关层收闭(营地与选档层同收+开始层恢复——卡④ T3) _settle() @@ -89,10 +89,11 @@ func _ready() -> void: # ---- 生涯页:入口=帐篷旁笔记本(卡④ T3 改挂——场景点选信号真实路由→组合根 _open_career)→ # 结构断言族→只读巡检(契约 3)+零动效契约+零跳转契约(提纲 P4 甲)→组合根真实路径关闭。 #(登记序/树序契约统一在全模态 _modal_registry_contract——boot 段跑)---- + # oracle: design/gdd/ux/camp.md:19 帐篷旁笔记本→生涯记录;生涯页返回钮口径由结构校验兜底(生涯段) # 营地语境:开始层全程隐藏(笔记本入口在营地场景根——关生涯回营地不回开始层,卡④ T3 语境分支) main._camp_pres.open_camp() # 重开营地场景根(笔记本入口语境) _settle() - main.ui.modals.camp.scene.object_pressed.emit(&"notebook") + ProbeUiUtil.push_click_at(main, main.ui.modals.camp.scene.get_hotspot_rect(&"notebook").get_center()) _settle() if not main.ui.modals.menu.career_overlay.visible or main.ui.screens.start_overlay.visible: problems.append("[career] 生涯页未打开或开始层未隐藏(笔记本改挂路径断裂)〔营地图批 V5〕") @@ -105,11 +106,26 @@ func _ready() -> void: if main.ui.modals.menu.career_overlay.visible or main.ui.screens.start_overlay.visible: problems.append("[career] 关闭后页未隐藏或开始层回弹(营地语境分支失守)〔营地图批 V5〕") # ---- Esc 浮窗结构段(卡⑤——三钮在位且仅三+零动效契约+登记序在册+debug_badge 不波及)---- + # oracle: design/gdd/ux/camp.md:45 ESC 优先序:有窗先关最上层窗、无窗才进浮窗;各窗自带关闭钮(Esc 段) main._camp_pres.open_camp() _settle() - main.ui.modals.camp.scene.object_pressed.emit(&"gate") + var gpos_gate: Vector2 = main.ui.modals.camp.scene.get_hotspot_rect(&"gate").get_center() + var gdown := InputEventMouseButton.new() + gdown.button_index = MOUSE_BUTTON_LEFT + gdown.pressed = true + gdown.position = gpos_gate + gdown.global_position = gpos_gate + main.get_viewport().push_input(gdown, true) # 按下在 gate 命中区 + await get_tree().process_frame + await get_tree().process_frame + var gup := InputEventMouseButton.new() + gup.button_index = MOUSE_BUTTON_LEFT + gup.pressed = false + gup.position = Vector2(2, 2) # 抬杆落点避开弹窗钮域——场景命中沿=抬杆,弹窗随抬杆同帧开;抬杆落原位会经事件传播误触确认钮(实证:冒险误启)。抬杆离场=不经历弹窗开关,段断言(Esc 路由)在净态成立 + gup.global_position = Vector2(2, 2) + main.get_viewport().push_input(gup, true) _settle() - main.ui.modals.menu.confirm_dialog.cancelled.emit() # 关大门弹窗(清场——浮窗段前提) + ProbeUiUtil.push_click(main, main.ui.modals.menu.confirm_dialog._cancel_btn) # 关大门弹窗(清场——浮窗段前提;无弹窗态=无害空点) _settle() var push_esc := func() -> void: var ev := InputEventKey.new() @@ -197,6 +213,7 @@ func _ready() -> void: _settle() # ---- 冒险簇(真流推进:开冒险→地图选路态→选战斗节点→战斗 HUD)---- + # oracle: design/gdd/ux/level-map.md:3 图上点击选路·候选按钮退役(冒险簇选路真点组) ProbeUiUtil.isolate_save(main, "smoke_ui_struct_probe_adv", true, false, true) main.ui.modals.menu.debug_overlay.seed_edit.text = "42" # 种子钉死(种子框默认为空=非首局随机,结构采样确定性禁依赖默认分支) main._start_adventure_from_menu() @@ -205,7 +222,7 @@ func _ready() -> void: var battle_id := _pick_battle_node(main) if battle_id >= 0: - main.ui.modals.run.level_screen.route_chosen.emit(battle_id) + main.ui.modals.run.level_screen.route_chosen.emit(battle_id) # 前提注入(保留 emit):本段被测面=战斗 HUD 结构审计,选路机制非其判据面——图上命中真入口由 ui_input_probe case⑫ 承载。附发现呈报:emit 路径下审计采样时 battle_root 尚未显示(审计长期空转采样);真点路径采样变实后暴露停手(64)/图例(56)同容器宽度不等——两项均待裁(收尾呈报) _settle(6) _audit("battle_hud", [main.ui.battle.board_zone, main.ui.battle.info_panel, main.ui.battle.stage]) _standeefit_contract(main) @@ -226,7 +243,8 @@ func _ready() -> void: # ---- 图例层(旧模态、首过结构族):ap_bar legend_toggled # 信号真路径开(board_zone 信号→组合根 _on_legend_toggled→_open_modal)→结构断言族→ # closed 信号真路径关(close()→组合根 _on_modal_closed)。 - main.ui.battle.board_zone.legend_toggled.emit() + # oracle: design/gdd/systems/表现与支撑/HUD框架.md:88 图例面板=模态族:统一登记序栈、入栈出栈、关闭逐层恢复(图例组) + main.ui.battle.board_zone.ap_bar._btn_legend.pressed.emit() # 前提注入(保留 emit):emit 选路路径下 battle_root 未及显示且输入锁在(实证在案),真点不可达——图例开启的真输入承载随「route 信号路径屏幕切换时序」发现一并呈报待裁 _settle() if not main.ui.modals.run.legend_overlay.visible: problems.append("[legend] 图例层未打开(legend_toggled 路径中断)") @@ -388,6 +406,7 @@ const _PAUSE_READONLY_SIGNALS: Array[String] = [ func _status_readonly_contract(main: Node) -> void: + # oracle: design/engineering/code-conventions.md:21 视图零核心写调用、依赖单向(status 只读巡检组) var overlay: Control = main.ui.modals.run.status_panel var stack: Array = [overlay] var conn_count := 0 @@ -434,6 +453,7 @@ func _status_zero_motion_contract(main: Node) -> void: # 清单外零连接。白名单={视图自身 _emit_closed〔返回钮〕, 组合根 _on_career_closed};页内任何 # 购买/导航/写入方向的新连接一律红,须先入册审查。 func _career_readonly_contract(main: Node) -> void: + # oracle: design/engineering/code-conventions.md:21 视图零核心写调用、依赖单向(career 只读巡检组) var overlay: Control = main.ui.modals.menu.career_overlay var stack: Array = [overlay] var conn_count := 0 @@ -480,6 +500,7 @@ func _career_zero_motion_contract(main: Node) -> void: # _career_registry_contract 的断言(career=状态面板后/确认弹窗前、树序同步)由本全量合同覆盖) # ⑭选档界面契约(卡③ sl1/sl2/sl3/sl4/sl9——呈现面全部来自喂入数据,视图零自判) func _save_select_contract(main: Node, tpl: String) -> void: + # oracle: design/gdd/systems/表现与支撑/存档序列化.md:61 三存档位独立文件、激活态由选档界面建立(选档契约组) var sso: Node = main.ui.modals.menu.save_select_overlay # sl1 三槽呈现:槽卡计数==3+零滚动容器(禁滚动长列表形态——契约 1) var rows: VBoxContainer = sso._rows_box @@ -559,6 +580,7 @@ func _collect_labels(node: Node, out: Array[String]) -> void: func _modal_registry_contract(main: Node) -> void: + # oracle: design/engineering/code-conventions.md:54 模态覆盖层层级规则——新增覆盖层必须登记 z 序位置(登记序契约组) var list: Array = main.ui.flow.stack._list # ① 登记册序==合同模态序(逐位点名——合同是登记序唯一事实源) var contract_modals: Array = [] @@ -626,6 +648,7 @@ func _modal_registry_contract(main: Node) -> void: # ⑬career 零跳转契约(提纲 P4 甲——页内零「前往他处」入口:除「返回」外任何导航钮=红) func _career_nojump_contract(main: Node) -> void: + # oracle: design/gdd/ux/camp.md:19 生涯记录入口与返回钮口径由结构校验兜底——页内零导航入口(零跳转契约组) for nav in ["营地", "商店", "设置", "冒险", "继续上局", "退出", "前往"]: if ProbeUiUtil.find_button(main.ui.modals.menu.career_overlay, nav, "contains") != null: problems.append("[career][nojump] 页内出现导航入口「%s」(零跳转违约——生涯纯只读)" % nav) @@ -635,6 +658,7 @@ func _career_nojump_contract(main: Node) -> void: # (名行基线离盒底 1px 同型高危写法返修回归闸; # 内容矩形=StandeeBody.content_rect(),最低绘制元素=底座下缘) func _standeefit_contract(main: Node) -> void: + # oracle: design/gdd/ux/battle.md:154 主角站桩立绘(无框立绘+落影)——站桩内容矩形⊆舞台(站桩适配组) var st: Node = main.ui.battle.stage if st == null or st.hero_standee == null: problems.append("[standee] 舞台/主角站桩缺失(断言中断)") @@ -719,6 +743,7 @@ func _in_scroll(c: Control) -> bool: func _audit(screen: String, roots: Array) -> void: + # oracle: design/engineering/architecture/architecture.md:168 组合根交接面与呈现装配——屏结构审计宿主面(结构审计组) for r in roots: if r != null and is_instance_valid(r): _force_layout(r) From 3537f8e2a51cca508b8af0a559894882543e2b92 Mon Sep 17 00:00:00 2001 From: DKChan <524912269@qq.com> Date: Fri, 6 Nov 2026 07:01:55 +0800 Subject: [PATCH 07/14] =?UTF-8?q?=E5=B7=A5=E7=A8=8B(=E7=9C=9F=E8=BE=93?= =?UTF-8?q?=E5=85=A5=E5=8C=967/7=C2=B7ui=5Fclick=5Fprobe):=2037=E5=A4=84em?= =?UTF-8?q?it=E2=86=9236=E5=A4=84=E7=9C=9F=E8=BE=93=E5=85=A5+1=E4=BF=9D?= =?UTF-8?q?=E7=95=99=E2=80=94=E2=80=94=E5=9C=BA=E6=99=AF=E7=83=AD=E7=82=B9?= =?UTF-8?q?(dummy/chest/board)=3Dpush=5Fclick=5Fat=E7=9C=9F=E7=82=B9,?= =?UTF-8?q?=E7=AA=97=E5=85=B3=E9=97=AD=3D=E7=9C=9F=E7=82=B9=E5=BA=95?= =?UTF-8?q?=E6=A0=8F=E8=BF=94=E5=9B=9E=E8=90=A5=E5=9C=B0=E9=92=AE,?= =?UTF-8?q?=E9=80=89=E6=A1=A3=E6=96=B0=E6=A1=A3/=E8=BF=9B=E6=A1=A3/?= =?UTF-8?q?=E5=88=A0=E6=A1=A3/=E7=A1=AE=E8=AE=A4=E5=8F=96=E6=B6=88/?= =?UTF-8?q?=E8=AE=BE=E7=BD=AE=E8=BF=94=E5=9B=9E/=E7=94=9F=E6=B6=AF?= =?UTF-8?q?=E8=BF=94=E5=9B=9E/=E5=95=86=E5=BA=97=E7=A6=BB=E5=BC=80(?= 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=?UTF-8?q?(=E7=9C=9F=E7=82=B9=E8=A2=AB=E5=BC=95=E6=93=8E=E5=90=9E,?= =?UTF-8?q?=E5=AE=88=E5=8D=AB=E5=8F=AA=E8=83=BD=E4=BF=A1=E5=8F=B7=E6=B2=BF?= =?UTF-8?q?=E9=AA=8C,=E8=AE=A1=E5=88=92=E5=86=85=E5=A4=84=E7=BD=AE);=20?= =?UTF-8?q?=E5=B8=83=E5=B1=80=E7=BA=AA=E5=BE=8B:refresh=5Fcamp=E9=87=8D?= =?UTF-8?q?=E5=BB=BA=E5=90=8E=E7=9C=9F=E7=82=B9=E5=89=8D=E4=BF=9D=E4=B8=89?= =?UTF-8?q?=E5=B8=A7(=E5=B8=A7=E5=B0=BEcall=5Fdeferred);=20=E6=9C=AC?= =?UTF-8?q?=E6=AD=A5=E5=87=AD=E6=8D=AE:=20ui=5Fclick=5Fprobe=20headless?= =?UTF-8?q?=E7=9B=B4=E8=B7=91exit=3D0=E9=9B=B6FAIL(PROBE=5FSEED=3D7?= =?UTF-8?q?=E5=85=A8=E8=B7=91=E6=89=B9)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- game/probe/ui_click_probe.gd | 98 ++++++++++++++++++++---------------- 1 file changed, 56 insertions(+), 42 deletions(-) diff --git a/game/probe/ui_click_probe.gd b/game/probe/ui_click_probe.gd index f5f2233d..cae32cfd 100644 --- a/game/probe/ui_click_probe.gd +++ b/game/probe/ui_click_probe.gd @@ -67,7 +67,7 @@ func _ready() -> void: await get_tree().process_frame if not main.ui.modals.camp.scene.visible: _problems.append("营地场景根未打开(进档开层新路径)〔句柄子容器批 V1〕") - main.ui.modals.camp.scene.object_pressed.emit(&"dummy") # 场景点选真实路由(木桩→天赋树子界面——卡④ T5) + ProbeUiUtil.push_click_at(main, main.ui.modals.camp.scene.get_hotspot_rect(&"dummy").get_center()) # 场景点选真实路由(木桩→天赋树子界面——卡④ T5) await get_tree().process_frame if main.ui.modals.camp.tree._tree_buy_btns.is_empty(): _problems.append("树淬炼购买钮缺失(四柜台拆解后树=独立子界面)〔句柄子容器批 V1〕") @@ -75,7 +75,8 @@ func _ready() -> void: # 树钮句柄用后即取(refresh_camp 随刷重建树行板——旧钮 queue_free,跨刷新句柄必失效) iso_c.meta_state._add_keystone(9999) main.ui.modals.camp.tree.refresh_camp(main._camp_data()) - await get_tree().process_frame + for fi1 in 3: + await get_tree().process_frame # 重建行板排版系帧尾 call_deferred——真点前保三帧 var buy_btn: Button = null for card in main.ui.modals.camp.tree._tree_buy_btns: if String(card.node_id) == "sp_hp": @@ -85,7 +86,7 @@ func _ready() -> void: else: var bal_before: int = iso_c.meta_state.keystone_balance() var price: int = int(main.db.crossrun.meta_tree.row_by_id("sp_hp").get("price", 0)) - buy_btn.pressed.emit() # 合成购买点击 → _on_camp_tree_buy → meta.tree_buy(写调用唯一归组合根) + buy_btn.pressed.emit() # 接线验证:窗内写路径意图信号(能力行 160 登记入口=意图信号→presenter→tree_buy)——非可达性判据面;场景热点开合由真点承载 await get_tree().process_frame if int(iso_c.meta_state.keystone_balance()) != bal_before - price: _problems.append("营地树购买未出账(%d→%d 应 −%d)〔句柄子容器批 V1〕〔营地图批 V4〕" % [bal_before, iso_c.meta_state.keystone_balance(), price]) @@ -99,10 +100,11 @@ func _ready() -> void: if String(card.node_id) == "att_socket1": socket_btn = card.btn if socket_btn != null: - socket_btn.pressed.emit() + socket_btn.pressed.emit() # 接线验证:同上(写路径意图信号面) await get_tree().process_frame main.ui.modals.camp.tree.refresh_camp(main._camp_data()) - await get_tree().process_frame + for fi2 in 3: + await get_tree().process_frame # 重建行板排版系帧尾 call_deferred——真点前保三帧(单帧 rect 陈旧实证) var fork_btn: Button = null for card in main.ui.modals.camp.tree._tree_buy_btns: if String(card.node_id) == "fork_posture": @@ -110,10 +112,11 @@ func _ready() -> void: if fork_btn == null: _problems.append("Fork 解锁钮缺失(点击路径)〔句柄子容器批 V1〕") else: - fork_btn.pressed.emit() + fork_btn.pressed.emit() # 接线验证:同上 await get_tree().process_frame main.ui.modals.camp.tree.refresh_camp(main._camp_data()) - await get_tree().process_frame + for fi3 in 3: + await get_tree().process_frame # 同上——重建后三帧排版 var side_b: Button = null for fk in main.ui.modals.camp.tree._tree_fork_btns: if String(fk.group) == "fg_posture" and String(fk.side) == "b": @@ -121,7 +124,7 @@ func _ready() -> void: if side_b == null: _problems.append("Fork 双态切换钮缺失(解锁后应展开 a/b 钮)〔句柄子容器批 V1〕") else: - side_b.pressed.emit() # 合成切态点击 → _on_camp_fork_toggle → meta.tree_toggle_fork + side_b.pressed.emit() # 接线验证:切态意图信号 → _on_camp_fork_toggle → meta.tree_toggle_fork await get_tree().process_frame var iso_fk = load("res://core/save_manager.gd").new("user://smoke_click_probe_camp_slot_1.json") iso_fk.load_from_disk() @@ -130,9 +133,9 @@ func _ready() -> void: # ---- 营地灰字取色断言(迭代36 wc4——四子界面拆分后按视图分扫;卡④ T5 迁移): # 图鉴锁文→codex 视图(锚随形态订正去『柜台』);秘宝行未解锁/同调形态/档位/刷新行→treasure 视图 # _workshop_holder 子树。font_color 逐处 == STONE_DEEP;树链段已闭树界面。 - main.ui.modals.camp.tree.closed.emit() # 树界面返回(关层归 presenter 单口) + ProbeUiUtil.push_click(main, ProbeUiUtil.find_button(main.ui.modals.camp.tree, "返回营地")) # 真点返回钮(关层归 presenter 单口) await get_tree().process_frame - main.ui.modals.camp.scene.object_pressed.emit(&"chest") # 宝箱→秘宝匣(灰字四源位宿主) + ProbeUiUtil.push_click_at(main, main.ui.modals.camp.scene.get_hotspot_rect(&"chest").get_center()) # 宝箱→秘宝匣(灰字四源位宿主) await get_tree().process_frame var ws_labels: Array = [] _collect_labels_by_text(main.ui.modals.camp.treasure._workshop_holder, ws_labels) @@ -169,9 +172,9 @@ func _ready() -> void: _problems.append("营地灰字:刷新行未用 STONE_DEEP(wc4 :525)〔句柄子容器批 V1〕") if not refresh_inked: _problems.append("营地灰字:刷新行 label 未找到(wc4 定位锚失守)〔句柄子容器批 V1〕") - main.ui.modals.camp.treasure.closed.emit() + ProbeUiUtil.push_click(main, ProbeUiUtil.find_button(main.ui.modals.camp.treasure, "返回营地")) await get_tree().process_frame - main.ui.modals.camp.scene.object_pressed.emit(&"board") # 布告板→图鉴占位(锁文宿主) + ProbeUiUtil.push_click_at(main, main.ui.modals.camp.scene.get_hotspot_rect(&"board").get_center()) # 布告板→图鉴占位(锁文宿主) await get_tree().process_frame var codex_labels: Array = [] _collect_labels_by_text(main.ui.modals.camp.codex, codex_labels) @@ -181,7 +184,7 @@ func _ready() -> void: for l in atlas_locks: if l.get_theme_color("font_color") != UiKit.STONE_DEEP: _problems.append("营地灰字:图鉴锁文未用 STONE_DEEP(wc4 :167)〔句柄子容器批 V1〕〔营地图批 V6〕") - main.ui.modals.camp.codex.closed.emit() + ProbeUiUtil.push_click(main, ProbeUiUtil.find_button(main.ui.modals.camp.codex, "返回营地")) await get_tree().process_frame main._on_camp_closed() # 关层收闭(营地与选档层同收+开始层恢复——卡④ T3) await get_tree().process_frame @@ -213,7 +216,7 @@ func _ready() -> void: _problems.append("[savesel] 槽1 新档钮缺失(sl5/sl12 驱动中断)") else: var samples: Array = [] - new_btn.pressed.emit() # 真实按钮信号路径 → _on_save_select_new → create_slot+open_camp + ProbeUiUtil.push_click(main, new_btn) # 真点新档 → _on_save_select_new → create_slot+open_camp(open_camp_via_savesel:196 同款) for fi in 3: await get_tree().process_frame samples.append([main.ui.modals.menu.save_select_overlay.visible, main.ui.modals.camp.scene.visible, main.ui.screens.start_overlay.visible]) @@ -239,7 +242,7 @@ func _ready() -> void: if load_btn == null: _problems.append("[savesel] 槽2 进档钮缺失(sl6 驱动中断——夹具应有档)") else: - load_btn.pressed.emit() + ProbeUiUtil.push_click(main, load_btn) await get_tree().process_frame if main.save_manager.slots.active_slot() != 2: _problems.append("[savesel] sl6 进档链失守(active=%d 应=2——激活该槽)" % main.save_manager.slots.active_slot()) @@ -252,9 +255,9 @@ func _ready() -> void: await get_tree().process_frame var del_btn: Button = main.ui.modals.menu.save_select_overlay._delete_btns.get(2) if del_btn == null: - _problems.append("[savesel] 槽2 删档钮缺失(sl7 驱动中断)") + _problems.append("[savesel] 槽2 删档钮缺失(sl7 驱动中断)") else: - del_btn.pressed.emit() + ProbeUiUtil.push_click(main, del_btn) await get_tree().process_frame if not main.ui.modals.menu.confirm_dialog.is_open(): _problems.append("[savesel] sl7 一击未只开确认窗(直删形态)") @@ -265,7 +268,7 @@ func _ready() -> void: _problems.append("[savesel] sl7 确认窗未经模态栈开(直开旁路——wr2 单口失守)") elif not main.ui.flow.locks_input(): _problems.append("[savesel] sl7 确认窗开时输入锁未生效(锁域失守——wr2)") - main.ui.modals.menu.confirm_dialog.cancelled.emit() # 取消路径(真实信号——cancelled 钮同源) + ProbeUiUtil.push_click(main, main.ui.modals.menu.confirm_dialog._cancel_btn) # 真点取消(cancelled 钮同源) await get_tree().process_frame if main.ui.modals.menu.confirm_dialog.is_open() or not FileAccess.file_exists(csel_tpl % 2): _problems.append("[savesel] sl7 取消路径失守(应只关窗、文件仍在)") @@ -273,9 +276,9 @@ func _ready() -> void: _problems.append("[savesel] sl8 取消后消费方状态量未清(分派面残留)") if main.ui.flow.stack._occluded.has(main.ui.modals.menu.confirm_dialog): _problems.append("[savesel] sl7 取消后确认窗遮挡账未清(关侧未走模态栈——wr2)") - del_btn.pressed.emit() # 再开窗走确认路径 + ProbeUiUtil.push_click(main, del_btn) # 再开窗走确认路径 await get_tree().process_frame - main.ui.modals.menu.confirm_dialog.confirmed.emit() # 确认路径(真实信号——confirmed 钮同源) + ProbeUiUtil.push_click(main, main.ui.modals.menu.confirm_dialog._confirm_btn) # 真点确认(confirmed 钮同源) await get_tree().process_frame if FileAccess.file_exists(csel_tpl % 2) or main.ui.modals.menu.confirm_dialog.is_open(): _problems.append("[savesel] sl7 确认路径失守(应删档+关窗)") @@ -343,7 +346,7 @@ func _ready() -> void: if settings_close == null: _problems.append("设置面返回按钮缺失") else: - settings_close.pressed.emit() + ProbeUiUtil.push_click(main, settings_close) await get_tree().process_frame if main.ui.modals.menu.settings_overlay.visible or not main.ui.screens.start_overlay.visible: _problems.append("设置面关闭后未恢复开始层") @@ -377,7 +380,7 @@ func _ready() -> void: if career_close == null: _problems.append("生涯页返回按钮缺失") else: - career_close.pressed.emit() + ProbeUiUtil.push_click(main, career_close) await get_tree().process_frame if main.ui.modals.menu.career_overlay.visible or not main.ui.screens.start_overlay.visible: _problems.append("生涯页关闭后未恢复开始层") @@ -463,7 +466,7 @@ func _ready() -> void: # 分派链序:商店层=选路页上的模态覆盖(停点呈现为 # level_screen+shop 双 visible)——必须先于 level_screen 分派,否则下层候选点击 # 空转烧尽预算(实证:lv2 商店停点双 visible 循环 12000 帧 done=false)。 - main.ui.modals.menu.shop_overlay.leave_pressed.emit() + ProbeUiUtil.push_click(main, ProbeUiUtil.find_button(main.ui.modals.menu.shop_overlay, "离开商店")) # 真点离开商店(leave_pressed 真发射源——shop_overlay_view.gd:66) _seals_placed.clear() continue if main.ui.modals.run.level_screen.visible: @@ -476,12 +479,12 @@ func _ready() -> void: if mpb == null or not mpb.visible or mpb.disabled: _problems.append("地图屏状态角标缺失/未点亮/被置灰(P1 丁)") else: - mpb.pressed.emit() + ProbeUiUtil.push_click(main, mpb) if not main.ui.modals.run.status_panel.visible or not main.ui.modals.run.level_screen.visible: _problems.append("地图屏角标开状态面板失败或地图屏被误藏(P2 甲层级失守)") var rbtn2: Button = ProbeUiUtil.find_button(main.ui.modals.run.status_panel, "继续", "prefix") if rbtn2 != null: - rbtn2.pressed.emit() + ProbeUiUtil.push_click(main, rbtn2) if main.ui.modals.run.status_panel.visible or not main.ui.modals.run.level_screen.visible: _problems.append("状态面板关闭后地图屏态失守(恢复语义破)") # 地图屏加成帽换代断言(迭代36 卡A wa2——「特性」→「属性值提升」;帽 Label 常在树; @@ -519,7 +522,7 @@ func _ready() -> void: if next_btn == null: _problems.append("大奖励屏确认按钮缺失") else: - next_btn.pressed.emit() + ProbeUiUtil.push_click(main, next_btn) await get_tree().process_frame await get_tree().process_frame if main.run_scope.runner == null or int(main.run_scope.runner.level_row.get("level_index", -1)) != 2: @@ -540,7 +543,7 @@ func _ready() -> void: if main.ui.modals.run.end_overlay.verdict_text() == "": _problems.append("胜利结算框判定行缺失") _settlement_confirms += 1 - main.ui.modals.run.end_overlay._btn.pressed.emit() # 「下一节点」真实信号路径 + ProbeUiUtil.push_click(main, main.ui.modals.run.end_overlay._btn) # 真点「下一节点」 await get_tree().process_frame await get_tree().process_frame if main.run_scope.settlement_stop_timer.is_armed() or not main.ui.modals.run.level_screen.visible: @@ -555,7 +558,7 @@ func _ready() -> void: # (_adventure_mode)在真终局仍 true——会把真终局当中途面点掉返回键(实证)。 var _adv_running: bool = main.run_scope.adventure != null and String(main.run_scope.adventure.state) == "running" if main.run_scope.is_adventure and _adv_running: - main.ui.modals.run.end_overlay._btn.pressed.emit() + ProbeUiUtil.push_click(main, main.ui.modals.run.end_overlay._btn) continue if not main.ui.flow.locks_input(): _problems.append("终局 overlay 打开时输入未锁定") @@ -612,7 +615,7 @@ func _ready() -> void: if main.ui.modals.run.end_overlay.is_open(): # 中途结算面(state=running)=点继续推进;真终局(settling)=断点段前提满足,收口。 if main.run_scope.is_adventure and main.run_scope.adventure != null and String(main.run_scope.adventure.state) == "running": - main.ui.modals.run.end_overlay._btn.pressed.emit() + ProbeUiUtil.push_click(main, main.ui.modals.run.end_overlay._btn) else: break elif main.ui.modals.run.curio_overlay.visible: @@ -626,18 +629,18 @@ func _ready() -> void: elif main.ui.modals.run.node_overlay.visible: main.ui.modals.run.node_overlay.press_continue() elif main.ui.modals.menu.shop_overlay.visible: - main.ui.modals.menu.shop_overlay.leave_pressed.emit() + ProbeUiUtil.push_click(main, ProbeUiUtil.find_button(main.ui.modals.menu.shop_overlay, "离开商店")) elif main.ui.screens.inter_overlay.visible: var next_btn2: Button = ProbeUiUtil.find_button(main.ui.screens.inter_overlay, "进入下一层", "prefix") if next_btn2 != null: - next_btn2.pressed.emit() + ProbeUiUtil.push_click(main, next_btn2) elif main.ui.modals.run.level_screen.visible: var abandon_btn: Button = ProbeUiUtil.find_button(main.ui.modals.run.level_screen, "放弃", "prefix") if abandon_btn != null: _closed_via_abandon = true - abandon_btn.pressed.emit() + ProbeUiUtil.push_click(main, abandon_btn) await get_tree().process_frame - abandon_btn.pressed.emit() # 二击确认(3s 窗内) + ProbeUiUtil.push_click(main, abandon_btn) # 二击确认(3s 窗内) for i in 10: await get_tree().process_frame break @@ -665,7 +668,7 @@ func _ready() -> void: if main.ui.modals.run.end_overlay._btn == null: _problems.append("断点段:终局面返回按钮缺失") else: - main.ui.modals.run.end_overlay._btn.pressed.emit() # 真实按钮信号路径(_btn=继续/返回共用句柄) + ProbeUiUtil.push_click(main, main.ui.modals.run.end_overlay._btn) # 真点返回(_btn=继续/返回共用句柄) await get_tree().process_frame if not main.ui.screens.start_overlay.visible: # 豁免:放弃路径收口时终局「返回」后仍挂三选一/关卡推进残留态(停点链), @@ -693,7 +696,7 @@ func _ready() -> void: _problems.append("大门无断点:未确认即进冒险〔营地图批 V3〕") if main.ui.modals.menu.confirm_dialog._secondary_btn.visible: _problems.append("大门无断点:次钮应隐藏(两出口形态)〔营地图批 V3〕") - main.ui.modals.menu.confirm_dialog.cancelled.emit() + ProbeUiUtil.push_click(main, main.ui.modals.menu.confirm_dialog._cancel_btn) # 真点取消(大门取消分支) await get_tree().process_frame if not main.ui.modals.camp.scene.visible or main.run_scope.is_adventure or main._camp_data()["balance"] != bal_gate: _problems.append("大门取消:未无变更退回营地(写口零调用/营地根 visible 失守)〔营地图批 V3〕") @@ -821,7 +824,7 @@ func _run_modal_probes_once() -> void: # ① 图例模态(pattern 6):打开 → 遮挡物隐藏 + 输入锁定;关闭 → 恢复 if not _tested_legend: _tested_legend = true - main.ui.battle.board_zone.ap_bar._btn_legend.pressed.emit() + ProbeUiUtil.push_click(main, main.ui.battle.board_zone.ap_bar._btn_legend) if not main.ui.modals.run.legend_overlay.is_open(): _problems.append("图例打开失败") if main.ui.modals.run.end_overlay.is_open() or main.ui.screens.start_overlay.visible: @@ -851,7 +854,7 @@ func _run_modal_probes_once() -> void: _problems.append("战斗屏状态角标缺失/未点亮/被置灰(P1 丁入口失守 visible=%s disabled=%s)" % [str(pbtn != null and pbtn.visible), str(pbtn != null and pbtn.disabled)]) else: - pbtn.pressed.emit() # 真实按钮信号路径 → 组合根 _on_status_badge_pressed + ProbeUiUtil.push_click(main, pbtn) # 真点角标 → 组合根 _on_status_badge_pressed if not main.ui.modals.run.status_panel.visible: _problems.append("状态面板未随角标打开(组合根接线失守)") if not main.ui.flow.locks_input(): @@ -903,12 +906,12 @@ func _run_modal_probes_once() -> void: if resume_btn == null: _problems.append("状态面板关闭钮缺失(「继续」)") else: - resume_btn.pressed.emit() + ProbeUiUtil.push_click(main, resume_btn) if main.ui.modals.run.status_panel.visible or main.ui.flow.locks_input(): _problems.append("状态面板关闭后未恢复(visible=%s locked=%s——R3 残留)" % [str(main.ui.modals.run.status_panel.visible), str(main.ui.flow.locks_input())]) # P1 守卫:图例开着 → 两处入口角标置灰;置灰态点击被处理器兜住(探针 emit 绕过 disabled) - main.ui.battle.board_zone.ap_bar._btn_legend.pressed.emit() + ProbeUiUtil.push_click(main, main.ui.battle.board_zone.ap_bar._btn_legend) if not main.ui.battle.board_zone.status_badge.disabled: _problems.append("图例开着时战斗屏状态角标未置灰(P1 守卫失守)") main.ui.battle.board_zone.status_badge.pressed.emit() @@ -917,16 +920,27 @@ func _run_modal_probes_once() -> void: main.ui.modals.run.legend_overlay.close() # ③ tooltip(状态效果槽悬停——来源+语义+剩余):有槽可见时触发 if not _tested_tooltip: + if main.ui.modals.run.legend_overlay.is_open(): + main.ui.modals.run.legend_overlay.close() # tooltip 真悬停前提——P1 守卫段遗留开态图例盖住槽域(旧 emit 直发不受遮挡;真输入须净态) + await get_tree().process_frame var row = main.ui.battle.stage.hero_standee.slot_row # 状态 tooltip 载体(B 区站桩) for child in row.get_children(): if child is PanelContainer and child.visible and child.has_meta("eff"): _tested_tooltip = true - child.mouse_entered.emit() + var slot_pos: Vector2 = (child as Control).get_global_rect().get_center() + var ev_in := InputEventMouseMotion.new() + ev_in.position = slot_pos + ev_in.global_position = slot_pos + main.get_viewport().push_input(ev_in, true) # 真实悬停进入(motion 经输入管线——mouse_entered 在 push_input 内同步派发;禁 await——槽位随结算重建,跨帧句柄必失效) if not row._tip.visible: _problems.append("状态槽 tooltip 未显示") elif not row._tip_label.text.contains("来源") or not row._tip_label.text.contains("剩余"): _problems.append("状态槽 tooltip 缺来源/剩余(%s)" % row._tip_label.text.replace("\n", "|")) - child.mouse_exited.emit() + var ev_out := InputEventMouseMotion.new() + var out_pos: Vector2 = slot_pos + Vector2(400.0, 0.0) # 移出槽域 + ev_out.position = out_pos + ev_out.global_position = out_pos + main.get_viewport().push_input(ev_out, true) if row._tip.visible: _problems.append("状态槽 tooltip 未随移出隐藏") break @@ -1028,7 +1042,7 @@ func _random_unknown_adjacent(minesweeper) -> Vector2i: func _click_stop() -> void: # 停手走真实按钮信号路径(AP 条 → 组合根 settle_batch——排雷玩法 D1×6① 回归载体) - main.ui.battle.board_zone.ap_bar._btn_stop.pressed.emit() + ProbeUiUtil.push_click(main, main.ui.battle.board_zone.ap_bar._btn_stop) # ---- T1 D1:锁期/重放断言(每 run 一次,脚本化场景——演播期豁免的断言化承载) ---- From 157fb62a17429e4a7a373b1d199dc1afca45f5c4 Mon Sep 17 00:00:00 2001 From: DKChan <524912269@qq.com> Date: Fri, 6 Nov 2026 07:05:39 +0800 Subject: [PATCH 08/14] =?UTF-8?q?=E5=B7=A5=E7=A8=8B(=E5=88=A4=E6=8D=AE?= =?UTF-8?q?=E5=87=BA=E5=A4=84=E6=B3=A8=E8=AE=B01/7=C2=B7data=5Fconfig):=20?= =?UTF-8?q?12=E5=A5=97=E4=BB=B640=E5=87=BD=E6=95=B0=E9=80=90=E5=87=BD?= =?UTF-8?q?=E6=95=B0=E6=8C=82#=20oracle=E6=B3=A8=E8=AE=B0=E2=80=94?= =?UTF-8?q?=E2=80=94=E8=A1=8C=E4=B8=BA=E5=A5=97=E4=BB=B6=E9=94=9Aowner?= =?UTF-8?q?=E6=96=87=E6=A1=A3=E9=AA=8C=E6=94=B6=E6=A0=87=E5=87=86=E5=8F=A5?= =?UTF-8?q?(=E6=95=B0=E6=8D=AE=E9=85=8D=E7=BD=AE:198-204=E8=A3=85=E8=BD=BD?= =?UTF-8?q?/=E6=9F=A5=E8=A1=8C/=E9=BB=84=E9=87=91=E5=90=91=E9=87=8F/?= =?UTF-8?q?=E8=AE=A1=E6=95=B0=E5=99=A8/=E8=B6=8A=E5=9F=9F+=E9=94=BB?= =?UTF-8?q?=E9=80=A0=E5=B7=A5=E5=9D=8A:219/220=E5=88=87=E6=8D=A2=E8=AF=AD?= =?UTF-8?q?=E4=B9=89=E4=B8=8E=E4=BB=B7=E6=A0=BC=E6=A2=AF+=E5=85=B3?= =?UTF-8?q?=E5=8D=A1=E8=8A=82=E7=82=B9=E5=9B=BE=E7=94=9F=E6=88=90:127+?= =?UTF-8?q?=E5=9C=B0=E5=BD=A2=E5=8F=98=E5=BC=82:153+=E5=86=92=E9=99=A9?= =?UTF-8?q?=E7=BB=93=E6=9E=84:281+=E9=9A=BE=E5=BA=A6=E6=9B=B2=E7=BA=BF:316?= =?UTF-8?q?+=E5=85=83=E8=BF=9B=E5=BA=A6:148+architecture:89/90=E8=AF=8D?= =?UTF-8?q?=E8=A1=A8=E4=B8=8ERNG),=E8=B4=9F=E9=9D=A2=E5=A5=97=E4=BB=B6?= =?UTF-8?q?=E9=94=9A=E6=95=B0=E6=8D=AE=E9=85=8D=E7=BD=AE:199/200=E6=A0=A1?= =?UTF-8?q?=E9=AA=8C=E7=B1=BB=E5=88=AB=E4=B8=8E=E8=87=B4=E5=91=BD=E9=80=9A?= =?UTF-8?q?=E9=81=93;=20=E6=9C=AC=E6=AD=A5=E5=87=AD=E6=8D=AE:=206=E6=AD=A3?= =?UTF-8?q?=E5=A5=97=E4=BB=B6exit=3D0+5=E8=B4=9F=E5=A5=97=E4=BB=B6exit=3D1?= =?UTF-8?q?(=E5=9C=A8=E5=86=8C=E6=9C=9F=E6=9C=9B=E7=A0=81,=E7=9B=B4?= =?UTF-8?q?=E8=B7=9112/12)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- game/tests/unit/data_config/config_db_fatal_oob_test.gd | 2 ++ game/tests/unit/data_config/config_db_test.gd | 7 +++++++ game/tests/unit/data_config/counter_prefix_fatal_test.gd | 2 ++ game/tests/unit/data_config/effect_kind_retired_test.gd | 2 ++ game/tests/unit/data_config/forge_table_test.gd | 5 +++++ game/tests/unit/data_config/level_gen_params_test.gd | 4 ++++ .../unit/data_config/reward_dangling_treasure_test.gd | 2 ++ game/tests/unit/data_config/rng_service_test.gd | 5 +++++ game/tests/unit/data_config/rng_stream_boot_test.gd | 1 + game/tests/unit/data_config/table_structure_guard_test.gd | 8 ++++++++ .../unit/data_config/treasure_target_violation_test.gd | 2 ++ 11 files changed, 40 insertions(+) diff --git a/game/tests/unit/data_config/config_db_fatal_oob_test.gd b/game/tests/unit/data_config/config_db_fatal_oob_test.gd index 4fde9997..b67e2f72 100644 --- a/game/tests/unit/data_config/config_db_fatal_oob_test.gd +++ b/game/tests/unit/data_config/config_db_fatal_oob_test.gd @@ -12,6 +12,7 @@ var _db func _init() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:200 致命真的会死:正式通道加载进程非 0 退出(装载前提组) _db = ConfigDBScript.new() var load_ok: bool = _db.load_tables("res://data/tables", true) if not load_ok: @@ -23,6 +24,7 @@ func _init() -> void: func _trigger_oob() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:204 越域请求在进入解析前致命中止(Fatal 级诊断+进程非 0,无兜底)(越域组) # 共享 .tres 上的 resolver 归最后装载的实例——autoload ConfigDB 的 _ready 在测试 _init 之后 # 二次注入覆盖私有实例,故触发前把解析通道归还被测实例(诊断落 _db,退出码判据才成立) _db.combat.board_gen._resolver = _db._resolver diff --git a/game/tests/unit/data_config/config_db_test.gd b/game/tests/unit/data_config/config_db_test.gd index d40a908a..670dc200 100644 --- a/game/tests/unit/data_config/config_db_test.gd +++ b/game/tests/unit/data_config/config_db_test.gd @@ -9,6 +9,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") # T6 收口:_check/汇 func _init() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:198 干净检出:表清单内全部表加载成功、就绪态断言(装载组) var db = ConfigDBScript.new() var load_ok: bool = db.load_tables("res://data/tables", true) Kit.check("全部表加载 + 校验通过(含跨表护栏零 error 诊断)〔fv6〕", load_ok and db.diagnostics_count("error") == 0) @@ -30,6 +31,7 @@ func _init() -> void: # ---- 进度坐标 ceil 解析(R1:向上下取整保证偏难;越最大行 clamp 取最大值 + 警告去重)---- func _test_progress_resolution(db) -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:203 向上取整解析:请求无精确行返回不低于请求坐标的最近行(进度查行组) var bg_rows: Array = db.combat.board_gen.rows # 行键全集自表推导(禁写死关卡/深度数值) var level_keys: Array = [] @@ -86,6 +88,7 @@ func _test_progress_resolution(db) -> void: # ---- 变异池门控(unlock_level 闸 + ∅ board_types 通配 + 节点身份第三维)---- func _test_variant_pool_gate(db) -> void: +# oracle: design/gdd/systems/排雷循环/地形变异.md:153 候选池空合法:门控筛空时静默零布置(变异门控组) var rows: Array = db.combat.variation.rows var gated_row := {} var wildcard_row := {} @@ -128,6 +131,7 @@ func _rows_contain(pool: Array, row: Dictionary) -> bool: # ---- ShopTable 消费面(行集解析单点——runner/编排禁自扫表的契约消费侧验证)---- func _test_shop_accessors(db) -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:199 校验类别全覆盖:行结构与引用闭合(商店访问器行结构组) var products: Array = db.run.shop.product_rows() if products.is_empty(): Kit.check("ShopTable products 行族非空(表已已入库前提)", false) @@ -155,6 +159,7 @@ func _test_shop_accessors(db) -> void: # ---- MetaTable 消费面 ---- func _test_meta_accessors(db) -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:199 校验类别全覆盖:行结构与引用闭合(元进度访问器行结构组) # 无 forge_products 行族断言(行族/访问器不在表,V20 清单) var key_rows: Array = db.crossrun.meta.boss_keystone if not key_rows.is_empty(): @@ -174,6 +179,7 @@ func _test_meta_accessors(db) -> void: # ---- TABLE_MANIFEST ↔ data/tables 目录同步(各系统→D2 单点契约的登记面)---- func _test_manifest_dir_sync(db) -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:198 表目录无清单外文件(清单对账组) var manifest: Dictionary = db.TABLE_MANIFEST var dir := DirAccess.open("res://data/tables") var disk_files: Array = [] @@ -198,6 +204,7 @@ func _test_manifest_dir_sync(db) -> void: # (rowset_rule——行序即契约,R6 加载期兜底)③行集实例总数 ≤4(骰后值运行面,spawn 守卫——冒烟侧验证)。 func _test_rowset_discipline() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:199 校验类别:重复键与缺锚行逐类断言(行集纪律组) # 行集用 rows.assign([...]) 而非直接赋值:rows 是 Array[Dictionary] 定型属性,直接赋 untyped # 数组字面量会触发「Invalid assignment」脚本错误——该错误不改退出码,却会**中断本函数剩余断言** #(本函数五条纪律断言曾因此全部静默不跑,套件仍报 all green,是零覆盖假象)。 diff --git a/game/tests/unit/data_config/counter_prefix_fatal_test.gd b/game/tests/unit/data_config/counter_prefix_fatal_test.gd index 6f0e1951..6b09280e 100644 --- a/game/tests/unit/data_config/counter_prefix_fatal_test.gd +++ b/game/tests/unit/data_config/counter_prefix_fatal_test.gd @@ -20,6 +20,7 @@ const PROBE_REF := ' {\n "feat_id": "ref_probe",\n "display_name": "引用探 func _inject(dir: String, probe: String) -> bool: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:199 校验类别全覆盖:前缀违规夹具注入(前缀夹具组) var path := dir + "/feats.tres" var f := FileAccess.open(path, FileAccess.READ) if f == null: @@ -44,6 +45,7 @@ func _inject(dir: String, probe: String) -> bool: func _assert_rejected(bad_dir: String, probe: String, label: String) -> bool: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:200 致命真的会死:违规表拒绝且进程非 0(拒绝判定组) # 返回 true=正确拒绝;false=放行或夹具失败(调用方据此退出 2) if not Kit.copy_tables(SRC_DIR, bad_dir) or not _inject(bad_dir, probe): push_error("[%s] 夹具目录准备失败" % label) diff --git a/game/tests/unit/data_config/effect_kind_retired_test.gd b/game/tests/unit/data_config/effect_kind_retired_test.gd index a3b46a29..b3476417 100644 --- a/game/tests/unit/data_config/effect_kind_retired_test.gd +++ b/game/tests/unit/data_config/effect_kind_retired_test.gd @@ -39,6 +39,7 @@ const PROBE_TRADE_KEY := ' { func _inject(dir: String, probe: String) -> bool: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:199 校验类别全覆盖:退役词夹具注入(退役词夹具组) var path := dir + "/feats.tres" var f := FileAccess.open(path, FileAccess.READ) if f == null: @@ -63,6 +64,7 @@ func _inject(dir: String, probe: String) -> bool: func _assert_rejected(bad_dir: String, probe: String, label: String) -> bool: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:200 致命真的会死:退役词加载致命中止(拒绝判定组) # 返回 true=正确拒绝;false=放行或夹具失败(调用方据此退出 2) if not Kit.copy_tables(SRC_DIR, bad_dir) or not _inject(bad_dir, probe): push_error("[%s] 夹具目录准备失败" % label) diff --git a/game/tests/unit/data_config/forge_table_test.gd b/game/tests/unit/data_config/forge_table_test.gd index e26e7c61..f4d4bc34 100644 --- a/game/tests/unit/data_config/forge_table_test.gd +++ b/game/tests/unit/data_config/forge_table_test.gd @@ -12,6 +12,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") func _init() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:198 锻造表装载与就绪态(装载组) var db = ConfigDBScript.new() var load_ok: bool = db.load_tables("res://data/tables", true) Kit.check("生产 forge.tres 随全表加载 + validate 零违例〔锻造工坊批 V1〕", load_ok and db.diagnostics_count("error") == 0) @@ -26,6 +27,7 @@ func _init() -> void: # ---- 生产表六行正向(V1 生产面 + V11 行字段闭集)---- func _test_production_rows(db) -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:199 校验类别全覆盖:行 schema 正反逐类断言(生产行结构组) var rows: Array = db.crossrun.forge.route_rows() Kit.check("六路线行族规模恰 6(三武器+三甲)〔锻造工坊批 V1〕", rows.size() == 6) var ids := [] @@ -89,6 +91,7 @@ func _test_production_rows(db) -> void: # ---- 几何价格梯(V2 价格面单测半边——购买写在 T3 冒烟)---- func _test_price_ladder(db) -> void: +# oracle: design/gdd/systems/跨局循环/锻造工坊.md:220 定价结构:每级价格随已购级数几何递增、基价与公比读表单点(价格梯组) var row: Dictionary = db.crossrun.forge.route("sword") var prices := [] for owned in range(5): @@ -147,6 +150,7 @@ func _mut_spear_initial(t) -> void: func _test_negative_cases() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:199 校验类别全覆盖(负向 schema 组) # 夹具本身须零违例(否则负向判读失效) var t_ok = ForgeTableScript.new() t_ok.routes = _base_rows() @@ -215,6 +219,7 @@ func _test_negative_cases() -> void: # 32→31:改写族清退批摘 spike(CI run 87 追绿——词表合法收窄的断言随动)。 func _test_effect_kinds_closed() -> void: +# oracle: design/engineering/architecture/architecture.md:89 事件/事实/效果类型/算子四词表封闭(特效闭集组) Kit.check("效果引擎效果类型闭集 31 种(甲案词表退役 overflow/attack_segments+改写族清退摘 spike)〔锻造工坊批 V11〕", EffectEngineScript.EFFECT_KINDS.size() == 31) Kit.check("效果引擎事件词表在册 21 种(charge_full 位摘名——蓄力层删键批)〔锻造工坊批 V11〕", diff --git a/game/tests/unit/data_config/level_gen_params_test.gd b/game/tests/unit/data_config/level_gen_params_test.gd index 116cee43..cd87446a 100644 --- a/game/tests/unit/data_config/level_gen_params_test.gd +++ b/game/tests/unit/data_config/level_gen_params_test.gd @@ -11,6 +11,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") func _init() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:198 参数档表装载与就绪态(装载组) var db = ConfigDBScript.new() var load_ok: bool = db.load_tables("res://data/tables", true) Kit.check("生产 level_gen_params.tres 随全表加载 + validate 零违例〔fv2〕", @@ -42,6 +43,7 @@ func _table(rows: Array) -> Variant: # ---- 生产三行正向(V2)---- func _test_production(db) -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:127 产出合格:任意参数档产出的图必过产出约束(生产档组) var r1: Dictionary = db.run.level_gen_params.row_by_level_index(1) var r2: Dictionary = db.run.level_gen_params.row_by_level_index(2) var r3: Dictionary = db.run.level_gen_params.row_by_level_index(3) @@ -59,6 +61,7 @@ func _test_production(db) -> void: # ---- 访问器缺行防御 ---- func _test_accessor() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:127 参数档访问器读回与产出约束(访问器组) var t = _table([_row(1, 6, 0.3, [0.5, 0.2, 0.2, 0.1], 1, 1, 4)]) Kit.check("row_by_level_index 缺行返回空字典〔fv2〕", t.row_by_level_index(9).is_empty()) @@ -66,6 +69,7 @@ func _test_accessor() -> void: # ---- 域校验逐类负向(V2)---- func _test_negative() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:199 校验类别全覆盖:参数档 schema 拒绝(负向组) # 合法基线三行 var base := [_row(1, 6, 0.3, [0.5, 0.2, 0.2, 0.1], 1, 1, 4), _row(2, 9, 0.5, [0.5, 0.2, 0.15, 0.15], 2, 2, 6), diff --git a/game/tests/unit/data_config/reward_dangling_treasure_test.gd b/game/tests/unit/data_config/reward_dangling_treasure_test.gd index 83102d2a..5f7d785a 100644 --- a/game/tests/unit/data_config/reward_dangling_treasure_test.gd +++ b/game/tests/unit/data_config/reward_dangling_treasure_test.gd @@ -14,6 +14,7 @@ const BAD_DIR := "user://treasure_fixture_dangling" func _inject_violation() -> bool: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:199 校验类别:悬空引用夹具(悬空引用组) var path := BAD_DIR + "/reward.tres" var f := FileAccess.open(path, FileAccess.READ) if f == null: @@ -36,6 +37,7 @@ func _inject_violation() -> bool: func _init() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:200 致命真的会死:悬空引用被拒绝、进程非 0(拒绝组) if not Kit.copy_tables(SRC_DIR, BAD_DIR) or not _inject_violation(): push_error("[reward_dangling_treasure_test] 夹具目录准备失败") quit(2) diff --git a/game/tests/unit/data_config/rng_service_test.gd b/game/tests/unit/data_config/rng_service_test.gd index a7ce3bfe..b2c31fd6 100644 --- a/game/tests/unit/data_config/rng_service_test.gd +++ b/game/tests/unit/data_config/rng_service_test.gd @@ -12,6 +12,7 @@ const TEST_SEED := 20260928 # 夹具种子(任意固定值;语义 = 可复 func _init() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:201 黄金向量:登记向量逐个复算(装载组) _test_derive_determinism() _test_counter_ledger() _test_stream_draw_determinism() @@ -27,6 +28,7 @@ func _fresh_service(): # 单盐派生纯函数:两全新实例同种子逐位一致(derive_at 不推计数器——纯函数契约) func _test_derive_determinism() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:201 黄金向量:随机派生纯函数对登记向量逐个复算相等、同输入恒同输出(派生确定性组) var a = _fresh_service() var b = _fresh_service() var same := true @@ -42,6 +44,7 @@ func _test_derive_determinism() -> void: # 全局取数计数器:唯一账本——open_stream 逐次 +1(scope 单调) func _test_counter_ledger() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:202 计数器纪律:连续取号跨模拟关卡切换单调不重置(计数账本组) var rng = _fresh_service() var c0: int = rng.counter() rng.open_stream("armor_roll") @@ -59,6 +62,7 @@ func _test_counter_ledger() -> void: # 同种子两实例同标签流的实际取数序列逐位一致(回放确定性契约——存档快照=主种子+计数器的前提) func _test_stream_draw_determinism() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:201 同输入恒同输出:流取号确定性(流取号组) var faces := 20 # d20 探针面数(夹具值,非玩法表值——只用于产生可比较序列) var a = _fresh_service() var b = _fresh_service() @@ -73,6 +77,7 @@ func _test_stream_draw_determinism() -> void: # 负输入 abs 归一化(警告通道)——|−s| 与 s 同派生 func _test_negative_seed_normalization() -> void: +# oracle: design/engineering/architecture/architecture.md:90 RngService:master_seed 与各流 scope 计数器单点(种子规约组) var pos = _fresh_service() var neg = RngServiceScript.new() neg.set_master_seed(-TEST_SEED) diff --git a/game/tests/unit/data_config/rng_stream_boot_test.gd b/game/tests/unit/data_config/rng_stream_boot_test.gd index 1943c7e9..3c9a4953 100644 --- a/game/tests/unit/data_config/rng_stream_boot_test.gd +++ b/game/tests/unit/data_config/rng_stream_boot_test.gd @@ -22,6 +22,7 @@ func _init() -> void: # 单元宿主改由 `_init` 显式调用,断言逐字未动;源 :70 事件日志落盘条经主会话裁决一 # 改判集成测试——不随本宿主,见迁移账本转办清单)---- func _smoke_initialize() -> void: +# oracle: design/engineering/architecture/architecture.md:90 RngService autoload:open_stream 有状态门面与启动初始化(启动流组) print("=== Dungeon Sweeper 垂直切片冒烟 ===") var db = ConfigDBScript.new() var load_ok: bool = db.load_tables("res://data/tables", true) diff --git a/game/tests/unit/data_config/table_structure_guard_test.gd b/game/tests/unit/data_config/table_structure_guard_test.gd index 7f927de2..e52a6cbf 100644 --- a/game/tests/unit/data_config/table_structure_guard_test.gd +++ b/game/tests/unit/data_config/table_structure_guard_test.gd @@ -29,6 +29,7 @@ var _db func _init() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:198 表结构守卫装载与就绪态(装载组) _db = ConfigDBScript.new() # 表加载失败不中止(沿被迁断言面的源语义:表损坏的红落在具体断言上—— # 诊断在此展开,后续断言按坏表实况逐条验红;collect_only=true 下成员照常赋值可评) @@ -91,6 +92,7 @@ func _first_encounter_band(level_index: int, enemy_id: String) -> int: # ① 冒险表(单行全局 Rule 4 豁免——建表与接线闸;TP0 令牌池:配额结构/件值对/池总量域检) func _smoke_adventure_table() -> void: +# oracle: design/gdd/systems/冒险循环/冒险结构.md:281 冒险结构表校验(冒险表组) print("--- 冒险表(AdventureTable——令牌池行值单点:回血/配额/件值对/同调位)---") Kit.check("db.adventure 已加载(adventure.tres 入 manifest)", _db.run.adventure != null) if _db.run.adventure == null: @@ -209,6 +211,7 @@ func _smoke_adventure_table() -> void: # ---- 敌人表深度带键结构(迭代 34 建·L1 混编批换代:29 行键序=覆盖表序·(1,3) 混编行集·Boss 行集带键清单)---- func _smoke_enemy_bands() -> void: +# oracle: design/gdd/systems/冒险循环/难度曲线与Boss.md:316 难度与敌人带校验(敌人带组) print("--- 敌人表深度带键结构(29 行键序 · (1,3) 混编 · Boss 带键覆盖表)---") # ① 29 行计数 + 键序 = 覆盖表序(文件行序不变——行序即契约;(1,3) 两行相邻、熊地精在前) # 迭代 35 生成图深度扩面覆盖批随动:战斗带顶扩到各关最大生成深度(L1→6/L2→9/L3→13)、 @@ -297,6 +300,7 @@ func _smoke_enemy_bands() -> void: # ④ 掷点参数域:档位边界升序/档位值降序无零档/骰面与暴击参数在域(加载校验双保险)。 func _smoke_ac_swap_guard() -> void: +# oracle: design/gdd/systems/跨局循环/锻造工坊.md:219 切换语义:一次冒险=一个武器类型+一个甲型,冒险开始后锁死(AC 换装守卫组) print("--- 护甲等级掷点批·换装护栏 ---") # ① 三处无双轨 Kit.check("状态表 defense_up 行已退役(无双轨)", _db.combat.status_effects.row_by_id("defense_up").is_empty()) @@ -415,6 +419,7 @@ func _smoke_ac_swap_guard() -> void: # ---- 地形变异 框架面(四行两轴×两关 + 门控 + 跨字段互锁)---- func _smoke_variation_framework() -> void: +# oracle: design/gdd/systems/排雷循环/地形变异.md:153 候选池门控与静默零布置(变异框架组) print("--- 地形变异 框架面(首批四类型 + 候选池门控 + 跨字段互锁)---") Kit.check("变异清单 6 行(荆棘丛/藤蔓缠绕/岩浆/烬覆 + 落石/矿尘——首批类型定稿批 + 第三关内容批;贫矿脉 2026-10-16 用户令屏蔽删行)", _db.combat.variation.rows.size() == 6) @@ -450,6 +455,7 @@ func _smoke_variation_framework() -> void: # ---- 难度曲线与Boss DifficultyTable 结构位冒烟(AC-10:空表零行为 + 套乘点 = 行值快照前)---- func _smoke_difficulty_table() -> void: +# oracle: design/gdd/systems/冒险循环/难度曲线与Boss.md:316 难度修饰套乘(难度表组) print("--- 难度曲线与Boss·DifficultyTable 结构位 ---") Kit.check("DifficultyTable MVP 空表加载(结构位)", _db.run.difficulty != null and _db.run.difficulty.rows.is_empty()) # ① 空表零行为:敌人系统.spawn 敌值 = EnemyTable 行值原样 @@ -480,6 +486,7 @@ func _smoke_difficulty_table() -> void: # ---- ⑤ 格面资源九型 + gp_drop 流(黄金向量)---- func _smoke_nine_types_gp_stream() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:199 校验类别全覆盖:九型 GP 流校验(九型流组) print("--- 格面资源九型 + gp_drop 流(奖励字典 18 格 + 黄金向量)---") Kit.check("格面资源十型封闭(第九型 gp 九型批 2026-09-20 / 第十型 treasure_item 秘宝内容批 2026-09-29——词表 v1.2)", RewardTable.CELL_TYPES.size() == 10 and RewardTable.CELL_TYPES.has("gp") and RewardTable.CELL_TYPES.has("treasure_item")) @@ -529,6 +536,7 @@ func _smoke_nine_types_gp_stream() -> void: # ---- 元进度·MetaTable 表结构(行值全 provisional 归元进度设计文档配读数; # conversion 覆盖恰三,Boss 两档 first ≥ repeat)---- func _smoke_meta() -> void: +# oracle: design/gdd/systems/跨局循环/元进度.md:148 元进度行族校验(meta 行族组) print("--- 元进度·MetaTable 表结构 ---") var meta_tbl = _db.crossrun.meta Kit.check("MetaTable 非空 + validate 零错(三行族词表封闭/唯一/连续/域界/first≥repeat/ratio 全过)", diff --git a/game/tests/unit/data_config/treasure_target_violation_test.gd b/game/tests/unit/data_config/treasure_target_violation_test.gd index f644ac16..99ba2573 100644 --- a/game/tests/unit/data_config/treasure_target_violation_test.gd +++ b/game/tests/unit/data_config/treasure_target_violation_test.gd @@ -15,6 +15,7 @@ const BAD_DIR := "user://treasure_fixture_target_violation" func _inject_violation() -> bool: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:199 校验类别全覆盖:违规夹具逐类注入(真视窄域夹具组) var path := BAD_DIR + "/treasure_items.tres" var f := FileAccess.open(path, FileAccess.READ) if f == null: @@ -39,6 +40,7 @@ func _inject_violation() -> bool: func _init() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:200 致命真的会死:违规表被拒绝、进程非 0(违规拒绝组) if not Kit.copy_tables(SRC_DIR, BAD_DIR) or not _inject_violation(): push_error("[treasure_target_violation_test] 夹具目录准备失败") quit(2) From ddc352a98532fd832bd347e4096184c6bef4e900 Mon Sep 17 00:00:00 2001 From: DKChan <524912269@qq.com> Date: Fri, 6 Nov 2026 07:15:54 +0800 Subject: [PATCH 09/14] =?UTF-8?q?=E5=B7=A5=E7=A8=8B(=E5=88=A4=E6=8D=AE?= =?UTF-8?q?=E5=87=BA=E5=A4=84=E6=B3=A8=E8=AE=B02/7=C2=B7core):=2034?= =?UTF-8?q?=E5=A5=97=E4=BB=B6135=E5=87=BD=E6=95=B0=E9=80=90=E5=87=BD?= =?UTF-8?q?=E6=95=B0=E6=8C=82#=20oracle=E6=B3=A8=E8=AE=B0=E2=80=94?= =?UTF-8?q?=E2=80=94=E8=A1=8C=E4=B8=BA=E5=A5=97=E4=BB=B6=E9=94=9Aowner?= =?UTF-8?q?=E6=96=87=E6=A1=A3=E9=AA=8C=E6=94=B6=E5=8F=A5(=E5=86=92?= =?UTF-8?q?=E9=99=A9=E7=BB=93=E6=9E=84:283-287/=E5=85=B3=E5=8D=A1=E8=8A=82?= =?UTF-8?q?=E7=82=B9=E5=9C=B0=E5=9B=BE:176-184/=E6=A3=8B=E7=9B=98=E7=94=9F?= =?UTF-8?q?=E6=88=90:221-229/=E6=8E=92=E9=9B=B7=E7=8E=A9=E6=B3=95:228-238/?= =?UTF-8?q?=E8=A1=8C=E5=8A=A8=E7=BB=8F=E6=B5=8E/=E6=88=98=E6=96=97?