Compare commits

...
Author SHA1 Message Date
DKChan 74b94b4c2e Merge branch 'master' into iter44 2026-10-30 07:11:29 +08:00
DKChan fd95261111 审计尾笔: 独立验收审计通过(可合并)——审计报告落位+记录级缺漏三项补记(卡③串行决定已在案/main_overlay_flow头注词面遗留留反哺点/grant_segment计数偏差补记)+V1d平铺口径例外备案 2026-10-30 07:10:34 +08:00
DKChan 9f1dda4088 产出物尾笔: 实现报告补批末全量域闸实况(三闸归绿·回执b27db010)与闸红修复三笔记录+关联档选测盲区教训 2026-10-30 06:57:19 +08:00
DKChan b27db010e8 闸红修复二(run_time_fatal同型漏网续清): meta_progression_forge_test三处编排器encounter直读改_facts.encounter(:340 current_battle().encounter.get/:749 orch3.encounter[:749/:758 orch4)——分片1复现单进程未现(夹具路径差异)·全域终扫后同类直读清零(仅余消息文本) 2026-10-30 06:49:41 +08:00
DKChan dea383904b 闸红修复(批末全量域闸三处新红必修): ①S9 R1——tune_sim _sim_stats裸Dictionary注解改Dictionary[Variant,Variant](Variant参数化现行口径);②ui_input_probe :482/:488 case⑮装配直构注入 settlement.attunement→_facts.attunement(卡②成员迁移的探针消费漏网——T0映射谱系只扫main./root.前缀,直构注入形态漏;SCRIPT ERROR中断_ready致探针挂死超时);③run_time_fatal_test :75 BoardInstaller束键值 oc.encounter→oc._facts.encounter(同型漏网——负面套件名与触面无字面关联,关联档选测盲区,SCRIPT ERROR中断致退出码2≠期望1)——三件孤跑复绿(S9归零/探针十八断言绿/负面套件exit=1) 2026-10-30 06:39:03 +08:00
DKChan 14054d9dfb 注销(待办): 技术债观察登记条目整条删除(lambda连接防回归)——三层社区标准方案已闭环:①预防层code-conventions §4.1两条明文纪律在册(多行lambda禁嵌match/信号处理体一律命名方法+bind;捕获循环变量先落地再捕获)②体外扫描层error_scan.py三段扫日志命中即红在役③捕获语义类静默错误由测试断言承接;静态层确有缝(gdstyle 23条quality规则无lambda专项)但本事项仅是数数观察不拦任何坑,补缝唯一方式=闸件加规则,而危险形态(多行lambda嵌match)全库117处实测零存量、登记半月零事故,为零命中形态写闸件属过度工程;社区论证凭据=官方提案godot-proposals #4736永久拒绝try/catch、错误码哲学为设计决策非版本bug 2026-10-30 06:38:33 +08:00
DKChan d2f282d9bc 登记(待办): 棋盘封印印记图形换代一条——现件 seal_mark.png 仍是经典扫雷旗形(旗面+旗杆),2026-09-28 只换色未换形;用户欲改法阵或锁链,形未定故只登记待美术设计,缺口列五待裁点(形/封印黑不变槽是否松动/32px 内是否侵入数字字形区/战末金蜡封徽记与悬停印记形光标两处连带件/与施印特效+印记常显两件的合并关系),实况记消费面两处与文档侧仍写「旗」的口径点(art-bible §4.1 旗杆前提+§3.2、art-assets-checklist §3.3/§4、battle.md:128/:270),改动面=文档+美术素材;格式与退役词闸全绿 2026-10-30 06:16:13 +08:00
DKChan 0fb870ac5e iter44-卡3:卡③(测速循环批v1.1): 步进状态机改造(循环内await消除·收尾四语句同帧同相位迁入·_run_one_level零触碰)+双实现对拍套件(帧序列相对偏移/运行态/进度串/stats/报告五面·n=3+n=0)·wd8与探针零改动保持绿·裸键从gdstyle命中消失·含并master与三卡产出物(实现报告/反哺点) 2026-10-30 06:11:49 +08:00
DKChan 3465b932ce iter44-卡2:卡②(战斗编排归约批): RoundCycle+BattleFacts两新件·宿主38→15·treasure_inventory经reward_grant()出口直注·_hero_atk派生读·完美账三mark写口·behavior_roll流随件迁移取号序逐字·对照表V1-V5新增断言内嵌·键账15/15/8·811行 2026-10-30 06:11:49 +08:00
DKChan 5a1ddb65e6 iter44-卡1:卡①(组合根注册面批): ui_registry+三域容器建件·main.gd 49→15(28迁出+7别名消灭+ui新增)·六转发方法+flush退役·全消费面(探针11件/系统测试/流程件/冒烟)改址main.ui.*·V1d全目录重锚〔注册面V1〕·V6改串〔注册面V2〕·行为零变化四闸主证(render golden/probe全段/冒烟/系统测试) 2026-10-30 06:11:49 +08:00
DKChan ab3b4a9d80 同步(工程批收尾): test-conventions §7覆盖率句两处旧口径随a2ec3e8b裁决换代——「是否引入待办清单在册待裁」改直陈不引入(条目已删裁决已落),「现行补洞=零指名单测清单」改能力清单覆盖域表(零指名机制已被能力清单模型取代);规约修订经doc-design入口落笔,零待裁点,用户已发令;断链面已核仅此一处 2026-10-30 06:10:21 +08:00
DKChan fbed817fbe 注销(待办): qa/收尾孤儿遗留余二项整条删除——第5项字面量墨收测前置登记两头失效:主任务(iter19卡②墨色收测)随卡退役无现役承接,前置立常量不成立(实测bcard四处色值仅选中底#8A5A34在art-bible色板在册[木色§7.2],✓章#3A2A08/描述#4A3A28/脚注#6E4534三处游离色板外,真要动第一步是美术线色板准入/换色合并非ui_kit常量化);第7项商店房截图纳屏诉求剩余面只剩像素级(结构面ui_struct_probe _audit(shop)与交互面ui_click_probe已覆盖),像素面shot_probe头注已定谳不纳屏(真实路径不可达+合成投喂违反该探针口径),真缺口(商店屏文字对比度无机检)按未实测不启用不立新条,试玩出观感问题再按当时形态登记 2026-10-30 06:00:04 +08:00
DKChan 0caa2f5b7c 刷新(待办): 技术债观察条目长函数半边核销——点名四件(level_map_screen选路装配原155行/camp_overlay_view原152行/debug_overlay原114行/treasure_item_table schema校验群)实测现各文件最长函数仅25-44行全部消解,S13质量闸扫面覆盖core+data+presentation基线冻结禁恶化已接管防回归;条目缩为lambda连接观察(76处读数归属2026-10-15,测试面其后多轮重组分布口径未重测) 2026-10-30 05:54:45 +08:00
DKChan 30fdec1a62 写卡(迭代 44 卡③测速循环批 v1.1 停卡重裁): 实现段 T0 三重证据定谳卡③核心前提已被迭代 41 测试债批消化——215da315 提交信息明载「tune_sim 运行态收尾归还 run」+wd8 三断言(现位 :145-147)与 ui_tune_probe 全链路实跑两面全绿(停卡呈报=iter44 worktree reports/iter44-实现报告-2026-10-30.md §5),按停卡呈报建议案重写卡片——剥离已申报行为改动 V3(收尾置假还原无对象,还原已由迭代 41 完成并申报;完成定义改「diff 中行为改动零处」,对照表 V3 行改定义为非行为改动行=收尾四语句同帧同相位迁入 _finish_batch 的回归锚面,wd8/probe 判据「零改动转绿」改「零改动保持绿」),T0 义务改现状复核(两面实跑应绿——绿=按无行为改动形态开工,红=停卡呈报),夹具=现行产品码 await 形态逐字副本、与产品码新形态申报差异两处减一处(只余夹具暴露 stats 供对拍),全部 file:line 按 2026-10-30 master 重锚(run :36-54/_run_one_level :58-68 尾部实为败局记账/wd8 :139-147/基线键 :15;S8 九文件漂移订正十文件),architecture v1.25 S13 注销句保持(注销对象是 await 豁免不依赖行为改动申报,句内申报半句随实现批现状化——同步面注记),§16/§17/§13 随动;待办清单条目实况同批订正该失效申报句并登记重裁凭据(状态行维持已写卡+已编迭代 44——v1.1 落定即重立),roadmap 迭代 44 行不动 2026-10-30 05:52:44 +08:00
DKChan a2ec3e8b94 工程(渲染闸脚本错误扫描): 三段探针日志逐段过 tools/error_scan.py 补三硬闸之二——shot(shot_checker 之后)/fx/board 各一次,命中或日志不可读即红,标记与 run_smoke 同源;头注补⑤与「新增日志段必须同步加扫描」纪律
验证=合成日志三分支(clean 0/命中 1/不可读 2)+真跑 render_gate exit=0 全绿(三段零命中、残留 Godot=0、golden changed 0.00%)+文档域闸五件 PASS。
文档同步=architecture 测试域两处「SCRIPT ERROR 扫描缺失」换代、game/tests/README.md 工具行补判定面。
清单=「测试域遗留」整条删除(第 1 项被能力清单模型取代/第 3 项与 test-conventions §6 存量不清扫口径冲突且多进程分片后前提消失/第 4 项行覆盖率用户裁无意义/第 2 项即本批);基线条目扩为 02/05/09 三键(05 主区实测绿,baseline 红键属代码面,随下一代码批在 worktree 内重生成)
2026-10-30 05:39:33 +08:00
DKChan 2a5174d2a9 文档设计(美术出图登记轻量化): 出图登记义务四字段(模型名/分辨率/seed/对话日期)缩为必注两项「用途+生成时间(YYYY-MM-DD HH:MM)」,参数有则记、无则不填,登记不再作正稿遴选前置——旧口径卡住用户在途出图管线(线上对话式生图拿不到模型名与seed,分辨率与时间文件属性自带);立规处remote-gen-prompts头注改写(标题复现性→出处备查),转抄两处同步(art-assets-checklist §3.5/art-prompts §5流程注),手绘件登记项(手绘者/日期/源档尺寸)并入同一轻量口径(作者有则记);art-prompts版本号v2.10→v2.11;待办清单条目同批登记并删除(net-zero) 2026-10-30 04:52:50 +08:00
DKChan 3607271575 注销(待办): 在途草稿整理批(3349 失管草稿)整条删除——审计 P2-1 口径错配:ui-reuse-2026-09-23 系下载的第三方 CC0/OFL 素材包(占 3043/91%),vN 命名率与冗余量法对第三方包不适用,实测重复文件仅浪费 0.1MB;artwork/ 与 archive/ 均 gitignored,不进提交/构建/交付,不构成维护成本;用户裁不处理。留档约束:该包不可整删——quantize_ui_skin/render_sample_sheet/render_sample_sheet_v3/render_level_map_sheet 四个工具脚本按路径引用其中的字体/面板/图标/石纹 2026-10-30 04:30:19 +08:00
DKChan 9154f03b48 收尾(场景探针闸合并批): 待办条目完成整条删除——03/04并「03 场景探针」一行,窄试车十段exit0 2m22s,worktree全量闸all_green=True 3m25s,基线两键随批换代(b1e0f29f);引用面三处同步(README/process-conventions/iter技能) 2026-10-30 04:29:01 +08:00
DKChan b1e0f29fe3 合回(工程批·场景探针闸合并·基线换代): baseline.json两旧键(03探针--click/04探针--full)换「03 场景探针」green键;worktree全量闸复跑all_green=True(15闸全0,03场景探针真跑十件)——批本体55a8f270,验证3m25s 2026-10-30 04:28:39 +08:00
DKChan cfb528b917 工程(场景探针闸合并·基线换代): baseline.json删「03 探针 --click」「04 探针 --full」两旧键、预置「03 场景探针」green键(实测真值=本worktree全量闸03场景探针exit0十件全跑);02/05/09存量红键未动——归「闸基线两键换代」在册条目 2026-10-30 04:20:46 +08:00
DKChan 55a8f27026 工程(场景探针闸合并): 03/04两闸并一行「03 场景探针」——gate调用probe_gate.sh --click --full一次跑齐十件(公共五件只跑一遍,窄试车2m22s十段exit0),04号让空不重排;影响面SKIP块与头注/影响面注释同步;README闸03/04提法与process-conventions影响面句换代;probe_gate.sh零改动(--click/--full保留为开发期单跑开关) 2026-10-30 04:08:48 +08:00
DKChan f9fa8d85fa 登记(工程批): 场景探针闸合并——03/04两闸并一行+闸名换代(probe_gate.sh零改动,公共五件去重复跑) 2026-10-30 04:05:02 +08:00
DKChan c8f5091d0f 收尾(迭代43批后收尾): 反哺点13条处置闭合——落文四处(art-bible v3.23 §1.4样张登记句与§6.1素底牌实装事实/art-prompts v2.10 §5产出状态/战斗表现 v1.2五项过闸状态/test-conventions粒度句撤销措辞按§8.4口径清偿),消解三条(AGENTS红线已换禁变异禁撤销新口径/血条tween缺陷已由迭代41测试债批修复/该条留档备查),移交两条目(批后待裁三点=B区高度270vs252对齐方向·名字行12px档位归属·换色常量退役/批后小件=能力清单补行归写卡段·意图徽标四色墨CHECKS补断言),方向稿目检登记体验验证清单㊶(方向稿气质/改前改后对照/类型微光provisional观感复核并入,㉘节陈旧批指订正)——产出物退役:iter43实现报告/反哺点/验收审计/代拍板追认单与两卡需求卡片(2026-10-28定稿卡+2026-10-16旧v1.4卡)按吸收即死删除;二三关棋盘观感条目陈旧前置句换代(样张目标规格清单已落art-bible v3.22)——账面换代:待办清单样张条目整条删除+roadmap迭代43行已完成(2026-10-30)/卡片报告列退役保留字+当前位换代(迭代位1–43全完成,下一步=迭代44开工前宜裁PARITY查因重锚与待裁三点) 2026-10-30 03:23:05 +08:00
DKChan d3b977480e 合并工程批(parity-rm-20261030): 对拍闸退役批合回——回放确定性对拍闸(原11号条件闸)整闸退役:闸脚本6c段删除/PARITY_TOUCH_FACES改名CROSSCUT_TOUCH_FACES(02横切回落保留)/基线删条目/parity_anchor.py+parity_compare.py+evidence/parity锚三件删除/tests README能力行与工具行删/架构文档闸清单与验收红线清理/待办清单对拍挂账清理(含并行收尾批新登记的查因重锚条目注销)/迭代44在册卡V0验收载体随退役换代七处(用户裁:整局重放对拍代价不可承受,正确性由既有单测/集成/探针/渲染golden承载);两度并master(闸机提速批+迭代42批后收尾)零冲突;全量域闸全绿回执e79c04e8(domain=full,scope=full,changed=[]) 2026-10-30 02:59:54 +08:00
DKChan e79c04e891 工程(对拍闸退役批·连带二): 删除并行收尾批新登记的「PARITY对拍锚漂移查因与重锚」条目——退役批已删锚与工具,条目主体不存在,查因重锚随闸退役一并注销 2026-10-30 02:56:22 +08:00
DKChan 05d1988fcd 并master(迭代42批后收尾)——架构v1.26反哺点落文+批末移交小件登记 2026-10-30 02:55:50 +08:00
DKChan 7ec2af581a 收尾(迭代42批后收尾): 反哺点两处分置闭合(反哺点1落文=architecture v1.26 ShopSession行对外暴露格按委托壳拆除后实测直连面重写——直连方法清单16+白盒2与set_shop_pool调用面改述;反哺点2豁免登记被零豁免裁决消解不落,v1.25豁免注销在先)——产出物退役:iter42实现报告/反哺点清单/验收审计与两卡需求卡片按吸收即死删除(卡片死期=实现批合回;报告遗留义务先迁:S13重锚6键离账折入零豁免条目收账句、PARITY对拍锚漂移查因与重锚新立条目、批末小件四条新立条目)——账面换代:待办清单尾波清偿批与商店委托层拆除两条目整条删除+roadmap迭代42行已完成/卡片报告列退役保留字+iter41注脚152死键refresh已执行订正(fafb4fee)+当前位换代(迭代位1–42全完成、迭代43已合回待收尾、下一步=iter43收尾与迭代44开工) 2026-10-30 02:54:15 +08:00
DKChan 6b17d8f307 并master(闸机提速与防作废批合回)——02分片并行+代码域起手自检+worktree素材同步,与对拍退役批同改闸脚本,冲突就地解 2026-10-30 02:46:54 +08:00
DKChan 42c7d879ed 工程(对拍闸退役批·连带): 迭代44在册卡「战斗编排归约批」七处对拍引用随退役换代——V0验收主载体由PARITY对拍改挂关联套件并集(用户裁:其他测试函数保证正确性)、能力行引用换代、§2待裁点⑤注销、§3触面句与§4契约句、§13零触碰声明、§14 L3条款④⑤重排、§16审计凭据句——pipeline_gate 13卡全过 2026-10-30 02:38:57 +08:00
DKChan 8491505929 工程(对拍闸退役批): 删除回放确定性对拍闸及全部配套件——闸脚本6c段整删、PARITY_TOUCH_FACES改名CROSSCUT_TOUCH_FACES(02横切回落判定保留)、回执指纹NEED-APPROVAL分支清理、基线删11号条目、parity_anchor.py/parity_compare.py两件删除、evidence/parity锚删除、tests README能力行与工具行删行、adventure_monte_carlo台账行换代、架构文档闸清单删条件件与验收红线史句清理、待办清单数值窗口删对拍锚重锚句与触面粗粒度挂账行删、settle_segments_test头注去失指句——用户裁决:整局重放对拍代价不可承受,正确性由既有单测/集成/探针/渲染golden承载 2026-10-30 02:28:28 +08:00
DKChan db5abb8527 收尾(闸机提速与防作废批): 待办条目完成整条删除——实测全量闸3分29秒全绿66套件(对照基线约24分);窄试车6态;素材同步实战补拷247件;iter技能合回段三连成文;C批探针渲染并行未立项 2026-10-30 02:23:57 +08:00
DKChan 4ecdcf444f 合回(工程批): 闸机提速与防作废——02分片并行(run_all.gd加--shard/--shard-count,串行道=RNG日志会话六套件钉第1片防同种子日志互踩,空片放行,逐套件日志_s<k>防覆写)+gate_unit多进程(GATE_SHARDS默认4,=1回落原路径,片序合并日志供错误扫描与指纹取材——指纹绿记green红取FAIL排序集,免记账换代)+code域起手自检(熵增预检红灯即止/master推进黄牌/素材自动同步)+tools/sync_worktree_assets.sh(增量拷assets与.import边车,缺件或缺.godot时编辑器导入刷新,相对路径防杂散目录);窄试车6态+全量闸实测3分29秒全绿66套件(基线24分) 2026-10-30 02:23:18 +08:00
DKChan 1ee65d854b 工程(闸机提速批): 02分片并行+代码域起手自检+worktree素材同步——run_all.gd加--shard/--shard-count分片(串行道=RNG日志会话六套件钉第1片防同种子日志互踩;空片放行;逐套件日志_s<k>段防跨片覆写)+gate_unit多进程并行(GATE_SHARDS默认4,=1回落单进程原路径;日志按片序合并供错误扫描与指纹取材——指纹绿闸记green红闸取FAIL行排序集合,不受片序影响)+run_all_gates.sh code域起手自检(熵增预检红灯即止/master推进黄牌/worktree素材自动同步)+tools/sync_worktree_assets.sh(主区→worktree增量拷assets art与.import边车、缺件或缺.godot时编辑器导入刷新;相对路径拷贝防杂散顶层目录) 2026-10-30 02:17:05 +08:00
DKChan 31c801cd5a 登记(工程批): 闸机提速与防作废批——02分片并行+代码域起手自检+worktree素材同步(来源=迭代42合回六轮重跑复盘会话; C批探针渲染并行缓做不立项) 2026-10-30 02:11:47 +08:00
DKChan 65dff22fcf 合并迭代42: gdstyle尾波清偿批+level_runner商店委托层拆除 2026-10-30 01:42:26 +08:00
DKChan 0fc656c6ac iter42-收尾: 实现报告反哺点验收审计落reports+PARITY归因落档(迭代40/41存量) 2026-10-30 01:37:01 +08:00
DKChan 9c12d0a683 iter42-卡2: level_runner委托壳19枚拆除+shop公开化直连键7=33+残留零真残留+基线记账03/04/05(用户裁) 2026-10-30 01:34:06 +08:00
DKChan 66e6d0452a iter42-卡1: gdstyle尾波清偿批——board_view五段拆分与构建器/装板域拆BoardInstaller/wr5改址,键1-4+9+10归绿 2026-10-30 01:33:47 +08:00
DKChan 3b66d1a689 合回(迭代43): 战斗一屏样张批单卡合回——五项实装定值(血条#A8321F/条底收常量/徽标FS_HINT/护甲三枚PNG/名字行素底不压地台/地台件九宫格接装)+样张脚本扩展(两版出口/整屏四项S1–S4/战斗表现五项P1–P5/V1/V10/A5b,机检30/30全绿)+新单元套件standee_present_values(V5–V9十八断言)+theme_projection V4锚换代(§5.5同生死,双半强替代);全量双域闸全绿回执34eba7a3(domain=full,scope=related,16闸15绿+对拍SKIP);独立验收审计通过(三自查跑批原样绿,V1–V10十行全过,削弱零缺漏);批件三份+审计报告落reports,反哺点13条归文档批 2026-10-30 00:23:22 +08:00
DKChan 0c5eb2133d 审计(迭代43): 独立验收审计通过可合回——审计报告落reports(三自查跑批原样全绿:样张30/30、单测18/18、theme_projection164/164;V1–V10十行全过;削弱检查零缺漏,V4锚换代证实双半强替代);实现报告§7结论落位+V6行号笔误订正;反哺点13补意图徽标四色墨机检断言(审计附注,复算4.97–5.62全过) 2026-10-30 00:22:31 +08:00
DKChan 34eba7a332 iter43-卡1:战斗一屏样张批:五项实装定值落码——血条填充#A8321F经UiKit.HP_BAR_FILL(§4.2语义物件,#689CE8退役值零残留)/条底收HP_BAR_TRACK/顺位徽标提档FS_HINT/护甲三键换24×24 PNG(UiKit.TEX_ARMOR_*单点,缺位回退字形)/名字行垫HP_BAR_BACK素底牌且基线上移地台顶上方(§6.1/§7.2,几何单点_name_plate_rect+name_line_probe扩出口)/地台件TEX_STAGE_PLAZA九宫格横向拉伸接装(缺位回退程序化三段)——样张脚本扩展:draw_base两版画布出口(1280×800基座+1920×1080全局等比1.35×左右黑边96px)/B区按代码252出样/mockup镜像五项定值/S3b色板变体第二套/S5三组关键帧条/S6剪影三语境+描边对照+遮挡对照组/整屏四项断言S1–S4/战斗表现五项P1–P5/A7护甲对比锚/V1两版尺寸/V10基线并排/A5b成稿净空(机检30/30全绿)+--gen-assets四件素材产出入包;新单元套件standee_present_values(V5–V9真实入口断言18条全绿)登记manifest;三枚护甲PNG入包;批件三份落reports(实现报告/反哺点12条/追认单11条);并master合入态订正(迭代41测试债批清偿存量红与tween缺陷) 2026-10-30 00:00:01 +08:00
DKChan d9e5c019fd 收尾(迭代 41 测试债批): 待办条目「迭代 41 测试债修复」完成整条删除+收尾实现报告落 reports/(登记范围完成度+实测扩出的四处迭代 41 特许合回遗留产品回归:数字色牌守卫/open_victory opts 改型/站桩补间目标/调参模拟运行态收尾,含 golden 2.74%→0.00% 与墨族自适应读数证据+闸回执读数+实机目检三项);新立条目「闸基线 02/09 两键换代」承接已归绿存量红指纹的重生成(代码面,随下一代码批落) 2026-10-29 23:07:39 +08:00
DKChan 43906cdd8c 合回(迭代 41 测试债批): 代码域闸全绿回执 afd1a41f(域=code、scope=full、02/09 基线红→现绿、零新增红)——9 套件+S9/S10/S11 归零+死常量 SCHEMA_VERSION 删除+iter41 特许合回遗留的四处产品回归修复(数字色牌守卫/open_victory opts/standee 补间目标/调参模拟运行态收尾)+探针与测试面随拆件改址 2026-10-29 23:03:57 +08:00
DKChan afd1a41feb 修复(迭代 41 测试债批·02 收口): config_db_test meta 行族改直读表成员(_meta_rows 访问器随 iter41 退役)——02 单元与集成全套件归绿 2026-10-29 22:54:37 +08:00
DKChan 413124b0b8 修复(迭代 41 测试债批·闸面续修): 03/04/05 三闸归绿——①board_cell_unit 数字色牌守卫恢复(iter41 卡2 分层拆分丢 if plate: 致 dungeon 数字一律垫牌,L1 棋盘 golden 由 2.74% 回 0.00% 逐像素复现基线);②curio_interact_controller.open_victory 第 4 参随 opts 改型(字符串→{"gp_summary":…},胜利总结面续玩恢复路径运行期断链);③探针随 iter41 拆件改址(ui_input_probe 格面成员入 st 六处、ui_struct_probe level_screen._runner→._map._runner);④config_db_test 商店行族改直读表成员(_shop_rows 访问器已退役) 2026-10-29 22:45:09 +08:00
DKChan 39c1fc69fb chore(todo): format 2026-10-29 22:29:36 +08:00
DKChan 833d483ef8 编排(迭代44/45): 零豁免五键四卡+补件批按用户裁编法编入——迭代44=组合根注册面批+战斗编排归约批+测速循环批(中值合计≈7.875个工作日,卡序A/B/D),迭代45=呈现层状态件批+gdstyle尾波补件批(≈7个工作日,卡序C先/补件后-board_hover半边硬前置);编排四查过(五卡在盘/凭据齐=architecture v1.25+设计文档+grilling复核过/估时常规区间/闸PASS交叉核7链);战斗域结构深拆批条目状态累积已写卡+已编迭代44两段(专指宿主瘦身子项,其余两子项仍待文档设计);编入不等于开工,实现段由用户/iter发令 2026-10-29 21:58:36 +08:00
DKChan 9855bf0a10 复核(grilling五卡)+修正: 复核报告落盘——五卡全部有条件成立/零回炉,file:line抽验约90处命中,键账成员迁移账全平,与五项用户裁决零冲突;blocker1项修正(卡A与iter42文件交叠失实声明改为如实+开工前置=iter42合回);应修9项全落——卡A/B互写ui_input_probe共享触面禁并行,卡一board_hover半边硬前置升格+resume_adventure行号订正:141+V1判据面改型后口径+引用束计数实数,卡一表D补_flush_row_queue转发壳归宿,卡二对照表行2/11静态判据移域口径申报(行2改回归主证/行11改全量闸半边),卡三算术订正(删24项=37-22-2+2新=15账平),卡五测量面专属能力行「调参测速批量模拟」当场入表并改锚三行(废悬置) 2026-10-29 21:06:12 +08:00
DKChan 755dd8232c 写卡(零豁免五键·后两卡): 《呈现层状态件批》v1.0(单格两层域件+站桩两件并一卡,30→10/19→10真实25成员纠偏,潜伏红T0定谳随批修复,估时3-5天)+《测速循环批》v1.0(process_frame信号步进状态机,申报行为改动=收尾置假还原,双实现对拍入批,估时1-1.5天)——均零待裁点开工门U0;五键批条目翻已写卡(四卡路径逐行入实况,战斗编排归约批记账归战斗域结构深拆批条目);测量面能力行锚定按库内先例申报,专属行入表列写卡段后续 2026-10-29 20:30:37 +08:00
DKChan 672407dd5a 写卡(零豁免五键·前两卡): 《组合根注册面批》v1.0(main 49→15,ui_registry+三域容器,867改址,估时3-4天)+《战斗编排归约批》v1.0(RoundCycle/BattleFacts,38→15,估时2.5-3.75天,编队前置=iter42合回)——均零待裁点开工门U0;卡B接收方=在册条目「战斗域结构深拆批」宿主瘦身子项(实况补承接更新:设计闭合v1.25轴丁+豁免第三条注销,其余两子项仍待文档设计);卡B静态键账判据按test-conventions §8.4出口移散文申报 2026-10-29 20:05:45 +08:00
DKChan 183f4da3a4 设计闭合(零豁免五键+补件批): architecture v1.25落文——S13三条豁免注销(main/battle_orchestrator/tune_sim),七新件登记行(ui_registry/board_hover/RoundCycle/BattleFacts/cell两层域件/standee两件/breakpoint_store),轴丁两件设计闭合,attune改判,gdstyle inner-class计数截断缺陷登记;用户再裁恢复D2/D4拆件并按D5留债写入尾波条目(批末豁免登记步骤不执行);新卡《gdstyle尾波补件批》v1.0(零待裁点,估时2.5-3.5天,待iter42合回编入);待办清单新增补件批与零豁免五键两条目;roadmap迭代42状态按用户口述订正为进行中 2026-10-29 19:49:43 +08:00
DKChan 215da31591 修复(迭代 41 测试债批): 9 套件归绿+静态扫描 S9/S10/S11 清零+删死常量 SCHEMA_VERSION——两个产品回归随批修(standee 补间目标改子对象 st/tune_sim 运行态收尾归还 run),测试面按 iter41 拆件改址(slots/meta_state/crossrun/_forge/_side);S9 类型闸 24 处(node_map 三处给 Array[int] 真类型,其余动态边界 type-hint: ignore 逐处注记)+S10 头注日期 4 处+S11 退役词 1 处;config_db 头注「--script 无 autoload」订正为实测事实(autoload 并存、共享 .tres resolver 归最后装载者) 2026-10-29 06:04:40 +08:00
125 changed files with 4734 additions and 3362 deletions

No files matched your search

+1 -1
View File
@@ -131,7 +131,7 @@
### 3.5 营地场景图
- **要什么**:营地场景图 9 张——`scene_camp_bg`(背景)+ `scene_camp_gate / forge / chest / notebook / dummy / board / campfire`(七个可点物件)+ `scene_camp_tent`(承载件)。钥石顶栏图标沿用现役 `icon_keystone`。
- **来源/规格**:**✦ 插画级**(作者自跑远程生图管线);烛光黄 `#F6C667` + 木色 `#8A5A34`(art-bible §6.2);2× 源档出图、最近邻降采样到 1280×800;后处理=抠底/降采样/色板量化/描边统一。**每张出图须登记模型名+分辨率+seed+对话/日期**。
- **来源/规格**:**✦ 插画级**(作者自跑远程生图管线);烛光黄 `#F6C667` + 木色 `#8A5A34`(art-bible §6.2);2× 源档出图、最近邻降采样到 1280×800;后处理=抠底/降采样/色板量化/描边统一。**出图登记照 [remote-gen-prompts](remote-gen-prompts.md) 头注轻量口径执行:用途+生成时间必注,其余参数有则记。**
- **排期**:营地交互重做**美术自立批**(不占迭代位;UI 贴图重构批已搁置)。终稿落 `game/assets/art/scene/`,消费常量 `UiKit.TEX_CAMP_*`。
- **现状**:全占位。
+4 -2
View File
@@ -1,6 +1,6 @@
# 美术圣经(Art Bible)— Dungeon Sweeper
> 项目:Dungeon Sweeper(扫雷 × 自动战斗 闯关 Roguelike)· 状态:**第 1–9 节定稿**;现行为 v3.22,历次修订明细见 git 提交史
> 项目:Dungeon Sweeper(扫雷 × 自动战斗 闯关 Roguelike)· 状态:**第 1–9 节定稿**;现行为 v3.23,历次修订明细见 git 提交史
>
> **Art Director Sign-Off(AD-ART-BIBLE)**:历次批均未签核——此为 Lean/Solo 模式(非 PHASE-GATE)下的现行治理状态;full 门禁签核时机待用户表态。
> 风格基调:地牢题材但**非暗黑风**——轻快明亮的幻想冒险风,全年龄;像素风;角色 2~3 头身。
@@ -59,6 +59,8 @@
**整屏样张闸**:格子样张验"格",整屏样张验"屏"——战斗屏/关卡屏/菜单屏/营地屏各出一张整屏样张,验收四项:①全部文字(含菜单/说明/tooltip/按钮)对其直接背景 ≥4.5:1(WCAG AA),大字(≥18px 或加粗档)底线 3:1、目标 4.5:1;②明度分层三档带成立(信息面层 > 世界中层 > 世界底层,层间灰度可分);③整屏焦点预算(§3.4:首焦唯一——数字区/立绘/主按钮,无第二焦点竞争;负空间服务焦点,不属空窗);④文字禁直接压纹理底(垫容器或罩层)。验收顺序 = **方向稿目检先行**(防"机检过闸但气质否决"式返工),目检过后机检冻结。执行时机 = 屏级视觉落码开工前;过闸前一切屏级视觉为占位临时态(§7.1 完成条款)。**样张判定物的产出手段与素材输入级别不进圣经定值**——圣经只定样张要验什么,不定样张以何种手段产出、也不定它取哪一级别素材输入。验收:机检〈整屏样张四项断言全绿,且目检先行过审〉
**战斗一屏样张登记(合并提交 3b66d1a6)**:战斗一屏样张批整屏四项机检全绿——抽样读数:文字对比最弱 5.34:1;舞台底 L0.036/已开格底 L0.089 落两子带、间隔 0.053;首焦=数字区高对比能量占比 59%;名字行素底牌平底零地台色。样张整体过闸待方向稿目检先行(真人检测,登记于体验验证清单 ㊶)
**样张现状**:格子样张已冻结,冻结凭据 = git 提交 7a847c7(机检报告)与 §4.1/§8.2 定值表;样张 v3 产物原件已丢失、未入 git。现行冻结态:色板与帧数档维持冻结;数字形制 = 亮墨三档直画 + 色牌后备(值见 §4.1);新增图类型/变异色板须重跑本节测试。验收:机检〈冻结项定值均以 §4.1/§8.2 对应 owner 表为准〉
---
@@ -374,7 +376,7 @@
### 6.1 战斗舞台背景(B 区环境)
- **双舞台常驻下的 B 区环境**:战斗画面区(站桩立绘所在)的背景 = 明亮地窟,与 §1 风格基调同源——暖倾向、无压抑;背景整体**低对比自然后退**(§3.4 焦点预算延伸):背景禁止构成完整凸形、禁止抢 B 区立绘与 D 区数字的焦点,识别层级恒为 立绘 > 背景。验收:目检〈背景无完整凸形、立绘最抢眼〉
- **舞台正面目标**:B 区 = **地窟看台**——立绘脚下地台/落影承载(世界中层),背景环境层低饱和后退、明度走世界底层档,允许光源氛围(洞顶光柱/暖光晕候选);角色禁止直接贴平色底。规格与终值归整屏样张闸(§1.4)冻结。**地台面上零文字**——暖白 `#F0E2C8` 对地台板身 `#968264` 实测仅 2.89:1,已越 §7.2 的 4.5:1 硬指标,落法按 §7.2「文字禁直接压纹理底」(垫容器、素牌或罩层),非新条款;站桩文字位改垫素底或落进结算明细带。验收:目检〈立绘脚下有地台/落影,非贴平色底〉+机检〈B 区站桩文字位正下方像素非地台板身色 #968264〉
- **舞台正面目标**:B 区 = **地窟看台**——立绘脚下地台/落影承载(世界中层),背景环境层低饱和后退、明度走世界底层档,允许光源氛围(洞顶光柱/暖光晕候选);角色禁止直接贴平色底。规格与终值归整屏样张闸(§1.4)冻结。**地台面上零文字**——暖白 `#F0E2C8` 对地台板身 `#968264` 实测仅 2.89:1,已越 §7.2 的 4.5:1 硬指标,落法按 §7.2「文字禁直接压纹理底」(垫容器、素牌或罩层),非新条款;站桩文字位改垫素底或落进结算明细带(实装=站桩名字行垫 `HP_BAR_BACK` 深档素底牌、文字基线上移至地台顶上方——2026-10-30 落地)。验收:目检〈立绘脚下有地台/落影,非贴平色底〉+机检〈B 区站桩文字位正下方像素非地台板身色 #968264〉