= 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game/tests/unit/core/adventure_feats_test.gd | 4 ++++ game/tests/unit/core/auto_player_deduce_test.gd | 1 + game/tests/unit/core/battle_driver_drive_test.gd | 4 ++++ game/tests/unit/core/board_gen_reward_test.gd | 5 +++++ game/tests/unit/core/board_generator_test.gd | 7 +++++++ game/tests/unit/core/breakpoint_resume_test.gd | 1 + .../unit/core/config_db_cross_validator_test.gd | 4 ++++ game/tests/unit/core/config_db_resolver_test.gd | 7 +++++++ game/tests/unit/core/curio_refresh_paid_test.gd | 1 + game/tests/unit/core/effect_words_t1_test.gd | 1 + game/tests/unit/core/encapsulation_p2_sweep_test.gd | 6 ++++++ game/tests/unit/core/encapsulation_sweep_test.gd | 10 ++++++++++ game/tests/unit/core/feat_vouchers_test.gd | 1 + game/tests/unit/core/hero_ledger_test.gd | 1 + game/tests/unit/core/level_map_type_vis_test.gd | 8 ++++++++ game/tests/unit/core/level_shop_economy_test.gd | 13 +++++++++++++ game/tests/unit/core/level_table_validate_test.gd | 4 ++++ game/tests/unit/core/meta_progression_forge_test.gd | 11 +++++++++++ game/tests/unit/core/minesweeper_rules_test.gd | 7 +++++++ game/tests/unit/core/node_map_generator_test.gd | 10 ++++++++++ game/tests/unit/core/node_map_growth_test.gd | 3 +++ game/tests/unit/core/playtest_logger_guard_test.gd | 1 + game/tests/unit/core/pool_case_d_test.gd | 5 +++++ game/tests/unit/core/run_time_fatal_test.gd | 1 + game/tests/unit/core/save_boot_no_activate_test.gd | 4 ++++ game/tests/unit/core/save_manager_domain_test.gd | 2 ++ game/tests/unit/core/save_slot_isolation_test.gd | 3 +++ game/tests/unit/core/save_slot_summary_test.gd | 3 +++ game/tests/unit/core/settle_segments_test.gd | 1 + game/tests/unit/core/treasure_effects_test.gd | 1 + game/tests/unit/core/treasure_items_test.gd | 1 + game/tests/unit/core/tree_requires_level_test.gd | 1 + game/tests/unit/core/tree_rules_v11_test.gd | 2 ++ 33 files changed, 134 insertions(+) diff --git a/game/tests/unit/core/adventure_feats_test.gd b/game/tests/unit/core/adventure_feats_test.gd index 8d78c4c6..623a42e7 100644 --- a/game/tests/unit/core/adventure_feats_test.gd +++ b/game/tests/unit/core/adventure_feats_test.gd @@ -17,6 +17,7 @@ var _db func _init() -> void: +# oracle: design/gdd/systems/冒险循环/冒险结构.md:281 冒险结构与专长宿主(装载组) _db = ConfigDBScript.new() # 表加载失败不中止(承 G2/G3/G4/G5 同款:表损坏的红落在具体断言上—— # 诊断在此展开,后续断言按坏表实况逐条验红;collect_only=true 下成员照常赋值可评) @@ -58,6 +59,7 @@ func _hits_kind(hits: Array, kind: String) -> Array: # ② 冒险结构 API 闸(状态机受理面——重复开始拒绝 / 入口停点 / 放弃两态) func _smoke_adventure_api() -> void: +# oracle: design/gdd/systems/冒险循环/冒险结构.md:283(冒险 API 组:开始受理/序列/回调) print("--- 冒险结构 API 闸(重复开始拒绝 · 入口停点 · 放弃两态受理)---") var adr = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(42)) adr.set_hero_override(900, 400) # 首战速胜档(放弃的非战斗受理要走到选路态) @@ -120,6 +122,7 @@ func _api_mark_node(_node: Dictionary, _info: Dictionary, seq: Array) -> void: # ③ 冒险验收断言(映射 冒险结构.md 验收标准——表覆盖/满配冒险成功/种子复现/大奖励/败北线/ # 重复拒绝/GP 跨关延续/加算区同账/恢复数学/放弃) func _smoke_adventure() -> void: +# oracle: design/gdd/systems/冒险循环/冒险结构.md:284(冒险生命周期组:推进/末关/倒下/重开/生命账) print("--- 冒险结构验收(三关序列 · 大奖励 · 摘要五件事 · 账本封闭)---") var autoplay = load("res://sim/level_autoplay.gd") # 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, @@ -460,6 +463,7 @@ func _smoke_adventure() -> void: # ---- 专长冒烟(feats 四级 · 案D 池接线 · V3 订阅面逐件三列)---- func _smoke_feats() -> void: +# oracle: design/gdd/systems/冒险循环/奇物.md:465(奇物授予与凭证保底组) print("--- 专长重设计实装(feat_table 四级 · 专长带池接线 · 订阅面逐件)---") # ① 现行表牌库构成:37 件全量入池——102 数值令牌+37 relic 令牌(四级 rarity 直映射) Kit.check("feat_table 已加载(37 件=基础 27+迁入 2+完美保险 1+迭代 46 换图系七件——换代)", _db.crossrun.feats != null and (_db.crossrun.feats.rows as Array).size() == 37) diff --git a/game/tests/unit/core/auto_player_deduce_test.gd b/game/tests/unit/core/auto_player_deduce_test.gd index 380e7865..f9dfcb0b 100644 --- a/game/tests/unit/core/auto_player_deduce_test.gd +++ b/game/tests/unit/core/auto_player_deduce_test.gd @@ -16,6 +16,7 @@ func _init() -> void: func _smoke_zero_chain_rule() -> void: +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:230(0 格连锁传播闭包——模拟玩家算子组) var db = load("res://core/config_db.gd").new() var load_ok: bool = db.load_tables("res://data/tables", true) and db.diagnostics_count("error") == 0 Kit.check("前置:表加载零 error", load_ok) diff --git a/game/tests/unit/core/battle_driver_drive_test.gd b/game/tests/unit/core/battle_driver_drive_test.gd index 43ba5e85..706aa28e 100644 --- a/game/tests/unit/core/battle_driver_drive_test.gd +++ b/game/tests/unit/core/battle_driver_drive_test.gd @@ -55,6 +55,7 @@ func _init() -> void: # ① 缺省两参(真编排器):同种子两跑整轮驱动逐位(确定性自证——动作序列快照经 cell_revealed 事件流) func _smoke_drive_round_contract() -> void: +# oracle: design/engineering/architecture/architecture.md:144(效果端口件:收事件交结算取回命中批——驱动循环契约组) var db = load("res://core/config_db.gd").new() var load_ok: bool = db.load_tables("res://data/tables", true) and db.diagnostics_count("error") == 0 Kit.check("前置:表加载零 error", load_ok) @@ -80,6 +81,7 @@ func _smoke_drive_round_contract() -> void: # ② provider 形态:策略回调产出 dig/seal_place/refresh 各一——提交与日志回调四元组在案 func _provider_shapes() -> void: +# oracle: design/engineering/architecture/architecture.md:144(端口应答束形状组) var st := _StubSettlement.new() var script := [ {"kind": "dig", "cell": Vector2i(1, 1)}, {"kind": "seal", "cell": Vector2i(2, 2)}, {"kind": "refresh"}, {"kind": "stop"} ] var logs: Array = [] @@ -100,6 +102,7 @@ func _provider_shapes() -> void: # ③ max_rejects:策略恒返被拒动作——第 3 拒后停手出环(循环次数=3) func _max_rejects() -> void: +# oracle: design/engineering/architecture/architecture.md:144(拒绝通道组) var st := _StubSettlement.new() st.minesweeper.accept = false st.minesweeper.reject_cells = {Vector2i(9, 9): true} @@ -119,6 +122,7 @@ func _max_rejects() -> void: # ④ 合步 next:move 后相位变更即断弃 dig(桩 on_submit 钩子把 phase 推离 Active) func _combined_step_next() -> void: +# oracle: design/engineering/architecture/architecture.md:144(合并步进组) var st := _StubSettlement.new() st.minesweeper.on_submit = func(action: String) -> void: if action == "move": diff --git a/game/tests/unit/core/board_gen_reward_test.gd b/game/tests/unit/core/board_gen_reward_test.gd index e7dd0c4f..3f465f05 100644 --- a/game/tests/unit/core/board_gen_reward_test.gd +++ b/game/tests/unit/core/board_gen_reward_test.gd @@ -18,6 +18,7 @@ var _rng func _init() -> void: +# oracle: design/gdd/systems/排雷循环/棋盘生成.md:219 棋盘生成宿主(装载组) _db = ConfigDBScript.new() # 表加载失败不中止(承 G2 同款:表损坏的红落在具体断言上—— # 诊断在此展开,后续断言按坏表实况逐条验红;collect_only=true 下成员照常赋值可评) @@ -51,6 +52,7 @@ func _mk_stream(stream_name: String, scope: int) -> RandomNumberGenerator: # 公式 N×cell ≤ 可用高−12 必须计入 (N−1)×2px 网格间距,否则网格实高溢出被 clip_contents 裁掉; # 现公式 = 计入间距 + 垂直预留 24px〔上 12/下 12——底部不贴 D 区边框〕)---- func _smoke_layout_cell_formula() -> void: +# oracle: design/gdd/systems/排雷循环/棋盘生成.md:75(出生区边长表单点——格边长公式组) print("--- 棋盘布局格边长公式(底部预留回归·四档板型)---") var board_generator = load("res://core/board_generator.gd").new() var board_view = load("res://presentation/views/board_view.gd").new() @@ -80,6 +82,7 @@ func _smoke_layout_cell_formula() -> void: # ---- 地图战斗资源·身份面单元冒烟(格面资源:roll 恰一次 / 雷安同池 / 幂等 / 清图批尾)---- func _smoke_reward_identity_unit() -> void: +# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:233(格面资源身份——三分出口与资源身份组) print("--- 地图战斗资源·格面资源身份面 ---") var rng = load("res://core/rng_service.gd").new() rng.set_master_seed(20260911) @@ -141,6 +144,7 @@ class _BoardRowStub: func _smoke_board_generator() -> void: +# oracle: design/gdd/systems/排雷循环/棋盘生成.md:221(确定性复现+布雷纪律组) print("--- 棋盘生成 ---") var board_generator = load("res://core/board_generator.gd").new() for L in [1, 2]: @@ -235,6 +239,7 @@ func _board_dump(b) -> String: # ---- 地图战斗资源·伤害量值区间冒烟(roll 域内 + 中点锚 + 变异实际流动 + 定值行不受扰)---- func _smoke_power_interval() -> void: +# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:233(资源量值区间——伤害量值区间组) print("--- 地图战斗资源·伤害量值区间(上阶/下阶随机)---") # ① 表侧静态锚(配置推导——改表不断锚):凡带 power_min/power_max 的行 = 区间行, # 校验配对齐全(lo ≤ hi)+ power = floor 中点(行动经济 条款①期望当量锚);其余行必须零区间字段。 diff --git a/game/tests/unit/core/board_generator_test.gd b/game/tests/unit/core/board_generator_test.gd index 4acd338d..182794f0 100644 --- a/game/tests/unit/core/board_generator_test.gd +++ b/game/tests/unit/core/board_generator_test.gd @@ -13,6 +13,7 @@ var _db: ConfigDb func _init() -> void: +# oracle: design/gdd/systems/排雷循环/棋盘生成.md:219 棋盘生成(装载组) _db = load("res://core/config_db.gd").new() as ConfigDb if not _db.load_tables("res://data/tables", false): Kit.check("数值表加载", false) @@ -39,6 +40,7 @@ func _generate(L: int, D: int, seed0: int) -> BoardData: func _test_generate_shape_and_mines() -> void: +# oracle: design/gdd/systems/排雷循环/棋盘生成.md:224(布雷纪律组) var b := _generate(1, 0, 71000) if b == null: Kit.check("生成返回棋盘", false) @@ -59,6 +61,7 @@ func _test_generate_shape_and_mines() -> void: # 目标雷数公式单点(d14):同参同值对拍原式 + 真实产图指标读数同源 func _test_target_mine_count_single_source() -> void: +# oracle: design/gdd/systems/排雷循环/棋盘生成.md:224(雷数单源组) var bad := 0 var checked := 0 for L in [1, 2, 3]: @@ -89,6 +92,7 @@ func _test_target_mine_count_single_source() -> void: func _test_digits_equal_neighbor_mine_count() -> void: +# oracle: design/gdd/systems/排雷循环/棋盘生成.md:223(数字恒真组) var b := _generate(1, 1, 72000) if b == null: Kit.check("生成返回棋盘(数字段)", false) @@ -109,6 +113,7 @@ func _test_digits_equal_neighbor_mine_count() -> void: func _test_same_seed_bit_identical() -> void: +# oracle: design/gdd/systems/排雷循环/棋盘生成.md:221(同种子逐位复现组) var a := _generate(2, 0, 73000) var b := _generate(2, 0, 73000) if a == null or b == null: @@ -119,6 +124,7 @@ func _test_same_seed_bit_identical() -> void: func _test_clearable_and_inferability_selfconsistent() -> void: +# oracle: design/gdd/systems/排雷循环/棋盘生成.md:226(可清图与及格线自洽组) var b := _generate(1, 0, 74000) if b == null: Kit.check("生成返回棋盘(可推理段)", false) @@ -134,6 +140,7 @@ func _test_clearable_and_inferability_selfconsistent() -> void: # ---- V8 出生区边长表单点(架构整改——spawn_edge 表头驱动布雷域基/几何/护栏全导出)---- func _test_spawn_edge_from_table() -> void: +# oracle: design/gdd/systems/排雷循环/棋盘生成.md:75(出生区边长读表组) # ① 纯函数对拍:edge=5 夹具 → target = round(d×(W×H−25))(25 格布雷域基可观测) var p5 := {"w": 12, "h": 12, "density": 0.15, "spawn_edge": 5} Kit.check("V8 纯函数:edge=5 布雷域基 25 格(target=round(d×(144−25)))〔架构整改 V8〕", diff --git a/game/tests/unit/core/breakpoint_resume_test.gd b/game/tests/unit/core/breakpoint_resume_test.gd index 9de8b519..c68200b9 100644 --- a/game/tests/unit/core/breakpoint_resume_test.gd +++ b/game/tests/unit/core/breakpoint_resume_test.gd @@ -15,6 +15,7 @@ var _bp_path := "user://test_breakpoint_resume.json" func _init() -> void: +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:180(断点域契约:七字段往返/续玩确定性/幂等/三结局清除组) var db = load("res://core/config_db.gd").new() if not db.load_tables("res://data/tables", false): print("[breakpoint_resume_test] FAIL — 数值表加载失败") diff --git a/game/tests/unit/core/config_db_cross_validator_test.gd b/game/tests/unit/core/config_db_cross_validator_test.gd index 8ad71acb..0b82f07d 100644 --- a/game/tests/unit/core/config_db_cross_validator_test.gd +++ b/game/tests/unit/core/config_db_cross_validator_test.gd @@ -13,6 +13,7 @@ const StatusTableScript := preload("res://data/schemas/status_effect_table.gd") func _init() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:195(跨表校验宿主——装载组) _test_all_links_valid() _test_dangling_skill_id() _test_cast_side_mismatch() @@ -46,6 +47,7 @@ func _cats(errs: Array) -> Array[String]: # ---- 正向:技能池全对齿(普攻恰一行、buff 挂敌方侧)应零错,防校验误伤 ---- func _test_all_links_valid() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:195(悬空引用类别:跨表链接全有效组) var skills := _skill([ {"skill_id": "attack", "type": "basic"}, {"skill_id": "raise_morale", "type": "buff", "buff_ref": "st_strong"}, @@ -61,6 +63,7 @@ func _test_all_links_valid() -> void: # ---- 负向:技能池引用表里不存在的 skill_id 必须报 ---- func _test_dangling_skill_id() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:195(悬空引用类别:skill_id 悬空组) var skills := _skill([{"skill_id": "attack", "type": "basic"}]) var enemies := _enemy([ {"level_index": 1, "row_kind": "battle", "depth_band": 0, "enemy_id": "goblin", "pool": [ @@ -73,6 +76,7 @@ func _test_dangling_skill_id() -> void: # ---- 负向:buff 挂到主角侧状态(side 反向)必须报 ---- func _test_cast_side_mismatch() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:195(side 反向校验组) var skills := _skill([{"skill_id": "raise_morale", "type": "buff", "buff_ref": "st_hero_side"}]) var enemies := _enemy([ {"level_index": 1, "row_kind": "battle", "depth_band": 0, "enemy_id": "goblin", "pool": [ diff --git a/game/tests/unit/core/config_db_resolver_test.gd b/game/tests/unit/core/config_db_resolver_test.gd index a28f2472..40626662 100644 --- a/game/tests/unit/core/config_db_resolver_test.gd +++ b/game/tests/unit/core/config_db_resolver_test.gd @@ -12,6 +12,7 @@ var _resolver: ConfigDbResolver func _init() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:202(解析器宿主——装载组) _resolver = ResolverScript.new( func(level, category, message) -> void: # 诊断通道签名按调用实参收(首参为表 id 字符串) _diags.append("%s/%s/%s" % [str(level), str(category), str(message)]), @@ -54,6 +55,7 @@ func _difficulty_table(): func _test_band_hit() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:202(精确命中零警告组) var hit: Array = _resolver.resolve_enemy_rowset(1, 4, "battle") Kit.check("带命中取偏难一侧:请求深度 4 命中带 5(逐字不回带 0)〔fv1〕", hit.size() == 1 and String((hit[0] as Dictionary).get("enemy_id", "")) == "giant_spider") @@ -63,6 +65,7 @@ func _test_band_hit() -> void: func _test_rowset_order_preserved() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:202(行集寻址与行序保序组) var rows: Array = _resolver.resolve_enemy_rowset(1, 0, "battle") var ids: Array[String] = [] for r in rows: @@ -72,6 +75,7 @@ func _test_rowset_order_preserved() -> void: func _test_top_band_clamp() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:202(超最大行走封顶取最大行组) _diags.clear() var rows: Array = _resolver.resolve_enemy_rowset(1, 99, "battle") Kit.check("越顶带 clamp 取顶带行集(battle 顶带 5)〔fv3〕", @@ -87,6 +91,7 @@ func _test_top_band_clamp() -> void: func _test_row_kind_routing() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:202(行类别路由组) var battle_rows: Array = _resolver.resolve_enemy_rowset(1, 0, "battle") var boss_rows: Array = _resolver.resolve_enemy_rowset(1, 0, "boss") Kit.check("行类路由:同请求深度 battle 与 boss 命中不同键域〔fv4〕", @@ -95,6 +100,7 @@ func _test_row_kind_routing() -> void: func _test_request_oob() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:203(越域致命中止组) _diags.clear() _resolver.resolve_enemy_rowset(0, 0, "battle") Kit.check("关卡序号 <1 → fatal request_oob〔fv5〕", _has_fatal_oob()) @@ -114,6 +120,7 @@ func _has_fatal_oob() -> bool: func _test_difficulty_clamp() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:202(难度 clamp 组) var m: Dictionary = _resolver.resolve_difficulty_modifiers(1, 0) Kit.check("难度乘数越域被 clamp:hp 99 → 上限 10", absf(float(m.get("hp_mult", 0.0)) - 10.0) < 0.001) Kit.check("难度乘数越域被 clamp:atk 0.01 → 下限 0.1", absf(float(m.get("atk_mult", 0.0)) - 0.1) < 0.001) diff --git a/game/tests/unit/core/curio_refresh_paid_test.gd b/game/tests/unit/core/curio_refresh_paid_test.gd index ca6fb88e..94e2a06f 100644 --- a/game/tests/unit/core/curio_refresh_paid_test.gd +++ b/game/tests/unit/core/curio_refresh_paid_test.gd @@ -8,6 +8,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") func _init() -> void: +# oracle: design/engineering/architecture/architecture.md:107(CurioDeck:三选一/商店共享池、抽签、cap 库存——刷新付费组) var db = load("res://core/config_db.gd").new() if not db.load_tables("res://data/tables", false): print("[curio_refresh_paid_test] FAIL — 数值表加载失败") diff --git a/game/tests/unit/core/effect_words_t1_test.gd b/game/tests/unit/core/effect_words_t1_test.gd index 0b1a196b..265ff860 100644 --- a/game/tests/unit/core/effect_words_t1_test.gd +++ b/game/tests/unit/core/effect_words_t1_test.gd @@ -11,6 +11,7 @@ const EffectEngineScript = preload("res://core/effect_engine.gd") func _init() -> void: +# oracle: design/engineering/architecture/architecture.md:89(效果词表封闭——扩签封闭性组) # ① 词表在册断言(扩签面:2 事件+8 事实+7 效果类型+1 算子) Kit.check_quiet(EffectEngineScript.EVENTS.has("dig_stop") and EffectEngineScript.EVENTS.has("battle_won"), "新事件在册:dig_stop/battle_won〔专长批 V1〕") diff --git a/game/tests/unit/core/encapsulation_p2_sweep_test.gd b/game/tests/unit/core/encapsulation_p2_sweep_test.gd index 5bfa81e5..3e55fad3 100644 --- a/game/tests/unit/core/encapsulation_p2_sweep_test.gd +++ b/game/tests/unit/core/encapsulation_p2_sweep_test.gd @@ -11,29 +11,34 @@ const Kit := preload("res://tests/unit/test_kit.gd") func _init() -> void: +# oracle: design/engineering/code-conventions.md:41(封装边界:跨对象往来只走公开方法与属性——P2 词表单点扫描组) _sweep_generator() _sweep_production_face() quit(Kit.finish("encapsulation_p2_sweep_test")) func _src(path: String) -> String: +# oracle: design/engineering/code-conventions.md:41(源码采样组) var src := FileAccess.get_file_as_string(path) Kit.check("扫描面非空前置:%s" % path, src.length() > 0) return src func _zero(pattern: String, src: String, label: String) -> void: +# oracle: design/engineering/code-conventions.md:41(零命中扫描组) var re := RegEx.create_from_string(pattern) Kit.check("%s:%s 零命中〔架构P2〕" % [label, pattern], re.search(src) == null) func _anchor(pattern: String, src: String, label: String) -> void: +# oracle: design/engineering/code-conventions.md:41(正锚存在组) var re := RegEx.create_from_string(pattern) Kit.check("%s:%s 正锚在案〔架构P2〕" % [label, pattern], re.search(src) != null) # ① V1 生成器词表定义删除与改指 func _sweep_generator() -> void: +# oracle: design/engineering/code-conventions.md:41(生成器本地副本归零组) var src := _src("res://core/node_map_generator.gd") if src.length() == 0: return @@ -43,6 +48,7 @@ func _sweep_generator() -> void: # ② V2 生产三目录定义唯一性(递归扫 .gd,恰好 1 处且落 level_table.gd) func _sweep_production_face() -> void: +# oracle: design/engineering/code-conventions.md:41(schema 唯一定点组) var files: Array[String] = [] for dir_path in ["res://core", "res://data", "res://presentation"]: _collect_gd(dir_path, files) diff --git a/game/tests/unit/core/encapsulation_sweep_test.gd b/game/tests/unit/core/encapsulation_sweep_test.gd index 56acd449..06af956c 100644 --- a/game/tests/unit/core/encapsulation_sweep_test.gd +++ b/game/tests/unit/core/encapsulation_sweep_test.gd @@ -14,6 +14,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") func _init() -> void: +# oracle: design/engineering/code-conventions.md:41(封装边界——五处结构性零命中扫描组) _sweep_settlement_segments() _sweep_orchestrator_methods() _sweep_breakpoint_pair() @@ -25,6 +26,7 @@ func _init() -> void: # 源文件读取+非空前置(返 "" 即已判红——调用侧跳过后续正则断言) func _src(path: String) -> String: +# oracle: design/engineering/code-conventions.md:41(源码采样组) var src := FileAccess.get_file_as_string(path) Kit.check("扫描面非空前置:%s" % path, src.length() > 0) return src @@ -32,18 +34,21 @@ func _src(path: String) -> String: # 正则零命中断言(-pattern 意图写入断言文案——可 grep 定位) func _zero(pattern: String, src: String, label: String, path: String) -> void: +# oracle: design/engineering/code-conventions.md:41(零命中扫描组) var re := RegEx.create_from_string(pattern) Kit.check("%s:%s 零命中〔封装5.1〕" % [label, pattern], re.search(src) == null) # 正锚在案断言(正则命中 ≥1——新公开面/新形态在用) func _anchor(pattern: String, src: String, label: String, path: String) -> void: +# oracle: design/engineering/code-conventions.md:41(正锚存在组) var re := RegEx.create_from_string(pattern) Kit.check("%s:%s 正锚在案〔封装5.1〕" % [label, pattern], re.search(src) != null) # ① V2 settlement 七文件(束注入换代——对编排器引用归零) func _sweep_settlement_segments() -> void: +# oracle: design/engineering/code-conventions.md:41(结算段封装扫描组) var classes := { "res://core/settlement/grant_segment.gd": "GrantSegment", "res://core/settlement/combat_segment.gd": "CombatSegment", @@ -63,6 +68,7 @@ func _sweep_settlement_segments() -> void: # ② V3 编排器搬家五方法零残留 func _sweep_orchestrator_methods() -> void: +# oracle: design/engineering/code-conventions.md:41(编排器方法面扫描组) var src := _src("res://core/battle_orchestrator.gd") if src.length() == 0: return @@ -72,6 +78,7 @@ func _sweep_orchestrator_methods() -> void: # ③ V4 断点域(adventure_runner → BreakpointStore 公开面) func _sweep_breakpoint_pair() -> void: +# oracle: design/engineering/code-conventions.md:41(断点对封装扫描组) var src := _src("res://core/adventure_runner.gd") if src.length() == 0: return @@ -81,6 +88,7 @@ func _sweep_breakpoint_pair() -> void: # ④ V5 存档双向公开面(save_manager↔slot_store) func _sweep_save_pair() -> void: +# oracle: design/engineering/code-conventions.md:41(存档对封装扫描组) var src_m := _src("res://core/save_manager.gd") if src_m.length() > 0: _zero("slots\\._", src_m, "save_manager 对槽位件私取归零", "res://core/save_manager.gd") @@ -94,6 +102,7 @@ func _sweep_save_pair() -> void: # ⑤ V6 效果宿主累积面(grant → BattleFxHost 公开累积方法) func _sweep_fx_host_accumulators() -> void: +# oracle: design/engineering/code-conventions.md:41(特效宿主累积面扫描组) var src := _src("res://core/settlement/grant_segment.gd") if src.length() == 0: return @@ -103,6 +112,7 @@ func _sweep_fx_host_accumulators() -> void: # ⑥ V7 配置挂载面(config_db → 三 schema bind_resolver) func _sweep_config_resolver() -> void: +# oracle: design/engineering/code-conventions.md:41(配置挂载面扫描组) var src := _src("res://core/config_db.gd") if src.length() == 0: return diff --git a/game/tests/unit/core/feat_vouchers_test.gd b/game/tests/unit/core/feat_vouchers_test.gd index 4e4cc4ac..cda7db0d 100644 --- a/game/tests/unit/core/feat_vouchers_test.gd +++ b/game/tests/unit/core/feat_vouchers_test.gd @@ -16,6 +16,7 @@ func EffectEngineKindProbe(_db) -> bool: func _init() -> void: +# oracle: design/gdd/systems/冒险循环/奇物.md:465(奇物凭证五件与留任二件组) var db = load("res://core/config_db.gd").new() if not db.load_tables("res://data/tables", false): print("[feat_vouchers_test] FAIL — 数值表加载失败") diff --git a/game/tests/unit/core/hero_ledger_test.gd b/game/tests/unit/core/hero_ledger_test.gd index 4102292b..e8e30b4c 100644 --- a/game/tests/unit/core/hero_ledger_test.gd +++ b/game/tests/unit/core/hero_ledger_test.gd @@ -14,6 +14,7 @@ const LevelRunnerScript := preload("res://core/level_runner.gd") func _init() -> void: +# oracle: design/gdd/systems/冒险循环/冒险结构.md:288(生命一致性:三写入口封顶 [0,生效上限]——主角账组) var db = load("res://core/config_db.gd").new() if not db.load_tables("res://data/tables", false): print("[hero_ledger_test] FAIL — 数值表加载失败") diff --git a/game/tests/unit/core/level_map_type_vis_test.gd b/game/tests/unit/core/level_map_type_vis_test.gd index d1bade78..f97fdd19 100644 --- a/game/tests/unit/core/level_map_type_vis_test.gd +++ b/game/tests/unit/core/level_map_type_vis_test.gd @@ -10,6 +10,7 @@ const LevelTableScript := preload("res://data/schemas/level_table.gd") func _init() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:176(信息迷雾类型可见性宿主——装载组) var db = load("res://core/config_db.gd").new() var loaded: bool = db.load_tables("res://data/tables", false) Kit.check_quiet(loaded, "可见性用例:数值表加载成功") @@ -102,6 +103,7 @@ func _runner(db, nodes: Array, anchor_id: int, candidates: Array, n: int = 2): # ---- ⑥ N 进数据表(含越域校验)〔fv6〕---- func _test_field_in_table(db) -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:176(迷雾参数读表——字段在表组) var n_in_table: int = int(db.run.level.info_visible_layers) Kit.check("N 落表:level.tres 读数 2(实际 %d)〔fv6〕" % n_in_table, n_in_table == 2) var t := LevelTableScript.new() @@ -125,6 +127,7 @@ func _has_n_domain_err(errs: Array) -> bool: # ---- ① 邻近 N 层见类型(层距边界)〔fv1〕---- func _test_layer_distance(db) -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:176(层距 N 可见性组) var nodes := _graph_nodes() var r = _runner(db, nodes, 1, [nodes[2]]) # 锚 = 节点 1(层 1),候选 = 节点 2 var vis: Array = r.type_visible_ids() @@ -136,6 +139,7 @@ func _test_layer_distance(db) -> void: # ---- ② 下一跳恒可见(跨层跳边候选)〔fv4〕---- func _test_candidate_exempt(db) -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:176(候选豁免组) var nodes := _graph_nodes() var r = _runner(db, nodes, 6, [nodes[3]]) # 锚 = 节点 6(层 5),候选 = 节点 3(层 2,层距 3) var vis: Array = r.type_visible_ids() @@ -146,6 +150,7 @@ func _test_candidate_exempt(db) -> void: # ---- ③ Boss/终点不入雾+⑤ 入口停点锚层 0〔fv3〕〔fv1〕---- func _test_boss_exempt(db) -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:176(Boss 豁免组) var nodes := _graph_nodes() var r = _runner(db, nodes, -1, [nodes[0]]) # 入口停点(无当前节点,锚层 0) var vis: Array = r.type_visible_ids() @@ -158,6 +163,7 @@ func _test_boss_exempt(db) -> void: # ---- ④ 单圈回雾(visited 不豁免)〔fv7〕---- func _test_single_circle(db) -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:176(单圈可见组) var nodes := _graph_nodes() var r = _runner(db, nodes, 6, [nodes[7], nodes[3]]) r.visited.assign([nodes[0], nodes[1], nodes[2], nodes[3], nodes[4], nodes[5], nodes[6]]) @@ -170,6 +176,7 @@ func _test_single_circle(db) -> void: # ---- ⑤ 单链退化形态(出度 ≤1 图,编号 = id 句柄)〔fv1〕---- func _test_single_chain_entry(db) -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:176(单链入口组) var nodes := _chain_nodes() var r = _runner(db, nodes, -1, [nodes[0]]) var vis: Array = r.type_visible_ids() @@ -182,6 +189,7 @@ func _test_single_chain_entry(db) -> void: # ---- ⑥ N 读表:可见窗随表值随动〔fv6〕---- func _test_n_from_table(db) -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:176(N 读表组) var nodes := _graph_nodes() var r = _runner(db, nodes, 1, [nodes[2]]) # 锚层 1 db.run.level.info_visible_layers = 1 diff --git a/game/tests/unit/core/level_shop_economy_test.gd b/game/tests/unit/core/level_shop_economy_test.gd index 5ddd10a9..7fafb4c9 100644 --- a/game/tests/unit/core/level_shop_economy_test.gd +++ b/game/tests/unit/core/level_shop_economy_test.gd @@ -261,6 +261,7 @@ func _init() -> void: # ---- 数值入表等价证明(d11/d16a——原字面量迁移:表值 == 迁移前字面量,消费端读表)---- func _smoke_table_migration() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:195(行集纪律——表迁移组) print("--- 数值入表(shop 两 knob + hero 显示名 · 原值迁移)---") Kit.check("shop.relic_base_price 表值 == 迁移前字面量(15.0)〔wd11〕", _db.run.shop.relic_base_price == 15.0) Kit.check("hero.display_name 表值 == 迁移前字面量(探险者)〔wd16〕", _db.combat.hero.display_name == "探险者") @@ -275,6 +276,7 @@ func _smoke_table_migration() -> void: # 敌侧/板侧解析一律走 ConfigDB 真实消费链,禁直读行集自算)---- func _smoke_generated_coverage() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:184(每终点前恰一店——生成覆盖扫描组) var enemy_ok := true var board_ok := true var boss_band_ok := true @@ -325,6 +327,7 @@ func _smoke_generated_coverage() -> void: # ---- 关卡节点图·生成图推进冒烟(图 = 该关参数档 × 种子)---- func _smoke_level() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178(关卡图校验推进组) print("--- 关卡节点图·生成图推进(参数档×种子产图·满配冒险成功/恢复公式/败北线/回放确定性)---") var autoplay = load("res://sim/level_autoplay.gd") var hero_base := {"atk": int(_db.combat.hero.atk), "hp": int(_db.combat.hero.max_hp), "ac": int(_db.combat.hero.armor_class)} # 配置基线快照——⑤ 回基线对比用(改表自动跟随,不再硬编码) @@ -438,6 +441,7 @@ func _drive_to_rest(level_index: int, seed_val: int, gap: int) -> Dictionary: # ---- 分支节点图冒烟:图合法性校验 + L2 幽暗地域生成图行进(图 = 参数档 × 种子)---- func _smoke_level_graph() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178(图结构与行进纪律组) print("--- 关卡节点图·分支节点图(L2 幽暗地域·生成图)---") var autoplay = load("res://sim/level_autoplay.gd") # ① 关卡表行级校验零错误(关卡表只承载序号/显示名/恢复比例——图合法性由 validate_graph 在起关时承担) @@ -795,6 +799,7 @@ func _fresh_rng(seed_val: int): # ---- ① GP 冒险钱包·到账 ---- func _smoke_gp_wallet() -> void: +# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:233(GP 钱包入账组) print("--- GP 冒险钱包·到账(战斗完成入账恰一次 + Boss 加值)---") var autoplay = load("res://sim/level_autoplay.gd") # ① L1 首战(普通战档——掷定 [2,4] + 关级加值 0):runner 驱动,收集 battle_finished 与钱包事件 @@ -860,6 +865,7 @@ func _escrow_sum_of(rows: Array) -> int: # ---- ② escrow 隔离(GP安全格兑付 / 破财直验 / 钱包 clamp)---- func _smoke_gp_escrow() -> void: +# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:233(GP escrow 组) print("--- GP escrow 隔离(GP安全格兑付入缓冲 · 破财不透支)---") # ① 种子扫描:找GP 袋(gp 型安全格)可挖掘局——挖开兑付 +3 入 escrow,战斗末随 gp_dropped 一次上抛 var scan := {} @@ -973,6 +979,7 @@ func _find_gp_dig(minesweeper, settlement) -> Dictionary: # ---- ③ 商店房三收口 ---- func _smoke_shop_room() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:184(商店房呈现组) print("--- 商店房三收口(现价/加算区/余额不足拒/离开回选路/收束清零)---") var autoplay = load("res://sim/level_autoplay.gd") # 行进到商店房(按图型别定位商店节点——候选取最小句柄行进,到达即停): @@ -1106,6 +1113,7 @@ func _shop_products_by_id(prods: Array) -> Dictionary: # ---- ④ 商店编排性质(生成图扫描面——三条性质 + 终点跨表解析)---- func _smoke_shop_graph() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:184(必经恰一店图纪律组) print("--- 商店编排性质(每终点前一位恰一店 · 店数=终点数 · 全路径恰穿一店)---") var pred_bad := 0 var term_total := 0 @@ -1176,6 +1184,7 @@ func _smoke_shop_graph() -> void: # ---- ⑥ 大岔口分区域兑付(V3——多终点图走哪条路决定打谁,任一 Boss 胜即收束恰一次)---- func _smoke_multi_terminal_settlement() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:185(多终局收束组) print("--- 大岔口分区域兑付(L2 两轴各打各的终点)---") var autoplay = load("res://sim/level_autoplay.gd") var nodes: Array = _generated_graph(2, 42).get("nodes", []) @@ -1243,6 +1252,7 @@ func _paths_all_one_shop(nodes: Array) -> bool: # ---- ⑤ 商店共享池(三选一同构/乘法价/跨渠道共账/切边/断点扩键)---- func _smoke_shop_pool() -> void: +# oracle: design/engineering/architecture/architecture.md:107(商店共享池组) print("--- 商店共享池(抽3买1全重抽 · 乘法定价 ceil · 池空硬闸 · 切边零入店)---") var autoplay = load("res://sim/level_autoplay.gd") var shelf_kinds: Array = [] @@ -1405,6 +1415,7 @@ func _smoke_shop_pool() -> void: # ---- 商店房 node_entered 载荷(尾波 V1——_enter_node pool/legacy 双发射路径归一后的行为保持断言)---- func _test_shop_node_entered_payload() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:184(行进至此打开商店覆盖层——载荷组) print("--- 商店房 node_entered 载荷(pool 含 shelf:true+gp 现值/legacy 无 shelf 键)---") var autoplay = load("res://sim/level_autoplay.gd") # pool 态:载荷字典经信号闭包当场取样(字典为引用累积器——lambda 按值捕获标量的绕行惯例) @@ -1563,6 +1574,7 @@ func _has_err_category(errs: Array, category: String) -> bool: # ---- 货架位数读表(架构整改——shelf_size 表头单点:进店与重抽同源)---- func _test_shelf_size_from_table() -> void: +# oracle: design/gdd/ux/shop.md:13(货架位数读表组) var autoplay = load("res://sim/level_autoplay.gd") var st = _db.run.shop var saved: int = int(st.shelf_size) @@ -1584,6 +1596,7 @@ func _test_shelf_size_from_table() -> void: # ---- 散折价收回规则键(架构整改 R2——shop.spend_discount 表字段退役,折价读 economy_spend.discount_pct)---- func _test_spend_discount_from_rule_key() -> void: +# oracle: design/gdd/systems/排雷循环/行动经济.md:256(换图基座:挖格产 RAP 与刷新折扣组) # 字段真删:shop.tres 加载零诊断 + spend_discount 属性不在位 Kit.check("shop.tres 加载零诊断(spend_discount 字段真删——schema 与表行同卸)〔架构整改 V2〕", _db.diagnostics_count("error") == 0 and _db.run.shop.get("spend_discount") == null) diff --git a/game/tests/unit/core/level_table_validate_test.gd b/game/tests/unit/core/level_table_validate_test.gd index 437cdfee..b845d220 100644 --- a/game/tests/unit/core/level_table_validate_test.gd +++ b/game/tests/unit/core/level_table_validate_test.gd @@ -11,6 +11,7 @@ const LevelTableScript := preload("res://data/schemas/level_table.gd") func _init() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178(关卡表消费侧校验宿主) _test_positive() _test_negative() _test_scope_not_extended() @@ -37,6 +38,7 @@ func _has(errs: Array, cat: String, needle: String = "") -> bool: # ---- 正例(四检全过)---- func _test_positive() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178(良构基底正向组) # 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]), @@ -59,6 +61,7 @@ func _test_positive() -> void: # ---- 负例九类(各报对应类别与判据消息)---- func _test_negative() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178(违规配置加载期致命——负向组) 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")) @@ -92,6 +95,7 @@ func _test_negative() -> void: # ---- 「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: +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178(校验范围不外扩组) # 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()) diff --git a/game/tests/unit/core/meta_progression_forge_test.gd b/game/tests/unit/core/meta_progression_forge_test.gd index 84bdd583..1e4af588 100644 --- a/game/tests/unit/core/meta_progression_forge_test.gd +++ b/game/tests/unit/core/meta_progression_forge_test.gd @@ -21,6 +21,7 @@ var _db func _init() -> void: +# oracle: design/gdd/systems/跨局循环/元进度.md:148 元进度与锻造宿主(装载组) _db = ConfigDBScript.new() # 表加载失败不中止(承 G2/G3/G4/G5 同款:表损坏的红落在具体断言上—— # 诊断在此展开,后续断言按坏表实况逐条验红;collect_only=true 下成员照常赋值可评) @@ -132,6 +133,7 @@ func _auto_play_round(settlement, out: Dictionary) -> void: # ---- 元进度 ②树购买面(购买受理/持久/余额不足拒绝/未知节点拒绝; # 行价=表值 flat 单价)---- func _meta_pricing_and_buy() -> void: +# oracle: design/gdd/systems/跨局循环/天赋树.md:198(单币可判:购买只扣钥石、余额不足拒绝零变化组) print("--- 元进度·树购买面(隔离档 smoke_meta_buy/dry)---") _meta_smoke_cleanup() var sv = _meta_new_save(_META_SMOKE_PATHS[0]) @@ -158,6 +160,7 @@ func _meta_pricing_and_buy() -> void: # ---- 元进度 ⑥Boss 两档 ⑦钥石不丢 ⑧工坊解锁 ⑩摘要副本与 cap(合成摘要驱动——settle 纯账面零跑局)---- func _meta_settle_and_workshop() -> void: +# oracle: design/gdd/systems/跨局循环/元进度.md:150(钥石收束入账不丢组) print("--- 元进度·收束入账与工坊(隔离档 smoke_meta_settle/workshop/cap)---") var sv = _meta_new_save(_META_SMOKE_PATHS[2]) var mp = load("res://core/meta_progression.gd").new(_db, sv) @@ -350,6 +353,7 @@ func _meta_settle_and_workshop() -> void: # ---- 元进度 ④注入可见 + 白板成立(验收 4/2/3——程序面;MC 逐位回归归 T7 全量验证)---- func _meta_injection() -> void: +# oracle: design/gdd/systems/跨局循环/天赋树.md:201(注入可判:开局覆盖值分层可加组) print("--- 元进度·注入可见与白板(隔离档 smoke_meta_white/dry)---") var sv = _meta_new_save(_META_SMOKE_PATHS[1]) var mp = load("res://core/meta_progression.gd").new(_db, sv) @@ -393,6 +397,7 @@ func _meta_injection() -> void: # ---- 锻造工坊·两根类型轴所有权移交(V5 前半:hero.tres 两轴删除+锻造配置默认值)---- # 后半(build_adventure_params 注入默认值/选中覆盖)随 T4 注入接线同批断言;写口/解锁面归 T3。 func _smoke_forge_axes() -> void: +# oracle: design/gdd/systems/跨局循环/锻造工坊.md:220(锻造两轴单选注入与树零攻防组) print("--- 锻造工坊·类型轴所有权移交(T2)---") # V5:hero.tres 静态表两轴已删(全表加载零违例——config_db_test 同款闸;此处钉字段不在位) Kit.check("hero.tres 无 attack_type/armor_type 字段(契约 2——静态表两轴删除)〔锻造工坊批 V5〕", @@ -555,6 +560,7 @@ func _smoke_forge_axes() -> void: # ---- 天赋树冒烟(v0.8 12 节点:schema/购买面/Fork 一节点双态/彩蛋特化)---- func _smoke_tree() -> void: +# oracle: design/gdd/systems/跨局循环/天赋树.md:194(天赋树购买与六键合成组) print("--- 天赋树(12 节点 · 购买面 · Fork 双态 · 彩蛋觉醒)---") # 〔V1〕结构:12 行 + schema 零违例 Kit.check("meta_tree 已加载(12 节点=脊柱 2〔生命/命中淬炼一线一节点 cap4〕+锻造 2〔钥匙+彩蛋——彩蛋含在锻造 2 内非第 13 行〕+钥石 2〔秘宝匣/刷新升级〕+同调 6〔socket 3+Fork 3 双态〕——v0.8 终态)〔天赋树批 V1〕", @@ -637,6 +643,7 @@ func _smoke_tree() -> void: # ---- 天赋树六键行为冒烟(V10:开局姿态窗/危险直觉限次/财富之道聚散/守侧失误补偿; # 引擎直构 + 编排授予段直注(_grant_seg._judge_seal=结算授予段封印判定单口))---- func _smoke_tree_rules() -> void: +# oracle: design/gdd/systems/跨局循环/天赋树.md:194(规则键参数读表组) print("--- 天赋树六键行为(V10:窗/限次/聚散/守侧)---") # 开局姿态组:每关首轮窗(battle_index 事实——引擎直构 + 自建 ctx) var fx = load("res://core/effect_engine.gd").new(null) @@ -777,6 +784,7 @@ func _smoke_tree_rules() -> void: # ---- 锻造契约补齐(断言补齐批——⑥锻造工坊):拒购零副作用/祝福件零泄漏/默认值解耦/甲型双轴 ---- func _test_forge_buy_reject() -> void: +# oracle: design/gdd/systems/跨局循环/锻造工坊.md:222(钥石不足购买被拒、余额与等级零变化组) var sv = _meta_new_save("user://smoke_meta_reject.json") var mp = load("res://core/meta_progression.gd").new(_db, sv) sv.meta_state._add_keystone(10) # 低于首购价 20——余额不足面 @@ -791,6 +799,7 @@ func _test_forge_buy_reject() -> void: func _test_blessing_no_forge_leak() -> void: +# oracle: design/gdd/systems/跨局循环/锻造工坊.md:220(树淬炼对攻击与 AC 零贡献组) var sv = _meta_new_save("user://smoke_meta_blessing.json") var mp = load("res://core/meta_progression.gd").new(_db, sv) var fs0: Dictionary = sv.meta_state.forge_state().duplicate(true) @@ -809,6 +818,7 @@ func _test_blessing_no_forge_leak() -> void: func _test_default_axes_pre_key() -> void: +# oracle: design/gdd/systems/跨局循环/锻造工坊.md:217(未点亮期间默认值照常注入组) var sv = _meta_new_save("user://smoke_meta_axesw.json") var mp = load("res://core/meta_progression.gd").new(_db, sv) var ax: Dictionary = mp.hero_type_axes() @@ -817,6 +827,7 @@ func _test_default_axes_pre_key() -> void: func _test_armor_switch_dual_axes() -> void: +# oracle: design/gdd/systems/跨局循环/锻造工坊.md:221(换装不丢级不生效——双轴组) var sv = _meta_new_save("user://smoke_meta_axesw.json") sv.meta_state._add_keystone(1000) var mp = load("res://core/meta_progression.gd").new(_db, sv) diff --git a/game/tests/unit/core/minesweeper_rules_test.gd b/game/tests/unit/core/minesweeper_rules_test.gd index 5f4bdcc0..cb3b50ba 100644 --- a/game/tests/unit/core/minesweeper_rules_test.gd +++ b/game/tests/unit/core/minesweeper_rules_test.gd @@ -17,6 +17,7 @@ var _ae: ActionEconomy func _init() -> void: +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:224(排雷规则宿主——装载组) _db = load("res://core/config_db.gd").new() as ConfigDb if not _db.load_tables("res://data/tables", false): Kit.check("数值表加载", false) @@ -45,6 +46,7 @@ func _init() -> void: func _test_install_invariants() -> void: +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:228(装板四不变式组) _rules.install_board(_board) Kit.check("装板后 current_board 即所装棋盘", _rules.current_board() == _board) var opened: int = _rules.revealed_cells().size() @@ -68,6 +70,7 @@ func _unrevealed_safe() -> Vector2i: func _test_dig_face_rules() -> void: +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:231(挖/封印合法性与可辨拒绝组) var revealed_first = _rules.revealed_cells()[0] as Vector2i var out: Array = _rules.settle_batch([{"action": "dig", "cell": revealed_first}]) var o: Dictionary = (out[0] as Dictionary) if not out.is_empty() else {} @@ -82,6 +85,7 @@ func _test_dig_face_rules() -> void: func _test_reveal_advances() -> void: +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:230(揭示推进与连锁组) var c := _unrevealed_safe() if c == Vector2i(-1, -1): Kit.check("存在未揭示安全格(揭示推进前置)", false) @@ -95,6 +99,7 @@ func _test_reveal_advances() -> void: func _test_seal_place() -> void: +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:231(重复封印拒绝组) var c := _unrevealed_safe() if c == Vector2i(-1, -1): Kit.check("存在未揭示安全格(封印前置)", false) @@ -107,6 +112,7 @@ func _test_seal_place() -> void: func _test_reject_out_of_catalog() -> void: +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:236(目录外拒绝组) var out: Array = _rules.settle_batch([{"action": "not_a_real_action", "cell": Vector2i(0, 0)}]) var o: Dictionary = (out[0] as Dictionary) if not out.is_empty() else {} Kit.check("目录外意图被拒(不静默吞掉)——实际载荷 %s" % str(o).substr(0, 80), @@ -116,6 +122,7 @@ func _test_reject_out_of_catalog() -> void: # ---- V14 棋盘揭示预览只读口(架构整改——preview_reveal 与实挖揭示集同口径、零状态写入零事件)---- func _test_preview_reveal_readonly() -> void: +# oracle: design/engineering/architecture/architecture.md:103(preview_reveal 只读预览口——零写入零事件组) var events := 0 _rules.cell_revealed.connect(func(_evt): events += 1) # 零发射哨兵(preview 全程不触发揭示事件) # 形态 A:封印在场——preview(未开格) 不越封印且零状态写入 diff --git a/game/tests/unit/core/node_map_generator_test.gd b/game/tests/unit/core/node_map_generator_test.gd index 1c1e8acb..c57b11a9 100644 --- a/game/tests/unit/core/node_map_generator_test.gd +++ b/game/tests/unit/core/node_map_generator_test.gd @@ -77,6 +77,7 @@ func _max_depth(g: Dictionary) -> int: # ---- V1 产出合格:三档×种子扫描,自证零错误 ---- func _test_output_ok() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:129(产出约束六条+结构铁律组) var all_ok := true var entry_exit_ok := true for L in [1, 2, 3]: @@ -94,6 +95,7 @@ func _test_output_ok() -> void: # ---- V3 可复现:纯函数+counter 无关 ---- func _test_reproducible() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:134(同种子同参数同图组) var same := true for L in [1, 2, 3]: if _sig(_graph(L, 42)) != _sig(_graph(L, 42)): @@ -124,6 +126,7 @@ func _test_reproducible() -> void: # ---- V5 岔路取舍两条 ---- func _test_fork_rules() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:88(岔路取舍组) var next_hop_ok := true var comp_ok := true for L in [1, 2, 3]: @@ -199,6 +202,7 @@ func _branch_types(g: Dictionary, head_id: int, sibling_outs: Array) -> Array: # ---- V6 必经恰一店+归属锁定+多终点深度互异 ---- func _test_shop_and_attribution() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:48(必经恰一店与归属锁定组) var paths_ok := true var lock_ok := true var depth_ok := true @@ -251,6 +255,7 @@ func _all_paths(g: Dictionary) -> Array: # ---- V7 战斗保底 ---- func _test_battle_floor() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:129(战斗保底组) var ok := true for L in [1, 2, 3]: for s in range(42, 52): @@ -262,6 +267,7 @@ func _test_battle_floor() -> void: # ---- V9 含岔口与出口结构 ---- func _test_exit_structure() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:48(出口结构与分支互斥组) var fork_all := true var l1_single := true var big_fork_ok := true @@ -308,6 +314,7 @@ func _terminals_reachable(g: Dictionary, id: int) -> int: # ---- V9 Boss 出场门控(难度曲线与Boss——每区域恰一 Boss 终点)---- func _test_boss_exit_per_region() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:48(每区域 Boss 出口组) # 真实生成多区域图:全部终点 type=="boss"、boss 终点数==exit_count、深度=L−r(r∈[0,exit_count) # ——每区域恰一 boss、深度互异即分属不同区域) # 节点 depth 字段=入口起最长路径深(生成器校验轴);区域序号 r 的可观测形态=最深 boss(r=0) @@ -343,6 +350,7 @@ func _test_boss_exit_per_region() -> void: # ---- V10 RNG 单点(纯流面 counter 不变)---- func _test_rng_single_point() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:134(RNG 单点流组) var svc = RngScript.new() svc.new_adventure(4242) var before: int = svc.counter() @@ -357,6 +365,7 @@ func _test_rng_single_point() -> void: # ---- V1 违规夹具:各报对应错误类别 ---- func _test_negative_fixtures() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:198(无解 fail-fast 夹具组) # 夹具构造器:手写 nodes/entries/terminals var dup := _fx([ {"id": 0, "type": "battle", "depth": 0, "next": [1]}, @@ -483,6 +492,7 @@ func _has_msg(errs: Array, needle: String) -> bool: # ---- V6 节点图三参数表值驱动(架构整改——fork_third_way_pct/fill_rest_first_pct/width_max 入 level_gen_params)---- func _test_gen_params_table_driven() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:129(参数档读表驱动组) # ① 同种子真实表行产图逐位(表值驱动回归锚) var g1 := _graph(2, 42) var g2 := _graph(2, 42) diff --git a/game/tests/unit/core/node_map_growth_test.gd b/game/tests/unit/core/node_map_growth_test.gd index 3ab25ad9..864b8674 100644 --- a/game/tests/unit/core/node_map_growth_test.gd +++ b/game/tests/unit/core/node_map_growth_test.gd @@ -38,6 +38,7 @@ func _reading(gen, db, L: int) -> Dictionary: # ---- V8 生长递增(三档×多种子逐档读数)---- func _test_growth(gen, db) -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:130(生长递增组) var steps_ok := true var count_ok := true for s in [42, 43, 44, 45, 46]: @@ -61,6 +62,7 @@ func _test_growth(gen, db) -> void: # ---- V4 参数无解判定(静态面:域/预算无解夹具必须被 check_params 拦下)---- func _test_fail_fast_static(gen, db) -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:198(参数无解静态拒绝组) Kit.check("生产三档参数档可行性判定零错误〔fv4〕", NodeMapGenerator.check_params(db.run.level_gen_params.row_by_level_index(1)).is_empty() and NodeMapGenerator.check_params(db.run.level_gen_params.row_by_level_index(3)).is_empty()) @@ -79,6 +81,7 @@ func _test_fail_fast_static(gen, db) -> void: # ---- V4 致命中止真实通道(子进程退出码非零;零回退分支=件核)---- func _test_fatal_subprocess() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:199(无解致命子进程组) var bin := _engine_bin() if bin == "": Kit.check("未找到引擎二进制,致命子进程通道未跑(如实标注)〔fv4〕", false) diff --git a/game/tests/unit/core/playtest_logger_guard_test.gd b/game/tests/unit/core/playtest_logger_guard_test.gd index 1f1ec9eb..670be3ab 100644 --- a/game/tests/unit/core/playtest_logger_guard_test.gd +++ b/game/tests/unit/core/playtest_logger_guard_test.gd @@ -13,6 +13,7 @@ func _init() -> void: func _smoke_required_injection() -> void: +# oracle: design/engineering/code-conventions.md:40(拆分交接:依赖构造期一次交付——日志器必填注入守卫组) # 未注入(缺省 0):start_session 返回空串、零文件产出 var lg0 = load("res://presentation/playtest_logger.gd").new() var p0: String = lg0.start_session(42) diff --git a/game/tests/unit/core/pool_case_d_test.gd b/game/tests/unit/core/pool_case_d_test.gd index 86aabf8d..814af348 100644 --- a/game/tests/unit/core/pool_case_d_test.gd +++ b/game/tests/unit/core/pool_case_d_test.gd @@ -9,6 +9,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") func _init() -> void: +# oracle: design/engineering/architecture/architecture.md:107(池结构案 D:候选抽取与池纪律组) var db = load("res://core/config_db.gd").new() if not db.load_tables("res://data/tables", false): print("[pool_case_d_test] FAIL — 数值表加载失败") @@ -65,6 +66,7 @@ func _tiers_of(cands: Array) -> Array: func check_v7(a, db) -> void: +# oracle: design/engineering/architecture/architecture.md:107(池案 D V7 组) if not a.start_adventure(201): Kit.check_quiet(false, "V7 前置:冒险启动") return @@ -110,6 +112,7 @@ func check_v7(a, db) -> void: func check_v6(b, db) -> void: +# oracle: design/engineering/architecture/architecture.md:107(池案 D V6 组) if not b.start_adventure(202): Kit.check_quiet(false, "V6 前置:冒险启动") return @@ -139,6 +142,7 @@ func check_v6(b, db) -> void: func check_v12(m, db) -> void: +# oracle: design/engineering/architecture/architecture.md:107(池案 D V12 组) if not m.start_adventure(401): Kit.check_quiet(false, "V12 前置:冒险启动") return @@ -157,6 +161,7 @@ func check_v12(m, db) -> void: func check_v8(c, db) -> void: +# oracle: design/engineering/architecture/architecture.md:107(池案 D V8 组) if not c.start_adventure(203): Kit.check_quiet(false, "V8 前置:冒险启动") return diff --git a/game/tests/unit/core/run_time_fatal_test.gd b/game/tests/unit/core/run_time_fatal_test.gd index cd80a919..0178c303 100644 --- a/game/tests/unit/core/run_time_fatal_test.gd +++ b/game/tests/unit/core/run_time_fatal_test.gd @@ -20,6 +20,7 @@ const TAG_OK := "board_gen" # 在册合法标签(PURPOSE_TAGS 含;wr7 必 func _init() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:199(运行期违约通道——致命真的会死组) var db = ConfigDBScript.new() if not db.load_tables("res://data/tables", true): push_error("[run_time_fatal_test] 表加载失败——夹具不可用(回归)") diff --git a/game/tests/unit/core/save_boot_no_activate_test.gd b/game/tests/unit/core/save_boot_no_activate_test.gd index 7345c8e5..262b88b7 100644 --- a/game/tests/unit/core/save_boot_no_activate_test.gd +++ b/game/tests/unit/core/save_boot_no_activate_test.gd @@ -22,6 +22,7 @@ func _init() -> void: # ① 无参实例(autoload 实例化形态)=无激活态+默认合法空态(sv2 类级) func _test_no_arg_instance_has_no_activation() -> void: +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:61(启动态无激活不读写组) var sm := SaveManagerScript.new() Kit.check_quiet(sm.slots.active_slot() == 0 and not sm.slots.has_write_target(), "sv2 无参实例无激活态(路径空/激活号 0/写盘目标空)〔卡① sv2〕") @@ -40,6 +41,7 @@ func _test_no_arg_instance_has_no_activation() -> void: # 判别锚:空 _path 的退化写目标=裸 ".tmp"(落 res://,拆闸实验实测杂散落点)—— # 断言先清退化目标再核零新增,闸短路缺陷(拒绝口旁路、写盘真实发生)必红。 func _test_write_rejected_without_target() -> void: +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:61(无激活态写盘拒绝组) var sm := SaveManagerScript.new() var before := {} for i in range(1, 4): @@ -79,6 +81,7 @@ func _test_write_rejected_without_target() -> void: # (生产结算链全段在位:mark_first_adventure_done→apply_adventure_summary→refresh_treasure_unlocks # →write_to_disk;无激活态下落账内存、写盘拒绝、盘面零触碰——已知中间态的机检面) func _test_settle_chain_write_rejected() -> void: +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:61(结算链写盘拒绝组) var db = load("res://core/config_db.gd").new() if not db.load_tables("res://data/tables", false): Kit.check_quiet(false, "sv3 链测试前置:数值表加载失败〔卡① sv3〕") @@ -101,6 +104,7 @@ func _test_settle_chain_write_rejected() -> void: # ③ 越界槽号三原语拒绝+窥视越界返回不可读(原语边界 fail-safe) func _test_out_of_range_slots_rejected() -> void: +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:61(三存档位域界——越域槽拒绝组) var sm := SaveManagerScript.new() sm.slots.attach_slot_template("user://smoke_boot_noact_%d.json") Kit.check_quiet(not sm.slots.activate_slot(0) and not sm.slots.activate_slot(4) diff --git a/game/tests/unit/core/save_manager_domain_test.gd b/game/tests/unit/core/save_manager_domain_test.gd index 4574f1c9..bb47f190 100644 --- a/game/tests/unit/core/save_manager_domain_test.gd +++ b/game/tests/unit/core/save_manager_domain_test.gd @@ -46,6 +46,7 @@ func _fresh_rng(seed_val: int): # 损坏兜底/迁移链/域界干净/摘要 cap/摘要集成/生涯终身计数域 v6)。测试文件统一 user://smoke_save_*.json 隔离, # 段首清场+段尾清理——绝不碰 user://save.json(红线)。 func _smoke_save() -> void: +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:176(存档域读写往返/迁移链/损坏兜底/域界组) print("--- SaveManager 存档读写/迁移/兜底 ---") var sm_script = load("res://core/save_manager.gd") var paths := ["user://smoke_save_roundtrip.json", "user://smoke_save_fresh.json", @@ -338,6 +339,7 @@ func _smoke_save() -> void: # 测试文件统一 user://smoke_save_slot_%d.json 模板隔离(attach_slot_template 注入口——禁各自拼槽名), # 段首清场+段尾清理——绝不碰 user://save.json 与真实槽 user://save_slot_N.json(红线)。 func _smoke_save_slots() -> void: +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:61(三槽位与摘要 cap——槽位域组) print("--- SaveManager 三存档位承载(迭代 33 卡①)---") var sm_script = load("res://core/save_manager.gd") var slot_tpl := "user://smoke_save_slot_%d.json" diff --git a/game/tests/unit/core/save_slot_isolation_test.gd b/game/tests/unit/core/save_slot_isolation_test.gd index 9d7070c8..6afdd4fe 100644 --- a/game/tests/unit/core/save_slot_isolation_test.gd +++ b/game/tests/unit/core/save_slot_isolation_test.gd @@ -38,6 +38,7 @@ func _write_v7_keystone(path: String, keystone: int) -> void: # ① 三槽往返:各槽写异值 → 写盘 → 新实例按位读回逐域相等;改槽 1 槽 2 字节不动(sv1) func _test_three_slot_roundtrip_and_isolation() -> void: +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:61(三槽位独立文件隔离组) var t := SaveManagerScript.new() t.slots.attach_slot_template(TPL) for i in range(1, 4): @@ -65,6 +66,7 @@ func _test_three_slot_roundtrip_and_isolation() -> void: # ② 高版本槽进档失败:拒绝+恢复切换前三态(路径/激活号/数据)+拒读槽零误写(sv9/sv10) func _test_activate_failure_restores_previous_slot() -> void: +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:61(激活失败回滚组) var t := SaveManagerScript.new() t.slots.attach_slot_template(TPL) _write_v7_keystone(TPL % 1, 311) @@ -86,6 +88,7 @@ func _test_activate_failure_restores_previous_slot() -> void: # ③ MetaProgression 宿主链切槽:引用同一性保持+写盘落当前槽(sv10——禁换实例先例) func _test_metaprogression_reference_identity() -> void: +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:176(元进度引用同一性——往返一致组) var t := SaveManagerScript.new() t.slots.attach_slot_template(TPL) _write_v7_keystone(TPL % 1, 533) diff --git a/game/tests/unit/core/save_slot_summary_test.gd b/game/tests/unit/core/save_slot_summary_test.gd index 468045c9..b4354562 100644 --- a/game/tests/unit/core/save_slot_summary_test.gd +++ b/game/tests/unit/core/save_slot_summary_test.gd @@ -36,6 +36,7 @@ func _write_slot_json(path: String, content: String) -> void: # ① 三槽异值逐槽三项正确+不激活不写内存(sv7) func _test_peek_three_slots_distinct_values() -> void: +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:174(槽位摘要按槽窥视组) var t := SaveManagerScript.new() t.slots.attach_slot_template(TPL) for i in range(1, 4): @@ -57,6 +58,7 @@ func _test_peek_three_slots_distinct_values() -> void: # ② 空槽零值合法态+不可读三态显式标记(sv7/契约 9) func _test_peek_empty_and_unreadable_states() -> void: +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:174(坏槽三态组) var t := SaveManagerScript.new() t.slots.attach_slot_template(TPL) DirAccess.remove_absolute(TPL % 3) # 清①段残留——空槽夹具 @@ -77,6 +79,7 @@ func _test_peek_empty_and_unreadable_states() -> void: # ③ 窥视零副作用:字节+mtime 双比对不变+零 .corrupt.bak 改名(sv8——真实入口冒烟段同判据) func _test_peek_zero_side_effect() -> void: +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:174(窥视零副作用组) var t := SaveManagerScript.new() t.slots.attach_slot_template(TPL) _write_slot_json(TPL % 1, "corrupt bytes {{{{") diff --git a/game/tests/unit/core/settle_segments_test.gd b/game/tests/unit/core/settle_segments_test.gd index 4002bdd8..edebe932 100644 --- a/game/tests/unit/core/settle_segments_test.gd +++ b/game/tests/unit/core/settle_segments_test.gd @@ -9,6 +9,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") func _init() -> void: +# oracle: design/gdd/systems/战斗循环/战斗结算.md:362(结算五段 Segment——五段全序组) var db = load("res://core/config_db.gd").new() if not db.load_tables("res://data/tables", false): print("[settle_segments_test] FAIL — 数值表加载失败") diff --git a/game/tests/unit/core/treasure_effects_test.gd b/game/tests/unit/core/treasure_effects_test.gd index 75d66779..16e184c7 100644 --- a/game/tests/unit/core/treasure_effects_test.gd +++ b/game/tests/unit/core/treasure_effects_test.gd @@ -10,6 +10,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") func _init() -> void: +# oracle: design/gdd/systems/跨局循环/秘宝.md:246(秘宝 12 件逐件行为——效果行为组) var db = load("res://core/config_db.gd").new() if not db.load_tables("res://data/tables", false): Kit.check_quiet(false, "数值表加载") diff --git a/game/tests/unit/core/treasure_items_test.gd b/game/tests/unit/core/treasure_items_test.gd index 1560646d..c46ee17f 100644 --- a/game/tests/unit/core/treasure_items_test.gd +++ b/game/tests/unit/core/treasure_items_test.gd @@ -53,6 +53,7 @@ func _all_revealed(_c: Vector2i) -> bool: func _init() -> void: +# oracle: design/gdd/systems/跨局循环/秘宝.md:246(秘宝结构冻结与护栏校验——结构组) # ① 授予归因+受理序+Used 不可逆 var inv = _new_inv() var r1: Dictionary = inv.add_item("sapper_order", "safe_cell", Vector2i(3, 4), 2) diff --git a/game/tests/unit/core/tree_requires_level_test.gd b/game/tests/unit/core/tree_requires_level_test.gd index 8b189ab7..1434ce5a 100644 --- a/game/tests/unit/core/tree_requires_level_test.gd +++ b/game/tests/unit/core/tree_requires_level_test.gd @@ -7,6 +7,7 @@ extends SceneTree func _init() -> void: +# oracle: design/gdd/systems/跨局循环/天赋树.md:195(等级阈值前置:schema 四拒一过+判定三态+投影两态组) var failures := 0 var db = load("res://core/config_db.gd").new() var mt = load("res://data/schemas/meta_tree_table.gd").new() diff --git a/game/tests/unit/core/tree_rules_v11_test.gd b/game/tests/unit/core/tree_rules_v11_test.gd index 8c791eb7..834881ef 100644 --- a/game/tests/unit/core/tree_rules_v11_test.gd +++ b/game/tests/unit/core/tree_rules_v11_test.gd @@ -12,6 +12,7 @@ extends SceneTree func _init() -> void: +# oracle: design/gdd/systems/跨局循环/天赋树.md:194(结构封闭:六键合成行闭集校验组) var eng = load("res://core/effect_engine.gd") var tree_tbl = load("res://data/schemas/meta_tree_table.gd") var db = load("res://core/config_db.gd").new() @@ -88,6 +89,7 @@ func _init() -> void: # ---- 规则键参数域校验(架构整改批 R1——六键参数字典):正例全过/缺参数拒/多参数拒/越域拒/非字典拒 ---- func _test_rule_key_params(eng, tree_tbl, db) -> Array: +# oracle: design/gdd/systems/跨局循环/天赋树.md:194(规则键参数字典——参数名/取值域合规组) var errs: Array = [] var params_tbl: Dictionary = tree_tbl.RULE_KEY_PARAMS # 正例:meta_tree.tres 现行 Fork 行逐键过 validate(加载期已验——此处显式复核) From 9e26df16be3a1ff740e75c2f53fb49e8e0df9f01 Mon Sep 17 00:00:00 2001 From: DKChan <524912269@qq.com> Date: Fri, 6 Nov 2026 07:23:25 +0800 Subject: [PATCH 10/14] =?UTF-8?q?=E5=B7=A5=E7=A8=8B(=E5=88=A4=E6=8D=AE?= =?UTF-8?q?=E5=87=BA=E5=A4=84=E6=B3=A8=E8=AE=B03/7=C2=B7battle+contracts+i?= =?UTF-8?q?ntegration):=2020=E5=A5=97=E4=BB=B680=E5=87=BD=E6=95=B0?= =?UTF-8?q?=E9=80=90=E5=87=BD=E6=95=B0=E6=8C=82#=20oracle=E6=B3=A8?= =?UTF-8?q?=E8=AE=B0=E2=80=94=E2=80=94=E6=88=98=E6=96=97=E5=9B=9B=E6=96=87?= =?UTF-8?q?=E6=A1=A3=E9=AA=8C=E6=94=B6=E5=8F=A5(=E6=88=98=E6=96=97?= =?UTF-8?q?=E7=BB=93=E7=AE=97:360-366/=E6=95=8C=E4=BA=BA=E7=B3=BB=E7=BB=9F?= 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.../integration/cross_system_flow_test.gd | 4 ++++ .../integration/node_map_determinism_test.gd | 1 + .../integration/save_rng_roundtrip_test.gd | 2 ++ .../unit/battle_settlement/boss_gate_test.gd | 2 ++ .../damage_controller_test.gd | 6 +++++ .../battle_settlement/damage_math_test.gd | 5 ++++ .../battle_settlement/effect_port_test.gd | 4 ++++ .../extended_row_violation_test.gd | 1 + .../battle_settlement/refresh_feats_test.gd | 13 ++++++++++ .../battle_settlement/roll_multiplier_test.gd | 4 ++++ .../round_flow_skill_pool_test.gd | 5 ++++ .../battle_settlement/seal_polarity_test.gd | 16 +++++++++++++ .../settlement_wiring_snapshot_test.gd | 1 + .../battle_settlement/skill_unlock_test.gd | 4 ++++ .../battle_settlement/trigger_cond_test.gd | 1 + .../variant_placement_test.gd | 4 ++++ .../tests/unit/contracts/source_guard_test.gd | 2 ++ .../unit/contracts/system_contracts_test.gd | 24 +++++++++++++++++++ 18 files changed, 99 insertions(+) diff --git a/game/tests/integration/cross_system_flow_test.gd b/game/tests/integration/cross_system_flow_test.gd index 165ae097..22c1b78d 100644 --- a/game/tests/integration/cross_system_flow_test.gd +++ b/game/tests/integration/cross_system_flow_test.gd @@ -46,6 +46,7 @@ func _fresh_rng(seed_val: int): # ---- ① RNG 事件日志会话落盘(源 `_initialize` :70,主会话裁决一改判集成—— # 驱动沿源 :60–70 取号序列自持:master 种子 42 → 前置取号 → new_adventure 开日志会话 → 会话内取号)---- func _rng_event_log_session() -> void: +# oracle: design/engineering/architecture/architecture.md:90(事件日志落盘会话组) var rng = load("res://core/rng_service.gd").new() rng.set_master_seed(42) rng.open_stream("board_gen") @@ -60,6 +61,7 @@ func _rng_event_log_session() -> void: # _on_level_finished(victory)+breakpoint_snapshot 取读+clear_breakpoint; # 起局与兑付两步的受理断言留单元宿主(adventure_feats_test),此处纯驱动——前置失败自然落红)---- func _feats_breakpoint_roundtrip() -> void: +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:180(专长断点附随件往返组) var rt := FeatTable.new() rt.rows = [ {"feat_id": "x1", "display_name": "试一", "rarity": "common", "desc": "测试揭示", "cap": 1, @@ -105,6 +107,7 @@ func _feats_breakpoint_roundtrip() -> void: # level_autoplay 真局摘要 → apply 原语 → 域读数 → 写盘读回保持;临时档 user://smoke_save_integration.json # 段首清场+段尾清理(源 _smoke_save 隔离纪律),绝不碰 user://save.json(红线))---- func _save_summary_integration() -> void: +# oracle: design/gdd/systems/跨局循环/元进度.md:150(摘要集成与钥石只增不减组) var sm_script = load("res://core/save_manager.gd") var path9 := "user://smoke_save_integration.json" # 源 paths[8] if FileAccess.file_exists(path9): @@ -137,6 +140,7 @@ func _save_summary_integration() -> void: # ---- ④ 试玩记录仪(源 `_smoke_playtest_logger` 整套八条,主会话裁决七改判集成—— # PlaytestLogger 挂真实结算流:会话文件/逐结算快照/字段齐备/spawn_count 回归/诊断转储/JSONL 回读)---- func _smoke_playtest_logger() -> void: +# oracle: design/engineering/code-conventions.md:40(试玩日志器跨系统接线组) print("--- PlaytestLogger(结算快照 JSONL + 诊断转储)---") var rng = load("res://core/rng_service.gd").new() rng.set_master_seed(20260912) diff --git a/game/tests/integration/node_map_determinism_test.gd b/game/tests/integration/node_map_determinism_test.gd index 773fce03..0ddcd4cb 100644 --- a/game/tests/integration/node_map_determinism_test.gd +++ b/game/tests/integration/node_map_determinism_test.gd @@ -33,6 +33,7 @@ func _init() -> void: # ---- 关卡节点图生成·确定性承载断言面 ---- func _smoke_generated_map_determinism() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:134(起关/选路/断点重生成同图组) # ① 纯函数复现:图 = f(参数档, 种子)——同档同种子两次产图逐位同图,换种子必变图 var gen = NodeMapGenerator.new(_fresh_rng(910001)) var params2: Dictionary = _db.run.level_gen_params.row_by_level_index(2) diff --git a/game/tests/integration/save_rng_roundtrip_test.gd b/game/tests/integration/save_rng_roundtrip_test.gd index 263b7842..ade5b288 100644 --- a/game/tests/integration/save_rng_roundtrip_test.gd +++ b/game/tests/integration/save_rng_roundtrip_test.gd @@ -35,6 +35,7 @@ func _init() -> void: # ---- 用例一:盘上往返保真——写档再读回,断点逐键零漂移 ---- func _test_disk_roundtrip_preserves_breakpoint() -> void: +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:180(存档⇄RNG 快照往返——断点域逐位组) var rng := RngServiceScript.new() var sm := SaveManagerScript.new(SAVE_PATH) var adr := AdventureRunnerScript.new(_db, rng) @@ -65,6 +66,7 @@ func _test_disk_roundtrip_preserves_breakpoint() -> void: # ---- 用例二:旧版本档经迁移链后仍可续玩(单测不覆盖的跨系统集成面)---- func _test_old_version_save_migrates_and_resumes() -> void: +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:179(旧档迁移链读回续玩组) var rng := RngServiceScript.new() var sm := SaveManagerScript.new(SAVE_PATH) var adr := AdventureRunnerScript.new(_db, rng) diff --git a/game/tests/unit/battle_settlement/boss_gate_test.gd b/game/tests/unit/battle_settlement/boss_gate_test.gd index bf32d8c4..6691a46d 100644 --- a/game/tests/unit/battle_settlement/boss_gate_test.gd +++ b/game/tests/unit/battle_settlement/boss_gate_test.gd @@ -8,11 +8,13 @@ const Kit := preload("res://tests/unit/test_kit.gd") func _init() -> void: +# oracle: design/gdd/systems/战斗循环/敌人系统.md:293 Boss 节点开战行集宿主(装载组) _test_boss_node_spawns_boss_rowset() quit(Kit.finish("boss_gate_test")) func _test_boss_node_spawns_boss_rowset() -> void: +# oracle: design/gdd/systems/战斗循环/敌人系统.md:295 开战生成按遭遇坐标取行集(Boss 行集组) var db = load("res://core/config_db.gd").new() var load_ok: bool = db.load_tables("res://data/tables", true) and db.diagnostics_count("error") == 0 Kit.check("前置:表加载零 error", load_ok) diff --git a/game/tests/unit/battle_settlement/damage_controller_test.gd b/game/tests/unit/battle_settlement/damage_controller_test.gd index d2cebb7e..250a3cda 100644 --- a/game/tests/unit/battle_settlement/damage_controller_test.gd +++ b/game/tests/unit/battle_settlement/damage_controller_test.gd @@ -23,6 +23,7 @@ var _rows: Array = [] # 当前 run 的行协议收集(_on_row 绑定法— func _init() -> void: +# oracle: design/gdd/systems/战斗循环/战斗结算.md:360 伤害单据编排宿主(装载组) var db = ConfigDBScript.new() var load_ok: bool = db.load_tables("res://data/tables", true) Kit.check("前置:表加载零 error", load_ok and db.diagnostics_count("error") == 0) @@ -70,6 +71,7 @@ func _row_by_display_prefix(prefix: String) -> Dictionary: # ---- 五配方一次全流程 + 双跑逐位复现 ---- func _run_recipe_sequence(db) -> Array: +# oracle: design/gdd/systems/战斗循环/战斗结算.md:362(五段全序——配方序列组) _rows = [] var h = _harness(db) var units = h.units @@ -176,6 +178,7 @@ func _run_recipe_sequence(db) -> Array: func _test_five_recipes_and_replay(db) -> void: +# oracle: design/gdd/systems/战斗循环/战斗结算.md:363(同种子回放逐行相同组) var run1: Array = _run_recipe_sequence(db) Kit.check("五配方序列产出 5 行伤害行", run1.size() == 5) var run2: Array = _run_recipe_sequence(db) @@ -185,6 +188,7 @@ func _test_five_recipes_and_replay(db) -> void: # ---- A 模式(开单即结——回切位) ---- func _test_policy_immediate_mode(db) -> void: +# oracle: design/gdd/systems/战斗循环/战斗结算.md:362(结算策略即时面组) _rows = [] var h = _harness(db) if not h.spawn_ok: @@ -200,6 +204,7 @@ func _test_policy_immediate_mode(db) -> void: # ---- 来源敌死亡:队列中未结单据作废(死亡即不动手) ---- func _test_source_death_void(db) -> void: +# oracle: design/gdd/systems/战斗循环/敌人系统.md:133(摇定后兑现前被杀本拍作废组) _rows = [] var h = _harness(db) if not h.spawn_ok: @@ -233,6 +238,7 @@ func _unit_fixture() -> Dictionary: func _test_identical_content_dual_enemy(db: ConfigDb) -> void: +# oracle: design/gdd/systems/战斗循环/敌人系统.md:303(双敌同内容顺位组) var a := _unit_fixture() var b := _unit_fixture() Kit.check("前置:双敌字典内容全同且非同一实例", a == b and not is_same(a, b)) diff --git a/game/tests/unit/battle_settlement/damage_math_test.gd b/game/tests/unit/battle_settlement/damage_math_test.gd index db07970d..e5d9114f 100644 --- a/game/tests/unit/battle_settlement/damage_math_test.gd +++ b/game/tests/unit/battle_settlement/damage_math_test.gd @@ -12,6 +12,7 @@ var db func _init() -> void: +# oracle: design/gdd/systems/战斗循环/战斗结算.md:360(伤害公式宿主——装载组) db = ConfigDBScript.new() var load_ok: bool = db.load_tables("res://data/tables", true) Kit.check("前置:settlement 表加载零 error", load_ok and db.diagnostics_count("error") == 0) @@ -30,6 +31,7 @@ func _floor_val() -> int: # ---- F2 乘区:池内加算 → 池间乘算 → floor(单一取整规则)---- func _test_pool_damage() -> void: +# oracle: design/gdd/systems/战斗循环/战斗结算.md:360(池伤害公式组) var d := _floor_val() + 9 # 表值推导的任意正探针量(非玩法行值) Kit.check("中性双池 (0,0) 原样透传", DamageMathScript.pool_damage(d, 0, 0) == d) Kit.check("负敌方池压低不增高", DamageMathScript.pool_damage(d, 0, int(db.combat.settlement.core.pool_clamp_lo)) <= d) @@ -42,6 +44,7 @@ func _test_pool_damage() -> void: # ---- 克制分量:空桶不吃修正恒 0;落地下限保底([1,+∞) 全来源)---- func _test_counter_component() -> void: +# oracle: design/gdd/systems/战斗循环/战斗结算.md:360(计数器分量组) var floor_v := _floor_val() Kit.check("空桶(点数≤0)恒 0 不吃修正", DamageMathScript.counter_component(0, floor_v, floor_v) == 0 and DamageMathScript.counter_component(-1, 5, floor_v) == 0) @@ -53,6 +56,7 @@ func _test_counter_component() -> void: # ---- 掷点折扣查档(纯函数):满阈值恒全额;档位边界/末档语义与表数组一致 ---- func _test_roll_discount_percent() -> void: +# oracle: design/gdd/systems/战斗循环/战斗结算.md:360(乘区折扣组) var threshold := 10 # 查档探针阈值(夹具值——档位参数本身全部来自表) var bounds: Array = db.combat.settlement.damage_roll.roll_tier_bounds var discounts: Array = db.combat.settlement.damage_roll.roll_tier_discounts @@ -77,6 +81,7 @@ func _test_roll_discount_percent() -> void: # ---- 吃掷点分量算术:折扣→(暴击)→floor→+克制修正(单一取整链)---- func _test_rolled_component() -> void: +# oracle: design/gdd/systems/战斗循环/战斗结算.md:360(掷点分量组) var base := float(_floor_val() + 7) # 表值推导探针基线 var crit_mult: int = int(db.combat.settlement.damage_roll.crit_multiplier) Kit.check("满额折扣无暴击 = floor(基线) + 修正 0", DamageMathScript.rolled_component(base, 100, false, crit_mult, 0) == int(floor(base))) diff --git a/game/tests/unit/battle_settlement/effect_port_test.gd b/game/tests/unit/battle_settlement/effect_port_test.gd index 4790e064..a8948a1e 100644 --- a/game/tests/unit/battle_settlement/effect_port_test.gd +++ b/game/tests/unit/battle_settlement/effect_port_test.gd @@ -19,6 +19,7 @@ var _db func _init() -> void: +# oracle: design/engineering/architecture/architecture.md:144(效果端口宿主——装载组) _db = ConfigDBScript.new() var load_ok: bool = _db.load_tables("res://data/tables", true) Kit.check("前置:表加载零 error", load_ok and _db.diagnostics_count("error") == 0) @@ -53,6 +54,7 @@ func _hero_attack_value(rows: Array) -> int: # ---- V1 端口单实例与真实发射路由 ---- func _smoke_effect_port_wiring() -> void: +# oracle: design/engineering/architecture/architecture.md:144(端口单实例与六 Callable 路由组) print("--- 效果端口:装配链单实例+真实发射路由 ---") # 充能跑(蓄力周转 charge_rotation 在册——attack_commit 订阅行 attack_bonus per 蓄力周转计数器) var orch_c = _orch(TEST_SEED) @@ -86,6 +88,7 @@ func _smoke_effect_port_wiring() -> void: # ---- V2 业务类零引擎直连(源码契约锚——theme_projection_test 源码锚惯例)---- func _test_business_classes_engine_free() -> void: +# oracle: design/engineering/architecture/architecture.md:144(业务类零引擎直连组) print("--- 效果端口:业务类零引擎直连源码锚 ---") for path in ["res://core/damage_controller.gd", "res://core/action_economy.gd"]: var src := FileAccess.get_file_as_string(path) @@ -97,6 +100,7 @@ func _test_business_classes_engine_free() -> void: # ---- V3 伤害域事实面闭集(合成行两对照——damage_taken 真实单据流)---- func _test_biz_fact_face_closed() -> void: +# oracle: design/engineering/architecture/architecture.md:144(闭面四键 biz_fact 组) print("--- 效果端口:业务发射事实面闭集 ---") var orch = _orch(TEST_SEED) Kit.check("V3 begin_battle 受理", orch.begin_battle(_enc([]))) diff --git a/game/tests/unit/battle_settlement/extended_row_violation_test.gd b/game/tests/unit/battle_settlement/extended_row_violation_test.gd index 0198c410..827eed8b 100644 --- a/game/tests/unit/battle_settlement/extended_row_violation_test.gd +++ b/game/tests/unit/battle_settlement/extended_row_violation_test.gd @@ -11,6 +11,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") func _init() -> void: +# oracle: design/gdd/systems/表现与支撑/数据配置.md:199(扩展行必载 effect_id——加载致命组) var db = load("res://core/config_db.gd").new() if not db.load_tables("res://data/tables", false): push_error("[extended_row_violation_test] 表加载失败") diff --git a/game/tests/unit/battle_settlement/refresh_feats_test.gd b/game/tests/unit/battle_settlement/refresh_feats_test.gd index 7b7932c9..958427cb 100644 --- a/game/tests/unit/battle_settlement/refresh_feats_test.gd +++ b/game/tests/unit/battle_settlement/refresh_feats_test.gd @@ -154,6 +154,7 @@ func _seal_direct_with_expansion(orch) -> Vector2i: # 四条真实路径(敌方攻击/危险格/错误封印/地形)逐路驱动:每条至少一张主角承伤单据在案, # 且承伤计数器 == 主角承伤单据行数(每单据恰发射一次的全量判据——重复发射即计数器>行数)。 func test_all_hero_damage_paths_emit_once() -> void: +# oracle: design/gdd/systems/冒险循环/奇物.md:465(换图生存:全局固定减伤全伤害路径恰一次组) print("--- V5 全局 damage_taken:四路径逐路恰一次 ---") # ① 敌方攻击路径(Boss 战零挖掘连停三轮——干净样本:零地形零资源单据;多轮保证伤害技在案) var orch1 = _orch(46001) @@ -223,6 +224,7 @@ func _plan_seal(orch, target: Vector2i) -> Dictionary: # 同一伤害不得出现两次消费(重复发射=计数器>行数):敌方路径与地形路径两样本逐位核对—— # 地形单据带 hero_damage_consumed 标记,战斗段末 _resolve_board_flat_hero 跳过二次发射由此钉住。 func test_no_duplicate_damage_taken_event() -> void: +# oracle: design/gdd/systems/冒险循环/奇物.md:465(受击事件零重复组) print("--- V5 全局 damage_taken:无重复消费 ---") var orch1 = _orch(46011) var rows1 := _collect_hero_rows(orch1) @@ -264,6 +266,7 @@ func _auto_dig(orch) -> void: # V2 矿脉储能:受理的付费挖格 RAP 恰 +1、AP 按表扣、板资源不变 func test_reserve_on_accepted_dig() -> void: +# oracle: design/gdd/systems/排雷循环/行动经济.md:256(换图基座:挖格产 RAP 组) print("--- V2 矿脉储能:付费挖格产 RAP ---") var orch = _orch(46021) Kit.check("V2 前置:战斗受理", orch.begin_battle(_enc(["vein_reserve"]))) @@ -301,6 +304,7 @@ func _drain_round_rap_accounting(orch) -> bool: # V3 省力周转:折价门槛与扣费(can 与执行同源;base 8→扣 4) func test_refresh_discount_gate_and_charge() -> void: +# oracle: design/gdd/systems/排雷循环/行动经济.md:256(刷新折扣门控与充能组) print("--- V3 省力周转:折价门槛与扣费 ---") var orch = _orch(46022) Kit.check("V3 前置:战斗受理", orch.begin_battle(_enc(["easy_swap"]))) @@ -322,6 +326,7 @@ func test_refresh_discount_gate_and_charge() -> void: # V3 双基座叠加:挖格产 RAP 与刷新折价同场生效 func test_double_base_stack() -> void: +# oracle: design/gdd/systems/冒险循环/奇物.md:465(双基座叠加组) print("--- V3 双基座叠加 ---") var orch = _orch(46023) Kit.check("V3 前置:战斗受理", orch.begin_battle(_enc(["vein_reserve", "easy_swap"]))) @@ -338,6 +343,7 @@ func test_double_base_stack() -> void: # V12(refresh_feats 侧):无专长基线——挖格零产 RAP、刷新按表基线扣、AP 保留、上限照旧 func test_no_feats_baseline() -> void: +# oracle: design/gdd/systems/冒险循环/奇物.md:465(零专长基线组) print("--- V12 无专长基线(refresh_feats 侧) ---") var orch = _orch(46024) Kit.check("V12 前置:战斗受理", orch.begin_battle(_enc([]))) @@ -373,6 +379,7 @@ func _br_count(orch) -> int: # V4 成功事实只在新板就位后发射:成功恰一次;非 Active/每轮上限/RAP 不足三拒面全零事实零换图 func test_board_refresh_fact_only_on_success() -> void: +# oracle: design/gdd/systems/排雷循环/行动经济.md:256(弃图刷新事实面仅成功态组) print("--- V4 成功刷新事实:拒绝零事实 ---") _install_br_probe() var orch = _orch(46031) @@ -407,6 +414,7 @@ func test_board_refresh_fact_only_on_success() -> void: # V10 矿道红利:每次成功刷新 escrow 恰 +1 且 fx_grant_gp 行在案;拒绝零变化 func test_mine_profit_gp() -> void: +# oracle: design/gdd/systems/冒险循环/奇物.md:465(换图资源:刷新固定 GP 收益组) print("--- V10 矿道红利:刷新固定 GP ---") var orch = _orch(46032) var gp_rows := {"n": 0} @@ -453,6 +461,7 @@ func _damage_rows_by_source(rows: Array, source: String) -> Array: # V6 石层缓冲:全局固定减伤(危险格 pierce 8→6 两档钉死:单刷减 2·同轮多刷不叠加·未刷新轮不减; # 地形路径减后值=max(下限, effect_value−2)——含下限保持;敌方路径照常单次发射) func test_stone_mitigation_all_damage() -> void: +# oracle: design/gdd/systems/冒险循环/奇物.md:465(全局减伤全覆盖组) print("--- V6 石层缓冲:全局固定减伤 ---") # S1 同轮双刷 → 危险格 pierce 8 减 2=6(叠加即 4——多刷不增钉死) var orch1 = _orch(46041) @@ -508,6 +517,7 @@ func test_stone_mitigation_all_damage() -> void: # V9 坑道小憩:轮末合计回复(白盒预置承载上限 3——计数器直改属数据面注入; # 自然累计 2 与满血未生效两形态分战场钉死) func test_rest_rotation_cap_and_clear() -> void: +# oracle: design/gdd/systems/冒险循环/奇物.md:465(轮末恢复 cap 与清账组) print("--- V9 坑道小憩:轮末恢复 ---") # R1 白盒预置 3 层 + 刷新闸(when<3 拒第 4 层)→ 停手回复 min(3, 缺血)——护甲降档保缺血 ≥3 var orch1 = _orch(46051) @@ -565,6 +575,7 @@ func test_rest_rotation_cap_and_clear() -> void: # V8 蓄力周转:当轮攻击消费全部层数(上限 3 闸=白盒预置;战斗新建自然清空) func test_charge_layers_consumed_same_round() -> void: +# oracle: design/gdd/systems/冒险循环/奇物.md:465(充能当轮消耗组) print("--- V8 蓄力周转:攻击消费层 ---") var orch1 = _orch(46061) var rows1 := _collect_damage_rows(orch1) @@ -591,6 +602,7 @@ func test_charge_layers_consumed_same_round() -> void: # V7 崩壁冲击:延迟群伤单(刷新时点零伤害行——战斗段末按存活目标结账) func test_blast_defers_to_combat_segment() -> void: +# oracle: design/gdd/systems/战斗循环/战斗结算.md:362(刷新群伤让位战斗段组) print("--- V7 崩壁冲击:延迟群伤 ---") var orch = _orch(46071) var rows := _collect_damage_rows(orch) @@ -609,6 +621,7 @@ func test_blast_defers_to_combat_segment() -> void: # 七件 validate/在册/稀有度 cap 对表/跨表计数器引用闭合/desc 禁词 func test_seven_feats_validate_and_pool() -> void: +# oracle: design/gdd/systems/冒险循环/奇物.md:465(换图系七件校验与池组) print("--- V11 七件数据与池 ---") var seven := {"vein_reserve": "excellent", "easy_swap": "excellent", "wall_blast": "excellent", "charge_rotation": "excellent", "stone_mitigation": "common", "tunnel_rest": "common", "mine_profit": "rare"} diff --git a/game/tests/unit/battle_settlement/roll_multiplier_test.gd b/game/tests/unit/battle_settlement/roll_multiplier_test.gd index 723f8129..3096787f 100644 --- a/game/tests/unit/battle_settlement/roll_multiplier_test.gd +++ b/game/tests/unit/battle_settlement/roll_multiplier_test.gd @@ -19,6 +19,7 @@ var _db func _init() -> void: +# oracle: design/gdd/systems/战斗循环/战斗结算.md:360(掷点与乘区宿主——装载组) _db = ConfigDBScript.new() # 表加载失败不中止(承 G2/G3 同款:表损坏的红落在具体断言上—— # 诊断在此展开,后续断言按坏表实况逐条验红;collect_only=true 下成员照常赋值可评) @@ -43,6 +44,7 @@ func _init() -> void: # 受理后不变量(encounter 受理后只读)。攻击单 base_value 贯通由 _smoke_damage_types 的 # hero_atk_val=100 全链路行值承载(同夹具既有覆盖——派生读在攻击链上工作即行值随 override 走)---- func _smoke_hero_atk_derived() -> void: +# oracle: design/gdd/systems/战斗循环/战斗结算.md:360(英雄攻击派生组) var rng_a = load("res://core/rng_service.gd").new() rng_a.set_master_seed(4242) var s_a = load("res://core/battle_orchestrator.gd").new(_db, rng_a) @@ -65,6 +67,7 @@ func _smoke_hero_atk_derived() -> void: # → heavy 伤害 == light −1、ward == light +1(要求基线伤害 ≥ 2——地板 1 会吞 −1 位移)。 # 承伤位移红线(卡片 §8 L3):全局位移只允许 ±1 量级——非此量级 = 矩阵消费面有未盘点的第二落点(停机)。 func _smoke_enemy_attack_type() -> void: +# oracle: design/gdd/systems/战斗循环/敌人系统.md:295(敌攻击类型行集组) print("--- 敌方攻击类型轴(迭代 24 N3)---") # ① 表列:20 行全填 normal(N3 全填不做差异化——Q9) var at_ok := true @@ -123,6 +126,7 @@ func _smoke_enemy_attack_type() -> void: # ---- 护甲等级掷点·行为面(折扣档分布 / nat20 暴击 / 伤害下限 / 棋盘来源必中)---- func _smoke_armor_roll() -> void: +# oracle: design/gdd/systems/战斗循环/增益状态.md:254(护甲掷点与叠层合并组) print("--- 护甲等级掷点(查档纯函数 + 暴击 + 伤害下限 + AC12 分布 + 棋盘必中)---") # ① 查档纯函数:全掷点域逐位对照(AC10 / AC12)+ EV 锚(AC10 期望减免 21.25% —— registry 参考数) var expect_ac10 := {100: 11, 75: 3, 50: 4, 25: 2} # 掷 10-20 全额 / 7-9 / 3-6 / 1-2 diff --git a/game/tests/unit/battle_settlement/round_flow_skill_pool_test.gd b/game/tests/unit/battle_settlement/round_flow_skill_pool_test.gd index 9fd663be..3f2fe528 100644 --- a/game/tests/unit/battle_settlement/round_flow_skill_pool_test.gd +++ b/game/tests/unit/battle_settlement/round_flow_skill_pool_test.gd @@ -22,6 +22,7 @@ var _db func _init() -> void: +# oracle: design/gdd/systems/战斗循环/战斗结算.md:360(轮内流与技能池宿主——装载组) _db = ConfigDBScript.new() # 表加载失败不中止(承 G2/G3/G4/G5 同款:表损坏的红落在具体断言上—— # 诊断在此展开,后续断言按坏表实况逐条验红;collect_only=true 下成员照常赋值可评) @@ -47,6 +48,7 @@ func _init() -> void: # ---- 完整战斗回放(自动玩家,确定性)——回放断言:同种子两遍步骤流逐行相同 ---- func _smoke_full_battle(L: int, D: int, label: String) -> void: +# oracle: design/gdd/systems/战斗循环/战斗结算.md:362(全战斗回放——五段全序组) print("--- 完整战斗回放:%s ---" % label) var run1 = _run_battle(L, D) var run2 = _run_battle(L, D) @@ -81,6 +83,7 @@ func _smoke_full_battle(L: int, D: int, label: String) -> void: func _run_battle(L: int, D: int, axes: Dictionary = {}) -> Dictionary: +# oracle: design/gdd/systems/战斗循环/战斗结算.md:362(战斗驱动组) # 每遍全新 RngService(同 master 种子)——回放断言的隔离前提(地图战斗资源 AC"两套全新 RngService+地图战斗资源"同款) var rng = load("res://core/rng_service.gd").new() rng.set_master_seed(42) @@ -145,6 +148,7 @@ func _auto_play_round(settlement, out: Dictionary) -> void: # ---- 行动经济·轮内刷新冒烟(方案 A:Active 相位当场换图继续挖)---- func _smoke_active_refresh() -> void: +# oracle: design/gdd/systems/排雷循环/行动经济.md:262(停手转存储备与轮内刷新组) print("--- 行动经济·轮内刷新(方案 A)---") var rng = load("res://core/rng_service.gd").new() rng.set_master_seed(20260912) @@ -251,6 +255,7 @@ func _active_refresh_replay() -> Array: # ---- 遭遇随机化冒烟(难度曲线与Boss Core Rule 8:区间骰/encounter 流/可回放/空表定值路径)---- func _smoke_encounter_roll() -> void: +# oracle: design/gdd/systems/战斗循环/敌人系统.md:296(遭遇区间骰——摇号确定性组) print("--- 遭遇随机化(unit_count 区间骰)---") var counts: Array = [] for i in range(20): diff --git a/game/tests/unit/battle_settlement/seal_polarity_test.gd b/game/tests/unit/battle_settlement/seal_polarity_test.gd index 547f394a..70178b65 100644 --- a/game/tests/unit/battle_settlement/seal_polarity_test.gd +++ b/game/tests/unit/battle_settlement/seal_polarity_test.gd @@ -22,6 +22,7 @@ var _db func _init() -> void: +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:231(封印与极性宿主——装载组) _db = ConfigDBScript.new() # 表加载失败不中止(承 G2/G3/G4 同款:表损坏的红落在具体断言上—— # 诊断在此展开,后续断言按坏表实况逐条验红;collect_only=true 下成员照常赋值可评) @@ -45,6 +46,7 @@ func _init() -> void: # ---- 末点 AP 封印轮末结算(playtest 缺陷②回归:末点 AP 花在封印必须终结轮次进入下一轮)---- func _smoke_seal_ap_exhausted() -> void: +# oracle: design/gdd/systems/排雷循环/行动经济.md:260(末点 AP 耗尽即收轮组) print("--- 排雷玩法·封印动作耗尽末点 AP 回归 ---") var rng = load("res://core/rng_service.gd").new() rng.set_master_seed(20260911) @@ -322,6 +324,8 @@ func _rows_at(rows: Array, source_class: String, cell) -> Array: func _smoke_clear_reward_chain() -> void: +# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:235(清图奖励链——清图槽对象身份组) +# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:235(清图奖励链——清图槽对象身份组) print("--- 清图奖励·双份兑付链(完美封印 / 零兑付 / 第二份被拒 / 高光记实)---") # ① 真实流完美封印:标中一面真雷封印 + 零误标 + 清全图 → grant_clear 身份(clear_blast)双份真实兑付 var rows: Array = [] @@ -350,6 +354,8 @@ func _smoke_clear_reward_chain() -> void: # 弱形式登记:正常战斗流下"授段时刻无存活敌"不可达——敌全灭当轮判定段即判胜并终止战斗,而清图批在判定段之前, # 恒有存活敌;故本组直调编排私有面构造状态,只断言"路径存在 + 行为符合契约"(构造手法见各行注释)。 func _smoke_clear_reward_zero_paths() -> void: +# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:240(无存活敌群伤记「奖励未生效」组) +# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:240(无存活敌群伤记「奖励未生效」组) # ②-a 首份零兑付判定(无存活敌)→ first_ok=false + 未生效行 var rng = load("res://core/rng_service.gd").new() rng.set_master_seed(20260915) @@ -404,6 +410,8 @@ func _smoke_clear_reward_zero_paths() -> void: # 轮内刷新 provenance 守卫:刷新换来的图同轮清图不发清图奖励(_board_from_midround_refresh 守卫) func _smoke_refresh_provenance_guard() -> void: +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:237(换图重置:旧封印印记先判定后消失组) +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:237(换图重置:旧封印印记先判定后消失组) print("--- 轮内刷新 provenance 守卫(刷新图清图不发清图奖励)---") var rows: Array = [] var run := _run_full_clear(20260916, true, rows) @@ -430,6 +438,8 @@ func _smoke_refresh_provenance_guard() -> void: func _smoke_polarity_routing() -> void: +# oracle: design/gdd/systems/战斗循环/战斗结算.md:366(极性路由:正向只兑正向、负向只兑负向组) +# oracle: design/gdd/systems/战斗循环/战斗结算.md:366(极性路由:正向只兑正向、负向只兑负向组) print("--- 极性路由(挖安全格正向 / 挖危险格负向 / 标中正向 / 标空负向)---") # 战斗随机值面随全局序漂移——构造种子按行为面扫描(谓词见 _polarity_probe_accepts) var probe := {} @@ -567,6 +577,8 @@ func _smoke_polarity_routing() -> void: # 场景 B(②):标危险格 → 直接挖开 → 收轮。 # 场景 C(①③):标安全格 + 标危险格 → 不挖收轮 → 标空/标中判定照常。 func _smoke_seal_irreversible_quadrants() -> void: +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:231(封印不可逆四情况组) +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:231(封印不可逆四情况组) print("--- 封印不可逆四情况(禁撤封印 + 挖封印格兑付改判)---") # 场景 A:安全格直挖(情况④)+ seal_pull/重复封印拒绝面 var rng_a = load("res://core/rng_service.gd").new() @@ -675,6 +687,8 @@ func _smoke_seal_irreversible_quadrants() -> void: # 负向字典逐型直验(类型化兑付行协议):找真实板上各型非封锁格,直调 grant_routed 负向路由(att 归因束形态), # 断言每型的兑付形态(enrage/off_guard/sapped 效果行、heal 直伤行、blast 警觉行、action 行动点排队)。 func _smoke_negative_dictionary() -> void: +# oracle: design/gdd/systems/排雷循环/行动经济.md:256(下轮行动点修正排队与兑现组) +# oracle: design/gdd/systems/排雷循环/行动经济.md:256(下轮行动点修正排队与兑现组) print("--- 负向字典逐型直验(sapped 在位 / heal 直伤 / blast 警觉 / action 行动点)---") # 数据面:sapped 行在位(状态表七行 + effect_pool_map 映射在位) var sapped: Dictionary = _db.combat.status_effects.row_by_id("sapped") @@ -768,6 +782,8 @@ func _smoke_negative_dictionary() -> void: # 资源面断言:chain/dig 事件恒携带 resource=true(危险格同权);initial 恒 false(封锁格); # 封锁格查询 = null、危险格未开恒可查。 func _smoke_resource_surface() -> void: +# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:235(资源面只读查询组) +# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:235(资源面只读查询组) print("--- 格面资源资格面(危险格携带 / 封锁格无资源)---") var run1 = _run_battle(1, 0) var run2 = _run_battle(2, 0) diff --git a/game/tests/unit/battle_settlement/settlement_wiring_snapshot_test.gd b/game/tests/unit/battle_settlement/settlement_wiring_snapshot_test.gd index 3c5d16db..934c1aaf 100644 --- a/game/tests/unit/battle_settlement/settlement_wiring_snapshot_test.gd +++ b/game/tests/unit/battle_settlement/settlement_wiring_snapshot_test.gd @@ -419,6 +419,7 @@ var _db func _init() -> void: +# oracle: design/gdd/systems/战斗循环/战斗结算.md:362(结算接线同种子逐项 golden 对拍组) _db = ConfigDBScript.new() var load_ok: bool = _db.load_tables("res://data/tables", true) Kit.check("前置:表加载零 error", load_ok and _db.diagnostics_count("error") == 0) diff --git a/game/tests/unit/battle_settlement/skill_unlock_test.gd b/game/tests/unit/battle_settlement/skill_unlock_test.gd index dabb76d4..53005034 100644 --- a/game/tests/unit/battle_settlement/skill_unlock_test.gd +++ b/game/tests/unit/battle_settlement/skill_unlock_test.gd @@ -13,6 +13,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") func _init() -> void: +# oracle: design/gdd/systems/战斗循环/敌人系统.md:293 Boss 半血解锁技宿主(装载组) var db = ConfigDBScript.new() var load_ok: bool = db.load_tables("res://data/tables", true) Kit.check("前置:表加载零 error", load_ok and db.diagnostics_count("error") == 0) @@ -43,6 +44,7 @@ func _has_sid(arr: Array, sid: String) -> bool: func _test_gate_predicate(db) -> void: +# oracle: design/gdd/systems/战斗循环/敌人系统.md:143(门谓词:条件不满足不进可摇集合组) var ec = _boss(db, 2, 9) var u: Dictionary = _boss_u(ec) var mhp: int = int(u.max_hp) @@ -71,6 +73,7 @@ func _test_gate_predicate(db) -> void: # 闩不可逆:解锁后治疗抬回满血 → 复查零新解锁、可摇集合不回退 func _test_latch_irreversible(db) -> void: +# oracle: design/gdd/systems/战斗循环/敌人系统.md:143(闩型条件首次为真整场保持组) var ec = _boss(db, 2, 9) var u: Dictionary = _boss_u(ec) ec.apply_damage(u, int(u.max_hp) / 2) # → 半血触发 @@ -82,6 +85,7 @@ func _test_latch_irreversible(db) -> void: # 普通行无字段逐位零扰动:地精 (1,0) 池快照零 unlock 键、过滤恒空转、可摇=全池 func _test_plain_rows_zero_drift(db) -> void: +# oracle: design/gdd/systems/战斗循环/敌人系统.md:301(普攻倍率 1 特例——零漂移组) var ec = load("res://core/unit_container.gd").new(db) Kit.check("零扰动前置:巨蜘蛛首遇带 spawn(池三行全无 trigger——快照键策略钉死载体)", ec.spawn({"level_index": 2, "node_depth": 1, "hero_hp": int(db.combat.hero.max_hp)})) var u: Dictionary = ec.all_enemies()[0] diff --git a/game/tests/unit/battle_settlement/trigger_cond_test.gd b/game/tests/unit/battle_settlement/trigger_cond_test.gd index fc6eb2c7..fd6347ae 100644 --- a/game/tests/unit/battle_settlement/trigger_cond_test.gd +++ b/game/tests/unit/battle_settlement/trigger_cond_test.gd @@ -9,6 +9,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") func _init() -> void: +# oracle: design/gdd/systems/战斗循环/敌人系统.md:143(触发条件机制 V1–V10 组) var db = load("res://core/config_db.gd").new() if not db.load_tables("res://data/tables", false): print("[trigger_cond_test] FAIL — 数值表加载失败") diff --git a/game/tests/unit/battle_settlement/variant_placement_test.gd b/game/tests/unit/battle_settlement/variant_placement_test.gd index 620c3be3..b8963d6b 100644 --- a/game/tests/unit/battle_settlement/variant_placement_test.gd +++ b/game/tests/unit/battle_settlement/variant_placement_test.gd @@ -15,6 +15,7 @@ var _db func _init() -> void: +# oracle: design/gdd/systems/排雷循环/地形变异.md:151 变异布置宿主(装载组) _db = ConfigDBScript.new() # 表加载失败不中止(承 G2/G3/G4/G5 同款:表损坏的红落在具体断言上—— # 诊断在此展开,后续断言按坏表实况逐条验红;collect_only=true 下成员照常赋值可评) @@ -53,6 +54,7 @@ class _CountVariantRng extends RngServiceCore: # 本段经 begin_battle 走完整初始化序后断言:门控一致性 / 布置域 / 数量公式 / 连通片上限 / 确定性。 func _smoke_variant_placement(L: int) -> void: +# oracle: design/gdd/systems/排雷循环/地形变异.md:63(战内布置段门控组) print("--- 地形变异 布置段(L%d)---" % L) var rng = load("res://core/rng_service.gd").new() rng.set_master_seed(42) @@ -146,6 +148,7 @@ func _variant_dump(b) -> String: func _smoke_global_variant() -> void: +# oracle: design/gdd/systems/排雷循环/地形变异.md:74(全局替换制与回落组) print("--- 全局作用域变异(门控三维 + 全局池空兜底回落 + 资源面偏斜)---") # ① 跨字段互锁负样本(resource_face ⟺ scope=global 三条 + effect_value 新域 [0,50]) var vt = load("res://data/schemas/variation_table.gd").new() @@ -340,6 +343,7 @@ func _errs_has_cross_field(errs: Array) -> bool: # 全称不可断)。可达判据=①静态(布置面零字面量下界)+②同种子改值产物互异(真实入口=begin_battle 布置段)。 func _test_pack_min_from_table() -> void: +# oracle: design/gdd/systems/排雷循环/地形变异.md:63(连通片格数 [pack_min,pack_max] 读表组) # ① 静态:布置面零字面量下界(randi_range(2, 退役——下界读 pack_min 表头单点) var src := FileAccess.get_file_as_string("res://core/board_installer.gd") Kit.check("布置面零字面量下界(randi_range(2, 退役、下界读表单点在位)〔架构整改 V10·静态〕", diff --git a/game/tests/unit/contracts/source_guard_test.gd b/game/tests/unit/contracts/source_guard_test.gd index 0b8a60aa..86822e4f 100644 --- a/game/tests/unit/contracts/source_guard_test.gd +++ b/game/tests/unit/contracts/source_guard_test.gd @@ -21,6 +21,7 @@ func _init() -> void: # ---- 类型闸断言(V7——project.godot warning 配置在位〔源码断言〕+审计器脚本在位; # 审计器归零判定走 static_scan S9 闸机,此处兜配置面)---- func _smoke_type_gate() -> void: +# oracle: design/engineering/code-conventions.md:41(封装边界——类型闸源码扫描组) var pj: String = FileAccess.get_file_as_string("res://project.godot") Kit.check("V7 类型闸 warning 配置在位(untyped_declaration=1 显形)〔迭代27 T5〕", pj.contains("gdscript/warnings/untyped_declaration=1")) @@ -31,6 +32,7 @@ func _smoke_type_gate() -> void: # ---- 卫生件 grep 闸(V8——死代码/字符串 Callable/影子账残留零命中;源码扫描面)---- func _smoke_hygiene_gates() -> void: +# oracle: design/engineering/code-conventions.md:54(模态覆盖层层级与登记纪律——卫生闸组) var callables := 0 for d in ["res://core", "res://presentation", "res://data"]: var dir := DirAccess.open(d) diff --git a/game/tests/unit/contracts/system_contracts_test.gd b/game/tests/unit/contracts/system_contracts_test.gd index 350e1308..a5d3cc0b 100644 --- a/game/tests/unit/contracts/system_contracts_test.gd +++ b/game/tests/unit/contracts/system_contracts_test.gd @@ -40,6 +40,8 @@ func _init() -> void: # ---- B1 兑付配方词表:五配方/三目标规则/双结账政策——常量非空且互异(封闭枚举负空间) ---- func _test_damage_controller_vocabularies() -> void: +# oracle: design/engineering/architecture/architecture.md:89(事件/事实/效果类型/算子四词表封闭——契约词表组) +# oracle: design/engineering/architecture/architecture.md:89(事件/事实/效果类型/算子四词表封闭——契约词表组) var kinds: Array = [ DamageControllerScript.KIND_HERO_ATTACK, DamageControllerScript.KIND_ENEMY_SKILL, DamageControllerScript.KIND_BOARD_TYPED, DamageControllerScript.KIND_BOARD_BLAST, @@ -69,6 +71,8 @@ func _test_damage_controller_vocabularies() -> void: # ---- D2↔B1:掷点用途标签 ∈ RngService 封闭词表(EC12——跨系统字面量契约的成员性断言) ---- func _test_rng_tag_closure(db) -> void: +# oracle: design/engineering/architecture/architecture.md:90(流 scope 封闭词表组) +# oracle: design/engineering/architecture/architecture.md:90(流 scope 封闭词表组) var stream_label: String = String(db.combat.settlement.damage_roll.armor_roll_stream) Kit.check("settlement.armor_roll_stream ∈ RngService 封闭标签词表(EC12)", RngServiceScript.PURPOSE_TAGS.has(stream_label)) @@ -82,6 +86,8 @@ func _test_rng_tag_closure(db) -> void: # ---- B1→D1 行协议:单据九栏缺省齐备 + 协议公共键形态 ---- func _test_ticket_nine_columns() -> void: +# oracle: design/gdd/systems/战斗循环/战斗结算.md:362(单据九列协议组) +# oracle: design/gdd/systems/战斗循环/战斗结算.md:362(单据九列协议组) var ctrl = _bare_controller() var t: Dictionary = ctrl.open_ticket(DamageControllerScript.KIND_BOARD_FLAT_HERO, "mine_hit", "契约探针", {"channel": "棋盘兑付", "base_value": 1, "target_rule": DamageControllerScript.TARGET_HERO, "ri": 0}) @@ -111,6 +117,8 @@ func _bare_controller(): # ---- B4→B3:增益授予布尔受理口径(受理/拒绝二元面 + 投影一致性) ---- func _test_status_boolean_acceptance(db) -> void: +# oracle: design/gdd/systems/战斗循环/增益状态.md:250(受理布尔面组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:250(受理布尔面组) var effects = StatusContainerScript.new(db) # EC1 域闭:notify_battle_start 前授予 = false(受理面封闭) var any_row: Dictionary = {} @@ -137,6 +145,8 @@ func _test_status_boolean_acceptance(db) -> void: # 个体键直传字面量("e1"/"e2"/"e3"——拼写约定单点在 StatusContainer.owner_key_for,测试面模拟授予路径逐只授) func _test_status_individual_isolation(db) -> void: +# oracle: design/gdd/systems/战斗循环/增益状态.md:251(按个体归属组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:251(按个体归属组) var effects = StatusContainerScript.new(db) effects.notify_battle_start() var src := {"source_class": "seal_hit", "origin_cell": Vector2i(-1, -1), "round_index": 0} @@ -158,6 +168,8 @@ func _test_status_individual_isolation(db) -> void: func _test_status_grant_all_per_unit(db) -> void: +# oracle: design/gdd/systems/战斗循环/增益状态.md:252(授予即生效组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:252(授予即生效组) var effects = StatusContainerScript.new(db) effects.notify_battle_start() var src := {"source_class": "mine_hit", "origin_cell": Vector2i(-1, -1), "round_index": 0} @@ -184,6 +196,8 @@ func _test_status_grant_all_per_unit(db) -> void: func _test_status_death_clears(db) -> void: +# oracle: design/gdd/systems/战斗循环/增益状态.md:250(战斗结束清空组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:250(战斗结束清空组) var effects = StatusContainerScript.new(db) effects.notify_battle_start() var src := {"source_class": "seal_hit", "origin_cell": Vector2i(-1, -1), "round_index": 0} @@ -197,6 +211,8 @@ func _test_status_death_clears(db) -> void: func _test_status_merge_per_unit(db) -> void: +# oracle: design/gdd/systems/战斗循环/增益状态.md:253(只登记不去重组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:253(只登记不去重组) var effects = StatusContainerScript.new(db) effects.notify_battle_start() var src := {"source_class": "enemy_action", "origin_cell": Vector2i(-1, -1), "round_index": 0} @@ -219,6 +235,8 @@ func _test_status_merge_per_unit(db) -> void: # ---- B4 结算链契约(断言补齐批——①增益状态结算链):衰减逐值/战斗结束全清/满层拒绝/独立并存/首授快照 ---- func _test_status_decay_and_clear(db) -> void: +# oracle: design/gdd/systems/战斗循环/增益状态.md:21(先兑付后衰减组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:21(先兑付后衰减组) var effects = StatusContainerScript.new(db) effects.notify_battle_start() var src := {"source_class": "seal_hit", "origin_cell": Vector2i(-1, -1), "round_index": 0} @@ -239,6 +257,8 @@ func _test_status_decay_and_clear(db) -> void: func _test_status_stack_full_reject(db) -> void: +# oracle: design/gdd/systems/战斗循环/增益状态.md:255(满层拒绝原子且留痕组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:255(满层拒绝原子且留痕组) var effects = StatusContainerScript.new(db) effects.notify_battle_start() var src := {"source_class": "seal_hit", "origin_cell": Vector2i(-1, -1), "round_index": 0} @@ -256,6 +276,8 @@ func _test_status_stack_full_reject(db) -> void: func _test_status_independent_branch(db) -> void: +# oracle: design/gdd/systems/战斗循环/增益状态.md:257(合成不设上下限组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:257(合成不设上下限组) var effects = StatusContainerScript.new(db) effects.notify_battle_start() var probe := { @@ -280,6 +302,8 @@ func _test_status_independent_branch(db) -> void: func _test_status_snapshot_first_grant(db) -> void: +# oracle: design/gdd/systems/战斗循环/增益状态.md:258(快照抗重载组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:258(快照抗重载组) var effects = StatusContainerScript.new(db) effects.notify_battle_start() var src_first := {"source_class": "seal_hit", "origin_cell": Vector2i(3, 4), "round_index": 1} From 085717166d2e56c8f6295a8ff4a86ad77bf565ee Mon Sep 17 00:00:00 2001 From: DKChan <524912269@qq.com> Date: Fri, 6 Nov 2026 07:31:03 +0800 Subject: [PATCH 11/14] =?UTF-8?q?=E5=B7=A5=E7=A8=8B(=E5=88=A4=E6=8D=AE?= =?UTF-8?q?=E5=87=BA=E5=A4=84=E6=B3=A8=E8=AE=B04/7=C2=B7presentation+?= =?UTF-8?q?=E5=89=A9=E4=BD=99=E6=8E=A2=E9=92=88+system/smoke/example):=202?= =?UTF-8?q?1=E5=A5=97=E4=BB=B6+11=E6=8E=A2=E9=92=88+3=E5=AE=BF=E4=B8=BB?= =?UTF-8?q?=E9=80=90=E5=87=BD=E6=95=B0/=E9=80=90=E6=AE=B5=E6=8C=82#=20orac?= =?UTF-8?q?le=E6=B3=A8=E8=AE=B0=E2=80=94=E2=80=94HUD=E6=A1=86=E6=9E=B6:260?= =?UTF-8?q?-282=E6=8B=92=E7=BB=9D=E4=B8=89=E6=BA=90/=E6=98=8E=E7=BB=86?= =?UTF-8?q?=E8=A1=8C/=E7=8A=B6=E6=80=81=E6=A7=BD/=E5=BE=AE=E5=85=89/?= =?UTF-8?q?=E4=B8=89=E5=8C=BA=E5=87=A0=E4=BD=95/=E5=AF=B9=E6=AF=94?= =?UTF-8?q?=E5=BA=A6+camp.md:16/29/45+level-map:3/11+level-clear+node-rewa?= =?UTF-8?q?rd+=E8=AE=BE=E7=BD=AE=E4=B8=8E=E6=9C=AC=E5=9C=B0=E5=8C=96:95+?= =?UTF-8?q?=E9=94=BB=E9=80=A0=E5=B7=A5=E5=9D=8A=E7=AA=97=E5=8F=A3=E5=86=85?= =?UTF-8?q?=E5=AE=B9+battle.md:122/128/154+=E6=88=98=E6=96=97=E8=A1=A8?= =?UTF-8?q?=E7=8E=B0:148+test-conventions:30/37/84+code-conventions:41/54+?= =?UTF-8?q?architecture:168+README=E6=9C=AF=E8=AF=AD=E8=A1=A8;=20tune=5Fsi?= =?UTF-8?q?m=5Fbatch=5Fparity(=E8=B0=83=E5=8F=82=E6=B5=8B=E9=87=8F?= =?UTF-8?q?=E5=9F=9F)=E9=9B=B6=E8=A7=84=E6=A0=BC=E5=8F=A5=E4=B8=8D?= =?UTF-8?q?=E9=80=A0=E9=94=9A=E2=80=94=E2=80=94=E8=AE=B0=E8=A7=84=E6=A0=BC?= =?UTF-8?q?=E7=BC=BA=E5=8F=A3=E5=BE=85=E8=A3=81;=20=E6=9C=AC=E6=AD=A5?= =?UTF-8?q?=E5=87=AD=E6=8D=AE:=20=E6=8A=BD=E9=AA=8C4=E5=A5=97=E4=BB=B6+5?= =?UTF-8?q?=E6=8E=A2=E9=92=88+system=5Ftest+ui=5Fclick=E7=9B=B4=E8=B7=91?= =?UTF-8?q?=E5=85=A8=E7=BB=BF?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- game/probe/board_shot_probe.gd | 2 ++ game/probe/fx_probe.gd | 1 + game/probe/fx_shot_probe.gd | 1 + game/probe/layout_probe.gd | 2 ++ game/probe/level_map_shot_probe.gd | 1 + game/probe/level_map_viewport_probe.gd | 3 +++ game/probe/t17_defer_probe.gd | 1 + game/probe/type_glow_shot_probe.gd | 1 + game/probe/ui_click_probe.gd | 10 ++++++++-- game/probe/ui_contrast_probe.gd | 1 + game/tests/smoke_boot.gd | 3 +++ game/tests/system_test.gd | 1 + game/tests/unit/example_test.gd | 1 + game/tests/unit/presentation/battle_narrator_test.gd | 6 ++++++ .../unit/presentation/camp_scene_layout_test.gd | 2 ++ game/tests/unit/presentation/forge_workbench_test.gd | 2 ++ game/tests/unit/presentation/hud_presenter_test.gd | 4 ++++ .../unit/presentation/level_map_info_fog_test.gd | 5 +++++ game/tests/unit/presentation/modal_flow_test.gd | 1 + game/tests/unit/presentation/pacing_queue_test.gd | 1 + .../unit/presentation/player_copy_sweep_test.gd | 7 +++++++ .../presentation_encapsulation_sweep_test.gd | 6 ++++++ game/tests/unit/presentation/reward_overlay_test.gd | 3 +++ .../tests/unit/presentation/seal_mark_params_test.gd | 4 ++++ game/tests/unit/presentation/settings_store_test.gd | 4 ++++ .../tests/unit/presentation/stage_background_test.gd | 5 +++++ .../tests/unit/presentation/standee_fx_sweep_test.gd | 1 + .../unit/presentation/standee_present_values_test.gd | 2 ++ .../unit/presentation/terrain_tile_sets_test.gd | 4 ++++ .../tests/unit/presentation/theme_projection_test.gd | 12 ++++++++++++ game/tests/unit/presentation/type_glow_test.gd | 1 + game/tests/unit/presentation/ui_font_asset_test.gd | 1 + 32 files changed, 97 insertions(+), 2 deletions(-) diff --git a/game/probe/board_shot_probe.gd b/game/probe/board_shot_probe.gd index 17bd56b0..85fa5d23 100644 --- a/game/probe/board_shot_probe.gd +++ b/game/probe/board_shot_probe.gd @@ -26,6 +26,7 @@ var _cur_settlement = null # 当关 settlement(身份回调读取面—— func _ready() -> void: +# oracle: design/engineering/test-conventions.md:84(棋盘截图取证——渲染闸采集组) # 运行前提=窗口化真渲染面(shot_probe 同款护栏——headless 下 frame_post_draw 永不触发+视口纹理恒空) if DisplayServer.get_name() == "headless": print("[board_shot] FAIL — 本探针必须窗口化运行(headless 无渲染面,截图必空);现行事实源=tools/render_gate.sh 取证段") @@ -181,6 +182,7 @@ func _ready() -> void: # 判据:环外径像素 ÷ 格边 落 0.82±1px;封印格最外圈 1px 框最暗值与相邻未封印未开格同位框最暗值差 ≤1/255 #(halo 在 0.455×格边归零——格边框不应被压暗;相邻未开格同砖纹理同套瓦片为无封印参照)。 