- **明度分层适用**:背景氛围的情绪表达仍禁止以压暗/渐晕实现(§2 禁令);空间纵深与洞穴感走明度分层允许域——世界底层档、光照氛围、色相饱和与形体承载(§3.2 同款逻辑)。验收:方向性
- **图类型联动**:背景 tint 走 §4.3 `wall_ambient` 槽,随三关换挡(方向候选见 §6.3);紫赤仅 Boss 战允许短暂进入背景氛围纹样(§2.6 色相独占的舞台侧延伸,高饱和独占不变),非 Boss 战高饱和紫赤禁入。验收:机检〈背景吸色无非 Boss 高饱和紫赤〉
- **资产渠道**:✦ 插画级(演出类场景贴图,清单 §4 联动登记);战斗一屏样张(§1.4 清单 1.2)含背景出样。**资产契约(尺寸候选,样张冻结终稿)**:基准一张 = `scene_stage_bg.png`(源 1280×270,B 区全高含明细带底;三关换挡走 §4.3 `wall_ambient` tint 槽,不按板出三张——换皮成本复用棋盘同款逻辑),显示 1×;呈现约束按本节各条(低对比后退/明度世界底层档/光柱氛围保留)。程序化平色+光柱现行使用 = 占位;插画工单归 PRD,交付后 art-status-checklist 同步 ✅。**出图只出远景 + 中景两带**:结算期明细带底 84px 会盖住 B 区 78%–100% 段(约 59px),近景带在结算期整条不可见——画进背景等于画一件永远看不见的东西。远景/中景的构图占比归整屏样张(§1.4)。验收:目检〈背景插画内零地台结构件〉
+4 -3
View File
@@ -1,4 +1,4 @@
# 生图提示词卡(角色级资产)v2.9
# 生图提示词卡(角色级资产)v2.11
> **性质**:美术清单生图通道(✦ 用户自跑,现走线上 API)的执行侧文件——每资产一段**自包含完整提示词**:正向 = 通用底座+主体+动作已拼妥、负向 = 通用底座+增补已并妥,整段复制直接贴进工作流即可,**不需要读其他文件、不需要拼装**。人物规格转写自 [character-design.md](character-design.md)(人物设计 v1.0,自 art-bible §5 迁出,圣经 §5 为存根),风格/色彩条款转写自 [art-bible](art-bible.md)(§4.1 主色板 / §4.2 语义色规则);冲突时人物规格以 character-design 为准、色彩以 art-bible 为准。
> **边界**:本文件只管**角色级**资产的生图通道。图标/格面/样张走脚本管线(⚙ 代理出),规格在 art-bible §4.6 与 [art-assets-checklist](art-assets-checklist.md),不需要提示词。**场景级资产(营地场景图的背景层与八个物件层)另立 [camp-scene-prompts](camp-scene-prompts.md),本文件不覆盖**;两卡的角色/场景分工以「谁的资产谁出卡」为界,同一段提示词不两处维护。战斗舞台的场景级两件与护甲类型图标三枚的**出图工单**登记在本文件 §5(camp-scene-prompts 只管营地场景图,战斗屏这两类无处可落);§5 只把各权威节的定值收进逐件工单,不立新值。意图动画三档是动画资产,等一屏样张锁方案后另立规格卡,本文件不覆盖。
@@ -289,7 +289,8 @@ Seamless tileable pixel art texture of dry dirt ground, top-down, for a dungeon
> **范围注**:本文件原定位角色级(见文件头边界句),§4bis 已有「地形类同库登记」的先例,本节循同一先例补登记战斗屏两类——战斗舞台的场景级两件(① ②)与护甲类型图标三枚(③),两组在营地卡与清单里都无处落工单;角色级立绘重产(④)是本文件的本职。四组的规格定值清单 §4 已有登记,本节补的是「逐件照着就能出件」那一层。
> **定值纪律(§8 头注 定值单点纪律)**:本节**指路不立值**——色值 = 圣经 §4.1(含场景环境子板)、尺寸与缩放 = §8.2、明度带 = §2、甲档 = character-design §5.3、命名 = §8.3 + asset-path-map。本节新增零定值;凡圣经未定的值,一律进本节 §5.5 缺口,不在本节填空。
> **验收标注纪律**:逐条按三档标 `←机检: <断言>` / `←目检: <判据>` / `←方向性`,照圣经头注 2026-10-06 用户拍板的写法。
> **流程**:出图前后一律走 §0 五步;出图登记义务(模型名 + 分辨率 + seed + 对话/日期)照 remote-gen-prompts 头注,随候选图存 `artwork/candidates/<资产名>/`,缺登记的候选不入正稿遴选。
> **流程**:出图前后一律走 §0 五步;出图登记义务照 remote-gen-prompts 头注轻量口径(用途+生成时间必注,其余参数有则记),随候选图存 `artwork/candidates/<资产名>/`;登记不作正稿遴选前置。
> **产出状态**:组二地台件与组三护甲三枚已按各节 ⑤「程序化产出即终稿」产出入包(`scene_stage_plaza.png` 48×12、`ui_armor_light/ward/heavy.png` 24×24,路径见各组 ① 字段;登记=战斗一屏样张批,合并提交 3b66d1a6);组一背景插画与组四立绘重产仍待出图。
### 5.1 组一 · B 区舞台背景插画(1 件)
@@ -444,7 +445,7 @@ Do not add any of the following: realistic, photorealistic or 3D rendering; pain
1. 出件顺序 = 先主角、再三 Boss(Alpha 范围 = 主角 + 三 Boss 重产,其余敌种当前可读则保留到 Beta)。
2. **源密度判据 = 三判据②**:显示 96–188px 下脸、铲、旗、物种可认——照这条反推源档即可,逐键定档已完成(§8.2),本批不必再猜档位。
3. 手绘起稿顺序 = 剪影(§5.1 archetype)→ 体块主色 → 暗部与受光 → 描边 → 落影底盘。
4. 逐件 2–3 版候选;登记义务项 = 手绘者 / 日期 / 源档尺寸(手绘件无模型名与 seed,按此三项替换 §0 的登记项),随候选图存 `artwork/candidates/<资产名>/`。
4. 逐件 2–3 版候选;登记照 remote-gen-prompts 头注轻量口径(用途+生成时间必注,手绘作者有则记),随候选图存 `artwork/candidates/<资产名>/`。
5. 候选评审 = 并排横评,**隐去文件名与来源后按三判据逐条判读**(§0 五步第 1 步「便于横评」的手绘侧落法),不靠记忆与印象拍板。
6. 出件 = 透明 PNG(Alpha 直出,禁先出白底图再抠);入包前过 §8.3 色板检查器(报新增色 / 近色告警 / 超 48 上限拦截)。
+1 -1
View File
@@ -2,7 +2,7 @@
> **渠道定位**:生图渠道 = **远程对话式生图为主,本地 ComfyUI 为备选**;本文件是**对话操作单**(怎么开对话/贴什么参考图/怎么续写),提示词正文词库归 [art-prompts](art-prompts.md)——分工:词库改词库、操作单改流程,同一段正文不双处维护。
> **冲突优先级**:画法与色彩以 [art-bible](art-bible.md) 为准,人物规格以 [character-design](character-design.md) 为准;本单为执行侧操作单,不另立规格。
> **出图登记义务(复现性)**:每张产出登记 **模型名 + 分辨率 + seed(可取则取)+ 对话/日期**,随候选原图同存 `artwork/candidates/<资产名>/`;缺登记的候选不入正稿遴选。
> **出图登记义务(出处备查)**:每张产出随图注明 **用途**(备选/参考/其他什么用)与 **生成时间**(YYYY-MM-DD HH:MM 格式),随候选原图同存 `artwork/candidates/<资产名>/`;模型名、seed、分辨率等参数有则随手记、无则不填,分辨率这类文件属性里自带的值不必抄。登记不作正稿遴选前置——缺注明不落选,遴选时问清用途即可。
> 开新对话出图:同一角色 2–3 版候选各开新对话(同对话续写=修图);同角色换姿势在同对话续写。分辨率开大档;候选原图存 `artwork/candidates/<资产名>/`。
## 1. 主角战斗立绘
+23 -13
View File
@@ -2,8 +2,8 @@
## 文档状态
- 版本:1.24
- 最近更新:2026-10-29(尾波清偿批设计闭合落文——「战斗编排域拆件定稿」节增补轴丙 BoardInstaller(`core/board_installer.gd`,实现批建件):装板域六函数迁出、宿主复位留薄壳、BoardGenerator 实例随件;battle_orchestrator 行 B1 域文件集句两新件→三新件随动;迭代 41 反哺注记转正文现状,沿革查 git)
- 版本:1.26
- 最近更新:2026-10-30(迭代 42 反哺点落文——ShopSession 行对外暴露格按委托壳拆除后实测直连面重写:完整直连方法清单+set_shop_pool 调用面改述;沿革查 git)
- 引擎:Godot 4.7.2-stable(GDScript 单语言;2026-09-07 锁定)
- 评审模式:solo(`review-mode.txt`,2026-09-12 用户拍板——TD/LP 门禁按 solo 跳过,用户授权架构产出自主推进、迭代期回调)
- 覆盖 GDD:现行全集(根索引=`design/gdd/02-系统清单.md`,文档树构成以根索引为准)
@@ -106,20 +106,23 @@
| **reward_economy**(B4) | 格面资源身份映射(install 期预分配、Ready 只读、换图映射消亡)、极性路由字典面((类型, 极性)→ 字典行查询;路由执行归 B1 授予段)、F6 当量供给投影 | 封闭 API:roll_board / query_identity / query_full_snapshot / grant / grant_clear / retire_mapping / polarity_row / phase / weighted_pick;另有 is_mapped 静默布尔投影(批量工具用) | ConfigDB(RewardTable);BattleFxHost 经注入 Callable `luck_bias_query` 取偏运合计(reward_roll 发射与 bias_rewards 求和移至效果层完成);reward_roll 流(scope = 每次 install 批) | 无 |
| **helper_items**(A5,切片已实装秘宝域) | HelperItemTable、探测显影语义 | (契约规范源:`../../gdd/systems/跨局循环/秘宝.md`——桥接位:A2 查询接口 + A4 counter_item_ids) | A2 / A4 / B4 | 无 |
| **CurioDeck**(`core/curio_deck.gd`,A5 秘宝域令牌池件,迭代 37 自 AdventureRunner 拆出) | 三选一/商店共享池的持久多重集、抽签(候选抽取)、cap 库存与专长凭证三计数与判定唯一所有者——件只管池与判定,停点编排与兑付推进留冒险编排器 | `draw_candidates(channel)` 抽签;`consume_deck_token` / `consume_pool_purchase` 池消耗;`cap_ok` 上限判定;`feat_ticket_consider` 凭证判定;`stock_snapshot` / `pool_stock` 只读投影;商店购买消费经注入 Callable 链至 CurioStop 兑付单点(迭代 39 起转纯池——bind_handlers 反向回调已退役) | ConfigDB(秘宝令牌行集);注入 RngServiceCore(reward_pick 封闭流,禁自建随机) | 无(RefCounted 纯逻辑) |
| **ShopSession**(`core/shop_session.gd`,商店会话件,迭代 37 自 LevelRunner 拆出) | 关卡商店双模式(legacy 固定三件加定价/pool 共享令牌池)的货架、定价、购买与刷新唯一宿主——账本/钱包/装配集归宿主 LevelRunner(共享引用经 `bind` 注入,出账直接落同一引用改写宿主账本);legacy 模式零 RNG 零池消费(off 对照承载) | 货架与定价只读面(`shop_products` / `shop_shelf` / `current_price` / `shop_refresh_cost`)+写入口(`buy_product` / `buy_pool_item` / `shop_refresh` / `player_request_refresh` / `open_pool`);外部调用面由 LevelRunner 同签名委托承载(外部零变化) | ConfigDB(商店行集);注入 RngServiceCore;宿主钱包/账本引用;pool 模式令牌消耗与判定经注入 Callable 转 CurioDeck | 无 |
| **ShopSession**(`core/shop_session.gd`,商店会话件,迭代 37 自 LevelRunner 拆出) | 关卡商店双模式(legacy 固定三件加定价/pool 共享令牌池)的货架、定价、购买与刷新唯一宿主——账本/钱包/装配集归宿主 LevelRunner(共享引用经 `bind` 注入,出账直接落同一引用改写宿主账本);legacy 模式零 RNG 零池消费(off 对照承载) | 货架与定价只读面(`shop_products` / `shop_shelf` / `current_price` / `shop_refresh_cost`)+写入口(`buy_product` / `buy_pool_item` / `shop_refresh` / `player_request_refresh` / `open_pool`);外部调用面=调用方经宿主 LevelRunner 公开成员 `shop` 直连(调用直连不留委托壳,2026-10-26 Middle Man 裁定;迭代 42 拆除),直连消费的方法=`shop_products`/`current_price`/`purchased_tier`/`buy_product`/`player_request_refresh`/`set_shop_pool`/`pool_price`/`shop_shelf`/`shop_refresh_free_left`/`shop_refresh_cost`/`shop_refresh`/`spend_gp`/`buy_pool_item`/`is_shop_pool`/`shop_bp_shelf`/`shop_bp_visit_buys`(另白盒两入口仅测试侧:`_draw_shelf`/`_spend_discounted`);set_shop_pool 调用面=pool 注入经 LevelRunner 构造 ctx 供给(构造期内部直调,原委托块注释「AdventureRunner._start_current_level 唯一调用方」系陈旧表述、随壳删除作废),测试面直连 `shop.set_shop_pool` | ConfigDB(商店行集);注入 RngServiceCore;宿主钱包/账本引用;pool 模式令牌消耗与判定经注入 Callable 转 CurioDeck | 无 |
| **HeroLedger**(`core/hero_ledger.gd`,冒险域主角实体账,已实装(2026-10-27 迭代 39 拆件批)) | 冒险生命周期主角数值与获得记录唯一所有者:生命与 GP 钱包(gain/spend/clear 单写原语,钱包事件发射点归件)、锻造强化快照、调试百分比、攻击/甲类型轴快照、特性持有集(活引用注入——关内兑付当关生效)、本局钥石增量与逐杀明细、真视使用记录;获得记录三层结构=获得记录列表(三选一件/商店购买/战末奖励各一条)→属性增益明细(带来源指回)→四轴汇总(由明细推导);生效上限与回血封顶公式单点归件 | 构造注入;单写原语族+只读投影;断点自交片段(账本键+获得日记键) | ConfigDB(表值读取);由 AdventureRunner 冒险开始创建、注入 CurioStop/level_runner/ShopSession/战斗 encounter | 无(RefCounted 纯逻辑) |
| **AttuneLoadout**(`core/attune_loadout.gd`,同调配装件,已实装(2026-10-27 迭代 39 拆件批)) | 装备中的秘宝件对象集唯一所有者(每件内含充能单位与重置周期);同调充能的物化行为唯一事实源——种行/补行改写时同步(RunLedger 充能字典轨与差额对账函数退役);旧档 aux_items 同调行迁移归件 | 构造注入;充能查询/消耗/按周期重置原语;断点自交片段(attunement_charges 键,键名与策略不变) | ConfigDB(秘宝行集);TreasureItems(同调行投放面);注入战斗使用路径 | 无 |
| **CurioStop**(`core/curio_stop.gd`,三选一停点件,已实装(2026-10-27 迭代 39 拆件批)) | 三选一停点编排唯一所有者(架构原则 9 本域承载):停点三态(关卡完成三选一在途/已兑付待推进/奖励节点三选一在途)、刷新三源账(刷新件 X/营地池 Y/刷新券存量/付费刷新计数)、兑付方法族(pick/refresh/redeem/skip)、凭证出箱(RAP/时沙待注入);三选一信号面自带;零自动推进停点语义承载 | 对外=开停点/刷新/兑付/放行谓词/交断点片段五组入口+信号面(curio_choice_presented/curio_resolved);由 AdventureRunner 关卡完成受理时调用 | ConfigDB;注入 CurioDeck(抽签/摘牌)与 HeroLedger(落账);随机只经 CurioDeck 的 reward_pick 封闭流 | 无 |
| **breakpoint_store**(`core/breakpoint_store.gd`,冒险域·断点组装与回放件,2026-10-29 零豁免裁设计闭合——实现批建件) | 存档断点组装与回放唯一承载(自 adventure_runner 收编 6 成员+函数族):断点快照拼盘、回放回填、读侧策略分发;`BREAKPOINT_FIELDS` 27 键登记单源随件(键名/策略标签/键序冻结) | 构造=引用束注入;`resume_adventure` 留宿主薄壳;断点键面零变化 | adventure_runner(宿主);注入主角账三件与 curio/stop/bank/loadout 引用 | 无(RefCounted 纯逻辑) |
### 功能层
| 模块 | 独占职责 | 对外暴露 | 消费依赖 | 引擎 API |
|---|---|---|---|---|
| **battle_orchestrator**(B1) | 段序骨架(七段结构冻结)、轮 facts 缓冲、可回放步骤流、[明细行协议](../../gdd/systems/战斗循环/战斗结算.md#明细流水每一行都能指回你刚才的哪一步棋)(基础行型+扩展行两层 + 字段分层,词表以 owner「明细流水」节为准)、条款③⑤闭合对账、**战斗域全部跨系统调用权**、效果引擎宿主面与树规则挂点施加面(**已拆出 BattleFxHost 并实装(2026-10-28 迭代 40——battle_fx_host.gd/reward_grant.gd 两件在库,效果引擎宿主面归 BattleFxHost 行承载,拆件细则见「战斗编排域拆件定稿」节)**) | `begin_battle(encounter)`;窗口/刷新意图提交面(扮演 D1);`level_clear()`;步骤流(输出契约) | B2/B3/B4 全调用面(**唯一调用方=B1 域文件集:battle_orchestrator.gd + settlement/ 五段段类 + damage_controller + 拆件后三新件**);A3 request_refresh 代理 + 回发;A2 install/retire + 三事件订阅;A1 generate(attempt 非 scope 事件);D2 SettlementTable + set_reload_gate | 无(零随机、禁 await——切片 88 冒烟实证可回放) |
| **battle_orchestrator**(B1) | 段序骨架(七段结构冻结)、轮 facts 缓冲、可回放步骤流、[明细行协议](../../gdd/systems/战斗循环/战斗结算.md#明细流水每一行都能指回你刚才的哪一步棋)(基础行型+扩展行两层 + 字段分层,词表以 owner「明细流水」节为准)、条款③⑤闭合对账、**战斗域全部跨系统调用权**、效果引擎宿主面与树规则挂点施加面(**已拆出 BattleFxHost 并实装(2026-10-28 迭代 40——battle_fx_host.gd/reward_grant.gd 两件在库,效果引擎宿主面归 BattleFxHost 行承载,拆件细则见「战斗编排域拆件定稿」节);2026-10-29 零豁免裁设计闭合:RoundCycle/BattleFacts 两新件随批(宿主 38→15、S13 豁免第三条注销——见下两行与定稿节轴丁)**) | `begin_battle(encounter)`;窗口/刷新意图提交面(扮演 D1);`level_clear()`;步骤流(输出契约) | B2/B3/B4 全调用面(**唯一调用方=B1 域文件集:battle_orchestrator.gd + settlement/ 五段段类 + damage_controller + 拆件后三新件**);A3 request_refresh 代理 + 回发;A2 install/retire + 三事件订阅;A1 generate(attempt 非 scope 事件);D2 SettlementTable + set_reload_gate | 无(零随机、禁 await——切片 88 冒烟实证可回放) |
| **BattleFxHost**(`core/battle_fx_host.gd`,B1 域·效果引擎宿主件,2026-10-26 编排域拆件设计定稿——实现批建件) | 效果引擎挂点施加面唯一承载(自 battle_orchestrator 收编 fx 族):事件发射与事实判定(_fx_emit/_fx_fact)、主角 AC 基线与本轮/本战 AC 累积、bonus_delta 四轴累积(战末宿主 drain 汇入账本)、揭示待兑队列与兑付(含 _fx_revealing 再入闸——同步信号回环防二次缓冲二次兑付)、树规则合成订阅的 round/battle 桶计数器持有(桶随编排器生灭语义不变) | 构造=引用束注入(防 _init max-parameters 新键);bind 时注入 emit Callable(行发射经宿主协议面单点)与兑付 Callable(RewardGrant 授予面——揭示队列 flush 回调);只读投影分两类消费方:AC 累积/bonus_delta 供宿主呈现快照与战末 drain,揭示态供宿主 A2 订阅旁路判定;`luck_bias_for(cell_count) -> int` 偏运合计查询口(体内三参形 dispatch——reward_roll 发射与 bias_rewards 求和自 RewardEconomy 收回本件,RewardEconomy 经注入 Callable 消费) | EffectEngine(EffectContext 引用束);RngServiceCore(fx_reveal 封闭流——除该流外零随机);A2 minesweeper(板读与 fx_reveal 调用);A3 action_economy(queue_ap_delta/charge_layers 读);B3 status_container 读;B2 unit_container 读(hp_ratio);DamageController(set_hero_ac_override);ConfigDB;encounter 引用 | 无(零 await——效果引擎全同步解释器) |
| **RewardGrant**(`core/reward_grant.gd`,B1 域·奖励授予件,2026-10-26 编排域拆件设计定稿——实现批建件) | 奖励授予唯一兑付管线(自 battle_orchestrator 收编 grant 族):极性字典路由与封印溢价兑付(_grant_routed)、三种行应用(flat/percent/gp)、伤害单据提交面(_submit 族)、清图奖励与身份授予、秘宝使用编排(use_treasure 四步)、战斗域 GP 缓冲 escrow 与授予段暂存伤害闸(_defer_board_damage/_deferred_board) | use_treasure 编排入口(treasure_interact_controller 经组合根现值回调直连);授予入口(结算段类直调);只读投影(escrow 读与 GP 掉落合计——宿主呈现快照与 _roll_gp_drop 消费) | B4 RewardEconomy(polarity_row/grant);B1 域 DamageController(开单);BattleFxHost 引用(treasure_used 事件发射与计数器消耗);A2 minesweeper(校验回调/fx_reveal/remove_mines_in);A3 action_economy(相位闸/grant_ap/queue_ap_delta);B3 status_container(apply_effect/池读);B2 unit_container(hero_unit/heal);ConfigDB;注入 emit Callable、宿主 fatal Callable(battle_result 状态机唯一写点留宿主)、宿主 attune 读投影(_attune_safe_seen)、encounter 账本引用;TreasureItems 经宿主 setter 转发注入(库存注入时序在宿主构造之后) | 无(零随机零 await——授予期零随机口径,roll 值授予前已定) |
| **damage_controller**(B1 域·伤害单据管线) | 伤害单据唯一兑现管线(单据九栏目声明→分量掷点/克制修正/伤害下限归一→明细行发射;双方同规) | 兑付入口(编排侧开单)+ fx 揭示回调注入位 | B2 单位实例(单据目标传入);B1 注入(EffectContext 引用束与编排回调) | 无 |
| **BoardInstaller**(`core/board_installer.gd`,B1 域·装板域件,2026-10-29 尾波清偿批设计闭合——实现批建件,细则见「战斗编排域拆件定稿」节轴丙) | 棋盘安装与变异布置域唯一承载(自 battle_orchestrator 收编装板族六函数):生成受理、全局作用域变异决议、资源摇号资格域组装(roll_board 恰一次)、region 变异决议与连通片布置;BoardGenerator 实例随件自建自接线(宿主成员退役)——宿主侧装板后状态复位(封印/完美计数清零、板序推进、board_changed 发射、秘宝叠加层退役)留宿主薄壳,时序逐字保持 | `install(during_round) -> bool` 单入口;构造=引用束注入(rng/db/minesweeper/reward_economy/encounter 只读引用+宿主 fatal Callable——防 _init max-parameters 新键) | A1 board_generator(件内持有);A2 install_board;B4 roll_board/board_skew 写;A4 变异决议行集经 ConfigDB;board_gen/variant_place 两封闭流随件、流名与开流时点零漂移 | 无(零 await——装板全同步) |
| **RoundCycle**(`core/round_cycle.gd`,B1 域·轮循环驱动件,2026-10-29 设计闭合——实现批建件) | 轮循环驱动域唯一承载(自宿主收编 7 成员):结算五段段件持有与驱动、重入门闸、开轮摇号、踩雷账 | 构造=引用束注入;段驱动入口由宿主接线调用 | B1 宿主;settlement/ 五段段类;A3 相位读 | 无 |
| **BattleFacts**(`core/battle_facts.gd`,B1 域·战斗事实件,2026-10-29 设计闭合——实现批建件) | 战斗事实域唯一承载(自宿主收编 14 成员):受理事实(encounter)、轮 facts 缓冲(reveals/seals/path)、封印判定账、事实溯源、同调快照读面;attune 状态两成员随件(行为函数留宿主) | 构造=引用束注入;宿主与段类经注入引用读写 | B1 宿主;A2/A3 只读 | 无 |
| **settlement/ 五段段类**(B1 域·结算段件) | B1 每轮结算序列的五段逻辑件(授予/增益减益/战斗/衰减/判定——细则见下「战斗域装配现状」节) | 段处理入口(B1 接线调用);可直接 `new()` 单测 | B2/B3/B4 兑付面与 B1 轮 facts 缓冲(各段按职责) | 无 |
| **level_runner**(C1-lite,切片已建) | 关卡域生命周期(节点链推进、共享 B4 + HP 携带、关卡末 level_clear) | 节点推进接口;LevelTable(`level.tres`——节点 enum {battle,reward,rest,boss}、末节点必须 Boss、ConfigDB 跨表校验⑧) | B1(直构 BattleOrchestrator 接线战斗)、ConfigDB LevelTable | 无 |
| **run_structure**(C2) | 冒险/关卡序列、失败重开、**master_seed 唯一接线方** | (契约规范源:`../../gdd/systems/冒险循环/冒险结构.md`) | RngService.set_master_seed、C3/D2 | 无 |
@@ -134,13 +137,14 @@
- **轴甲两件**:battle_orchestrator(1313 行/50 成员,S13 全库单文件最大户)按变化原因拆出 BattleFxHost(效果引擎宿主域)与 RewardGrant(奖励授予域)两协作件;宿主保留架构在册职责全部——战斗状态机与生命周期、轮 facts 缓冲(_facts_reveals/seals/path)、A2 三事件订阅、结算五段驱动、attune 族原位、行发射基建(_emit_row/_assert_row_source/_fatal)、呈现投影(presentation/diagnostic_snapshot 唯一出口不变)、刷新面、nest_preview_count(巢穴预告读数口——外部直读面 main.gd 与 treasure_effects_test 随批点名冻结)。拆件动机与残留债口径见待办清单「gdstyle 存量债全量清偿」条目。
- **轴丙一件(2026-10-29 尾波清偿批设计闭合——实现批建件)**:battle_orchestrator 装板域六函数(`_install_new_board`/`_resolve_global_variant`/`_place_variants`/`_place_variants_apply`/`_variants_fringe`/`_adjacent_to_packs`,约 140 行;全仓仅宿主三调用点——begin_battle/中途刷新受理/player_request_refresh,实查零外部调用)按变化原因拆出 BoardInstaller,职责语句「棋盘安装与变异布置域」(生成→全局变异决议→装板受理→资源摇号→变异布置;单一变化原因=棋盘设置顺序与变异布置算法)。形态两修正(实测裁,与初案「逐字搬运」之差):①宿主复位块不随件——`_install_new_board` 体内五处计数清零、板序推进、board_changed 发射与秘宝叠加层退役留宿主薄壳 `_install_and_reset`,三调用点改调薄壳、时序逐字;②`_board_generator` 全文件仅装板族使用——实例随件自建自接线(fatal 经注入 Callable),宿主成员退役(类变量 38→37,禁无效成员义务)。encounter(23 处跨宿主)与 _reward_economy(18 处)确认留宿主、经引用束注入。文件长键(1035/1000)随本件迁出归绿;attune 族与 begin_battle 受理段序禁动不变。
- **轴丁两件(2026-10-29 零豁免裁设计闭合——实现批建件)**:RoundCycle(轮循环驱动件)与 BattleFacts(战斗事实件)见功能层表两行——宿主 38(轴丙落地后 37)→15,S13 豁免第三条注销;宿主保留面改登记为「战斗状态机与生命周期、行发射基建(_emit_row/_assert_row_source/_fatal)、呈现投影(两快照出口签名不变)、刷新面、nest_preview_count」;attune 族处置由下一条改判;treasure_inventory 注入改址追认——原「外部赋值路径零改址」句失效,level_runner 经 RewardGrant 出口直注;成员级对账以需求卡片为卡内契约(开工 T0 复核)。
- **跨件单向接线**:RewardGrant 持 BattleFxHost 引用(treasure_used 事件发射与计数器消耗);BattleFxHost 对授予面走 bind 时注入的兑付 Callable(揭示队列 flush 回调)——禁双向强引用(两件均 RefCounted,环引用随每战新建泄漏)。行发射经 bind 时注入的 emit Callable(协议面单点留宿主——CurioDeck bind_handlers 同款先例,禁件回调宿主私有族);轮 facts 缓冲留宿主、fx 件经注入取值;_seal_consumed 留宿主(与 A2 seal_judged 订阅同域);fatal 经注入 Callable 转宿主 _fatal(battle_result 状态机唯一写点不变)。注入 Callable 亦属接线面、同单向纪律——禁为省参数改持对象引用。授予件对账本零强引用:战斗期消费经 `battle_hooks` 三键回调束(attune_consume/vision_add/negative_blast,bind_battle 缺键 assert),宿主侧三单点记账(2026-10-28 迭代 40 合并适配实装——RunLedger 类已随迭代 39 退役,直持对象引用无处可指)。
- **战斗域读面(RunLedger 退役后)**:账本读经编排器 `_journal()`/`_attune_loadout()` 现值派生(GainJournal/AttuneLoadout,enc 派生、无成员接收);冒险桶经 `enc["adv_bucket"]` 下传 `battle_fx_host.mount_buckets`;战末 bonus 四轴经 `GainJournal.gain_bonus` 汇入(2026-10-27 迭代 39 主角账三件落地、迭代 40 合并适配承接)。
- **settlement/ 段类随动**:段类构造注入直持宿主+两新件三引用(Middle Man 禁令封转发壳——调用点改指),授予段读写面点名:_grant_routed×5/_submit×6/escrow 写/_fx_new_resource_types/_feat_first_dig_used/_fx_bonus_delta 写/_apply_ac_bonus/_fx_enqueue_reveal/_flush_pending_reveals/_grant_clear_reward/counters_ctx;战斗段 _defer_board_damage 复位与 _deferred_board 结账改指 RewardGrant。四个授予段 helper(_feat_yield_adjust/_harmful_variants/_harmful_adjacent/_hits_of)与 _pool_effective/perfect_sweep_earned 留宿主(段类经宿主引用直调,现状形态)。
- **attune 族原位保留**:同调配装 8 成员不进新件——迭代 39 副卡(AttuneLoadout 充能单源化)语义领地,两批零冲突;本波残留债归尾波。RewardGrant 经宿主 attune 读投影取 _attune_safe_seen。
- **attune 族处置(2026-10-29 零豁免裁改判,原「原位保留」失效)**:attune 状态两成员归 BattleFacts、行为函数留宿主——迭代 39 副卡(AttuneLoadout 充能单源化)语义领地不破,外部三面消费点零改址;RewardGrant 经宿主 attune 读投影取 _attune_safe_seen 形态不变。
- **呈现零变化**:两快照出口签名与载荷逐字不变,内部改读两件只读投影(快照本体不读揭示态——揭示态投影消费方=宿主 A2 订阅旁路判定);treasure_interact_controller 三触点分家——use_treasure 经组合根现值回调改注 RewardGrant(每战新建编排器,禁一次性直引防悬挂),minesweeper 读与 attune_convert_state 仍走宿主取值回调(双取值面);nest_preview_count 直读面零变化。
- **S13 键账收敛义务**:12 个超标键随函数迁入新文件=基线外 NEW(use_treasure 长度/分支/局部/返回×4、_grant_routed 参数 8、_dispatch_row 参数 6、_apply_percent_row 参数 6、_apply_gp_row 参数 6、_apply_flat_row 参数 7+返回 9、_submit_flat_hero 参数 7、_fx_fact 返回 7)——卡内同步收敛为本波义务(_grant_routed 等签名随引用束注入改形、use_treasure 体拆分),禁波 0 合并 refresh 吸收新文件未还键;新件 _init 引用束注入防 max-parameters 新键。
- **验收红线**:游戏行为零变化(RNG 消费序零漂移——fx_reveal 封闭流随件迁移取号序不变、信号顺序契约冻结、明细行协议词表零触碰、同种子逐位一致);battle_orchestrator 头注发射点指址随拆件改写(词表不动,指址须真);行数恶化债清偿义务(迭代 38 特批带红合并挂账 c4c69701——本波还债归绿);PARITY 触面(battle_orchestrator.gd 被改)实跑对拍须经用户批准、不得借机重锚;S13 改善非清零口径(宿主残留 8–10 键+随迁键卡内收敛后新件零残留为达标线)。
- **验收红线**:游戏行为零变化(RNG 消费序零漂移——fx_reveal 封闭流随件迁移取号序不变、信号顺序契约冻结、明细行协议词表零触碰、同种子逐位一致);battle_orchestrator 头注发射点指址随拆件改写(词表不动,指址须真);行数恶化债清偿义务(迭代 38 特批带红合并挂账 c4c69701——本波还债归绿);S13 改善非清零口径(宿主残留 8–10 键+随迁键卡内收敛后新件零残留为达标线)。
- **S7/S8 随动**:RewardGrant 调 B4 API,两新件一并登记进 S7 B1 域文件集与 S8 结算路径 await 文件集(static_scan.sh 两清单独立、同批更新——防 await 面漏闸);轴丙 BoardInstaller 同规(调 B4 roll_board,实现批随批增行)。
### 冒险域拆分(现状登记——2026-10-26 设计闭合,2026-10-27 迭代 39 拆件批实装,本节各条即现行形态)
@@ -149,7 +153,7 @@
- **CurioDeck 转纯池**:bind_handlers 反向回调退役;商店购买消费经注入 Callable 链至 CurioStop 兑付单点——牌库只管抽签/消耗/cap 判定/凭证计数。
- **RunLedger 退役**:四账各归其主——加算区/购买记录/钥石增量/特性集/真视记录归 HeroLedger,充能归 AttuneLoadout,冒险桶字典归应用层持有;战斗侧 encounter 注入面由单一账类引用改为多路(桶字典+实体账+配装件);ShopSession 账本引用面同步换代,商店属性商品加算改经 HeroLedger 单写原语。
- **level_runner**:依赖改构造注入一次给齐(后置 setter 群与商店重绑机制退役;注入活引用禁快照——特性集共享引用语义保留);商店白盒转发属性撤除;战斗→关卡信号转发族保留(战斗实例每节点新建,关卡层做战斗域稳定面)。
- **断点片段化**:各件自写自读自己的键(关卡层交关卡域五键片段:node_id/visited_ids/aux_items/shop_shelf/shop_visit_buys),缺键回退策略随领域知识归各件;应用层唯一落盘口(收齐各件片段拼成顶层快照后写盘),写触发点不变(五处);既有 27 键逐键冻结;新增获得日记键沿扩列不升版先例——旧档缺日记回退汇总键直载并跳过比对,日记在档时由日记推导汇总、与留存值不符即报错中止(迁移正确性自检)。
- **断点片段化**:各件自写自读自己的键(关卡层交关卡域五键片段:node_id/visited_ids/aux_items/shop_shelf/shop_visit_buys),缺键回退策略随领域知识归各件;应用层唯一落盘口(收齐各件片段拼成顶层快照后写盘),写触发点不变(五处);既有 27 键逐键冻结;新增获得日记键沿扩列不升版先例——旧档缺日记回退汇总键直载并跳过比对,日记在档时由日记推导汇总、与留存值不符即报错中止(迁移正确性自检)。2026-10-29 零豁免裁随动:拼盘与读侧策略机组拆出 breakpoint_store(核心层表新行),应用层落盘口与写触发点不变——宿主经件组装快照后写盘,27 键冻结不变。
- **信号直连**:adventure_runner 六转发信号族(node_entered/choices_presented/step_row/round_started/board_changed/wallet_changed)退役;呈现层在 level_started 重取点重订阅关卡对象信号(旧实例连接随引用释放消亡);「关卡开始信号前零发射」契约写进关卡件头注;「恰好连接一次」断言用 is_connected 守卫(release 模板剥 assert);三选一信号面归 CurioStop。
- **调用直连**:不留中间人委托壳(纯转传=Middle Man 反模式,2026-10-26 用户裁定);呈现控制器经取值回调持件——回调只许捕获长活根对象,禁件方法 Callable(防悬挂);约 30 个调用文件改址;测试/探针直连件读写。
- **验收红线**:游戏行为零变化(RNG 流名 reward_pick 与消费序零漂移、信号顺序契约冻结、同种子逐位一致);gdstyle 基线禁改(类变量计数下降属改善);怪物寻址 resolve_enemy_rowset 调用面与关卡参数档装配零变化(未来关卡主题的数据缝不堵)。
@@ -160,6 +164,10 @@
|---|---|---|---|---|
| **D1 HUD**(呈现面拆分持续换代:组合根 main.gd + 三屏壳(MenuScreen/CampScreen/AdventureScreen)+ views/ 视图单元(现行承载面见「呈现层装配与会话生命周期」节;早期 9 单元清单与 LevelStripView 已随场景换代退役);营地覆盖层=四柜台并排〔树淬炼主界面/锻造工坊·秘宝匣钥匙门/图鉴常开——迭代 21 T6 程序占位重排〕) | 全部 Control/CanvasLayer(例外:BoardView 棋盘本体与 BattleStageView 站桩本体 = Control 壳 + SubViewportContainer + SubViewport + Node2D 世界〔BoardWorld/CellUnit;StageWorld/StandeeBody——B 区 slot_row 伴随件留壳层〕,探针契约面不变——棋盘 Node2D 迁移批 Phase A 2026-09-23 / 战斗舞台 Phase B 2026-09-26)、输入→意图翻译(**唯一提交路径 = settle_batch,不直调 A3**)、呈现义务状态记录(A2×6 / B2×4 / B3×4 / B4×5 / B1×3) | 视图单元接口(信号外发、setter 只读注入) | A2 compute_move_path / ActionOutcome;A3 ap/rap;B1 步骤流行协议(数据源);ConfigDB display_name | **MEDIUM**:Control / CanvasLayer / draw_* / InputEvent / RichTextLabel——对照 breaking-changes.md 4.5–4.7 条目(CanvasItem 线条无抗锯齿羽化、设备 ID 常量、RichTextLabel 图片参数两轮变化) |
| **组合根拆件**(呈现侧写口子件:curio_interact_controller / camp_shop_presenter / treasure_interact_controller) | 代组合根执行核心写调用(冒险节点后续推进/营地购买与刷新/道具使用——依赖与回调由 main 构造注入) | 各拆件的写入口(仅组合根装配面可达;视图零直连) | 构造注入的核心写引用(推进/商店/道具各域——详见各拆件头注) | 无 |
| **ui_registry**(`presentation/ui_registry.gd`,界面注册面,2026-10-29 零豁免裁设计闭合——实现批建件) | 呈现层接口面唯一承载:层序合同(LAYER_CONTRACT)迁驻与合同寻址、三域句柄容器 ui_screens(9 屏壳与覆盖层句柄)/ui_battle(5 战区句柄)/ui_modals(13 模态句柄+ModalFlow);组合根经其一级寻址接线,探针挂载假设迁移为 `main.ui.<域容器>.<句柄>`;七个探针别名/转发成员随批消灭 | 三容器属性+合同寻址口(RefCounted 门面,不挂树、零会话期引用) | 构造注入:三屏壳、覆盖层、战区句柄、ModalFlow(main_ui_build 交付随之改型) | 无(RefCounted) |
| **board_hover**(`views/board_hover.gd`,悬停预承诺呈现域件,尾波清偿批 D2 设计闭合——实现批建件) | 悬停反馈域唯一承载(自 board_view 收编 11 函数族+_hover/_last_click 两成员):三语义光标、目标格边框、BFS 路径预览、chord 双击首遇锚;_r0 出生展开区成员留宿主 | 构造=引用束注入(cells/minesweeper/diggable 引用+光标写入与 hover_forbidden 注入回调);三入站口留宿主委托;hover_probe 读面留宿主 | board_view(宿主);输入事件经宿主入站口 | 无(RefCounted) |
| **cell_base_layer/cell_mark_overlay**(`views/`,单格两绘制域件,2026-10-29 设计闭合——实现批建件) | 单格绘制域拆分(自 board_cell_unit 状态件 `_CellPaintState` 收编,入参与该层绘制命令同件):基座层(底面/描边/立面/投影/接触带/倒角,12 成员)与标识叠加层(标记/字形/徽章/封印/点迹/高亮/退色,13 成员);宿主 _draw 退为六步时序器,类变量 30→10 | 构造注入;绘制命令由宿主 _draw 按层序调用 | board_cell_unit(宿主);gdstyle 键各文件独立计数(12/13 均 ≤15) | 无(RefCounted) |
| **standee_vitals/standee_motion**(`views/`,站桩两状态件,2026-10-29 设计闭合——实现批建件) | 站桩状态域拆分(自 `_StandeeState` 真实 25 成员收编):身份命值(hp/atk/状态值族,12 成员)与资产演出(动作/姿态/位移演出族,11 成员);三个演出探针计数器留宿主,宿主类变量 19→10 | 构造注入;st(沿用)/mo 两实例由宿主持有 | standee_body(宿主);battle_stage_view 写入面逐字保持 | 无(RefCounted) |
| **HudPresenter**(`presentation/hud_presenter.gd`,迭代 37 加注) | 战斗屏**数据投影+文案拼装静态族**——核心状态→呈现文案的全部翻译集中于此(B/C/D 区文案与投影),静态无状态 | `refresh(…)` 全量重查装配(组合根每次动作/结算返回后调用,漏调即陈旧呈现)+只读静态投影族 | 核心读取只走 `settlement.presentation_snapshot()` 成文快照面(禁链式穿透结算内部);ConfigDB display_name | 无(RefCounted 静态) |
| **board_resolvers**(`presentation/board_resolvers.gd`,迭代 37 拆出) | 棋盘每格渲染数据的只读解析回调四函数(奖励徽章身份——挖掘期 Active 相位内、地形变异数字遮蔽与角标、调试加成生效值)——有态绑定件,与无态静态投影族 HudPresenter 职责互斥 | 构造注入 db、调试浮窗与结算活态取值,产出绑定 Callable 供组合根接线 | ConfigDB / DebugOverlay / 结算活态取值 Callable | 无(纯投影) |
| **main_ui_build**(`presentation/main_ui_build.gd`,迭代 37 拆出) | `_build_ui` 八步拆分件——组合根 UI 装配分步承接(三屏壳实例化、视图句柄接线、覆盖层装配与模态编排注入按步拆开);main 侧留同名薄委托,装配序与 z 序零改动 | 分步静态函数(成员访问经 root 显式传入) | 层序逻辑不在此件——唯一事实源仍是 `main.LAYER_CONTRACT` + `_apply_layer_contract()` | 同 D1(Control 装配面) |
@@ -182,7 +190,7 @@
### 三屏壳与组合根句柄面
- 呈现场景拆为三屏壳:MenuScreen(开始菜单屏)/CampScreen(营地屏)/AdventureScreen(冒险屏——内含关卡地图与战斗两容器)。
- 屏成员经组合根 main.gd 一级句柄暴露(探针挂载假设 `main.X` 路径零迁移;**S13 豁免登记 2026-10-27:组合根类变量面即探针契约面——约 46 个句柄成员被探针挂载假设钉死,max-class-variables 对本件按架构契约豁免(键永久基线内、禁再恶化),豁免理由在册本节,禁为清键改写探针挂载契约**);局态一律住 RunScope 节点,禁在屏/视图侧持有局态引用。
- 屏成员寻址自实现批起迁经界面注册面(**2026-10-29 零豁免裁+注册面设计闭合——实现批建件**):探针挂载假设 `main.X` 迁移为 `main.ui.<域容器>.<句柄>`(ui_screens/ui_battle/ui_modals 三域容器,约 867 处探针与系统测试引用随批改址);原 S13 豁免登记〔2026-10-27「组合根类变量面即探针契约面」〕注销;main.gd 类变量 49→15,注册面形态见「模块归属·呈现层」表 ui_registry 行;局态一律住 RunScope 节点,禁在屏/视图侧持有局态引用。
- **组合根拆件**=组合根构造注入、代组合根执行核心写调用的呈现侧子件(现行三件:curio_interact_controller/camp_shop_presenter/treasure_interact_controller——冒险节点后续推进、营地购买与刷新、道具使用)。视图禁直连拆件;核心写调用的可达路径仍是「视图→信号→组合根(含拆件)→核心」,依赖规则与组合根单点装配不变。成员见「模块归属·呈现层」表。
### 视觉层装配合同
@@ -230,14 +238,14 @@
| **run_system_test**(系统测试运行器) | `tools/run_system_test.py` | 系统测试总入口:headless 跑真实玩法路径断言面(宿主=`res://tests/system_test.gd`)+ 三闸判定(口径同 run_smoke,摘要行兼容两种宿主格式) | 进程退出码(0=PASS / 1=FAIL) | 三闸齐备(同 run_smoke:退出码/摘要失败数/脚本错误扫描;wall-clock 超时在位) |
| **run_all**(单元与集成测试) | `game/tests/run_all.gd` | 64 套统一入口(61 单元+3 集成,2026-10-28 实数):套件 manifest 逐条「套件 → 期望退出码」,致命类 expect=1 独立子进程实跑;`negative` 字段标负面套件(仅豁免错误扫描一闸);选跑态 `--only=<词[,词…]>`(直跑形态对套件路径子串匹配只跑命中套件,零命中=用法错 quit(2),仅供开发期最窄确认——不产闸回执、不作验收凭据,批末全量闸不经选跑分支) | 逐套件结果 + 汇总退出码(任一套件失败 quit(1)) | 套件级退出码协议在位;三硬闸齐备(入口内扫子套件输出 + 编排层扫 `unit.log`;`Kit.finish` 零断言返回专用码 2)。子进程输出须经系统命令解释器重定向落盘再读——`OS.execute` 的输出管道在本机恒空 |
| **probe_gate**(场景探针) | `tools/probe_gate.sh` | headless 场景探针段编排:默认段 ui_input_probe / ui_struct_probe / layout_probe / ui_contrast_probe / **screen_flow_probe**(屏壳切换),`--click` 加跑 ui_click_probe,`--full` 加跑 ui_probe / ui_tune_probe / t17_defer_probe / fx_probe;孤儿 Godot 预清 + 批末残留清点(必须 0) | 段级 FAIL 输出 + 汇总退出码 | 每段 timeout 守卫在位(挂死 124/137 = FAIL,不静默);判定统一走 `verdict` 函数——退出码为唯一权威判据,PASS 串降级为附加判据,逐段跑 `tools/error_scan.py` |
| **render_gate**(视觉 golden) | `tools/render_gate.sh` | 窗口化渲染闸:①shot_probe 七屏截图 → shot_checker A-D 语义断言;②fx_shot_probe / board_shot_probe 取证(超时/零字节/文件缺失任一 = FAIL);③棋盘 golden 逐像素容差比对(差 ≤16 / changed ≤2%,provisional)+ 菜单 golden;④批末孤儿残留清零 | 段级 FAIL 输出 + 汇总退出码 | 查退出码在位(每段 timeout 守卫 + 退出码/取证文件双检);**SCRIPT ERROR 扫描缺失**;断言数下限不适用(判定主体 = golden 容差与取证文件存在性,非断言计数) |
| **render_gate**(视觉 golden) | `tools/render_gate.sh` | 窗口化渲染闸:①shot_probe 七屏截图 → shot_checker A-D 语义断言;②fx_shot_probe / board_shot_probe 取证(超时/零字节/文件缺失任一 = FAIL);③棋盘 golden 逐像素容差比对(差 ≤16 / changed ≤2%,provisional)+ 菜单 golden;④批末孤儿残留清零;⑤三段探针日志逐段脚本错误扫描 | 段级 FAIL 输出 + 汇总退出码 | 查退出码在位(每段 timeout 守卫 + 退出码/取证文件双检);SCRIPT ERROR 扫描在位(逐段 `tools/error_scan.py`,标记与 run_smoke 同源);断言数下限不适用(判定主体 = golden 容差与取证文件存在性,非断言计数) |
| **static_scan**(静态扫描域) | `game/tests/static_scan.sh` | 静态扫描域 S1–S10 可执行载体(grep 规则 + `tools/audit_type_hints.py`〔S9〕+ `tools/audit_file_headers.py`〔S10〕) | fail 聚合退出码(任一硬失败规则命中即 exit 1) | 查退出码在位;SCRIPT ERROR 扫描与断言数下限不适用(逐规则命中即红,无运行时错误面与断言计数);S3 现为 warning 级、不参与 fail 判定(见下表) |
### 改动域划分(2026-10-17 用户裁「代码批只跑代码闸、文档批只跑文档闸」)
| 域 | 闸 | 本批改动落在这些路径即属该域 |
|---|---|---|
| **代码域** | run_smoke、run_system_test、run_all、probe_gate `--click`、probe_gate `--full`、render_gate、static_scan、回放确定性对拍(条件件) | **唯一触发=`game/` 下非 `.md` 的行为载体**(代码、测试脚本、探针、场景、数据表、素材)。`game/` 内的 `.md`(README、生成清单)归文档域——2026-10-26 用户裁:判据按文件性质,不按路径前缀。2026-10-18 用户裁「跨领域执法禁绝」(提交 `7bdf53e3`)后,原 `tools/`、`artwork/` 两前缀不再把改动拉进代码域 |
| **代码域** | run_smoke、run_system_test、run_all、probe_gate `--click`、probe_gate `--full`、render_gate、static_scan | **唯一触发=`game/` 下非 `.md` 的行为载体**(代码、测试脚本、探针、场景、数据表、素材)。`game/` 内的 `.md`(README、生成清单)归文档域——2026-10-26 用户裁:判据按文件性质,不按路径前缀。2026-10-18 用户裁「跨领域执法禁绝」(提交 `7bdf53e3`)后,原 `tools/`、`artwork/` 两前缀不再把改动拉进代码域 |
| **文档域** | gdd_lint、doc_link_audit、doc_term_audit、流水线闸 | `game/` 内的 `.md` 与 `game/` 外的一切路径:`design/`、根规则文件(`AGENTS.md`/`roadmap.md`/`待办清单.md`/`体验验证清单.md`)、`tools/` 工具脚本、`.zcode/` 配置、`sim-data/`、`reports/` |
| **两域都含** | repo_structure_audit(熵增闸:顶层目录/根文件/图像白名单/退役路径/design 子目录五查——文档批新增或挪动 `.md` 同样会绊它;纯文本扫描秒级) | — |
@@ -259,7 +267,7 @@
| 硬闸 | run_smoke | run_system_test | run_all | probe_gate | render_gate | static_scan |
|---|---|---|---|---|---|---|
| **退出码优先** | 已落实(闸①) | 已落实(闸①,口径同 run_smoke) | 已落实(套件 manifest expect 协议) | 已落实(`verdict` 函数逐段判退出码,PASS 串不作判据) | 已落实(段级退出码 + 取证双检) | 已落实(fail 聚合退出) |
| **SCRIPT ERROR 扫描** | 已落实(闸③,外部扫描——GDScript 无脚本错误陷阱 API,闸设在外部包装) | 已落实(闸③,标记清单与 run_smoke 同源) | 已落实(入口内扫子套件输出;子进程的 stdout/stderr 须先落盘——`OS.execute` 管道在本机恒空) | 已落实(逐探针段 `tools/error_scan.py`,标记与 run_smoke 同源) | **缺失**(本批未收——判定主体是 golden 容差与取证存在性;登记待办清单) | 不适用(静态域无运行时错误面) |
| **SCRIPT ERROR 扫描** | 已落实(闸③,外部扫描——GDScript 无脚本错误陷阱 API,闸设在外部包装) | 已落实(闸③,标记清单与 run_smoke 同源) | 已落实(入口内扫子套件输出;子进程的 stdout/stderr 须先落盘——`OS.execute` 管道在本机恒空) | 已落实(逐探针段 `tools/error_scan.py`,标记与 run_smoke 同源) | 已落实(三段探针日志逐段 `tools/error_scan.py`,标记与 run_smoke 同源) | 不适用(静态域无运行时错误面) |
| **断言数下限** | 无独立下限(闸②摘要行必须在案,防「跑一半仍 PASS」;脚本错误吞断言路径由闸③兜住) | 同 run_smoke(过渡期宿主摘要行必须在案) | 已落实(`Kit.finish` 零断言返回专用退出码 2——与「断言失败=1」区分,防致命类套件的 expect 协议放过) | 已落实(退出码 0 但无该探针签名标记亦判红——防静默退出) | 不适用(golden 容差 + 取证存在性判定) | 不适用(逐规则命中判定;另有扫描面为空即判红的零命中自检) |
背景事实(run_smoke 头注在案):GDScript 运行时脚本错误不改进程退出码、不计入冒烟失败数、且静默中断所在函数剩余断言——2026-09-19 状态记录 83 实证「309 项 0 失败」实为断言未跑全。这是 SCRIPT ERROR 扫描必须存在于判定层的原因。
@@ -310,9 +318,11 @@
本节为测试域(测试载体、判定口径、静态扫描域)的事实源。新增违规案例仍须先补 static_scan 规则再修码(code-conventions 缺陷-规范对照表纪律)。
**S13 测量面豁免登记(2026-10-27)**:`game/presentation/tune_sim_controller.gd` 的循环内 `await`(测速循环逐帧让出)是调参测量的 wall-clock 步进承载语义——重构即测量口径漂移,违行为零变化红线。该键按架构豁免(键永久基线内),豁免理由在册本段;同件 `print` 残留不豁免(信息已由 toast/JSONL 承载,随全清批删除)。
**S13 测量面豁免注销(2026-10-29 零豁免裁)**:原循环内 `await` 豁免〔2026-10-27〕注销——tune_sim_controller 改 process_frame 信号常驻连接+步进状态机(每帧一局、帧相位逐点对齐,设计闭合、实现批建件);随批申报行为改动一处:运行态收尾由「每局置假」还原为「整批收尾单次置假」(消除与 wd8/ui_tune_probe 断言面的静态矛盾)。
**S13 豁免登记第三条(2026-10-28 迭代 40 卡①)**:`game/core/battle_orchestrator.gd` 的 max-class-variables 键——宿主保留面为「战斗编排域拆件定稿」节第 1 款锁定的职责承载面(状态机与生命周期、账本读面、attune 族原位、行发射基建、呈现投影),类变量阈值 15 在保留面锁定下不可达,按全清口径第二支臂登记架构豁免(键永久基线内、禁再恶化;实测键账 50→38)。
**S13 豁免第三条注销(2026-10-29 零豁免裁)**:原 battle_orchestrator max-class-variables 豁免〔2026-10-28 迭代 40 卡①〕注销——RoundCycle/BattleFacts 两新件设计闭合(宿主 38→15,实现批建件,见「战斗编排域拆件定稿」节轴丁)。
**gdstyle 计数截断缺陷登记(2026-10-29 两设计批独立实证)**:gdstyle v0.4.0 对文件内 inner class 的成员计数存在截断——内嵌类中带行尾注释的属性声明截断其后续成员计数(standee_body 实测 31 声明仅记 19、board_cell_unit 33 仅记 30)。基线登记值属欠估;闸机扫描与基线同源、判定口径自洽不误报,债的真值以实查为准——零豁免各批按真实口径设计(实数低于阈值,不依赖解析缺陷)。登记待办:向 gdstyle 上游报 issue。
---
+1 -1
View File
@@ -48,7 +48,7 @@
7. **验收改动先行声明**——验收变化(基线换代/探针增改/旧断言改判)预先写进需求卡片,禁事后补
**完成**
8. **批末按域验收才合并(worktree 批;直改车道无批末动作,验收在 commit 点由 git 钩子执行,见 §1 第 3 条)**——在任务 worktree 内跑 `tools/run_all_gates.sh`,**按本批改动域选档**:按文件性质判——代码面=`game/` 下非 `.md` 的行为载体(代码、测试脚本、探针、场景、数据表、素材)→ `--code`;文档件=`game/` 内 `.md`(README、生成清单)与 `game/` 外一切路径(`design/`、根规则文件、`tools/` 工具脚本、`.zcode/` 配置等)→ `--docs`;两类同批都有 → 全量档不带参数。代码域按**关联档选测**(2026-10-29 用户裁):02 单元与集成只跑「需求卡片申报 ∪ diff 推导」并集的套件——申报=在册需求卡片对照表「验收测试」列提到的测试文件名,推导=闸脚本内套件族映射表按改动文件归族;改动命中公共件/数据表/autoload/数值·存档·RNG·结算触面或映射不到 → 横切回落全部套件;00 冒烟/01 系统测试/09 静态扫描三件保险恒跑不降;03/04 探针与 05 渲染闸维持影响面口径(本批 game/ 改动全在测量面 game/tests、game/sim 时记 SKIP)。所选域全绿即可合回 master,全量回归由用户自发发起(合入后无自动兜底)。合回前独立验收审计通过(iter 技能第 5 步),未过不合回。该脚本是全部验证闸的**唯一入口、唯一清单与唯一域划分(含选闸算法与套件族映射表)**,闸件增减、分域调整都只改它;**本文与其他文档禁另列闸件清单**(清单散落多处正是 iter27 漏跑 `probe_gate --full` 的成因)。跑完写回执 `game/tests/.gates/receipt.json`(含 `domain`、`scope`(full|related,02 跑子集=related)与 `dirty_game` 字段),合回时由 worktree-guard 按 diff 文件性质推域强制校验(六况拦截:缺回执/quick 模式/回执未覆盖分支尖=回执 commit 之后代码面又有改动、或跑闸时代码面带着未提交改动(`dirty_game`)/域不覆盖本次改动/含新增红/master HEAD 非回执 commit 祖先=合并将产出未测内容;guard 只验域覆盖与全绿,不复核选套件清单)。回执与分支尖的对齐判据是**代码面**不是 commit 号:回执之后只追加文档件(`game/` 内 `.md`、`reports/`、`design/` 等)提交,回执照样有效,不构成复跑理由。闸件(`tools/` 下机检脚本与闸壳)自身的改动不占合回全量——其质量义务=落批时人工确认闸可跑通且判据口径未变,闸真崩溃时合回闸 fail-closed(跑不出回执即拦),不以合回全量为兜底
8. **批末按域验收才合并(worktree 批;直改车道无批末动作,验收在 commit 点由 git 钩子执行,见 §1 第 3 条)**——在任务 worktree 内跑 `tools/run_all_gates.sh`,**按本批改动域选档**:按文件性质判——代码面=`game/` 下非 `.md` 的行为载体(代码、测试脚本、探针、场景、数据表、素材)→ `--code`;文档件=`game/` 内 `.md`(README、生成清单)与 `game/` 外一切路径(`design/`、根规则文件、`tools/` 工具脚本、`.zcode/` 配置等)→ `--docs`;两类同批都有 → 全量档不带参数。代码域按**关联档选测**(2026-10-29 用户裁):02 单元与集成只跑「需求卡片申报 ∪ diff 推导」并集的套件——申报=在册需求卡片对照表「验收测试」列提到的测试文件名,推导=闸脚本内套件族映射表按改动文件归族;改动命中公共件/数据表/autoload/数值·存档·RNG·结算触面或映射不到 → 横切回落全部套件;00 冒烟/01 系统测试/09 静态扫描三件保险恒跑不降;03 场景探针与 05 渲染闸维持影响面口径(本批 game/ 改动全在测量面 game/tests、game/sim 时记 SKIP)。所选域全绿即可合回 master,全量回归由用户自发发起(合入后无自动兜底)。合回前独立验收审计通过(iter 技能第 5 步),未过不合回。该脚本是全部验证闸的**唯一入口、唯一清单与唯一域划分(含选闸算法与套件族映射表)**,闸件增减、分域调整都只改它;**本文与其他文档禁另列闸件清单**(清单散落多处正是 iter27 漏跑 `probe_gate --full` 的成因)。跑完写回执 `game/tests/.gates/receipt.json`(含 `domain`、`scope`(full|related,02 跑子集=related)与 `dirty_game` 字段),合回时由 worktree-guard 按 diff 文件性质推域强制校验(六况拦截:缺回执/quick 模式/回执未覆盖分支尖=回执 commit 之后代码面又有改动、或跑闸时代码面带着未提交改动(`dirty_game`)/域不覆盖本次改动/含新增红/master HEAD 非回执 commit 祖先=合并将产出未测内容;guard 只验域覆盖与全绿,不复核选套件清单)。回执与分支尖的对齐判据是**代码面**不是 commit 号:回执之后只追加文档件(`game/` 内 `.md`、`reports/`、`design/` 等)提交,回执照样有效,不构成复跑理由。闸件(`tools/` 下机检脚本与闸壳)自身的改动不占合回全量——其质量义务=落批时人工确认闸可跑通且判据口径未变,闸真崩溃时合回闸 fail-closed(跑不出回执即拦),不以合回全量为兜底
9. **合并后主区零复跑**(2026-10-24 用户裁:合回重跑验的是与回执同一份字节,零信息)——合回落地后 code 批只做两件秒级事:`--editor --quit` 重刷类名缓存(在册坑:.godot 缓存不入 git,与合并后代码失配会假红假绿)+冒烟启动确认可开机(合计约 1 分钟);docs 批零动作。全量验证**每批跑一次**=worktree 批末按域闸,顺序是「先并入 master、再跑闸」(§1 第 2 条);只有两种情形允许把这次跑作废重来——① 闸红且修法动了 `game/`,② 闸已开跑后 master 又被推进(合并将产出未测内容,由合回闸祖先判定拦下,§3.9 第六况)。「跑都跑了再跑一遍保险」「闸后顺手改点 `game/` 再补一跑」都不构成复跑理由;master 上永不跑全量
10. **批次完成后的登记义务**——合回 master 后按 doc-conventions §12.1 推进待办清单条目状态(做完整条删除),涉及迭代编排的在 roadmap 迭代总表与顶部「当前位」节换代——执行入口=项目技能 batch-closure(批后收尾与中间文档退役),跨会话教训写记忆库。批次过程与结论由 git 提交信息承载,禁止再写会话状态文件(见 doc-conventions 第 10 节)。`design/` 与根规则文件(`AGENTS.md`/`roadmap.md`/`待办清单.md`/`体验验证清单.md`)实现批禁写,见 §12
11. **文档同步闸(实现批禁写文档)**——实现批**禁写 `design/` 整个目录与根规则文件**,**另禁写 `game/tests/README.md`(能力清单,归写卡段维护,test-conventions §8.9)**,要往外交代的东西一律落 `reports/`:实现报告 `reports/iter<N>-实现报告-<日期>.md`(各卡状态+实机目检总清单+遗留读数义务+实现决定记录——超白名单/超卡片明列范围事项逐条记「决了什么/为什么/代价/撤销方式」,全部按卡执行时只写一行「零拍板」)、GDD 反哺点清单 `reports/iter<N>-反哺点-<日期>.md`(每条写清哪个文件哪一节、改成什么、依据是什么)。设计权威文档(GDD/art-bible)**任何批都不直改**:用户在会话中逐点裁决后,由工程/文档设计改动批(直改类)写入 `design/`(执行入口=doc-design 技能),并把反哺条目从 `reports/` 清掉(吸收即死;退役执行=batch-closure 技能)。机械面文档(roadmap 行/术语表/README 工具注)同样归工程/文档设计改动批在合并前更新。反哺点未落地期间相关 GDD 节视为待反哺,读前先查 `reports/` 与待办清单;需求卡片必列「关联文档同步面」按两层标注
+2 -2
View File
@@ -35,7 +35,7 @@
需求卡片 §8「改动—验收对照表」每一条都要落成可执行的验证;本文定统一写法,卡里定每批的具体内容(测什么/注入哪里)。写卡期查不出执行载体的条目=不可测,当场呈报,禁拖到实现期。
1. **执行载体五选一,逐条声明**:单元测试(`tests/run_all`)/系统测试断言(`tests/system_test.gd`)/场景探针(`probe/` 下 `*_probe`)/MC 同种子逐项比对/人工核对(仅限无法自动化的纪律类需求点,如命名锁定、数值占位)。行为类条目以自动化载体为主。
2. **粒度与对应关系**:每条清单条目至少一个自动断言,且断言必须从该条目的真实入口进入;多条条目可合用一个测试函数,但撤销对应改动时每条都要能单独变红。断言失败消息末尾带编号尾缀〔卡短名 Vn〕(如〔秘宝批 V3〕)——断言与卡片清单可互相 grep 查找。**工具面局限备案(2026-10-27 迭代 39 验收审计)**:`Kit.check_quiet` 静默收集形态(计数不入判定即打印、失败消息进 problems 汇总)的断言消息不进 `tools/extract_checks.py` 扫描面——验收尾缀 grep 对该通道失效;如需覆盖属提取器改版(工程批)。
2. **粒度与对应关系**:每条清单条目至少一个自动断言,且断言必须从该条目的真实入口进入;多条条目可合用一个测试函数,但每条都要有自己单独可判红的判据(取证口径见 §8.4 唯一口径——禁变异/禁撤销)。断言失败消息末尾带编号尾缀〔卡短名 Vn〕(如〔秘宝批 V3〕)——断言与卡片清单可互相 grep 查找。**工具面局限备案(2026-10-27 迭代 39 验收审计)**:`Kit.check_quiet` 静默收集形态(计数不入判定即打印、失败消息进 problems 汇总)的断言消息不进 `tools/extract_checks.py` 扫描面——验收尾缀 grep 对该通道失效;如需覆盖属提取器改版(工程批)。
3. **断言词汇按验证对象五选一**:
| 词汇 | 适用场景 |
@@ -67,7 +67,7 @@
- 「跑一遍没崩=通过」无效:测试绿只证明**当前代码没犯这个错**,不证明**犯了这个错会被抓住**;断言存在不等于断言执行。
- **脚本错误会静默中断所在函数的剩余断言,而套件仍报全绿**(机制事实):GDScript 无脚本错误陷阱 API,错误不改进程退出码、不计失败数。三处实证:①2026-09-19「309 项 0 失败」实为断言未跑全(状态记录 83);②敌人表行集纪律 10 条断言因定型数组赋值错误从未执行(迭代 29 修复后两条正向见红=夹具本缺锚行);③`Callable` 形参类型写错致解析函数返回 null、后续断言整段蒸发。
- 由此产生两条义务:**写闸件**按 §6 配三硬闸;**写验收函数**必须自证断言全数执行——真实入口断言在当轮执行并通过(§8.4)为主证,零命中自检(扫描面为空即判红)为辅证。
- **覆盖率不是目标**:行覆盖率度量缺失(Godot 无内建,第三方属新基建,是否引入待办清单在册待裁);现行补洞=零指名单测清单+人工判定,判定可靠性靠上列自证手段,不靠覆盖率数字。
- **覆盖率不是目标**:不引入行覆盖率度量(Godot 无内建,第三方属新基建);现行补洞=能力清单覆盖域表+人工判定,判定可靠性靠上列自证手段,不靠覆盖率数字。
## 8. 改动级验收闭合(2026-10-21 立)
@@ -1,7 +1,7 @@
# 战斗表现
> 一句话:战斗动画与演出(旧体系未单独成文)
> 状态:范围草案(待设计);现行为 v1.1
> 状态:范围草案(待设计);现行为 v1.2
## 设计目的
@@ -92,6 +92,8 @@
判定与回退:第 1 项不过即演出元素回炉,禁止以牺牲可读性换氛围(改演出、不动数字口径);第 2–4 项不过对应资产或方案回炉重交,已过项结果保留。第 5 项(敌层插入位置)不产生过/不过,产出一条裁决记录:插入位置结论由[敌人系统](敌人系统.md)的呈现契约登记(~~敌人卡形态对照~~半边已于 2026-09-20 提前裁决完成——全站桩定稿,结论已回写 battle.md 起草条款)。样张通过 = 角色剪影、动画方案、战斗空间、敌层插入位置四件锁定物冻结;通过前不启动任何终稿资产与动画设计。
**现行状态(2026-10-30 战斗一屏样张批)**:五项验收的机检断言已随该批全绿(机器代理口径与实测读数查战斗一屏样张批 git 提交史,合并提交 3b66d1a6);样张整体过闸仍差方向稿目检先行(art-bible §1.4 闸形,目检项登记体验验证清单 ㊶)。
### 演出服从信息与可读性
两条现行硬约束,将来任何动画方案都禁止越过。其一,数字可读性高于氛围:挖掘期画面无杂音,动画禁止遮挡数字、禁止在挖掘期抢焦;结算期的色彩与能量走向以 art-bible 第 2 节为权威。其二,结算逐行兑现是信息载体:battle.md 已承诺不可整体跳过、只提供减动效选项(时长减半或直达终态,逐行兑现可加速不可省略),本文将来兑现其动画侧。
Binary file not shown.