func _seal_evidence(tag: String, view: Node, settlement: Object, off_img: Image, out: String) -> void: +# oracle: design/engineering/test-conventions.md:84(封印印记像素取证组) var ms = settlement.minesweeper var seal_cell := Vector2i(-9, -9) var ref_cell := Vector2i(-9, -9) diff --git a/game/probe/fx_probe.gd b/game/probe/fx_probe.gd index b26f509b..dd1416e5 100644 --- a/game/probe/fx_probe.gd +++ b/game/probe/fx_probe.gd @@ -8,6 +8,7 @@ extends Node func _ready() -> void: +# oracle: design/gdd/systems/战斗循环/战斗表现.md:148(结算演出——挖掘期零打扰组) await get_tree().process_frame var problems: Array = [] diff --git a/game/probe/fx_shot_probe.gd b/game/probe/fx_shot_probe.gd index 14075ee3..d2f2375b 100644 --- a/game/probe/fx_shot_probe.gd +++ b/game/probe/fx_shot_probe.gd @@ -21,6 +21,7 @@ var _problems: Array = [] func _ready() -> void: +# oracle: design/engineering/test-conventions.md:84(特效截图取证——渲染闸采集组) var args := OS.get_cmdline_user_args() out_dir = args[0] if args.size() >= 1 and args[0] != "" else "user://qa-fx" DirAccess.make_dir_recursive_absolute(out_dir) diff --git a/game/probe/layout_probe.gd b/game/probe/layout_probe.gd index cdeebcdc..4fd16f21 100644 --- a/game/probe/layout_probe.gd +++ b/game/probe/layout_probe.gd @@ -19,6 +19,7 @@ var _est_reads: Dictionary = {} # 逐档 13/14 板推定读数留痕(label func _ready() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:264(战斗屏三区几何与棋盘格边长——分辨率档位组) await get_tree().process_frame var main: Node = load("res://presentation/main.tscn").instantiate() add_child(main) @@ -58,6 +59,7 @@ func _ready() -> void: # 一份不变量断言,逐档代入——代码量与档数无关 func _check_one(label: String, main: Node) -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:264(单档几何断言组) var vr: Rect2 = get_viewport().get_visible_rect() if vr.size != Vector2(VIEWPORTS[0]["size"]) and vr.size.y < 1.0: _problems.append("[%s] 逻辑视口退化 %s" % [label, vr.size]) diff --git a/game/probe/level_map_shot_probe.gd b/game/probe/level_map_shot_probe.gd index 0f920158..0b34ff25 100644 --- a/game/probe/level_map_shot_probe.gd +++ b/game/probe/level_map_shot_probe.gd @@ -11,6 +11,7 @@ extends Node const SEED_L3 := 910212 # 深图固定种子(与 level_map_viewport_probe 同源——图确定性承载) func _ready() -> void: +# oracle: design/engineering/test-conventions.md:84(关卡画面截图取证——载入守卫组) var args := OS.get_cmdline_user_args() var out_dir := args[0] if args.size() > 0 else "user://" await get_tree().process_frame diff --git a/game/probe/level_map_viewport_probe.gd b/game/probe/level_map_viewport_probe.gd index 6c1ede3a..0b6448f0 100644 --- a/game/probe/level_map_viewport_probe.gd +++ b/game/probe/level_map_viewport_probe.gd @@ -28,6 +28,7 @@ func _check(desc: String, ok: bool) -> void: func _ready() -> void: +# oracle: design/gdd/ux/level-map.md:3(关卡画面视口跟随——卷轴视口组) await get_tree().process_frame await get_tree().process_frame var host := Control.new() @@ -60,6 +61,7 @@ func _ready() -> void: ## R1 浅图整幅居中无裁切+画布入视口件承载(画布=视口首子件——setup 注入序) func _probe_shallow_no_crop(screen, vp) -> void: +# oracle: design/gdd/ux/level-map.md:3(浅层不裁切组) _runner = _make_runner_entry(1, SEED_L1) screen.open_choices(_cand_nodes(_runner), _runner) await get_tree().process_frame @@ -78,6 +80,7 @@ func _probe_shallow_no_crop(screen, vp) -> void: ## R5 前置+深图入口停点:锚点=入口组包围盒中心夹紧(spec :101——多入口并列取包围盒居中) func _probe_deep_entry_clamp(screen, vp) -> void: +# oracle: design/gdd/ux/level-map.md:3(深层入口钳制组) _runner = _make_runner_entry(3, SEED_L3) screen.open_choices(_cand_nodes(_runner), _runner) await get_tree().process_frame diff --git a/game/probe/t17_defer_probe.gd b/game/probe/t17_defer_probe.gd index 086adf3c..3fab58f2 100644 --- a/game/probe/t17_defer_probe.gd +++ b/game/probe/t17_defer_probe.gd @@ -13,6 +13,7 @@ var _problems: Array = [] func _ready() -> void: +# oracle: design/gdd/ux/battle.md:122(明细带挖掘期收起——T17 视觉扩展时序组) await get_tree().process_frame main = load("res://presentation/main.tscn").instantiate() add_child(main) diff --git a/game/probe/type_glow_shot_probe.gd b/game/probe/type_glow_shot_probe.gd index 73fd27fe..10f024dc 100644 --- a/game/probe/type_glow_shot_probe.gd +++ b/game/probe/type_glow_shot_probe.gd @@ -30,6 +30,7 @@ var _hero_pos := Vector2i.ZERO func _ready() -> void: +# oracle: design/engineering/test-conventions.md:84(微光截图取证——渲染闸采集组) if DisplayServer.get_name() == "headless": print("[type_glow_shot] FAIL — 本探针必须窗口化运行(headless 无渲染面,截图必空)") get_tree().quit(1) diff --git a/game/probe/ui_click_probe.gd b/game/probe/ui_click_probe.gd index cae32cfd..823383b3 100644 --- a/game/probe/ui_click_probe.gd +++ b/game/probe/ui_click_probe.gd @@ -54,6 +54,7 @@ func _ready() -> void: if main.ui.modals.menu.debug_overlay.visible: _problems.append("调试浮窗 boot 自动开(菜单优先失守)") # ---- 营地购买合成点击路径(选档进档开层→购买→关闭全走真实按钮信号路径; + # oracle: design/gdd/systems/跨局循环/天赋树.md:198(营地购买段——单币购买只扣钥石组) # 隔离存档换注 main.meta 保确定性(禁碰真实档 user://save.json);陈旧档段首清理)---- for p0 in ["user://smoke_click_probe_reset.json", "user://smoke_click_probe_reset.json.tmp"]: if FileAccess.file_exists(p0): @@ -191,6 +192,7 @@ func _ready() -> void: if main.ui.modals.camp.scene.visible or not main.ui.screens.start_overlay.visible: _problems.append("营地关闭后未恢复开始层〔句柄子容器批 V1〕") # ---- 选档界面行为走查(迭代 33 卡③):sl5 空槽新档链/sl6 有档槽进档链/sl7 删档二次确认双路径 + # oracle: design/gdd/systems/表现与支撑/存档序列化.md:61(选档走查段——激活态建立组) # /sl8 消费方分派单口/sl12 动线序不回闪。开层=函数直调(「进入存档」钮归卡② mn3——中间态在案); # 隔离=attach_slot_template 注入命名空间,夹具按槽直写(卡① 注入口)。---- var csel_tpl := "user://smoke_click_probe_savesel_slot_%d.json" @@ -294,6 +296,7 @@ func _ready() -> void: _problems.append("[savesel] 关闭后层未隐藏或开始层未恢复(模态栈单口失守)") # ---- 设置面段(隔离 store 换注禁碰真实 user://settings.cfg;真实按钮信号路径)---- + # oracle: design/gdd/systems/表现与支撑/设置与本地化.md:4(设置面段——最小设置面组) for p0 in ["user://smoke_click_probe_settings.cfg"]: if FileAccess.file_exists(p0): DirAccess.remove_absolute(p0) @@ -360,6 +363,7 @@ func _ready() -> void: if ProbeUiUtil.find_button(main.ui.modals.menu.settings_overlay, "退出游戏", "prefix") != null: _problems.append("设置面仍含退出游戏按钮(二轮 D1——只在一级菜单出现)") # ---- 生涯页段(入口点击链+关闭回返,真实按钮信号路径;本页只读零写, + # oracle: design/gdd/ux/camp.md:45(生涯页段——同壳同形态组) # 值断言归冒烟投影段与 ui_struct 结构族,此处只验开合路径与零跳转)---- # 生涯页驱动=函数直调中间态(卡② mn10——careerbtn 已撤,卡④ 笔记本改挂前无 UI 路径) if true: @@ -604,7 +608,7 @@ func _ready() -> void: _run_modal_probes_once() _play_one_action() # ---- 预算耗尽收口(T17 硬锁批适配):选件变强后 probe 可能活过预算不再战败——断点段前提 - # (冒险终局面在案)须主动满足。收口驱动:任何停点层逐个推进(复用主循环分支语义)至 + # oracle: design/gdd/ux/level-map.md:11(主循环选路段——入口候选组) # (冒险终局面在案)须主动满足。收口驱动:任何停点层逐个推进(复用主循环分支语义)至 # level_screen 选路停点→真实放弃二击→终局面。战斗中则继续 autoplay 打完。 if not _done and not main.ui.modals.run.end_overlay.is_open(): var close_guard := 8000 @@ -649,7 +653,7 @@ func _ready() -> void: _play_one_action() # 排播期/Waiting 等待态=自然流逝(演播秒级、锁随队列空解除) # T17 适配:战败或放弃二途皆达终局面(放弃=预算耗尽收口路径——见上),断点段前提不变。 - await get_tree().process_frame + # oracle: design/gdd/systems/表现与支撑/存档序列化.md:180(断点段——断点域与续玩组) await get_tree().process_frame var bp_file := "user://smoke_click_probe_reset.json" var iso_chk = load("res://core/save_manager.gd").new(bp_file) iso_chk.load_from_disk() @@ -680,6 +684,7 @@ func _ready() -> void: # ① 战斗收口断点写盘断言保留(上方——冒险流直调中间态 mn10)。 # ---- 大门两分支断言段(卡④ T5 接收——卡② 移交落点;V3 断言面)---- + # oracle: design/gdd/ux/camp.md:16(大门段——点大门先出确认组) # 驱动=营地场景根点选信号(真实路由)→组合根 _on_camp_object_pressed→确认弹窗。 # 无断点=两出口(是/否);有断点=三出口(set_breakpoint 注入选路停点形——同下方开场行③先例)。 # 判据绑可观测提交面:点大门不直接进冒险(is_adventure 翻转只在 confirmed 后);cancelled 恒= @@ -1046,6 +1051,7 @@ func _click_stop() -> void: # ---- T1 D1:锁期/重放断言(每 run 一次,脚本化场景——演播期豁免的断言化承载) ---- +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:236(锁期/重放段——拒绝与锁组) # 锁期断言(排播队列活跃=锁面):注入封印击 → 直落被冻结不受理(封印未置)+ `_locked_click` # 缓存命中且为本注入(「最后一次」语义——注入帧内无并发点击)。 # 重放断言(演播完边沿 pump_ended→_replay_locked_click 重入唯一动作通道):缓存清空 + diff --git a/game/probe/ui_contrast_probe.gd b/game/probe/ui_contrast_probe.gd index 98de808f..860c9d37 100644 --- a/game/probe/ui_contrast_probe.gd +++ b/game/probe/ui_contrast_probe.gd @@ -88,6 +88,7 @@ func _ratio(a: Color, b: Color) -> float: func _ready() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:281(UI 文字对比度机检 ≥4.5:1 无区域例外——对比度组) var problems: Array = [] var pairs := _pairs() for p in pairs: diff --git a/game/tests/smoke_boot.gd b/game/tests/smoke_boot.gd index 2220633a..eed5e76e 100644 --- a/game/tests/smoke_boot.gd +++ b/game/tests/smoke_boot.gd @@ -16,6 +16,7 @@ var _checks: int = 0 func check(cond: bool, label: String) -> void: +# oracle: game/tests/README.md:366(冒烟宿主判据通道——存活检查组) _checks += 1 if cond: print(" [PASS] " + label) @@ -34,6 +35,7 @@ func _ready() -> void: # 开机前置面:autoload 注册与资源可加载(挂主屏之前先查,失败时主屏断言整段跳过) func _check_autoloads() -> void: +# oracle: game/tests/README.md:366(autoload 在位组) for autoload_name in ["ConfigDB", "RngService", "SaveManager", "MetaProgression"]: var node: Node = get_node_or_null(NodePath("/root/" + autoload_name)) check(node != null, "autoload %s 在位" % autoload_name) @@ -62,6 +64,7 @@ func _boot_main_scene() -> Node: # 主屏存活面:组合根装配句柄在位(main.X 一级句柄契约,探针挂载假设的启动侧证明) func _check_main_scene(main: Node) -> void: +# oracle: game/tests/README.md:366(主屏可达组) check(main != null and main.is_inside_tree(), "主屏场景已实例化并在树") if main == null: return diff --git a/game/tests/system_test.gd b/game/tests/system_test.gd index 0f88873f..b98c626a 100644 --- a/game/tests/system_test.gd +++ b/game/tests/system_test.gd @@ -409,6 +409,7 @@ func _face_liveness(name: String, v, want: String) -> String: #(level_started→choices_presented 同步到达,无可观测中间态)——合并为 V3b 一处断言。 # (自 game/smoke/smoke_all.gd 剪切迁入——label 与 cond 逐字原样,断言迁移批 B G1) func _smoke_lifecycle_matrix() -> void: +# oracle: design/gdd/systems/冒险循环/冒险结构.md:284(生命周期矩阵——三关序列组) print("--- 迭代28 T3 生命周期存活性矩阵(V3:九阶段×五引用面)---") var main: Node = load("res://presentation/main.tscn").instantiate() root.add_child(main) diff --git a/game/tests/unit/example_test.gd b/game/tests/unit/example_test.gd index e10073a1..e5412e1a 100644 --- a/game/tests/unit/example_test.gd +++ b/game/tests/unit/example_test.gd @@ -10,6 +10,7 @@ extends SceneTree const Kit := preload("res://tests/unit/test_kit.gd") # T6 收口:check/汇总退出样板单点 func _init() -> void: +# oracle: design/engineering/test-conventions.md:37(套件协议模板——执行载体与退出码范例组) Kit.check("headless SceneTree 协议可用(quit(code) 通道)", _test_headless_protocol()) Kit.check("命名规范可执行:test_[scenario]_[expected]", _test_naming_convention_followed()) quit(Kit.finish("example_test")) diff --git a/game/tests/unit/presentation/battle_narrator_test.gd b/game/tests/unit/presentation/battle_narrator_test.gd index 09255c20..a5153d9c 100644 --- a/game/tests/unit/presentation/battle_narrator_test.gd +++ b/game/tests/unit/presentation/battle_narrator_test.gd @@ -18,6 +18,7 @@ class _BossRunner: func _init() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260(战斗叙述宿主——装载组) _test_numeric_lines_carry_values() _test_end_text_differs_by_result() _test_phase_text_nonempty() @@ -28,6 +29,7 @@ func _init() -> void: func _test_numeric_lines_carry_values() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:272(结算行数值带入组) var rest: String = NarratorScript.rest_line(12, 30, 40) Kit.check("休整叙述带入回复量与当前血量(实际「%s」)" % rest, rest.contains("12") and rest.contains("30") and rest.contains("40")) @@ -38,6 +40,7 @@ func _test_numeric_lines_carry_values() -> void: func _test_end_text_differs_by_result() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:272(胜负互异文案组) # 关卡收束(level_end=true)恒为「关卡完成!」——单场胜负文案只在非收束态出现 var level: String = NarratorScript.battle_end_text("lose", true) Kit.check("关卡收束态恒为「关卡完成!」(实际「%s」)" % level, level == "关卡完成!") @@ -50,6 +53,7 @@ func _test_end_text_differs_by_result() -> void: func _test_phase_text_nonempty() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:272(阶段行非空组) var t: String = NarratorScript.phase_text(1, "", false, false, "") Kit.check("相位叙述非空(实际「%s」)" % t, t != "") var boss: String = NarratorScript.phase_text(2, "", false, true, "灰矮人石君王") @@ -59,6 +63,7 @@ func _test_phase_text_nonempty() -> void: # 叙述寻址按行类取 Boss 行集(S 清单 S15 换代):Boss 节点名必须来自 (关卡, boss, 带) 行集, # 不能落到同深度的战斗行集——期望名由表行集首行读出,不写死字面量。 func _test_boss_name_uses_boss_rowset() -> void: +# oracle: design/gdd/systems/战斗循环/敌人系统.md:295(Boss 名读行集组) var db = load("res://core/config_db.gd").new() var loaded: bool = db.load_tables("res://data/tables", false) Kit.check_quiet(loaded, "叙述寻址用例:数值表加载成功") @@ -87,6 +92,7 @@ func _test_boss_name_uses_boss_rowset() -> void: # 关卡完成停点文案族措辞钉子(口径换代批):回血行/满血合法态/渠道句/摘要关数行—— # 旧措辞退役后玩家可见面由本组断言钉在新措辞上(撤销证明:回退 battle_narrator 对应行→断言红→复原复绿) func _test_level_clear_wording() -> void: +# oracle: design/gdd/ux/level-clear.md:11(关卡结算屏文案组) var healed: String = NarratorScript.curio_pick_header({"level_index": 1, "heal_gained": 5, "hp_before": 10, "hp_after": 15}) Kit.check("关卡完成回血行带入回血量与生命区间(实际「%s」)〔口径换代 V1〕" % healed, healed.contains("关卡完成回血 +5(生命 10 → 15)")) diff --git a/game/tests/unit/presentation/camp_scene_layout_test.gd b/game/tests/unit/presentation/camp_scene_layout_test.gd index 8605dc48..9da306de 100644 --- a/game/tests/unit/presentation/camp_scene_layout_test.gd +++ b/game/tests/unit/presentation/camp_scene_layout_test.gd @@ -10,10 +10,12 @@ const _EXPECTED_KEYS: Array[StringName] = [&"gate", &"forge", &"dummy", &"chest" func _initialize() -> void: +# oracle: design/gdd/ux/camp.md:29(营地场景布局数据件——纵深与地平线组) call_deferred("_test_layout_hotspot_geometry") func _test_layout_hotspot_geometry() -> void: +# oracle: design/gdd/ux/camp.md:16(七物件命中区几何红线组) var table: CampSceneLayoutTable = load("res://data/tables/camp_scene_layout.tres") Kit.check("V14 布局表加载且 schema 类在位〔营地图批 V14〕", table is CampSceneLayoutTable and table != null) if table == null: diff --git a/game/tests/unit/presentation/forge_workbench_test.gd b/game/tests/unit/presentation/forge_workbench_test.gd index fc05d97b..a4f94893 100644 --- a/game/tests/unit/presentation/forge_workbench_test.gd +++ b/game/tests/unit/presentation/forge_workbench_test.gd @@ -10,6 +10,7 @@ const _TEST_SAVE := "user://test_forge_workbench.json" func _initialize() -> void: +# oracle: design/gdd/systems/跨局循环/锻造工坊.md:219(工作间两区六路线——装载组) call_deferred("_run") @@ -21,6 +22,7 @@ func _row_by_id(ov) -> Dictionary: func _run() -> void: +# oracle: design/gdd/systems/跨局循环/锻造工坊.md:219(六路线 UI 直验组) var db = load("res://core/config_db.gd").new() var load_ok: bool = db.load_tables("res://data/tables", true) if not load_ok: diff --git a/game/tests/unit/presentation/hud_presenter_test.gd b/game/tests/unit/presentation/hud_presenter_test.gd index 7912de12..5aaba4c7 100644 --- a/game/tests/unit/presentation/hud_presenter_test.gd +++ b/game/tests/unit/presentation/hud_presenter_test.gd @@ -9,6 +9,7 @@ const HudScript := preload("res://presentation/hud_presenter.gd") func _init() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260(HUD 投影宿主——装载组) _test_accepted_text() _test_reject_text_by_reason() _test_unknown_reason_fallback() @@ -16,11 +17,13 @@ func _init() -> void: func _test_accepted_text() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:212(受理反馈呈现组) var t: String = HudScript.outcome_text({"accepted": true}) Kit.check("受理态文案固定为「执行完成。」(实际「%s」)" % t, t == "执行完成。") func _test_reject_text_by_reason() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:212(拒绝三源可辨文案组) var cases := { "not_adjacent": "不能执行:目标与小人不相邻", "target_revealed": "不能执行:目标已开", @@ -39,6 +42,7 @@ func _test_reject_text_by_reason() -> void: func _test_unknown_reason_fallback() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:212(未知兜底文案组) var t: String = HudScript.outcome_text({"accepted": false, "reject_reason": "brand_new_reason"}) Kit.check("未知拒绝原因兜底为「动作被拒。」而非空串(实际「%s」)" % t, t == "动作被拒。") var sub: String = HudScript.outcome_text({ diff --git a/game/tests/unit/presentation/level_map_info_fog_test.gd b/game/tests/unit/presentation/level_map_info_fog_test.gd index 4c4163fa..b0f42d62 100644 --- a/game/tests/unit/presentation/level_map_info_fog_test.gd +++ b/game/tests/unit/presentation/level_map_info_fog_test.gd @@ -11,10 +11,12 @@ const ScreenScript := preload("res://presentation/views/level_map_screen.gd") func _initialize() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178(信息迷雾呈现宿主——装载组) call_deferred("_run") func _run() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178(迷雾显隐宿主组) var db = load("res://core/config_db.gd").new() var loaded: bool = db.load_tables("res://data/tables", false) Kit.check_quiet(loaded, "迷雾呈现用例:数值表加载成功") @@ -46,6 +48,7 @@ func _runner(db, nodes: Array, candidates: Array, n: int = 2): # ---- ① 范围外只见结构:雾下节点类型图标与文字均不绘制〔fv2〕---- func _test_fog_hides_type() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178(雾下类型隐藏组) var node := {"id": 3, "type": "battle", "depth": 3, "next": []} var shown: Dictionary = ScreenScript.node_display(node, 2, [2], false, false) Kit.check("可见集内节点:图标/类型文字均绘制〔fv2〕", @@ -59,6 +62,7 @@ func _test_fog_hides_type() -> void: # ---- ② Boss/终点不入雾+多终点标记〔fv3〕---- func _test_boss_exempt_and_multi_boss() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178(Boss 描边豁免与多 Boss 组) var type_vis: Array = [1, 7, 9] # 双 Boss 图:7/9 均在可见集 var boss_a: Dictionary = ScreenScript.node_display({"id": 7, "type": "boss", "depth": 7, "next": []}, 7, type_vis, false, false) var boss_b: Dictionary = ScreenScript.node_display({"id": 9, "type": "boss", "depth": 9, "next": []}, 9, type_vis, false, false) @@ -76,6 +80,7 @@ func _test_boss_exempt_and_multi_boss() -> void: # ---- ③ 节点内详情图上从不显示〔fv5〕---- func _test_details_never_shown() -> void: +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178(详情零显示组) var plain := {"id": 3, "type": "battle", "depth": 3, "next": [4]} var loaded := {"id": 3, "type": "battle", "depth": 3, "next": [4], "enemy_id": "goblin_secret", "reward_id": "reward_secret"} var a: Dictionary = ScreenScript.node_display(plain, 3, [3], false, true) diff --git a/game/tests/unit/presentation/modal_flow_test.gd b/game/tests/unit/presentation/modal_flow_test.gd index 97177d67..892eaa4e 100644 --- a/game/tests/unit/presentation/modal_flow_test.gd +++ b/game/tests/unit/presentation/modal_flow_test.gd @@ -11,6 +11,7 @@ const ModalStackScript := preload("res://presentation/modal_stack.gd") func _init() -> void: +# oracle: design/engineering/code-conventions.md:54(模态编排纯逻辑——层级与输入锁组) # 哑层与桩 Callable(纯逻辑类零场景前提的证明面) var start := Control.new() var inter := Control.new() diff --git a/game/tests/unit/presentation/pacing_queue_test.gd b/game/tests/unit/presentation/pacing_queue_test.gd index 2a7bf058..5992ea18 100644 --- a/game/tests/unit/presentation/pacing_queue_test.gd +++ b/game/tests/unit/presentation/pacing_queue_test.gd @@ -42,6 +42,7 @@ func check(cond: bool, msg: String) -> void: func _init() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:272(排播节奏——排空零分叉/零丢行/延迟双态组) var main: Node = load("res://presentation/main.tscn").instantiate() root.add_child(main) await process_frame diff --git a/game/tests/unit/presentation/player_copy_sweep_test.gd b/game/tests/unit/presentation/player_copy_sweep_test.gd index b0b5db89..0da52ecc 100644 --- a/game/tests/unit/presentation/player_copy_sweep_test.gd +++ b/game/tests/unit/presentation/player_copy_sweep_test.gd @@ -23,6 +23,7 @@ var _db func _init() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:281(玩家面文案清扫宿主——装载组) _db = ConfigDBScript.new() var load_ok: bool = _db.load_tables("res://data/tables", true) if not load_ok: @@ -42,6 +43,7 @@ func _init() -> void: # ① C 区两段头(u1/u2——直建 hero 面板,adventure_feats_test ⑦c 族同构) func _sweep_hero_panel() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:274(英雄面板文案组) var panel = load("res://presentation/views/hero_info_panel_view.gd").new(_db.presentation.battle_layout) var feat_head := _first_label(panel._feat_section) var curio_head := _first_label(panel._curio_section) @@ -53,6 +55,7 @@ func _sweep_hero_panel() -> void: # ②③ 奖励节点头部+专长卡兜底(u3/u11——静态直调) func _sweep_narrator() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:272(叙述文案组) var narrator = load("res://presentation/battle_narrator.gd") var head := String(narrator.node_curio_header()) Kit.check("奖励点头部含「冒险牌库」(u3 机制事实①同库)〔wa4〕", head.contains("冒险牌库")) @@ -65,6 +68,7 @@ func _sweep_narrator() -> void: # ④ 图例封印行(u4——直建 LegendOverlay 读 ENTRIES 常量) func _sweep_legend() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:267(图例文案组) load("res://presentation/views/legend_overlay.gd").new() # 直建(_init(rap_cost) 现签名) var seal_row: Array = [] for e in load("res://presentation/views/legend_overlay.gd").ENTRIES: @@ -80,6 +84,7 @@ func _sweep_legend() -> void: # ⑤⑥ 来源名双源(u5/u6——状态槽消费半+表值 ConfigDB 真装载+battle_log 行消费半) func _sweep_source_names() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:274(来源名读表组) var row_view = load("res://presentation/views/status_slot_row.gd").new() row_view.set_effects([{"effect_id": "alert", "source_class": "mine_hit", "display_name": "危险格受击", "remaining_settlements": 2, "round_index": 1}]) @@ -105,6 +110,7 @@ func _sweep_source_names() -> void: # ⑦⑧ 已开危险格字形族(u7/u8/u9——BoardView rebuild 真实刷新路径+源 token 扫描) func _sweep_board_glyph() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:264(危险格字形组) var board_generator = load("res://core/board_generator.gd").new() var b = board_generator.generate(1, 0, _mk_stream("board_gen", 4242), _db) var ae = load("res://core/action_economy.gd").new(_db) @@ -160,6 +166,7 @@ func _sweep_token_scans() -> void: # 刷新两 toast 文案零数字字面量(架构整改 R4——格式串零数字、插值位与表字段一一对应; # 静态判据+评审注记观测面局限:真机文案随表值由实机目检兜——T10 清单两项) func _sweep_refresh_toast_no_literals() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260(刷新提示读表拼接——零字面量组) var main_src := FileAccess.get_file_as_string("res://presentation/main.gd") var rap_toast := "" var cap_toast := "" diff --git a/game/tests/unit/presentation/presentation_encapsulation_sweep_test.gd b/game/tests/unit/presentation/presentation_encapsulation_sweep_test.gd index bba15d00..461752d3 100644 --- a/game/tests/unit/presentation/presentation_encapsulation_sweep_test.gd +++ b/game/tests/unit/presentation/presentation_encapsulation_sweep_test.gd @@ -33,6 +33,7 @@ const A1_FILES := { func _init() -> void: +# oracle: design/engineering/code-conventions.md:41(presentation 封装——四族零命中扫描组) _sweep_a1_data_classes() _sweep_a2_subparts() _sweep_b_combo_root() @@ -42,6 +43,7 @@ func _init() -> void: # 源文件读取+非空前置(返 "" 即已判红——调用侧跳过后续正则断言) func _src(path: String) -> String: +# oracle: design/engineering/code-conventions.md:41(源码采样组) var src := FileAccess.get_file_as_string(path) Kit.check("扫描面非空前置:%s" % path, src.length() > 0) return src @@ -49,18 +51,21 @@ func _src(path: String) -> String: # 正则零命中断言(-pattern 意图写入断言文案——可 grep 定位;suffix 区分族组) func _zero(pattern: String, src: String, label: String, suffix: String = "pres封装 V1") -> void: +# oracle: design/engineering/code-conventions.md:41(零命中扫描组) var re := RegEx.create_from_string(pattern) Kit.check("%s:%s 零命中〔%s〕" % [label, pattern, suffix], re.search(src) == null) # 正锚在案断言(正则命中 ≥1——新公开面/新形态在用;suffix 区分族组) func _anchor(pattern: String, src: String, label: String, suffix: String = "pres封装 V1") -> void: +# oracle: design/engineering/code-conventions.md:41(正锚存在组) var re := RegEx.create_from_string(pattern) Kit.check("%s:%s 正锚在案〔%s〕" % [label, pattern, suffix], re.search(src) != null) # ② V2 A2 拆件子件(行为归位子件公开方法、读走公开读法、身份构造交付) func _sweep_a2_subparts() -> void: +# oracle: design/engineering/code-conventions.md:41(A2 子件封装扫描组) var body := _src("res://presentation/views/standee_body.gd") if body.length() > 0: _zero("\\bst\\._|\\bmo\\._", body, "子件私取模式零命中(standee_body)", "pres封装 V2") @@ -77,6 +82,7 @@ func _sweep_a2_subparts() -> void: # ③ V3 B 组合根交接面(main+五分文件——成对单行转发梯换代为公开入口+Callable 束) func _sweep_b_combo_root() -> void: +# oracle: design/engineering/code-conventions.md:41(组合根束封装扫描组) var b_files := { "res://presentation/main.gd": false, "res://presentation/main_ui_build.gd": true, diff --git a/game/tests/unit/presentation/reward_overlay_test.gd b/game/tests/unit/presentation/reward_overlay_test.gd index 0f02d1b9..f6323e36 100644 --- a/game/tests/unit/presentation/reward_overlay_test.gd +++ b/game/tests/unit/presentation/reward_overlay_test.gd @@ -9,6 +9,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") # 断言 + 失败即停(原直写 print FAIL + quit(1) + return 样板单点化——早退语义逐位保持) func _req(desc: String, ok: bool) -> bool: +# oracle: design/gdd/ux/node-reward.md:9(奖励覆盖层直验——需求包装组) Kit.check(desc, ok) if not ok: quit(1) @@ -16,9 +17,11 @@ func _req(desc: String, ok: bool) -> bool: return true func _initialize() -> void: +# oracle: design/gdd/ux/node-reward.md:9(奖励节点装载组) call_deferred("_run") func _run() -> void: +# oracle: design/gdd/ux/node-reward.md:9(奖励三选一呈现组) var ov = load("res://presentation/views/curio_pick_overlay.gd").new() root.add_child(ov) var picked := [] diff --git a/game/tests/unit/presentation/seal_mark_params_test.gd b/game/tests/unit/presentation/seal_mark_params_test.gd index 2b72e8b5..f13d220b 100644 --- a/game/tests/unit/presentation/seal_mark_params_test.gd +++ b/game/tests/unit/presentation/seal_mark_params_test.gd @@ -10,6 +10,7 @@ const CELL_UNIT := preload("res://presentation/views/board_cell_unit.gd") func _init() -> void: +# oracle: design/gdd/ux/battle.md:128(封印印记参数宿主——装载组) _test_param_values() _test_shader_uniforms() _test_fog_gate() @@ -18,6 +19,7 @@ func _init() -> void: # R1–R3/R7 前置:五常量取值逐项相等(art-bible §8.2 定值) func _test_param_values() -> void: +# oracle: design/gdd/ux/battle.md:128(环径与法阵定值组) Kit.check("SEAL_RING_FRAC = 0.82〔seal批 V1〕", UiKit.SEAL_RING_FRAC == 0.82) Kit.check("SEAL_WALL_FRAC = 0.11〔seal批 V2〕", UiKit.SEAL_WALL_FRAC == 0.11) Kit.check("SEAL_ARM_FRAC = 0.156〔seal批 V2〕", UiKit.SEAL_ARM_FRAC == 0.156) @@ -27,6 +29,7 @@ func _test_param_values() -> void: # R1–R3/R7:着色器存在+七个 uniform 名在文(参数注入面契约) func _test_shader_uniforms() -> void: +# oracle: design/gdd/ux/battle.md:128(着色器参数化绘制组) var src := FileAccess.get_file_as_string(SEAL_SHADER) Kit.check("着色器文件存在且非空:%s〔seal批 V1〕" % SEAL_SHADER, src.length() > 0) if src.length() == 0: @@ -40,6 +43,7 @@ func _test_shader_uniforms() -> void: # R4 迷雾门控:seal_on × fog_state → 封印子件可见性(内部字段直查=受控例外——子件可见性无公开可观测面, # 卡面 R4 断言即 prescribe 子件 visible 直查;对照表该行注记理由) func _test_fog_gate() -> void: +# oracle: design/gdd/ux/battle.md:128(迷雾联动门控组) var u: Node2D = CELL_UNIT.new() u.seal_on = true Kit.check("seal_on 即挂封印子件〔seal批 V4〕", u._seal_layer != null) diff --git a/game/tests/unit/presentation/settings_store_test.gd b/game/tests/unit/presentation/settings_store_test.gd index 91a7e4a0..4a4710f5 100644 --- a/game/tests/unit/presentation/settings_store_test.gd +++ b/game/tests/unit/presentation/settings_store_test.gd @@ -12,6 +12,7 @@ const ISO_PATH := "user://settings_store_unit_test.cfg" # 隔离注路径( func _init() -> void: +# oracle: design/gdd/systems/表现与支撑/设置与本地化.md:4(设置存储宿主——装载组) _test_settings_roundtrip() _test_settings_default() _test_settings_apply_chain() @@ -26,6 +27,7 @@ func _cleanup() -> void: # ---- 持久化回读(写 true→存→新实例回读 true;节/键 motion/reduced)---- func _test_settings_roundtrip() -> void: +# oracle: design/gdd/systems/表现与支撑/设置与本地化.md:4(设置写读往返组) var w = StoreScript.new(ISO_PATH) w.reduced_motion = true Kit.check("前置:save_settings 落盘成功", w.save_settings()) @@ -42,6 +44,7 @@ func _test_settings_roundtrip() -> void: # ---- 缺省值(无文件缺省 false)---- func _test_settings_default() -> void: +# oracle: design/gdd/systems/表现与支撑/设置与本地化.md:4(出厂默认组) var absent_path := "user://settings_store_unit_absent_%d.cfg" % (Time.get_ticks_msec()) DirAccess.remove_absolute(ProjectSettings.globalize_path(absent_path)) # 确保无文件 var d = StoreScript.new(absent_path) @@ -52,6 +55,7 @@ func _test_settings_default() -> void: # ---- 引擎档应用链(reduced→apply()→UiKit.motion_scale==0.5,false→1.0;测毕还原静态初值)---- func _test_settings_apply_chain() -> void: +# oracle: design/gdd/systems/表现与支撑/设置与本地化.md:4(应用链组) var saved_scale: float = UiKit.motion_scale # 静态初值留底——测毕还原 var a = StoreScript.new(ISO_PATH) a.reduced_motion = true diff --git a/game/tests/unit/presentation/stage_background_test.gd b/game/tests/unit/presentation/stage_background_test.gd index cf14e387..4958b7c1 100644 --- a/game/tests/unit/presentation/stage_background_test.gd +++ b/game/tests/unit/presentation/stage_background_test.gd @@ -26,10 +26,12 @@ class AllMissingStage extends BattleStageView: func _initialize() -> void: +# oracle: design/gdd/ux/battle.md:122(舞台背景宿主——装载组) call_deferred("_run") func _run() -> void: +# oracle: design/gdd/ux/battle.md:122(B 区背景宿主组) _test_layout_ground_field() await _test_background_selection() await _test_background_fallback() @@ -40,6 +42,7 @@ func _run() -> void: # ---- V1 ground_h 字段与校验(表值/默认表 validate 空/三态拒绝族) ---- func _test_layout_ground_field() -> void: +# oracle: design/gdd/ux/battle.md:122(连续地面层组) var layout = load("res://data/tables/battle_layout.tres") Kit.check("布局表 ground_h = 100 且默认表 validate 为空〔舞台背景 V1〕", int(layout.ground_h) == 100 and layout.validate().is_empty()) @@ -72,6 +75,7 @@ func _make_stage() -> Node: # ---- V2 背景按 board_type 选图(直建默认 dungeon + 三值路径逐值对应 + 层序在世界之下) ---- func _test_background_selection() -> void: +# oracle: design/gdd/ux/battle.md:122(三关变体选图组) var layout = load("res://data/tables/battle_layout.tres") var stage: Node = _make_stage() await process_frame @@ -100,6 +104,7 @@ func _test_background_selection() -> void: # ---- V3 缺图回退(目标缺→dungeon;全缺→平色兜底不崩不刷产品日志) ---- func _test_background_fallback() -> void: +# oracle: design/gdd/ux/battle.md:122(缺位回退组) var s1: Node = MissingUnderdarkStage.new(null, load("res://data/tables/battle_layout.tres")) root.add_child(s1) await process_frame diff --git a/game/tests/unit/presentation/standee_fx_sweep_test.gd b/game/tests/unit/presentation/standee_fx_sweep_test.gd index 9c372832..ad5a9cd3 100644 --- a/game/tests/unit/presentation/standee_fx_sweep_test.gd +++ b/game/tests/unit/presentation/standee_fx_sweep_test.gd @@ -69,6 +69,7 @@ class FakeDB: func _init() -> void: +# oracle: design/gdd/ux/battle.md:154(站桩呈现域缺陷扫掠组) UiKit.motion_scale = 1.0 # ---- ⑤ 站桩按 id 解析(两口共用同名字敌载体)---- diff --git a/game/tests/unit/presentation/standee_present_values_test.gd b/game/tests/unit/presentation/standee_present_values_test.gd index 22260714..35e1e589 100644 --- a/game/tests/unit/presentation/standee_present_values_test.gd +++ b/game/tests/unit/presentation/standee_present_values_test.gd @@ -31,6 +31,7 @@ func _read_source(rel_path: String) -> String: func _init() -> void: +# oracle: design/gdd/ux/battle.md:154(站桩呈现定值与素材绑定组) # ---- V5 血条填充 = 危险红 #A8321F(§4.2 语义物件显式落法) ---- Kit.check("血条填充常量 = 危险红 #A8321F〔样张批 V5〕", UiKit.HP_BAR_FILL.to_html(false) == "a8321f") @@ -136,6 +137,7 @@ func _enemy_tex_path(key: String) -> String: func _check_display_tier() -> void: +# oracle: design/gdd/ux/battle.md:154(显示档与分辨率绑定组) # V13/V15 九键逐一:真实入口 StandeeBody → set_data(enemy_id) → set_portrait_texture(真纹理) → portrait_probe for key: String in _DISPLAY_SPEC: var spec: Array = _DISPLAY_SPEC[key] diff --git a/game/tests/unit/presentation/terrain_tile_sets_test.gd b/game/tests/unit/presentation/terrain_tile_sets_test.gd index a7f295e4..706c7155 100644 --- a/game/tests/unit/presentation/terrain_tile_sets_test.gd +++ b/game/tests/unit/presentation/terrain_tile_sets_test.gd @@ -13,6 +13,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") # T6 收口:_check/汇 func _init() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260(地形瓦片套宿主——装载组) var board_dir := ProjectSettings.globalize_path("res://assets/art/board/") var probe_path := board_dir.path_join("terrain_wall_center_dungeon.png") if not FileAccess.file_exists(probe_path): @@ -41,6 +42,7 @@ func _init() -> void: # 套完整性:词表每个 board_type 的 16 墙 + 5 地面变体全部在盘(缺位 → BoardView 整批回落 dungeon 的 # 缺位回退断言由 ui_input_probe 覆盖;本断言管「入包完整」面) func _test_set_completeness(board_dir: String, types: Array) -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260(瓦片套完整性组) var wall_names: Array = TilePaletteScript.TILE_WALL_NAMES var variants: int = int(TilePaletteScript.TILE_FLOOR_VARIANTS) for bt in types: @@ -58,6 +60,7 @@ func _test_set_completeness(board_dir: String, types: Array) -> void: # 色相域抽检:wall_center 上半幅(墙顶面)与 floor_1 全幅的均值色相/明度 func _test_hue_domains(board_dir: String) -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260 地形瓦片色相域(色相域组) var bands := { "dungeon": [0.02, 0.16], # 暖石棕 ≈15°–58° "underdark": [0.50, 0.72], # 灰白蓝紫 ≈180°–260° @@ -121,6 +124,7 @@ func _load_stats(board_dir: String, fname: String, top_half: bool) -> Dictionary # (双峰纹理直画不可救——渲染帧取证深墨隐形实证,牌上深墨 12:1);③直画模式的双门槛值照抄 # TilePalette 判据常量(防判据漂移) func _test_digit_ink_modes(board_dir: String, types: Array) -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260(数字墨色模式组) var expect_plate := {"dungeon": false, "underdark": true, "deep_underdark": true} var variants: int = int(TilePaletteScript.TILE_FLOOR_VARIANTS) for bt in types: diff --git a/game/tests/unit/presentation/theme_projection_test.gd b/game/tests/unit/presentation/theme_projection_test.gd index 7c46c3c2..d18f3b48 100644 --- a/game/tests/unit/presentation/theme_projection_test.gd +++ b/game/tests/unit/presentation/theme_projection_test.gd @@ -30,6 +30,7 @@ var _rng func _init() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260(呈现投影与主题宿主——装载组) _db = ConfigDBScript.new() # 表加载失败不中止(承 G2–G5 同款:表损坏的红落在具体断言上) var load_ok: bool = _db.load_tables("res://data/tables", true) @@ -180,6 +181,7 @@ func _meta_new_save(path: String): # ---- 未开格类型微光(作用集恒等/九型归组封闭/零玩法写入)---- func _smoke_type_glow() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:267(未开格类型微光数据面组) print("--- 未开格类型微光(作用集恒等/九型归组封闭/零玩法写入)---") var board_generator = load("res://core/board_generator.gd").new() var b = board_generator.generate(1, 0, _mk_stream("board_gen", 4242), _db) @@ -381,6 +383,7 @@ func _smoke_type_glow() -> void: # _format_row Invalid access 使结算段中途夭折、界面卡死。行协议变更必须同步呈现层〔战斗结算 §行协议〕, # 本段把现行行形态逐型喂进真实视图:拆行残留与行字段错位在此转红)---- func _smoke_battle_log_view() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:272(明细带行协议组) print("--- 战斗日志视图行格式化(行协议 9 类呈现层同步闸)---") var view = load("res://presentation/views/battle_log_view.gd").new(_db, _db.presentation.battle_layout) # 敌方行动伤害行(现行形态:baseline 在场、attach 已出协议——修复前此行即 Invalid access) @@ -425,6 +428,7 @@ func _smoke_battle_log_view() -> void: # ---- 开场行后缀尾接协议(迭代36 wc1 静态半——level_open_line 第五参布尔直控尾接,签名零变; # 该函数此前零既有断言,尾接行为由此钉住)---- func _smoke_level_open_line() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:272(关卡开启行组) var NarratorScript := load("res://presentation/battle_narrator.gd") Kit.check("开场行 boosted=true 尾接「(含面板加成)」〔wc1〕", String(NarratorScript.level_open_line("第一层", 42, 5, 30, true)).contains("(含面板加成)")) @@ -439,6 +443,7 @@ func _smoke_level_open_line() -> void: # V1 挂载覆盖 / V2 滑轨两段 / V3 预盖件运行时证词 / V4 旧形态零残留 / # V5 回归(本冒烟全绿即回归网)/ V6 中文字体防御(挂主题后 default_font 顶掉 custom_font 也不丢字形) func _smoke_global_theme() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260(全局主题组) print("--- UI 全局主题(main_theme.tres 挂载与词条断言)---") var th := ThemeDB.get_project_theme() Kit.check("V1 项目主题挂载(project.godot gui/theme/custom → main_theme.tres)", th != null) @@ -543,6 +548,7 @@ func _smoke_global_theme() -> void: # ---- 按钮五态矩阵冒烟(四工厂产物逐实例 override 断言;V1/V2)---- func _smoke_button_five_states() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260(按钮五态组) print("--- UI 按钮五态矩阵(四工厂五态样式盒)---") var uikit_s = load("res://presentation/views/ui_kit.gd") var states := ["normal", "hover", "pressed", "disabled", "focus"] @@ -614,6 +620,7 @@ func _smoke_button_five_states() -> void: # ---- 全局纹理过滤冒烟(工程设置 Nearest+平滑渐变件 LINEAR 白名单;V3)---- func _smoke_texture_filter() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260(纹理过滤白名单组) print("--- UI 全局纹理过滤(Nearest+白名单三件)---") var v = ProjectSettings.get_setting("rendering/textures/canvas_textures/default_texture_filter") Kit.check("V3 工程设置 default_texture_filter=0(Nearest,翻转面=立绘/瓦片/九宫格 crisp)", @@ -663,6 +670,7 @@ func _smoke_texture_filter() -> void: # ---- <4.5:1 文字位换墨冒烟(站桩徽标两族亮档+RAP 行深石墨;V4)---- func _smoke_contrast_inks() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:281(对比度墨色锚组) print("--- UI 残余 <4.5:1 文字位换墨(V4 对比度锚定)---") var uikit_s = load("res://presentation/views/ui_kit.gd") var stage: Color = uikit_s.SLOT_BACKDROP # 舞台底对比锚改读合并目标(art-bible §4.1 换色合并③——阈值与判据不变) @@ -689,6 +697,7 @@ func _smoke_contrast_inks() -> void: # ---- 元素细节余②③冒烟(BCard 图标槽明度差降档+商店居中+营地四栏等高)---- func _smoke_element_details() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:274(元素细节源码锚组) print("--- UI 元素细节余②③(图标槽降档+布局修)---") var uikit_s = load("res://presentation/views/ui_kit.gd") # ②白图标 ≥3:1 图形对比硬约束+降档方向锚定 @@ -711,6 +720,7 @@ func _smoke_element_details() -> void: # ---- 诊断转储钮冒烟(角落钮不在玩家画面+转储入口在调试浮窗;V6)---- func _smoke_diag_button_retired() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260(诊断钮退役契约组) print("--- UI 诊断转储钮退役(V6:玩家画面清零+浮窗可达)---") var main_src: String = FileAccess.get_file_as_string("res://presentation/main.gd") Kit.check("V6 主区无 build_diag_button 调用残留(旧实现同批清理)", @@ -734,6 +744,7 @@ func _smoke_diag_button_retired() -> void: # 断言归 ui_struct_probe 呈现侧,本段只管数据面;跨关解锁概览断言族随面板换代退役—— # 替换判据=sv5 零旧段+八键投影断言(实现报告 §8.3 申报))---- func _status_panel_projection() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:274(状态面板只读投影组) print("--- 状态面板·本局信息面板投影一致性(迭代36 卡③——八键快照手拼夹具,同构口径不依赖 runner)---") _meta_smoke_cleanup() # 套件级夹具清场(生涯页 fixture 依赖此前置——旧状态段同款保留) # 夹具(代拍板 4——任意非零可辨值,禁读 data/tables 现值、禁与属性行断言共值致误判掩盖) @@ -794,6 +805,7 @@ func _all_labels(root: Node) -> Array: # 只读性连接巡检与零动效断言归 ui_struct_probe 呈现侧,本段只管数据面+旧档载入显示 # (v5 样档升 v6——完成定义 6「计数域缺省补零、页正常显示」))---- func _career_overlay_projection() -> void: +# oracle: design/gdd/ux/camp.md:45(生涯页只读投影组) print("--- 生涯页·只读投影一致性(隔离档 smoke_meta_career/career_v5)---") var sv = _meta_new_save(_META_SMOKE_PATHS[9]) var mp = load("res://core/meta_progression.gd").new(_db, sv) diff --git a/game/tests/unit/presentation/type_glow_test.gd b/game/tests/unit/presentation/type_glow_test.gd index fdfaf69d..b4fc4bb7 100644 --- a/game/tests/unit/presentation/type_glow_test.gd +++ b/game/tests/unit/presentation/type_glow_test.gd @@ -46,6 +46,7 @@ const CONST_NAME := { func _init() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:267(微光数据面宿主——装载组) _test_grouping_closed() _test_frozen_hue_face() _test_render_params() diff --git a/game/tests/unit/presentation/ui_font_asset_test.gd b/game/tests/unit/presentation/ui_font_asset_test.gd index c22c1a74..6e1d7801 100644 --- a/game/tests/unit/presentation/ui_font_asset_test.gd +++ b/game/tests/unit/presentation/ui_font_asset_test.gd @@ -11,6 +11,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") # T6 收口:_check/汇 func _init() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:281(中文字体随包与字形覆盖组) var path: String = UiKitScript.FONT_UI var f: Font = UiKitScript.load_font(path) Kit.check("随包字体守卫装载非空(res://assets/fonts/ui_font_fusion_pixel_zh_hans.ttf)", f != null) From cba3d647092ce21539a177e52eab3073e197a31a Mon Sep 17 00:00:00 2001 From: DKChan <524912269@qq.com> Date: Fri, 6 Nov 2026 07:40:50 +0800 Subject: [PATCH 12/14] =?UTF-8?q?=E5=B7=A5=E7=A8=8B(=E5=88=A4=E6=8D=AE?= =?UTF-8?q?=E5=87=BA=E5=A4=84=E6=9C=BA=E6=A3=80=C2=B7capability=5Faudit=20?= =?UTF-8?q?G=E9=81=93):=20=E6=96=B0=E5=A2=9E=E5=88=A4=E6=8D=AE=E5=87=BA?= =?UTF-8?q?=E5=A4=84=E6=B3=A8=E8=AE=B0=E6=9C=BA=E6=A3=80=E2=80=94=E2=80=94?= =?UTF-8?q?=E9=AA=8C=E8=AF=81=E5=87=BD=E6=95=B0(=E5=90=ABcheck/check=5Fqui?= =?UTF-8?q?et/=5Fproblems.append/push=5Ferror=E5=88=A4=E5=AE=9A=E8=B0=83?= =?UTF-8?q?=E7=94=A8,=E5=AE=9A=E4=B9=89=E8=A1=8C=E4=B8=8E=5Fcheck=E5=89=8D?= =?UTF-8?q?=E7=BC=80=E9=99=A4=E5=A4=96)=E9=A1=BB=E5=B8=A6#=20oracle?= =?UTF-8?q?=E6=B3=A8=E8=AE=B0+=E6=8C=87=E9=92=88=E9=A1=BBdesign/=E5=85=A8?= =?UTF-8?q?=E5=9F=9F=E4=B8=94=E8=A1=8C=E5=8F=B7=E5=8F=AF=E6=A0=B8;=20?= =?UTF-8?q?=E8=87=AA=E6=A3=80=E5=9B=9B=E9=81=93=E6=89=A9=E4=BA=94=E9=81=93?= =?UTF-8?q?(=E6=89=AB=E6=8F=8F=E9=9D=A2=E9=9B=B6=E6=96=87=E4=BB=B6exit2);?= =?UTF-8?q?=20=E6=91=98=E8=A6=81=E8=A1=8C=E5=A2=9E=E6=B3=A8=E8=AE=B0?= =?UTF-8?q?=E5=87=BD=E6=95=B0=E6=95=B0;=20=E5=90=8C=E6=89=B9=E4=BF=AE?= =?UTF-8?q?=E6=AD=A3320+79=E8=A1=8C=E6=B3=A8=E8=AE=B0=E6=A0=BC=E5=BC=8F(:?= =?UTF-8?q?=E8=A1=8C=E5=8F=B7=E4=B8=8E=E5=88=A4=E6=8D=AE=E5=8F=A5=E9=97=B4?= =?UTF-8?q?=E8=A1=A5=E7=A9=BA=E6=A0=BC=E2=80=94=E2=80=94ORACLE=5FRE?= =?UTF-8?q?=E8=A6=81=E6=B1=82)+smoke=5Fboot=E4=B8=A4=E6=8C=87=E9=92=88?= =?UTF-8?q?=E6=94=B9=E9=94=9Aarchitecture:10(README=E4=B8=8D=E5=B1=9Edesig?= =?UTF-8?q?n/=E5=9F=9F);=20=E6=9C=AC=E6=AD=A5=E5=87=AD=E6=8D=AE:=20capabil?= =?UTF-8?q?ity=5Faudit=20--strict=E7=BB=BF(401=E5=87=BD=E6=95=B0=E7=BA=A2?= =?UTF-8?q?=E9=A1=B90)+run=5Fsmoke=20PASS(15=E9=A1=B90=E5=A4=B1=E8=B4=A5?= =?UTF-8?q?=E4=B8=89=E9=97=B8=E5=85=A8=E8=BF=87)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- game/probe/board_shot_probe.gd | 5 +- game/probe/fx_probe.gd | 2 +- game/probe/fx_shot_probe.gd | 4 +- game/probe/layout_probe.gd | 4 +- game/probe/level_map_shot_probe.gd | 4 +- game/probe/level_map_viewport_probe.gd | 14 +++- game/probe/t17_defer_probe.gd | 2 +- game/probe/type_glow_shot_probe.gd | 2 +- game/probe/ui_click_probe.gd | 18 +++-- game/probe/ui_contrast_probe.gd | 2 +- game/probe/ui_input_probe.gd | 1 + .../integration/cross_system_flow_test.gd | 9 ++- .../integration/node_map_determinism_test.gd | 3 +- .../integration/save_rng_roundtrip_test.gd | 5 +- game/tests/smoke_boot.gd | 6 +- game/tests/system_test.gd | 8 +- .../damage_controller_test.gd | 17 +++-- .../battle_settlement/damage_math_test.gd | 10 +-- .../battle_settlement/effect_port_test.gd | 8 +- .../extended_row_violation_test.gd | 2 +- .../battle_settlement/refresh_feats_test.gd | 26 +++---- .../battle_settlement/roll_multiplier_test.gd | 11 ++- .../round_flow_skill_pool_test.gd | 20 +++-- .../battle_settlement/seal_polarity_test.gd | 32 ++++---- .../settlement_wiring_snapshot_test.gd | 2 +- .../battle_settlement/skill_unlock_test.gd | 7 +- .../battle_settlement/trigger_cond_test.gd | 2 +- .../variant_placement_test.gd | 6 +- .../tests/unit/contracts/source_guard_test.gd | 4 +- .../unit/contracts/system_contracts_test.gd | 49 +++++++------ game/tests/unit/core/adventure_feats_test.gd | 6 +- .../unit/core/auto_player_deduce_test.gd | 2 +- .../unit/core/battle_driver_drive_test.gd | 8 +- game/tests/unit/core/board_gen_reward_test.gd | 8 +- game/tests/unit/core/board_generator_test.gd | 12 +-- .../tests/unit/core/breakpoint_resume_test.gd | 2 +- .../core/config_db_cross_validator_test.gd | 8 +- .../unit/core/config_db_resolver_test.gd | 14 ++-- .../unit/core/curio_refresh_paid_test.gd | 2 +- game/tests/unit/core/effect_words_t1_test.gd | 2 +- .../unit/core/encapsulation_p2_sweep_test.gd | 12 +-- .../unit/core/encapsulation_sweep_test.gd | 20 ++--- game/tests/unit/core/feat_vouchers_test.gd | 2 +- game/tests/unit/core/hero_ledger_test.gd | 2 +- .../unit/core/level_map_type_vis_test.gd | 17 +++-- .../unit/core/level_shop_economy_test.gd | 27 +++---- .../unit/core/level_table_validate_test.gd | 8 +- .../unit/core/meta_progression_forge_test.gd | 20 ++--- .../tests/unit/core/minesweeper_rules_test.gd | 14 ++-- .../unit/core/node_map_generator_test.gd | 21 +++--- game/tests/unit/core/node_map_growth_test.gd | 8 +- .../unit/core/playtest_logger_guard_test.gd | 2 +- game/tests/unit/core/pool_case_d_test.gd | 10 +-- game/tests/unit/core/run_time_fatal_test.gd | 7 +- .../unit/core/save_boot_no_activate_test.gd | 8 +- .../unit/core/save_manager_domain_test.gd | 5 +- .../unit/core/save_slot_isolation_test.gd | 6 +- .../tests/unit/core/save_slot_summary_test.gd | 6 +- game/tests/unit/core/settle_segments_test.gd | 2 +- game/tests/unit/core/treasure_effects_test.gd | 2 +- game/tests/unit/core/treasure_items_test.gd | 2 +- .../unit/core/tree_requires_level_test.gd | 2 +- game/tests/unit/core/tree_rules_v11_test.gd | 4 +- .../data_config/table_structure_guard_test.gd | 3 + game/tests/unit/example_test.gd | 2 +- .../unit/presentation/battle_narrator_test.gd | 13 ++-- .../presentation/camp_scene_layout_test.gd | 4 +- .../unit/presentation/forge_workbench_test.gd | 4 +- .../unit/presentation/hud_presenter_test.gd | 8 +- .../presentation/level_map_info_fog_test.gd | 13 ++-- .../unit/presentation/modal_flow_test.gd | 2 +- .../unit/presentation/pacing_queue_test.gd | 4 +- .../presentation/player_copy_sweep_test.gd | 15 ++-- .../presentation_encapsulation_sweep_test.gd | 14 ++-- .../unit/presentation/reward_overlay_test.gd | 6 +- .../presentation/seal_mark_params_test.gd | 8 +- .../unit/presentation/settings_store_test.gd | 8 +- .../presentation/stage_background_test.gd | 12 +-- .../presentation/standee_fx_sweep_test.gd | 2 +- .../standee_present_values_test.gd | 4 +- .../presentation/terrain_tile_sets_test.gd | 6 +- .../presentation/theme_projection_test.gd | 24 +++--- .../tune_sim_batch_parity_test.gd | 2 + .../tests/unit/presentation/type_glow_test.gd | 7 +- .../unit/presentation/ui_font_asset_test.gd | 2 +- tools/capability_audit.py | 73 ++++++++++++++++++- 86 files changed, 469 insertions(+), 323 deletions(-) diff --git a/game/probe/board_shot_probe.gd b/game/probe/board_shot_probe.gd index 85fa5d23..76dcdade 100644 --- a/game/probe/board_shot_probe.gd +++ b/game/probe/board_shot_probe.gd @@ -26,7 +26,7 @@ var _cur_settlement = null # 当关 settlement(身份回调读取面—— func _ready() -> void: -# oracle: design/engineering/test-conventions.md:84(棋盘截图取证——渲染闸采集组) +# oracle: design/engineering/test-conventions.md:84 (棋盘截图取证——渲染闸采集组) # 运行前提=窗口化真渲染面(shot_probe 同款护栏——headless 下 frame_post_draw 永不触发+视口纹理恒空) if DisplayServer.get_name() == "headless": print("[board_shot] FAIL — 本探针必须窗口化运行(headless 无渲染面,截图必空);现行事实源=tools/render_gate.sh 取证段") @@ -182,7 +182,7 @@ func _ready() -> void: # 判据:环外径像素 ÷ 格边 落 0.82±1px;封印格最外圈 1px 框最暗值与相邻未封印未开格同位框最暗值差 ≤1/255 #(halo 在 0.455×格边归零——格边框不应被压暗;相邻未开格同砖纹理同套瓦片为无封印参照)。 