After

Width:  |  Height:  |  Size: 152 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 193 B

Binary file not shown.

After

Width:  |  Height:  |  Size: 148 B

+48
View File
@@ -0,0 +1,48 @@
## 战斗事实件:战斗事实的唯一记录面——本战受理事实(encounter:打什么、带什么进来)、
## 同调装配事实(attunement)、轮 facts 缓冲(reveals/seals/path)、封印判定账(去重两集+完美三账)、
## 装板溯源(seq/provenance)、条件事实计数(refresh_used、feat_first_dig_used、attune_safe_seen)。
## 零注入引用、零信号、零协作对象调用——纯数据+谓词+写口;缓冲写入点在宿主 A2 处理器,
## 身份快照捕获留宿主(fact 件不持协作引用,防它变成第二编排面)。
## 完美账写口单点=三 mark 方法(契约 2:perfect_hit_false 保持纯净,豁免只累加 perfect_forgiven);
## 其余成员公有直读写(段类/快照/宿主经 oc._facts.X——fx_host._fx_bonus_delta 跨件直读写同款形态)。
## reset_round 只清 reveals/seals/path 三项、不碰 refresh_used(_battle_over 后快照读到的
## refresh_used 必须保持末轮值)。
## 成员冻结:15/15 贴顶——实现期禁增员;扩容阀=先把封印判定账五成员二次拆出(SealLedger)再落新账。
class_name BattleFacts
extends RefCounted
var encounter: Dictionary[String, Variant] = {} # 本战受理事实(begin_battle assign 后全生命期只读)
var reveals: Array[Dictionary] = [] # 轮 facts 缓冲(cell_revealed 批)
var seals: Array[Dictionary] = [] # 封印判定批缓冲(seal_judged 批)
var path := "" # 轮末路径事实(round_end 载荷 path_tag)
var refresh_used := 0 # 本轮刷新计数(复位点=出口分发,语句随迁)
var board_seq := 0 # 板序号(本战斗第几张板——快照归因用)
var board_from_midround := false # 装板 provenance:轮内刷新换来的图=刷新图(清图奖励不发)
var seal_consumed := {} # 封印兑付资格账(危险格实例为键;install 重置)
var seal_miss_seen := {} # 封印未中行去重(每安全格实例一次)
var perfect_hit_true := 0 # 整图完美封印计数(install 重置)
var perfect_hit_false := 0 # 完美误标计数(纯净禁回退改写——契约 2)
var perfect_forgiven := 0 # 完美保险豁免累计(单向累加自有账)
var feat_first_dig_used := false # 条件事实计数(魔矢每战首次)
var attunement: Array[Variant] = [] # 本战装配集快照(enc.attunement 受理携带;受理后只读)
var attune_safe_seen := 0 # 积点制件安全开格计数(装配集自动兑付进度)
# 轮复位(原宿主 _reset_round_facts 逐字——三调用点:begin_battle 首板 install 后/出口分发/终局序列)
func reset_round() -> void:
reveals.clear()
seals.clear()
path = ""
# 完美封印三账写口(授予段直写升级为账本单点——契约 2 执行点)
func mark_perfect_hit() -> void:
perfect_hit_true += 1
func mark_perfect_miss() -> void:
perfect_hit_false += 1
func mark_perfect_forgiven() -> void:
perfect_forgiven += 1
+1
View File
@@ -0,0 +1 @@
uid://bo0eolh0vmvgb
+100 -323
View File
@@ -3,7 +3,7 @@
## 效果引擎施加面归 BattleFxHost、奖励授予管线归 RewardGrant(两拆件,经组件出口 fx_host()/
## reward_grant() 取件,禁链式穿透其内部);本类保留宿主职责面=状态机与生命周期、轮 facts 缓冲、
## A2 三事件订阅、五段驱动、attune 族、行发射基建(_emit_row/_assert_row_source/_fatal)、呈现投影、刷新面。
## 零 await;随机只经 rng 封闭流(encounter/behavior_roll/armor_roll/gp_drop)——同种子同输入逐位复现。
## 零 await;随机只经 rng 封闭流(_facts.encounter/behavior_roll/armor_roll/gp_drop)——同种子同输入逐位复现。
## 呈现层读取唯一出口 = presentation_snapshot()/diagnostic_snapshot(),禁链式穿透内部协作对象。
## 伤害只向 DamageController 开单(何时开单归编排、怎么算归控制器);刷新唯一通道 player_request_refresh,禁 RAP 满自动刷。
class_name BattleOrchestrator
@@ -34,71 +34,56 @@ const SOURCE_EXEMPT_TYPES := ["decay", "verdict"]
# fx_grant_gp=专长·GP 入账(钱包面而非棋盘面,行无格子可指)
const SOURCE_EXEMPT_CLASSES := ["hero_attack", "enemy_action", "clear_reward", "fx_reveal", "fx_grant_gp"]
var _facts: BattleFacts # 战斗事实件(battle_facts.gd——事实族 15 成员单点)
var _rounds: RoundCycle # 轮循环驱动件(settlement/round_cycle.gd——五段持有/段序/重入闸/摇号)
var db: ConfigDb
var rng: RngServiceCore
# E1 封装收口:协作对象 board_generator/enemy_system/status_effects/reward_economy 私有化——跨层读取一律经 presentation_snapshot()/diagnostic_snapshot() 成文出口。
# E1 封装收口:协作对象 enemy_system/status_effects/reward_economy 私有化——跨层读取一律经 presentation_snapshot()/diagnostic_snapshot() 成文出口。
# minesweeper/action_economy 保持公有 = 架构文档 API Boundaries 的 HUD框架消费面(意图提交 settle_batch + compute_move_path
# 只读;ap/rap/相位读取)——非本文档登记的契约面,勿增新用途。
var _board_generator: BoardGenerator
# 装板域(BoardGenerator+装板六函数族)已拆 BoardInstaller——生成器实例随件自建,宿主零成员。
var minesweeper: MinesweeperRules
var action_economy: ActionEconomy
var _enemy_system: UnitContainer
var _status_effects: StatusContainer
var _reward_economy: RewardEconomy
var treasure_inventory: TreasureItems = null:
set(v):
treasure_inventory = v
if _reward_grant != null:
_reward_grant.treasure_inventory = v # 库存注入转发(注入时序在宿主构造之后——外部赋值路径零改址)
var _damage: DamageController # 伤害控制器(单据唯一兑付管线)
var _fx_host: BattleFxHost # 效果引擎宿主件(fx 族持有与兑付——拆件定稿轴件一)
var _reward_grant: RewardGrant # 奖励授予件(授予管线与秘宝使用——拆件定稿轴件二)
var encounter: Dictionary[String, Variant] = {}
var round_index := 0
var battle_result := "" # "" / "victory" / "defeat" / "fatal_error"
var _facts_reveals: Array[Dictionary] = []
var _facts_seals: Array[Dictionary] = []
var _facts_path := ""
var _settling := false
# 结算五段 Segment(段边界=审计五段,段序骨架冻结于
# SettlementTable.segment_order 语义:授予→增益/减益→战斗→衰减→判定。本类做段序编排+
# 行发射/开单原语单点——段体逻辑归 game/core/settlement/ 五类)
var _grant_seg = null # GrantSegment(①授予段——含封印判与 counter/grant 助手单点)
var _aura_seg = null # AuraSegment(②增益/减益段)
var _combat_seg = null # CombatSegment(③战斗段)
var _decay_seg = null # DecaySegment(④衰减段)
var _verdict_seg = null # VerdictSegment(⑤判定段——返回裁定,终局早退语义归本类)
var _refresh_used_this_round := 0 # 每轮刷新计数(Active 相位合计,兜底上限 = ActionEconomyTable.refresh_cap_per_round)
var _board_seq := 0 # 板序号(本战斗第几张板——快照归因用)
var _board_from_midround_refresh := false # 装板 provenance:轮内刷新换来的图 = true(清图奖励守卫——刷新图不发清图奖励)
var _seal_consumed := {} # 兑付资格以危险格实例为键(整图;换图重置)
# 同调装配运行态(begin_battle 经 enc.attunement 注入;off=空集全部效果零扰动)
var attunement: Array[Variant] = [] # 装备中同调件 item_id 集
var _mines_hits: Dictionary[Variant, Variant] = {"total": 0, "last": 0, "round": 0} # 踩雷计数(触发条件事实面——本场累计/上轮转存/当轮累计三读数合一账)
# 转存时点=_roll_round_actions 轮末(轮内部分结算不更新 last);开战清零归 begin_battle
var _attune_safe_seen := 0 # 积点制件 battle 域安全开格计数(装配集 ap_charge_safe 行扫描;满 charge_n 自动兑付当轮 AP+1,无玩家发起入口)
# 同调装配运行态(begin_battle 经 enc 携带 attunement 键注入 facts;off=空集全部效果零扰动)
# 转存时点=roll_round_actions 轮末(轮内部分结算不更新 last);开战清零归 begin_battle
var nest_preview_count := -1 # 巢穴预告读数口(board_installed 命中落值;-1=未装配/未发射;呈现桥消费)
# 特性运行态(relic 持有集经 enc.feats 注入:效果行为=数据行 triggers 经
# 效果引擎分发;魔矢每战首次计数 battle 域。空集=零扰动)
var _feat_first_dig_used := false
# 加算日记读面(begin_battle 经 enc["journal"] 派生——encounter.assign 后全生命期可读;
# 主角攻击基值派生读(enc 携带 hero_atk 键受理后只读——E4 收口语义不变:表值运行期不可变,
# 派生值恒等;「读面即引用、无第二账」同款先例)
func _hero_atk() -> int:
return int(_facts.encounter.get("hero_atk", int(db.combat.hero.atk)))
# 加算日记读面(begin_battle 经 enc["journal"] 派生——encounter 受理 assign 后全生命期可读;
# null=调试/单场直构面,账面消费跳过。领域拆分批成员删除后的引用承接,读面即引用、无第二账)
func _journal() -> GainJournal:
return encounter.get("journal", null) if encounter.get("journal", null) is GainJournal else null
return _facts.encounter.get("journal", null) if _facts.encounter.get("journal", null) is GainJournal else null
# 同调配装件读面(begin_battle 经 enc["loadout"] 派生——充能单源化的 reset_cycle/consume_charge
# 消费面;null=直构零装配,充能面跳过)
func _attune_loadout() -> AttuneLoadout:
return encounter.get("loadout", null)
return _facts.encounter.get("loadout", null)
# 授予件战斗域回调束(bind_battle 注入——键集封闭三键:充能消耗/真视计数/负向踩雷计数;
# 宿主侧各转 _attune_loadout/_journal/_mines_hits 单点,授予件对账本零强引用)
# 宿主侧各转 _attune_loadout/_journal/_rounds.mines_hits 单点,授予件对账本零强引用)
func _battle_hooks() -> Dictionary[Variant, Variant]:
return {
"attune_consume": _hook_attune_consume,
@@ -108,8 +93,8 @@ func _battle_hooks() -> Dictionary[Variant, Variant]:
func _hook_attune_consume(item_id: String) -> void:
if _attune_loadout() != null and treasure_inventory != null:
_attune_loadout().consume_charge(item_id, treasure_inventory)
if _attune_loadout() != null and _reward_grant.treasure_inventory != null:
_attune_loadout().consume_charge(item_id, _reward_grant.treasure_inventory)
func _hook_vision_add() -> void:
@@ -120,8 +105,8 @@ func _hook_vision_add() -> void:
# 负向 blast(雷)踩雷计数入账(触发条件事实面——正向 spark_aoe/清图奖励不计入;
# 极性判定在授予件 _flat_blast 传点,本口只记账)
func _book_negative_blast() -> void:
_mines_hits["round"] += 1
_mines_hits["total"] += 1
_rounds.mines_hits["round"] += 1
_rounds.mines_hits["total"] += 1
# 效果引擎宿主侧事实单点(fx_host facts_cb 注入——round_index/battle_index/seals_count/nest_count/hp_ratio 五事实;charge_layers 归 fx_host 自答;未知事实回落 null)
@@ -136,10 +121,10 @@ func _fx_host_fact(fact: String) -> Variant:
"round_index":
return round_index
"battle_index":
return int(encounter.get("battle_index", 1)) # 关卡域战斗序(1 基——level_runner enc 携带;开局姿态窗条件面)
return int(_facts.encounter.get("battle_index", 1)) # 关卡域战斗序(1 基——level_runner enc 携带;开局姿态窗条件面)
"seals_count":
var hits_n := 0
for fevt in _facts_seals:
for fevt in _facts.seals:
if bool(fevt.get("hit", false)):
hits_n += 1
return hits_n
@@ -151,7 +136,7 @@ func _fx_host_fact(fact: String) -> Variant:
# attune 积点读投影(RewardGrant attune_safe_seen_cb 注入面——use_treasure 拒绝文案读数;经读投影出户防组件回调宿主私有族)
func _attune_safe_seen_read() -> int:
return _attune_safe_seen
return _facts.attune_safe_seen
# 组件出口(拆件后取件面——呈现与测试经此取件,禁链式穿透协作对象内部)
@@ -164,7 +149,7 @@ func reward_grant() -> RewardGrant:
func _attune_has(item_id: String) -> bool:
return attunement.has(item_id)
return _facts.attunement.has(item_id)
# 装配集只读出口(_attune_has 契约化出口,save v6 只读访问器先例。只读零副作用——
@@ -179,7 +164,7 @@ func attune_has(item_id: String) -> bool:
# kind 分发查询先例=_attune_refresh_x_total bonus_refresh。零装配=0)
func attune_param_sum(kind: String) -> int:
var total := 0
for iid_v in attunement:
for iid_v in _facts.attunement:
var arow: Dictionary[Variant, Variant] = db.crossrun.treasure_items.row_by_id(String(iid_v))
if (arow.get("effect_kinds", []) as Array).has(kind):
total += int(arow.get("magnitude", 0))
@@ -189,7 +174,7 @@ func attune_param_sum(kind: String) -> int:
# 装配集内 ap_charge_safe 行读取(取数源=装配集行扫描;
# 首行语义=装配集内至多一件积点制〔试炼镐〕)
func _attune_charge_safe_row() -> Dictionary:
for iid_v in attunement:
for iid_v in _facts.attunement:
var arow: Dictionary[Variant, Variant] = db.crossrun.treasure_items.row_by_id(String(iid_v))
if (arow.get("effect_kinds", []) as Array).has("ap_charge_safe"):
return arow
@@ -200,9 +185,9 @@ func _attune_charge_safe_row() -> Dictionary:
# (used handle 不回收=本轮已耗充能作废,补新 handle=「回满」;差额注入防双份=level_runner
# set_attune_charges 同构)。reset ∈ {battle, level}——adventure 周期归冒险开始种子面)
func _reseed_attune_charges(reset: String) -> void:
if _attune_loadout() == null or treasure_inventory == null:
if _attune_loadout() == null or _reward_grant.treasure_inventory == null:
return # 直构零装配/库存未就位——充能回满跳过(空装配同语义)
_attune_loadout().reset_cycle(reset, treasure_inventory) # 写时种行/补行(按周期筛——语义逐字承原循环体)
_attune_loadout().reset_cycle(reset, _reward_grant.treasure_inventory) # 写时种行/补行(按周期筛——语义逐字承原循环体)
# 积点制件进度读数(自动兑付无玩家发起入口,读数口=C 区秘宝槽悬停浮窗进度行:
@@ -213,30 +198,25 @@ func attune_convert_state() -> Dictionary:
if row.is_empty() or String(row.get("form", "")) != "active_charged":
return {"assembled": false, "points": 0, "need": 0, "display_name": "", "item_id": ""}
var cn := int(row.get("charge_n", 0))
return {"assembled": true, "points": _attune_safe_seen % cn if cn > 0 else 0, "need": cn,
return {"assembled": true, "points": _facts.attune_safe_seen % cn if cn > 0 else 0, "need": cn,
"display_name": String(row.get("display_name", "")), "item_id": String(row.get("item_id", ""))}
# 特性求值(效果行为=数据行 triggers 订阅,效果引擎 dispatch 分发;
# 流派档位质变=FeatsEngine 纯函数求值
# (档位机制本身系引擎基建非内容效果),两运行态注伤害控制器:档一 rider+1 / 档二 rider 可暴击)
var _seal_miss_seen := {} # 封印未中行去重(每安全格实例一次)
var _perfect_hit_true := 0 # 整图完美封印计数(install 重置)
var _perfect_hit_false := 0
var _perfect_forgiven := 0 # 完美保险豁免累计(单向累加自有账;契约 2 禁改写 _perfect_hit_false)
var _hero_atk := 0 # 主角攻击基值快照(encounter.hero_atk;E4 收口——表值运行期不可变)
func _init(db_ref: ConfigDb, rng_ref: RngServiceCore) -> void:
db = db_ref
rng = rng_ref
_board_generator = BoardGenerator.new()
action_economy = ActionEconomy.new(db)
minesweeper = MinesweeperRules.new(db, action_economy)
_enemy_system = UnitContainer.new(db)
_status_effects = StatusContainer.new(db)
_facts = BattleFacts.new() # 战斗事实件(受理事实/轮缓冲/封印账/溯源/条件计数——成员迁移见设计 §4)
_reward_economy = RewardEconomy.new(db, rng)
_board_generator.fatal_handler = _fatal; _reward_economy.fatal_handler = _fatal # 协作件违约→本类 _fatal 封印(单点接线)
_reward_economy.fatal_handler = _fatal # 协作件违约→本类 _fatal 封印(单点接线)
_damage = DamageController.new(db, rng, _enemy_system, _status_effects)
_damage.emit_row_cb = _emit_row # 行协议归属本类(9 类行协议 + 来源断言不外泄)
_fx_host = BattleFxHost.new({"db": db, "rng": rng, "minesweeper": minesweeper, "action_economy": action_economy,
@@ -253,11 +233,8 @@ func _init(db_ref: ConfigDb, rng_ref: RngServiceCore) -> void:
minesweeper.round_end_board.connect(_on_round_end)
action_economy.round_end_stopped.connect(_on_round_end)
# 结算五段接线(授予/战斗两段持三引用=宿主+两协作件;信号连接纪律不涉段〔段零信号连接〕)
_grant_seg = GrantSegment.new(self, _fx_host, _reward_grant)
_aura_seg = AuraSegment.new(self)
_combat_seg = CombatSegment.new(self, _fx_host, _reward_grant)
_decay_seg = DecaySegment.new(self)
_verdict_seg = VerdictSegment.new(self)
# 结算五段接线随轮循环驱动件迁驻(round_cycle.gd——段件持有/段序/重入闸/摇号单点;构造序禁环不变)
_rounds = RoundCycle.new(self, _fx_host, _reward_grant)
# ---- 战斗开始序列(编排专章①:门 → 增益状态 → 敌人系统 → install+roll → 行动经济)----
@@ -268,9 +245,9 @@ func begin_battle(enc: Dictionary) -> bool:
return false
if not _begin_battle_accept(enc):
return false
if not _install_new_board():
if not _install_and_reset():
return false
_reset_round_facts() # 首板 install 的初始展开事件不入轮 facts(resource 恒 false 的双保险)
_facts.reset_round() # 首板 install 的初始展开事件不入轮 facts(resource 恒 false 的双保险)
_begin_battle_fx_state(enc)
_begin_battle_attune_params(enc)
_begin_battle_preview_economy(enc)
@@ -282,14 +259,14 @@ func begin_battle(enc: Dictionary) -> bool:
if not action_economy.notify_round_start():
_fatal("行动经济 首轮 notify_round_start 被拒")
return false
_roll_round_actions() # 开轮摇号(首轮同样摇;先于 round_started,挖掘期动画位可读)
_rounds.roll_round_actions() # 开轮摇号(首轮同样摇;先于 round_started,挖掘期动画位可读)
round_started.emit(round_index)
return true
# 受理段:encounter 装载+缓冲清零+护甲合流+重载闸+开域门+遭遇骰与敌人系统 spawn 受理门。
# 受理段:_facts.encounter 装载+缓冲清零+护甲合流+重载闸+开域门+遭遇骰与敌人系统 spawn 受理门。
func _begin_battle_accept(enc: Dictionary) -> bool:
encounter.assign(enc)
_facts.encounter.assign(enc)
_reward_grant.reset_battle() # 战斗域零 GP 持久(每场战斗缓冲从零起算;案C 闸复位)
_damage.set_hero_ac_override(int(enc.get("hero_armor_class", -1))) # 主角护甲合流入参(伤害控制器 defender_ac 消费)
db.set_reload_gate(true)
@@ -300,9 +277,9 @@ func _begin_battle_accept(enc: Dictionary) -> bool:
if dice.is_empty():
_fatal("敌人表 行集解析为空(%d,%d,%s)" % [int(enc.level_index), int(enc.node_depth), String(enc.get("node_type", "battle"))])
return false
# E4 收口:加成经 encounter 显式携带(hero_atk/hero_max_hp;缺省 = 表值——冒烟/工具直呼路径)
_hero_atk = int(enc.get("hero_atk", int(db.combat.hero.atk)))
if not _enemy_system.spawn({"level_index": int(enc.level_index), "node_depth": int(enc.node_depth), "hero_hp": int(enc.hero_hp), "unit_count_overrides": dice[0], "hero_atk_override": _hero_atk, "hero_max_hp_override": int(enc.get("hero_max_hp", -1)), "enemy_atk_overrides": dice[1], "hero_attack_type": String(enc.get("attack_type", "")), "hero_armor_type": String(enc.get("armor_type", "")), "row_kind": String(enc.get("node_type", "battle"))}): # 两根类型轴(空串=锻造配置默认值回退,行为连续)+行类维(battle/boss)
# E4 收口:加成经 _facts.encounter 显式携带(hero_atk/hero_max_hp;缺省 = 表值——冒烟/工具直呼路径;
# _hero_atk 派生读=受理后不变量,无快照成员)
if not _enemy_system.spawn({"level_index": int(enc.level_index), "node_depth": int(enc.node_depth), "hero_hp": int(enc.hero_hp), "unit_count_overrides": dice[0], "hero_atk_override": _hero_atk(), "hero_max_hp_override": int(enc.get("hero_max_hp", -1)), "enemy_atk_overrides": dice[1], "hero_attack_type": String(enc.get("attack_type", "")), "hero_armor_type": String(enc.get("armor_type", "")), "row_kind": String(enc.get("node_type", "battle"))}): # 两根类型轴(空串=锻造配置默认值回退,行为连续)+行类维(battle/boss)
_fatal("敌人系统 spawn 被拒")
return false
return true
@@ -310,7 +287,7 @@ func _begin_battle_accept(enc: Dictionary) -> bool:
# 遭遇骰(难度曲线与Boss GDD Core Rule 8):行有 unit_count_max 时按 [unit_count, max] 均匀骰;
# 行有 atk_min 时按 [atk_min, atk_max] 骰 spawn 期整战持久值
# encounter 封闭流恰一 scope(数量骰先、atk 骰后——区间宽度为零的行不掷=「定值不骰」既有口径);
# _facts.encounter 封闭流恰一 scope(数量骰先、atk 骰后——区间宽度为零的行不掷=「定值不骰」既有口径);
# 敌人系统零随机纪律保持(收 override 即确定值)。
# 返回 [count_overrides, atk_overrides];行集为空 = 返回 [](fail 判据交受理段 _fatal)。
func _begin_battle_dice(enc: Dictionary) -> Array:
@@ -353,12 +330,12 @@ func _begin_battle_dice_roll(rows: Array, estream: RandomNumberGenerator, roll_a
# 引擎分发;流派档位=FeatsEngine 纯函数求值两运行态注伤害控制器。魔矢每战首次开格计数同步归零)
# 扩签运行态就位(归 fx_host)+账本挂接+桶挂引用+揭示/AC 两回调+rider 档位恒零+订阅重建。
func _begin_battle_fx_state(enc: Dictionary) -> void:
# 同调装配运行态注入(enc.attunement 携带;off=空集零扰动。淬毒 N 注入
# 同调装配运行态注入(enc._facts.attunement 携带;off=空集零扰动。淬毒 N 注入
# 伤害控制器、偏运 N 注入地图战斗资源——均须先于首板 install)
attunement = (enc.get("attunement", []) as Array).duplicate()
_attune_safe_seen = 0
_facts.attunement = (enc.get("attunement", []) as Array).duplicate()
_facts.attune_safe_seen = 0
_fx_host.reset_battle_state(int(enc.get("hero_armor_class", -1)))
_mines_hits = {"total": 0, "last": 0, "round": 0} # 踩雷计数开战清零(事实面生命周期同款)
_rounds.mines_hits = {"total": 0, "last": 0, "round": 0} # 踩雷计数开战清零(事实面生命周期同款)
var adv_bucket: Variant = enc.get("adv_bucket", null)
_fx_host.mount_buckets(adv_bucket if adv_bucket is Dictionary else {}, enc.get("level_counters")) # 冒险桶宿主字典(直构兜底自有空字典);关卡桶 LevelRunner 每关 new 下传、非 Dictionary 即不挂
_reward_grant.bind_battle(_battle_hooks()) # 授予件战斗域回调束(充能消耗/真视计数/踩雷计数)
@@ -369,13 +346,13 @@ func _begin_battle_fx_state(enc: Dictionary) -> void:
# 不设档位机制」):rider_tier 两注入恒零,散件单体效果=唯一形态
_damage.inject["rider_tier_bonus"] = 0
_damage.inject["rider_tier_crit"] = false
_feat_first_dig_used = false
_facts.feat_first_dig_used = false
# 树 rule 键消费(Fork 激活侧效果=效果引擎合成
# 订阅(rebuild 注入——round_start 首轮 AP+1 / damage_taken 减伤+1)。其余 rule 键
# =stat 面投影不入战斗(T8 表内容 provisional 口径披露))
var tree_rules: Array[Variant] = enc.get("tree_rules", []) as Array
# 效果引擎订阅重建(装载序=feats 表序→treasure 表序→树规则,写死保种子复放——细则见 battle_fx_host.rebuild_subscriptions)
_fx_host.rebuild_subscriptions(feat_ids, attunement, tree_rules)
_fx_host.rebuild_subscriptions(feat_ids, _facts.attunement, tree_rules)
# 秘宝常时参数注入(装配集 kind 分发:远程镐挖距放宽/信标网络封印可达豁免;
@@ -411,144 +388,27 @@ func _begin_battle_preview_economy(enc: Dictionary) -> void:
action_economy.grant_reserve_ap(voucher_rap)
func _install_new_board(during_round := false) -> bool:
var stream: RandomNumberGenerator = rng.open_stream("board_gen")
var board: BoardData = _board_generator.generate(int(encounter.level_index), int(encounter.node_depth), stream, db)
if board == null:
# ---- 装板受理薄壳(BoardInstaller 拆件后的宿主承接面——begin_battle/中途刷新/轮内刷新三调用点唯一入口)----
# 件内装板(生成→全局变异决议→装板受理→资源摇号→变异布置)成功后执行宿主态复位:五处计数清零+
# 板序推进+board_changed 发射+秘宝叠加层退役——时序逐字;复位职责留宿主(成员单点),不随件。
func _install_and_reset(during_round := false) -> bool:
var installer := BoardInstaller.new({"db": db, "rng": rng, "minesweeper": minesweeper,
"reward_economy": _reward_economy, "encounter": _facts.encounter, "fatal_cb": _fatal})
if not installer.install(during_round):
return false
# 全局作用域变异决议(装板序内前置于 roll_board:图级偏斜旋钮须在资源摇号前定型——详见 _resolve_global_variant)
_resolve_global_variant(board)
var res: Dictionary[Variant, Variant] = minesweeper.install_board(board, during_round)
if not res.accepted:
_fatal("排雷玩法 install 拒绝(不变式违例): %s" % str(res))
return false
# 地图战斗资源 义务⑥:roll_board 恰一次(install 后、挖掘前);资格格 = 全部非封锁格(安全格 + 危险格,雷安同池)
var r0 := {}
for c in board.compute_r0():
r0[c] = true
var eligible: Array[Dictionary] = []
for c in board.safe_cells():
if not r0.has(c):
eligible.append({"cell": c})
for c in board.mines.keys():
if not r0.has(c):
eligible.append({"cell": c})
if not _reward_economy.roll_board(eligible):
_fatal("地图战斗资源 roll_board 被拒")
return false
# 地形变异 布置段(棋盘设置顺序第 4 步:生成棋盘 → 打开状态初始化 →
# 战斗资源格设置 → 变异格设置)——布置在初始展开与资源格之后,变异天然不落已开区
_place_variants(board)
_seal_consumed.clear() # 换图新雷 = 新实例,资格自然重置(行动经济 Rule 8)
_seal_miss_seen.clear()
_perfect_hit_true = 0 # 整图完美计数随 install 重置
_perfect_hit_false = 0
_perfect_forgiven = 0 # 豁免累计随 install 重置(domain=battle 每战清零)
_board_from_midround_refresh = during_round # 轮内刷新装板 = 刷新图(清图奖励不发);常规换图/开战装板 = false
_board_seq += 1
_facts.seal_consumed.clear() # 换图新雷 = 新实例,资格自然重置(行动经济 Rule 8)
_facts.seal_miss_seen.clear()
_facts.perfect_hit_true = 0 # 整图完美计数随 install 重置
_facts.perfect_hit_false = 0
_facts.perfect_forgiven = 0 # 豁免累计随 install 重置(domain=battle 每战清零)
_facts.board_from_midround = during_round # 轮内刷新装板 = 刷新图(清图奖励不发);常规换图/开战装板 = false
_facts.board_seq += 1
board_changed.emit()
if treasure_inventory != null:
treasure_inventory.retire_overlays() # 叠加层随图消亡(换图/刷新图装板点;已花道具不返还)
if _reward_grant.treasure_inventory != null:
_reward_grant.treasure_inventory.retire_overlays() # 叠加层随图消亡(换图/刷新图装板点;已花道具不返还)
return true
# ---- 全局作用域变异 决议(装板序内 roll_board 之前)----
# boss/elite 图命中全局型:写整图 board_variants(恰一行)+ 注入资源面偏斜旋钮(图级投影在
# RewardEconomy.roll_board 消费);不消费 variant_place 流(全局取用确定性——零取号合法态)。
# 全局池空(含 L1 Boss 免疫/unlock 门控未达):字段留空、旋钮归零——_place_variants 原路走
# region 布置 = 兜底回落合法态(防配置缺行静默裸奔——provisional)。
func _resolve_global_variant(board: BoardData) -> void:
board.board_variants.clear()
_reward_economy.board_skew = 0
var row: Dictionary[Variant, Variant] = db.combat.variation.global_variant_row(int(encounter.level_index), String(board.board_type),
String(encounter.get("node_type", "")))
if row.is_empty():
return
board.board_variants = [String(row.variant_id)]
_reward_economy.board_skew = int(row.get("effect_value", 0))
# ---- 地形变异 布置段(棋盘设置顺序第 4 步)----
# 候选池门控(unlock_level ≤ 关卡序号 + board_types 与本地形交集,∅ 通配)经 config_db.variant_pool;
# 池空 = 合法态,静默零布置(框架 P0 口径不变)。零特判:本段只写格子变异数据快照,不改扫雷规则本体。
# 候选格域 = 安全格 − 初始展开区(伤害型 placement=closed_only 的结构保障——布置发生在初始展开之后,
# 已开格天然排除);危险格不吃变异(挖雷一层惩罚 + 变异伤害双层叠罚污染逐行归因,首版排除——provisional)。
# 每图至多一种类型(候选池内均匀选一);数量 = round(候选池格数×percent) +
# (关卡序号−1)×per_level_bonus——基数为候选池而非总格数(percent 语义 = 占可挖格比例,
# 关卡递增由 per_level_bonus 绝对格数承载);连通片生长(8 邻),单片 ≤ pack_max。
# 替换制:整图 board_variants 非空 = 本图已带全局型,跳过 region 布置(详见 _resolve_global_variant)。
func _place_variants(board: BoardData) -> void:
if not board.board_variants.is_empty():
return
var pool: Array[Variant] = db.combat.variation.variant_pool(int(encounter.level_index), String(board.board_type))
if pool.is_empty():
return
var r0 := {}
for c in board.compute_r0():
r0[c] = true
var candidates: Array[Vector2i] = []
for c in board.safe_cells():
if not r0.has(c):
candidates.append(c)
if candidates.is_empty():
return
var stream: RandomNumberGenerator = rng.open_stream("variant_place") # 一板恰一 scope(换图/刷新图各取号一次)
var vrow: Dictionary[Variant, Variant] = pool[stream.randi_range(0, pool.size() - 1)]
var total: int = int(round(float(candidates.size()) * float(db.combat.variation.percent_of_cells) / 100.0)) \
+ (int(encounter.level_index) - 1) * int(db.combat.variation.per_level_bonus)
total = mini(total, candidates.size())
_place_variants_apply(board, candidates, stream, vrow, total)
# 变异片生长施加面(布置域=候选格,数量=total,vrow 单型贯穿;取号序=stream 顺序消费)
func _place_variants_apply(board: BoardData, candidates: Array[Vector2i], stream: RandomNumberGenerator, vrow: Dictionary, total: int) -> void:
var placed := {}
while placed.size() < total:
var pack_size: int = mini(total - placed.size(), stream.randi_range(2, int(db.combat.variation.pack_max)))
var free: Array[Vector2i] = []
for c in candidates:
# 新片种子/生长格禁与其他已布片 8 邻贴接——否则两片粘连成一个超 pack_max 的连通分量
# (R3 随机流下实测暴露:独立生长的相邻片合流击穿单片上限断言)
if placed.has(c) or _adjacent_to_packs(board, placed, c):
continue
free.append(c)
if free.is_empty():
break # 生长域耗尽——该片就地收束(数量不足总目标为合法态,候选域碎片化时触发)
var seed_c: Vector2i = free[stream.randi_range(0, free.size() - 1)]
placed[seed_c] = true
var pack: Array[Variant] = [seed_c]
var pack_set := {seed_c: true}
while pack.size() < pack_size:
var fringe := _variants_fringe(board, pack, candidates, placed, pack_set)
if fringe.is_empty():
break # 生长域耗尽——该片就地收束(数量不足总目标为合法态,候选域碎片化时触发)
var nxt: Vector2i = fringe[stream.randi_range(0, fringe.size() - 1)]
placed[nxt] = true
pack_set[nxt] = true
pack.append(nxt)
for c in placed.keys():
board.variants[c] = [String(vrow.variant_id)]
# 片生长待选格收集(本片内各生长格的 8 邻候选并集——未布置、未在途、不与他片贴接)
func _variants_fringe(board: BoardData, pack: Array, candidates: Array[Vector2i], placed: Dictionary, pack_set: Dictionary) -> Array[Vector2i]:
var fringe: Array[Vector2i] = []
for c in pack:
for n in board.neighbors8(c):
if candidates.has(n) and not placed.has(n) and not fringe.has(n) \
and not _adjacent_to_packs(board, placed, n, pack_set):
fringe.append(n)
return fringe
# 候选格是否与其他已布片(own_pack 之外的 placed 格)8 邻贴接——片间隔离保证连通分量 = 单片 ≤ pack_max
func _adjacent_to_packs(board: BoardData, placed: Dictionary, c: Vector2i, own_pack: Dictionary = {}) -> bool:
for m in board.neighbors8(c):
if placed.has(m) and not own_pack.has(m):
return true
return false
# ---- 事件缓冲(轮 facts 收集;结算触发 = Waiting 相位编排点,不依赖到达序)----
func _on_cell_revealed(evt: Dictionary) -> void:
@@ -566,9 +426,9 @@ func _on_cell_revealed(evt: Dictionary) -> void:
if String(evt.get("kind", "")) == "safe":
var cs_row: Dictionary[Variant, Variant] = _attune_charge_safe_row()
if not cs_row.is_empty():
_attune_safe_seen += 1
_facts.attune_safe_seen += 1
var cn_b: int = int(cs_row.get("charge_n", 999))
if cn_b > 0 and _attune_safe_seen % cn_b == 0:
if cn_b > 0 and _facts.attune_safe_seen % cn_b == 0:
action_economy.grant_ap(int(cs_row.get("magnitude", 1)))
if bool(evt.get("resource", false)):
# 身份快照随缓冲捕获(批次隔离——轮内刷新后 mapping 已换批,授予必须用缓冲期身份,
@@ -577,47 +437,20 @@ func _on_cell_revealed(evt: Dictionary) -> void:
if snap != null:
evt = evt.duplicate()
evt["reward_snapshot"] = snap
_facts_reveals.append(evt)
_facts.reveals.append(evt)
func _on_seal_judged(evt: Dictionary) -> void:
_facts_seals.append(evt)
_facts.seals.append(evt)
func _on_round_end(_payload: Dictionary) -> void:
_facts_path = String(_payload.get("path_tag", ""))
_maybe_settle()
_facts.path = String(_payload.get("path_tag", ""))
_rounds.settle_if_due()
func _maybe_settle() -> void:
if _settling or battle_result != "":
return
if action_economy.phase != action_economy.PHASE_WAITING:
return
_settle()
# ---- 每轮结算序列(五段——段序骨架冻结于 SettlementTable.segment_order)----
func _settle() -> void:
_settling = true
var ri := round_index
# 段序编排(五段——段体归 game/core/settlement/,本类只做段序+行发射/开单原语单点)
_grant_seg.run(ri) # ① 授予段(案C 闸随段装载)
_aura_seg.run(ri) # ② 增益/减益段(续存实例组合行)
_combat_seg.run(ri) # ③ 战斗段(主角先手 → 逐敌还手 → 地图伤害账殿后〔案C〕)
_decay_seg.run(ri) # ④ 衰减段(恰一次恒执行含末轮——先兑付后衰减)
var verdict: String = _verdict_seg.run(ri) # ⑤ 判定段(防御性优先级 hero 先判)
if verdict != "continue":
return # 终局:_settling 不回置——_battle_over 已接管
_settling = false
# ---- 授予段 helpers(极性路由)----
# 开格产出乘区(贪婪矿灯/矿脉直觉/赌徒的血签事件收集器注入):
# positive=power ×(1+静态 mult%);negative=power ×(1+cost%)。
# 全零收集器=原快照原样返回(零扰动)。
func _feat_yield_adjust(snap: Dictionary, positive: bool, pos_m: int, neg_m: int) -> Dictionary:
if positive and pos_m <= 0:
return snap
@@ -674,57 +507,7 @@ func set_treasure_unlocked(ids: Dictionary) -> void:
# 随机消费只在换算层(本方法 + SkillLottery);单位容器收确定值(零随机纪律——armor_roll 先例同构)。
# 统一流:behavior_roll 无子流派生向量(位置交错,单点定位由事件日志承载)。
# 摇定后、兑现前死亡 → 本拍技能作废。
func _roll_round_actions() -> void:
var pity_m: int = int(db.combat.skill.pity_threshold)
# facts 组包(开轮摇号前一次成型——last_round_end 空字典首轮映射 none 唯一落点;hero 事实不进 facts,
# 容器内直读主角行)
var facts := {
"round_index": round_index,
"last_round_end": "none" if action_economy.last_round_end().is_empty() else String(action_economy.last_round_end().get("path_tag", "none")),
"mines_hit_last": int(_mines_hits["last"]),
"mines_hit_total": int(_mines_hits["total"]),
}
for u in _enemy_system.query_alive("enemy"):
# Boss 半血解锁闩(迭代14④ T4——开轮摇号前逐敌检查;一次过门单向闩;解锁出一次归因明细行
# 「XX 解锁了 YY」带 skill_unlock 高光键〔type=highlight 既有行型零新增〕,呈现层弹一次性
# 技能名提示〔轻量 toast 非演出——D8 呈现面〕。门=确定性谓词,机制面零随机,摇号随机
# 消费仍在 behavior_roll 既有流——同种子逐位复现不破坏)
for sid in _enemy_system.check_trigger_unlocks(u, facts):
var srow_u: Dictionary[Variant, Variant] = db.combat.skill.row_by_id(sid)
_emit_row({"type": "highlight", "source_class": "enemy_action", "origin_cell": Vector2i(-1, -1), "highlight": "skill_unlock"},
round_index, "%s 解锁了 %s" % [String(u.display_name), String(srow_u.get("display_name", sid))],
0, {"skill_id": sid})
# enemy_hp_threshold 发射点(内容数据驱动扩展批 T1——血量阈值沿;对所有带该字段敌人逐个发射,
# 非 Boss 专属——Boss 语义留给订阅者 when 判定。pct=本次解锁条目的 trigger 行值)
var pct_v := 0
for pe in (u.get("pool", []) as Array):
var pe_d: Dictionary[Variant, Variant] = pe
if String(pe_d.get("skill_id", "")) == sid and (pe_d.get("trigger", {}) as Dictionary).has("value"):
pct_v = int((pe_d.get("trigger", {}) as Dictionary).get("value", 0))
break
# target_attack_bonus 施加面(处刑台:敌血量阈值沿挂单位字典标记,
# 主角攻击面 _resolve_hero_attack 通用消费——fx_atk_bonus 键加算进 base_value)
var eht_hits := _fx_host.fx_emit("enemy_hp_threshold", {"unit": String(u.enemy_id), "pct": pct_v,
"is_boss": String(encounter.get("node_type", "")) == "boss"})
for h in eht_hits:
if String(h.get("kind", "")) == "target_attack_bonus":
u["fx_atk_bonus"] = int(u.get("fx_atk_bonus", 0)) + int(h.get("value", 0))
var entries: Array[Variant] = _enemy_system.rollable_skills(u, facts)
if _enemy_system.basic_streak(u) >= pity_m:
var specials: Array[Variant] = _enemy_system.special_skills(u, facts)
if not specials.is_empty():
entries = specials # 保底命中——普攻恒可摇 → 非保底路径池恒非空,此为唯一替代集合
var stream: RandomNumberGenerator = rng.open_stream("behavior_roll")
_enemy_system.set_pending_action(u, SkillLottery.draw(entries, stream))
_enemy_system.tick_cooldowns() # 递减在摇号读值之后——"施放后连续 N 拍不可摇中"的等价实现(单位容器 注记)
_mines_hits["last"] = _mines_hits["round"] # 轮次真正结束转存(轮内部分结算不更新)
_mines_hits["round"] = 0
# ---- 战斗段/算术读数(段体与掷点/折扣/暴击/克制/池乘区/下限/交付管线归 damage_controller.gd
# 与 settlement/combat_segment.gd;本类只保留薄委托——_defender_ac 供结算/呈现快照消费)----
# 防守方护甲等级读数——实现归 伤害控制器 defender_ac(本委托供结算快照/呈现快照)
func _defender_ac(unit: Dictionary) -> int:
return _damage.defender_ac(unit)
@@ -761,12 +544,12 @@ func _emit_settlement_snapshot(verdict: String) -> void:
buffs.append({"id": eff.effect_id, "side": "enemy", "layers": eff.layers, "left": eff.remaining_settlements})
var mines_hit := 0
var safe_n := 0
for evt in _facts_reveals:
for evt in _facts.reveals:
if evt.kind == "mine":
mines_hit += 1
elif evt.kind == "safe":
safe_n += 1
var board_stats := {"seq": _board_seq}
var board_stats := {"seq": _facts.board_seq}
if minesweeper.current_board() != null:
board_stats["w"] = minesweeper.current_board().width
board_stats["h"] = minesweeper.current_board().height
@@ -774,18 +557,18 @@ func _emit_settlement_snapshot(verdict: String) -> void:
board_stats["seals"] = minesweeper.seal_count()
settlement_snapshot.emit({
"kind": "settlement",
"level": int(encounter.get("level_index", 0)),
"depth": int(encounter.get("node_depth", 0)),
"level": int(_facts.encounter.get("level_index", 0)),
"depth": int(_facts.encounter.get("node_depth", 0)),
"round": round_index,
"verdict": verdict,
"unit_count": enemies.size(),
"spawn_count": _enemy_system.all_enemies().size(), # 本战斗实例化总数(含死亡残位)——unit_count=0 时区分「首轮全灭」vs「空场」
"hero": {"hp": int(_enemy_system.hero_unit().get("hp", 0)), "max_hp": int(_enemy_system.hero_unit().get("max_hp", 0)), "atk": int(_enemy_system.hero_unit().get("atk", 0)), "armor_class": _defender_ac(_enemy_system.hero_unit())},
"economy": {"phase": String(action_economy.phase), "ap": int(action_economy.ap), "rap": int(action_economy.rap), "refresh_used": _refresh_used_this_round},
"economy": {"phase": String(action_economy.phase), "ap": int(action_economy.ap), "rap": int(action_economy.rap), "refresh_used": _facts.refresh_used},
"board": board_stats,
"enemies": enemies,
"buffs": buffs,
"round_facts": {"path": _facts_path, "safe": safe_n, "mines": mines_hit, "seal_events": _facts_seals.size(), },
"round_facts": {"path": _facts.path, "safe": safe_n, "mines": mines_hit, "seal_events": _facts.seals.size(), },
})
@@ -793,12 +576,12 @@ func _emit_settlement_snapshot(verdict: String) -> void:
func _exit_distribution() -> void:
var mode := "same_board"
if _facts_path == "cleared":
if _facts.path == "cleared":
mode = "new_board" # cleared 轮恒走 new_board(契约义务);非清图轮恒同图(等待期刷新通道已移除)
if mode == "new_board":
_reward_economy.retire_mapping()
minesweeper.retire_board()
if not _install_new_board():
if not _install_and_reset():
_fatal("换图编排失败")
return
# 工兵晨令续队直调拆除(内容数据驱动扩展批 T4——round_start 订阅行承载,见 begin_battle 注)
@@ -807,16 +590,16 @@ func _exit_distribution() -> void:
round_index += 1
_fx_host.emit_round_start()
action_economy.notify_round_start()
_reset_round_facts()
_refresh_used_this_round = 0
_roll_round_actions() # 开轮摇号——每轮恰摇一次(轮内刷新换图不重摇:refresh 不走本通道)
_facts.reset_round()
_facts.refresh_used = 0
_rounds.roll_round_actions() # 开轮摇号——每轮恰摇一次(轮内刷新换图不重摇:refresh 不走本通道)
round_started.emit(round_index)
# 呈现层查询面(HUD 刷新按钮可用性)——挖掘期唯一通道
func can_refresh() -> bool:
return battle_result == "" \
and _refresh_used_this_round < int(db.run.action_economy.refresh_cap_per_round) \
and _facts.refresh_used < int(db.run.action_economy.refresh_cap_per_round) \
and action_economy.phase == action_economy.PHASE_ACTIVE \
and action_economy.rap >= int(db.run.action_economy.rap_refresh_cost)
@@ -829,10 +612,10 @@ func player_request_refresh() -> bool:
return false
if not action_economy.request_refresh():
return false
_refresh_used_this_round += 1
_facts.refresh_used += 1
_reward_economy.retire_mapping() # 旧图批次退役(地图战斗资源 Ready→retired;E6 新批重置前提)
minesweeper.retire_board(true) # 旧板退役(轮内通道)
return _install_new_board(true) # 当场换图——失败即编排违例 fail-fast
return _install_and_reset(true) # 当场换图——失败即编排违例 fail-fast
func _battle_over(result: String) -> void:
@@ -855,11 +638,11 @@ func _battle_over(result: String) -> void:
_reward_economy.retire_mapping()
_enemy_system.despawn_all()
_status_effects.notify_battle_end()
if treasure_inventory != null:
treasure_inventory.retire_overlays() # 叠加层随战斗结束清空(库存不动——关卡域跨战斗)
if _reward_grant.treasure_inventory != null:
_reward_grant.treasure_inventory.retire_overlays() # 叠加层随战斗结束清空(库存不动——关卡域跨战斗)
action_economy.notify_combat_end() # → Idle,RAP 清零
db.set_reload_gate(false)
_reset_round_facts()
_facts.reset_round()
battle_finished.emit({"result": result, "hero_hp": hero_hp_left, "gp_dropped": gp_dropped})
@@ -867,7 +650,7 @@ func _battle_over(result: String) -> void:
# gp_dropped = gp_drop 封闭流掷定(tier 行的 roll_min..roll_max 均匀整数——每战斗末恰一 scope)
# + level_gp_bonus(level_index) + escrow。掷定行缺位 = 数据面缺行(fail 报错按 0 兑付——不哑掉)。
func _roll_gp_drop() -> int:
var tier := "boss" if String(encounter.get("node_type", "")) == "boss" else "normal"
var tier := "boss" if String(_facts.encounter.get("node_type", "")) == "boss" else "normal"
var drops: Dictionary[Variant, Variant] = db.run.shop.gp_drop_row(tier)
var roll := 0
if drops.is_empty():
@@ -875,11 +658,11 @@ func _roll_gp_drop() -> int:
else:
var stream: RandomNumberGenerator = rng.open_stream("gp_drop")
roll = stream.randi_range(int(drops.get("roll_min", 0)), int(drops.get("roll_max", 0)))
var drop := roll + db.run.shop.level_gp_bonus_at(int(encounter.get("level_index", 0)))
var drop := roll + db.run.shop.level_gp_bonus_at(int(_facts.encounter.get("level_index", 0)))
# 财富之道·聚(战斗掉落 GP 乘算·入账前:只乘战斗掉落两成分〔掷定+关卡加成〕,
# 店内 escrow 不乘〔范围=仅战斗掉落渠道〕;本函数返回值=结算框「GP 增量」行
# 显示源,落在入账前=显示即实得;乘数 provisional 150%)
if (encounter.get("tree_rules", []) as Array).has("economy_hoard"):
if (_facts.encounter.get("tree_rules", []) as Array).has("economy_hoard"):
drop = int(round(float(drop) * 1.5))
return drop + _reward_grant.escrow
@@ -930,7 +713,7 @@ func presentation_snapshot() -> Dictionary:
"phase": String(action_economy.phase),
"ap": int(action_economy.ap), "rap": int(action_economy.rap),
"can_refresh": can_refresh(),
"refresh_used": _refresh_used_this_round, # 受理计数入呈现成文面(HUD 余量单源读此处)
"refresh_used": _facts.refresh_used, # 受理计数入呈现成文面(HUD 余量单源读此处)
"hero": hero,
"enemies": enemies,
"hero_effects": _status_effects.query_active("hero").duplicate(true), # 值拷贝出户(快照消费方直改不渗入状态容器)
@@ -957,12 +740,12 @@ func diagnostic_snapshot() -> Dictionary:
return {
"battle_result": battle_result,
"round": round_index,
"settling": _settling,
"refresh_used_round": _refresh_used_this_round,
"board_seq": _board_seq,
"facts_path": _facts_path,
"facts_reveals": _facts_reveals.size(),
"facts_seals": _facts_seals.size(),
"settling": _rounds.is_settling(),
"refresh_used_round": _facts.refresh_used,
"board_seq": _facts.board_seq,
"facts_path": _facts.path,
"facts_reveals": _facts.reveals.size(),
"facts_seals": _facts.seals.size(),
"action_economy": {"phase": String(action_economy.phase), "ap": action_economy.ap, "rap": action_economy.rap},
"minesweeper_board_installed": minesweeper.current_board() != null,
"minesweeper_revealed": minesweeper.revealed_cells().size() if minesweeper.current_board() != null else 0,
@@ -973,12 +756,6 @@ func diagnostic_snapshot() -> Dictionary:
}
func _reset_round_facts() -> void:
_facts_reveals.clear()
_facts_seals.clear()
_facts_path = ""
# ---- 行协议(Core Rule:公共字段 + 行类型特有字段)----
func _emit_row(head: Dictionary, ri: int, display: String, value: int, extra: Dictionary) -> void:
@@ -1029,6 +806,6 @@ func _fatal(msg: String) -> void:
## 完美封印谓词(两账相减:有效误标=误标总数−豁免数)
## 契约 2:_perfect_hit_false 保持纯净,豁免只累加 _perfect_forgiven,禁回退式改写与拦截式吞事件。
## 契约 2:_facts.perfect_hit_false 保持纯净,豁免只累加 _facts.perfect_forgiven,禁回退式改写与拦截式吞事件。
func perfect_sweep_earned() -> bool:
return _perfect_hit_false - _perfect_forgiven <= 0 and _perfect_hit_true >= 1
return _facts.perfect_hit_false - _facts.perfect_forgiven <= 0 and _facts.perfect_hit_true >= 1
+167
View File
@@ -0,0 +1,167 @@
## 棋盘安装与变异布置域件(B1 域·BoardInstaller):生成受理、全局作用域变异决议、装板受理、
## 资源摇号资格域组装(roll_board 恰一次——install 后、挖掘前)、region 变异决议与连通片布置。
## 棋盘设置顺序 = 生成棋盘 → 打开状态初始化 → 战斗资源格设置 → 变异格设置(布置在初始展开与
## 资源格之后,变异天然不落已开区)。宿主侧装板后状态复位(封印/完美计数清零、板序推进、
## board_changed 发射、秘宝叠加层退役)留宿主薄壳——本件零复位职责。零 UI 零 await;
## 随机只经注入 RngServiceCore 的 board_gen/variant_place 两封闭流(流名与开流时点不变,
## 生成器只消费传入流——同种子同输入逐位复现)。
class_name BoardInstaller
extends RefCounted
var db: ConfigDb
var rng: RngServiceCore
var minesweeper: MinesweeperRules
var reward_economy: RewardEconomy
var encounter: Dictionary[String, Variant] # 宿主 encounter 同对象引用(assign 原地变异——跨战活引用)
var fatal_cb: Callable # 协作件违约→宿主 _fatal 封印(单点接线——BoardGenerator 同款)
var generator: BoardGenerator # 件内自建自接线(原宿主 _board_generator 成员随件迁移)
func _init(bundle: Dictionary) -> void:
for k in ["db", "rng", "minesweeper", "reward_economy", "encounter", "fatal_cb"]:
assert(bundle.has(k), "[装板域件] 引用束缺键: %s" % k)
db = bundle.db
rng = bundle.rng
minesweeper = bundle.minesweeper
reward_economy = bundle.reward_economy
encounter = bundle.encounter
fatal_cb = bundle.fatal_cb
generator = BoardGenerator.new()
generator.fatal_handler = fatal_cb # 协作件违约→宿主 _fatal 封印(单点接线)
func _fatal(msg: String) -> void:
if fatal_cb.is_valid():
fatal_cb.call(msg) # 组装层注入 orchestrator._fatal(封印传导,不绕第二中止通道)
else:
push_error(msg)
assert(false, msg)
# 装板单入口(生成 → 全局变异决议 → 装板受理 → 资源摇号 → 变异布置);
# 宿主态复位归宿主薄壳(_install_and_reset)——本件返回即装板完成、复位未行。
func install(during_round := false) -> bool:
var stream: RandomNumberGenerator = rng.open_stream("board_gen")
var board: BoardData = generator.generate(int(encounter.level_index), int(encounter.node_depth), stream, db)
if board == null:
return false
# 全局作用域变异决议(装板序内前置于 roll_board:图级偏斜旋钮须在资源摇号前定型——详见 _resolve_global_variant)
_resolve_global_variant(board)
var res: Dictionary[Variant, Variant] = minesweeper.install_board(board, during_round)
if not res.accepted:
_fatal("排雷玩法 install 拒绝(不变式违例): %s" % str(res))
return false
# 地图战斗资源 义务⑥:roll_board 恰一次(install 后、挖掘前);资格格 = 全部非封锁格(安全格 + 危险格,雷安同池)
var r0 := {}
for c in board.compute_r0():
r0[c] = true
var eligible: Array[Dictionary] = []
for c in board.safe_cells():
if not r0.has(c):
eligible.append({"cell": c})
for c in board.mines.keys():
if not r0.has(c):
eligible.append({"cell": c})
if not reward_economy.roll_board(eligible):
_fatal("地图战斗资源 roll_board 被拒")
return false
# 地形变异 布置段(棋盘设置顺序第 4 步)——布置在初始展开与资源格之后,变异天然不落已开区
_place_variants(board)
return true
# ---- 全局作用域变异 决议(装板序内 roll_board 之前)----
# boss/elite 图命中全局型:写整图 board_variants(恰一行)+ 注入资源面偏斜旋钮(图级投影在
# RewardEconomy.roll_board 消费);不消费 variant_place 流(全局取用确定性——零取号合法态)。
# 全局池空(含 L1 Boss 免疫/unlock 门控未达):字段留空、旋钮归零——_place_variants 原路走
# region 布置 = 兜底回落合法态(防配置缺行静默裸奔——provisional)。
func _resolve_global_variant(board: BoardData) -> void:
board.board_variants.clear()
reward_economy.board_skew = 0
var row: Dictionary[Variant, Variant] = db.combat.variation.global_variant_row(int(encounter.level_index), String(board.board_type),
String(encounter.get("node_type", "")))
if row.is_empty():
return
board.board_variants = [String(row.variant_id)]
reward_economy.board_skew = int(row.get("effect_value", 0))
# ---- 地形变异 布置段(棋盘设置顺序第 4 步)----
# 候选池门控(unlock_level ≤ 关卡序号 + board_types 与本地形交集,∅ 通配)经 config_db.variant_pool;
# 池空 = 合法态,静默零布置(框架 P0 口径不变)。零特判:本段只写格子变异数据快照,不改扫雷规则本体。
# 候选格域 = 安全格 − 初始展开区(伤害型 placement=closed_only 的结构保障——布置发生在初始展开之后,
# 已开格天然排除);危险格不吃变异(挖雷一层惩罚 + 变异伤害双层叠罚污染逐行归因,首版排除——provisional)。
# 每图至多一种类型(候选池内均匀选一);数量 = round(候选池格数×percent) +
# (关卡序号−1)×per_level_bonus——基数为候选池而非总格数(percent 语义 = 占可挖格比例,
# 关卡递增由 per_level_bonus 绝对格数承载);连通片生长(8 邻),单片 ≤ pack_max。
# 替换制:整图 board_variants 非空 = 本图已带全局型,跳过 region 布置(详见 _resolve_global_variant)。
func _place_variants(board: BoardData) -> void:
if not board.board_variants.is_empty():
return
var pool: Array[Variant] = db.combat.variation.variant_pool(int(encounter.level_index), String(board.board_type))
if pool.is_empty():
return
var r0 := {}
for c in board.compute_r0():
r0[c] = true
var candidates: Array[Vector2i] = []
for c in board.safe_cells():
if not r0.has(c):
candidates.append(c)
if candidates.is_empty():
return
var stream: RandomNumberGenerator = rng.open_stream("variant_place") # 一板恰一 scope(换图/刷新图各取号一次)
var vrow: Dictionary[Variant, Variant] = pool[stream.randi_range(0, pool.size() - 1)]
var total: int = int(round(float(candidates.size()) * float(db.combat.variation.percent_of_cells) / 100.0)) \
+ (int(encounter.level_index) - 1) * int(db.combat.variation.per_level_bonus)
total = mini(total, candidates.size())
_place_variants_apply(board, candidates, stream, vrow, total)
# 变异片生长施加面(布置域=候选格,数量=total,vrow 单型贯穿;取号序=stream 顺序消费)
func _place_variants_apply(board: BoardData, candidates: Array[Vector2i], stream: RandomNumberGenerator, vrow: Dictionary, total: int) -> void:
var placed := {}
while placed.size() < total:
var pack_size: int = mini(total - placed.size(), stream.randi_range(2, int(db.combat.variation.pack_max)))
var free: Array[Vector2i] = []
for c in candidates:
# 新片种子/生长格禁与其他已布片 8 邻贴接——否则两片粘连成一个超 pack_max 的连通分量
# (R3 随机流下实测暴露:独立生长的相邻片合流击穿单片上限断言)
if placed.has(c) or _adjacent_to_packs(board, placed, c):
continue
free.append(c)
if free.is_empty():
break # 生长域耗尽——该片就地收束(数量不足总目标为合法态,候选域碎片化时触发)
var seed_c: Vector2i = free[stream.randi_range(0, free.size() - 1)]
placed[seed_c] = true
var pack: Array[Variant] = [seed_c]
var pack_set := {seed_c: true}
while pack.size() < pack_size:
var fringe := _variants_fringe(board, pack, candidates, placed, pack_set)
if fringe.is_empty():
break # 生长域耗尽——该片就地收束(数量不足总目标为合法态,候选域碎片化时触发)
var nxt: Vector2i = fringe[stream.randi_range(0, fringe.size() - 1)]
placed[nxt] = true
pack_set[nxt] = true
pack.append(nxt)
for c in placed.keys():
board.variants[c] = [String(vrow.variant_id)]
# 片生长待选格收集(本片内各生长格的 8 邻候选并集——未布置、未在途、不与他片贴接)
func _variants_fringe(board: BoardData, pack: Array, candidates: Array[Vector2i], placed: Dictionary, pack_set: Dictionary) -> Array[Vector2i]:
var fringe: Array[Vector2i] = []
for c in pack:
for n in board.neighbors8(c):
if candidates.has(n) and not placed.has(n) and not fringe.has(n) \
and not _adjacent_to_packs(board, placed, n, pack_set):
fringe.append(n)
return fringe
# 候选格是否与其他已布片(own_pack 之外的 placed 格)8 邻贴接——片间隔离保证连通分量 = 单片 ≤ pack_max
func _adjacent_to_packs(board: BoardData, placed: Dictionary, c: Vector2i, own_pack: Dictionary = {}) -> bool:
for m in board.neighbors8(c):
if placed.has(m) and not own_pack.has(m):
return true
return false
+1
View File
@@ -0,0 +1 @@
uid://di6u170vqf8ae
+3 -4
View File
@@ -1,14 +1,13 @@
## VERTICAL SLICE - NOT FOR PRODUCTION
## 数值表单点访问入口:全部 .tres 表的加载、校验诊断与门面(垂直切片验证:改表即改玩法,数值零硬编码)。
## 玩法代码禁止绕过本单点自建 load();行查询归各表类(表管自己的行——2026-10-27 全清设计定稿),
## 玩法代码禁止绕过本单点自建 load();行查询归各表类(表管自己的行),
## 表持有按域收进三容器(combat 战斗编排域/run 冒险 runner 域/crossrun 跨局元进度域),
## 消费面经 db.<容器>.<表> 直连。「经 ConfigDB 单点读取」=经其持有的容器与表对象(架构 :88)。
## headless --script 模式无 autoload——冒烟脚本显式实例化本类;加载失败 is_ready=false 加 fatal 封印,调用方须查。
## 冒烟脚本可显式实例化本类(headless --script 亦会加载 autoload——共享 .tres 上的 resolver 归最后装载的实例);
## 加载失败 is_ready=false 加 fatal 封印,调用方须查。
class_name ConfigDb
extends Node
const SCHEMA_VERSION := 1
const TABLE_MANIFEST := {
"action_economy": "action_economy.tres",
"variation": "variation.tres",
+1 -1
View File
@@ -1,4 +1,4 @@
## 战斗域容器(D2 域容器——config_db 表持有按域收敛,2026-10-27 全清设计定稿):战斗编排域七表类型化持有。
## 战斗域容器(D2 域容器——config_db 表持有按域收敛):战斗编排域七表类型化持有。
## 零方法零行为——纯持有结构;「经 ConfigDB 单点读取」=经其持有的容器与表对象(架构 :88 定稿注记)。
class_name ConfigDomainCombat
extends Resource
+1 -1
View File
@@ -1,4 +1,4 @@
## 跨局域容器(D2 域容器——config_db 表持有按域收敛,2026-10-27 全清设计定稿):跨局元进度域五表类型化持有
## 跨局域容器(D2 域容器——config_db 表持有按域收敛):跨局元进度域五表类型化持有
## (跨局循环=单局之外的长线进度域)。零方法零行为——纯持有结构;
## 「经 ConfigDB 单点读取」=经其持有的容器与表对象(架构 :88 定稿注记)。
class_name ConfigDomainCrossrun
+1 -1
View File
@@ -1,4 +1,4 @@
## 冒险域容器(D2 域容器——config_db 表持有按域收敛,2026-10-27 全清设计定稿):冒险 runner 域七表类型化持有。
## 冒险域容器(D2 域容器——config_db 表持有按域收敛):冒险 runner 域七表类型化持有。
## 零方法零行为——纯持有结构;「经 ConfigDB 单点读取」=经其持有的容器与表对象(架构 :88 定稿注记)。
class_name ConfigDomainRun
extends Resource
+15 -95
View File
@@ -41,7 +41,7 @@ var hero_hp: int:
var gp: int: # GP 冒险钱包(局内货币——冒险开始 = 0、收束清零;不入存档不入摘要)
get: return _wallet.gp
set(v): _wallet.gp = v
var _shop: ShopSession = null # 商店件(_init 建;双模式货架/定价/购买/刷新唯一宿主)
var shop: ShopSession = null # 商店件(_init 建;双模式货架/定价/购买/刷新唯一宿主)
# 协作对象私有(E1/E3 封装收口):settlement 读取经 current_battle() 成文出口
var _settlement: BattleOrchestrator = null # 当前战斗编排器(关卡结束置 null)
var treasure_inventory: TreasureItems = null # 秘宝 关卡域库存(TreasureItems;跨战斗延续,
@@ -96,10 +96,10 @@ func _init(db_ref: ConfigDb, rng_ref: RngServiceCore, ctx: Dictionary = {}) -> v
_hero_armor_type = String(ctx.get("hero_armor_type", ""))
_voucher_rap = maxi(0, int(ctx.get("voucher_rap", 0)))
_voucher_time_sand = maxi(0, int(ctx.get("voucher_time_sand", 0)))
_shop = ShopSession.new(db, rng)
shop = ShopSession.new(db, rng)
var pool: Dictionary[Variant, Variant] = ctx.get("pool_wiring", {}) as Dictionary
if String(ctx.get("shop_mode", "")) == "pool" and not pool.is_empty():
_shop.set_shop_pool(pool.get("deck", []) as Array, pool.get("consume", Callable()) as Callable,
shop.set_shop_pool(pool.get("deck", []) as Array, pool.get("consume", Callable()) as Callable,
pool.get("ticket", Callable()) as Callable, pool.get("cap", Callable()) as Callable)
_bind_shop()
@@ -302,8 +302,8 @@ func breakpoint_fragment() -> Dictionary[Variant, Variant]:
"node_id": current_node_id(),
"visited_ids": visited_ids(),
"aux_items": treasure_snapshot,
"shop_shelf": _shop.shop_bp_shelf(),
"shop_visit_buys": _shop.shop_bp_visit_buys(),
"shop_shelf": shop.shop_bp_shelf(),
"shop_visit_buys": shop.shop_bp_visit_buys(),
}
@@ -503,11 +503,11 @@ func _enter_node(node: Dictionary) -> bool:
"shop":
# 商店房兑付:到达即开店(覆盖层归呈现层),购买出账/
# 离开归玩家意图——零自动推进;离开确认经 continue_after_node 回选路口
if _shop.pool_mode:
_shop.open_pool() # 进店抽 3(恰一 shop_draw scope;买后全重抽同签)
node_entered.emit(node, {"gp": gp, "shelf": true})
return true
node_entered.emit(node, {"gp": gp}) # legacy 固定三件(off 对照承载——零 RNG 零池消费)
var payload := {"gp": gp} # legacy 固定三件(off 对照承载——零 RNG 零池消费)
if shop.pool_mode:
shop.open_pool() # 进店抽 3(恰一 shop_draw scope;买后全重抽同签)
payload = {"gp": gp, "shelf": true}
node_entered.emit(node, payload)
return true
push_error("[关卡节点地图] 未知节点类型: %s" % str(node))
return false
@@ -517,7 +517,7 @@ func _start_battle(node: Dictionary) -> bool:
_settlement = BattleOrchestrator.new(db, rng)
if treasure_inventory == null:
treasure_inventory = TreasureItems.new(db) # 惰性建——关卡域单实例(跨战斗延续)
_settlement.treasure_inventory = treasure_inventory # 库存注入(授予路由+use_treasure 编排消费面)
_settlement.reward_grant().treasure_inventory = self.treasure_inventory # 库存注入(经授予件出口直注——注入时序在宿主构造之后不变)
if _settlement != null:
_settlement.set_treasure_unlocked(_treasure_unlocked) # 解锁门控下传(装板摇号前)
# core↔core 接线只许方法 Callable(静态规则 S6——lambda 捕获 self 会延长
@@ -701,7 +701,7 @@ func continue_after_node() -> bool:
if t != "reward" and t != "rest" and t != "shop":
return false
if t == "shop":
_shop.leave() # 离开店面货架态清零(断点快照 shop_shelf 键随离开落空架合法态)
shop.leave() # 离开店面货架态清零(断点快照 shop_shelf 键随离开落空架合法态)
return _present_choices()
@@ -721,12 +721,12 @@ func close_wallet() -> void:
# ---- 商店房兑付(GP+商店房实施批:呈现层只读投影 + 购买出账)----
# 实装归 ShopSession 件(双模式货架/定价/购买/刷新唯一宿主);本类保留同签名委托与件注入/
# 白盒入口——外部调用面与断点取数面零变化。
# 实装归 ShopSession 件(双模式货架/定价/购买/刷新唯一宿主);外部调用面=调用方经宿主公开
# 成员 shop 直连(调用直连不留委托壳——2026-10-26 Middle Man 裁定)。
# 件注入(建件与宿主引用换代时调用——钱包/主角账三件/图行/装配集为共享引用,出账直接落同一引用)
func _bind_shop() -> void:
_shop.bind({
shop.bind({
"wallet": _wallet,
"journal": _journal,
"level_row": level_row,
@@ -746,83 +746,3 @@ func _emit_wallet_event(event: String, gp_now: int, extra: Dictionary) -> void:
# 购血(商店 max_hp 商品——当前生命 +Δ 并封顶新上限,与账本置满/关卡完成回血同式)
func _gain_max_hp_flat(flat: int) -> void:
_stats.hero_hp = mini(_stats.hero_hp + flat, _stats.effective_max_hp())
func shop_products() -> Array:
return _shop.shop_products()
func current_price(prow: Dictionary) -> int:
return _shop.current_price(prow)
func purchased_tier(product_id: String) -> int:
return _shop.purchased_tier(product_id)
func buy_product(product_id: String) -> bool:
return _shop.buy_product(product_id)
func player_request_refresh() -> bool:
return _shop.player_request_refresh()
# 散折价单点(测试取数面沿用本类调用名)
func _spend_discounted(price: int) -> int:
return _shop._spend_discounted(price)
# 注入(AdventureRunner._start_current_level 唯一调用方——pool 模式专用):令牌库共享引用 +
# 池消费 handler + 专长凭证判定 + cap 检查回调(cap 满 kind 剔出货架候选视图)。
func set_shop_pool(deck_ref: Array, consume_handler: Callable, ticket_consider: Callable = Callable(), cap_check: Callable = Callable()) -> void:
_shop.set_shop_pool(deck_ref, consume_handler, ticket_consider, cap_check)
# 货架抽签白盒入口(测试取数面沿用本类调用名)
func _shop_draw_shelf() -> void:
_shop._draw_shelf()
func pool_stock(kind: String) -> int:
return _shop.pool_stock(kind)
func pool_price(kind: String) -> int:
return _shop.pool_price(kind)
func shop_shelf() -> Array:
return _shop.shop_shelf()
func shop_refresh_free_left() -> int:
return _shop.shop_refresh_free_left()
func shop_refresh_cost() -> int:
return _shop.shop_refresh_cost()
func shop_refresh() -> bool:
return _shop.shop_refresh()
func spend_gp(amount: int) -> bool:
return _shop.spend_gp(amount)
func buy_pool_item(kind: String) -> bool:
return _shop.buy_pool_item(kind)
func is_shop_pool() -> bool:
return _shop.is_shop_pool()
func shop_bp_shelf() -> Array:
return _shop.shop_bp_shelf()
func shop_bp_visit_buys() -> int:
return _shop.shop_bp_visit_buys()
+6 -6
View File
@@ -187,8 +187,8 @@ func _vo_edges(nodes: Array, by_id: Dictionary, indeg: Dictionary, errs: Array)
## 阶段三·流事实域:入口集(入度 0)/终点集(无出边)与 Boss 终点判据、去路数形态
func _vo_flow_facts(nodes: Array, indeg: Dictionary, errs: Array) -> Dictionary:
var entries := []
var terminals := []
var entries: Array[int] = []
var terminals: Array[int] = []
for n in nodes:
var id0: int = int(n["id"])
var outs = n["next"]
@@ -277,8 +277,8 @@ func _vo_width_rules(nodes: Array, errs: Array) -> void:
## 计数规则③·参数档对照:战斗保底/入口数/终点数/层高(params 为空时跳过)
func _vo_params_check(params: Dictionary, nodes: Array, by_id: Dictionary, flow_ends: Array, errs: Array) -> void:
var entries: Array = flow_ends[0]
var terminals: Array = flow_ends[1]
var entries: Array[int] = flow_ends[0]
var terminals: Array[int] = flow_ends[1]
var battles := 0
for n in nodes:
if String(n["type"]) == "battle":
@@ -309,7 +309,7 @@ func _build(rg: RandomNumberGenerator) -> Dictionary:
var entries: Array[int] = []
for i in range(en):
entries.append(_mk("battle", 0))
var prevs: Array = _build_trunk(t, entries.duplicate())
var prevs: Array[int] = _build_trunk(t, entries.duplicate())
var terminals: Array[int] = []
for r in range(e):
@@ -326,7 +326,7 @@ func _build(rg: RandomNumberGenerator) -> Dictionary:
## 主链段(深度 1..t 逐层单链,主链段零 RNG):返回链末节点集(e>1 时收束为一处即归属大岔口)
func _build_trunk(t: int, prevs: Array) -> Array:
func _build_trunk(t: int, prevs: Array[int]) -> Array[int]:
for d in range(1, t + 1):
var nid := _mk("battle", d)
for p in prevs:
+2 -2
View File
@@ -26,7 +26,7 @@ func run(ri: int) -> void:
# 同一次 _settle 内,facts 已定。
var round_safe := 0
var round_mine := false
for evt in oc._facts_reveals:
for evt in oc._facts.reveals:
if evt.kind == "safe":
round_safe += 1
elif evt.kind == "mine":
@@ -53,7 +53,7 @@ func _hero_strike(ri: int) -> void:
var hero_target = oc._enemy_system.default_target()
if hero_alive and hero_target != null:
var ht := oc._damage.open_ticket(DamageController.KIND_HERO_ATTACK, "hero_attack", "主角攻击",
{"channel": "combat", "base_value": oc._hero_atk, "target_rule": DamageController.TARGET_FRONT_ALIVE,
{"channel": "combat", "base_value": oc._hero_atk(), "target_rule": DamageController.TARGET_FRONT_ALIVE,
"ri": ri, "origin_cell": Vector2i(-1, -1),
"attack_type": String(oc._enemy_system.hero_unit().get("attack_type", "normal"))})
oc._damage.submit(ht)
+21 -21
View File
@@ -34,7 +34,7 @@ func run(ri: int) -> void:
# 开格/踩雷兑付批(轮 facts_reveals 资源事件序:safe 正向乘区兑付 / mine_hit 减半负向兑付)
func _reveal_batch(ri: int) -> void:
for evt in oc._facts_reveals:
for evt in oc._facts.reveals:
if not bool(evt.get("resource", false)):
continue # 封锁格(initial 通道)恒无资源——不入账(战斗结算 义务②)
var snap = evt.get("reward_snapshot")
@@ -61,7 +61,7 @@ func _reveal_safe(evt: Dictionary, snap: Dictionary, ri: int) -> void:
if is_new_type:
fx_host._fx_new_resource_types[ctype] = true
var dr_hits := fx_host.fx_emit("dig_reveal", {"cell": evt.cell, "round": ri,
"is_first_dig_of_battle": not oc._feat_first_dig_used,
"is_first_dig_of_battle": not oc._facts.feat_first_dig_used,
"terrain_kind": oc._harmful_variants(evt.get("variant_ids", []) as Array),
"is_edge_cell": evt.cell.x == 0 or evt.cell.y == 0
or evt.cell.x == board_b.width - 1 or evt.cell.y == board_b.height - 1,
@@ -91,8 +91,8 @@ func _reveal_safe_apply(dr_hits: Array, evt: Dictionary, ri: int) -> void:
if String(h.get("kind", "")) == "grant_material":
_apply_material_hit(h, evt.cell, ri)
var spell_hits: Array[Variant] = oc._hits_of(dr_hits, "spawn_spell")
if not spell_hits.is_empty() and not oc._feat_first_dig_used:
oc._feat_first_dig_used = true
if not spell_hits.is_empty() and not oc._facts.feat_first_dig_used:
oc._facts.feat_first_dig_used = true
var spell_t := oc._damage.open_ticket(DamageController.KIND_BOARD_TYPED, "feat_first_dig_spell", "奥术矢",
{"channel": "board", "base_value": int((spell_hits[0] as Dictionary).get("value", 0)),
"target_rule": DamageController.TARGET_FRONT_ALIVE, "ri": ri, "origin_cell": evt.cell, "attack_type": "magic"})
@@ -160,7 +160,7 @@ func _reveal_mine_apply(mh_hits: Array, snap: Dictionary, cell: Vector2i, ri: in
# 危险格恒无变异——布置段排除,双层叠罚不存在;封印格直挖照吃变异伤害——地形后果同 mine_hit 口径,
# 非奖励不作废;吞噬流资源兑付〔荆棘编织/地脉补偿〕中伤害形态行同样经案C闸暂存,非伤害形态照常当场)
func _terrain_batch(ri: int) -> void:
for evt in oc._facts_reveals:
for evt in oc._facts.reveals:
var vids: Array[Variant] = evt.get("variant_ids", [])
for vid in vids:
var vrow: Dictionary[Variant, Variant] = oc.db.combat.variation.row_by_id(String(vid))
@@ -203,7 +203,7 @@ func _terrain_damage_reduce(dt_hits: Array, dt_amount: int) -> int:
# 台账披露待追认〕;完美布防=本轮封印批全中(hit>0 且 miss==0)时封印伤 ×mult——全对推理奖励)。
# 伤害单据案C 暂存战斗段末兑付。
func _seal_batch(ri: int) -> void:
for evt in oc._facts_seals:
for evt in oc._facts.seals:
_judge_seal(evt, ri)
_seal_strike_batch(ri)
@@ -213,7 +213,7 @@ func _seal_batch(ri: int) -> void:
func _seal_strike_batch(ri: int) -> void:
var fs_hits := 0
var fs_misses := 0
for fevt in oc._facts_seals:
for fevt in oc._facts.seals:
if bool(fevt.get("hit", false)):
fs_hits += 1
else:
@@ -223,7 +223,7 @@ func _seal_strike_batch(ri: int) -> void:
var strike := _seal_strike_value(fs_fx, fs_hits, fs_misses)
if strike.is_empty():
return
for fevt in oc._facts_seals:
for fevt in oc._facts.seals:
if not bool(fevt.get("hit", false)):
continue
var st_t := oc._damage.open_ticket(DamageController.KIND_BOARD_TYPED, "feat_seal_strike", "战封印军规",
@@ -272,8 +272,8 @@ func _round_end_apply(ri: int) -> void:
var rap_pct: int = oc.attune_param_sum("rap_transfer_mult")
oc.action_economy.finish_round_stop(fx_host.engine.has_effect_on("round_end", "grant_ap", "transfer"),
rap_pct if rap_pct > 0 else 100)
if oc._facts_path == "cleared":
reward_grant.grant_clear_reward(ri, oc._board_from_midround_refresh, oc.perfect_sweep_earned())
if oc._facts.path == "cleared":
reward_grant.grant_clear_reward(ri, oc._facts.board_from_midround, oc.perfect_sweep_earned())
fx_host.flush_pending_reveals(ri) # 揭示效果兑付(授予段末统一掷格,防轮 facts 迭代重入)
oc._damage.flush() # 授予段界结账(案C 后本段伤害单据全数暂存,此处对空队 no-op——保留作防御性段界)
@@ -305,10 +305,10 @@ func _judge_seal(evt: Dictionary, ri: int) -> void:
# 殉爆票据 → 施加面 → 雷区图谱额外兑付 → 基线正向兑付)
func _judge_seal_hit(evt: Dictionary, ri: int) -> void:
var cell: Vector2i = evt.cell
if oc._seal_consumed.has(cell):
if oc._facts.seal_consumed.has(cell):
return # 去重跳过;零明细行
oc._seal_consumed[cell] = true
oc._perfect_hit_true += 1
oc._facts.seal_consumed[cell] = true
oc._facts.mark_perfect_hit()
var fh_hits := fx_host.fx_emit("seal_hit", {"cell": cell, "round": ri,
"terrain_kind": oc._harmful_adjacent(cell)})
_seal_burst_tickets(fh_hits, cell, ri)
@@ -367,8 +367,8 @@ func _seal_preview_area(cell: Vector2i, ri: int) -> void:
var n_snap = oc._reward_economy.query_full_snapshot(n)
if n_snap is Dictionary and not types.has(String((n_snap as Dictionary).get("cell_type", ""))):
types.append(String((n_snap as Dictionary).get("cell_type", "")))
if oc.treasure_inventory != null and not types.is_empty():
oc.treasure_inventory.apply_overlay("reward_preview", board_p.neighbors8(cell))
if reward_grant.treasure_inventory != null and not types.is_empty():
reward_grant.treasure_inventory.apply_overlay("reward_preview", board_p.neighbors8(cell))
oc._emit_row({"type": "extended", "source_class": "fx_warning_beacon", "origin_cell": cell}, ri, "示警烟火·周围资源类型", 0, {"effect_id": "fx_preview_area", "types": types})
@@ -376,10 +376,10 @@ func _seal_preview_area(cell: Vector2i, ri: int) -> void:
# grant_ap mode:queue 下一轮兑现 / forgive_seal_miss 完美保险豁免 → 归因行 → 负向兑付)
func _judge_seal_miss(evt: Dictionary, ri: int) -> void:
var cell: Vector2i = evt.cell
oc._perfect_hit_false += 1
if oc._seal_miss_seen.has(cell):
oc._facts.mark_perfect_miss()
if oc._facts.seal_miss_seen.has(cell):
return # 每格实例一次去重
oc._seal_miss_seen[cell] = true
oc._facts.seal_miss_seen[cell] = true
# 危险直觉·守挂点(seal_missed 发射:契约 12 触发主语=「当回合发生的标错
# 动作」——去重闸=新旧标错判别器〔后续轮重判旧封印被闸挡回零触发〕;双条件②「结算时封印仍在
# 场」由发射面既有过滤承载〔被挖开的封印已随挖掘擦除零兑付〕;grant_ap mode:queue 下一轮
@@ -391,11 +391,11 @@ func _judge_seal_miss(evt: Dictionary, ri: int) -> void:
elif String(h.get("kind", "")) == "forgive_seal_miss":
# 完美保险(订阅式豁免:本战首次标错计一次豁免,只累加自有账
# _perfect_forgiven,绝不回写 _perfect_hit_false=契约 2 计数纯净;发射时机与消费点零改动=契约 3)
oc._perfect_forgiven += 1
oc._facts.mark_perfect_forgiven()
_apply_counter_hit(h) # 豁免同时记账(insurance_used battle 域——下次标错 when lt 1 不再命中)
oc._emit_row({"type": "extended", "source_class": "seal_miss", "origin_cell": cell}, ri, "完美保险·标错豁免", 0,
{"effect_id": "insurance_used", "forgiven": oc._perfect_forgiven})
var hl := "perfect_broken" if oc._perfect_hit_false - oc._perfect_forgiven == 1 else ""
{"effect_id": "insurance_used", "forgiven": oc._facts.perfect_forgiven})
var hl := "perfect_broken" if oc._facts.perfect_hit_false - oc._facts.perfect_forgiven == 1 else ""
oc._emit_row({"type": "seal_miss", "source_class": "seal_miss", "origin_cell": cell, "highlight": hl}, ri, "封印未中", 0, {})
var snap = oc._reward_economy.grant(cell)
if not (snap is Dictionary):
+106
View File
@@ -0,0 +1,106 @@
## 轮循环驱动件:每轮结算周期的唯一驱动——结算重入门闸(settling)、五段段序执行
## (段序骨架冻结于 SettlementTable.segment_order)、开轮摇号(共识点 B:技能选择前置到轮次开始,
## 摇定即本拍结算的选技)、踩雷计数账(转存时点=摇号轮末)。
## 单一变化原因:轮结算周期的推进结构(段序、重入闸、摇号时序)。
## 耦合边界:oc=宿主引用(五段段类既定同款直调形态)——经 oc 取 facts/协作件/行发射/出口分发;
## 五段构造参数与持有形态不变(grant/combat 三引用、aura/decay/verdict 单引用);判定段零改动
## (_exit_distribution 留宿主);随机只经 oc.rng 的 behavior_roll 封闭流(流名、开流时点、取号序逐字);
## 零信号连接、零 await;随编排器每战新建同灭。
class_name RoundCycle
extends RefCounted
var oc: BattleOrchestrator # 宿主引用(段类同款直调——facts/协作件/行发射/出口分发取数单点)
var mines_hits: Dictionary[Variant, Variant] = {"total": 0, "last": 0, "round": 0} # 踩雷计数(本场累计/上轮转存/当轮累计三读数合一账)
var _grant_seg = null # GrantSegment(①授予段——含封印判与 counter/grant 助手单点)
var _aura_seg = null # AuraSegment(②增益/减益段)
var _combat_seg = null # CombatSegment(③战斗段)
var _decay_seg = null # DecaySegment(④衰减段)
var _verdict_seg = null # VerdictSegment(⑤判定段——返回裁定,终局早退语义归宿主)
var _settling := false
func _init(host: BattleOrchestrator, fx_host_ref: BattleFxHost, reward_grant_ref: RewardGrant) -> void:
oc = host
# 结算五段接线(授予/战斗两段持三引用=宿主+两协作件;信号连接纪律不涉段〔段零信号连接〕——五行自宿主 _init 逐字迁入)
_grant_seg = GrantSegment.new(oc, fx_host_ref, reward_grant_ref)
_aura_seg = AuraSegment.new(oc)
_combat_seg = CombatSegment.new(oc, fx_host_ref, reward_grant_ref)
_decay_seg = DecaySegment.new(oc)
_verdict_seg = VerdictSegment.new(oc)
# 结算重入门闸+段序体(原宿主 _maybe_settle 三闸与 _settle 合体——闸序 settling→battle_result→phase
# 逐字;终局早退不回置 _settling,_battle_over 接管)
func settle_if_due() -> void:
if _settling or oc.battle_result != "":
return
if oc.action_economy.phase != oc.action_economy.PHASE_WAITING:
return
_settling = true
var ri := oc.round_index
# 段序编排(五段——段体归 game/core/settlement/,宿主只做行发射/开单原语单点)
_grant_seg.run(ri) # ① 授予段(案C 闸随段装载)
_aura_seg.run(ri) # ② 增益/减益段(续存实例组合行)
_combat_seg.run(ri) # ③ 战斗段(主角先手 → 逐敌还手 → 地图伤害账殿后〔案C〕)
_decay_seg.run(ri) # ④ 衰减段(恰一次恒执行含末轮——先兑付后衰减)
var verdict: String = _verdict_seg.run(ri) # ⑤ 判定段(防御性优先级 hero 先判)
if verdict != "continue":
return # 终局:_settling 不回置——_battle_over 已接管
_settling = false
func is_settling() -> bool:
return _settling
# ---- 开轮摇号(共识点 B:技能选择前置到轮次开始,数值计算留结算段——原宿主函数逐字迁入)----
# 每实例:保底判定(连续执行普攻 ≥ M → 必出特殊技、特殊技内按权重、不受冷却限制)→ 排除冷却中技能
# (中签率 = 权重 ÷ 可摇权重合计——份额归一)→ 按行序逐敌从统一流顺序取号摇定本拍动作。
# 随机消费只在换算层(本方法 + SkillLottery);单位容器收确定值(零随机纪律——armor_roll 先例同构)。
# 统一流:behavior_roll 无子流派生向量(位置交错,单点定位由事件日志承载)。
# 摇定后、兑现前死亡 → 本拍技能作废。
func roll_round_actions() -> void:
var pity_m: int = int(oc.db.combat.skill.pity_threshold)
# facts 组包(开轮摇号前一次成型——last_round_end 空字典首轮映射 none 唯一落点;hero 事实不进 facts,
# 容器内直读主角行)
var facts := {
"round_index": oc.round_index,
"last_round_end": "none" if oc.action_economy.last_round_end().is_empty() else String(oc.action_economy.last_round_end().get("path_tag", "none")),
"mines_hit_last": int(mines_hits["last"]),
"mines_hit_total": int(mines_hits["total"]),
}
for u in oc._enemy_system.query_alive("enemy"):
# Boss 半血解锁闩(迭代14④ T4——开轮摇号前逐敌检查;一次过门单向闩;解锁出一次归因明细行
# 「XX 解锁了 YY」带 skill_unlock 高光键〔type=highlight 既有行型零新增〕,呈现层弹一次性
# 技能名提示〔轻量 toast 非演出——D8 呈现面〕。门=确定性谓词,机制面零随机,摇号随机
# 消费仍在 behavior_roll 既有流——同种子逐位复现不破坏)
for sid in oc._enemy_system.check_trigger_unlocks(u, facts):
var srow_u: Dictionary[Variant, Variant] = oc.db.combat.skill.row_by_id(sid)
oc._emit_row({"type": "highlight", "source_class": "enemy_action", "origin_cell": Vector2i(-1, -1), "highlight": "skill_unlock"},
oc.round_index, "%s 解锁了 %s" % [String(u.display_name), String(srow_u.get("display_name", sid))],
0, {"skill_id": sid})
# enemy_hp_threshold 发射点(内容数据驱动扩展批 T1——血量阈值沿;对所有带该字段敌人逐个发射,
# 非 Boss 专属——Boss 语义留给订阅者 when 判定。pct=本次解锁条目的 trigger 行值)
var pct_v := 0
for pe in (u.get("pool", []) as Array):
var pe_d: Dictionary[Variant, Variant] = pe
if String(pe_d.get("skill_id", "")) == sid and (pe_d.get("trigger", {}) as Dictionary).has("value"):
pct_v = int((pe_d.get("trigger", {}) as Dictionary).get("value", 0))
break
# target_attack_bonus 施加面(处刑台:敌血量阈值沿挂单位字典标记,
# 主角攻击面 _resolve_hero_attack 通用消费——fx_atk_bonus 键加算进 base_value)
var eht_hits := oc._fx_host.fx_emit("enemy_hp_threshold", {"unit": String(u.enemy_id), "pct": pct_v,
"is_boss": String(oc._facts.encounter.get("node_type", "")) == "boss"})
for h in eht_hits:
if String(h.get("kind", "")) == "target_attack_bonus":
u["fx_atk_bonus"] = int(u.get("fx_atk_bonus", 0)) + int(h.get("value", 0))
var entries: Array[Variant] = oc._enemy_system.rollable_skills(u, facts)
if oc._enemy_system.basic_streak(u) >= pity_m:
var specials: Array[Variant] = oc._enemy_system.special_skills(u, facts)
if not specials.is_empty():
entries = specials # 保底命中——普攻恒可摇 → 非保底路径池恒非空,此为唯一替代集合
var stream: RandomNumberGenerator = oc.rng.open_stream("behavior_roll")
oc._enemy_system.set_pending_action(u, SkillLottery.draw(entries, stream))
oc._enemy_system.tick_cooldowns() # 递减在摇号读值之后——"施放后连续 N 拍不可摇中"的等价实现(单位容器 注记)
mines_hits["last"] = mines_hits["round"] # 轮次真正结束转存(轮内部分结算不更新)
mines_hits["round"] = 0
+1
View File
@@ -0,0 +1 @@
uid://ce07smbypdcyj
+1 -1
View File
@@ -1,7 +1,7 @@
## VERTICAL SLICE - NOT FOR PRODUCTION
## 商店会话件:关卡商店双模式(legacy 固定三件加定价/pool 共享令牌池)的货架、定价、购买与刷新唯一宿主。
## 钱包/主角账/装配集归宿主(GpWallet/GainJournal 共享引用经 bind 注入——GP 读写走钱包、购买加算走日记单点);
## Core 层零 UI 依赖;公开面由 LevelRunner 同签名委托承载(外部调用面零变化);
## Core 层零 UI 依赖;外部调用面=调用方经宿主 LevelRunner 公开成员 shop 直连(调用直连不留委托壳);
## legacy 模式零 RNG 零池消费(off 对照承载)。
class_name ShopSession
extends RefCounted
+1 -1
View File
@@ -52,7 +52,7 @@ const TIER_QUOTAS := {"common": 70, "excellent": 25, "rare": 7, "legendary": 0}
@export var cap_segment: AdventureCapSegment = AdventureCapSegment.new() # 已拿上限段(curio_cap_* 9)
# —— 专长获取专长凭证(非 Boss 渠道的专长入口形态,奇物.md v2.7 渠道轴定位;
# 四口径契约④:拿到即开不可囤积/罕见只在概率不在价格/一局限购一次/计步保底连续 5 展示未出
# 四口径契约④:拿到即开不可囤积/稀有只在概率不在价格/一局限购一次/计步保底连续 5 展示未出
# 第 6 必出(计数=展示次数、刷新重展计入、节点与商店共享、触发清零、限购满不再触发)。
# 四参数全部 provisional 归曲线调参;limit/pity_step 系口径定死值,调参可复议)——
@export var feat_ticket_chance: int = 20 # [0,100] knob(provisional)——每次非 Boss 渠道展示专长凭证出现概率 %
+3 -3
View File
@@ -7,9 +7,9 @@ extends RefCounted
## 三束按域收拢(u21——同 u20 形;views=视图句柄/getters=查询 Callable 活引用/flow=编排 Callable):
## 原 12 参长签名收 4 参——字段即原构造参数逐一同名迁移,键面=消费方改址合同。
var db
var views: Dictionary = {} # {camp_overlay, shop_overlay, toast, start_overlay, logger}
var getters: Dictionary = {} # {meta_get, save_get, runner_get}
var flow: Dictionary = {} # {open_modal, close_modal, refresh_presentations}
var views: Dictionary = {} # {camp_overlay, shop_overlay, toast, start_overlay, logger} # type-hint: ignore(三束异构混载——视图句柄/查询 Callable/编排 Callable)
var getters: Dictionary = {} # {meta_get, save_get, runner_get} # type-hint: ignore(同上——Callable 束)
var flow: Dictionary = {} # {open_modal, close_modal, refresh_presentations} # type-hint: ignore(同上——Callable 束)
func _init(db_ref, views_bundle: Dictionary, getters_bundle: Dictionary, flow_bundle: Dictionary) -> void:
+12 -12
View File
@@ -170,37 +170,37 @@ func on_shop_buy(product_id: String) -> void:
var runner = _runner_get.call()
if runner == null:
return
if runner.is_shop_pool():
if runner.shop.is_shop_pool():
# pool 面:买 1 → 核心全重抽——货架整架重投喂(重抽反馈;余额不足核心拒绝零副作用)
if not runner.buy_pool_item(product_id):
if not runner.shop.buy_pool_item(product_id):
logger.log_ux("ux_reject", {"source": "wallet", "sub_reason": "insufficient_gp"})
toast.show_toast("GP不足——买不起这件商品", "warn")
return
shop_overlay.open_shelf(runner.shop_shelf(), int(runner.gp))
shop_overlay.set_visit_info(int(runner.shop_bp_visit_buys()), float(db.run.shop.price_a)) # T6 爬价规则行
shop_overlay.set_refresh_display(runner.shop_refresh_free_left(), runner.shop_refresh_cost(), int(runner.gp) >= runner.shop_refresh_cost())
shop_overlay.open_shelf(runner.shop.shop_shelf(), int(runner.gp))
shop_overlay.set_visit_info(int(runner.shop.shop_bp_visit_buys()), float(db.run.shop.price_a)) # T6 爬价规则行
shop_overlay.set_refresh_display(runner.shop.shop_refresh_free_left(), runner.shop.shop_refresh_cost(), int(runner.gp) >= runner.shop.shop_refresh_cost())
_refresh_presentations.call()
return
if not runner.buy_product(product_id):
if not runner.shop.buy_product(product_id):
# 余额不足(按钮禁用为常态防线——兜底拒绝可见,pattern 1)
logger.log_ux("ux_reject", {"source": "wallet", "sub_reason": "insufficient_gp"})
toast.show_toast("GP不足——买不起这件商品", "warn")
return