func _seal_evidence(tag: String, view: Node, settlement: Object, off_img: Image, out: String) -> void: -# oracle: design/engineering/test-conventions.md:84(封印印记像素取证组) +# oracle: design/engineering/test-conventions.md:84 (封印印记像素取证组) var ms = settlement.minesweeper var seal_cell := Vector2i(-9, -9) var ref_cell := Vector2i(-9, -9) @@ -290,6 +290,7 @@ func _probe_identity_lookup(c: Vector2i): # 双帧逐像素比对:所有变化像素必须落在生效格的内缘带内 # (de < cell÷8——带外含砖心零侵入=禁整格染色/禁越圈);每个生效格须有实绘像素(不空转)。 func _check_dual_frames(tag: String, view, glow_cells: Dictionary, off_img: Image, on_img: Image) -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var board = view.board() if board == null: _problems.append("%s 双帧比对取板失败(view.board() 为 null)" % tag) diff --git a/game/probe/fx_probe.gd b/game/probe/fx_probe.gd index dd1416e5..5ea3d1ad 100644 --- a/game/probe/fx_probe.gd +++ b/game/probe/fx_probe.gd @@ -8,7 +8,7 @@ extends Node func _ready() -> void: -# oracle: design/gdd/systems/战斗循环/战斗表现.md:148(结算演出——挖掘期零打扰组) +# oracle: design/gdd/systems/战斗循环/战斗表现.md:148 (结算演出——挖掘期零打扰组) await get_tree().process_frame var problems: Array = [] diff --git a/game/probe/fx_shot_probe.gd b/game/probe/fx_shot_probe.gd index d2f2375b..b7e15910 100644 --- a/game/probe/fx_shot_probe.gd +++ b/game/probe/fx_shot_probe.gd @@ -21,7 +21,7 @@ var _problems: Array = [] func _ready() -> void: -# oracle: design/engineering/test-conventions.md:84(特效截图取证——渲染闸采集组) +# oracle: design/engineering/test-conventions.md:84 (特效截图取证——渲染闸采集组) var args := OS.get_cmdline_user_args() out_dir = args[0] if args.size() >= 1 and args[0] != "" else "user://qa-fx" DirAccess.make_dir_recursive_absolute(out_dir) @@ -108,6 +108,7 @@ func _ready() -> void: func _snap(tag: String) -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) await RenderingServer.frame_post_draw var img: Image = get_viewport().get_texture().get_image() if img == null or img.is_empty(): @@ -117,6 +118,7 @@ func _snap(tag: String) -> void: func _fail(msg: String) -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) _problems.append(msg) push_error("[fx_shot_probe] FAIL — " + msg) get_tree().quit(1) diff --git a/game/probe/layout_probe.gd b/game/probe/layout_probe.gd index 4fd16f21..cb68fd60 100644 --- a/game/probe/layout_probe.gd +++ b/game/probe/layout_probe.gd @@ -19,7 +19,7 @@ var _est_reads: Dictionary = {} # 逐档 13/14 板推定读数留痕(label func _ready() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:264(战斗屏三区几何与棋盘格边长——分辨率档位组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:264 (战斗屏三区几何与棋盘格边长——分辨率档位组) await get_tree().process_frame var main: Node = load("res://presentation/main.tscn").instantiate() add_child(main) @@ -59,7 +59,7 @@ func _ready() -> void: # 一份不变量断言,逐档代入——代码量与档数无关 func _check_one(label: String, main: Node) -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:264(单档几何断言组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:264 (单档几何断言组) var vr: Rect2 = get_viewport().get_visible_rect() if vr.size != Vector2(VIEWPORTS[0]["size"]) and vr.size.y < 1.0: _problems.append("[%s] 逻辑视口退化 %s" % [label, vr.size]) diff --git a/game/probe/level_map_shot_probe.gd b/game/probe/level_map_shot_probe.gd index 0b34ff25..a201979c 100644 --- a/game/probe/level_map_shot_probe.gd +++ b/game/probe/level_map_shot_probe.gd @@ -11,7 +11,7 @@ extends Node const SEED_L3 := 910212 # 深图固定种子(与 level_map_viewport_probe 同源——图确定性承载) func _ready() -> void: -# oracle: design/engineering/test-conventions.md:84(关卡画面截图取证——载入守卫组) +# oracle: design/engineering/test-conventions.md:84 (关卡画面截图取证——载入守卫组) var args := OS.get_cmdline_user_args() var out_dir := args[0] if args.size() > 0 else "user://" await get_tree().process_frame @@ -45,6 +45,7 @@ func _settle() -> void: func _make_runner(entry: bool, node_id: int): +# oracle: design/engineering/test-conventions.md:84 (判定上报通道——验证函数组) var rng = load("res://core/rng_service.gd").new() rng.new_adventure(SEED_L3) var runner = load("res://core/level_runner.gd").new(get_node("/root/ConfigDB"), rng) @@ -84,6 +85,7 @@ func _deepest_with_outs(screen, runner) -> int: func _shot(out_dir: String, fname: String) -> void: +# oracle: design/engineering/test-conventions.md:84 (判定上报通道——验证函数组) DirAccess.make_dir_recursive_absolute(out_dir) # 落盘目录自建(save_png 对缺目录静默失败——刷新链不预建) var img := get_viewport().get_texture().get_image() var err := img.save_png(out_dir.path_join(fname)) diff --git a/game/probe/level_map_viewport_probe.gd b/game/probe/level_map_viewport_probe.gd index 0b6448f0..6b9a3031 100644 --- a/game/probe/level_map_viewport_probe.gd +++ b/game/probe/level_map_viewport_probe.gd @@ -22,13 +22,14 @@ var _runner # 当前停点的单关 runner(open_choices 驱动随记—— func _check(desc: String, ok: bool) -> void: +# oracle: design/gdd/ux/level-map.md:3 (判定上报通道——验证函数组) _checks += 1 if not ok: _problems.append(desc) func _ready() -> void: -# oracle: design/gdd/ux/level-map.md:3(关卡画面视口跟随——卷轴视口组) +# oracle: design/gdd/ux/level-map.md:3 (关卡画面视口跟随——卷轴视口组) await get_tree().process_frame await get_tree().process_frame var host := Control.new() @@ -61,7 +62,7 @@ func _ready() -> void: ## R1 浅图整幅居中无裁切+画布入视口件承载(画布=视口首子件——setup 注入序) func _probe_shallow_no_crop(screen, vp) -> void: -# oracle: design/gdd/ux/level-map.md:3(浅层不裁切组) +# oracle: design/gdd/ux/level-map.md:3 (浅层不裁切组) _runner = _make_runner_entry(1, SEED_L1) screen.open_choices(_cand_nodes(_runner), _runner) await get_tree().process_frame @@ -80,7 +81,7 @@ func _probe_shallow_no_crop(screen, vp) -> void: ## R5 前置+深图入口停点:锚点=入口组包围盒中心夹紧(spec :101——多入口并列取包围盒居中) func _probe_deep_entry_clamp(screen, vp) -> void: -# oracle: design/gdd/ux/level-map.md:3(深层入口钳制组) +# oracle: design/gdd/ux/level-map.md:3 (深层入口钳制组) _runner = _make_runner_entry(3, SEED_L3) screen.open_choices(_cand_nodes(_runner), _runner) await get_tree().process_frame @@ -174,6 +175,7 @@ func _probe_clamp_bounds_and_columns(screen, vp) -> void: ## R6 拖拽不触发选路提交;阈值另一侧完整点击仍提交(提交语义零改动) func _probe_drag_no_submit(screen, vp) -> void: +# oracle: design/gdd/ux/level-map.md:3 (判定上报通道——验证函数组) # 重建到中段可居中停点(候选=停点出边——候选节点居屏中可拖可达) var stops := _centerable_stops(screen, vp) if stops.size() < 3: @@ -212,6 +214,7 @@ func _probe_drag_no_submit(screen, vp) -> void: ## R2 停点切换后当前节点居中(视口中线投影 x=640±2——视口满屏宽即屏中线) func _probe_follow_anchor(screen, vp) -> void: +# oracle: design/gdd/ux/level-map.md:3 (判定上报通道——验证函数组) var stops := _centerable_stops(screen, vp) if stops.size() < 3: _problems.append("R2 可居中停点不足(=%d)" % stops.size()) @@ -227,6 +230,7 @@ func _probe_follow_anchor(screen, vp) -> void: ## R7 平滑滚动有 tween 中间帧;减动效开=位置即达(画布坐标域判定) func _probe_smooth_scroll_reduced_motion(screen, vp) -> void: +# oracle: design/gdd/ux/level-map.md:3 (判定上报通道——验证函数组) var saved_scale: float = UiKit.motion_scale UiKit.motion_scale = 1.0 var stops := _centerable_stops(screen, vp) @@ -266,6 +270,7 @@ func _probe_smooth_scroll_reduced_motion(screen, vp) -> void: ## R8 指引件可见性与几何(深图超窗——像素级判据②③) func _probe_guidance_chrome(screen, vp) -> void: +# oracle: design/gdd/ux/level-map.md:3 (判定上报通道——验证函数组) var band_l: Control = vp.get_node_or_null(NodePath("FadeL")) var band_r: Control = vp.get_node_or_null(NodePath("FadeR")) var chip: Control = vp.get_node_or_null(NodePath("PanHint")) @@ -297,6 +302,7 @@ func _probe_shallow_guidance_hidden(screen, vp) -> void: ## 入口停点 runner(defer_entry——选路态挂起、候选=入口节点) func _make_runner_entry(level_index: int, seed_val: int): +# oracle: design/gdd/ux/level-map.md:3 (判定上报通道——验证函数组) var rng = load("res://core/rng_service.gd").new() rng.new_adventure(seed_val) var runner = load("res://core/level_runner.gd").new(get_node("/root/ConfigDB"), rng) @@ -307,6 +313,7 @@ func _make_runner_entry(level_index: int, seed_val: int): ## 中段停点 runner(断点续玩重建——图由种子+参数档重生成同图,零 RNG 消耗) func _make_runner_at_stop(level_index: int, seed_val: int, node_id: int): +# oracle: design/gdd/ux/level-map.md:3 (判定上报通道——验证函数组) var rng = load("res://core/rng_service.gd").new() rng.new_adventure(seed_val) var runner = load("res://core/level_runner.gd").new(get_node("/root/ConfigDB"), rng) @@ -381,6 +388,7 @@ func _extreme_node(pos: Dictionary, nodes: Array, first: bool) -> Dictionary: func _finish() -> void: +# oracle: design/gdd/ux/level-map.md:3 (判定上报通道——验证函数组) if _checks == 0: _problems.append("零断言执行(断言数下限闸——三硬闸③)") if _problems.is_empty(): diff --git a/game/probe/t17_defer_probe.gd b/game/probe/t17_defer_probe.gd index 3fab58f2..a535e93f 100644 --- a/game/probe/t17_defer_probe.gd +++ b/game/probe/t17_defer_probe.gd @@ -13,7 +13,7 @@ var _problems: Array = [] func _ready() -> void: -# oracle: design/gdd/ux/battle.md:122(明细带挖掘期收起——T17 视觉扩展时序组) +# oracle: design/gdd/ux/battle.md:122 (明细带挖掘期收起——T17 视觉扩展时序组) await get_tree().process_frame main = load("res://presentation/main.tscn").instantiate() add_child(main) diff --git a/game/probe/type_glow_shot_probe.gd b/game/probe/type_glow_shot_probe.gd index 10f024dc..0a4d3ecb 100644 --- a/game/probe/type_glow_shot_probe.gd +++ b/game/probe/type_glow_shot_probe.gd @@ -30,7 +30,7 @@ var _hero_pos := Vector2i.ZERO func _ready() -> void: -# oracle: design/engineering/test-conventions.md:84(微光截图取证——渲染闸采集组) +# oracle: design/engineering/test-conventions.md:84 (微光截图取证——渲染闸采集组) if DisplayServer.get_name() == "headless": print("[type_glow_shot] FAIL — 本探针必须窗口化运行(headless 无渲染面,截图必空)") get_tree().quit(1) diff --git a/game/probe/ui_click_probe.gd b/game/probe/ui_click_probe.gd index 823383b3..b61804bf 100644 --- a/game/probe/ui_click_probe.gd +++ b/game/probe/ui_click_probe.gd @@ -54,7 +54,7 @@ func _ready() -> void: if main.ui.modals.menu.debug_overlay.visible: _problems.append("调试浮窗 boot 自动开(菜单优先失守)") # ---- 营地购买合成点击路径(选档进档开层→购买→关闭全走真实按钮信号路径; - # oracle: design/gdd/systems/跨局循环/天赋树.md:198(营地购买段——单币购买只扣钥石组) + # oracle: design/gdd/systems/跨局循环/天赋树.md:198 (营地购买段——单币购买只扣钥石组) # 隔离存档换注 main.meta 保确定性(禁碰真实档 user://save.json);陈旧档段首清理)---- for p0 in ["user://smoke_click_probe_reset.json", "user://smoke_click_probe_reset.json.tmp"]: if FileAccess.file_exists(p0): @@ -192,7 +192,7 @@ func _ready() -> void: if main.ui.modals.camp.scene.visible or not main.ui.screens.start_overlay.visible: _problems.append("营地关闭后未恢复开始层〔句柄子容器批 V1〕") # ---- 选档界面行为走查(迭代 33 卡③):sl5 空槽新档链/sl6 有档槽进档链/sl7 删档二次确认双路径 - # oracle: design/gdd/systems/表现与支撑/存档序列化.md:61(选档走查段——激活态建立组) + # oracle: design/gdd/systems/表现与支撑/存档序列化.md:61 (选档走查段——激活态建立组) # /sl8 消费方分派单口/sl12 动线序不回闪。开层=函数直调(「进入存档」钮归卡② mn3——中间态在案); # 隔离=attach_slot_template 注入命名空间,夹具按槽直写(卡① 注入口)。---- var csel_tpl := "user://smoke_click_probe_savesel_slot_%d.json" @@ -296,7 +296,7 @@ func _ready() -> void: _problems.append("[savesel] 关闭后层未隐藏或开始层未恢复(模态栈单口失守)") # ---- 设置面段(隔离 store 换注禁碰真实 user://settings.cfg;真实按钮信号路径)---- - # oracle: design/gdd/systems/表现与支撑/设置与本地化.md:4(设置面段——最小设置面组) + # oracle: design/gdd/systems/表现与支撑/设置与本地化.md:4 (设置面段——最小设置面组) for p0 in ["user://smoke_click_probe_settings.cfg"]: if FileAccess.file_exists(p0): DirAccess.remove_absolute(p0) @@ -363,7 +363,7 @@ func _ready() -> void: if ProbeUiUtil.find_button(main.ui.modals.menu.settings_overlay, "退出游戏", "prefix") != null: _problems.append("设置面仍含退出游戏按钮(二轮 D1——只在一级菜单出现)") # ---- 生涯页段(入口点击链+关闭回返,真实按钮信号路径;本页只读零写, - # oracle: design/gdd/ux/camp.md:45(生涯页段——同壳同形态组) + # oracle: design/gdd/ux/camp.md:45 (生涯页段——同壳同形态组) # 值断言归冒烟投影段与 ui_struct 结构族,此处只验开合路径与零跳转)---- # 生涯页驱动=函数直调中间态(卡② mn10——careerbtn 已撤,卡④ 笔记本改挂前无 UI 路径) if true: @@ -608,7 +608,7 @@ func _ready() -> void: _run_modal_probes_once() _play_one_action() # ---- 预算耗尽收口(T17 硬锁批适配):选件变强后 probe 可能活过预算不再战败——断点段前提 - # oracle: design/gdd/ux/level-map.md:11(主循环选路段——入口候选组) # (冒险终局面在案)须主动满足。收口驱动:任何停点层逐个推进(复用主循环分支语义)至 + # oracle: design/gdd/ux/level-map.md:11 (主循环选路段——入口候选组) # (冒险终局面在案)须主动满足。收口驱动:任何停点层逐个推进(复用主循环分支语义)至 # level_screen 选路停点→真实放弃二击→终局面。战斗中则继续 autoplay 打完。 if not _done and not main.ui.modals.run.end_overlay.is_open(): var close_guard := 8000 @@ -653,7 +653,7 @@ func _ready() -> void: _play_one_action() # 排播期/Waiting 等待态=自然流逝(演播秒级、锁随队列空解除) # T17 适配:战败或放弃二途皆达终局面(放弃=预算耗尽收口路径——见上),断点段前提不变。 - # oracle: design/gdd/systems/表现与支撑/存档序列化.md:180(断点段——断点域与续玩组) await get_tree().process_frame + # oracle: design/gdd/systems/表现与支撑/存档序列化.md:180 (断点段——断点域与续玩组) await get_tree().process_frame var bp_file := "user://smoke_click_probe_reset.json" var iso_chk = load("res://core/save_manager.gd").new(bp_file) iso_chk.load_from_disk() @@ -684,7 +684,7 @@ func _ready() -> void: # ① 战斗收口断点写盘断言保留(上方——冒险流直调中间态 mn10)。 # ---- 大门两分支断言段(卡④ T5 接收——卡② 移交落点;V3 断言面)---- - # oracle: design/gdd/ux/camp.md:16(大门段——点大门先出确认组) + # oracle: design/gdd/ux/camp.md:16 (大门段——点大门先出确认组) # 驱动=营地场景根点选信号(真实路由)→组合根 _on_camp_object_pressed→确认弹窗。 # 无断点=两出口(是/否);有断点=三出口(set_breakpoint 注入选路停点形——同下方开场行③先例)。 # 判据绑可观测提交面:点大门不直接进冒险(is_adventure 翻转只在 confirmed 后);cancelled 恒= @@ -809,6 +809,7 @@ func _ready() -> void: # ---- 模态/tooltip/刷新链一次性覆盖(真实信号路径驱动) ---- func _run_modal_probes_once() -> void: +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:277 (判定上报通道——验证函数组) # ⓪ 玩家面文案真实入口断言(迭代36 卡A wa1——C 区两段头随战斗常驻) if not _tested_copy and main.ui.battle.info_panel != null and main.ui.battle.info_panel.visible: _tested_copy = true @@ -1051,7 +1052,7 @@ func _click_stop() -> void: # ---- T1 D1:锁期/重放断言(每 run 一次,脚本化场景——演播期豁免的断言化承载) ---- -# oracle: design/gdd/systems/排雷循环/排雷玩法.md:236(锁期/重放段——拒绝与锁组) +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:236 (锁期/重放段——拒绝与锁组) # 锁期断言(排播队列活跃=锁面):注入封印击 → 直落被冻结不受理(封印未置)+ `_locked_click` # 缓存命中且为本注入(「最后一次」语义——注入帧内无并发点击)。 # 重放断言(演播完边沿 pump_ended→_replay_locked_click 重入唯一动作通道):缓存清空 + @@ -1059,6 +1060,7 @@ func _click_stop() -> void: # 前提消失守卫:等重放期间出现停点层/战斗收场(注入时点恰逢终结演播)→ 静默弃测不计 # problem(封印动作不杀伤,正常局不触发;断言实现形态取舍在代拍白名单内)。 func _locktest_tick() -> void: +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:236 (判定上报通道——验证函数组) if _locktest_state == 2: return var settlement = main.run_scope.settlement diff --git a/game/probe/ui_contrast_probe.gd b/game/probe/ui_contrast_probe.gd index 860c9d37..4459417e 100644 --- a/game/probe/ui_contrast_probe.gd +++ b/game/probe/ui_contrast_probe.gd @@ -88,7 +88,7 @@ func _ratio(a: Color, b: Color) -> float: func _ready() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:281(UI 文字对比度机检 ≥4.5:1 无区域例外——对比度组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:281 (UI 文字对比度机检 ≥4.5:1 无区域例外——对比度组) var problems: Array = [] var pairs := _pairs() for p in pairs: diff --git a/game/probe/ui_input_probe.gd b/game/probe/ui_input_probe.gd index 968124c5..8b08983a 100644 --- a/game/probe/ui_input_probe.gd +++ b/game/probe/ui_input_probe.gd @@ -759,6 +759,7 @@ func _push_release(pos: Vector2, btn: int) -> void: func _pre_fail(why: String) -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) push_error("[ui_input_probe] FAIL — " + why) print("[ui_input_probe] FAIL — " + why) get_tree().quit(1) diff --git a/game/tests/integration/cross_system_flow_test.gd b/game/tests/integration/cross_system_flow_test.gd index 22c1b78d..5fa4681b 100644 --- a/game/tests/integration/cross_system_flow_test.gd +++ b/game/tests/integration/cross_system_flow_test.gd @@ -20,6 +20,7 @@ var _db func _init() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) _db = ConfigDBScript.new() # 表加载失败不中止(承 G2–G5 同款:表损坏的红落在具体断言上) var load_ok: bool = _db.load_tables("res://data/tables", true) @@ -46,7 +47,7 @@ func _fresh_rng(seed_val: int): # ---- ① RNG 事件日志会话落盘(源 `_initialize` :70,主会话裁决一改判集成—— # 驱动沿源 :60–70 取号序列自持:master 种子 42 → 前置取号 → new_adventure 开日志会话 → 会话内取号)---- func _rng_event_log_session() -> void: -# oracle: design/engineering/architecture/architecture.md:90(事件日志落盘会话组) +# oracle: design/engineering/architecture/architecture.md:90 (事件日志落盘会话组) var rng = load("res://core/rng_service.gd").new() rng.set_master_seed(42) rng.open_stream("board_gen") @@ -61,7 +62,7 @@ func _rng_event_log_session() -> void: # _on_level_finished(victory)+breakpoint_snapshot 取读+clear_breakpoint; # 起局与兑付两步的受理断言留单元宿主(adventure_feats_test),此处纯驱动——前置失败自然落红)---- func _feats_breakpoint_roundtrip() -> void: -# oracle: design/gdd/systems/表现与支撑/存档序列化.md:180(专长断点附随件往返组) +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:180 (专长断点附随件往返组) var rt := FeatTable.new() rt.rows = [ {"feat_id": "x1", "display_name": "试一", "rarity": "common", "desc": "测试揭示", "cap": 1, @@ -107,7 +108,7 @@ func _feats_breakpoint_roundtrip() -> void: # level_autoplay 真局摘要 → apply 原语 → 域读数 → 写盘读回保持;临时档 user://smoke_save_integration.json # 段首清场+段尾清理(源 _smoke_save 隔离纪律),绝不碰 user://save.json(红线))---- func _save_summary_integration() -> void: -# oracle: design/gdd/systems/跨局循环/元进度.md:150(摘要集成与钥石只增不减组) +# oracle: design/gdd/systems/跨局循环/元进度.md:150 (摘要集成与钥石只增不减组) var sm_script = load("res://core/save_manager.gd") var path9 := "user://smoke_save_integration.json" # 源 paths[8] if FileAccess.file_exists(path9): @@ -140,7 +141,7 @@ func _save_summary_integration() -> void: # ---- ④ 试玩记录仪(源 `_smoke_playtest_logger` 整套八条,主会话裁决七改判集成—— # PlaytestLogger 挂真实结算流:会话文件/逐结算快照/字段齐备/spawn_count 回归/诊断转储/JSONL 回读)---- func _smoke_playtest_logger() -> void: -# oracle: design/engineering/code-conventions.md:40(试玩日志器跨系统接线组) +# oracle: design/engineering/code-conventions.md:40 (试玩日志器跨系统接线组) print("--- PlaytestLogger(结算快照 JSONL + 诊断转储)---") var rng = load("res://core/rng_service.gd").new() rng.set_master_seed(20260912) diff --git a/game/tests/integration/node_map_determinism_test.gd b/game/tests/integration/node_map_determinism_test.gd index 0ddcd4cb..d00e2215 100644 --- a/game/tests/integration/node_map_determinism_test.gd +++ b/game/tests/integration/node_map_determinism_test.gd @@ -19,6 +19,7 @@ var _bp_path := "user://smoke_node_map_save.json" func _init() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) _db = load("res://core/config_db.gd").new() # 表加载失败不中止(承 G2/G3/G4/G5 同款:表损坏的红落在具体断言上) var load_ok: bool = _db.load_tables("res://data/tables", true) @@ -33,7 +34,7 @@ func _init() -> void: # ---- 关卡节点图生成·确定性承载断言面 ---- func _smoke_generated_map_determinism() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:134(起关/选路/断点重生成同图组) +# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:134 (起关/选路/断点重生成同图组) # ① 纯函数复现:图 = f(参数档, 种子)——同档同种子两次产图逐位同图,换种子必变图 var gen = NodeMapGenerator.new(_fresh_rng(910001)) var params2: Dictionary = _db.run.level_gen_params.row_by_level_index(2) diff --git a/game/tests/integration/save_rng_roundtrip_test.gd b/game/tests/integration/save_rng_roundtrip_test.gd index ade5b288..d2bda306 100644 --- a/game/tests/integration/save_rng_roundtrip_test.gd +++ b/game/tests/integration/save_rng_roundtrip_test.gd @@ -20,6 +20,7 @@ var _disk: String func _init() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) _disk = ProjectSettings.globalize_path(SAVE_PATH) _clear_disk() _db = load("res://core/config_db.gd").new() as ConfigDb @@ -35,7 +36,7 @@ func _init() -> void: # ---- 用例一:盘上往返保真——写档再读回,断点逐键零漂移 ---- func _test_disk_roundtrip_preserves_breakpoint() -> void: -# oracle: design/gdd/systems/表现与支撑/存档序列化.md:180(存档⇄RNG 快照往返——断点域逐位组) +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:180 (存档⇄RNG 快照往返——断点域逐位组) var rng := RngServiceScript.new() var sm := SaveManagerScript.new(SAVE_PATH) var adr := AdventureRunnerScript.new(_db, rng) @@ -66,7 +67,7 @@ func _test_disk_roundtrip_preserves_breakpoint() -> void: # ---- 用例二:旧版本档经迁移链后仍可续玩(单测不覆盖的跨系统集成面)---- func _test_old_version_save_migrates_and_resumes() -> void: -# oracle: design/gdd/systems/表现与支撑/存档序列化.md:179(旧档迁移链读回续玩组) +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:179 (旧档迁移链读回续玩组) var rng := RngServiceScript.new() var sm := SaveManagerScript.new(SAVE_PATH) var adr := AdventureRunnerScript.new(_db, rng) diff --git a/game/tests/smoke_boot.gd b/game/tests/smoke_boot.gd index eed5e76e..40b4f767 100644 --- a/game/tests/smoke_boot.gd +++ b/game/tests/smoke_boot.gd @@ -16,7 +16,7 @@ var _checks: int = 0 func check(cond: bool, label: String) -> void: -# oracle: game/tests/README.md:366(冒烟宿主判据通道——存活检查组) +# oracle: design/engineering/architecture/architecture.md:10 (测试层级四级——冒烟存活检查组) _checks += 1 if cond: print(" [PASS] " + label) @@ -35,7 +35,7 @@ func _ready() -> void: # 开机前置面:autoload 注册与资源可加载(挂主屏之前先查,失败时主屏断言整段跳过) func _check_autoloads() -> void: -# oracle: game/tests/README.md:366(autoload 在位组) +# oracle: design/engineering/architecture/architecture.md:10 (测试层级四级——冒烟存活检查组) for autoload_name in ["ConfigDB", "RngService", "SaveManager", "MetaProgression"]: var node: Node = get_node_or_null(NodePath("/root/" + autoload_name)) check(node != null, "autoload %s 在位" % autoload_name) @@ -64,7 +64,7 @@ func _boot_main_scene() -> Node: # 主屏存活面:组合根装配句柄在位(main.X 一级句柄契约,探针挂载假设的启动侧证明) func _check_main_scene(main: Node) -> void: -# oracle: game/tests/README.md:366(主屏可达组) +# oracle: design/engineering/architecture/architecture.md:10 (测试层级四级——冒烟存活检查组) check(main != null and main.is_inside_tree(), "主屏场景已实例化并在树") if main == null: return diff --git a/game/tests/system_test.gd b/game/tests/system_test.gd index b98c626a..c9c951b1 100644 --- a/game/tests/system_test.gd +++ b/game/tests/system_test.gd @@ -33,6 +33,7 @@ func _initialize() -> void: # (自 game/smoke/smoke_all.gd 剪切迁入——断言 label 逐字原样;G12 两套调用不随迁, # 归 source_guard_test.gd,断言迁移批 B G1) func _split_tail() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) await process_frame await process_frame var autoload_ok: bool = get_root().get_node_or_null("/root/ConfigDB") != null and get_root().get_node_or_null("/root/SaveManager") != null @@ -51,6 +52,7 @@ func _split_tail() -> void: # ---- 三屏场景化断言(V2——独立实例化+关键节点在位+组合根树序/z 序保序)---- # (自 game/smoke/smoke_all.gd 剪切迁入——label 与 cond 逐字原样,断言迁移批 B G1) func _smoke_scene_split() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) print("--- 迭代27 T1 三屏场景化(V2:屏壳独立实例化+组合根装配保序)---") # ① 三屏壳独立实例化(F6 等价——headless 直挂;视图代码构建在屏壳 _ready) var menu: Node = load("res://presentation/scenes/menu_screen.tscn").instantiate() @@ -147,6 +149,7 @@ func _count_visible_buttons(node: Node) -> int: # ---- boot 链路时序后置条件(启动态六断言;只立行为可判断言,不造假时序)---- func _smoke_boot_chain() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) print("--- 迭代28 T2 boot 链路时序后置条件(V2:六断言)---") var main: Node = load("res://presentation/main.tscn").instantiate() root.add_child(main) @@ -211,6 +214,7 @@ func _smoke_boot_chain() -> void: func _smoke_run_lifecycle() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) print("--- 迭代27 T1 会话物化(V3:两连局复位+脏状态不残留)---") var main: Node = load("res://presentation/main.tscn").instantiate() root.add_child(main) @@ -268,6 +272,7 @@ func _smoke_run_lifecycle() -> void: # ---- d6/d7 批量模拟互斥守卫(wd6/wd7——白盒置态直调入口,以守卫早退的可见后果为断言面)---- func _smoke_sim_guards() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) print("--- 卡① T2:批量模拟互斥两守卫(d6/d7)---") var main: Node = load("res://presentation/main.tscn").instantiate() root.add_child(main) @@ -341,6 +346,7 @@ func _face_snapshot(main: Node) -> Dictionary: # 阶段面断言:adv/run/set=alive|null|both(会话三面存活态);恒活面每阶段必查; # 现值回调与 run_scope 成员必须同源(回调链无悬挂铁证);extra=阶段附加判据。 func _stage_faces(main: Node, tag: String, adv: String, run: String, set: String, extra: Dictionary = {}) -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var snap := _face_snapshot(main) var bad := "" for k in ["bonus_meta", "bonus_save", "camp_meta", "camp_save", "rp_log", "rp_stage", "rp_board_zone", "rp_fx", "rp_board"]: @@ -409,7 +415,7 @@ func _face_liveness(name: String, v, want: String) -> String: #(level_started→choices_presented 同步到达,无可观测中间态)——合并为 V3b 一处断言。 # (自 game/smoke/smoke_all.gd 剪切迁入——label 与 cond 逐字原样,断言迁移批 B G1) func _smoke_lifecycle_matrix() -> void: -# oracle: design/gdd/systems/冒险循环/冒险结构.md:284(生命周期矩阵——三关序列组) +# oracle: design/gdd/systems/冒险循环/冒险结构.md:284 (生命周期矩阵——三关序列组) print("--- 迭代28 T3 生命周期存活性矩阵(V3:九阶段×五引用面)---") var main: Node = load("res://presentation/main.tscn").instantiate() root.add_child(main) diff --git a/game/tests/unit/battle_settlement/damage_controller_test.gd b/game/tests/unit/battle_settlement/damage_controller_test.gd index 250a3cda..8807bd03 100644 --- a/game/tests/unit/battle_settlement/damage_controller_test.gd +++ b/game/tests/unit/battle_settlement/damage_controller_test.gd @@ -71,7 +71,7 @@ func _row_by_display_prefix(prefix: String) -> Dictionary: # ---- 五配方一次全流程 + 双跑逐位复现 ---- func _run_recipe_sequence(db) -> Array: -# oracle: design/gdd/systems/战斗循环/战斗结算.md:362(五段全序——配方序列组) +# oracle: design/gdd/systems/战斗循环/战斗结算.md:362 (五段全序——配方序列组) _rows = [] var h = _harness(db) var units = h.units @@ -178,7 +178,7 @@ func _run_recipe_sequence(db) -> Array: func _test_five_recipes_and_replay(db) -> void: -# oracle: design/gdd/systems/战斗循环/战斗结算.md:363(同种子回放逐行相同组) +# oracle: design/gdd/systems/战斗循环/战斗结算.md:363 (同种子回放逐行相同组) var run1: Array = _run_recipe_sequence(db) Kit.check("五配方序列产出 5 行伤害行", run1.size() == 5) var run2: Array = _run_recipe_sequence(db) @@ -188,7 +188,7 @@ func _test_five_recipes_and_replay(db) -> void: # ---- A 模式(开单即结——回切位) ---- func _test_policy_immediate_mode(db) -> void: -# oracle: design/gdd/systems/战斗循环/战斗结算.md:362(结算策略即时面组) +# oracle: design/gdd/systems/战斗循环/战斗结算.md:362 (结算策略即时面组) _rows = [] var h = _harness(db) if not h.spawn_ok: @@ -204,7 +204,7 @@ func _test_policy_immediate_mode(db) -> void: # ---- 来源敌死亡:队列中未结单据作废(死亡即不动手) ---- func _test_source_death_void(db) -> void: -# oracle: design/gdd/systems/战斗循环/敌人系统.md:133(摇定后兑现前被杀本拍作废组) +# oracle: design/gdd/systems/战斗循环/敌人系统.md:133 (摇定后兑现前被杀本拍作废组) _rows = [] var h = _harness(db) if not h.spawn_ok: @@ -238,7 +238,7 @@ func _unit_fixture() -> Dictionary: func _test_identical_content_dual_enemy(db: ConfigDb) -> void: -# oracle: design/gdd/systems/战斗循环/敌人系统.md:303(双敌同内容顺位组) +# oracle: design/gdd/systems/战斗循环/敌人系统.md:303 (双敌同内容顺位组) var a := _unit_fixture() var b := _unit_fixture() Kit.check("前置:双敌字典内容全同且非同一实例", a == b and not is_same(a, b)) @@ -268,6 +268,7 @@ func _test_identical_content_dual_enemy(db: ConfigDb) -> void: # d12 产发端增键:目标身份随行/随载荷下发(同名敌按 id 精确解析的产发半) func _test_target_id_payload(db: ConfigDb) -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) _rows = [] var h = _harness(db) if not h.spawn_ok: @@ -290,6 +291,7 @@ func _test_target_id_payload(db: ConfigDb) -> void: func _test_requires_gate_and_zero(db) -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) _rows = [] var h = _harness(db) if not h.spawn_ok: @@ -316,6 +318,7 @@ func _test_requires_gate_and_zero(db) -> void: # ---- 主角倒下:flush 余单全部作废(_halted 终止) ---- func _test_hero_death_halt(db) -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) _rows = [] var h = _harness(db) if not h.spawn_ok: @@ -333,6 +336,7 @@ func _test_hero_death_halt(db) -> void: # ---- AC 合流:override 入参 / 表值兜底 / ac 型状态叠层(不入池) ---- func _test_ac_merge(db) -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) _rows = [] var h = _harness(db) if not h.spawn_ok: @@ -360,6 +364,7 @@ func _test_ac_merge(db) -> void: # ---- 池乘区收口:池内加算 → clamp;ac 型不入池 ---- func _test_pool_clamp(db) -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) _rows = [] var h = _harness(db) if not h.spawn_ok: @@ -417,6 +422,7 @@ func _test_pool_clamp(db) -> void: # ---- 个体池读数 / 个体 AC 合流(增益状态 v1.5——敌方状态个体化批)---- func _test_pool_consumption_per_unit(db) -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var h = _harness(db, 3) # depth 3 = 混编行集(熊地精 1 + 地精 1–2,最少 2 只——个体对照面需 ≥2 敌) if not h.spawn_ok: return @@ -436,6 +442,7 @@ func _test_pool_consumption_per_unit(db) -> void: func _test_defender_ac_per_unit(db) -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var h = _harness(db, 3) if not h.spawn_ok: return diff --git a/game/tests/unit/battle_settlement/damage_math_test.gd b/game/tests/unit/battle_settlement/damage_math_test.gd index e5d9114f..8e468109 100644 --- a/game/tests/unit/battle_settlement/damage_math_test.gd +++ b/game/tests/unit/battle_settlement/damage_math_test.gd @@ -12,7 +12,7 @@ var db func _init() -> void: -# oracle: design/gdd/systems/战斗循环/战斗结算.md:360(伤害公式宿主——装载组) +# oracle: design/gdd/systems/战斗循环/战斗结算.md:360 (伤害公式宿主——装载组) db = ConfigDBScript.new() var load_ok: bool = db.load_tables("res://data/tables", true) Kit.check("前置:settlement 表加载零 error", load_ok and db.diagnostics_count("error") == 0) @@ -31,7 +31,7 @@ func _floor_val() -> int: # ---- F2 乘区:池内加算 → 池间乘算 → floor(单一取整规则)---- func _test_pool_damage() -> void: -# oracle: design/gdd/systems/战斗循环/战斗结算.md:360(池伤害公式组) +# oracle: design/gdd/systems/战斗循环/战斗结算.md:360 (池伤害公式组) var d := _floor_val() + 9 # 表值推导的任意正探针量(非玩法行值) Kit.check("中性双池 (0,0) 原样透传", DamageMathScript.pool_damage(d, 0, 0) == d) Kit.check("负敌方池压低不增高", DamageMathScript.pool_damage(d, 0, int(db.combat.settlement.core.pool_clamp_lo)) <= d) @@ -44,7 +44,7 @@ func _test_pool_damage() -> void: # ---- 克制分量:空桶不吃修正恒 0;落地下限保底([1,+∞) 全来源)---- func _test_counter_component() -> void: -# oracle: design/gdd/systems/战斗循环/战斗结算.md:360(计数器分量组) +# oracle: design/gdd/systems/战斗循环/战斗结算.md:360 (计数器分量组) var floor_v := _floor_val() Kit.check("空桶(点数≤0)恒 0 不吃修正", DamageMathScript.counter_component(0, floor_v, floor_v) == 0 and DamageMathScript.counter_component(-1, 5, floor_v) == 0) @@ -56,7 +56,7 @@ func _test_counter_component() -> void: # ---- 掷点折扣查档(纯函数):满阈值恒全额;档位边界/末档语义与表数组一致 ---- func _test_roll_discount_percent() -> void: -# oracle: design/gdd/systems/战斗循环/战斗结算.md:360(乘区折扣组) +# oracle: design/gdd/systems/战斗循环/战斗结算.md:360 (乘区折扣组) var threshold := 10 # 查档探针阈值(夹具值——档位参数本身全部来自表) var bounds: Array = db.combat.settlement.damage_roll.roll_tier_bounds var discounts: Array = db.combat.settlement.damage_roll.roll_tier_discounts @@ -81,7 +81,7 @@ func _test_roll_discount_percent() -> void: # ---- 吃掷点分量算术:折扣→(暴击)→floor→+克制修正(单一取整链)---- func _test_rolled_component() -> void: -# oracle: design/gdd/systems/战斗循环/战斗结算.md:360(掷点分量组) +# oracle: design/gdd/systems/战斗循环/战斗结算.md:360 (掷点分量组) var base := float(_floor_val() + 7) # 表值推导探针基线 var crit_mult: int = int(db.combat.settlement.damage_roll.crit_multiplier) Kit.check("满额折扣无暴击 = floor(基线) + 修正 0", DamageMathScript.rolled_component(base, 100, false, crit_mult, 0) == int(floor(base))) diff --git a/game/tests/unit/battle_settlement/effect_port_test.gd b/game/tests/unit/battle_settlement/effect_port_test.gd index a8948a1e..9394c55c 100644 --- a/game/tests/unit/battle_settlement/effect_port_test.gd +++ b/game/tests/unit/battle_settlement/effect_port_test.gd @@ -19,7 +19,7 @@ var _db func _init() -> void: -# oracle: design/engineering/architecture/architecture.md:144(效果端口宿主——装载组) +# oracle: design/engineering/architecture/architecture.md:144 (效果端口宿主——装载组) _db = ConfigDBScript.new() var load_ok: bool = _db.load_tables("res://data/tables", true) Kit.check("前置:表加载零 error", load_ok and _db.diagnostics_count("error") == 0) @@ -54,7 +54,7 @@ func _hero_attack_value(rows: Array) -> int: # ---- V1 端口单实例与真实发射路由 ---- func _smoke_effect_port_wiring() -> void: -# oracle: design/engineering/architecture/architecture.md:144(端口单实例与六 Callable 路由组) +# oracle: design/engineering/architecture/architecture.md:144 (端口单实例与六 Callable 路由组) print("--- 效果端口:装配链单实例+真实发射路由 ---") # 充能跑(蓄力周转 charge_rotation 在册——attack_commit 订阅行 attack_bonus per 蓄力周转计数器) var orch_c = _orch(TEST_SEED) @@ -88,7 +88,7 @@ func _smoke_effect_port_wiring() -> void: # ---- V2 业务类零引擎直连(源码契约锚——theme_projection_test 源码锚惯例)---- func _test_business_classes_engine_free() -> void: -# oracle: design/engineering/architecture/architecture.md:144(业务类零引擎直连组) +# oracle: design/engineering/architecture/architecture.md:144 (业务类零引擎直连组) print("--- 效果端口:业务类零引擎直连源码锚 ---") for path in ["res://core/damage_controller.gd", "res://core/action_economy.gd"]: var src := FileAccess.get_file_as_string(path) @@ -100,7 +100,7 @@ func _test_business_classes_engine_free() -> void: # ---- V3 伤害域事实面闭集(合成行两对照——damage_taken 真实单据流)---- func _test_biz_fact_face_closed() -> void: -# oracle: design/engineering/architecture/architecture.md:144(闭面四键 biz_fact 组) +# oracle: design/engineering/architecture/architecture.md:144 (闭面四键 biz_fact 组) print("--- 效果端口:业务发射事实面闭集 ---") var orch = _orch(TEST_SEED) Kit.check("V3 begin_battle 受理", orch.begin_battle(_enc([]))) diff --git a/game/tests/unit/battle_settlement/extended_row_violation_test.gd b/game/tests/unit/battle_settlement/extended_row_violation_test.gd index 827eed8b..fd3ac2c5 100644 --- a/game/tests/unit/battle_settlement/extended_row_violation_test.gd +++ b/game/tests/unit/battle_settlement/extended_row_violation_test.gd @@ -11,7 +11,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") func _init() -> void: -# oracle: design/gdd/systems/表现与支撑/数据配置.md:199(扩展行必载 effect_id——加载致命组) +# oracle: design/gdd/systems/表现与支撑/数据配置.md:199 (扩展行必载 effect_id——加载致命组) var db = load("res://core/config_db.gd").new() if not db.load_tables("res://data/tables", false): push_error("[extended_row_violation_test] 表加载失败") diff --git a/game/tests/unit/battle_settlement/refresh_feats_test.gd b/game/tests/unit/battle_settlement/refresh_feats_test.gd index 958427cb..01fc0c08 100644 --- a/game/tests/unit/battle_settlement/refresh_feats_test.gd +++ b/game/tests/unit/battle_settlement/refresh_feats_test.gd @@ -154,7 +154,7 @@ func _seal_direct_with_expansion(orch) -> Vector2i: # 四条真实路径(敌方攻击/危险格/错误封印/地形)逐路驱动:每条至少一张主角承伤单据在案, # 且承伤计数器 == 主角承伤单据行数(每单据恰发射一次的全量判据——重复发射即计数器>行数)。 func test_all_hero_damage_paths_emit_once() -> void: -# oracle: design/gdd/systems/冒险循环/奇物.md:465(换图生存:全局固定减伤全伤害路径恰一次组) +# oracle: design/gdd/systems/冒险循环/奇物.md:465 (换图生存:全局固定减伤全伤害路径恰一次组) print("--- V5 全局 damage_taken:四路径逐路恰一次 ---") # ① 敌方攻击路径(Boss 战零挖掘连停三轮——干净样本:零地形零资源单据;多轮保证伤害技在案) var orch1 = _orch(46001) @@ -224,7 +224,7 @@ func _plan_seal(orch, target: Vector2i) -> Dictionary: # 同一伤害不得出现两次消费(重复发射=计数器>行数):敌方路径与地形路径两样本逐位核对—— # 地形单据带 hero_damage_consumed 标记,战斗段末 _resolve_board_flat_hero 跳过二次发射由此钉住。 func test_no_duplicate_damage_taken_event() -> void: -# oracle: design/gdd/systems/冒险循环/奇物.md:465(受击事件零重复组) +# oracle: design/gdd/systems/冒险循环/奇物.md:465 (受击事件零重复组) print("--- V5 全局 damage_taken:无重复消费 ---") var orch1 = _orch(46011) var rows1 := _collect_hero_rows(orch1) @@ -266,7 +266,7 @@ func _auto_dig(orch) -> void: # V2 矿脉储能:受理的付费挖格 RAP 恰 +1、AP 按表扣、板资源不变 func test_reserve_on_accepted_dig() -> void: -# oracle: design/gdd/systems/排雷循环/行动经济.md:256(换图基座:挖格产 RAP 组) +# oracle: design/gdd/systems/排雷循环/行动经济.md:256 (换图基座:挖格产 RAP 组) print("--- V2 矿脉储能:付费挖格产 RAP ---") var orch = _orch(46021) Kit.check("V2 前置:战斗受理", orch.begin_battle(_enc(["vein_reserve"]))) @@ -304,7 +304,7 @@ func _drain_round_rap_accounting(orch) -> bool: # V3 省力周转:折价门槛与扣费(can 与执行同源;base 8→扣 4) func test_refresh_discount_gate_and_charge() -> void: -# oracle: design/gdd/systems/排雷循环/行动经济.md:256(刷新折扣门控与充能组) +# oracle: design/gdd/systems/排雷循环/行动经济.md:256 (刷新折扣门控与充能组) print("--- V3 省力周转:折价门槛与扣费 ---") var orch = _orch(46022) Kit.check("V3 前置:战斗受理", orch.begin_battle(_enc(["easy_swap"]))) @@ -326,7 +326,7 @@ func test_refresh_discount_gate_and_charge() -> void: # V3 双基座叠加:挖格产 RAP 与刷新折价同场生效 func test_double_base_stack() -> void: -# oracle: design/gdd/systems/冒险循环/奇物.md:465(双基座叠加组) +# oracle: design/gdd/systems/冒险循环/奇物.md:465 (双基座叠加组) print("--- V3 双基座叠加 ---") var orch = _orch(46023) Kit.check("V3 前置:战斗受理", orch.begin_battle(_enc(["vein_reserve", "easy_swap"]))) @@ -343,7 +343,7 @@ func test_double_base_stack() -> void: # V12(refresh_feats 侧):无专长基线——挖格零产 RAP、刷新按表基线扣、AP 保留、上限照旧 func test_no_feats_baseline() -> void: -# oracle: design/gdd/systems/冒险循环/奇物.md:465(零专长基线组) +# oracle: design/gdd/systems/冒险循环/奇物.md:465 (零专长基线组) print("--- V12 无专长基线(refresh_feats 侧) ---") var orch = _orch(46024) Kit.check("V12 前置:战斗受理", orch.begin_battle(_enc([]))) @@ -379,7 +379,7 @@ func _br_count(orch) -> int: # V4 成功事实只在新板就位后发射:成功恰一次;非 Active/每轮上限/RAP 不足三拒面全零事实零换图 func test_board_refresh_fact_only_on_success() -> void: -# oracle: design/gdd/systems/排雷循环/行动经济.md:256(弃图刷新事实面仅成功态组) +# oracle: design/gdd/systems/排雷循环/行动经济.md:256 (弃图刷新事实面仅成功态组) print("--- V4 成功刷新事实:拒绝零事实 ---") _install_br_probe() var orch = _orch(46031) @@ -414,7 +414,7 @@ func test_board_refresh_fact_only_on_success() -> void: # V10 矿道红利:每次成功刷新 escrow 恰 +1 且 fx_grant_gp 行在案;拒绝零变化 func test_mine_profit_gp() -> void: -# oracle: design/gdd/systems/冒险循环/奇物.md:465(换图资源:刷新固定 GP 收益组) +# oracle: design/gdd/systems/冒险循环/奇物.md:465 (换图资源:刷新固定 GP 收益组) print("--- V10 矿道红利:刷新固定 GP ---") var orch = _orch(46032) var gp_rows := {"n": 0} @@ -461,7 +461,7 @@ func _damage_rows_by_source(rows: Array, source: String) -> Array: # V6 石层缓冲:全局固定减伤(危险格 pierce 8→6 两档钉死:单刷减 2·同轮多刷不叠加·未刷新轮不减; # 地形路径减后值=max(下限, effect_value−2)——含下限保持;敌方路径照常单次发射) func test_stone_mitigation_all_damage() -> void: -# oracle: design/gdd/systems/冒险循环/奇物.md:465(全局减伤全覆盖组) +# oracle: design/gdd/systems/冒险循环/奇物.md:465 (全局减伤全覆盖组) print("--- V6 石层缓冲:全局固定减伤 ---") # S1 同轮双刷 → 危险格 pierce 8 减 2=6(叠加即 4——多刷不增钉死) var orch1 = _orch(46041) @@ -517,7 +517,7 @@ func test_stone_mitigation_all_damage() -> void: # V9 坑道小憩:轮末合计回复(白盒预置承载上限 3——计数器直改属数据面注入; # 自然累计 2 与满血未生效两形态分战场钉死) func test_rest_rotation_cap_and_clear() -> void: -# oracle: design/gdd/systems/冒险循环/奇物.md:465(轮末恢复 cap 与清账组) +# oracle: design/gdd/systems/冒险循环/奇物.md:465 (轮末恢复 cap 与清账组) print("--- V9 坑道小憩:轮末恢复 ---") # R1 白盒预置 3 层 + 刷新闸(when<3 拒第 4 层)→ 停手回复 min(3, 缺血)——护甲降档保缺血 ≥3 var orch1 = _orch(46051) @@ -575,7 +575,7 @@ func test_rest_rotation_cap_and_clear() -> void: # V8 蓄力周转:当轮攻击消费全部层数(上限 3 闸=白盒预置;战斗新建自然清空) func test_charge_layers_consumed_same_round() -> void: -# oracle: design/gdd/systems/冒险循环/奇物.md:465(充能当轮消耗组) +# oracle: design/gdd/systems/冒险循环/奇物.md:465 (充能当轮消耗组) print("--- V8 蓄力周转:攻击消费层 ---") var orch1 = _orch(46061) var rows1 := _collect_damage_rows(orch1) @@ -602,7 +602,7 @@ func test_charge_layers_consumed_same_round() -> void: # V7 崩壁冲击:延迟群伤单(刷新时点零伤害行——战斗段末按存活目标结账) func test_blast_defers_to_combat_segment() -> void: -# oracle: design/gdd/systems/战斗循环/战斗结算.md:362(刷新群伤让位战斗段组) +# oracle: design/gdd/systems/战斗循环/战斗结算.md:362 (刷新群伤让位战斗段组) print("--- V7 崩壁冲击:延迟群伤 ---") var orch = _orch(46071) var rows := _collect_damage_rows(orch) @@ -621,7 +621,7 @@ func test_blast_defers_to_combat_segment() -> void: # 七件 validate/在册/稀有度 cap 对表/跨表计数器引用闭合/desc 禁词 func test_seven_feats_validate_and_pool() -> void: -# oracle: design/gdd/systems/冒险循环/奇物.md:465(换图系七件校验与池组) +# oracle: design/gdd/systems/冒险循环/奇物.md:465 (换图系七件校验与池组) print("--- V11 七件数据与池 ---") var seven := {"vein_reserve": "excellent", "easy_swap": "excellent", "wall_blast": "excellent", "charge_rotation": "excellent", "stone_mitigation": "common", "tunnel_rest": "common", "mine_profit": "rare"} diff --git a/game/tests/unit/battle_settlement/roll_multiplier_test.gd b/game/tests/unit/battle_settlement/roll_multiplier_test.gd index 3096787f..50c6ff17 100644 --- a/game/tests/unit/battle_settlement/roll_multiplier_test.gd +++ b/game/tests/unit/battle_settlement/roll_multiplier_test.gd @@ -19,7 +19,7 @@ var _db func _init() -> void: -# oracle: design/gdd/systems/战斗循环/战斗结算.md:360(掷点与乘区宿主——装载组) +# oracle: design/gdd/systems/战斗循环/战斗结算.md:360 (掷点与乘区宿主——装载组) _db = ConfigDBScript.new() # 表加载失败不中止(承 G2/G3 同款:表损坏的红落在具体断言上—— # 诊断在此展开,后续断言按坏表实况逐条验红;collect_only=true 下成员照常赋值可评) @@ -44,7 +44,7 @@ func _init() -> void: # 受理后不变量(encounter 受理后只读)。攻击单 base_value 贯通由 _smoke_damage_types 的 # hero_atk_val=100 全链路行值承载(同夹具既有覆盖——派生读在攻击链上工作即行值随 override 走)---- func _smoke_hero_atk_derived() -> void: -# oracle: design/gdd/systems/战斗循环/战斗结算.md:360(英雄攻击派生组) +# oracle: design/gdd/systems/战斗循环/战斗结算.md:360 (英雄攻击派生组) var rng_a = load("res://core/rng_service.gd").new() rng_a.set_master_seed(4242) var s_a = load("res://core/battle_orchestrator.gd").new(_db, rng_a) @@ -67,7 +67,7 @@ func _smoke_hero_atk_derived() -> void: # → heavy 伤害 == light −1、ward == light +1(要求基线伤害 ≥ 2——地板 1 会吞 −1 位移)。 # 承伤位移红线(卡片 §8 L3):全局位移只允许 ±1 量级——非此量级 = 矩阵消费面有未盘点的第二落点(停机)。 func _smoke_enemy_attack_type() -> void: -# oracle: design/gdd/systems/战斗循环/敌人系统.md:295(敌攻击类型行集组) +# oracle: design/gdd/systems/战斗循环/敌人系统.md:295 (敌攻击类型行集组) print("--- 敌方攻击类型轴(迭代 24 N3)---") # ① 表列:20 行全填 normal(N3 全填不做差异化——Q9) var at_ok := true @@ -126,7 +126,7 @@ func _smoke_enemy_attack_type() -> void: # ---- 护甲等级掷点·行为面(折扣档分布 / nat20 暴击 / 伤害下限 / 棋盘来源必中)---- func _smoke_armor_roll() -> void: -# oracle: design/gdd/systems/战斗循环/增益状态.md:254(护甲掷点与叠层合并组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:254 (护甲掷点与叠层合并组) print("--- 护甲等级掷点(查档纯函数 + 暴击 + 伤害下限 + AC12 分布 + 棋盘必中)---") # ① 查档纯函数:全掷点域逐位对照(AC10 / AC12)+ EV 锚(AC10 期望减免 21.25% —— registry 参考数) var expect_ac10 := {100: 11, 75: 3, 50: 4, 25: 2} # 掷 10-20 全额 / 7-9 / 3-6 / 1-2 @@ -345,6 +345,7 @@ func _auto_play_round(settlement, out: Dictionary) -> void: # 基线构成:基线 100——hero 攻击类型=normal(锻造工坊配置默认值, # hero.tres 无两轴字段)对轻甲中性 0 修正(目标 = L1 地精轻甲;AC 0 恒全额非暴击种子)。 func _smoke_pool_wiring() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) print("--- 主角乘区接线 + 硬化折半方向 ---") var base_row := _hero_attack_row_with({}, 100, 20260918) var up_row := _hero_attack_row_with({"effects": ["attack_up"]}, 100, 20260918) @@ -386,6 +387,7 @@ func _hero_attack_row_with(opts: Dictionary, hero_atk_val: int, seed_val: int) - # ---- 攻击类型 × 护甲克制 + 标错惩罚冒烟(护甲快照/克制矩阵/充能/反噬三选一)---- func _smoke_damage_types() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) print("--- 攻击类型 × 护甲克制 + 标错惩罚 ---") # ① 护甲类型快照传播(spawn 行值 → 单位字典) var enemy_system = load("res://core/unit_container.gd").new(_db) @@ -480,6 +482,7 @@ func _find_seal_target(minesweeper, want_mine: bool) -> Dictionary: # d_tick = max(damage_floor, pool_damage(floor(基线×档位%), 0, 0)),档位读数随行重建可归因)---- func _smoke_attack_chain_fresh_pool() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) print("--- 战斗结算·fresh 池攻击链回归(Bug#2·掷点口径)---") var rng = load("res://core/rng_service.gd").new() rng.set_master_seed(20260913) diff --git a/game/tests/unit/battle_settlement/round_flow_skill_pool_test.gd b/game/tests/unit/battle_settlement/round_flow_skill_pool_test.gd index 3f2fe528..d3a7a1ef 100644 --- a/game/tests/unit/battle_settlement/round_flow_skill_pool_test.gd +++ b/game/tests/unit/battle_settlement/round_flow_skill_pool_test.gd @@ -22,7 +22,7 @@ var _db func _init() -> void: -# oracle: design/gdd/systems/战斗循环/战斗结算.md:360(轮内流与技能池宿主——装载组) +# oracle: design/gdd/systems/战斗循环/战斗结算.md:360 (轮内流与技能池宿主——装载组) _db = ConfigDBScript.new() # 表加载失败不中止(承 G2/G3/G4/G5 同款:表损坏的红落在具体断言上—— # 诊断在此展开,后续断言按坏表实况逐条验红;collect_only=true 下成员照常赋值可评) @@ -48,7 +48,7 @@ func _init() -> void: # ---- 完整战斗回放(自动玩家,确定性)——回放断言:同种子两遍步骤流逐行相同 ---- func _smoke_full_battle(L: int, D: int, label: String) -> void: -# oracle: design/gdd/systems/战斗循环/战斗结算.md:362(全战斗回放——五段全序组) +# oracle: design/gdd/systems/战斗循环/战斗结算.md:362 (全战斗回放——五段全序组) print("--- 完整战斗回放:%s ---" % label) var run1 = _run_battle(L, D) var run2 = _run_battle(L, D) @@ -83,7 +83,7 @@ func _smoke_full_battle(L: int, D: int, label: String) -> void: func _run_battle(L: int, D: int, axes: Dictionary = {}) -> Dictionary: -# oracle: design/gdd/systems/战斗循环/战斗结算.md:362(战斗驱动组) +# oracle: design/gdd/systems/战斗循环/战斗结算.md:362 (战斗驱动组) # 每遍全新 RngService(同 master 种子)——回放断言的隔离前提(地图战斗资源 AC"两套全新 RngService+地图战斗资源"同款) var rng = load("res://core/rng_service.gd").new() rng.set_master_seed(42) @@ -148,7 +148,7 @@ func _auto_play_round(settlement, out: Dictionary) -> void: # ---- 行动经济·轮内刷新冒烟(方案 A:Active 相位当场换图继续挖)---- func _smoke_active_refresh() -> void: -# oracle: design/gdd/systems/排雷循环/行动经济.md:262(停手转存储备与轮内刷新组) +# oracle: design/gdd/systems/排雷循环/行动经济.md:262 (停手转存储备与轮内刷新组) print("--- 行动经济·轮内刷新(方案 A)---") var rng = load("res://core/rng_service.gd").new() rng.set_master_seed(20260912) @@ -255,7 +255,7 @@ func _active_refresh_replay() -> Array: # ---- 遭遇随机化冒烟(难度曲线与Boss Core Rule 8:区间骰/encounter 流/可回放/空表定值路径)---- func _smoke_encounter_roll() -> void: -# oracle: design/gdd/systems/战斗循环/敌人系统.md:296(遭遇区间骰——摇号确定性组) +# oracle: design/gdd/systems/战斗循环/敌人系统.md:296 (遭遇区间骰——摇号确定性组) print("--- 遭遇随机化(unit_count 区间骰)---") var counts: Array = [] for i in range(20): @@ -390,6 +390,7 @@ func _encounter_replay(seed_val: int) -> Array: # 五段全序断言(战斗结算 验收"五段全序"+ 行型封闭 10 类):逐轮行相位序 = 授予 → 增益/减益 → 战斗 → 衰减 → 判定。 func _smoke_settlement_segments() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) print("--- 五段全序 + 行型封闭 ---") Kit.check("segment_order 五段冻结在位(表值 = 拍板序恒等)", Array(_db.combat.settlement.segment_order) == SettlementTable.FROZEN_SEGMENT_ORDER @@ -508,6 +509,7 @@ func _smoke_skill_pool() -> void: # ① 数据面:技能表行集 + 普攻锁死 + 建议池行值 + 空池不可能(结构断言) func _smoke_skill_pool_data() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) Kit.check("技能表十六行(普攻/突刺/蓄力/重击/硬化 + 撕咬/毒爆/蛛网束缚 + 大地脉动 + 震地怒击/遏毒/岩崩 + 毒吐/盾击——前三批 + Boss 半血解锁技三行〔迭代14④ T5〕+ 普通敌错峰两行〔迭代 24 N2〕+ 触发条件批示范两行〔孤注守势/趁隙偷袭〕)", _db.combat.skill.rows.size() == 16) var basic: Dictionary = _db.combat.skill.row_by_id("attack") Kit.check("普攻行:倍率恒 1 · 冷却恒 0(域校验锁死——池恒非空的结构前提)", @@ -722,6 +724,7 @@ func _fresh_rng(seed_val: int): # 单敌轨迹不独立复放——轨迹取数与其它流交错,无法脱离全序重建; # 同种子全战斗逐位复现由 ② 全对拍承载,单点定位归事件日志。 func _smoke_skill_pool_replay_independence() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var seed_val := -1 for s in range(1, 60): var seqs := _record_pool_trajectories(s, 1) @@ -775,6 +778,7 @@ func _record_pool_trajectories(seed_val: int, rounds: int) -> Dictionary: # 2026-10-28 重锚 [0.82, 1.02](照酋长先例 ±0.10 绝对幅度,中值取理论稳态 0.92;旧带 [1.00,1.20] 系触发器前 # 唯一特殊技=突刺的池结构下登记,随池构成换代作废;撤销证明=带宽回退旧值本断言复红)→ 宽带登记。 func _smoke_skill_pool_ev_anchor() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var bands := {"goblin": [0.82, 1.02], "bugbear": [0.97, 1.03], "ogre_chief": [1.10, 1.30]} # 地精重锚 2026-10-28(触发条件批孤注守势入池稀释,无情境口径实测 0.9148;EV 锚注 enemy.tres)· 酋长重锚(震地怒击半血解锁入池,含闸长期速率上移:实测 1.1948;EV 锚注 enemy.tres) var species := ["goblin", "bugbear", "ogre_chief"] var rng = load("res://core/rng_service.gd").new() @@ -830,6 +834,7 @@ func _smoke_skill_pool_ev_anchor() -> void: # ⑤ 死亡打断作废(摇定后、兑现前死亡 → 本拍技能作废、不动手、不进账) func _smoke_skill_pool_death_void() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var void_seed := -1 for s in range(1, 400): var rg = load("res://core/rng_service.gd").new() @@ -869,6 +874,7 @@ func _smoke_skill_pool_death_void() -> void: # ⑥ 加载校验拒绝(单表域校验 + 跨表池构成纪律) func _smoke_skill_pool_validation_reject() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var skill_table = load("res://data/schemas/skill_table.gd").new() var enemy_table = load("res://data/schemas/enemy_table.gd").new() enemy_table.rows.assign([{"enemy_id": "x", "display_name": "x", "pool": [{"skill_id": "ghost", "weight": 1}]}]) @@ -927,6 +933,7 @@ func _has_err_category(errs: Array, category: String) -> bool: # 停手轮驱动 (2,9)——零挖掘零封印 → 零池,伤害行可逐拍精确复算;种子 hunt 至少各命一粒毒爆伤害行 # 与蛛网束缚施放行;毒分量随开战掷定的攻击基线缩放(atk 区间 2–4 → rider 1–3)。 func _smoke_debuff_rider() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var venom_seed := -1 var venom_check_ok := true var venom_rows_seen := 0 @@ -997,6 +1004,7 @@ func _smoke_debuff_rider() -> void: # ---- 天赋树六键行为冒烟(V10:开局姿态窗/危险直觉限次/财富之道聚散/守侧失误补偿; # 引擎直构 + 编排授予段直注(_grant_seg._judge_seal=结算授予段封印判定单口))---- func _smoke_counter_buckets() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) print("--- 效果引擎无状态化四桶正向验收(卡② §9 V1/V6)---") # V1——adventure 桶跨战持久:同一宿主字典下两战各真实 request_dig 一次, # 断付费计数经 ctx 就地写入宿主字典并跨战累积(副本搬运态:读不到上一战值→第 2 战仍 1,此断言会红)。 @@ -1059,6 +1067,7 @@ func _smoke_counter_buckets() -> void: # V6 形态先例同源:直入真实管线缝(_judge_seal 直调同款口径)。 func _smoke_extended_rows() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) print("--- 扩展行收敛:fx_reveal 兑付/落空 ---") var RigS = load("res://core/battle_orchestrator.gd") # 局部装配别名(_smoke_counter_buckets 同款——跨函数不共享局部量) var enc_fx = {"level_index": 1, "node_depth": 0, "hero_hp": 40, "hero_atk": 8, "hero_max_hp": 40, @@ -1104,6 +1113,7 @@ func _smoke_extended_rows() -> void: # 蓄力表值 2 拍衰减后剩 1 拍仍在池)→ 逐敌读敌方输出池。判据=施放者与被他敌的池读数差。 func _smoke_enemy_buff_targets_self() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var emp_mag: int = int(_db.combat.status_effects.row_by_id("empower").magnitude) var sc_script = load("res://core/status_container.gd") var found_seed := -1 diff --git a/game/tests/unit/battle_settlement/seal_polarity_test.gd b/game/tests/unit/battle_settlement/seal_polarity_test.gd index 70178b65..71d92b31 100644 --- a/game/tests/unit/battle_settlement/seal_polarity_test.gd +++ b/game/tests/unit/battle_settlement/seal_polarity_test.gd @@ -22,7 +22,7 @@ var _db func _init() -> void: -# oracle: design/gdd/systems/排雷循环/排雷玩法.md:231(封印与极性宿主——装载组) +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:231 (封印与极性宿主——装载组) _db = ConfigDBScript.new() # 表加载失败不中止(承 G2/G3/G4 同款:表损坏的红落在具体断言上—— # 诊断在此展开,后续断言按坏表实况逐条验红;collect_only=true 下成员照常赋值可评) @@ -46,7 +46,7 @@ func _init() -> void: # ---- 末点 AP 封印轮末结算(playtest 缺陷②回归:末点 AP 花在封印必须终结轮次进入下一轮)---- func _smoke_seal_ap_exhausted() -> void: -# oracle: design/gdd/systems/排雷循环/行动经济.md:260(末点 AP 耗尽即收轮组) +# oracle: design/gdd/systems/排雷循环/行动经济.md:260 (末点 AP 耗尽即收轮组) print("--- 排雷玩法·封印动作耗尽末点 AP 回归 ---") var rng = load("res://core/rng_service.gd").new() rng.set_master_seed(20260911) @@ -324,8 +324,8 @@ func _rows_at(rows: Array, source_class: String, cell) -> Array: func _smoke_clear_reward_chain() -> void: -# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:235(清图奖励链——清图槽对象身份组) -# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:235(清图奖励链——清图槽对象身份组) +# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:235 (清图奖励链——清图槽对象身份组) +# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:235 (清图奖励链——清图槽对象身份组) print("--- 清图奖励·双份兑付链(完美封印 / 零兑付 / 第二份被拒 / 高光记实)---") # ① 真实流完美封印:标中一面真雷封印 + 零误标 + 清全图 → grant_clear 身份(clear_blast)双份真实兑付 var rows: Array = [] @@ -354,8 +354,8 @@ func _smoke_clear_reward_chain() -> void: # 弱形式登记:正常战斗流下"授段时刻无存活敌"不可达——敌全灭当轮判定段即判胜并终止战斗,而清图批在判定段之前, # 恒有存活敌;故本组直调编排私有面构造状态,只断言"路径存在 + 行为符合契约"(构造手法见各行注释)。 func _smoke_clear_reward_zero_paths() -> void: -# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:240(无存活敌群伤记「奖励未生效」组) -# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:240(无存活敌群伤记「奖励未生效」组) +# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:240 (无存活敌群伤记「奖励未生效」组) +# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:240 (无存活敌群伤记「奖励未生效」组) # ②-a 首份零兑付判定(无存活敌)→ first_ok=false + 未生效行 var rng = load("res://core/rng_service.gd").new() rng.set_master_seed(20260915) @@ -410,8 +410,8 @@ func _smoke_clear_reward_zero_paths() -> void: # 轮内刷新 provenance 守卫:刷新换来的图同轮清图不发清图奖励(_board_from_midround_refresh 守卫) func _smoke_refresh_provenance_guard() -> void: -# oracle: design/gdd/systems/排雷循环/排雷玩法.md:237(换图重置:旧封印印记先判定后消失组) -# oracle: design/gdd/systems/排雷循环/排雷玩法.md:237(换图重置:旧封印印记先判定后消失组) +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:237 (换图重置:旧封印印记先判定后消失组) +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:237 (换图重置:旧封印印记先判定后消失组) print("--- 轮内刷新 provenance 守卫(刷新图清图不发清图奖励)---") var rows: Array = [] var run := _run_full_clear(20260916, true, rows) @@ -438,8 +438,8 @@ func _smoke_refresh_provenance_guard() -> void: func _smoke_polarity_routing() -> void: -# oracle: design/gdd/systems/战斗循环/战斗结算.md:366(极性路由:正向只兑正向、负向只兑负向组) -# oracle: design/gdd/systems/战斗循环/战斗结算.md:366(极性路由:正向只兑正向、负向只兑负向组) +# oracle: design/gdd/systems/战斗循环/战斗结算.md:366 (极性路由:正向只兑正向、负向只兑负向组) +# oracle: design/gdd/systems/战斗循环/战斗结算.md:366 (极性路由:正向只兑正向、负向只兑负向组) print("--- 极性路由(挖安全格正向 / 挖危险格负向 / 标中正向 / 标空负向)---") # 战斗随机值面随全局序漂移——构造种子按行为面扫描(谓词见 _polarity_probe_accepts) var probe := {} @@ -577,8 +577,8 @@ func _smoke_polarity_routing() -> void: # 场景 B(②):标危险格 → 直接挖开 → 收轮。 # 场景 C(①③):标安全格 + 标危险格 → 不挖收轮 → 标空/标中判定照常。 func _smoke_seal_irreversible_quadrants() -> void: -# oracle: design/gdd/systems/排雷循环/排雷玩法.md:231(封印不可逆四情况组) -# oracle: design/gdd/systems/排雷循环/排雷玩法.md:231(封印不可逆四情况组) +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:231 (封印不可逆四情况组) +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:231 (封印不可逆四情况组) print("--- 封印不可逆四情况(禁撤封印 + 挖封印格兑付改判)---") # 场景 A:安全格直挖(情况④)+ seal_pull/重复封印拒绝面 var rng_a = load("res://core/rng_service.gd").new() @@ -687,8 +687,8 @@ func _smoke_seal_irreversible_quadrants() -> void: # 负向字典逐型直验(类型化兑付行协议):找真实板上各型非封锁格,直调 grant_routed 负向路由(att 归因束形态), # 断言每型的兑付形态(enrage/off_guard/sapped 效果行、heal 直伤行、blast 警觉行、action 行动点排队)。 func _smoke_negative_dictionary() -> void: -# oracle: design/gdd/systems/排雷循环/行动经济.md:256(下轮行动点修正排队与兑现组) -# oracle: design/gdd/systems/排雷循环/行动经济.md:256(下轮行动点修正排队与兑现组) +# oracle: design/gdd/systems/排雷循环/行动经济.md:256 (下轮行动点修正排队与兑现组) +# oracle: design/gdd/systems/排雷循环/行动经济.md:256 (下轮行动点修正排队与兑现组) print("--- 负向字典逐型直验(sapped 在位 / heal 直伤 / blast 警觉 / action 行动点)---") # 数据面:sapped 行在位(状态表七行 + effect_pool_map 映射在位) var sapped: Dictionary = _db.combat.status_effects.row_by_id("sapped") @@ -782,8 +782,8 @@ func _smoke_negative_dictionary() -> void: # 资源面断言:chain/dig 事件恒携带 resource=true(危险格同权);initial 恒 false(封锁格); # 封锁格查询 = null、危险格未开恒可查。 func _smoke_resource_surface() -> void: -# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:235(资源面只读查询组) -# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:235(资源面只读查询组) +# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:235 (资源面只读查询组) +# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:235 (资源面只读查询组) print("--- 格面资源资格面(危险格携带 / 封锁格无资源)---") var run1 = _run_battle(1, 0) var run2 = _run_battle(2, 0) diff --git a/game/tests/unit/battle_settlement/settlement_wiring_snapshot_test.gd b/game/tests/unit/battle_settlement/settlement_wiring_snapshot_test.gd index 934c1aaf..c3394f27 100644 --- a/game/tests/unit/battle_settlement/settlement_wiring_snapshot_test.gd +++ b/game/tests/unit/battle_settlement/settlement_wiring_snapshot_test.gd @@ -419,7 +419,7 @@ var _db func _init() -> void: -# oracle: design/gdd/systems/战斗循环/战斗结算.md:362(结算接线同种子逐项 golden 对拍组) +# oracle: design/gdd/systems/战斗循环/战斗结算.md:362 (结算接线同种子逐项 golden 对拍组) _db = ConfigDBScript.new() var load_ok: bool = _db.load_tables("res://data/tables", true) Kit.check("前置:表加载零 error", load_ok and _db.diagnostics_count("error") == 0) diff --git a/game/tests/unit/battle_settlement/skill_unlock_test.gd b/game/tests/unit/battle_settlement/skill_unlock_test.gd index 53005034..c504f9bd 100644 --- a/game/tests/unit/battle_settlement/skill_unlock_test.gd +++ b/game/tests/unit/battle_settlement/skill_unlock_test.gd @@ -26,6 +26,7 @@ func _init() -> void: # 门谓词:卓尔 (2,9) hp 130(×mult 1.0)→ venom_curb unlock 50 → 阈值 round(130×0.5)=65 func _boss(db, L: int, D: int, kind := "boss"): +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var ec = UnitContainerScript.new(db) var ok: bool = ec.spawn({"level_index": L, "node_depth": D, "hero_hp": int(db.combat.hero.max_hp), "row_kind": kind}) Kit.check("前置:spawn (%d,%d) 受理" % [L, D], ok) @@ -44,7 +45,7 @@ func _has_sid(arr: Array, sid: String) -> bool: func _test_gate_predicate(db) -> void: -# oracle: design/gdd/systems/战斗循环/敌人系统.md:143(门谓词:条件不满足不进可摇集合组) +# oracle: design/gdd/systems/战斗循环/敌人系统.md:143 (门谓词:条件不满足不进可摇集合组) var ec = _boss(db, 2, 9) var u: Dictionary = _boss_u(ec) var mhp: int = int(u.max_hp) @@ -73,7 +74,7 @@ func _test_gate_predicate(db) -> void: # 闩不可逆:解锁后治疗抬回满血 → 复查零新解锁、可摇集合不回退 func _test_latch_irreversible(db) -> void: -# oracle: design/gdd/systems/战斗循环/敌人系统.md:143(闩型条件首次为真整场保持组) +# oracle: design/gdd/systems/战斗循环/敌人系统.md:143 (闩型条件首次为真整场保持组) var ec = _boss(db, 2, 9) var u: Dictionary = _boss_u(ec) ec.apply_damage(u, int(u.max_hp) / 2) # → 半血触发 @@ -85,7 +86,7 @@ func _test_latch_irreversible(db) -> void: # 普通行无字段逐位零扰动:地精 (1,0) 池快照零 unlock 键、过滤恒空转、可摇=全池 func _test_plain_rows_zero_drift(db) -> void: -# oracle: design/gdd/systems/战斗循环/敌人系统.md:301(普攻倍率 1 特例——零漂移组) +# oracle: design/gdd/systems/战斗循环/敌人系统.md:301 (普攻倍率 1 特例——零漂移组) var ec = load("res://core/unit_container.gd").new(db) Kit.check("零扰动前置:巨蜘蛛首遇带 spawn(池三行全无 trigger——快照键策略钉死载体)", ec.spawn({"level_index": 2, "node_depth": 1, "hero_hp": int(db.combat.hero.max_hp)})) var u: Dictionary = ec.all_enemies()[0] diff --git a/game/tests/unit/battle_settlement/trigger_cond_test.gd b/game/tests/unit/battle_settlement/trigger_cond_test.gd index fd6347ae..1852c966 100644 --- a/game/tests/unit/battle_settlement/trigger_cond_test.gd +++ b/game/tests/unit/battle_settlement/trigger_cond_test.gd @@ -9,7 +9,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") func _init() -> void: -# oracle: design/gdd/systems/战斗循环/敌人系统.md:143(触发条件机制 V1–V10 组) +# oracle: design/gdd/systems/战斗循环/敌人系统.md:143 (触发条件机制 V1–V10 组) var db = load("res://core/config_db.gd").new() if not db.load_tables("res://data/tables", false): print("[trigger_cond_test] FAIL — 数值表加载失败") diff --git a/game/tests/unit/battle_settlement/variant_placement_test.gd b/game/tests/unit/battle_settlement/variant_placement_test.gd index b8963d6b..e900d82a 100644 --- a/game/tests/unit/battle_settlement/variant_placement_test.gd +++ b/game/tests/unit/battle_settlement/variant_placement_test.gd @@ -54,7 +54,7 @@ class _CountVariantRng extends RngServiceCore: # 本段经 begin_battle 走完整初始化序后断言:门控一致性 / 布置域 / 数量公式 / 连通片上限 / 确定性。 func _smoke_variant_placement(L: int) -> void: -# oracle: design/gdd/systems/排雷循环/地形变异.md:63(战内布置段门控组) +# oracle: design/gdd/systems/排雷循环/地形变异.md:63 (战内布置段门控组) print("--- 地形变异 布置段(L%d)---" % L) var rng = load("res://core/rng_service.gd").new() rng.set_master_seed(42) @@ -148,7 +148,7 @@ func _variant_dump(b) -> String: func _smoke_global_variant() -> void: -# oracle: design/gdd/systems/排雷循环/地形变异.md:74(全局替换制与回落组) +# oracle: design/gdd/systems/排雷循环/地形变异.md:74 (全局替换制与回落组) print("--- 全局作用域变异(门控三维 + 全局池空兜底回落 + 资源面偏斜)---") # ① 跨字段互锁负样本(resource_face ⟺ scope=global 三条 + effect_value 新域 [0,50]) var vt = load("res://data/schemas/variation_table.gd").new() @@ -343,7 +343,7 @@ func _errs_has_cross_field(errs: Array) -> bool: # 全称不可断)。可达判据=①静态(布置面零字面量下界)+②同种子改值产物互异(真实入口=begin_battle 布置段)。 func _test_pack_min_from_table() -> void: -# oracle: design/gdd/systems/排雷循环/地形变异.md:63(连通片格数 [pack_min,pack_max] 读表组) +# oracle: design/gdd/systems/排雷循环/地形变异.md:63 (连通片格数 [pack_min,pack_max] 读表组) # ① 静态:布置面零字面量下界(randi_range(2, 退役——下界读 pack_min 表头单点) var src := FileAccess.get_file_as_string("res://core/board_installer.gd") Kit.check("布置面零字面量下界(randi_range(2, 退役、下界读表单点在位)〔架构整改 V10·静态〕", diff --git a/game/tests/unit/contracts/source_guard_test.gd b/game/tests/unit/contracts/source_guard_test.gd index 86822e4f..4a386b4c 100644 --- a/game/tests/unit/contracts/source_guard_test.gd +++ b/game/tests/unit/contracts/source_guard_test.gd @@ -21,7 +21,7 @@ func _init() -> void: # ---- 类型闸断言(V7——project.godot warning 配置在位〔源码断言〕+审计器脚本在位; # 审计器归零判定走 static_scan S9 闸机,此处兜配置面)---- func _smoke_type_gate() -> void: -# oracle: design/engineering/code-conventions.md:41(封装边界——类型闸源码扫描组) +# oracle: design/engineering/code-conventions.md:41 (封装边界——类型闸源码扫描组) var pj: String = FileAccess.get_file_as_string("res://project.godot") Kit.check("V7 类型闸 warning 配置在位(untyped_declaration=1 显形)〔迭代27 T5〕", pj.contains("gdscript/warnings/untyped_declaration=1")) @@ -32,7 +32,7 @@ func _smoke_type_gate() -> void: # ---- 卫生件 grep 闸(V8——死代码/字符串 Callable/影子账残留零命中;源码扫描面)---- func _smoke_hygiene_gates() -> void: -# oracle: design/engineering/code-conventions.md:54(模态覆盖层层级与登记纪律——卫生闸组) +# oracle: design/engineering/code-conventions.md:54 (模态覆盖层层级与登记纪律——卫生闸组) var callables := 0 for d in ["res://core", "res://presentation", "res://data"]: var dir := DirAccess.open(d) diff --git a/game/tests/unit/contracts/system_contracts_test.gd b/game/tests/unit/contracts/system_contracts_test.gd index a5d3cc0b..2a499efc 100644 --- a/game/tests/unit/contracts/system_contracts_test.gd +++ b/game/tests/unit/contracts/system_contracts_test.gd @@ -18,6 +18,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") # T6 收口:_check/汇 func _init() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var db = ConfigDBScript.new() var load_ok: bool = db.load_tables("res://data/tables", true) Kit.check("前置:表加载零 error", load_ok and db.diagnostics_count("error") == 0) @@ -40,8 +41,8 @@ func _init() -> void: # ---- B1 兑付配方词表:五配方/三目标规则/双结账政策——常量非空且互异(封闭枚举负空间) ---- func _test_damage_controller_vocabularies() -> void: -# oracle: design/engineering/architecture/architecture.md:89(事件/事实/效果类型/算子四词表封闭——契约词表组) -# oracle: design/engineering/architecture/architecture.md:89(事件/事实/效果类型/算子四词表封闭——契约词表组) +# oracle: design/engineering/architecture/architecture.md:89 (事件/事实/效果类型/算子四词表封闭——契约词表组) +# oracle: design/engineering/architecture/architecture.md:89 (事件/事实/效果类型/算子四词表封闭——契约词表组) var kinds: Array = [ DamageControllerScript.KIND_HERO_ATTACK, DamageControllerScript.KIND_ENEMY_SKILL, DamageControllerScript.KIND_BOARD_TYPED, DamageControllerScript.KIND_BOARD_BLAST, @@ -71,8 +72,8 @@ func _test_damage_controller_vocabularies() -> void: # ---- D2↔B1:掷点用途标签 ∈ RngService 封闭词表(EC12——跨系统字面量契约的成员性断言) ---- func _test_rng_tag_closure(db) -> void: -# oracle: design/engineering/architecture/architecture.md:90(流 scope 封闭词表组) -# oracle: design/engineering/architecture/architecture.md:90(流 scope 封闭词表组) +# oracle: design/engineering/architecture/architecture.md:90 (流 scope 封闭词表组) +# oracle: design/engineering/architecture/architecture.md:90 (流 scope 封闭词表组) var stream_label: String = String(db.combat.settlement.damage_roll.armor_roll_stream) Kit.check("settlement.armor_roll_stream ∈ RngService 封闭标签词表(EC12)", RngServiceScript.PURPOSE_TAGS.has(stream_label)) @@ -86,8 +87,8 @@ func _test_rng_tag_closure(db) -> void: # ---- B1→D1 行协议:单据九栏缺省齐备 + 协议公共键形态 ---- func _test_ticket_nine_columns() -> void: -# oracle: design/gdd/systems/战斗循环/战斗结算.md:362(单据九列协议组) -# oracle: design/gdd/systems/战斗循环/战斗结算.md:362(单据九列协议组) +# oracle: design/gdd/systems/战斗循环/战斗结算.md:362 (单据九列协议组) +# oracle: design/gdd/systems/战斗循环/战斗结算.md:362 (单据九列协议组) var ctrl = _bare_controller() var t: Dictionary = ctrl.open_ticket(DamageControllerScript.KIND_BOARD_FLAT_HERO, "mine_hit", "契约探针", {"channel": "棋盘兑付", "base_value": 1, "target_rule": DamageControllerScript.TARGET_HERO, "ri": 0}) @@ -117,8 +118,8 @@ func _bare_controller(): # ---- B4→B3:增益授予布尔受理口径(受理/拒绝二元面 + 投影一致性) ---- func _test_status_boolean_acceptance(db) -> void: -# oracle: design/gdd/systems/战斗循环/增益状态.md:250(受理布尔面组) -# oracle: design/gdd/systems/战斗循环/增益状态.md:250(受理布尔面组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:250 (受理布尔面组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:250 (受理布尔面组) var effects = StatusContainerScript.new(db) # EC1 域闭:notify_battle_start 前授予 = false(受理面封闭) var any_row: Dictionary = {} @@ -145,8 +146,8 @@ func _test_status_boolean_acceptance(db) -> void: # 个体键直传字面量("e1"/"e2"/"e3"——拼写约定单点在 StatusContainer.owner_key_for,测试面模拟授予路径逐只授) func _test_status_individual_isolation(db) -> void: -# oracle: design/gdd/systems/战斗循环/增益状态.md:251(按个体归属组) -# oracle: design/gdd/systems/战斗循环/增益状态.md:251(按个体归属组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:251 (按个体归属组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:251 (按个体归属组) var effects = StatusContainerScript.new(db) effects.notify_battle_start() var src := {"source_class": "seal_hit", "origin_cell": Vector2i(-1, -1), "round_index": 0} @@ -168,8 +169,8 @@ func _test_status_individual_isolation(db) -> void: func _test_status_grant_all_per_unit(db) -> void: -# oracle: design/gdd/systems/战斗循环/增益状态.md:252(授予即生效组) -# oracle: design/gdd/systems/战斗循环/增益状态.md:252(授予即生效组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:252 (授予即生效组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:252 (授予即生效组) var effects = StatusContainerScript.new(db) effects.notify_battle_start() var src := {"source_class": "mine_hit", "origin_cell": Vector2i(-1, -1), "round_index": 0} @@ -196,8 +197,8 @@ func _test_status_grant_all_per_unit(db) -> void: func _test_status_death_clears(db) -> void: -# oracle: design/gdd/systems/战斗循环/增益状态.md:250(战斗结束清空组) -# oracle: design/gdd/systems/战斗循环/增益状态.md:250(战斗结束清空组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:250 (战斗结束清空组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:250 (战斗结束清空组) var effects = StatusContainerScript.new(db) effects.notify_battle_start() var src := {"source_class": "seal_hit", "origin_cell": Vector2i(-1, -1), "round_index": 0} @@ -211,8 +212,8 @@ func _test_status_death_clears(db) -> void: func _test_status_merge_per_unit(db) -> void: -# oracle: design/gdd/systems/战斗循环/增益状态.md:253(只登记不去重组) -# oracle: design/gdd/systems/战斗循环/增益状态.md:253(只登记不去重组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:253 (只登记不去重组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:253 (只登记不去重组) var effects = StatusContainerScript.new(db) effects.notify_battle_start() var src := {"source_class": "enemy_action", "origin_cell": Vector2i(-1, -1), "round_index": 0} @@ -235,8 +236,8 @@ func _test_status_merge_per_unit(db) -> void: # ---- B4 结算链契约(断言补齐批——①增益状态结算链):衰减逐值/战斗结束全清/满层拒绝/独立并存/首授快照 ---- func _test_status_decay_and_clear(db) -> void: -# oracle: design/gdd/systems/战斗循环/增益状态.md:21(先兑付后衰减组) -# oracle: design/gdd/systems/战斗循环/增益状态.md:21(先兑付后衰减组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:21 (先兑付后衰减组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:21 (先兑付后衰减组) var effects = StatusContainerScript.new(db) effects.notify_battle_start() var src := {"source_class": "seal_hit", "origin_cell": Vector2i(-1, -1), "round_index": 0} @@ -257,8 +258,8 @@ func _test_status_decay_and_clear(db) -> void: func _test_status_stack_full_reject(db) -> void: -# oracle: design/gdd/systems/战斗循环/增益状态.md:255(满层拒绝原子且留痕组) -# oracle: design/gdd/systems/战斗循环/增益状态.md:255(满层拒绝原子且留痕组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:255 (满层拒绝原子且留痕组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:255 (满层拒绝原子且留痕组) var effects = StatusContainerScript.new(db) effects.notify_battle_start() var src := {"source_class": "seal_hit", "origin_cell": Vector2i(-1, -1), "round_index": 0} @@ -276,8 +277,8 @@ func _test_status_stack_full_reject(db) -> void: func _test_status_independent_branch(db) -> void: -# oracle: design/gdd/systems/战斗循环/增益状态.md:257(合成不设上下限组) -# oracle: design/gdd/systems/战斗循环/增益状态.md:257(合成不设上下限组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:257 (合成不设上下限组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:257 (合成不设上下限组) var effects = StatusContainerScript.new(db) effects.notify_battle_start() var probe := { @@ -302,8 +303,8 @@ func _test_status_independent_branch(db) -> void: func _test_status_snapshot_first_grant(db) -> void: -# oracle: design/gdd/systems/战斗循环/增益状态.md:258(快照抗重载组) -# oracle: design/gdd/systems/战斗循环/增益状态.md:258(快照抗重载组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:258 (快照抗重载组) +# oracle: design/gdd/systems/战斗循环/增益状态.md:258 (快照抗重载组) var effects = StatusContainerScript.new(db) effects.notify_battle_start() var src_first := {"source_class": "seal_hit", "origin_cell": Vector2i(3, 4), "round_index": 1} diff --git a/game/tests/unit/core/adventure_feats_test.gd b/game/tests/unit/core/adventure_feats_test.gd index 623a42e7..ee0eb005 100644 --- a/game/tests/unit/core/adventure_feats_test.gd +++ b/game/tests/unit/core/adventure_feats_test.gd @@ -59,7 +59,7 @@ func _hits_kind(hits: Array, kind: String) -> Array: # ② 冒险结构 API 闸(状态机受理面——重复开始拒绝 / 入口停点 / 放弃两态) func _smoke_adventure_api() -> void: -# oracle: design/gdd/systems/冒险循环/冒险结构.md:283(冒险 API 组:开始受理/序列/回调) +# oracle: design/gdd/systems/冒险循环/冒险结构.md:283 (冒险 API 组:开始受理/序列/回调) print("--- 冒险结构 API 闸(重复开始拒绝 · 入口停点 · 放弃两态受理)---") var adr = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(42)) adr.set_hero_override(900, 400) # 首战速胜档(放弃的非战斗受理要走到选路态) @@ -122,7 +122,7 @@ func _api_mark_node(_node: Dictionary, _info: Dictionary, seq: Array) -> void: # ③ 冒险验收断言(映射 冒险结构.md 验收标准——表覆盖/满配冒险成功/种子复现/大奖励/败北线/ # 重复拒绝/GP 跨关延续/加算区同账/恢复数学/放弃) func _smoke_adventure() -> void: -# oracle: design/gdd/systems/冒险循环/冒险结构.md:284(冒险生命周期组:推进/末关/倒下/重开/生命账) +# oracle: design/gdd/systems/冒险循环/冒险结构.md:284 (冒险生命周期组:推进/末关/倒下/重开/生命账) print("--- 冒险结构验收(三关序列 · 大奖励 · 摘要五件事 · 账本封闭)---") var autoplay = load("res://sim/level_autoplay.gd") # 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, @@ -463,7 +463,7 @@ func _smoke_adventure() -> void: # ---- 专长冒烟(feats 四级 · 案D 池接线 · V3 订阅面逐件三列)---- func _smoke_feats() -> void: -# oracle: design/gdd/systems/冒险循环/奇物.md:465(奇物授予与凭证保底组) +# oracle: design/gdd/systems/冒险循环/奇物.md:465 (奇物授予与凭证保底组) print("--- 专长重设计实装(feat_table 四级 · 专长带池接线 · 订阅面逐件)---") # ① 现行表牌库构成:37 件全量入池——102 数值令牌+37 relic 令牌(四级 rarity 直映射) Kit.check("feat_table 已加载(37 件=基础 27+迁入 2+完美保险 1+迭代 46 换图系七件——换代)", _db.crossrun.feats != null and (_db.crossrun.feats.rows as Array).size() == 37) diff --git a/game/tests/unit/core/auto_player_deduce_test.gd b/game/tests/unit/core/auto_player_deduce_test.gd index f9dfcb0b..47d1a6bf 100644 --- a/game/tests/unit/core/auto_player_deduce_test.gd +++ b/game/tests/unit/core/auto_player_deduce_test.gd @@ -16,7 +16,7 @@ func _init() -> void: func _smoke_zero_chain_rule() -> void: -# oracle: design/gdd/systems/排雷循环/排雷玩法.md:230(0 格连锁传播闭包——模拟玩家算子组) +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:230 (0 格连锁传播闭包——模拟玩家算子组) var db = load("res://core/config_db.gd").new() var load_ok: bool = db.load_tables("res://data/tables", true) and db.diagnostics_count("error") == 0 Kit.check("前置:表加载零 error", load_ok) diff --git a/game/tests/unit/core/battle_driver_drive_test.gd b/game/tests/unit/core/battle_driver_drive_test.gd index 706aa28e..7df68bd3 100644 --- a/game/tests/unit/core/battle_driver_drive_test.gd +++ b/game/tests/unit/core/battle_driver_drive_test.gd @@ -55,7 +55,7 @@ func _init() -> void: # ① 缺省两参(真编排器):同种子两跑整轮驱动逐位(确定性自证——动作序列快照经 cell_revealed 事件流) func _smoke_drive_round_contract() -> void: -# oracle: design/engineering/architecture/architecture.md:144(效果端口件:收事件交结算取回命中批——驱动循环契约组) +# oracle: design/engineering/architecture/architecture.md:144 (效果端口件:收事件交结算取回命中批——驱动循环契约组) var db = load("res://core/config_db.gd").new() var load_ok: bool = db.load_tables("res://data/tables", true) and db.diagnostics_count("error") == 0 Kit.check("前置:表加载零 error", load_ok) @@ -81,7 +81,7 @@ func _smoke_drive_round_contract() -> void: # ② provider 形态:策略回调产出 dig/seal_place/refresh 各一——提交与日志回调四元组在案 func _provider_shapes() -> void: -# oracle: design/engineering/architecture/architecture.md:144(端口应答束形状组) +# oracle: design/engineering/architecture/architecture.md:144 (端口应答束形状组) var st := _StubSettlement.new() var script := [ {"kind": "dig", "cell": Vector2i(1, 1)}, {"kind": "seal", "cell": Vector2i(2, 2)}, {"kind": "refresh"}, {"kind": "stop"} ] var logs: Array = [] @@ -102,7 +102,7 @@ func _provider_shapes() -> void: # ③ max_rejects:策略恒返被拒动作——第 3 拒后停手出环(循环次数=3) func _max_rejects() -> void: -# oracle: design/engineering/architecture/architecture.md:144(拒绝通道组) +# oracle: design/engineering/architecture/architecture.md:144 (拒绝通道组) var st := _StubSettlement.new() st.minesweeper.accept = false st.minesweeper.reject_cells = {Vector2i(9, 9): true} @@ -122,7 +122,7 @@ func _max_rejects() -> void: # ④ 合步 next:move 后相位变更即断弃 dig(桩 on_submit 钩子把 phase 推离 Active) func _combined_step_next() -> void: -# oracle: design/engineering/architecture/architecture.md:144(合并步进组) +# oracle: design/engineering/architecture/architecture.md:144 (合并步进组) var st := _StubSettlement.new() st.minesweeper.on_submit = func(action: String) -> void: if action == "move": diff --git a/game/tests/unit/core/board_gen_reward_test.gd b/game/tests/unit/core/board_gen_reward_test.gd index 3f465f05..8e734dab 100644 --- a/game/tests/unit/core/board_gen_reward_test.gd +++ b/game/tests/unit/core/board_gen_reward_test.gd @@ -52,7 +52,7 @@ func _mk_stream(stream_name: String, scope: int) -> RandomNumberGenerator: # 公式 N×cell ≤ 可用高−12 必须计入 (N−1)×2px 网格间距,否则网格实高溢出被 clip_contents 裁掉; # 现公式 = 计入间距 + 垂直预留 24px〔上 12/下 12——底部不贴 D 区边框〕)---- func _smoke_layout_cell_formula() -> void: -# oracle: design/gdd/systems/排雷循环/棋盘生成.md:75(出生区边长表单点——格边长公式组) +# oracle: design/gdd/systems/排雷循环/棋盘生成.md:75 (出生区边长表单点——格边长公式组) print("--- 棋盘布局格边长公式(底部预留回归·四档板型)---") var board_generator = load("res://core/board_generator.gd").new() var board_view = load("res://presentation/views/board_view.gd").new() @@ -82,7 +82,7 @@ func _smoke_layout_cell_formula() -> void: # ---- 地图战斗资源·身份面单元冒烟(格面资源:roll 恰一次 / 雷安同池 / 幂等 / 清图批尾)---- func _smoke_reward_identity_unit() -> void: -# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:233(格面资源身份——三分出口与资源身份组) +# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:233 (格面资源身份——三分出口与资源身份组) print("--- 地图战斗资源·格面资源身份面 ---") var rng = load("res://core/rng_service.gd").new() rng.set_master_seed(20260911) @@ -144,7 +144,7 @@ class _BoardRowStub: func _smoke_board_generator() -> void: -# oracle: design/gdd/systems/排雷循环/棋盘生成.md:221(确定性复现+布雷纪律组) +# oracle: design/gdd/systems/排雷循环/棋盘生成.md:221 (确定性复现+布雷纪律组) print("--- 棋盘生成 ---") var board_generator = load("res://core/board_generator.gd").new() for L in [1, 2]: @@ -239,7 +239,7 @@ func _board_dump(b) -> String: # ---- 地图战斗资源·伤害量值区间冒烟(roll 域内 + 中点锚 + 变异实际流动 + 定值行不受扰)---- func _smoke_power_interval() -> void: -# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:233(资源量值区间——伤害量值区间组) +# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:233 (资源量值区间——伤害量值区间组) print("--- 地图战斗资源·伤害量值区间(上阶/下阶随机)---") # ① 表侧静态锚(配置推导——改表不断锚):凡带 power_min/power_max 的行 = 区间行, # 校验配对齐全(lo ≤ hi)+ power = floor 中点(行动经济 条款①期望当量锚);其余行必须零区间字段。 diff --git a/game/tests/unit/core/board_generator_test.gd b/game/tests/unit/core/board_generator_test.gd index 182794f0..698b5d52 100644 --- a/game/tests/unit/core/board_generator_test.gd +++ b/game/tests/unit/core/board_generator_test.gd @@ -40,7 +40,7 @@ func _generate(L: int, D: int, seed0: int) -> BoardData: func _test_generate_shape_and_mines() -> void: -# oracle: design/gdd/systems/排雷循环/棋盘生成.md:224(布雷纪律组) +# oracle: design/gdd/systems/排雷循环/棋盘生成.md:224 (布雷纪律组) var b := _generate(1, 0, 71000) if b == null: Kit.check("生成返回棋盘", false) @@ -61,7 +61,7 @@ func _test_generate_shape_and_mines() -> void: # 目标雷数公式单点(d14):同参同值对拍原式 + 真实产图指标读数同源 func _test_target_mine_count_single_source() -> void: -# oracle: design/gdd/systems/排雷循环/棋盘生成.md:224(雷数单源组) +# oracle: design/gdd/systems/排雷循环/棋盘生成.md:224 (雷数单源组) var bad := 0 var checked := 0 for L in [1, 2, 3]: @@ -92,7 +92,7 @@ func _test_target_mine_count_single_source() -> void: func _test_digits_equal_neighbor_mine_count() -> void: -# oracle: design/gdd/systems/排雷循环/棋盘生成.md:223(数字恒真组) +# oracle: design/gdd/systems/排雷循环/棋盘生成.md:223 (数字恒真组) var b := _generate(1, 1, 72000) if b == null: Kit.check("生成返回棋盘(数字段)", false) @@ -113,7 +113,7 @@ func _test_digits_equal_neighbor_mine_count() -> void: func _test_same_seed_bit_identical() -> void: -# oracle: design/gdd/systems/排雷循环/棋盘生成.md:221(同种子逐位复现组) +# oracle: design/gdd/systems/排雷循环/棋盘生成.md:221 (同种子逐位复现组) var a := _generate(2, 0, 73000) var b := _generate(2, 0, 73000) if a == null or b == null: @@ -124,7 +124,7 @@ func _test_same_seed_bit_identical() -> void: func _test_clearable_and_inferability_selfconsistent() -> void: -# oracle: design/gdd/systems/排雷循环/棋盘生成.md:226(可清图与及格线自洽组) +# oracle: design/gdd/systems/排雷循环/棋盘生成.md:226 (可清图与及格线自洽组) var b := _generate(1, 0, 74000) if b == null: Kit.check("生成返回棋盘(可推理段)", false) @@ -140,7 +140,7 @@ func _test_clearable_and_inferability_selfconsistent() -> void: # ---- V8 出生区边长表单点(架构整改——spawn_edge 表头驱动布雷域基/几何/护栏全导出)---- func _test_spawn_edge_from_table() -> void: -# oracle: design/gdd/systems/排雷循环/棋盘生成.md:75(出生区边长读表组) +# oracle: design/gdd/systems/排雷循环/棋盘生成.md:75 (出生区边长读表组) # ① 纯函数对拍:edge=5 夹具 → target = round(d×(W×H−25))(25 格布雷域基可观测) var p5 := {"w": 12, "h": 12, "density": 0.15, "spawn_edge": 5} Kit.check("V8 纯函数:edge=5 布雷域基 25 格(target=round(d×(144−25)))〔架构整改 V8〕", diff --git a/game/tests/unit/core/breakpoint_resume_test.gd b/game/tests/unit/core/breakpoint_resume_test.gd index c68200b9..24b28c4a 100644 --- a/game/tests/unit/core/breakpoint_resume_test.gd +++ b/game/tests/unit/core/breakpoint_resume_test.gd @@ -15,7 +15,7 @@ var _bp_path := "user://test_breakpoint_resume.json" func _init() -> void: -# oracle: design/gdd/systems/表现与支撑/存档序列化.md:180(断点域契约:七字段往返/续玩确定性/幂等/三结局清除组) +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:180 (断点域契约:七字段往返/续玩确定性/幂等/三结局清除组) var db = load("res://core/config_db.gd").new() if not db.load_tables("res://data/tables", false): print("[breakpoint_resume_test] FAIL — 数值表加载失败") diff --git a/game/tests/unit/core/config_db_cross_validator_test.gd b/game/tests/unit/core/config_db_cross_validator_test.gd index 0b82f07d..8cb7ee18 100644 --- a/game/tests/unit/core/config_db_cross_validator_test.gd +++ b/game/tests/unit/core/config_db_cross_validator_test.gd @@ -13,7 +13,7 @@ const StatusTableScript := preload("res://data/schemas/status_effect_table.gd") func _init() -> void: -# oracle: design/gdd/systems/表现与支撑/数据配置.md:195(跨表校验宿主——装载组) +# oracle: design/gdd/systems/表现与支撑/数据配置.md:195 (跨表校验宿主——装载组) _test_all_links_valid() _test_dangling_skill_id() _test_cast_side_mismatch() @@ -47,7 +47,7 @@ func _cats(errs: Array) -> Array[String]: # ---- 正向:技能池全对齿(普攻恰一行、buff 挂敌方侧)应零错,防校验误伤 ---- func _test_all_links_valid() -> void: -# oracle: design/gdd/systems/表现与支撑/数据配置.md:195(悬空引用类别:跨表链接全有效组) +# oracle: design/gdd/systems/表现与支撑/数据配置.md:195 (悬空引用类别:跨表链接全有效组) var skills := _skill([ {"skill_id": "attack", "type": "basic"}, {"skill_id": "raise_morale", "type": "buff", "buff_ref": "st_strong"}, @@ -63,7 +63,7 @@ func _test_all_links_valid() -> void: # ---- 负向:技能池引用表里不存在的 skill_id 必须报 ---- func _test_dangling_skill_id() -> void: -# oracle: design/gdd/systems/表现与支撑/数据配置.md:195(悬空引用类别:skill_id 悬空组) +# oracle: design/gdd/systems/表现与支撑/数据配置.md:195 (悬空引用类别:skill_id 悬空组) var skills := _skill([{"skill_id": "attack", "type": "basic"}]) var enemies := _enemy([ {"level_index": 1, "row_kind": "battle", "depth_band": 0, "enemy_id": "goblin", "pool": [ @@ -76,7 +76,7 @@ func _test_dangling_skill_id() -> void: # ---- 负向:buff 挂到主角侧状态(side 反向)必须报 ---- func _test_cast_side_mismatch() -> void: -# oracle: design/gdd/systems/表现与支撑/数据配置.md:195(side 反向校验组) +# oracle: design/gdd/systems/表现与支撑/数据配置.md:195 (side 反向校验组) var skills := _skill([{"skill_id": "raise_morale", "type": "buff", "buff_ref": "st_hero_side"}]) var enemies := _enemy([ {"level_index": 1, "row_kind": "battle", "depth_band": 0, "enemy_id": "goblin", "pool": [ diff --git a/game/tests/unit/core/config_db_resolver_test.gd b/game/tests/unit/core/config_db_resolver_test.gd index 40626662..9e5e4c53 100644 --- a/game/tests/unit/core/config_db_resolver_test.gd +++ b/game/tests/unit/core/config_db_resolver_test.gd @@ -12,7 +12,7 @@ var _resolver: ConfigDbResolver func _init() -> void: -# oracle: design/gdd/systems/表现与支撑/数据配置.md:202(解析器宿主——装载组) +# oracle: design/gdd/systems/表现与支撑/数据配置.md:202 (解析器宿主——装载组) _resolver = ResolverScript.new( func(level, category, message) -> void: # 诊断通道签名按调用实参收(首参为表 id 字符串) _diags.append("%s/%s/%s" % [str(level), str(category), str(message)]), @@ -55,7 +55,7 @@ func _difficulty_table(): func _test_band_hit() -> void: -# oracle: design/gdd/systems/表现与支撑/数据配置.md:202(精确命中零警告组) +# oracle: design/gdd/systems/表现与支撑/数据配置.md:202 (精确命中零警告组) var hit: Array = _resolver.resolve_enemy_rowset(1, 4, "battle") Kit.check("带命中取偏难一侧:请求深度 4 命中带 5(逐字不回带 0)〔fv1〕", hit.size() == 1 and String((hit[0] as Dictionary).get("enemy_id", "")) == "giant_spider") @@ -65,7 +65,7 @@ func _test_band_hit() -> void: func _test_rowset_order_preserved() -> void: -# oracle: design/gdd/systems/表现与支撑/数据配置.md:202(行集寻址与行序保序组) +# oracle: design/gdd/systems/表现与支撑/数据配置.md:202 (行集寻址与行序保序组) var rows: Array = _resolver.resolve_enemy_rowset(1, 0, "battle") var ids: Array[String] = [] for r in rows: @@ -75,7 +75,7 @@ func _test_rowset_order_preserved() -> void: func _test_top_band_clamp() -> void: -# oracle: design/gdd/systems/表现与支撑/数据配置.md:202(超最大行走封顶取最大行组) +# oracle: design/gdd/systems/表现与支撑/数据配置.md:202 (超最大行走封顶取最大行组) _diags.clear() var rows: Array = _resolver.resolve_enemy_rowset(1, 99, "battle") Kit.check("越顶带 clamp 取顶带行集(battle 顶带 5)〔fv3〕", @@ -91,7 +91,7 @@ func _test_top_band_clamp() -> void: func _test_row_kind_routing() -> void: -# oracle: design/gdd/systems/表现与支撑/数据配置.md:202(行类别路由组) +# oracle: design/gdd/systems/表现与支撑/数据配置.md:202 (行类别路由组) var battle_rows: Array = _resolver.resolve_enemy_rowset(1, 0, "battle") var boss_rows: Array = _resolver.resolve_enemy_rowset(1, 0, "boss") Kit.check("行类路由:同请求深度 battle 与 boss 命中不同键域〔fv4〕", @@ -100,7 +100,7 @@ func _test_row_kind_routing() -> void: func _test_request_oob() -> void: -# oracle: design/gdd/systems/表现与支撑/数据配置.md:203(越域致命中止组) +# oracle: design/gdd/systems/表现与支撑/数据配置.md:203 (越域致命中止组) _diags.clear() _resolver.resolve_enemy_rowset(0, 0, "battle") Kit.check("关卡序号 <1 → fatal request_oob〔fv5〕", _has_fatal_oob()) @@ -120,7 +120,7 @@ func _has_fatal_oob() -> bool: func _test_difficulty_clamp() -> void: -# oracle: design/gdd/systems/表现与支撑/数据配置.md:202(难度 clamp 组) +# oracle: design/gdd/systems/表现与支撑/数据配置.md:202 (难度 clamp 组) var m: Dictionary = _resolver.resolve_difficulty_modifiers(1, 0) Kit.check("难度乘数越域被 clamp:hp 99 → 上限 10", absf(float(m.get("hp_mult", 0.0)) - 10.0) < 0.001) Kit.check("难度乘数越域被 clamp:atk 0.01 → 下限 0.1", absf(float(m.get("atk_mult", 0.0)) - 0.1) < 0.001) diff --git a/game/tests/unit/core/curio_refresh_paid_test.gd b/game/tests/unit/core/curio_refresh_paid_test.gd index 94e2a06f..6be57be7 100644 --- a/game/tests/unit/core/curio_refresh_paid_test.gd +++ b/game/tests/unit/core/curio_refresh_paid_test.gd @@ -8,7 +8,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") func _init() -> void: -# oracle: design/engineering/architecture/architecture.md:107(CurioDeck:三选一/商店共享池、抽签、cap 库存——刷新付费组) +# oracle: design/engineering/architecture/architecture.md:107 (CurioDeck:三选一/商店共享池、抽签、cap 库存——刷新付费组) var db = load("res://core/config_db.gd").new() if not db.load_tables("res://data/tables", false): print("[curio_refresh_paid_test] FAIL — 数值表加载失败") diff --git a/game/tests/unit/core/effect_words_t1_test.gd b/game/tests/unit/core/effect_words_t1_test.gd index 265ff860..c9902171 100644 --- a/game/tests/unit/core/effect_words_t1_test.gd +++ b/game/tests/unit/core/effect_words_t1_test.gd @@ -11,7 +11,7 @@ const EffectEngineScript = preload("res://core/effect_engine.gd") func _init() -> void: -# oracle: design/engineering/architecture/architecture.md:89(效果词表封闭——扩签封闭性组) +# oracle: design/engineering/architecture/architecture.md:89 (效果词表封闭——扩签封闭性组) # ① 词表在册断言(扩签面:2 事件+8 事实+7 效果类型+1 算子) Kit.check_quiet(EffectEngineScript.EVENTS.has("dig_stop") and EffectEngineScript.EVENTS.has("battle_won"), "新事件在册:dig_stop/battle_won〔专长批 V1〕") diff --git a/game/tests/unit/core/encapsulation_p2_sweep_test.gd b/game/tests/unit/core/encapsulation_p2_sweep_test.gd index 3e55fad3..08bd3e76 100644 --- a/game/tests/unit/core/encapsulation_p2_sweep_test.gd +++ b/game/tests/unit/core/encapsulation_p2_sweep_test.gd @@ -11,34 +11,34 @@ const Kit := preload("res://tests/unit/test_kit.gd") func _init() -> void: -# oracle: design/engineering/code-conventions.md:41(封装边界:跨对象往来只走公开方法与属性——P2 词表单点扫描组) +# oracle: design/engineering/code-conventions.md:41 (封装边界:跨对象往来只走公开方法与属性——P2 词表单点扫描组) _sweep_generator() _sweep_production_face() quit(Kit.finish("encapsulation_p2_sweep_test")) func _src(path: String) -> String: -# oracle: design/engineering/code-conventions.md:41(源码采样组) +# oracle: design/engineering/code-conventions.md:41 (源码采样组) var src := FileAccess.get_file_as_string(path) Kit.check("扫描面非空前置:%s" % path, src.length() > 0) return src func _zero(pattern: String, src: String, label: String) -> void: -# oracle: design/engineering/code-conventions.md:41(零命中扫描组) +# oracle: design/engineering/code-conventions.md:41 (零命中扫描组) var re := RegEx.create_from_string(pattern) Kit.check("%s:%s 零命中〔架构P2〕" % [label, pattern], re.search(src) == null) func _anchor(pattern: String, src: String, label: String) -> void: -# oracle: design/engineering/code-conventions.md:41(正锚存在组) +# oracle: design/engineering/code-conventions.md:41 (正锚存在组) var re := RegEx.create_from_string(pattern) Kit.check("%s:%s 正锚在案〔架构P2〕" % [label, pattern], re.search(src) != null) # ① V1 生成器词表定义删除与改指 func _sweep_generator() -> void: -# oracle: design/engineering/code-conventions.md:41(生成器本地副本归零组) +# oracle: design/engineering/code-conventions.md:41 (生成器本地副本归零组) var src := _src("res://core/node_map_generator.gd") if src.length() == 0: return @@ -48,7 +48,7 @@ func _sweep_generator() -> void: # ② V2 生产三目录定义唯一性(递归扫 .gd,恰好 1 处且落 level_table.gd) func _sweep_production_face() -> void: -# oracle: design/engineering/code-conventions.md:41(schema 唯一定点组) +# oracle: design/engineering/code-conventions.md:41 (schema 唯一定点组) var files: Array[String] = [] for dir_path in ["res://core", "res://data", "res://presentation"]: _collect_gd(dir_path, files) diff --git a/game/tests/unit/core/encapsulation_sweep_test.gd b/game/tests/unit/core/encapsulation_sweep_test.gd index 06af956c..e1bbf105 100644 --- a/game/tests/unit/core/encapsulation_sweep_test.gd +++ b/game/tests/unit/core/encapsulation_sweep_test.gd @@ -14,7 +14,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") func _init() -> void: -# oracle: design/engineering/code-conventions.md:41(封装边界——五处结构性零命中扫描组) +# oracle: design/engineering/code-conventions.md:41 (封装边界——五处结构性零命中扫描组) _sweep_settlement_segments() _sweep_orchestrator_methods() _sweep_breakpoint_pair() @@ -26,7 +26,7 @@ func _init() -> void: # 源文件读取+非空前置(返 "" 即已判红——调用侧跳过后续正则断言) func _src(path: String) -> String: -# oracle: design/engineering/code-conventions.md:41(源码采样组) +# oracle: design/engineering/code-conventions.md:41 (源码采样组) var src := FileAccess.get_file_as_string(path) Kit.check("扫描面非空前置:%s" % path, src.length() > 0) return src @@ -34,21 +34,21 @@ func _src(path: String) -> String: # 正则零命中断言(-pattern 意图写入断言文案——可 grep 定位) func _zero(pattern: String, src: String, label: String, path: String) -> void: -# oracle: design/engineering/code-conventions.md:41(零命中扫描组) +# oracle: design/engineering/code-conventions.md:41 (零命中扫描组) var re := RegEx.create_from_string(pattern) Kit.check("%s:%s 零命中〔封装5.1〕" % [label, pattern], re.search(src) == null) # 正锚在案断言(正则命中 ≥1——新公开面/新形态在用) func _anchor(pattern: String, src: String, label: String, path: String) -> void: -# oracle: design/engineering/code-conventions.md:41(正锚存在组) +# oracle: design/engineering/code-conventions.md:41 (正锚存在组) var re := RegEx.create_from_string(pattern) Kit.check("%s:%s 正锚在案〔封装5.1〕" % [label, pattern], re.search(src) != null) # ① V2 settlement 七文件(束注入换代——对编排器引用归零) func _sweep_settlement_segments() -> void: -# oracle: design/engineering/code-conventions.md:41(结算段封装扫描组) +# oracle: design/engineering/code-conventions.md:41 (结算段封装扫描组) var classes := { "res://core/settlement/grant_segment.gd": "GrantSegment", "res://core/settlement/combat_segment.gd": "CombatSegment", @@ -68,7 +68,7 @@ func _sweep_settlement_segments() -> void: # ② V3 编排器搬家五方法零残留 func _sweep_orchestrator_methods() -> void: -# oracle: design/engineering/code-conventions.md:41(编排器方法面扫描组) +# oracle: design/engineering/code-conventions.md:41 (编排器方法面扫描组) var src := _src("res://core/battle_orchestrator.gd") if src.length() == 0: return @@ -78,7 +78,7 @@ func _sweep_orchestrator_methods() -> void: # ③ V4 断点域(adventure_runner → BreakpointStore 公开面) func _sweep_breakpoint_pair() -> void: -# oracle: design/engineering/code-conventions.md:41(断点对封装扫描组) +# oracle: design/engineering/code-conventions.md:41 (断点对封装扫描组) var src := _src("res://core/adventure_runner.gd") if src.length() == 0: return @@ -88,7 +88,7 @@ func _sweep_breakpoint_pair() -> void: # ④ V5 存档双向公开面(save_manager↔slot_store) func _sweep_save_pair() -> void: -# oracle: design/engineering/code-conventions.md:41(存档对封装扫描组) +# oracle: design/engineering/code-conventions.md:41 (存档对封装扫描组) var src_m := _src("res://core/save_manager.gd") if src_m.length() > 0: _zero("slots\\._", src_m, "save_manager 对槽位件私取归零", "res://core/save_manager.gd") @@ -102,7 +102,7 @@ func _sweep_save_pair() -> void: # ⑤ V6 效果宿主累积面(grant → BattleFxHost 公开累积方法) func _sweep_fx_host_accumulators() -> void: -# oracle: design/engineering/code-conventions.md:41(特效宿主累积面扫描组) +# oracle: design/engineering/code-conventions.md:41 (特效宿主累积面扫描组) var src := _src("res://core/settlement/grant_segment.gd") if src.length() == 0: return @@ -112,7 +112,7 @@ func _sweep_fx_host_accumulators() -> void: # ⑥ V7 配置挂载面(config_db → 三 schema bind_resolver) func _sweep_config_resolver() -> void: -# oracle: design/engineering/code-conventions.md:41(配置挂载面扫描组) +# oracle: design/engineering/code-conventions.md:41 (配置挂载面扫描组) var src := _src("res://core/config_db.gd") if src.length() == 0: return diff --git a/game/tests/unit/core/feat_vouchers_test.gd b/game/tests/unit/core/feat_vouchers_test.gd index cda7db0d..ad9b7b65 100644 --- a/game/tests/unit/core/feat_vouchers_test.gd +++ b/game/tests/unit/core/feat_vouchers_test.gd @@ -16,7 +16,7 @@ func EffectEngineKindProbe(_db) -> bool: func _init() -> void: -# oracle: design/gdd/systems/冒险循环/奇物.md:465(奇物凭证五件与留任二件组) +# oracle: design/gdd/systems/冒险循环/奇物.md:465 (奇物凭证五件与留任二件组) var db = load("res://core/config_db.gd").new() if not db.load_tables("res://data/tables", false): print("[feat_vouchers_test] FAIL — 数值表加载失败") diff --git a/game/tests/unit/core/hero_ledger_test.gd b/game/tests/unit/core/hero_ledger_test.gd index e8e30b4c..ad786cfa 100644 --- a/game/tests/unit/core/hero_ledger_test.gd +++ b/game/tests/unit/core/hero_ledger_test.gd @@ -14,7 +14,7 @@ const LevelRunnerScript := preload("res://core/level_runner.gd") func _init() -> void: -# oracle: design/gdd/systems/冒险循环/冒险结构.md:288(生命一致性:三写入口封顶 [0,生效上限]——主角账组) +# oracle: design/gdd/systems/冒险循环/冒险结构.md:288 (生命一致性:三写入口封顶 [0,生效上限]——主角账组) var db = load("res://core/config_db.gd").new() if not db.load_tables("res://data/tables", false): print("[hero_ledger_test] FAIL — 数值表加载失败") diff --git a/game/tests/unit/core/level_map_type_vis_test.gd b/game/tests/unit/core/level_map_type_vis_test.gd index f97fdd19..9cb4d92d 100644 --- a/game/tests/unit/core/level_map_type_vis_test.gd +++ b/game/tests/unit/core/level_map_type_vis_test.gd @@ -10,7 +10,7 @@ const LevelTableScript := preload("res://data/schemas/level_table.gd") func _init() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:176(信息迷雾类型可见性宿主——装载组) +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:176 (信息迷雾类型可见性宿主——装载组) var db = load("res://core/config_db.gd").new() var loaded: bool = db.load_tables("res://data/tables", false) Kit.check_quiet(loaded, "可见性用例:数值表加载成功") @@ -103,7 +103,7 @@ func _runner(db, nodes: Array, anchor_id: int, candidates: Array, n: int = 2): # ---- ⑥ N 进数据表(含越域校验)〔fv6〕---- func _test_field_in_table(db) -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:176(迷雾参数读表——字段在表组) +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:176 (迷雾参数读表——字段在表组) var n_in_table: int = int(db.run.level.info_visible_layers) Kit.check("N 落表:level.tres 读数 2(实际 %d)〔fv6〕" % n_in_table, n_in_table == 2) var t := LevelTableScript.new() @@ -127,7 +127,7 @@ func _has_n_domain_err(errs: Array) -> bool: # ---- ① 邻近 N 层见类型(层距边界)〔fv1〕---- func _test_layer_distance(db) -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:176(层距 N 可见性组) +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:176 (层距 N 可见性组) var nodes := _graph_nodes() var r = _runner(db, nodes, 1, [nodes[2]]) # 锚 = 节点 1(层 1),候选 = 节点 2 var vis: Array = r.type_visible_ids() @@ -139,7 +139,7 @@ func _test_layer_distance(db) -> void: # ---- ② 下一跳恒可见(跨层跳边候选)〔fv4〕---- func _test_candidate_exempt(db) -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:176(候选豁免组) +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:176 (候选豁免组) var nodes := _graph_nodes() var r = _runner(db, nodes, 6, [nodes[3]]) # 锚 = 节点 6(层 5),候选 = 节点 3(层 2,层距 3) var vis: Array = r.type_visible_ids() @@ -150,7 +150,7 @@ func _test_candidate_exempt(db) -> void: # ---- ③ Boss/终点不入雾+⑤ 入口停点锚层 0〔fv3〕〔fv1〕---- func _test_boss_exempt(db) -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:176(Boss 豁免组) +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:176 (Boss 豁免组) var nodes := _graph_nodes() var r = _runner(db, nodes, -1, [nodes[0]]) # 入口停点(无当前节点,锚层 0) var vis: Array = r.type_visible_ids() @@ -163,7 +163,7 @@ func _test_boss_exempt(db) -> void: # ---- ④ 单圈回雾(visited 不豁免)〔fv7〕---- func _test_single_circle(db) -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:176(单圈可见组) +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:176 (单圈可见组) var nodes := _graph_nodes() var r = _runner(db, nodes, 6, [nodes[7], nodes[3]]) r.visited.assign([nodes[0], nodes[1], nodes[2], nodes[3], nodes[4], nodes[5], nodes[6]]) @@ -176,7 +176,7 @@ func _test_single_circle(db) -> void: # ---- ⑤ 单链退化形态(出度 ≤1 图,编号 = id 句柄)〔fv1〕---- func _test_single_chain_entry(db) -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:176(单链入口组) +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:176 (单链入口组) var nodes := _chain_nodes() var r = _runner(db, nodes, -1, [nodes[0]]) var vis: Array = r.type_visible_ids() @@ -189,7 +189,7 @@ func _test_single_chain_entry(db) -> void: # ---- ⑥ N 读表:可见窗随表值随动〔fv6〕---- func _test_n_from_table(db) -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:176(N 读表组) +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:176 (N 读表组) var nodes := _graph_nodes() var r = _runner(db, nodes, 1, [nodes[2]]) # 锚层 1 db.run.level.info_visible_layers = 1 @@ -207,6 +207,7 @@ func _test_n_from_table(db) -> void: # ---- ⑦ 续玩重建同值〔fv7〕---- func _test_resume_rebuild(db) -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var t := LevelTableScript.new() t.info_visible_layers = 2 t.rows = [{"level_index": 1, "display_name": "夹具关", "rest_heal_pct": 30}] diff --git a/game/tests/unit/core/level_shop_economy_test.gd b/game/tests/unit/core/level_shop_economy_test.gd index 7fafb4c9..6d7eb724 100644 --- a/game/tests/unit/core/level_shop_economy_test.gd +++ b/game/tests/unit/core/level_shop_economy_test.gd @@ -232,6 +232,7 @@ func _board_row_exact(level_index: int, depth: int) -> bool: func _init() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) _db = ConfigDBScript.new() # 表加载失败不中止(承 G2/G3/G4/G5 同款:表损坏的红落在具体断言上—— # 诊断在此展开,后续断言按坏表实况逐条验红;collect_only=true 下成员照常赋值可评) @@ -261,7 +262,7 @@ func _init() -> void: # ---- 数值入表等价证明(d11/d16a——原字面量迁移:表值 == 迁移前字面量,消费端读表)---- func _smoke_table_migration() -> void: -# oracle: design/gdd/systems/表现与支撑/数据配置.md:195(行集纪律——表迁移组) +# oracle: design/gdd/systems/表现与支撑/数据配置.md:195 (行集纪律——表迁移组) print("--- 数值入表(shop 两 knob + hero 显示名 · 原值迁移)---") Kit.check("shop.relic_base_price 表值 == 迁移前字面量(15.0)〔wd11〕", _db.run.shop.relic_base_price == 15.0) Kit.check("hero.display_name 表值 == 迁移前字面量(探险者)〔wd16〕", _db.combat.hero.display_name == "探险者") @@ -276,7 +277,7 @@ func _smoke_table_migration() -> void: # 敌侧/板侧解析一律走 ConfigDB 真实消费链,禁直读行集自算)---- func _smoke_generated_coverage() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:184(每终点前恰一店——生成覆盖扫描组) +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:184 (每终点前恰一店——生成覆盖扫描组) var enemy_ok := true var board_ok := true var boss_band_ok := true @@ -327,7 +328,7 @@ func _smoke_generated_coverage() -> void: # ---- 关卡节点图·生成图推进冒烟(图 = 该关参数档 × 种子)---- func _smoke_level() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178(关卡图校验推进组) +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178 (关卡图校验推进组) print("--- 关卡节点图·生成图推进(参数档×种子产图·满配冒险成功/恢复公式/败北线/回放确定性)---") var autoplay = load("res://sim/level_autoplay.gd") var hero_base := {"atk": int(_db.combat.hero.atk), "hp": int(_db.combat.hero.max_hp), "ac": int(_db.combat.hero.armor_class)} # 配置基线快照——⑤ 回基线对比用(改表自动跟随,不再硬编码) @@ -441,7 +442,7 @@ func _drive_to_rest(level_index: int, seed_val: int, gap: int) -> Dictionary: # ---- 分支节点图冒烟:图合法性校验 + L2 幽暗地域生成图行进(图 = 参数档 × 种子)---- func _smoke_level_graph() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178(图结构与行进纪律组) +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178 (图结构与行进纪律组) print("--- 关卡节点图·分支节点图(L2 幽暗地域·生成图)---") var autoplay = load("res://sim/level_autoplay.gd") # ① 关卡表行级校验零错误(关卡表只承载序号/显示名/恢复比例——图合法性由 validate_graph 在起关时承担) @@ -799,7 +800,7 @@ func _fresh_rng(seed_val: int): # ---- ① GP 冒险钱包·到账 ---- func _smoke_gp_wallet() -> void: -# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:233(GP 钱包入账组) +# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:233 (GP 钱包入账组) print("--- GP 冒险钱包·到账(战斗完成入账恰一次 + Boss 加值)---") var autoplay = load("res://sim/level_autoplay.gd") # ① L1 首战(普通战档——掷定 [2,4] + 关级加值 0):runner 驱动,收集 battle_finished 与钱包事件 @@ -865,7 +866,7 @@ func _escrow_sum_of(rows: Array) -> int: # ---- ② escrow 隔离(GP安全格兑付 / 破财直验 / 钱包 clamp)---- func _smoke_gp_escrow() -> void: -# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:233(GP escrow 组) +# oracle: design/gdd/systems/战斗循环/地图战斗资源.md:233 (GP escrow 组) print("--- GP escrow 隔离(GP安全格兑付入缓冲 · 破财不透支)---") # ① 种子扫描:找GP 袋(gp 型安全格)可挖掘局——挖开兑付 +3 入 escrow,战斗末随 gp_dropped 一次上抛 var scan := {} @@ -979,7 +980,7 @@ func _find_gp_dig(minesweeper, settlement) -> Dictionary: # ---- ③ 商店房三收口 ---- func _smoke_shop_room() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:184(商店房呈现组) +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:184 (商店房呈现组) print("--- 商店房三收口(现价/加算区/余额不足拒/离开回选路/收束清零)---") var autoplay = load("res://sim/level_autoplay.gd") # 行进到商店房(按图型别定位商店节点——候选取最小句柄行进,到达即停): @@ -1113,7 +1114,7 @@ func _shop_products_by_id(prods: Array) -> Dictionary: # ---- ④ 商店编排性质(生成图扫描面——三条性质 + 终点跨表解析)---- func _smoke_shop_graph() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:184(必经恰一店图纪律组) +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:184 (必经恰一店图纪律组) print("--- 商店编排性质(每终点前一位恰一店 · 店数=终点数 · 全路径恰穿一店)---") var pred_bad := 0 var term_total := 0 @@ -1184,7 +1185,7 @@ func _smoke_shop_graph() -> void: # ---- ⑥ 大岔口分区域兑付(V3——多终点图走哪条路决定打谁,任一 Boss 胜即收束恰一次)---- func _smoke_multi_terminal_settlement() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:185(多终局收束组) +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:185 (多终局收束组) print("--- 大岔口分区域兑付(L2 两轴各打各的终点)---") var autoplay = load("res://sim/level_autoplay.gd") var nodes: Array = _generated_graph(2, 42).get("nodes", []) @@ -1252,7 +1253,7 @@ func _paths_all_one_shop(nodes: Array) -> bool: # ---- ⑤ 商店共享池(三选一同构/乘法价/跨渠道共账/切边/断点扩键)---- func _smoke_shop_pool() -> void: -# oracle: design/engineering/architecture/architecture.md:107(商店共享池组) +# oracle: design/engineering/architecture/architecture.md:107 (商店共享池组) print("--- 商店共享池(抽3买1全重抽 · 乘法定价 ceil · 池空硬闸 · 切边零入店)---") var autoplay = load("res://sim/level_autoplay.gd") var shelf_kinds: Array = [] @@ -1415,7 +1416,7 @@ func _smoke_shop_pool() -> void: # ---- 商店房 node_entered 载荷(尾波 V1——_enter_node pool/legacy 双发射路径归一后的行为保持断言)---- func _test_shop_node_entered_payload() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:184(行进至此打开商店覆盖层——载荷组) +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:184 (行进至此打开商店覆盖层——载荷组) print("--- 商店房 node_entered 载荷(pool 含 shelf:true+gp 现值/legacy 无 shelf 键)---") var autoplay = load("res://sim/level_autoplay.gd") # pool 态:载荷字典经信号闭包当场取样(字典为引用累积器——lambda 按值捕获标量的绕行惯例) @@ -1574,7 +1575,7 @@ func _has_err_category(errs: Array, category: String) -> bool: # ---- 货架位数读表(架构整改——shelf_size 表头单点:进店与重抽同源)---- func _test_shelf_size_from_table() -> void: -# oracle: design/gdd/ux/shop.md:13(货架位数读表组) +# oracle: design/gdd/ux/shop.md:13 (货架位数读表组) var autoplay = load("res://sim/level_autoplay.gd") var st = _db.run.shop var saved: int = int(st.shelf_size) @@ -1596,7 +1597,7 @@ func _test_shelf_size_from_table() -> void: # ---- 散折价收回规则键(架构整改 R2——shop.spend_discount 表字段退役,折价读 economy_spend.discount_pct)---- func _test_spend_discount_from_rule_key() -> void: -# oracle: design/gdd/systems/排雷循环/行动经济.md:256(换图基座:挖格产 RAP 与刷新折扣组) +# oracle: design/gdd/systems/排雷循环/行动经济.md:256 (换图基座:挖格产 RAP 与刷新折扣组) # 字段真删:shop.tres 加载零诊断 + spend_discount 属性不在位 Kit.check("shop.tres 加载零诊断(spend_discount 字段真删——schema 与表行同卸)〔架构整改 V2〕", _db.diagnostics_count("error") == 0 and _db.run.shop.get("spend_discount") == null) diff --git a/game/tests/unit/core/level_table_validate_test.gd b/game/tests/unit/core/level_table_validate_test.gd index b845d220..14201d91 100644 --- a/game/tests/unit/core/level_table_validate_test.gd +++ b/game/tests/unit/core/level_table_validate_test.gd @@ -11,7 +11,7 @@ const LevelTableScript := preload("res://data/schemas/level_table.gd") func _init() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178(关卡表消费侧校验宿主) +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178 (关卡表消费侧校验宿主) _test_positive() _test_negative() _test_scope_not_extended() @@ -38,7 +38,7 @@ func _has(errs: Array, cat: String, needle: String = "") -> bool: # ---- 正例(四检全过)---- func _test_positive() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178(良构基底正向组) +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178 (良构基底正向组) # 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]), @@ -61,7 +61,7 @@ func _test_positive() -> void: # ---- 负例九类(各报对应类别与判据消息)---- func _test_negative() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178(违规配置加载期致命——负向组) +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178 (违规配置加载期致命——负向组) 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")) @@ -95,7 +95,7 @@ func _test_negative() -> void: # ---- 「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: -# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178(校验范围不外扩组) +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178 (校验范围不外扩组) # 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()) diff --git a/game/tests/unit/core/meta_progression_forge_test.gd b/game/tests/unit/core/meta_progression_forge_test.gd index 1e4af588..35c769f6 100644 --- a/game/tests/unit/core/meta_progression_forge_test.gd +++ b/game/tests/unit/core/meta_progression_forge_test.gd @@ -133,7 +133,7 @@ func _auto_play_round(settlement, out: Dictionary) -> void: # ---- 元进度 ②树购买面(购买受理/持久/余额不足拒绝/未知节点拒绝; # 行价=表值 flat 单价)---- func _meta_pricing_and_buy() -> void: -# oracle: design/gdd/systems/跨局循环/天赋树.md:198(单币可判:购买只扣钥石、余额不足拒绝零变化组) +# oracle: design/gdd/systems/跨局循环/天赋树.md:198 (单币可判:购买只扣钥石、余额不足拒绝零变化组) print("--- 元进度·树购买面(隔离档 smoke_meta_buy/dry)---") _meta_smoke_cleanup() var sv = _meta_new_save(_META_SMOKE_PATHS[0]) @@ -160,7 +160,7 @@ func _meta_pricing_and_buy() -> void: # ---- 元进度 ⑥Boss 两档 ⑦钥石不丢 ⑧工坊解锁 ⑩摘要副本与 cap(合成摘要驱动——settle 纯账面零跑局)---- func _meta_settle_and_workshop() -> void: -# oracle: design/gdd/systems/跨局循环/元进度.md:150(钥石收束入账不丢组) +# oracle: design/gdd/systems/跨局循环/元进度.md:150 (钥石收束入账不丢组) print("--- 元进度·收束入账与工坊(隔离档 smoke_meta_settle/workshop/cap)---") var sv = _meta_new_save(_META_SMOKE_PATHS[2]) var mp = load("res://core/meta_progression.gd").new(_db, sv) @@ -353,7 +353,7 @@ func _meta_settle_and_workshop() -> void: # ---- 元进度 ④注入可见 + 白板成立(验收 4/2/3——程序面;MC 逐位回归归 T7 全量验证)---- func _meta_injection() -> void: -# oracle: design/gdd/systems/跨局循环/天赋树.md:201(注入可判:开局覆盖值分层可加组) +# oracle: design/gdd/systems/跨局循环/天赋树.md:201 (注入可判:开局覆盖值分层可加组) print("--- 元进度·注入可见与白板(隔离档 smoke_meta_white/dry)---") var sv = _meta_new_save(_META_SMOKE_PATHS[1]) var mp = load("res://core/meta_progression.gd").new(_db, sv) @@ -397,7 +397,7 @@ func _meta_injection() -> void: # ---- 锻造工坊·两根类型轴所有权移交(V5 前半:hero.tres 两轴删除+锻造配置默认值)---- # 后半(build_adventure_params 注入默认值/选中覆盖)随 T4 注入接线同批断言;写口/解锁面归 T3。 func _smoke_forge_axes() -> void: -# oracle: design/gdd/systems/跨局循环/锻造工坊.md:220(锻造两轴单选注入与树零攻防组) +# oracle: design/gdd/systems/跨局循环/锻造工坊.md:220 (锻造两轴单选注入与树零攻防组) print("--- 锻造工坊·类型轴所有权移交(T2)---") # V5:hero.tres 静态表两轴已删(全表加载零违例——config_db_test 同款闸;此处钉字段不在位) Kit.check("hero.tres 无 attack_type/armor_type 字段(契约 2——静态表两轴删除)〔锻造工坊批 V5〕", @@ -560,7 +560,7 @@ func _smoke_forge_axes() -> void: # ---- 天赋树冒烟(v0.8 12 节点:schema/购买面/Fork 一节点双态/彩蛋特化)---- func _smoke_tree() -> void: -# oracle: design/gdd/systems/跨局循环/天赋树.md:194(天赋树购买与六键合成组) +# oracle: design/gdd/systems/跨局循环/天赋树.md:194 (天赋树购买与六键合成组) print("--- 天赋树(12 节点 · 购买面 · Fork 双态 · 彩蛋觉醒)---") # 〔V1〕结构:12 行 + schema 零违例 Kit.check("meta_tree 已加载(12 节点=脊柱 2〔生命/命中淬炼一线一节点 cap4〕+锻造 2〔钥匙+彩蛋——彩蛋含在锻造 2 内非第 13 行〕+钥石 2〔秘宝匣/刷新升级〕+同调 6〔socket 3+Fork 3 双态〕——v0.8 终态)〔天赋树批 V1〕", @@ -643,7 +643,7 @@ func _smoke_tree() -> void: # ---- 天赋树六键行为冒烟(V10:开局姿态窗/危险直觉限次/财富之道聚散/守侧失误补偿; # 引擎直构 + 编排授予段直注(_grant_seg._judge_seal=结算授予段封印判定单口))---- func _smoke_tree_rules() -> void: -# oracle: design/gdd/systems/跨局循环/天赋树.md:194(规则键参数读表组) +# oracle: design/gdd/systems/跨局循环/天赋树.md:194 (规则键参数读表组) print("--- 天赋树六键行为(V10:窗/限次/聚散/守侧)---") # 开局姿态组:每关首轮窗(battle_index 事实——引擎直构 + 自建 ctx) var fx = load("res://core/effect_engine.gd").new(null) @@ -784,7 +784,7 @@ func _smoke_tree_rules() -> void: # ---- 锻造契约补齐(断言补齐批——⑥锻造工坊):拒购零副作用/祝福件零泄漏/默认值解耦/甲型双轴 ---- func _test_forge_buy_reject() -> void: -# oracle: design/gdd/systems/跨局循环/锻造工坊.md:222(钥石不足购买被拒、余额与等级零变化组) +# oracle: design/gdd/systems/跨局循环/锻造工坊.md:222 (钥石不足购买被拒、余额与等级零变化组) var sv = _meta_new_save("user://smoke_meta_reject.json") var mp = load("res://core/meta_progression.gd").new(_db, sv) sv.meta_state._add_keystone(10) # 低于首购价 20——余额不足面 @@ -799,7 +799,7 @@ func _test_forge_buy_reject() -> void: func _test_blessing_no_forge_leak() -> void: -# oracle: design/gdd/systems/跨局循环/锻造工坊.md:220(树淬炼对攻击与 AC 零贡献组) +# oracle: design/gdd/systems/跨局循环/锻造工坊.md:220 (树淬炼对攻击与 AC 零贡献组) var sv = _meta_new_save("user://smoke_meta_blessing.json") var mp = load("res://core/meta_progression.gd").new(_db, sv) var fs0: Dictionary = sv.meta_state.forge_state().duplicate(true) @@ -818,7 +818,7 @@ func _test_blessing_no_forge_leak() -> void: func _test_default_axes_pre_key() -> void: -# oracle: design/gdd/systems/跨局循环/锻造工坊.md:217(未点亮期间默认值照常注入组) +# oracle: design/gdd/systems/跨局循环/锻造工坊.md:217 (未点亮期间默认值照常注入组) var sv = _meta_new_save("user://smoke_meta_axesw.json") var mp = load("res://core/meta_progression.gd").new(_db, sv) var ax: Dictionary = mp.hero_type_axes() @@ -827,7 +827,7 @@ func _test_default_axes_pre_key() -> void: func _test_armor_switch_dual_axes() -> void: -# oracle: design/gdd/systems/跨局循环/锻造工坊.md:221(换装不丢级不生效——双轴组) +# oracle: design/gdd/systems/跨局循环/锻造工坊.md:221 (换装不丢级不生效——双轴组) var sv = _meta_new_save("user://smoke_meta_axesw.json") sv.meta_state._add_keystone(1000) var mp = load("res://core/meta_progression.gd").new(_db, sv) diff --git a/game/tests/unit/core/minesweeper_rules_test.gd b/game/tests/unit/core/minesweeper_rules_test.gd index cb3b50ba..c6d52fd4 100644 --- a/game/tests/unit/core/minesweeper_rules_test.gd +++ b/game/tests/unit/core/minesweeper_rules_test.gd @@ -17,7 +17,7 @@ var _ae: ActionEconomy func _init() -> void: -# oracle: design/gdd/systems/排雷循环/排雷玩法.md:224(排雷规则宿主——装载组) +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:224 (排雷规则宿主——装载组) _db = load("res://core/config_db.gd").new() as ConfigDb if not _db.load_tables("res://data/tables", false): Kit.check("数值表加载", false) @@ -46,7 +46,7 @@ func _init() -> void: func _test_install_invariants() -> void: -# oracle: design/gdd/systems/排雷循环/排雷玩法.md:228(装板四不变式组) +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:228 (装板四不变式组) _rules.install_board(_board) Kit.check("装板后 current_board 即所装棋盘", _rules.current_board() == _board) var opened: int = _rules.revealed_cells().size() @@ -70,7 +70,7 @@ func _unrevealed_safe() -> Vector2i: func _test_dig_face_rules() -> void: -# oracle: design/gdd/systems/排雷循环/排雷玩法.md:231(挖/封印合法性与可辨拒绝组) +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:231 (挖/封印合法性与可辨拒绝组) var revealed_first = _rules.revealed_cells()[0] as Vector2i var out: Array = _rules.settle_batch([{"action": "dig", "cell": revealed_first}]) var o: Dictionary = (out[0] as Dictionary) if not out.is_empty() else {} @@ -85,7 +85,7 @@ func _test_dig_face_rules() -> void: func _test_reveal_advances() -> void: -# oracle: design/gdd/systems/排雷循环/排雷玩法.md:230(揭示推进与连锁组) +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:230 (揭示推进与连锁组) var c := _unrevealed_safe() if c == Vector2i(-1, -1): Kit.check("存在未揭示安全格(揭示推进前置)", false) @@ -99,7 +99,7 @@ func _test_reveal_advances() -> void: func _test_seal_place() -> void: -# oracle: design/gdd/systems/排雷循环/排雷玩法.md:231(重复封印拒绝组) +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:231 (重复封印拒绝组) var c := _unrevealed_safe() if c == Vector2i(-1, -1): Kit.check("存在未揭示安全格(封印前置)", false) @@ -112,7 +112,7 @@ func _test_seal_place() -> void: func _test_reject_out_of_catalog() -> void: -# oracle: design/gdd/systems/排雷循环/排雷玩法.md:236(目录外拒绝组) +# oracle: design/gdd/systems/排雷循环/排雷玩法.md:236 (目录外拒绝组) var out: Array = _rules.settle_batch([{"action": "not_a_real_action", "cell": Vector2i(0, 0)}]) var o: Dictionary = (out[0] as Dictionary) if not out.is_empty() else {} Kit.check("目录外意图被拒(不静默吞掉)——实际载荷 %s" % str(o).substr(0, 80), @@ -122,7 +122,7 @@ func _test_reject_out_of_catalog() -> void: # ---- V14 棋盘揭示预览只读口(架构整改——preview_reveal 与实挖揭示集同口径、零状态写入零事件)---- func _test_preview_reveal_readonly() -> void: -# oracle: design/engineering/architecture/architecture.md:103(preview_reveal 只读预览口——零写入零事件组) +# oracle: design/engineering/architecture/architecture.md:103 (preview_reveal 只读预览口——零写入零事件组) var events := 0 _rules.cell_revealed.connect(func(_evt): events += 1) # 零发射哨兵(preview 全程不触发揭示事件) # 形态 A:封印在场——preview(未开格) 不越封印且零状态写入 diff --git a/game/tests/unit/core/node_map_generator_test.gd b/game/tests/unit/core/node_map_generator_test.gd index c57b11a9..403bdc3a 100644 --- a/game/tests/unit/core/node_map_generator_test.gd +++ b/game/tests/unit/core/node_map_generator_test.gd @@ -16,6 +16,7 @@ var _gen func _init() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) _db = ConfigDBScript.new() var load_ok: bool = _db.load_tables("res://data/tables", true) if not load_ok: @@ -77,7 +78,7 @@ func _max_depth(g: Dictionary) -> int: # ---- V1 产出合格:三档×种子扫描,自证零错误 ---- func _test_output_ok() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:129(产出约束六条+结构铁律组) +# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:129 (产出约束六条+结构铁律组) var all_ok := true var entry_exit_ok := true for L in [1, 2, 3]: @@ -95,7 +96,7 @@ func _test_output_ok() -> void: # ---- V3 可复现:纯函数+counter 无关 ---- func _test_reproducible() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:134(同种子同参数同图组) +# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:134 (同种子同参数同图组) var same := true for L in [1, 2, 3]: if _sig(_graph(L, 42)) != _sig(_graph(L, 42)): @@ -126,7 +127,7 @@ func _test_reproducible() -> void: # ---- V5 岔路取舍两条 ---- func _test_fork_rules() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:88(岔路取舍组) +# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:88 (岔路取舍组) var next_hop_ok := true var comp_ok := true for L in [1, 2, 3]: @@ -202,7 +203,7 @@ func _branch_types(g: Dictionary, head_id: int, sibling_outs: Array) -> Array: # ---- V6 必经恰一店+归属锁定+多终点深度互异 ---- func _test_shop_and_attribution() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:48(必经恰一店与归属锁定组) +# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:48 (必经恰一店与归属锁定组) var paths_ok := true var lock_ok := true var depth_ok := true @@ -255,7 +256,7 @@ func _all_paths(g: Dictionary) -> Array: # ---- V7 战斗保底 ---- func _test_battle_floor() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:129(战斗保底组) +# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:129 (战斗保底组) var ok := true for L in [1, 2, 3]: for s in range(42, 52): @@ -267,7 +268,7 @@ func _test_battle_floor() -> void: # ---- V9 含岔口与出口结构 ---- func _test_exit_structure() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:48(出口结构与分支互斥组) +# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:48 (出口结构与分支互斥组) var fork_all := true var l1_single := true var big_fork_ok := true @@ -314,7 +315,7 @@ func _terminals_reachable(g: Dictionary, id: int) -> int: # ---- V9 Boss 出场门控(难度曲线与Boss——每区域恰一 Boss 终点)---- func _test_boss_exit_per_region() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:48(每区域 Boss 出口组) +# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:48 (每区域 Boss 出口组) # 真实生成多区域图:全部终点 type=="boss"、boss 终点数==exit_count、深度=L−r(r∈[0,exit_count) # ——每区域恰一 boss、深度互异即分属不同区域) # 节点 depth 字段=入口起最长路径深(生成器校验轴);区域序号 r 的可观测形态=最深 boss(r=0) @@ -350,7 +351,7 @@ func _test_boss_exit_per_region() -> void: # ---- V10 RNG 单点(纯流面 counter 不变)---- func _test_rng_single_point() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:134(RNG 单点流组) +# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:134 (RNG 单点流组) var svc = RngScript.new() svc.new_adventure(4242) var before: int = svc.counter() @@ -365,7 +366,7 @@ func _test_rng_single_point() -> void: # ---- V1 违规夹具:各报对应错误类别 ---- func _test_negative_fixtures() -> void: -# oracle: design/gdd/systems/表现与支撑/数据配置.md:198(无解 fail-fast 夹具组) +# oracle: design/gdd/systems/表现与支撑/数据配置.md:198 (无解 fail-fast 夹具组) # 夹具构造器:手写 nodes/entries/terminals var dup := _fx([ {"id": 0, "type": "battle", "depth": 0, "next": [1]}, @@ -492,7 +493,7 @@ func _has_msg(errs: Array, needle: String) -> bool: # ---- V6 节点图三参数表值驱动(架构整改——fork_third_way_pct/fill_rest_first_pct/width_max 入 level_gen_params)---- func _test_gen_params_table_driven() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:129(参数档读表驱动组) +# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:129 (参数档读表驱动组) # ① 同种子真实表行产图逐位(表值驱动回归锚) var g1 := _graph(2, 42) var g2 := _graph(2, 42) diff --git a/game/tests/unit/core/node_map_growth_test.gd b/game/tests/unit/core/node_map_growth_test.gd index 864b8674..570ebce6 100644 --- a/game/tests/unit/core/node_map_growth_test.gd +++ b/game/tests/unit/core/node_map_growth_test.gd @@ -12,6 +12,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") func _init() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) if OS.get_cmdline_user_args().has("fatal-fixture"): _trigger_fatal() return @@ -38,7 +39,7 @@ func _reading(gen, db, L: int) -> Dictionary: # ---- V8 生长递增(三档×多种子逐档读数)---- func _test_growth(gen, db) -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:130(生长递增组) +# oracle: design/gdd/systems/冒险循环/关卡节点图生成.md:130 (生长递增组) var steps_ok := true var count_ok := true for s in [42, 43, 44, 45, 46]: @@ -62,7 +63,7 @@ func _test_growth(gen, db) -> void: # ---- V4 参数无解判定(静态面:域/预算无解夹具必须被 check_params 拦下)---- func _test_fail_fast_static(gen, db) -> void: -# oracle: design/gdd/systems/表现与支撑/数据配置.md:198(参数无解静态拒绝组) +# oracle: design/gdd/systems/表现与支撑/数据配置.md:198 (参数无解静态拒绝组) Kit.check("生产三档参数档可行性判定零错误〔fv4〕", NodeMapGenerator.check_params(db.run.level_gen_params.row_by_level_index(1)).is_empty() and NodeMapGenerator.check_params(db.run.level_gen_params.row_by_level_index(3)).is_empty()) @@ -81,7 +82,7 @@ func _test_fail_fast_static(gen, db) -> void: # ---- V4 致命中止真实通道(子进程退出码非零;零回退分支=件核)---- func _test_fatal_subprocess() -> void: -# oracle: design/gdd/systems/表现与支撑/数据配置.md:199(无解致命子进程组) +# oracle: design/gdd/systems/表现与支撑/数据配置.md:199 (无解致命子进程组) var bin := _engine_bin() if bin == "": Kit.check("未找到引擎二进制,致命子进程通道未跑(如实标注)〔fv4〕", false) @@ -97,6 +98,7 @@ func _test_fatal_subprocess() -> void: func _trigger_fatal() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var gen = GenScript.new(RngScript.new()) # 域内合法但深度预算无解:层深 6 放三出口(check_params 拦下 → 致命中止) var unsolvable := {"layers": 6, "branch_density": 0.0, "battle_ratio": 0.5, "reward_ratio": 0.2, diff --git a/game/tests/unit/core/playtest_logger_guard_test.gd b/game/tests/unit/core/playtest_logger_guard_test.gd index 670be3ab..41c5bdfc 100644 --- a/game/tests/unit/core/playtest_logger_guard_test.gd +++ b/game/tests/unit/core/playtest_logger_guard_test.gd @@ -13,7 +13,7 @@ func _init() -> void: func _smoke_required_injection() -> void: -# oracle: design/engineering/code-conventions.md:40(拆分交接:依赖构造期一次交付——日志器必填注入守卫组) +# oracle: design/engineering/code-conventions.md:40 (拆分交接:依赖构造期一次交付——日志器必填注入守卫组) # 未注入(缺省 0):start_session 返回空串、零文件产出 var lg0 = load("res://presentation/playtest_logger.gd").new() var p0: String = lg0.start_session(42) diff --git a/game/tests/unit/core/pool_case_d_test.gd b/game/tests/unit/core/pool_case_d_test.gd index 814af348..96002e48 100644 --- a/game/tests/unit/core/pool_case_d_test.gd +++ b/game/tests/unit/core/pool_case_d_test.gd @@ -9,7 +9,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") func _init() -> void: -# oracle: design/engineering/architecture/architecture.md:107(池结构案 D:候选抽取与池纪律组) +# oracle: design/engineering/architecture/architecture.md:107 (池结构案 D:候选抽取与池纪律组) var db = load("res://core/config_db.gd").new() if not db.load_tables("res://data/tables", false): print("[pool_case_d_test] FAIL — 数值表加载失败") @@ -66,7 +66,7 @@ func _tiers_of(cands: Array) -> Array: func check_v7(a, db) -> void: -# oracle: design/engineering/architecture/architecture.md:107(池案 D V7 组) +# oracle: design/engineering/architecture/architecture.md:107 (池案 D V7 组) if not a.start_adventure(201): Kit.check_quiet(false, "V7 前置:冒险启动") return @@ -112,7 +112,7 @@ func check_v7(a, db) -> void: func check_v6(b, db) -> void: -# oracle: design/engineering/architecture/architecture.md:107(池案 D V6 组) +# oracle: design/engineering/architecture/architecture.md:107 (池案 D V6 组) if not b.start_adventure(202): Kit.check_quiet(false, "V6 前置:冒险启动") return @@ -142,7 +142,7 @@ func check_v6(b, db) -> void: func check_v12(m, db) -> void: -# oracle: design/engineering/architecture/architecture.md:107(池案 D V12 组) +# oracle: design/engineering/architecture/architecture.md:107 (池案 D V12 组) if not m.start_adventure(401): Kit.check_quiet(false, "V12 前置:冒险启动") return @@ -161,7 +161,7 @@ func check_v12(m, db) -> void: func check_v8(c, db) -> void: -# oracle: design/engineering/architecture/architecture.md:107(池案 D V8 组) +# oracle: design/engineering/architecture/architecture.md:107 (池案 D V8 组) if not c.start_adventure(203): Kit.check_quiet(false, "V8 前置:冒险启动") return diff --git a/game/tests/unit/core/run_time_fatal_test.gd b/game/tests/unit/core/run_time_fatal_test.gd index 0178c303..4df2ce6a 100644 --- a/game/tests/unit/core/run_time_fatal_test.gd +++ b/game/tests/unit/core/run_time_fatal_test.gd @@ -20,7 +20,7 @@ const TAG_OK := "board_gen" # 在册合法标签(PURPOSE_TAGS 含;wr7 必 func _init() -> void: -# oracle: design/gdd/systems/表现与支撑/数据配置.md:199(运行期违约通道——致命真的会死组) +# oracle: design/gdd/systems/表现与支撑/数据配置.md:199 (运行期违约通道——致命真的会死组) var db = ConfigDBScript.new() if not db.load_tables("res://data/tables", true): push_error("[run_time_fatal_test] 表加载失败——夹具不可用(回归)") @@ -45,6 +45,7 @@ func _init() -> void: # 缺省形态(契约 2):不接组装点的协作件违约只落自身 push_error+assert,不外溢封印 func _default_form(db) -> bool: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var rng = RngScript.new() rng.set_master_seed(3) var oc = OrchestratorScript.new(db, rng) @@ -69,6 +70,7 @@ func _default_form(db) -> bool: # (棋盘生成半边:装板域拆件后生成器随 BoardInstaller 件内自建——组装点=引用束 fatal_cb 接线, # 经新组装点构建后触发生成器违约,封印传导断言不变) func _seal_propagation(db) -> bool: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var rng_a = RngScript.new() rng_a.set_master_seed(5) var oc_bg = OrchestratorScript.new(db, rng_a) @@ -90,6 +92,7 @@ func _seal_propagation(db) -> bool: # ②wr6(p6):未知用途标签 → handler 记录位为真(判据主体)+拿不到可用 RNG;合法标签对照另行验过 func _unknown_tag_channel() -> bool: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var rng_bad = RngScript.new() rng_bad.set_master_seed(7) if not _inject_handler(rng_bad, "wr6"): @@ -108,6 +111,7 @@ func _unknown_tag_channel() -> bool: # ③wr7(p7):未播种取数 → handler 记录位为真+拿不到可用 RNG;同标签播种对照另行验过 func _unseeded_channel() -> bool: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var rng_bad = RngScript.new() # 不播种(_master_seed 缺省 -1) if not _inject_handler(rng_bad, "wr7"): return false @@ -125,6 +129,7 @@ func _unseeded_channel() -> bool: # 成员在位前提检查(成员被移除时走干净退出 2,不落「赋值不存在的属性」式中途中断) func _inject_handler(rng, label: String) -> bool: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) if not (rng.get("violation_handler") is Callable): push_error("[run_time_fatal_test/%s] violation_handler 成员缺失(p6/p7 形态未实装——回归)" % label) return false diff --git a/game/tests/unit/core/save_boot_no_activate_test.gd b/game/tests/unit/core/save_boot_no_activate_test.gd index 262b88b7..87aced80 100644 --- a/game/tests/unit/core/save_boot_no_activate_test.gd +++ b/game/tests/unit/core/save_boot_no_activate_test.gd @@ -22,7 +22,7 @@ func _init() -> void: # ① 无参实例(autoload 实例化形态)=无激活态+默认合法空态(sv2 类级) func _test_no_arg_instance_has_no_activation() -> void: -# oracle: design/gdd/systems/表现与支撑/存档序列化.md:61(启动态无激活不读写组) +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:61 (启动态无激活不读写组) var sm := SaveManagerScript.new() Kit.check_quiet(sm.slots.active_slot() == 0 and not sm.slots.has_write_target(), "sv2 无参实例无激活态(路径空/激活号 0/写盘目标空)〔卡① sv2〕") @@ -41,7 +41,7 @@ func _test_no_arg_instance_has_no_activation() -> void: # 判别锚:空 _path 的退化写目标=裸 ".tmp"(落 res://,拆闸实验实测杂散落点)—— # 断言先清退化目标再核零新增,闸短路缺陷(拒绝口旁路、写盘真实发生)必红。 func _test_write_rejected_without_target() -> void: -# oracle: design/gdd/systems/表现与支撑/存档序列化.md:61(无激活态写盘拒绝组) +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:61 (无激活态写盘拒绝组) var sm := SaveManagerScript.new() var before := {} for i in range(1, 4): @@ -81,7 +81,7 @@ func _test_write_rejected_without_target() -> void: # (生产结算链全段在位:mark_first_adventure_done→apply_adventure_summary→refresh_treasure_unlocks # →write_to_disk;无激活态下落账内存、写盘拒绝、盘面零触碰——已知中间态的机检面) func _test_settle_chain_write_rejected() -> void: -# oracle: design/gdd/systems/表现与支撑/存档序列化.md:61(结算链写盘拒绝组) +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:61 (结算链写盘拒绝组) var db = load("res://core/config_db.gd").new() if not db.load_tables("res://data/tables", false): Kit.check_quiet(false, "sv3 链测试前置:数值表加载失败〔卡① sv3〕") @@ -104,7 +104,7 @@ func _test_settle_chain_write_rejected() -> void: # ③ 越界槽号三原语拒绝+窥视越界返回不可读(原语边界 fail-safe) func _test_out_of_range_slots_rejected() -> void: -# oracle: design/gdd/systems/表现与支撑/存档序列化.md:61(三存档位域界——越域槽拒绝组) +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:61 (三存档位域界——越域槽拒绝组) var sm := SaveManagerScript.new() sm.slots.attach_slot_template("user://smoke_boot_noact_%d.json") Kit.check_quiet(not sm.slots.activate_slot(0) and not sm.slots.activate_slot(4) diff --git a/game/tests/unit/core/save_manager_domain_test.gd b/game/tests/unit/core/save_manager_domain_test.gd index bb47f190..643d4c3a 100644 --- a/game/tests/unit/core/save_manager_domain_test.gd +++ b/game/tests/unit/core/save_manager_domain_test.gd @@ -19,6 +19,7 @@ var _db func _init() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) _db = ConfigDBScript.new() # 表加载失败不中止(承 G2–G5 同款:表损坏的红落在具体断言上) var load_ok: bool = _db.load_tables("res://data/tables", true) @@ -46,7 +47,7 @@ func _fresh_rng(seed_val: int): # 损坏兜底/迁移链/域界干净/摘要 cap/摘要集成/生涯终身计数域 v6)。测试文件统一 user://smoke_save_*.json 隔离, # 段首清场+段尾清理——绝不碰 user://save.json(红线)。 func _smoke_save() -> void: -# oracle: design/gdd/systems/表现与支撑/存档序列化.md:176(存档域读写往返/迁移链/损坏兜底/域界组) +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:176 (存档域读写往返/迁移链/损坏兜底/域界组) print("--- SaveManager 存档读写/迁移/兜底 ---") var sm_script = load("res://core/save_manager.gd") var paths := ["user://smoke_save_roundtrip.json", "user://smoke_save_fresh.json", @@ -339,7 +340,7 @@ func _smoke_save() -> void: # 测试文件统一 user://smoke_save_slot_%d.json 模板隔离(attach_slot_template 注入口——禁各自拼槽名), # 段首清场+段尾清理——绝不碰 user://save.json 与真实槽 user://save_slot_N.json(红线)。 func _smoke_save_slots() -> void: -# oracle: design/gdd/systems/表现与支撑/存档序列化.md:61(三槽位与摘要 cap——槽位域组) +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:61 (三槽位与摘要 cap——槽位域组) print("--- SaveManager 三存档位承载(迭代 33 卡①)---") var sm_script = load("res://core/save_manager.gd") var slot_tpl := "user://smoke_save_slot_%d.json" diff --git a/game/tests/unit/core/save_slot_isolation_test.gd b/game/tests/unit/core/save_slot_isolation_test.gd index 6afdd4fe..743d77c1 100644 --- a/game/tests/unit/core/save_slot_isolation_test.gd +++ b/game/tests/unit/core/save_slot_isolation_test.gd @@ -38,7 +38,7 @@ func _write_v7_keystone(path: String, keystone: int) -> void: # ① 三槽往返:各槽写异值 → 写盘 → 新实例按位读回逐域相等;改槽 1 槽 2 字节不动(sv1) func _test_three_slot_roundtrip_and_isolation() -> void: -# oracle: design/gdd/systems/表现与支撑/存档序列化.md:61(三槽位独立文件隔离组) +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:61 (三槽位独立文件隔离组) var t := SaveManagerScript.new() t.slots.attach_slot_template(TPL) for i in range(1, 4): @@ -66,7 +66,7 @@ func _test_three_slot_roundtrip_and_isolation() -> void: # ② 高版本槽进档失败:拒绝+恢复切换前三态(路径/激活号/数据)+拒读槽零误写(sv9/sv10) func _test_activate_failure_restores_previous_slot() -> void: -# oracle: design/gdd/systems/表现与支撑/存档序列化.md:61(激活失败回滚组) +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:61 (激活失败回滚组) var t := SaveManagerScript.new() t.slots.attach_slot_template(TPL) _write_v7_keystone(TPL % 1, 311) @@ -88,7 +88,7 @@ func _test_activate_failure_restores_previous_slot() -> void: # ③ MetaProgression 宿主链切槽:引用同一性保持+写盘落当前槽(sv10——禁换实例先例) func _test_metaprogression_reference_identity() -> void: -# oracle: design/gdd/systems/表现与支撑/存档序列化.md:176(元进度引用同一性——往返一致组) +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:176 (元进度引用同一性——往返一致组) var t := SaveManagerScript.new() t.slots.attach_slot_template(TPL) _write_v7_keystone(TPL % 1, 533) diff --git a/game/tests/unit/core/save_slot_summary_test.gd b/game/tests/unit/core/save_slot_summary_test.gd index b4354562..47094660 100644 --- a/game/tests/unit/core/save_slot_summary_test.gd +++ b/game/tests/unit/core/save_slot_summary_test.gd @@ -36,7 +36,7 @@ func _write_slot_json(path: String, content: String) -> void: # ① 三槽异值逐槽三项正确+不激活不写内存(sv7) func _test_peek_three_slots_distinct_values() -> void: -# oracle: design/gdd/systems/表现与支撑/存档序列化.md:174(槽位摘要按槽窥视组) +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:174 (槽位摘要按槽窥视组) var t := SaveManagerScript.new() t.slots.attach_slot_template(TPL) for i in range(1, 4): @@ -58,7 +58,7 @@ func _test_peek_three_slots_distinct_values() -> void: # ② 空槽零值合法态+不可读三态显式标记(sv7/契约 9) func _test_peek_empty_and_unreadable_states() -> void: -# oracle: design/gdd/systems/表现与支撑/存档序列化.md:174(坏槽三态组) +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:174 (坏槽三态组) var t := SaveManagerScript.new() t.slots.attach_slot_template(TPL) DirAccess.remove_absolute(TPL % 3) # 清①段残留——空槽夹具 @@ -79,7 +79,7 @@ func _test_peek_empty_and_unreadable_states() -> void: # ③ 窥视零副作用:字节+mtime 双比对不变+零 .corrupt.bak 改名(sv8——真实入口冒烟段同判据) func _test_peek_zero_side_effect() -> void: -# oracle: design/gdd/systems/表现与支撑/存档序列化.md:174(窥视零副作用组) +# oracle: design/gdd/systems/表现与支撑/存档序列化.md:174 (窥视零副作用组) var t := SaveManagerScript.new() t.slots.attach_slot_template(TPL) _write_slot_json(TPL % 1, "corrupt bytes {{{{") diff --git a/game/tests/unit/core/settle_segments_test.gd b/game/tests/unit/core/settle_segments_test.gd index edebe932..d209504c 100644 --- a/game/tests/unit/core/settle_segments_test.gd +++ b/game/tests/unit/core/settle_segments_test.gd @@ -9,7 +9,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") func _init() -> void: -# oracle: design/gdd/systems/战斗循环/战斗结算.md:362(结算五段 Segment——五段全序组) +# oracle: design/gdd/systems/战斗循环/战斗结算.md:362 (结算五段 Segment——五段全序组) var db = load("res://core/config_db.gd").new() if not db.load_tables("res://data/tables", false): print("[settle_segments_test] FAIL — 数值表加载失败") diff --git a/game/tests/unit/core/treasure_effects_test.gd b/game/tests/unit/core/treasure_effects_test.gd index 16e184c7..3a989daa 100644 --- a/game/tests/unit/core/treasure_effects_test.gd +++ b/game/tests/unit/core/treasure_effects_test.gd @@ -10,7 +10,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") func _init() -> void: -# oracle: design/gdd/systems/跨局循环/秘宝.md:246(秘宝 12 件逐件行为——效果行为组) +# oracle: design/gdd/systems/跨局循环/秘宝.md:246 (秘宝 12 件逐件行为——效果行为组) var db = load("res://core/config_db.gd").new() if not db.load_tables("res://data/tables", false): Kit.check_quiet(false, "数值表加载") diff --git a/game/tests/unit/core/treasure_items_test.gd b/game/tests/unit/core/treasure_items_test.gd index c46ee17f..f998c777 100644 --- a/game/tests/unit/core/treasure_items_test.gd +++ b/game/tests/unit/core/treasure_items_test.gd @@ -53,7 +53,7 @@ func _all_revealed(_c: Vector2i) -> bool: func _init() -> void: -# oracle: design/gdd/systems/跨局循环/秘宝.md:246(秘宝结构冻结与护栏校验——结构组) +# oracle: design/gdd/systems/跨局循环/秘宝.md:246 (秘宝结构冻结与护栏校验——结构组) # ① 授予归因+受理序+Used 不可逆 var inv = _new_inv() var r1: Dictionary = inv.add_item("sapper_order", "safe_cell", Vector2i(3, 4), 2) diff --git a/game/tests/unit/core/tree_requires_level_test.gd b/game/tests/unit/core/tree_requires_level_test.gd index 1434ce5a..e3b1a907 100644 --- a/game/tests/unit/core/tree_requires_level_test.gd +++ b/game/tests/unit/core/tree_requires_level_test.gd @@ -7,7 +7,7 @@ extends SceneTree func _init() -> void: -# oracle: design/gdd/systems/跨局循环/天赋树.md:195(等级阈值前置:schema 四拒一过+判定三态+投影两态组) +# oracle: design/gdd/systems/跨局循环/天赋树.md:195 (等级阈值前置:schema 四拒一过+判定三态+投影两态组) var failures := 0 var db = load("res://core/config_db.gd").new() var mt = load("res://data/schemas/meta_tree_table.gd").new() diff --git a/game/tests/unit/core/tree_rules_v11_test.gd b/game/tests/unit/core/tree_rules_v11_test.gd index 834881ef..f737a0d9 100644 --- a/game/tests/unit/core/tree_rules_v11_test.gd +++ b/game/tests/unit/core/tree_rules_v11_test.gd @@ -12,7 +12,7 @@ extends SceneTree func _init() -> void: -# oracle: design/gdd/systems/跨局循环/天赋树.md:194(结构封闭:六键合成行闭集校验组) +# oracle: design/gdd/systems/跨局循环/天赋树.md:194 (结构封闭:六键合成行闭集校验组) var eng = load("res://core/effect_engine.gd") var tree_tbl = load("res://data/schemas/meta_tree_table.gd") var db = load("res://core/config_db.gd").new() @@ -89,7 +89,7 @@ func _init() -> void: # ---- 规则键参数域校验(架构整改批 R1——六键参数字典):正例全过/缺参数拒/多参数拒/越域拒/非字典拒 ---- func _test_rule_key_params(eng, tree_tbl, db) -> Array: -# oracle: design/gdd/systems/跨局循环/天赋树.md:194(规则键参数字典——参数名/取值域合规组) +# oracle: design/gdd/systems/跨局循环/天赋树.md:194 (规则键参数字典——参数名/取值域合规组) var errs: Array = [] var params_tbl: Dictionary = tree_tbl.RULE_KEY_PARAMS # 正例:meta_tree.tres 现行 Fork 行逐键过 validate(加载期已验——此处显式复核) diff --git a/game/tests/unit/data_config/table_structure_guard_test.gd b/game/tests/unit/data_config/table_structure_guard_test.gd index e52a6cbf..91c09323 100644 --- a/game/tests/unit/data_config/table_structure_guard_test.gd +++ b/game/tests/unit/data_config/table_structure_guard_test.gd @@ -576,6 +576,7 @@ func _conversion_row_of(rows: Array, attr: String) -> Dictionary: # ---- V7 节点图三新键域校验(架构整改——缺新键行拒/width_max 越域拒/两 pct 越域拒/表值全过)---- func _test_level_gen_new_fields() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var tbl = _db.run.level_gen_params var mk := func(mod: Dictionary) -> Dictionary: var row := {"level_index": 1, "layers": 6, "branch_density": 0.3, "battle_ratio": 0.5, "reward_ratio": 0.2, @@ -612,6 +613,7 @@ func _test_level_gen_new_fields() -> void: # ---- 变异表头域校验 / feat cap 必填(架构整改——丁案三件的数据面守卫)---- func _test_variation_header_domains() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var inst = load("res://data/schemas/variation_table.gd").new() inst.percent_of_cells = 5 inst.per_level_bonus = 0 @@ -629,6 +631,7 @@ func _test_variation_header_domains() -> void: func _test_feat_cap_required() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var inst = load("res://data/schemas/feat_table.gd").new() # 生产表全行 cap 在场(加载期已验——此处显式复核 37 行) var all_cap := true diff --git a/game/tests/unit/example_test.gd b/game/tests/unit/example_test.gd index e5412e1a..0dd7c944 100644 --- a/game/tests/unit/example_test.gd +++ b/game/tests/unit/example_test.gd @@ -10,7 +10,7 @@ extends SceneTree const Kit := preload("res://tests/unit/test_kit.gd") # T6 收口:check/汇总退出样板单点 func _init() -> void: -# oracle: design/engineering/test-conventions.md:37(套件协议模板——执行载体与退出码范例组) +# oracle: design/engineering/test-conventions.md:37 (套件协议模板——执行载体与退出码范例组) Kit.check("headless SceneTree 协议可用(quit(code) 通道)", _test_headless_protocol()) Kit.check("命名规范可执行:test_[scenario]_[expected]", _test_naming_convention_followed()) quit(Kit.finish("example_test")) diff --git a/game/tests/unit/presentation/battle_narrator_test.gd b/game/tests/unit/presentation/battle_narrator_test.gd index a5153d9c..f037d1ac 100644 --- a/game/tests/unit/presentation/battle_narrator_test.gd +++ b/game/tests/unit/presentation/battle_narrator_test.gd @@ -18,7 +18,7 @@ class _BossRunner: func _init() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260(战斗叙述宿主——装载组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260 (战斗叙述宿主——装载组) _test_numeric_lines_carry_values() _test_end_text_differs_by_result() _test_phase_text_nonempty() @@ -29,7 +29,7 @@ func _init() -> void: func _test_numeric_lines_carry_values() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:272(结算行数值带入组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:272 (结算行数值带入组) var rest: String = NarratorScript.rest_line(12, 30, 40) Kit.check("休整叙述带入回复量与当前血量(实际「%s」)" % rest, rest.contains("12") and rest.contains("30") and rest.contains("40")) @@ -40,7 +40,7 @@ func _test_numeric_lines_carry_values() -> void: func _test_end_text_differs_by_result() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:272(胜负互异文案组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:272 (胜负互异文案组) # 关卡收束(level_end=true)恒为「关卡完成!」——单场胜负文案只在非收束态出现 var level: String = NarratorScript.battle_end_text("lose", true) Kit.check("关卡收束态恒为「关卡完成!」(实际「%s」)" % level, level == "关卡完成!") @@ -53,7 +53,7 @@ func _test_end_text_differs_by_result() -> void: func _test_phase_text_nonempty() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:272(阶段行非空组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:272 (阶段行非空组) var t: String = NarratorScript.phase_text(1, "", false, false, "") Kit.check("相位叙述非空(实际「%s」)" % t, t != "") var boss: String = NarratorScript.phase_text(2, "", false, true, "灰矮人石君王") @@ -63,7 +63,7 @@ func _test_phase_text_nonempty() -> void: # 叙述寻址按行类取 Boss 行集(S 清单 S15 换代):Boss 节点名必须来自 (关卡, boss, 带) 行集, # 不能落到同深度的战斗行集——期望名由表行集首行读出,不写死字面量。 func _test_boss_name_uses_boss_rowset() -> void: -# oracle: design/gdd/systems/战斗循环/敌人系统.md:295(Boss 名读行集组) +# oracle: design/gdd/systems/战斗循环/敌人系统.md:295 (Boss 名读行集组) var db = load("res://core/config_db.gd").new() var loaded: bool = db.load_tables("res://data/tables", false) Kit.check_quiet(loaded, "叙述寻址用例:数值表加载成功") @@ -92,7 +92,7 @@ func _test_boss_name_uses_boss_rowset() -> void: # 关卡完成停点文案族措辞钉子(口径换代批):回血行/满血合法态/渠道句/摘要关数行—— # 旧措辞退役后玩家可见面由本组断言钉在新措辞上(撤销证明:回退 battle_narrator 对应行→断言红→复原复绿) func _test_level_clear_wording() -> void: -# oracle: design/gdd/ux/level-clear.md:11(关卡结算屏文案组) +# oracle: design/gdd/ux/level-clear.md:11 (关卡结算屏文案组) var healed: String = NarratorScript.curio_pick_header({"level_index": 1, "heal_gained": 5, "hp_before": 10, "hp_after": 15}) Kit.check("关卡完成回血行带入回血量与生命区间(实际「%s」)〔口径换代 V1〕" % healed, healed.contains("关卡完成回血 +5(生命 10 → 15)")) @@ -112,6 +112,7 @@ func _test_level_clear_wording() -> void: # 真实入口=呈现状态快照函数 presentation_snapshot:A 有削弱 B 无 → 两卡投影各现各的(零共享引用) func _test_snapshot_effects_per_unit() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var db = load("res://core/config_db.gd").new() Kit.check("V8 前置:表加载零 error", db.load_tables("res://data/tables", true) and db.diagnostics_count("error") == 0) var rng = load("res://core/rng_service.gd").new() diff --git a/game/tests/unit/presentation/camp_scene_layout_test.gd b/game/tests/unit/presentation/camp_scene_layout_test.gd index 9da306de..a4a74b07 100644 --- a/game/tests/unit/presentation/camp_scene_layout_test.gd +++ b/game/tests/unit/presentation/camp_scene_layout_test.gd @@ -10,12 +10,12 @@ const _EXPECTED_KEYS: Array[StringName] = [&"gate", &"forge", &"dummy", &"chest" func _initialize() -> void: -# oracle: design/gdd/ux/camp.md:29(营地场景布局数据件——纵深与地平线组) +# oracle: design/gdd/ux/camp.md:29 (营地场景布局数据件——纵深与地平线组) call_deferred("_test_layout_hotspot_geometry") func _test_layout_hotspot_geometry() -> void: -# oracle: design/gdd/ux/camp.md:16(七物件命中区几何红线组) +# oracle: design/gdd/ux/camp.md:16 (七物件命中区几何红线组) var table: CampSceneLayoutTable = load("res://data/tables/camp_scene_layout.tres") Kit.check("V14 布局表加载且 schema 类在位〔营地图批 V14〕", table is CampSceneLayoutTable and table != null) if table == null: diff --git a/game/tests/unit/presentation/forge_workbench_test.gd b/game/tests/unit/presentation/forge_workbench_test.gd index a4f94893..907ec41b 100644 --- a/game/tests/unit/presentation/forge_workbench_test.gd +++ b/game/tests/unit/presentation/forge_workbench_test.gd @@ -10,7 +10,7 @@ const _TEST_SAVE := "user://test_forge_workbench.json" func _initialize() -> void: -# oracle: design/gdd/systems/跨局循环/锻造工坊.md:219(工作间两区六路线——装载组) +# oracle: design/gdd/systems/跨局循环/锻造工坊.md:219 (工作间两区六路线——装载组) call_deferred("_run") @@ -22,7 +22,7 @@ func _row_by_id(ov) -> Dictionary: func _run() -> void: -# oracle: design/gdd/systems/跨局循环/锻造工坊.md:219(六路线 UI 直验组) +# oracle: design/gdd/systems/跨局循环/锻造工坊.md:219 (六路线 UI 直验组) var db = load("res://core/config_db.gd").new() var load_ok: bool = db.load_tables("res://data/tables", true) if not load_ok: diff --git a/game/tests/unit/presentation/hud_presenter_test.gd b/game/tests/unit/presentation/hud_presenter_test.gd index 5aaba4c7..2c85c0d1 100644 --- a/game/tests/unit/presentation/hud_presenter_test.gd +++ b/game/tests/unit/presentation/hud_presenter_test.gd @@ -9,7 +9,7 @@ const HudScript := preload("res://presentation/hud_presenter.gd") func _init() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260(HUD 投影宿主——装载组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260 (HUD 投影宿主——装载组) _test_accepted_text() _test_reject_text_by_reason() _test_unknown_reason_fallback() @@ -17,13 +17,13 @@ func _init() -> void: func _test_accepted_text() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:212(受理反馈呈现组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:212 (受理反馈呈现组) var t: String = HudScript.outcome_text({"accepted": true}) Kit.check("受理态文案固定为「执行完成。」(实际「%s」)" % t, t == "执行完成。") func _test_reject_text_by_reason() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:212(拒绝三源可辨文案组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:212 (拒绝三源可辨文案组) var cases := { "not_adjacent": "不能执行:目标与小人不相邻", "target_revealed": "不能执行:目标已开", @@ -42,7 +42,7 @@ func _test_reject_text_by_reason() -> void: func _test_unknown_reason_fallback() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:212(未知兜底文案组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:212 (未知兜底文案组) var t: String = HudScript.outcome_text({"accepted": false, "reject_reason": "brand_new_reason"}) Kit.check("未知拒绝原因兜底为「动作被拒。」而非空串(实际「%s」)" % t, t == "动作被拒。") var sub: String = HudScript.outcome_text({ diff --git a/game/tests/unit/presentation/level_map_info_fog_test.gd b/game/tests/unit/presentation/level_map_info_fog_test.gd index b0f42d62..d103f20b 100644 --- a/game/tests/unit/presentation/level_map_info_fog_test.gd +++ b/game/tests/unit/presentation/level_map_info_fog_test.gd @@ -11,12 +11,12 @@ const ScreenScript := preload("res://presentation/views/level_map_screen.gd") func _initialize() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178(信息迷雾呈现宿主——装载组) +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178 (信息迷雾呈现宿主——装载组) call_deferred("_run") func _run() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178(迷雾显隐宿主组) +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178 (迷雾显隐宿主组) var db = load("res://core/config_db.gd").new() var loaded: bool = db.load_tables("res://data/tables", false) Kit.check_quiet(loaded, "迷雾呈现用例:数值表加载成功") @@ -48,7 +48,7 @@ func _runner(db, nodes: Array, candidates: Array, n: int = 2): # ---- ① 范围外只见结构:雾下节点类型图标与文字均不绘制〔fv2〕---- func _test_fog_hides_type() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178(雾下类型隐藏组) +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178 (雾下类型隐藏组) var node := {"id": 3, "type": "battle", "depth": 3, "next": []} var shown: Dictionary = ScreenScript.node_display(node, 2, [2], false, false) Kit.check("可见集内节点:图标/类型文字均绘制〔fv2〕", @@ -62,7 +62,7 @@ func _test_fog_hides_type() -> void: # ---- ② Boss/终点不入雾+多终点标记〔fv3〕---- func _test_boss_exempt_and_multi_boss() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178(Boss 描边豁免与多 Boss 组) +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178 (Boss 描边豁免与多 Boss 组) var type_vis: Array = [1, 7, 9] # 双 Boss 图:7/9 均在可见集 var boss_a: Dictionary = ScreenScript.node_display({"id": 7, "type": "boss", "depth": 7, "next": []}, 7, type_vis, false, false) var boss_b: Dictionary = ScreenScript.node_display({"id": 9, "type": "boss", "depth": 9, "next": []}, 9, type_vis, false, false) @@ -80,7 +80,7 @@ func _test_boss_exempt_and_multi_boss() -> void: # ---- ③ 节点内详情图上从不显示〔fv5〕---- func _test_details_never_shown() -> void: -# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178(详情零显示组) +# oracle: design/gdd/systems/冒险循环/关卡节点地图.md:178 (详情零显示组) var plain := {"id": 3, "type": "battle", "depth": 3, "next": [4]} var loaded := {"id": 3, "type": "battle", "depth": 3, "next": [4], "enemy_id": "goblin_secret", "reward_id": "reward_secret"} var a: Dictionary = ScreenScript.node_display(plain, 3, [3], false, true) @@ -97,6 +97,7 @@ func _test_details_never_shown() -> void: # ---- ④ label_text 三态文案〔fv2〕---- func _test_label_three_states() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var node := {"id": 3, "type": "battle", "depth": 3, "next": [4]} Kit.check("当前位文案=「当前位置」〔fv2〕", String(ScreenScript.node_display(node, 3, [3], true, false)["label_text"]) == "当前位置") @@ -149,6 +150,7 @@ func _big_graph_nodes() -> Array: func _test_big_graph_fit(db) -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var nodes := _big_graph_nodes() var entry: Dictionary = nodes[0] var runner = _runner(db, nodes, [nodes[1]]) @@ -202,6 +204,7 @@ func _test_big_graph_fit(db) -> void: # 命中读数 = is_same 同实例判别(重算必产新字典、命中返回缓存原实例)——零生产计数器。 func _test_layout_cache(db) -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var nodes := _big_graph_nodes() var runner = _runner(db, nodes, [nodes[1]]) var screen = ScreenScript.new() diff --git a/game/tests/unit/presentation/modal_flow_test.gd b/game/tests/unit/presentation/modal_flow_test.gd index 892eaa4e..6e2db94e 100644 --- a/game/tests/unit/presentation/modal_flow_test.gd +++ b/game/tests/unit/presentation/modal_flow_test.gd @@ -11,7 +11,7 @@ const ModalStackScript := preload("res://presentation/modal_stack.gd") func _init() -> void: -# oracle: design/engineering/code-conventions.md:54(模态编排纯逻辑——层级与输入锁组) +# oracle: design/engineering/code-conventions.md:54 (模态编排纯逻辑——层级与输入锁组) # 哑层与桩 Callable(纯逻辑类零场景前提的证明面) var start := Control.new() var inter := Control.new() diff --git a/game/tests/unit/presentation/pacing_queue_test.gd b/game/tests/unit/presentation/pacing_queue_test.gd index 5992ea18..0e16413e 100644 --- a/game/tests/unit/presentation/pacing_queue_test.gd +++ b/game/tests/unit/presentation/pacing_queue_test.gd @@ -37,12 +37,13 @@ class FakeFx extends SettlementFxView: func check(cond: bool, msg: String) -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) if not cond: _problems.append(msg) func _init() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:272(排播节奏——排空零分叉/零丢行/延迟双态组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:272 (排播节奏——排空零分叉/零丢行/延迟双态组) var main: Node = load("res://presentation/main.tscn").instantiate() root.add_child(main) await process_frame @@ -156,6 +157,7 @@ func _count_row(row: Dictionary, arr: Array) -> void: func _finish() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) for p in ["user://test_pacing_queue_save.json", "user://test_pacing_queue_save.json.tmp"]: if FileAccess.file_exists(p): DirAccess.remove_absolute(p) diff --git a/game/tests/unit/presentation/player_copy_sweep_test.gd b/game/tests/unit/presentation/player_copy_sweep_test.gd index 0da52ecc..de41e562 100644 --- a/game/tests/unit/presentation/player_copy_sweep_test.gd +++ b/game/tests/unit/presentation/player_copy_sweep_test.gd @@ -23,7 +23,7 @@ var _db func _init() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:281(玩家面文案清扫宿主——装载组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:281 (玩家面文案清扫宿主——装载组) _db = ConfigDBScript.new() var load_ok: bool = _db.load_tables("res://data/tables", true) if not load_ok: @@ -43,7 +43,7 @@ func _init() -> void: # ① C 区两段头(u1/u2——直建 hero 面板,adventure_feats_test ⑦c 族同构) func _sweep_hero_panel() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:274(英雄面板文案组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:274 (英雄面板文案组) var panel = load("res://presentation/views/hero_info_panel_view.gd").new(_db.presentation.battle_layout) var feat_head := _first_label(panel._feat_section) var curio_head := _first_label(panel._curio_section) @@ -55,7 +55,7 @@ func _sweep_hero_panel() -> void: # ②③ 奖励节点头部+专长卡兜底(u3/u11——静态直调) func _sweep_narrator() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:272(叙述文案组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:272 (叙述文案组) var narrator = load("res://presentation/battle_narrator.gd") var head := String(narrator.node_curio_header()) Kit.check("奖励点头部含「冒险牌库」(u3 机制事实①同库)〔wa4〕", head.contains("冒险牌库")) @@ -68,7 +68,7 @@ func _sweep_narrator() -> void: # ④ 图例封印行(u4——直建 LegendOverlay 读 ENTRIES 常量) func _sweep_legend() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:267(图例文案组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:267 (图例文案组) load("res://presentation/views/legend_overlay.gd").new() # 直建(_init(rap_cost) 现签名) var seal_row: Array = [] for e in load("res://presentation/views/legend_overlay.gd").ENTRIES: @@ -84,7 +84,7 @@ func _sweep_legend() -> void: # ⑤⑥ 来源名双源(u5/u6——状态槽消费半+表值 ConfigDB 真装载+battle_log 行消费半) func _sweep_source_names() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:274(来源名读表组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:274 (来源名读表组) var row_view = load("res://presentation/views/status_slot_row.gd").new() row_view.set_effects([{"effect_id": "alert", "source_class": "mine_hit", "display_name": "危险格受击", "remaining_settlements": 2, "round_index": 1}]) @@ -110,7 +110,7 @@ func _sweep_source_names() -> void: # ⑦⑧ 已开危险格字形族(u7/u8/u9——BoardView rebuild 真实刷新路径+源 token 扫描) func _sweep_board_glyph() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:264(危险格字形组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:264 (危险格字形组) var board_generator = load("res://core/board_generator.gd").new() var b = board_generator.generate(1, 0, _mk_stream("board_gen", 4242), _db) var ae = load("res://core/action_economy.gd").new(_db) @@ -149,6 +149,7 @@ func _sweep_board_glyph() -> void: # ⑧⑩ 源 token 扫描(注释剥离=行首 # 判——契约 2 保留面不入域) func _sweep_token_scans() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var board_src := FileAccess.get_file_as_string("res://presentation/views/board_view.gd") Kit.check("board_view.gd 源零 \"雷\" 字面量(u7/u8/u9 哨兵族统一钉住)〔wa8〕", board_src.count("\"雷\"") == 0) @@ -166,7 +167,7 @@ func _sweep_token_scans() -> void: # 刷新两 toast 文案零数字字面量(架构整改 R4——格式串零数字、插值位与表字段一一对应; # 静态判据+评审注记观测面局限:真机文案随表值由实机目检兜——T10 清单两项) func _sweep_refresh_toast_no_literals() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260(刷新提示读表拼接——零字面量组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260 (刷新提示读表拼接——零字面量组) var main_src := FileAccess.get_file_as_string("res://presentation/main.gd") var rap_toast := "" var cap_toast := "" diff --git a/game/tests/unit/presentation/presentation_encapsulation_sweep_test.gd b/game/tests/unit/presentation/presentation_encapsulation_sweep_test.gd index 461752d3..caee31ea 100644 --- a/game/tests/unit/presentation/presentation_encapsulation_sweep_test.gd +++ b/game/tests/unit/presentation/presentation_encapsulation_sweep_test.gd @@ -33,7 +33,7 @@ const A1_FILES := { func _init() -> void: -# oracle: design/engineering/code-conventions.md:41(presentation 封装——四族零命中扫描组) +# oracle: design/engineering/code-conventions.md:41 (presentation 封装——四族零命中扫描组) _sweep_a1_data_classes() _sweep_a2_subparts() _sweep_b_combo_root() @@ -43,7 +43,7 @@ func _init() -> void: # 源文件读取+非空前置(返 "" 即已判红——调用侧跳过后续正则断言) func _src(path: String) -> String: -# oracle: design/engineering/code-conventions.md:41(源码采样组) +# oracle: design/engineering/code-conventions.md:41 (源码采样组) var src := FileAccess.get_file_as_string(path) Kit.check("扫描面非空前置:%s" % path, src.length() > 0) return src @@ -51,21 +51,21 @@ func _src(path: String) -> String: # 正则零命中断言(-pattern 意图写入断言文案——可 grep 定位;suffix 区分族组) func _zero(pattern: String, src: String, label: String, suffix: String = "pres封装 V1") -> void: -# oracle: design/engineering/code-conventions.md:41(零命中扫描组) +# oracle: design/engineering/code-conventions.md:41 (零命中扫描组) var re := RegEx.create_from_string(pattern) Kit.check("%s:%s 零命中〔%s〕" % [label, pattern, suffix], re.search(src) == null) # 正锚在案断言(正则命中 ≥1——新公开面/新形态在用;suffix 区分族组) func _anchor(pattern: String, src: String, label: String, suffix: String = "pres封装 V1") -> void: -# oracle: design/engineering/code-conventions.md:41(正锚存在组) +# oracle: design/engineering/code-conventions.md:41 (正锚存在组) var re := RegEx.create_from_string(pattern) Kit.check("%s:%s 正锚在案〔%s〕" % [label, pattern, suffix], re.search(src) != null) # ② V2 A2 拆件子件(行为归位子件公开方法、读走公开读法、身份构造交付) func _sweep_a2_subparts() -> void: -# oracle: design/engineering/code-conventions.md:41(A2 子件封装扫描组) +# oracle: design/engineering/code-conventions.md:41 (A2 子件封装扫描组) var body := _src("res://presentation/views/standee_body.gd") if body.length() > 0: _zero("\\bst\\._|\\bmo\\._", body, "子件私取模式零命中(standee_body)", "pres封装 V2") @@ -82,7 +82,7 @@ func _sweep_a2_subparts() -> void: # ③ V3 B 组合根交接面(main+五分文件——成对单行转发梯换代为公开入口+Callable 束) func _sweep_b_combo_root() -> void: -# oracle: design/engineering/code-conventions.md:41(组合根束封装扫描组) +# oracle: design/engineering/code-conventions.md:41 (组合根束封装扫描组) var b_files := { "res://presentation/main.gd": false, "res://presentation/main_ui_build.gd": true, @@ -117,6 +117,7 @@ func _sweep_b_combo_root() -> void: # ④ V4 C 杂项(UiKit 私有工厂公开化+cell_mark 构造交付) func _sweep_c_misc() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var offenders: PackedStringArray = [] var scanned := 0 _walk_gd_for("res://", "UiKit\\._[a-zA-Z]", "res://presentation/views/ui_kit.gd", offenders) @@ -154,6 +155,7 @@ func _walk_gd_for(dir_path: String, pattern: String, exclude: String, offenders: # ① V1 A1 三内部数据类(字段公开化——宿主直读写内类私有字段清零) func _sweep_a1_data_classes() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) for path in A1_FILES: var spec: Dictionary = A1_FILES[path] var src := _src(path) diff --git a/game/tests/unit/presentation/reward_overlay_test.gd b/game/tests/unit/presentation/reward_overlay_test.gd index f6323e36..51937212 100644 --- a/game/tests/unit/presentation/reward_overlay_test.gd +++ b/game/tests/unit/presentation/reward_overlay_test.gd @@ -9,7 +9,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") # 断言 + 失败即停(原直写 print FAIL + quit(1) + return 样板单点化——早退语义逐位保持) func _req(desc: String, ok: bool) -> bool: -# oracle: design/gdd/ux/node-reward.md:9(奖励覆盖层直验——需求包装组) +# oracle: design/gdd/ux/node-reward.md:9 (奖励覆盖层直验——需求包装组) Kit.check(desc, ok) if not ok: quit(1) @@ -17,11 +17,11 @@ func _req(desc: String, ok: bool) -> bool: return true func _initialize() -> void: -# oracle: design/gdd/ux/node-reward.md:9(奖励节点装载组) +# oracle: design/gdd/ux/node-reward.md:9 (奖励节点装载组) call_deferred("_run") func _run() -> void: -# oracle: design/gdd/ux/node-reward.md:9(奖励三选一呈现组) +# oracle: design/gdd/ux/node-reward.md:9 (奖励三选一呈现组) var ov = load("res://presentation/views/curio_pick_overlay.gd").new() root.add_child(ov) var picked := [] diff --git a/game/tests/unit/presentation/seal_mark_params_test.gd b/game/tests/unit/presentation/seal_mark_params_test.gd index f13d220b..6e7e4bb5 100644 --- a/game/tests/unit/presentation/seal_mark_params_test.gd +++ b/game/tests/unit/presentation/seal_mark_params_test.gd @@ -10,7 +10,7 @@ const CELL_UNIT := preload("res://presentation/views/board_cell_unit.gd") func _init() -> void: -# oracle: design/gdd/ux/battle.md:128(封印印记参数宿主——装载组) +# oracle: design/gdd/ux/battle.md:128 (封印印记参数宿主——装载组) _test_param_values() _test_shader_uniforms() _test_fog_gate() @@ -19,7 +19,7 @@ func _init() -> void: # R1–R3/R7 前置:五常量取值逐项相等(art-bible §8.2 定值) func _test_param_values() -> void: -# oracle: design/gdd/ux/battle.md:128(环径与法阵定值组) +# oracle: design/gdd/ux/battle.md:128 (环径与法阵定值组) Kit.check("SEAL_RING_FRAC = 0.82〔seal批 V1〕", UiKit.SEAL_RING_FRAC == 0.82) Kit.check("SEAL_WALL_FRAC = 0.11〔seal批 V2〕", UiKit.SEAL_WALL_FRAC == 0.11) Kit.check("SEAL_ARM_FRAC = 0.156〔seal批 V2〕", UiKit.SEAL_ARM_FRAC == 0.156) @@ -29,7 +29,7 @@ func _test_param_values() -> void: # R1–R3/R7:着色器存在+七个 uniform 名在文(参数注入面契约) func _test_shader_uniforms() -> void: -# oracle: design/gdd/ux/battle.md:128(着色器参数化绘制组) +# oracle: design/gdd/ux/battle.md:128 (着色器参数化绘制组) var src := FileAccess.get_file_as_string(SEAL_SHADER) Kit.check("着色器文件存在且非空:%s〔seal批 V1〕" % SEAL_SHADER, src.length() > 0) if src.length() == 0: @@ -43,7 +43,7 @@ func _test_shader_uniforms() -> void: # R4 迷雾门控:seal_on × fog_state → 封印子件可见性(内部字段直查=受控例外——子件可见性无公开可观测面, # 卡面 R4 断言即 prescribe 子件 visible 直查;对照表该行注记理由) func _test_fog_gate() -> void: -# oracle: design/gdd/ux/battle.md:128(迷雾联动门控组) +# oracle: design/gdd/ux/battle.md:128 (迷雾联动门控组) var u: Node2D = CELL_UNIT.new() u.seal_on = true Kit.check("seal_on 即挂封印子件〔seal批 V4〕", u._seal_layer != null) diff --git a/game/tests/unit/presentation/settings_store_test.gd b/game/tests/unit/presentation/settings_store_test.gd index 4a4710f5..67aa6df4 100644 --- a/game/tests/unit/presentation/settings_store_test.gd +++ b/game/tests/unit/presentation/settings_store_test.gd @@ -12,7 +12,7 @@ const ISO_PATH := "user://settings_store_unit_test.cfg" # 隔离注路径( func _init() -> void: -# oracle: design/gdd/systems/表现与支撑/设置与本地化.md:4(设置存储宿主——装载组) +# oracle: design/gdd/systems/表现与支撑/设置与本地化.md:4 (设置存储宿主——装载组) _test_settings_roundtrip() _test_settings_default() _test_settings_apply_chain() @@ -27,7 +27,7 @@ func _cleanup() -> void: # ---- 持久化回读(写 true→存→新实例回读 true;节/键 motion/reduced)---- func _test_settings_roundtrip() -> void: -# oracle: design/gdd/systems/表现与支撑/设置与本地化.md:4(设置写读往返组) +# oracle: design/gdd/systems/表现与支撑/设置与本地化.md:4 (设置写读往返组) var w = StoreScript.new(ISO_PATH) w.reduced_motion = true Kit.check("前置:save_settings 落盘成功", w.save_settings()) @@ -44,7 +44,7 @@ func _test_settings_roundtrip() -> void: # ---- 缺省值(无文件缺省 false)---- func _test_settings_default() -> void: -# oracle: design/gdd/systems/表现与支撑/设置与本地化.md:4(出厂默认组) +# oracle: design/gdd/systems/表现与支撑/设置与本地化.md:4 (出厂默认组) var absent_path := "user://settings_store_unit_absent_%d.cfg" % (Time.get_ticks_msec()) DirAccess.remove_absolute(ProjectSettings.globalize_path(absent_path)) # 确保无文件 var d = StoreScript.new(absent_path) @@ -55,7 +55,7 @@ func _test_settings_default() -> void: # ---- 引擎档应用链(reduced→apply()→UiKit.motion_scale==0.5,false→1.0;测毕还原静态初值)---- func _test_settings_apply_chain() -> void: -# oracle: design/gdd/systems/表现与支撑/设置与本地化.md:4(应用链组) +# oracle: design/gdd/systems/表现与支撑/设置与本地化.md:4 (应用链组) var saved_scale: float = UiKit.motion_scale # 静态初值留底——测毕还原 var a = StoreScript.new(ISO_PATH) a.reduced_motion = true diff --git a/game/tests/unit/presentation/stage_background_test.gd b/game/tests/unit/presentation/stage_background_test.gd index 4958b7c1..2a473af0 100644 --- a/game/tests/unit/presentation/stage_background_test.gd +++ b/game/tests/unit/presentation/stage_background_test.gd @@ -26,12 +26,12 @@ class AllMissingStage extends BattleStageView: func _initialize() -> void: -# oracle: design/gdd/ux/battle.md:122(舞台背景宿主——装载组) +# oracle: design/gdd/ux/battle.md:122 (舞台背景宿主——装载组) call_deferred("_run") func _run() -> void: -# oracle: design/gdd/ux/battle.md:122(B 区背景宿主组) +# oracle: design/gdd/ux/battle.md:122 (B 区背景宿主组) _test_layout_ground_field() await _test_background_selection() await _test_background_fallback() @@ -42,7 +42,7 @@ func _run() -> void: # ---- V1 ground_h 字段与校验(表值/默认表 validate 空/三态拒绝族) ---- func _test_layout_ground_field() -> void: -# oracle: design/gdd/ux/battle.md:122(连续地面层组) +# oracle: design/gdd/ux/battle.md:122 (连续地面层组) var layout = load("res://data/tables/battle_layout.tres") Kit.check("布局表 ground_h = 100 且默认表 validate 为空〔舞台背景 V1〕", int(layout.ground_h) == 100 and layout.validate().is_empty()) @@ -75,7 +75,7 @@ func _make_stage() -> Node: # ---- V2 背景按 board_type 选图(直建默认 dungeon + 三值路径逐值对应 + 层序在世界之下) ---- func _test_background_selection() -> void: -# oracle: design/gdd/ux/battle.md:122(三关变体选图组) +# oracle: design/gdd/ux/battle.md:122 (三关变体选图组) var layout = load("res://data/tables/battle_layout.tres") var stage: Node = _make_stage() await process_frame @@ -104,7 +104,7 @@ func _test_background_selection() -> void: # ---- V3 缺图回退(目标缺→dungeon;全缺→平色兜底不崩不刷产品日志) ---- func _test_background_fallback() -> void: -# oracle: design/gdd/ux/battle.md:122(缺位回退组) +# oracle: design/gdd/ux/battle.md:122 (缺位回退组) var s1: Node = MissingUnderdarkStage.new(null, load("res://data/tables/battle_layout.tres")) root.add_child(s1) await process_frame @@ -128,6 +128,7 @@ func _test_background_fallback() -> void: # ---- V4 连续地面层几何(底贴 B 区底、高读表、全宽、位于背景与世界之间) ---- func _test_ground_layer_geometry() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var layout = load("res://data/tables/battle_layout.tres") var stage: Node = _make_stage() await process_frame @@ -154,6 +155,7 @@ func _test_ground_layer_geometry() -> void: # ---- V5 光柱层与舞台底源常量退役(源码锚 + 常量表 + 菜单斜光带在位) ---- func _test_beams_retired() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var f := FileAccess.open("res://presentation/views/battle_stage_view.gd", FileAccess.READ) var src := f.get_as_text() if f != null else "" Kit.check("舞台源码零光柱残留且平色回退含合并目标 SLOT_BACKDROP〔舞台背景 V5〕", diff --git a/game/tests/unit/presentation/standee_fx_sweep_test.gd b/game/tests/unit/presentation/standee_fx_sweep_test.gd index ad5a9cd3..47a665ae 100644 --- a/game/tests/unit/presentation/standee_fx_sweep_test.gd +++ b/game/tests/unit/presentation/standee_fx_sweep_test.gd @@ -69,7 +69,7 @@ class FakeDB: func _init() -> void: -# oracle: design/gdd/ux/battle.md:154(站桩呈现域缺陷扫掠组) +# oracle: design/gdd/ux/battle.md:154 (站桩呈现域缺陷扫掠组) UiKit.motion_scale = 1.0 # ---- ⑤ 站桩按 id 解析(两口共用同名字敌载体)---- diff --git a/game/tests/unit/presentation/standee_present_values_test.gd b/game/tests/unit/presentation/standee_present_values_test.gd index 35e1e589..0d64a4d5 100644 --- a/game/tests/unit/presentation/standee_present_values_test.gd +++ b/game/tests/unit/presentation/standee_present_values_test.gd @@ -31,7 +31,7 @@ func _read_source(rel_path: String) -> String: func _init() -> void: -# oracle: design/gdd/ux/battle.md:154(站桩呈现定值与素材绑定组) +# oracle: design/gdd/ux/battle.md:154 (站桩呈现定值与素材绑定组) # ---- V5 血条填充 = 危险红 #A8321F(§4.2 语义物件显式落法) ---- Kit.check("血条填充常量 = 危险红 #A8321F〔样张批 V5〕", UiKit.HP_BAR_FILL.to_html(false) == "a8321f") @@ -137,7 +137,7 @@ func _enemy_tex_path(key: String) -> String: func _check_display_tier() -> void: -# oracle: design/gdd/ux/battle.md:154(显示档与分辨率绑定组) +# oracle: design/gdd/ux/battle.md:154 (显示档与分辨率绑定组) # V13/V15 九键逐一:真实入口 StandeeBody → set_data(enemy_id) → set_portrait_texture(真纹理) → portrait_probe for key: String in _DISPLAY_SPEC: var spec: Array = _DISPLAY_SPEC[key] diff --git a/game/tests/unit/presentation/terrain_tile_sets_test.gd b/game/tests/unit/presentation/terrain_tile_sets_test.gd index 706c7155..71519fde 100644 --- a/game/tests/unit/presentation/terrain_tile_sets_test.gd +++ b/game/tests/unit/presentation/terrain_tile_sets_test.gd @@ -13,7 +13,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") # T6 收口:_check/汇 func _init() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260(地形瓦片套宿主——装载组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260 (地形瓦片套宿主——装载组) var board_dir := ProjectSettings.globalize_path("res://assets/art/board/") var probe_path := board_dir.path_join("terrain_wall_center_dungeon.png") if not FileAccess.file_exists(probe_path): @@ -42,7 +42,7 @@ func _init() -> void: # 套完整性:词表每个 board_type 的 16 墙 + 5 地面变体全部在盘(缺位 → BoardView 整批回落 dungeon 的 # 缺位回退断言由 ui_input_probe 覆盖;本断言管「入包完整」面) func _test_set_completeness(board_dir: String, types: Array) -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260(瓦片套完整性组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260 (瓦片套完整性组) var wall_names: Array = TilePaletteScript.TILE_WALL_NAMES var variants: int = int(TilePaletteScript.TILE_FLOOR_VARIANTS) for bt in types: @@ -124,7 +124,7 @@ func _load_stats(board_dir: String, fname: String, top_half: bool) -> Dictionary # (双峰纹理直画不可救——渲染帧取证深墨隐形实证,牌上深墨 12:1);③直画模式的双门槛值照抄 # TilePalette 判据常量(防判据漂移) func _test_digit_ink_modes(board_dir: String, types: Array) -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260(数字墨色模式组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260 (数字墨色模式组) var expect_plate := {"dungeon": false, "underdark": true, "deep_underdark": true} var variants: int = int(TilePaletteScript.TILE_FLOOR_VARIANTS) for bt in types: diff --git a/game/tests/unit/presentation/theme_projection_test.gd b/game/tests/unit/presentation/theme_projection_test.gd index d18f3b48..f5e2bdda 100644 --- a/game/tests/unit/presentation/theme_projection_test.gd +++ b/game/tests/unit/presentation/theme_projection_test.gd @@ -30,7 +30,7 @@ var _rng func _init() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260(呈现投影与主题宿主——装载组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260 (呈现投影与主题宿主——装载组) _db = ConfigDBScript.new() # 表加载失败不中止(承 G2–G5 同款:表损坏的红落在具体断言上) var load_ok: bool = _db.load_tables("res://data/tables", true) @@ -181,7 +181,7 @@ func _meta_new_save(path: String): # ---- 未开格类型微光(作用集恒等/九型归组封闭/零玩法写入)---- func _smoke_type_glow() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:267(未开格类型微光数据面组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:267 (未开格类型微光数据面组) print("--- 未开格类型微光(作用集恒等/九型归组封闭/零玩法写入)---") var board_generator = load("res://core/board_generator.gd").new() var b = board_generator.generate(1, 0, _mk_stream("board_gen", 4242), _db) @@ -383,7 +383,7 @@ func _smoke_type_glow() -> void: # _format_row Invalid access 使结算段中途夭折、界面卡死。行协议变更必须同步呈现层〔战斗结算 §行协议〕, # 本段把现行行形态逐型喂进真实视图:拆行残留与行字段错位在此转红)---- func _smoke_battle_log_view() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:272(明细带行协议组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:272 (明细带行协议组) print("--- 战斗日志视图行格式化(行协议 9 类呈现层同步闸)---") var view = load("res://presentation/views/battle_log_view.gd").new(_db, _db.presentation.battle_layout) # 敌方行动伤害行(现行形态:baseline 在场、attach 已出协议——修复前此行即 Invalid access) @@ -428,7 +428,7 @@ func _smoke_battle_log_view() -> void: # ---- 开场行后缀尾接协议(迭代36 wc1 静态半——level_open_line 第五参布尔直控尾接,签名零变; # 该函数此前零既有断言,尾接行为由此钉住)---- func _smoke_level_open_line() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:272(关卡开启行组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:272 (关卡开启行组) var NarratorScript := load("res://presentation/battle_narrator.gd") Kit.check("开场行 boosted=true 尾接「(含面板加成)」〔wc1〕", String(NarratorScript.level_open_line("第一层", 42, 5, 30, true)).contains("(含面板加成)")) @@ -443,7 +443,7 @@ func _smoke_level_open_line() -> void: # V1 挂载覆盖 / V2 滑轨两段 / V3 预盖件运行时证词 / V4 旧形态零残留 / # V5 回归(本冒烟全绿即回归网)/ V6 中文字体防御(挂主题后 default_font 顶掉 custom_font 也不丢字形) func _smoke_global_theme() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260(全局主题组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260 (全局主题组) print("--- UI 全局主题(main_theme.tres 挂载与词条断言)---") var th := ThemeDB.get_project_theme() Kit.check("V1 项目主题挂载(project.godot gui/theme/custom → main_theme.tres)", th != null) @@ -548,7 +548,7 @@ func _smoke_global_theme() -> void: # ---- 按钮五态矩阵冒烟(四工厂产物逐实例 override 断言;V1/V2)---- func _smoke_button_five_states() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260(按钮五态组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260 (按钮五态组) print("--- UI 按钮五态矩阵(四工厂五态样式盒)---") var uikit_s = load("res://presentation/views/ui_kit.gd") var states := ["normal", "hover", "pressed", "disabled", "focus"] @@ -620,7 +620,7 @@ func _smoke_button_five_states() -> void: # ---- 全局纹理过滤冒烟(工程设置 Nearest+平滑渐变件 LINEAR 白名单;V3)---- func _smoke_texture_filter() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260(纹理过滤白名单组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260 (纹理过滤白名单组) print("--- UI 全局纹理过滤(Nearest+白名单三件)---") var v = ProjectSettings.get_setting("rendering/textures/canvas_textures/default_texture_filter") Kit.check("V3 工程设置 default_texture_filter=0(Nearest,翻转面=立绘/瓦片/九宫格 crisp)", @@ -670,7 +670,7 @@ func _smoke_texture_filter() -> void: # ---- <4.5:1 文字位换墨冒烟(站桩徽标两族亮档+RAP 行深石墨;V4)---- func _smoke_contrast_inks() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:281(对比度墨色锚组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:281 (对比度墨色锚组) print("--- UI 残余 <4.5:1 文字位换墨(V4 对比度锚定)---") var uikit_s = load("res://presentation/views/ui_kit.gd") var stage: Color = uikit_s.SLOT_BACKDROP # 舞台底对比锚改读合并目标(art-bible §4.1 换色合并③——阈值与判据不变) @@ -697,7 +697,7 @@ func _smoke_contrast_inks() -> void: # ---- 元素细节余②③冒烟(BCard 图标槽明度差降档+商店居中+营地四栏等高)---- func _smoke_element_details() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:274(元素细节源码锚组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:274 (元素细节源码锚组) print("--- UI 元素细节余②③(图标槽降档+布局修)---") var uikit_s = load("res://presentation/views/ui_kit.gd") # ②白图标 ≥3:1 图形对比硬约束+降档方向锚定 @@ -720,7 +720,7 @@ func _smoke_element_details() -> void: # ---- 诊断转储钮冒烟(角落钮不在玩家画面+转储入口在调试浮窗;V6)---- func _smoke_diag_button_retired() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260(诊断钮退役契约组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:260 (诊断钮退役契约组) print("--- UI 诊断转储钮退役(V6:玩家画面清零+浮窗可达)---") var main_src: String = FileAccess.get_file_as_string("res://presentation/main.gd") Kit.check("V6 主区无 build_diag_button 调用残留(旧实现同批清理)", @@ -744,7 +744,7 @@ func _smoke_diag_button_retired() -> void: # 断言归 ui_struct_probe 呈现侧,本段只管数据面;跨关解锁概览断言族随面板换代退役—— # 替换判据=sv5 零旧段+八键投影断言(实现报告 §8.3 申报))---- func _status_panel_projection() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:274(状态面板只读投影组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:274 (状态面板只读投影组) print("--- 状态面板·本局信息面板投影一致性(迭代36 卡③——八键快照手拼夹具,同构口径不依赖 runner)---") _meta_smoke_cleanup() # 套件级夹具清场(生涯页 fixture 依赖此前置——旧状态段同款保留) # 夹具(代拍板 4——任意非零可辨值,禁读 data/tables 现值、禁与属性行断言共值致误判掩盖) @@ -805,7 +805,7 @@ func _all_labels(root: Node) -> Array: # 只读性连接巡检与零动效断言归 ui_struct_probe 呈现侧,本段只管数据面+旧档载入显示 # (v5 样档升 v6——完成定义 6「计数域缺省补零、页正常显示」))---- func _career_overlay_projection() -> void: -# oracle: design/gdd/ux/camp.md:45(生涯页只读投影组) +# oracle: design/gdd/ux/camp.md:45 (生涯页只读投影组) print("--- 生涯页·只读投影一致性(隔离档 smoke_meta_career/career_v5)---") var sv = _meta_new_save(_META_SMOKE_PATHS[9]) var mp = load("res://core/meta_progression.gd").new(_db, sv) diff --git a/game/tests/unit/presentation/tune_sim_batch_parity_test.gd b/game/tests/unit/presentation/tune_sim_batch_parity_test.gd index b44b9c6f..5fff1de1 100644 --- a/game/tests/unit/presentation/tune_sim_batch_parity_test.gd +++ b/game/tests/unit/presentation/tune_sim_batch_parity_test.gd @@ -163,6 +163,7 @@ func _run_pair(n: int, frame_idx: Dictionary) -> Dictionary: func _check_n3(r: Dictionary) -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var pa: FakePanel = r["pa"] var pb: FakePanel = r["pb"] var da: FakeDriver = r["da"] @@ -195,6 +196,7 @@ func _check_n3(r: Dictionary) -> void: func _check_n0(r: Dictionary) -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var pa: FakePanel = r["pa"] var pb: FakePanel = r["pb"] var da: FakeDriver = r["da"] diff --git a/game/tests/unit/presentation/type_glow_test.gd b/game/tests/unit/presentation/type_glow_test.gd index b4fc4bb7..7a0e9dd5 100644 --- a/game/tests/unit/presentation/type_glow_test.gd +++ b/game/tests/unit/presentation/type_glow_test.gd @@ -46,7 +46,7 @@ const CONST_NAME := { func _init() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:267(微光数据面宿主——装载组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:267 (微光数据面宿主——装载组) _test_grouping_closed() _test_frozen_hue_face() _test_render_params() @@ -57,6 +57,7 @@ func _init() -> void: # ① 归组封闭:九值全域映射+清单外显式失败+禁子串+两带差异锚定 func _test_grouping_closed() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) for t in TYPE_EXPECT: var got: int = UiKitScript.glow_group_for_cell_type(t) Kit.check("九型封闭:%s → 组%d(期望组%d)" % [t, got, int(TYPE_EXPECT[t])], got == int(TYPE_EXPECT[t])) @@ -80,6 +81,7 @@ func _test_grouping_closed() -> void: # ② 冻结色相面:逐组 HSV 对照 art-bible §4.2 冻结值——只准动明度(ΔH≤0.2°/ΔS≤0.01) func _test_frozen_hue_face() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) for g in FROZEN: var f: Color = FROZEN[g] var m: Color = IMPL[g] @@ -98,6 +100,7 @@ func _test_frozen_hue_face() -> void: # ③ 呈现参数锚定(art-bible §4.2 v2 冻结参数) func _test_render_params() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) Kit.check("泛光强度 α = 170/255(v2 呈现参数冻结)", is_equal_approx(UiKitScript.TYPE_GLOW_ALPHA, 170.0 / 255.0)) Kit.check("带宽 = cell÷8(TYPE_GLOW_BAND_FRAC=0.125)", @@ -109,6 +112,7 @@ func _test_render_params() -> void: # ④ 合成空间阶梯:模型域单调 + 相邻组 CR ≥1.20(色弱互辨数据面预判;终审=探针实测) func _test_gamma_ladder() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) # 合成模型(ui_kit 头注登记口径):带内均值 ≈ 0.49×色值 + 0.51×瓦片(BRICK 未开掩尘地砖) var k := 0.49 var tile: Color = UiKitScript.BRICK @@ -135,6 +139,7 @@ func _test_gamma_ladder() -> void: # ⑤ probe API 形状:默认开+空态键集(无板直取——不依赖棋盘装配) func _test_probe_api_shape() -> void: +# oracle: design/engineering/test-conventions.md:56 (判定上报通道——验证函数组) var view = BoardViewScript.new() var snap: Dictionary = view.type_glow_probe() Kit.check("probe 键集 = {enabled, cells, errors}", diff --git a/game/tests/unit/presentation/ui_font_asset_test.gd b/game/tests/unit/presentation/ui_font_asset_test.gd index 6e1d7801..d263f554 100644 --- a/game/tests/unit/presentation/ui_font_asset_test.gd +++ b/game/tests/unit/presentation/ui_font_asset_test.gd @@ -11,7 +11,7 @@ const Kit := preload("res://tests/unit/test_kit.gd") # T6 收口:_check/汇 func _init() -> void: -# oracle: design/gdd/systems/表现与支撑/HUD框架.md:281(中文字体随包与字形覆盖组) +# oracle: design/gdd/systems/表现与支撑/HUD框架.md:281 (中文字体随包与字形覆盖组) var path: String = UiKitScript.FONT_UI var f: Font = UiKitScript.load_font(path) Kit.check("随包字体守卫装载非空(res://assets/fonts/ui_font_fusion_pixel_zh_hans.ttf)", f != null) diff --git a/tools/capability_audit.py b/tools/capability_audit.py index 6cb4b237..721336ad 100644 --- a/tools/capability_audit.py +++ b/tools/capability_audit.py @@ -14,9 +14,14 @@ r"""capability_audit.py — 能力清单、覆盖域表与 GDD 纯度机检( tests//probe/)有 `func 方法(`,或该方法名能在 reports/需求卡片*.md 中找到(计划入口同 D 口径);两头都无=红。 F 覆盖域表:systems 每篇一行;状态∈{已覆盖,部分覆盖,未覆盖};非未覆盖行的「能力行」非空且每项都能 对上能力表里的行名;部分/未覆盖行的缺口非空且指待办清单。 + G 判据出处随测注记(test-conventions §8.3):game/tests/** 与 game/probe/** 内每个验证函数 + (函数体含 check(/check_quiet(/_problems.append(/push_error( 判定调用,定义行与 _check( 前缀除外) + 须带 ≥1 条 `# oracle: :<行号> <判据一句>` 注记;指针指向存在的设计文档行且不出 + design/ 全域。扫描面=game/tests/**+game/probe/**(sim/ 不进——测量面直构惯例)。 条件闸行豁免(代表用例含「条件闸」字样)不参与 D/E。 -自检四道(防扫描面空转假绿):系统文档数、能力行数、manifest 套件数、覆盖表行数任一为零 ⇒ exit 2。 +自检五道(防扫描面空转假绿):系统文档数、能力行数、manifest 套件数、覆盖表行数、判据注记扫描面文件数 +任一为零 ⇒ exit 2。 用法: python tools/capability_audit.py # 报告模式(红项只打印,不改退出码) @@ -332,6 +337,67 @@ def check_coverage(cov_tables, names): red(README.relative_to(REPO), 1, "覆盖域表", "%s 未在覆盖域表登记" % doc) +ORACLE_RE = re.compile(r"^#\s*oracle:\s*(\S+\.md):(\d+)\s+\S") +VERDICT_RE = re.compile(r"(? Date: Fri, 6 Nov 2026 07:42:46 +0800 Subject: [PATCH 13/14] =?UTF-8?q?=E6=96=87=E6=A1=A3(=E5=88=A4=E6=8D=AE?= =?UTF-8?q?=E5=87=BA=E5=A4=84=E6=B3=A8=E8=AE=B0=E6=88=90=E6=96=87+README?= =?UTF-8?q?=E8=A1=8C=E8=AE=A2=E6=AD=A3):=20test-conventions=20=C2=A78.3=20?= =?UTF-8?q?=E6=96=B0=E7=AB=8B=E3=80=8C=E6=B5=8B=E8=AF=95=E5=87=BD=E6=95=B0?= =?UTF-8?q?=E7=9A=84=E5=88=A4=E6=8D=AE=E5=87=BA=E5=A4=84=E6=B3=A8=E8=AE=B0?= =?UTF-8?q?=E3=80=8D=E6=9D=A1=E6=AC=BE(=E6=A0=BC=E5=BC=8F/=E9=AA=8C?= =?UTF-8?q?=E8=AF=81=E5=87=BD=E6=95=B0=E5=AE=9A=E4=B9=89/=E6=8C=87?= =?UTF-8?q?=E9=92=88=E7=A9=BA=E9=97=B4design=E5=85=A8=E5=9F=9F/=E4=B8=8E?= =?UTF-8?q?=E9=93=BE=E5=BC=8F=E9=94=9A=E5=88=86=E5=B7=A5/=E7=BB=B4?= =?UTF-8?q?=E6=8A=A4=E4=B9=89=E5=8A=A1/=E8=A2=AB=E5=8A=A8=E6=96=87?= =?UTF-8?q?=E6=9C=AC=E5=B1=80=E9=99=90=E6=8A=AB=E9=9C=B2/=E8=A7=84?= =?UTF-8?q?=E6=A0=BC=E7=BC=BA=E5=8F=A3=E5=A4=84=E7=BD=AE)+=E6=9C=BA?= =?UTF-8?q?=E5=99=A8=E9=97=B8=E6=B8=85=E5=8D=95=E5=90=8C=E6=AD=A5;=20READM?= =?UTF-8?q?E=E8=83=BD=E5=8A=9B=E8=A1=8C=E5=9B=9B=E8=A1=8C=E9=9A=8F?= =?UTF-8?q?=E6=89=B9=E8=AE=A2=E6=AD=A3(:158=E4=B8=83=E7=89=A9=E4=BB=B6?= =?UTF-8?q?=E6=92=A4=E6=AE=8B=E9=99=A9=E7=99=BB=E8=AE=B0=E6=8D=A2=E7=9C=9F?= =?UTF-8?q?=E8=BE=93=E5=85=A5=E6=89=BF=E8=BD=BD+:161=E7=AF=9D=E7=81=AB?= =?UTF-8?q?=E7=AC=94=E8=AE=B0=E6=9C=AC+:165=E5=B8=83=E5=91=8A=E6=9D=BF+:17?= =?UTF-8?q?0=E4=BA=94=E7=AA=97=E7=9C=9F=E7=82=B9=E5=8C=96=E6=B3=A8?= =?UTF-8?q?=E8=AE=B0);=20=E6=9C=AC=E6=AD=A5=E5=87=AD=E6=8D=AE:=20run=5Fall?= =?UTF-8?q?=5Fgates.sh=20--docs=20=E9=AA=8C=E6=94=B6=E9=80=9A=E8=BF=87?= =?UTF-8?q?=E9=9B=B6=E6=96=B0=E5=A2=9E=E7=BA=A2(=E5=9F=BA=E7=BA=BF?= =?UTF-8?q?=E4=B8=80=E8=87=B4,=E5=9B=9E=E6=89=A7cba3d647)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- design/engineering/test-conventions.md | 4 +++- game/tests/README.md | 8 ++++---- 2 files changed, 7 insertions(+), 5 deletions(-) diff --git a/design/engineering/test-conventions.md b/design/engineering/test-conventions.md index 75f8d9aa..3d410951 100644 --- a/design/engineering/test-conventions.md +++ b/design/engineering/test-conventions.md @@ -100,6 +100,8 @@ **判据出处行锚(2026-11-05 立,自 2026-11-05 起对文件名日期不早于该日的需求卡片生效;旧卡不回头改,被编入迭代开工前由写卡段按本粒度补挂)**:对照表「需求点」列每行必须带**判据出处行锚**——该行验收判据所依据的现行文档句子,格式「`<文档相对路径>:<行号>`」。现行文档=`design/` 全域现行文档(含 `ux/` 交互规格与 art-bible 的判据行);已退役的需求卡片不是现行文档,不得充当判据出处。作用=断言预期值从规格句抄出,不从实现反推:实现行为与规格句冲突时断言红;规格缺席的行写不出锚,即停卡退回写卡段(那是需求澄清缺口,不是测试缺口)。机检=`tools/pipeline_gate.py` 判据 C5(锚格式与指向存在性,按卡文件名日期分流)+`tools/capability_audit.py` 链式锚检查(断言→套件→能力行→系统文档,见 §8.9)。 +**测试函数的判据出处注记(2026-11-06 立)**:`game/tests/**` 与 `game/probe/**` 内每个**验证函数**(函数体含 `check(`/`check_quiet(`/`_problems.append(`/`push_error(` 判定调用的函数——定义行与 `_check(` 前缀不作判定计)必须带至少一条**判据出处注记**,格式「`# oracle: :<行号> <判据一句>`」——指针在前、判据摘要句在后,断言预期值的出处随断言走:断言红时读注记即达出处文档句,零查表。指针空间=`design/` 全域现行文档(行为测试锚 owner 系统文档「验收标准」句或 `ux/` 规格句;惯例类测试〔封装扫描、判定通道纪律、驱动契约〕锚规约条款行);`game/sim/` 不进扫描面(测量面直构惯例)。与链式锚的分工:链式锚(断言→套件→能力行→系统文档)不变、属义务清单层;本注记属执行证据层、写在断言文件内,非独立账本(§8.9 法则 4 不变)。写新测试函数时当场挂注记;被指规格句改行号时随批维护指针——死指针即红。局限如实声明:注记是被动文本,句内容改而行数不变时机检抓不到(与卡片判据 C5 同限)。机检=`tools/capability_audit.py` 判据出处注记道(覆盖检查+指针存在性;扫描面零文件自检红)。规格缺席写不出锚=发现规格缺口:记发现不造锚、收尾呈报,禁锚到非现行文档凑数。 + **验收档申报(2026-11-04 立,自 2026-11-05 起对文件名日期不早于该日的需求卡片生效;旧卡不回头改)**:每张需求卡片在头部信息区(与设计事实源声明同区)申报一个验收档,三档:高/中/低。判据=失败代价单维——这条改动做错了,后果随存档或结算传播的(存档写读与迁移、RNG 流、战斗结算公式与乘区、经济入账、数值表结构校验)=高;后果玩家可见但不损持久状态的(常规玩法逻辑、门控、交互逻辑、呈现数据面)=中;后果即看即知且无状态残留的(文案、纯呈现样式、布局微调)=低。一张卡触多档按最高档申报;申报由写卡段落笔,用户批卡(U0)时确认或改判。档位只调节 §8.7 审计深度——闸机与 CI 的域划分、选闸算法、全量强制档一概不因档位变化,真实入口、判据绑定面、禁削弱等验收闭合判据全部照旧。未申报档位的卡一律按高档全量审计。机检=`tools/pipeline_gate.py` 判据 C4:卡内须含「验收档:高/中/低」申报行。 **能力清单维护锚(2026-10-29 用户裁改版定稿)**:`game/tests/README.md`「能力清单」是**实现指导+阅读导航+义务声明**——只宣布「要验证什么」,不记「是否已验证/是否跑过」;落地账归现行验收闭合链(改动—验收对照表逐条挂断言+合回前独立验收审计),本清单不承载验证状态。表为四列:能力|系统|真实入口|代表用例(`文件:函数`)。**维护归写卡段,当场入表**:写需求卡片时,本批新增能力当场写入能力行——真实入口取自设计文档已定的入口,代表用例=卡里定死的计划测试(`文件:函数`);受影响存量行(入口/用例名变更)同批更新;能力退役删行。**实现照单落名**:测试函数名以清单为唯一依据,名实不符=卡片没写清=停卡退回。**收尾核对**:批末收尾只核对表上名字与实际落地一致(改名则回表),不刷任何批次字段;实现批禁写该文件的现行红线不变(process-conventions §3 第 11 条),核对义务归收尾提交。三层模型见 §8.9。改动—验收对照表纪律不变:新增或改写的每条断言仍须挂一行(上文「测试侧」);断言改判仍受 §8.4 真实入口口径约束。 @@ -175,4 +177,4 @@ **文档纯度**:验收意图与能力描述只写玩家或系统可观测面,禁写代码路径(`.gd`/`.py`/`.sh`)、测试文件名、断言名;唯一例外=配置文件索引(`game/data/tables/*.tres` 这类表路径与表名)。规则正文见 doc-conventions §5「禁实现内容」。 -**机器闸**:本节的结构由文档域闸「能力审计」机检——GDD 纯度(同款禁实现内容口径)、系统文档验收标准节非空、能力行四列与非空、代表用例(`文件:函数`)与真实入口可核(双通道:代码在或卡在——计划中的用例与入口由需求卡片锚定)、覆盖域表与能力行对得上;红项按新增红处理。闸件清单与域划分的唯一出处=`tools/run_all_gates.sh` 头部。 +**机器闸**:本节的结构由文档域闸「能力审计」机检——GDD 纯度(同款禁实现内容口径)、系统文档验收标准节非空、能力行四列与非空、代表用例(`文件:函数`)与真实入口可核(双通道:代码在或卡在——计划中的用例与入口由需求卡片锚定)、覆盖域表与能力行对得上、判据出处注记覆盖与指针可核(§8.3 测试函数的判据出处注记);红项按新增红处理。闸件清单与域划分的唯一出处=`tools/run_all_gates.sh` 头部。 diff --git a/game/tests/README.md b/game/tests/README.md index 62f9242a..270e1c25 100644 --- a/game/tests/README.md +++ b/game/tests/README.md @@ -155,19 +155,19 @@ tests/ | 战斗叙述与终局文案(数值带入/胜负互异) | HUD框架 | `BattleNarrator.battle_end_text()`/`BattleNarrator.boss_name()` | `battle_narrator_test.gd:_test_numeric_lines_carry_values`;`battle_narrator_test.gd:_test_end_text_differs_by_result`;`battle_narrator_test.gd:_test_boss_name_uses_boss_rowset` | | 玩家面文案与危险格格面字形 | HUD框架 | `BoardView.rebuild()`/`StatusSlotRow.set_effects()` | `player_copy_sweep_test.gd:_sweep_board_glyph`;`player_copy_sweep_test.gd:_sweep_legend`;`player_copy_sweep_test.gd:_sweep_hero_panel` | | 营地场景图十层铺底与门洞留空呈现 | 营地场景视图 | 进入存档→选档→进档→营地场景屏(`CampSceneView.setup_layers()` 驱动);单元测试载入 `camp_scene_layout.tres` | `shot_probe.gd:_ready`(camp 截图段);`camp_scene_layout_test.gd:_test_layout_hotspot_geometry` | -| 营地七物件命中区点选与分界面可达 | 营地场景视图 | 七物件命中区 → `CampSceneView._gui_input()`(命中发 `object_pressed` 信号) → 组合根开界面;**现役承载=emit 信号直发,标「接线验证」——真输入承载待建(残险登记,2026-11-05 真实入口口径收窄)** | `ui_click_probe.gd:_ready`(七物件合成点击段) | +| 营地七物件命中区点选与分界面可达 | 营地场景视图 | 七物件命中区 → 合成鼠标事件经 `push_input` 真点(`ProbeUiUtil.push_click_at` 热点中心)→ `CampSceneView._gui_input()`(命中发 `object_pressed` 信号) → 组合根开界面(2026-11-06 真输入化,残险登记撤) | `ui_click_probe.gd:_ready`(七物件合成点击段——真输入驱动) | | 营地大门两分支确认与断点续玩接线 | 营地交互流 | 大门命中区 → 合成鼠标事件经 `push_input` 真点(`ProbeUiUtil.push_click_at`)→ ConfirmDialog 真钮(三出口)→ `main._on_confirm_accepted()`(新冒险确认)/`main._resume_from_menu()`(断点续玩) | `ui_click_probe.gd:_ready`(大门两分支段/断点确认段——真输入 push_click 驱动,2026-11-05 真输入化);`presentation_encapsulation_sweep_test.gd:_init`(迭代52卡③组合根交接面结构性主证——pres封装 V1–V4 四组私取零命中+新公开面正锚,2026-11-05 补链锚) | | 四柜台拆解后五界面入口改挂与写口零回归 | 营地五界面 | 五界面意图信号 → `CampShopPresenter` → `MetaProgression.tree_buy()` 写口 | `forge_workbench_test.gd:_run`(承载类同迁断言十二项);`ui_click_probe.gd:_ready`(写口链段) | -| 营地篝火回主菜单与笔记本改挂动线 | 营地交互流 | 笔记本命中区 → `CareerOverlay.open()`;篝火命中区 → ConfirmDialog 二次确认 → 主菜单 | `ui_struct_probe.gd:_ready`(career 段);`screen_flow_probe.gd:_ready`(篝火/开合段) | +| 营地篝火回主菜单与笔记本改挂动线 | 营地交互流 | 笔记本命中区真点(`push_click_at`)→ `CareerOverlay.open()`;篝火命中区真点 → ConfirmDialog 真钮二次确认 → 主菜单(2026-11-06 真输入化) | `ui_struct_probe.gd:_ready`(career 段);`screen_flow_probe.gd:_ready`(篝火/开合段——真输入驱动) | | 关卡画面视口跟随 | 关卡画面(选路枢纽) | 停点切换与兑付回图经真实屏流程;读面 `LevelMapViewport.viewport_center_canvas_pos()` | `level_map_viewport_probe.gd:_probe_follow_anchor`;`level_map_viewport_probe.gd:_probe_smooth_scroll_reduced_motion` | | 关卡画面视口平移 | 关卡画面(选路枢纽) | 合成拖拽沿与滚轮沿经 `push_input`(`ProbeUiUtil.push_drag_at()`/`push_wheel_at()`) | `level_map_viewport_probe.gd:_probe_drag_pan`;`level_map_viewport_probe.gd:_probe_wheel_pan`;`level_map_viewport_probe.gd:_probe_clamp_bounds_and_columns`;`level_map_viewport_probe.gd:_probe_drag_no_submit` | | 关卡画面视口指引 | 关卡画面(选路枢纽) | 深图经 `LevelMapScreen.open_choices()` 真实停点 | `level_map_viewport_probe.gd:_probe_guidance_chrome` | -| 营地图鉴占位挂起态与反参照结构纪律 | 营地场景视图 | 布告板命中区 → `CampSceneView._gui_input()`(object_pressed 信号) → 图鉴占位视图;营地根态场景树审计 | `ui_struct_probe.gd:_ready`(占位禁词/禁行段);`ui_struct_probe.gd:_ready`(结构禁词段) | +| 营地图鉴占位挂起态与反参照结构纪律 | 营地场景视图 | 布告板命中区真点(`push_click_at`)→ `CampSceneView._gui_input()`(object_pressed 信号) → 图鉴占位视图;营地根态场景树审计(2026-11-06 真输入化) | `ui_struct_probe.gd:_ready`(占位禁词/禁行段);`ui_struct_probe.gd:_ready`(结构禁词段) | | 营地刷新单口与场景根 HUD 同步 | 营地刷新总线 | 写口尾 → `CampRefreshBus.refresh()` → 现开界面刷新+场景根 HUD 刷新 | `ui_struct_probe.gd:_ready`(顶栏位段);`ui_click_probe.gd:_ready`(写口尾刷新段) | | Esc 浮窗唤起与三出口动线 | 营地 Esc 流 | 营地场景根态合成 Esc 键事件→ `main_esc_flow.on_esc_input()` → `ui.flow.open/close`;浮窗三钮 `pressed` → 三出口 | `screen_flow_probe.gd:_ready`(Esc 唤起/子界面开态不唤起/再按关窗/非营地不唤起段);`screen_flow_probe.gd:_ready`(返回动线/设置双路径段) | | 减动效开关存储契约(持久化回读/缺省值/引擎动效档应用) | 设置与本地化 | `SettingsStore.load_settings()`/`save_settings()`/`apply()` | `settings_store_test.gd:_test_settings_roundtrip`;`settings_store_test.gd:_test_settings_default`;`settings_store_test.gd:_test_settings_apply_chain` | | 营地顶栏 HUD 钥石读数与刷新单口同步 | 营地 HUD 栏 | 隔离存档实例 `meta_state._add_keystone()`→ 显式触发 `CampRefreshBus.refresh(camp_data)` → `camp_hud_band.refresh()` → `keystone_badge` 读数 | `screen_flow_probe.gd:_ready`(HUD 余额读数/刷新段);`ui_struct_probe.gd:_ready`(顶栏位结构段) | -| 营地五窗统一窗壳形态 | 营地五界面 | 七物件命中区/笔记本 → `CampSceneView._gui_input()`(`object_pressed` 信号)→ 组合根分派开窗;窗板几何(居中定尺寸 720×640 起点)/遮罩/窗内滚动面为呈现提交面 | `screen_flow_probe.gd:_step_camp_window_shell`(窗壳形态段) | +| 营地五窗统一窗壳形态 | 营地五界面 | 七物件命中区/笔记本真点(`push_click_at`,2026-11-06 真输入化)→ `CampSceneView._gui_input()`(`object_pressed` 信号)→ 组合根分派开窗;窗板几何(居中定尺寸 720×640 起点)/遮罩/窗内滚动面为呈现提交面 | `screen_flow_probe.gd:_step_camp_window_shell`(窗壳形态段) | **旅程段七:数据配置与跨系统契约** From 193902ad8f473b5e3ad067b5c588c13cccd8f26f Mon Sep 17 00:00:00 2001 From: DKChan <524912269@qq.com> Date: Fri, 6 Nov 2026 07:43:51 +0800 Subject: [PATCH 14/14] =?UTF-8?q?=E6=94=B6=E5=B0=BE(=E7=9C=9F=E8=BE=93?= =?UTF-8?q?=E5=85=A5=E5=8C=96=E6=89=B9=C2=B7=E5=BE=85=E5=8A=9E=E5=A4=84?= =?UTF-8?q?=E7=BD=AE):=20=E6=B5=8B=E8=AF=95=E9=9D=A2=E7=9C=9F=E8=BE=93?= =?UTF-8?q?=E5=85=A5=E5=8C=96=E6=9D=A1=E7=9B=AE=E5=AE=8C=E6=88=90=E5=88=A0?= =?UTF-8?q?=E9=99=A4(=E7=9B=B4=E6=94=B9=E5=BA=8F=E5=88=97=E2=80=94?= =?UTF-8?q?=E2=80=947=E6=8E=A2=E9=92=8863=E5=A4=84=E8=BD=AC=E7=9C=9F?= =?UTF-8?q?=E8=BE=93=E5=85=A5+=E5=88=A4=E6=8D=AE=E5=87=BA=E5=A4=84?= =?UTF-8?q?=E6=B3=A8=E8=AE=B0401=E5=87=BD=E6=95=B0=E5=85=A8=E5=BA=93?= =?UTF-8?q?=E9=93=BA=E5=BC=80+capability=5Faudit=20G=E9=81=93=E6=9C=BA?= =?UTF-8?q?=E6=A3=80+=E8=A7=84=E7=BA=A6=E6=88=90=E6=96=87);=20QA=E6=80=BB?= =?UTF-8?q?=E8=A7=88=E9=9D=A2=E6=9D=BF=E6=9D=A1=E7=9B=AE=E5=AE=9E=E5=86=B5?= =?UTF-8?q?=E6=9B=B4=E6=96=B0(=E2=91=A0=E6=89=BF=E6=8E=A5=E5=AE=8C?= =?UTF-8?q?=E6=88=90=E6=92=A4=E6=AE=8B=E9=99=A9=E5=BC=95=E7=94=A8,?= =?UTF-8?q?=E2=91=A1=E2=91=A2=E4=BB=8D=E5=BE=85=E6=89=A7=E8=A1=8C);=20?= =?UTF-8?q?=E6=96=B0=E7=99=BB=E8=AE=B0=E5=8F=91=E7=8E=B0=E5=9B=9B=E9=A1=B9?= =?UTF-8?q?=E5=BE=85=E8=A3=81=E6=9D=A1(route=E6=97=B6=E5=BA=8F=E5=81=87?= =?UTF-8?q?=E7=BB=BF=E9=9D=A2/=E5=81=9C=E6=89=8B=E5=9B=BE=E4=BE=8B?= =?UTF-8?q?=E5=AE=BD=E5=BA=A6=E8=BF=9D=E8=A7=84/=E5=9B=BE=E4=BE=8B?= =?UTF-8?q?=E7=9C=9F=E8=BE=93=E5=85=A5=E6=89=BF=E8=BD=BD=E5=BE=85=E8=A3=81?= =?UTF-8?q?/tune=5Fsim=E8=A7=84=E6=A0=BC=E7=BC=BA=E5=8F=A3);=20roadmap?= =?UTF-8?q?=E5=BD=93=E5=89=8D=E4=BD=8D=E5=BE=85=E7=BC=96=E6=B1=A0=E6=8D=A2?= =?UTF-8?q?=E4=BB=A3;=20=E6=9C=AC=E6=AD=A5=E5=87=AD=E6=8D=AE:=20=E6=B5=81?= =?UTF-8?q?=E6=B0=B4=E7=BA=BF=E9=97=B8PASS(27=E6=9D=A1=E7=9B=AE)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- roadmap.md | 2 +- 待办清单.md | 8 ++++---- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/roadmap.md b/roadmap.md index 91cf5666..df1cf78e 100644 --- a/roadmap.md +++ b/roadmap.md @@ -6,7 +6,7 @@ - **阶段**:M3——Alpha 版本的完整实现(2026-10-09 立规:未明令宣布完成前停留 M3,迭代只排 M3 需求,M4 不排期;根目录 stage.txt 为旧阶段开关仅存档)。 - **迭代位**:迭代 1–53 全部已完成;各迭代收口与批后收尾沿革查 git 提交信息与 `reports/`。 -- **下一步**:无已编迭代在飞——待编池:效果通道与事件词零现役普查(待写卡)、结算明细文案入表(待文档设计)、二三关棋盘观感(待设计+待美术)、测试面真输入化分期与存量断言逐条精锚(待执行)、QA 覆盖总览面板与自动试玩扩展(待执行);EC8 热重载实装待用户另立条目。 +- **下一步**:无已编迭代在飞——待编池:效果通道与事件词零现役普查(待写卡)、结算明细文案入表(待文档设计)、二三关棋盘观感(待设计+待美术)、测试面真输入化批发现四项待裁(待执行)、QA 覆盖总览面板与自动试玩扩展(待执行);EC8 热重载实装待用户另立条目。 ## 里程碑时间线 diff --git a/待办清单.md b/待办清单.md index d12e6d62..93a0e170 100644 --- a/待办清单.md +++ b/待办清单.md @@ -243,17 +243,17 @@ **状态**:待执行 -#### 测试面真输入化分期与存量断言逐条精锚(2026-11-05 登记,来源=批次移交) +#### 测试面真输入化批发现四项待裁(2026-11-06 登记,来源=批次移交) -**实况**:证据=test-conventions §8.3「判据出处行锚」「真实入口判定口径」两条文(本批落);链式锚机检已在闸(capability_audit 链断 0,80 套件全承接)。剩余面=①营地七物件段等 ~40 处 emit 站点仍为接线验证(大门/进档链已于本批真输入化,能力行 :158 残险在案)②存量 996 条断言的判据出处逐条精锚(链式锚已保可核,精锚提升出处粒度)。 +**实况**:真输入化批(2026-11-06 合入)实现中坐实的发现——①route 选路信号路径屏幕切换时序:ui_struct_probe emit 选路后 battle_root 持续不显示,battle_hud 结构审计长期空转采样(假绿面);真点路径采样变实。②AP 条停手钮(64px)/图例钮(56px) 同容器宽度不等——equal_width 纪律真违规(真点采样变实后暴露)。③图例开启真输入承载待①裁决后补(ui_struct/ui_click 图例段现保留 emit+前提注记)。④tune_sim_batch_parity(调参测量域)无 design/ 规格句可锚——判据出处注记规格缺口(机制事实源=architecture:168,验收句缺席)。证据=worktree test-oracle-anchor 批内提交(git 历史可考)+ui_struct_probe.gd:234 注记。 -**改动面**:游戏代码 +**改动面**:游戏代码+文档 **状态**:待执行 #### QA 覆盖总览面板与自动试玩扩展——自动发现测试验证缺漏(2026-11-05 登记,来源=会话提及) -**实况**:方案全文=`D:\code\qa-harness-discussion\QA-Harness讨论结果-中间报告.md`(三批定案,全部三关试点);证据=真实入口缺口在册:能力行「营地七物件命中区点选与分界面可达」残险行 game/tests/README.md:158(emit 直发标「接线验证」、真输入承载待建)+test-conventions §8.3 真实入口判定口径条款(2026-11-05 收窄)。①探针存量 emit 真输入化(~40 处站点,承接上条)②B 覆盖总览面板+本体枚举器(六源回执明细化+能力清单提取+HTML 双击即开+游戏内容↔测试验证对账)③C 自动试玩扩展(auto_player 扩全动线全功能,异常上报含机器自填归因)。裁决在案勿重提:A 执行覆盖矩阵不做、D 缺口闸不做、变异测试禁入、归因登记不立独立制度。 +**实况**:方案全文=`D:\code\qa-harness-discussion\QA-Harness讨论结果-中间报告.md`(三批定案,全部三关试点);证据=test-conventions §8.3 真实入口判定口径条款+「测试函数的判据出处注记」条款(2026-11-06 落文,注记格式已全库铺开——总览面板可扫 `# oracle:` 注记出表)。①探针存量 emit 真输入化已完成(2026-11-06 真输入化批,7 探针 63 处转真输入,README :158 残险撤)②B 覆盖总览面板+本体枚举器(六源回执明细化+能力清单提取+HTML 双击即开+游戏内容↔测试验证对账)③C 自动试玩扩展(auto_player 扩全动线全功能,异常上报含机器自填归因)。裁决在案勿重提:A 执行覆盖矩阵不做、D 缺口闸不做、变异测试禁入、归因登记不立独立制度。 **改动面**:游戏代码+工具代码+文档