shop_overlay.refresh_state(runner.shop_products(), int(runner.gp))
shop_overlay.refresh_state(runner.shop.shop_products(), int(runner.gp))
_refresh_presentations.call()
# MC-1:刷新意图(shop_overlay.refresh_requested——核心 shop_refresh 受理后整架重投喂=重抽反馈)
func on_shop_refresh() -> void:
var runner = _runner_get.call()
if runner == null or not runner.is_shop_pool():
if runner == null or not runner.shop.is_shop_pool():
return
if not runner.shop_refresh():
if not runner.shop.shop_refresh():
toast.show_toast("GP不足——刷新失败", "warn")
return
shop_overlay.open_shelf(runner.shop_shelf(), int(runner.gp))
shop_overlay.set_visit_info(int(runner.shop_bp_visit_buys()), float(db.run.shop.price_a)) # T6 爬价规则行
shop_overlay.set_refresh_display(runner.shop_refresh_free_left(), runner.shop_refresh_cost(), int(runner.gp) >= runner.shop_refresh_cost())
shop_overlay.open_shelf(runner.shop.shop_shelf(), int(runner.gp))
shop_overlay.set_visit_info(int(runner.shop.shop_bp_visit_buys()), float(db.run.shop.price_a)) # T6 爬价规则行
shop_overlay.set_refresh_display(runner.shop.shop_refresh_free_left(), runner.shop.shop_refresh_cost(), int(runner.gp) >= runner.shop.shop_refresh_cost())
_refresh_presentations.call()
+3 -3
View File
@@ -7,9 +7,9 @@ extends RefCounted
## 三束按域收拢(u20——views=视图句柄/getters=查询 Callable 活引用〔禁快照〕/flow=编排 Callable):
## 原 16 参长签名收 4 参——字段即原构造参数逐一同名迁移,键面=消费方改址合同。
var db
var views: Dictionary = {} # {curio_overlay, end_overlay, board_view, toast}
var getters: Dictionary = {} # {meta_get, save_get, adventure_get, runner_get, adventure_mode_get}
var flow: Dictionary = {} # {open_modal, open_modal_after_playback, close_modal, refresh_presentations, fatal_screen, gp_summary}
var views: Dictionary = {} # {curio_overlay, end_overlay, board_view, toast} # type-hint: ignore(三束异构混载——视图句柄/查询 Callable/编排 Callable)
var getters: Dictionary = {} # {meta_get, save_get, adventure_get, runner_get, adventure_mode_get} # type-hint: ignore(同上——Callable 束)
var flow: Dictionary = {} # {open_modal, open_modal_after_playback, close_modal, refresh_presentations, fatal_screen, gp_summary} # type-hint: ignore(同上——Callable 束)
func _init(db_ref, views_bundle: Dictionary, getters_bundle: Dictionary, flow_bundle: Dictionary) -> void:
@@ -78,7 +78,7 @@ func on_presented(payload: Dictionary) -> void:
return
ctx.views.end_overlay.open_victory(Narrator.battle_end_text("victory", false), "继续",
ctx.views.board_view.get_global_rect(),
"%s\n%s" % [String(ctx.flow.gp_summary.call()), Narrator.bonus_keystone_line(payload)])
{"gp_summary": "%s\n%s" % [String(ctx.flow.gp_summary.call()), Narrator.bonus_keystone_line(payload)]})
ctx.flow.open_modal_after_playback.call(ctx.views.end_overlay)
ctx.flow.refresh_presentations.call()
@@ -160,7 +160,7 @@ func on_refresh() -> void:
if not refreshed:
# 免费位(X/Y)已穷——GP 付费档(先扣钱包后重抽,余额不足拒绝零副作用)
var cost: int = adventure.refresh_bank().gp_cost()
if runner == null or not runner.spend_gp(cost):
if runner == null or not runner.shop.spend_gp(cost):
ctx.views.toast.show_toast("GP不足——刷新失败", "warn")
return
refreshed = adventure.stop().refresh_curio_paid()
+5 -5
View File
@@ -196,11 +196,11 @@ static func outcome_text(outcome: Dictionary) -> String:
## 统计束收拢(u19——stats 六键 {wins, dmg_all, hp_left_win, hp_boss, rounds_all, death_nodes})
static func tune_sim_report(n: int, atk_pct: int, hp_pct: int, stats: Dictionary, base_hp: int) -> String:
var wins: int = stats.get("wins", 0)
var dmg_all: Array = stats.get("dmg_all", [])
var hp_left_win: Array = stats.get("hp_left_win", [])
var hp_boss: Array = stats.get("hp_boss", [])
var rounds_all: Array = stats.get("rounds_all", [])
var death_nodes: Dictionary = stats.get("death_nodes", {})
var dmg_all: Array = stats.get("dmg_all", []) # type-hint: ignore(stats 束 Variant 出值——元素类型归模拟域写入面,未参数化)
var hp_left_win: Array = stats.get("hp_left_win", []) # type-hint: ignore(同上)
var hp_boss: Array = stats.get("hp_boss", []) # type-hint: ignore(同上)
var rounds_all: Array = stats.get("rounds_all", []) # type-hint: ignore(同上)
var death_nodes: Dictionary = stats.get("death_nodes", {}) # type-hint: ignore(同上——键为败北节点标签)
var lines: Array[String] = []
lines.append("[b]模拟 N=%d(atk+%d%% / hp+%d%%)[/b]" % [n, atk_pct, hp_pct])
lines.append("关卡完成率 [color=#%s]%.0f%%[/color](%d/%d)" % [UiKit.HEX_LOG_WIN, 100.0 * float(wins) / float(maxi(1, n)), wins, n])
+77 -265
View File
@@ -1,7 +1,8 @@
## VERTICAL SLICE - NOT FOR PRODUCTION
## 组合根:唯一的模式流转与 core↔view 接线处(垂直切片验证:线性第一关承载元进度循环)。
## db.hero 运行期只读,加成经 runner.set_hero_override / debug_session 生效值入战斗。
## 禁链式穿透 settlement.*(相位读取只走 presentation_snapshot);模态开合只走 _open_modal/_close_modal。
## 禁链式穿透 settlement.*(相位读取只走 presentation_snapshot);模态开合只走 ui.modals.flow(注册面编排口)。
## 界面句柄与层清单在 ui 注册面(ui_registry.gd)——屏壳/战区/模态三域句柄与 LAYER_CONTRACT 单点宿主。
## 局态全在 run_scope.gd 节点,禁在屏/视图侧持有局态引用;autoload 节点路径常量单点在 AUTOLOAD_PATH_*。
extends Control
@@ -15,10 +16,8 @@ const AUTOLOAD_PATH_META := "/root/MetaProgression"
const UiAssembler := preload("res://presentation/ui_assembler.gd")
const Narrator := preload("res://presentation/battle_narrator.gd")
const ModalStack := preload("res://presentation/modal_stack.gd")
const TuneSimController := preload("res://presentation/tune_sim_controller.gd")
const DebugSessionScript := preload("res://presentation/debug_session.gd")
const RowPacer := preload("res://presentation/row_pacer.gd") # 结算行排播泵
const TreasureInteractController := preload("res://presentation/treasure_interact_controller.gd") # 秘宝两步交互
const CurioInteractController := preload("res://presentation/curio_interact_controller.gd") # 三选一与替换子交互
const CampShopPresenter := preload("res://presentation/camp_shop_presenter.gd") # 营地/商店投影
@@ -31,33 +30,6 @@ const MenuScreenScene := preload("res://presentation/scenes/menu_screen.tscn")
const CampScreenScene := preload("res://presentation/scenes/camp_screen.tscn")
const AdventureScreenScene := preload("res://presentation/scenes/adventure_screen.tscn")
# ==================== 视觉层合同(唯一事实源——树序=登记序=z 序;改序只改此表) ====================
# kind: shell=屏壳容器(成员随壳不占独立树位;level_screen 例外另占登记位)/modal=模态层(入登记册,
# tags 随登记)/state=全屏态(占树位不入登记册)/node=非视觉节点(占树位不入登记册)。
# host=宿住屏壳(树序随宿主、登记序按本合同);shell=模态成员的屏壳(成员与屏壳同槽:屏壳占该树位、
# 成员占该登记位)。落位=_apply_layer_contract(全仓唯一层序落位点,add_child 之后统一排序+登记)。
const LAYER_CONTRACT: Array[Dictionary] = [
{"key": "adventure_screen", "kind": "shell"},
{"key": "menu_screen", "kind": "shell"},
{"key": "row_pacer", "kind": "node"},
{"key": "legend_overlay", "kind": "modal", "tags": []},
{"key": "node_overlay", "kind": "modal", "tags": []},
{"key": "level_screen", "kind": "modal", "tags": [ModalStack.TAG_SCREEN_STATE], "host": "adventure_screen"},
{"key": "curio_overlay", "kind": "modal", "tags": []},
{"key": "end_overlay", "kind": "modal", "tags": []},
{"key": "shop_overlay", "kind": "modal", "tags": []},
{"key": "camp_overlay", "kind": "modal", "tags": [], "shell": "camp_screen"},
{"key": "settings_overlay", "kind": "modal", "tags": []},
{"key": "status_panel", "kind": "modal", "tags": []},
{"key": "career_overlay", "kind": "modal", "tags": []},
{"key": "save_select_overlay", "kind": "modal", "tags": []}, # 选档界面(营地交互重做卡③——登记生涯同档)
{"key": "inter_overlay", "kind": "state", "tags": []},
{"key": "confirm_dialog", "kind": "modal", "tags": []},
{"key": "debug_overlay", "kind": "modal", "tags": [ModalStack.TAG_NON_LOCKING]},
{"key": "debug_badge", "kind": "float"}, # 调试入口全局浮层——末位=最顶绘制序;
# float 类不注册 ModalStack(open() 遮挡记账只隐藏登记层)→ 任何 UI 打开都不遮它
]
var db
var run_scope = null # 会话状态承载(run_scope.gd;_ready 即建闲时态,永非 null)
# SaveManager/MetaProgression 升格 autoload——成员名保留为「autoload 读视图」
@@ -71,99 +43,24 @@ var meta: MetaProgressionCore:
return get_node(AUTOLOAD_PATH_META)
var logger = null # 试玩日志器(JSONL 持久化 + 卡死诊断转储——呈现层组件)
var _debug_entry := false # 调试会话门控(缺省 false=发布态:角标恒隐、浮窗无 UI 开启口;沿革查 git log)
var _seed_edit: LineEdit
var confirm_dialog: ConfirmDialog # 通用确认弹窗(消费方编排——现行消费方=选档删档确认;新冒险互斥确认已随卡②主菜单撤出,归卡④大门)
var ui: UiRegistry # 界面注册面(ui_registry.gd——界面句柄/层序合同/模态编排句柄的单点宿主)
var _confirm_consumer := "" # 确认弹窗消费方状态量(契约 3 编排——open 前设、分派后清)
var _confirm_consumer_slot := 0 # 消费方附随槽号(delete_slot 消费方专用)
var curio_overlay: CurioPickOverlay # 提升三选一覆盖层(level-clear.md v2 选择面承载;奖励节点共用)
var _start_overlay: Control
var _end_overlay: BattleEndOverlay
var _inter_overlay: Control
var _inter_label: Label
var level_screen: LevelMapScreen # 关卡画面句柄(指向 adventure_screen.level_screen)
var _battle_root: Control # 战斗屏宿主句柄(指向 adventure_screen.battle_root)
# 调试模式编排(单场/连续两层——状态机与战斗生命周期归 debug_session.gd,本类只接线与出 UI)
var _debug = null
# 视图(views/)——battle.md 三区(节点链进度
# 由关卡画面本体选路覆盖层承载)
var stage: BattleStageView # B 区(含 log_view 明细带)——句柄指向 adventure_screen
var log_view: BattleLogView
var info_panel: HeroInfoPanelView # C 区(攻击/AC 数据框+两预留区)
var board_zone: BoardZoneView # D 区(含 ap_bar/board_view/toast/fx)
var board_view: BoardView # 探针兼容别名(= board_zone.board_view)
var ap_bar: ApBarView # 探针兼容别名(= board_zone.ap_bar)
var settlement_fx: SettlementFxView # 结算演出覆盖层(跨区弹道/光带——A–D 之上、模态之下)
# 三屏壳实例(屏成员经本类句柄暴露;探针挂载假设 main.X 一级路径)
var _menu_screen = null # MenuScreen(开始菜单屏壳)
var _camp_screen = null # CampScreen(营地屏壳)
var _adventure_screen = null # AdventureScreen(冒险屏壳——内含关卡地图/战斗两容器)
# 拆件后的组合根持有面(职责见各类头注;装配见 _build_ui)
var _row_pacer = null # 结算行排播泵(row_pacer.gd——本类只入队/排空/读队列)
var _treasure_ui = null # 秘宝两步交互(treasure_interact_controller.gd——本类只接线与转发意图)
var _bonus = null # 三选一与替换子交互(curio_interact_controller.gd——本类只接线与回调注入)
var _camp_pres = null # 营地/商店投影(camp_shop_presenter.gd——本类只接线、探针缝保缝转发)
# 排播队列只读委托面(探针/测试读 main._row_queue——与 RowPacer 队列共享同一 Array 引用)
var _row_queue: Array[Variant]:
get:
return _row_pacer.pending_rows()
# 模态 overlay(z 序 = 登记序;pattern 6 层级纪律)
var legend_overlay: LegendOverlay
var node_overlay: NodeOverlay
var shop_overlay: ShopOverlay # 商店覆盖层(商店房节点兑付呈现)
var camp_overlay: CampOverlay # 营地覆盖层句柄(指向 camp_screen.camp_overlay)
var settings_store # 系统级设置独立存储(音量/全屏/减动效)
var settings_overlay: SettingsOverlay # 设置覆盖层(最小设置面)
var status_panel: StatusPanel # 局内状态面板·只读(钥石余额+营地三柜台进度查看;登记设置层同档)
var career_overlay: CareerOverlay # 生涯页·只读全屏页(跨局汇总六类九项;登记营地同档〔设置层旁、确认弹窗之前〕)
var save_select_overlay: SaveSelectOverlay # 选档界面·3 存档位(新档/进档/删档——营地交互重做卡③;登记生涯同档)
var debug_overlay: DebugOverlay # 调试浮窗(种子/数值调整/批量模拟/两层调试入口收一)
var debug_badge: Button # 调试浮层入口角标(UI 最顶层浮层——LAYER_CONTRACT 末位 float 类,任何 UI 不遮挡)
var _modal_flow = null # 模态编排纯逻辑类(modal_flow.gd——依赖仅 ModalStack+查询 Callable)
var _modals = null # 模态层级状态机(=_modal_flow.stack——探针 _list 登记序断言缝保留)
var _tune_sim = null # 调试浮窗批量模拟控制器(tune_sim_controller.gd)
# 结算框挂起态属性化(探针/冒烟直读写接缝语义零变化——读=armed,写=arm/disarm;计时器随会话住
# run_scope.settlement_stop_timer)
var _settlement_stop_pending: bool:
get:
return run_scope.settlement_stop_timer.is_armed() if run_scope != null else false
set(v):
if run_scope == null:
return
if v:
run_scope.settlement_stop_timer.arm()
else:
run_scope.settlement_stop_timer.disarm()
# 锁期点击重放(v3.1):延迟一帧重入唯一动作通道——此刻队列空锁已解,按普通动作受理
#(局面在演播期无变化:逻辑先行、演播只是回放——点击语义保真;_row_queue=RowPacer 委托面,
# 排播泵本体在 row_pacer.gd)。
var _deferred_modal: Control: # 演播后开窗挂起只读视图(t17_defer_probe 挂起态断言缝;本体归 _modal_flow)
get:
return _modal_flow._deferred if _modal_flow != null else null
# 演播后排窗(伤害过程演完才切结算窗口):排播队列在播=挂起,演播完边沿
# (_on_pump_ended 派发)再开——旧路径 _open_modal 前置 flush 会把击杀轮的伤害/死亡演出
# 同帧倒掉(「直接跳战斗胜利」缺陷本体)。队列空=立即开(行为同旧路径)。
func _open_modal_after_playback(m: Control) -> void:
_modal_flow.open_after_playback(m) # 演播后排窗挂起编排归 ModalFlow
# 演播完边沿派发(row_pacer.pump_ended 注入口——先开挂起 modal,后锁期点击重放):
func _on_pump_ended() -> void:
_modal_flow.pump_ended() # 派发编排归 ModalFlow(重放经注入 Callable 回本类)
func _replay_locked_click() -> void:
if run_scope.locked_click.is_empty() or not _row_queue.is_empty():
if run_scope.locked_click.is_empty() or not ui.screens.row_pacer.pending_rows().is_empty():
return
var click: Dictionary[Variant, Variant] = run_scope.locked_click
run_scope.locked_click = {}
@@ -173,7 +70,7 @@ func _replay_locked_click() -> void:
# 会话生命周期:_ready 建闲时态(永非 null——全组合根零空判责),
# 开局/续玩/调试两层各建新会话,旧会话整节点 queue_free()(帧末回收;新节点先挂树无真空窗)。
func _begin_session(adventure_session: bool) -> void:
_row_pacer.flush() # 会话更替即清队(待播行不住局态——机制保证,不靠时序约定)
ui.screens.row_pacer.flush() # 会话更替即清队(待播行不住局态——机制保证,不靠时序约定)
if run_scope != null:
run_scope.queue_free()
run_scope = RunScope.new()
@@ -194,10 +91,11 @@ func _ready() -> void:
settings_store = SettingsStore.new()
settings_store.load_settings()
settings_store.apply()
ui = UiRegistry.new() # 注册面先于装配建(_build_ui 八步向容器登记——装配时序零变化)
_build_ui()
_begin_session(false) # 闲时会话(gp_ledger 等探针注入面自 _ready 起恒在——ui_probe 合成段时序)
_start_overlay.visible = true
debug_badge.visible = _debug_entry # 浮层角标可见性须门控落定后赋值(构建/连接在 _build_ui);_debug_entry 缺省 false=发布态恒隐
ui.screens.start_overlay.visible = true
ui.screens.debug_badge.visible = _debug_entry # 浮层角标可见性须门控落定后赋值(构建/连接在 _build_ui);_debug_entry 缺省 false=发布态恒隐
# boot 菜单优先——启动不自动开浮窗(开始屏不得被调试面板盖住);
# 调试入口=UI 最顶层全局浮层角标(LAYER_CONTRACT 末位 float 类,任何 UI 不遮挡)
@@ -206,94 +104,13 @@ func _ready() -> void:
func _build_ui() -> void:
MainUiBuild.build(self)
debug_overlay.diagnose_requested.connect(_on_diagnose_pressed) # 诊断转储入口
ui.modals.debug_overlay.diagnose_requested.connect(_on_diagnose_pressed) # 诊断转储入口
func _fatal_screen(msg: String) -> void:
MainUiBuild.fatal_screen(self, msg)
# ==================== 模态 overlay 层级管理(pattern 6 / 缺陷⑤——状态机归 modal_stack.gd) ====================
func _register_modal(m: Control, tags: Array = []) -> void:
# 撑满宿主(Control 默认锚 = 0×0——全屏变暗层与居中布局整体失效;route 选路层预览截图实证后
# 统一收口:六个模态同病,探针经信号直发绕过真实点击从未暴露。anchors_and_offsets 而非 anchors
# ——后者会把控件重置回最小内容尺寸,ui_assembler 头注同款纪律)
m.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
_modal_flow.register(m, tags) # 排除组随层登记(non_locking=调试浮窗/screen_state=关卡地图屏)
# 合同层寻址(key→节点;纯查表不含层序语义——层序唯一事实源=LAYER_CONTRACT)
func _layer_node(key: String) -> Node:
match key:
"adventure_screen": return _adventure_screen
"menu_screen": return _menu_screen
"row_pacer": return _row_pacer
"legend_overlay": return legend_overlay
"node_overlay": return node_overlay
"level_screen": return level_screen
"curio_overlay": return curio_overlay
"end_overlay": return _end_overlay
"shop_overlay": return shop_overlay
"camp_screen": return _camp_screen
"camp_overlay": return camp_overlay
"settings_overlay": return settings_overlay
"status_panel": return status_panel
"career_overlay": return career_overlay
"save_select_overlay": return save_select_overlay
"inter_overlay": return _inter_overlay
"confirm_dialog": return confirm_dialog
"debug_overlay": return debug_overlay
"debug_badge": return debug_badge
return null
# 合同装配(_build_ui 尾调用):按 LAYER_CONTRACT 序统一落位——直接子层 move_child 到合同槽、
# 模态层按合同序登记;宿住层(host)树序随宿主只登记;成员层(shell)与屏壳同槽(屏壳占树位、成员占登记位)。
# 本函数是全仓唯一层序落位点(move_child 单口)——改层序只改 LAYER_CONTRACT。
func _apply_layer_contract() -> void:
var slot := 0
for entry: Dictionary in LAYER_CONTRACT:
var tags: Array[Variant] = entry.get("tags", [])
if entry.has("shell"):
var shell: Node = _layer_node(String(entry["shell"]))
var member: Node = _layer_node(String(entry["key"]))
if shell != null:
move_child(shell, slot)
slot += 1
if member != null:
_register_modal(member as Control, tags)
else:
push_error("[合同装配] 层缺失: %s" % String(entry["key"]))
continue
var node: Node = _layer_node(String(entry["key"]))
if node == null:
push_error("[合同装配] 层缺失: %s" % String(entry["key"]))
continue
if entry.has("host"):
_register_modal(node as Control, tags)
continue
move_child(node, slot)
slot += 1
if String(entry["kind"]) == "modal":
_register_modal(node as Control, tags)
func _open_modal(m: Control) -> void:
_modal_flow.open(m) # 挂起兜底/排播排空/遮挡记账/开侧同步编排归 ModalFlow
func _close_modal(m: Control) -> void:
_modal_flow.close(m) # 关闭恢复+关侧同步归 ModalFlow(同上)
func _on_modal_closed(m: Control) -> void:
_close_modal(m)
func _input_locked() -> bool:
# 模态/非战斗期棋盘输入锁(判据编排归 ModalFlow.locks_input:互斥域随层登记
# [non_locking=调试浮窗]+ 三例外经查询 Callable 注入;本函数留探针缝)
return _modal_flow.locks_input()
# ==================== 冒险模式入口(唯一试玩入口)====================
func _start_adventure_from_menu() -> void:
@@ -301,7 +118,7 @@ func _start_adventure_from_menu() -> void:
# 弹窗本体与两分支逻辑归卡④大门承接)。本函数为探针直调中间态保留(mn10——冒险段探针
# 直调位点逐个登记实现报告「已知中间态」;卡④到位后由大门两分支换代)。无激活态写盘拒绝
# 由卡① sv3 承接(结算不落盘)。
_start_overlay.visible = false
ui.screens.start_overlay.visible = false
_start_adventure()
@@ -309,16 +126,16 @@ func _start_adventure_from_menu() -> void:
#(确认才删、取消只关窗——裁决 3)。"new_adventure" 消费方已随卡② 主菜单确认链摘除退役
#(mn6/V5——主菜单零确认残留),分派机制保留(卡④ 到位接入第三消费方不返工)。
func _on_confirm_accepted() -> void:
_close_modal(confirm_dialog) # 模态栈单口
ui.modals.flow.close(ui.modals.confirm_dialog) # 模态栈单口
match _confirm_consumer:
"delete_slot":
save_manager.slots.delete_slot(_confirm_consumer_slot)
save_select_overlay.open_save_select(HudPresenter.save_select_data(save_manager)) # 就地刷新(该槽回空态)
ui.modals.save_select_overlay.open_save_select(HudPresenter.save_select_data(save_manager)) # 就地刷新(该槽回空态)
_confirm_consumer = ""
func _on_confirm_declined() -> void:
_close_modal(confirm_dialog) # 只关窗(取消无状态变更——裁决 3:取消不删);关侧恢复归 ModalFlow
ui.modals.flow.close(ui.modals.confirm_dialog) # 只关窗(取消无状态变更——裁决 3:取消不删);关侧恢复归 ModalFlow
_confirm_consumer = ""
@@ -334,16 +151,16 @@ func _resume_from_menu() -> void:
if not save_manager.has_breakpoint():
return
var bp: Dictionary[Variant, Variant] = save_manager.breakpoint_snapshot()
_close_modal(debug_overlay) # 开冒险路径显式关浮窗(续玩同口径)
_start_overlay.visible = false
ui.modals.flow.close(ui.modals.debug_overlay) # 开冒险路径显式关浮窗(续玩同口径)
ui.screens.start_overlay.visible = false
_begin_session(true)
_wire_adventure()
run_scope.level_active = true
_sync_status_entry() # 续玩恢复点亮状态面板入口角标
level_screen.set_abandon_available(true)
log_view.clear()
ui.modals.level_screen.set_abandon_available(true)
ui.battle.log_view.clear()
logger.start_session(int(bp.get("master_seed", 0)))
run_scope.adventure.set_hero_override(debug_overlay.atk_pct(), debug_overlay.hp_pct())
run_scope.adventure.set_hero_override(ui.modals.debug_overlay.atk_pct(), ui.modals.debug_overlay.hp_pct())
# 同调三键随续玩下传(build_adventure_params 统一构造,与开新局同源同口径)
if not run_scope.adventure.resume_adventure(bp, build_adventure_params(save_manager, meta,
{"treasure_unlocked": _treasure_ui.unlocked_set()})):
@@ -379,16 +196,16 @@ static func build_adventure_params(save_manager_ref: SaveManagerCore, meta_ref:
# 冒险模式(三关连探——AdventureRunner 编排;转发信号签名与 runner 一致,接线照原样对接;
# 信号连接只在组合根)
func _start_adventure() -> void:
_close_modal(debug_overlay) # 开冒险路径显式关浮窗(调试浮窗默认开态下开局不带窗;对局中经角标再开)
ui.modals.flow.close(ui.modals.debug_overlay) # 开冒险路径显式关浮窗(调试浮窗默认开态下开局不带窗;对局中经角标再开)
_begin_session(true)
_wire_adventure()
run_scope.level_active = true
_sync_status_entry() # 进对局点亮状态面板入口角标
level_screen.set_abandon_available(true) # 放弃入口挂选路停点(天然非战斗期)
log_view.clear()
ui.modals.level_screen.set_abandon_available(true) # 放弃入口挂选路停点(天然非战斗期)
ui.battle.log_view.clear()
var seed_val := _seed_value()
logger.start_session(seed_val)
run_scope.adventure.set_hero_override(debug_overlay.atk_pct(), debug_overlay.hp_pct())
run_scope.adventure.set_hero_override(ui.modals.debug_overlay.atk_pct(), ui.modals.debug_overlay.hp_pct())
# 永久强化注入:冒险开始参数面——meta 现算 override 显式传参(全零 = 白板)
# 开局参数面(同调三键同源构造——确定性承载=固定种子+参数档,首局教学图由种子域三分判定给 42)
if not run_scope.adventure.start_adventure(seed_val, build_adventure_params(save_manager, meta,
@@ -435,33 +252,33 @@ func _on_inter_next_pressed() -> void:
func _show_board_fx_for_node(node_type: String = "") -> void:
# Boss 遭遇变体:紫赤影子爬棋盘一次性占位演出(§2.6)
if node_type == "boss":
board_zone.fx.play_boss_shadow()
ui.battle.board_zone.fx.play_boss_shadow()
func _on_battle_finished(payload: Dictionary) -> void:
# 仅调试模式接线(冒险的关卡结束归 AdventureRunner._on_level_finished——大奖励/冒险终局分派)
var result: String = String(payload.get("result", ""))
_sync_settlement_visuals() # → 全关(battle_over 反馈面)
HudPresenter.battle_end_feedback(stage, ap_bar, true) # 灰化/idle 回正/RAP 清零/状态全清——HUD 单通道
HudPresenter.battle_end_feedback(ui.battle.stage, ui.battle.board_zone.ap_bar, true) # 灰化/idle 回正/RAP 清零/状态全清——HUD 单通道
var decision: Dictionary[Variant, Variant] = _debug.on_battle_finished(payload)
match String(decision.outcome):
"next_layer":
_inter_label.text = "第 %d 层通过!\nHP %d/%d 带入下一层" % [
ui.screens.inter_label.text = "第 %d 层通过!\nHP %d/%d 带入下一层" % [
int(decision.layer), int(decision.carry_hp), int(db.combat.hero.max_hp)]
_inter_overlay.visible = true
ui.screens.inter_overlay.visible = true
_refresh_presentations()
return
"level_end":
_end_overlay.open_victory(Narrator.battle_end_text("victory", true),
"返回", board_view.get_global_rect(), _end_victory_opts(payload))
ui.modals.end_overlay.open_victory(Narrator.battle_end_text("victory", true),
"返回", ui.battle.board_zone.board_view.get_global_rect(), _end_victory_opts(payload))
"standalone_end":
if result == "victory":
_end_overlay.open_victory(Narrator.battle_end_text("victory", false),
"回到遭遇选择", board_view.get_global_rect(), _end_victory_opts(payload))
ui.modals.end_overlay.open_victory(Narrator.battle_end_text("victory", false),
"回到遭遇选择", ui.battle.board_zone.board_view.get_global_rect(), _end_victory_opts(payload))
else:
_end_overlay.open_defeat(Narrator.battle_end_text("defeat", false),
"返回", board_view.get_global_rect())
_open_modal_after_playback(_end_overlay)
ui.modals.end_overlay.open_defeat(Narrator.battle_end_text("defeat", false),
"返回", ui.battle.board_zone.board_view.get_global_rect())
ui.modals.flow.open_after_playback(ui.modals.end_overlay)
_refresh_presentations()
@@ -499,22 +316,17 @@ func _on_step_row(row: Dictionary) -> void:
# 清图奖励可感知反馈(挖完全图须有奖励感——clear_blast 兑付对敌伤害
# 零可见,toast 桥接归组合根呈现层;零兑付(未生效)不弹安静留明细带)
if String(row.get("source_class", "")) == "clear_reward" and String(row.get("type", "")) != "reward_ineffective":
board_zone.toast.show_toast("清图奖励:%s" % String(row.get("display", "")).replace("(清图奖励)", ""), "info")
ui.battle.board_zone.toast.show_toast("清图奖励:%s" % String(row.get("display", "")).replace("(清图奖励)", ""), "info")
# 排播入口:减动效=延迟归零同帧直落(行呈现不跳过);常态入队按段阶梯播放
if UiKit.motion_scale < 1.0:
_row_pacer.consume_now(row)
ui.screens.row_pacer.consume_now(row)
return
_row_pacer.enqueue(row)
ui.screens.row_pacer.enqueue(row)
# 段间延迟取数面(减动效双态断言用——pacing_queue_test 直读;委托 row_pacer 同名面)
func pace_delay_for(prev_seg: String, next_seg: String) -> float:
return _row_pacer.pace_delay_for(prev_seg, next_seg)
# 强制排空(模态开启前调用——明细回看/停点覆盖层/终局面所见明细带恒完整;pacing_queue_test 直读)
func _flush_row_queue() -> void:
_row_pacer.flush()
return ui.screens.row_pacer.pace_delay_for(prev_seg, next_seg)
func _on_round_started(ri: int) -> void:
@@ -522,10 +334,10 @@ func _on_round_started(ri: int) -> void:
#(view 内判减动效=静态化变体)。减动效快路=分隔行同帧直落(不跳过——consume_now 复用
# _consume_row 轮首分隔行分支)。
if UiKit.motion_scale < 1.0:
_row_pacer.consume_now({"__round_line": ri})
ui.screens.row_pacer.consume_now({"__round_line": ri})
else:
_row_pacer.enqueue({"__round_line": ri})
settlement_fx.play_round_banner(ri)
ui.screens.row_pacer.enqueue({"__round_line": ri})
ui.battle.settlement_fx.play_round_banner(ri)
# 秘宝呈现同步:每战首轮装配链
# 显式重算〔🔴 契约复原语义:下一战装配链重算即含「未装配→写 0」复原〕。
# 挂点时序依据:round_started 首轮发射位在 begin_battle 尾(attunement 注入之后)。
@@ -534,7 +346,7 @@ func _on_round_started(ri: int) -> void:
_sync_treasure_glow()
# 巢穴预告呈现(装板报数量读数口消费:≥0=本战装配命中,toast 一次性提示)
if run_scope.settlement != null and int(run_scope.settlement.nest_preview_count) >= 0:
board_zone.toast.show_toast("巢穴预告——本板危险格共 %d 个" % int(run_scope.settlement.nest_preview_count), "info")
ui.battle.board_zone.toast.show_toast("巢穴预告——本板危险格共 %d 个" % int(run_scope.settlement.nest_preview_count), "info")
# 开战横幅——整图地形变异预告:首轮快照 board_variants
# 非空才发射(Boss 图恒带一型=替换制;普通图空快照零发射);轮横幅下方叠行,view 内判减动效。
if ri == 1 and run_scope.settlement != null:
@@ -542,7 +354,7 @@ func _on_round_started(ri: int) -> void:
if not bvs.is_empty():
var vlines: Array[String] = HudPresenter.board_variant_lines(db, bvs)
if not vlines.is_empty():
settlement_fx.play_board_variant_banner("地形变异 · " + " · ".join(vlines))
ui.battle.settlement_fx.play_board_variant_banner("地形变异 · " + " · ".join(vlines))
_refresh_presentations()
@@ -552,19 +364,19 @@ func _on_board_changed() -> void:
run_scope.settlement = run_scope.runner.current_battle()
if run_scope.settlement == null:
return
board_view.rebuild(run_scope.settlement.minesweeper.current_board(), run_scope.settlement.minesweeper)
ui.battle.board_zone.board_view.rebuild(run_scope.settlement.minesweeper.current_board(), run_scope.settlement.minesweeper)
_check_board_hints()
_refresh_presentations()
# 秘宝视野呈现桥:阔视野带 light_radius_bonus
# 装配参数合计显式写给 board_view.set_fog_glow_bonus(装配=半径 8+4 / 未装配=复原 0),写入即 setter
# 装配参数合计显式写给 ui.battle.board_zone.board_view.set_fog_glow_bonus(装配=半径 8+4 / 未装配=复原 0),写入即 setter
# 内 refresh 全板重算雾态。调用点=每战首轮装配链(_on_round_started ri==1)——纯呈现边界 🔴 契约 2:
# 只写呈现态参数,minesweeper 结算零触碰;off 态(未装配)写 0=缺省基线。
func _sync_treasure_glow() -> void:
if run_scope.settlement == null or board_view == null:
if run_scope.settlement == null or ui.battle.board_zone.board_view == null:
return
board_view.set_fog_glow_bonus(run_scope.settlement.attune_param_sum("light_radius_bonus"))
ui.battle.board_zone.board_view.set_fog_glow_bonus(run_scope.settlement.attune_param_sum("light_radius_bonus"))
# ---- 一次性非模态提示(每 run 一次——pattern 10)与诚实提示 ----
@@ -575,10 +387,10 @@ func _check_board_hints() -> void:
return
# 零合法板(棋盘生成 EC5 降级)诚实提示——非静默(toast,非模态)
if board.illegal_product:
board_zone.toast.show_toast("本板为零合法板降级产物——出图器已尽力,数据面诚实告知", "warn")
ui.battle.board_zone.toast.show_toast("本板为零合法板降级产物——出图器已尽力,数据面诚实告知", "warn")
# 接受最优降级(有合法板但无一达标)——降级标记独立于非法产物标记,同走诚实告知
elif board.degraded_product:
board_zone.toast.show_toast("本板为接受最优降级产物(未达可推理率及格线)——数据面诚实告知", "warn")
ui.battle.board_zone.toast.show_toast("本板为接受最优降级产物(未达可推理率及格线)——数据面诚实告知", "warn")
func _on_hover_forbidden(_cell: Vector2i) -> void:
@@ -594,7 +406,7 @@ func _on_chord_attempted(_cell: Vector2i) -> void:
func _show_hint(text: String, hint_id: String) -> void:
run_scope.hints_shown[hint_id] = true
logger.log_ux("ux_hint_shown", {"hint_id": hint_id})
board_zone.toast.show_toast(text, "info")
ui.battle.board_zone.toast.show_toast(text, "info")
# ---- 节点覆盖层"继续"(奖励/恢复点兑付确认)与节点图选路覆盖层 ----
@@ -706,15 +518,15 @@ func _on_wallet_changed(event: String, gp: int, extra: Dictionary)-> void:
func _on_board_action(cell: Vector2i, kind: String) -> void:
# 玩家动作 → 核心写调用的唯一通道(模态/无战斗拒绝在此收口)
if _input_locked():
if ui.modals.flow.locks_input():
return
# 结算演播期棋盘冻结(v3 口径——不可点/不可移/不可挖):
# 锁面=排播队列活跃(纯队列判据;排播泵尾迹窗口不可作演播中标志——见 row_pacer._process 注)。
# 队列排空即解锁、无状态残留;HUD 按钮不在锁面(停手/明细回看各自通路,开启前
# _flush_row_queue 自行排空)。
# 开层前排空钩子(flow.flush_rows——模态开启前明细带恒完整)。
# **点击不丢弃**(v3.1——「卡死」体感根因):锁期点击缓存最后一次,演播完边沿
# (_process 泵 _was_pumping 分支)自动重放——玩家操作零丢失、体感=「演播一停动作就生效」。
if not _row_queue.is_empty():
if not ui.screens.row_pacer.pending_rows().is_empty():
run_scope.locked_click = {"cell": cell, "kind": kind}
return
# 秘宝选中态劫持(两步交互第二步):点格=使用目标拾取,不落挖格;
@@ -734,22 +546,22 @@ func _on_board_action(cell: Vector2i, kind: String) -> void:
# settle_batch 内部同步走完 结算→战斗结束→关卡推进(事件同步发射)——关卡终局时 settlement 已被
# runner 置空,清图演出判定须先判 settlement(重入隐患守卫)
if accepted and kind == "dig" and run_scope.settlement != null and run_scope.settlement.minesweeper.current_board() != null and run_scope.settlement.minesweeper.clear_map_cleared():
board_zone.fx.play_clear_burst()
ui.battle.board_zone.fx.play_clear_burst()
if accepted and kind == "dig" and run_scope.settlement != null and run_scope.settlement.minesweeper != null:
# 挖掘演出:挥铲三帧 + 角色弹跳——触发=格子点开那一刻
#(settle_batch 同步受理即状态已变,动画纯表现与 refresh 同拍零竞态;
# 挖掘不移动英雄,出手方向 = 目标格−英雄格,圆心=英雄持握手位)
var hero_cell: Vector2i = run_scope.settlement.minesweeper.hero_pos()
board_zone.fx.play_shovel_swing(board_view.hero_hand_point(), cell - hero_cell, board_view.hero_sprite_scale())
board_view.play_hero_dig_bounce()
ui.battle.board_zone.fx.play_shovel_swing(ui.battle.board_zone.board_view.hero_hand_point(), cell - hero_cell, ui.battle.board_zone.board_view.hero_sprite_scale())
ui.battle.board_zone.board_view.play_hero_dig_bounce()
elif accepted and kind == "move":
board_view.notify_hero_move() # 原地移动(目标=当前格幂等受理)帧闪回执——refresh diff 前置告知
board_view.refresh()
ui.battle.board_zone.board_view.notify_hero_move() # 原地移动(目标=当前格幂等受理)帧闪回执——refresh diff 前置告知
ui.battle.board_zone.board_view.refresh()
_refresh_presentations()
func _on_stop_pressed() -> void:
if _input_locked():
if ui.modals.flow.locks_input():
return
# stop 经批次提交(排雷玩法 D1×6①——不直调 行动经济)
if run_scope.settlement == null:
@@ -758,25 +570,25 @@ func _on_stop_pressed() -> void:
logger.log_action("stop", Vector2i(-1, -1), not outcomes.is_empty() and bool(outcomes[0].accepted))
if not outcomes.is_empty() and String(outcomes[0].get("outcome", "")) == "voided":
# voided ≠ 拒绝——独立文案(pattern 1:防静默改判读感欺骗)
board_zone.toast.show_toast("本轮已清图,停手未执行 · 剩余 AP 已作废", "warn")
ui.battle.board_zone.toast.show_toast("本轮已清图,停手未执行 · 剩余 AP 已作废", "warn")
logger.log_ux("ux_reject", {"source": "voided", "sub_reason": "stop_voided"})
board_view.refresh()
ui.battle.board_zone.board_view.refresh()
_refresh_presentations()
func _on_refresh_confirmed() -> void:
# 弃图刷新(挖掘期 Active 当场换图继续挖——D4;RAP 按门槛扣费 · 旧板封印作废,每轮上限读表)
if _input_locked():
if ui.modals.flow.locks_input():
return
var ok: bool = false
if run_scope.level_active and run_scope.runner != null:
ok = run_scope.runner.player_request_refresh()
ok = run_scope.runner.shop.player_request_refresh()
elif run_scope.settlement != null:
ok = run_scope.settlement.player_request_refresh()
logger.log_action("refresh", Vector2i(-1, -1), ok)
if ok:
logger.log_ux("ux_refresh_attempt", {"result": "accepted", "round_refresh_index": _refresh_used_snapshot()})
board_zone.toast.show_toast("RAP−%d · 旧板封印作废——新图已就位,AP 保留继续挖" % int(db.run.action_economy.rap_refresh_cost), "gold")
ui.battle.board_zone.toast.show_toast("RAP−%d · 旧板封印作废——新图已就位,AP 保留继续挖" % int(db.run.action_economy.rap_refresh_cost), "gold")
else:
# 资源面/上限拒绝(EC13 合法拒绝可见;行动经济 无载荷——客户端按上下文推断)
var rap: int = int(run_scope.settlement.presentation_snapshot().get("rap", 0)) if run_scope.settlement != null else 0
@@ -784,11 +596,11 @@ func _on_refresh_confirmed() -> void:
var result := "rejected_rap" if rap < cost else "rejected_cap"
logger.log_ux("ux_refresh_attempt", {"result": result, "round_refresh_index": _refresh_used_snapshot() + 1})
if result == "rejected_rap":
board_zone.toast.show_toast("RAP 不足 · 还差 %d 点(弃图刷新需 8)" % (cost - rap), "warn")
ap_bar.pulse_rap()
ui.battle.board_zone.toast.show_toast("RAP 不足 · 还差 %d 点(弃图刷新需 8)" % (cost - rap), "warn")
ui.battle.board_zone.ap_bar.pulse_rap()
else:
board_zone.toast.show_toast("本轮刷新次数已用完(每轮 2 次)", "warn")
board_view.refresh()
ui.battle.board_zone.toast.show_toast("本轮刷新次数已用完(每轮 2 次)", "warn")
ui.battle.board_zone.board_view.refresh()
_refresh_presentations()
@@ -798,9 +610,9 @@ func _handle_outcome_feedback(outcome: Dictionary) -> void:
return
logger.log_ux("ux_reject", {"source": String(outcome.get("reject_reason", "")),
"sub_reason": String(outcome.get("sub_reason", ""))})
board_zone.toast.show_toast(HudPresenter.outcome_text(outcome), "warn")
ui.battle.board_zone.toast.show_toast(HudPresenter.outcome_text(outcome), "warn")
if String(outcome.get("reject_reason", "")) == "resource_face":
ap_bar.pulse_ap()
ui.battle.board_zone.ap_bar.pulse_ap()
# ==================== 全屏 States 状态机(挖掘/结算/窗口/终局)====================
@@ -816,7 +628,7 @@ func _refresh_used_snapshot() -> int:
func _refresh_presentations() -> void:
# 每个核心信号/写调用返回后的全量重查装配(更新触发注记——无推送信号,命令式重查)
var refresh_remaining: int = maxi(0, int(db.run.action_economy.refresh_cap_per_round) - _refresh_used_snapshot())
HudPresenter.refresh(stage, info_panel, ap_bar, {"settlement": run_scope.settlement, "runner": run_scope.runner, "level_active": run_scope.level_active, "db": db, "refresh_remaining": refresh_remaining})
HudPresenter.refresh(ui.battle.stage, ui.battle.info_panel, ui.battle.board_zone.ap_bar, {"settlement": run_scope.settlement, "runner": run_scope.runner, "level_active": run_scope.level_active, "db": db, "refresh_remaining": refresh_remaining})
_treasure_ui.refresh_slots() # C 区秘宝槽重查(试炼镐积点进度随挖格刷新悬停浮窗)
_sync_settlement_visuals()
@@ -825,9 +637,9 @@ func _sync_settlement_visuals() -> void:
# 结算阶段(round_end → 下一轮):D 区去饱和+金橙偏移锁输入(明度不变)+ 明细带展开 84px
var settling := _is_settling()
if settling and not run_scope.was_settling:
settlement_fx.play_round_sweep(board_view.get_global_rect()) # 结算轮光带——时序敏感演出触发,例外留在组合根
ui.battle.settlement_fx.play_round_sweep(ui.battle.board_zone.board_view.get_global_rect()) # 结算轮光带——时序敏感演出触发,例外留在组合根
run_scope.was_settling = settling
HudPresenter.sync_settlement_visuals(stage, board_view, log_view, settling,
HudPresenter.sync_settlement_visuals(ui.battle.stage, ui.battle.board_zone.board_view, ui.battle.log_view, settling,
HudPresenter.phase_text(run_scope.settlement, run_scope.runner, run_scope.boss_active, db))
@@ -836,13 +648,13 @@ func _is_settling() -> bool:
# 判据若只跟逻辑态,演播期棋盘会提前恢复可挖观感=「没意识到在结算演出」感知缺口根源;
# 演播期维持去饱和+禁挖光(结算中语义),放完自然回挖掘认知。判据=纯队列(排播泵尾迹
# 窗口不可作演播中标志——row_pacer._process 注)。battle 收尾演播例外:
# overlay 开启即 _flush_row_queue 排空,视觉随队列空同步交接结算框。
# overlay 开启经 flow.flush_rows 钩子排空,视觉随队列空同步交接结算框。
# 相位取数经 presentation_snapshot 成文面——禁 settlement.action_economy 链式穿透)。
if run_scope.settlement == null or not run_scope.settlement.is_battle_live():
return not _row_queue.is_empty()
return not ui.screens.row_pacer.pending_rows().is_empty()
if String(run_scope.settlement.presentation_snapshot().get("phase", "")) == ActionEconomy.PHASE_WAITING:
return true
return not _row_queue.is_empty()
return not ui.screens.row_pacer.pending_rows().is_empty()
# 相位行 —— 承接体见 HudPresenter.phase_text(caller 直接改引)
@@ -908,8 +720,8 @@ func _seed_value() -> int:
# 重放模板 0 即在此种子下标定〕;置位 true=教学局已收束的非首局走 ③ 随机);
# ③非首局空/非法框=引擎全局熵 randi()(Godot 4 启动自播种子,headless 同;不走 rng_service
# 封闭流、禁 randomize()/自建 RNG——组合根建种子属引擎熵豁免面,不进玩法 RNG 消费)
if _seed_edit.text.is_valid_int():
return int(_seed_edit.text)
if ui.modals.debug_overlay.seed_edit.text.is_valid_int():
return int(ui.modals.debug_overlay.seed_edit.text)
if save_manager.meta_state.career_state().first_adventure_done:
return randi() # rng-seed-exempt(非首局空框引擎熵——组合根建种子不进玩法 RNG 消费,static_scan S1/S2 标记豁免)
return 42
+46 -46
View File
@@ -30,10 +30,10 @@ static func _on_adventure_level_started(root: Variant, level_index: int, display
# 开场行只显示 atk/max_hp 两值,注记指向不存在的显示轴反成失真),白板局不带
var ov: Dictionary[Variant, Variant] = root.meta.hero_override()
var boosted: bool = int(ov.get("atk", 0)) > 0 or int(ov.get("max_hp", 0)) > 0 \
or root.debug_overlay.atk_pct() > 0 or root.debug_overlay.hp_pct() > 0 \
or root.ui.modals.debug_overlay.atk_pct() > 0 or root.ui.modals.debug_overlay.hp_pct() > 0 \
or root.run_scope.runner.journal().bonus_total("atk") > 0 \
or root.run_scope.runner.journal().bonus_total("max_hp") > 0
root.log_view.append_bb(root.Narrator.level_open_line(display_name, int(root.run_scope.adventure.master_seed),
root.ui.battle.log_view.append_bb(root.Narrator.level_open_line(display_name, int(root.run_scope.adventure.master_seed),
root.run_scope.runner.effective_atk(), root.run_scope.runner.effective_max_hp(), boosted))
# runner 六信号重连(is_connected 守卫——未连即接;守卫失败 push_error=重连恰好一次契约承载)
@@ -62,30 +62,30 @@ static func _on_runner_node(root: Variant, node: Dictionary, info: Dictionary) -
root.logger.attach_battle(root.run_scope.settlement)
root.run_scope.boss_active = t == "boss"
root._show_board_fx_for_node(t)
root.log_view.append_bb(root.Narrator.node_banner(root.run_scope.runner, node, t))
root.ui.battle.log_view.append_bb(root.Narrator.node_banner(root.run_scope.runner, node, t))
elif t == "reward":
# 奖励节点三选一(与关卡完成三选一共享同池同权重同上限;CurioPickOverlay 共用面)。
# 呈现编排归 curio_interact_controller.present_node_curio。
root._bonus.present_node_curio()
root.log_view.append_bb(root.Narrator.reward_line())
root.ui.battle.log_view.append_bb(root.Narrator.reward_line())
elif t == "rest":
var healed: int = int(info.get("healed", 0))
root._open_modal(root.node_overlay)
root.node_overlay.show_rest(healed, int(info.get("hp", 0)), int(info.get("max_hp", 0)))
root.log_view.append_bb(root.Narrator.rest_line(healed, int(info.get("hp", 0)), int(info.get("max_hp", 0))))
root.ui.modals.flow.open(root.ui.modals.node_overlay)
root.ui.modals.node_overlay.show_rest(healed, int(info.get("hp", 0)), int(info.get("max_hp", 0)))
root.ui.battle.log_view.append_bb(root.Narrator.rest_line(healed, int(info.get("hp", 0)), int(info.get("max_hp", 0))))
elif t == "shop":
# 商店房兑付:到达即开店——商品/货架快照与余额经 runner 只读投影喂入;
# 购买/离开归玩家意图(buy_requested/leave_pressed 接线),零自动推进。
# pool 面 = 共享池货架三选一同构卡;legacy 面 = 固定三件(off 对照承载)
root._open_modal(root.shop_overlay)
if root.run_scope.runner.is_shop_pool():
root.shop_overlay.open_shelf(root.run_scope.runner.shop_shelf(), int(root.run_scope.runner.gp))
root.shop_overlay.set_visit_info(int(root.run_scope.runner.shop_bp_visit_buys()), float(root.db.run.shop.price_a)) # 爬价规则行
root.shop_overlay.set_refresh_display(root.run_scope.runner.shop_refresh_free_left(), root.run_scope.runner.shop_refresh_cost(), int(root.run_scope.runner.gp) >= root.run_scope.runner.shop_refresh_cost()) # MC-1
root.ui.modals.flow.open(root.ui.modals.shop_overlay)
if root.run_scope.runner.shop.is_shop_pool():
root.ui.modals.shop_overlay.open_shelf(root.run_scope.runner.shop.shop_shelf(), int(root.run_scope.runner.gp))
root.ui.modals.shop_overlay.set_visit_info(int(root.run_scope.runner.shop.shop_bp_visit_buys()), float(root.db.run.shop.price_a)) # 爬价规则行
root.ui.modals.shop_overlay.set_refresh_display(root.run_scope.runner.shop.shop_refresh_free_left(), root.run_scope.runner.shop.shop_refresh_cost(), int(root.run_scope.runner.gp) >= root.run_scope.runner.shop.shop_refresh_cost()) # MC-1
else:
root.shop_overlay.open_shop(root.run_scope.runner.shop_products(), int(root.run_scope.runner.gp))
root.shop_overlay.set_visit_info(-1, 1.0) # legacy 面无爬价行(off 对照承载)
root.log_view.append_bb(root.Narrator.shop_line(int(root.run_scope.runner.gp)))
root.ui.modals.shop_overlay.open_shop(root.run_scope.runner.shop.shop_products(), int(root.run_scope.runner.gp))
root.ui.modals.shop_overlay.set_visit_info(-1, 1.0) # legacy 面无爬价行(off 对照承载)
root.ui.battle.log_view.append_bb(root.Narrator.shop_line(int(root.run_scope.runner.gp)))
root.logger.log_node(node, info, root.run_scope.runner.node_index)
root._refresh_presentations()
@@ -101,7 +101,7 @@ static func _on_adventure_finished(root: Variant, summary: Dictionary) -> void:
_exit_level_screen(root) # 终局兜底:独立屏在开态(放弃入口)也先回战斗屏呈现摘要——屏级互斥单一出口
root._sync_status_entry() # 离局熄灭状态面板入口角标(防菜单误现)
root._sync_settlement_visuals() # → 全关
HudPresenter.battle_end_feedback(root.stage, root.ap_bar, false) # 灰化/idle 回正/状态全清——HUD 单通道
HudPresenter.battle_end_feedback(root.ui.battle.stage, root.ui.battle.board_zone.ap_bar, false) # 灰化/idle 回正/状态全清——HUD 单通道
# 存档入账:settle = Boss 两档入账 + 工坊解锁 + 摘要入档 + 写盘(唯一写档点不变——
# 调试两层不经过本处理器,天然不写档不污染生涯数据)。
var detail: Dictionary[String, Variant] = {}
@@ -110,30 +110,30 @@ static func _on_adventure_finished(root: Variant, summary: Dictionary) -> void:
if not detail.is_empty():
text += "\n" + root.Narrator.keystone_settle_text(detail, root._bonus.item_name_lookup())
if result == "completed":
root._end_overlay.open_victory(text, "返回冒险", root.board_view.get_global_rect(),
root.ui.modals.end_overlay.open_victory(text, "返回冒险", root.ui.battle.board_zone.board_view.get_global_rect(),
{"gp_summary": "本局 GP 入账 · 合计 %d" % int(summary.get("gp_final", 0))}) # GP 行(取数=summary gp_final 清账前快照);钥石明细已在 text(keystone_settle_text)——三行账
else:
root._end_overlay.open_defeat(text, "返回", root.board_view.get_global_rect())
root.ui.modals.end_overlay.open_defeat(text, "返回", root.ui.battle.board_zone.board_view.get_global_rect())
root.logger.log_level_end(summary) # 试玩时间线:冒险终局(摘要随载荷)
if root.run_scope.runner != null:
root.run_scope.runner.restore_hero_base()
root._open_modal_after_playback(root._end_overlay)
root.ui.modals.flow.open_after_playback(root.ui.modals.end_overlay)
root._refresh_presentations()
static func _on_battle_end_continue(root: Variant) -> void:
# 终局出口:返回开始界面(冒险摘要留档试玩日志;钥石在收束时入存档)
root._close_modal(root._end_overlay)
root._end_overlay.close()
root.ui.modals.flow.close(root.ui.modals.end_overlay)
root.ui.modals.end_overlay.close()
# 三选一停点挂起分支:战斗总结结算(Boss 胜利钥石增量行)确认后进三选一面
if root._bonus.resume_if_pending(): # 三选一停点在途恢复入口(curio_interact_controller)
return
# 挂起分派:战斗胜利总结结算框的「下一节点」≠ 终局——进选路页(暂存候选恢复呈现)
if root._settlement_stop_pending:
root._settlement_stop_pending = false
if root.run_scope.settlement_stop_timer.is_armed():
root.run_scope.settlement_stop_timer.disarm()
_enter_level_screen(root)
root.level_screen.set_feat_holdings(" · ".join(HudPresenter.feat_holdings_lines(root.db, root.run_scope.runner.feats_held())))
root.level_screen.open_choices(root.run_scope.pending_candidates, root.run_scope.runner)
root.level_screen.apply_status(level_map_status_payload(root.run_scope.runner))
root.ui.modals.level_screen.set_feat_holdings(" · ".join(HudPresenter.feat_holdings_lines(root.db, root.run_scope.runner.feats_held())))
root.ui.modals.level_screen.open_choices(root.run_scope.pending_candidates, root.run_scope.runner)
root.ui.modals.level_screen.apply_status(level_map_status_payload(root.run_scope.runner))
root.run_scope.pending_candidates = []
root._refresh_presentations()
return
@@ -141,12 +141,12 @@ static func _on_battle_end_continue(root: Variant) -> void:
# 局态封印/账本/模态挂起全复位(局态字段清单见 run_scope.gd)
root._debug.reset()
root._begin_session(false)
root.debug_overlay.reset_sliders()
root._start_overlay.visible = true
root.ui.modals.debug_overlay.reset_sliders()
root.ui.screens.start_overlay.visible = true
root._refresh_presentations()
static func _on_inter_next_pressed(root: Variant) -> void:
root._inter_overlay.visible = false
root.ui.screens.inter_overlay.visible = false
if root.run_scope.is_adventure:
# 冒险模式:大奖励屏确认 → 进下一关(AdventureRunner 序列推进——零自动推进的冒险级停点)
if root.run_scope.adventure != null and not root.run_scope.adventure.continue_to_next_level():
@@ -158,7 +158,7 @@ static func _on_inter_next_pressed(root: Variant) -> void:
static func _on_node_continue(root: Variant) -> void:
root._close_modal(root.node_overlay)
root.ui.modals.flow.close(root.ui.modals.node_overlay)
if root.run_scope.runner != null:
# 确认 ≠ 推进——兑付确认后经 choices_presented 弹出选路口
root.run_scope.runner.continue_after_node()
@@ -167,33 +167,33 @@ static func _on_choices_presented(root: Variant, candidates: Array) -> void:
# 零自动推进的停点呈现:整幅节点图 + 图上点击选路(战斗胜利/兑付确认统一到达此处)
if root.run_scope.runner == null:
return
root.log_view.append_bb(root.Narrator.route_line(candidates, root.run_scope.runner))
root.ui.battle.log_view.append_bb(root.Narrator.route_line(candidates, root.run_scope.runner))
# 战斗胜利总结结算(battle.md OQ14):战斗胜利停点先弹 BattleEndOverlay
# 胜利形态(金蜡封+GP 增量+总量+判定行+「下一节点」+明细回看),确认后进选路页。判据 = 战斗节点
# 的选路停点且战斗已收场(battle 收尾分支 _settlement 置 null 先于本信号;入口/兑付/商店停点
# 的当前节点非 battle 型——三态天然分流)。Boss 胜/失败走 level_finished 另路不经此处。
if root.run_scope.is_adventure and root.run_scope.runner.current_battle() == null \
and String(root.run_scope.runner.current_node().get("type", "")) == "battle" and not candidates.is_empty():
root._settlement_stop_pending = true
root.run_scope.settlement_stop_timer.arm()
root.run_scope.pending_candidates = candidates.duplicate()
root._end_overlay.open_victory(root.Narrator.battle_end_text("victory", false), "下一节点",
root.board_view.get_global_rect(),
root.ui.modals.end_overlay.open_victory(root.Narrator.battle_end_text("victory", false), "下一节点",
root.ui.battle.board_zone.board_view.get_global_rect(),
{"gp_summary": "战利品 GP +%d · 合计 %d" % [root.run_scope.last_gain_amount, int(root.run_scope.runner.gp)]})
root._open_modal_after_playback(root._end_overlay)
root.ui.modals.flow.open_after_playback(root.ui.modals.end_overlay)
root._refresh_presentations()
return
_enter_level_screen(root)
root.level_screen.set_feat_holdings(" · ".join(HudPresenter.feat_holdings_lines(root.db, root.run_scope.runner.feats_held())))
root.level_screen.open_choices(candidates, root.run_scope.runner)
root.level_screen.apply_status(level_map_status_payload(root.run_scope.runner))
root.ui.modals.level_screen.set_feat_holdings(" · ".join(HudPresenter.feat_holdings_lines(root.db, root.run_scope.runner.feats_held())))
root.ui.modals.level_screen.open_choices(candidates, root.run_scope.runner)
root.ui.modals.level_screen.apply_status(level_map_status_payload(root.run_scope.runner))
root._refresh_presentations()
static func _on_route_chosen(root: Variant, node_id: int) -> void:
# 视图已按节点类型定去留——战斗/Boss 出屏(visible=false,此处收栈
# 记录一致性+回战斗屏);奖励/恢复/商店本屏保持激活(兑付覆盖层由节点事件域内弹出,模态栈
# 打开低层时自动隐藏本屏、关闭自动恢复)
if not root.level_screen.visible:
root._close_modal(root.level_screen)
if not root.ui.modals.level_screen.visible:
root.ui.modals.flow.close(root.ui.modals.level_screen)
_exit_level_screen(root)
if root.run_scope.runner != null and not root.run_scope.runner.pick_next_node(node_id):
push_error("[组合根] 选路被拒(编号 %d 不在候选)" % node_id)
@@ -202,15 +202,15 @@ static func _on_route_chosen(root: Variant, node_id: int) -> void:
static func _enter_level_screen(root: Variant) -> void:
root.run_scope.level_screen_active = true
root._battle_root.visible = false
root._open_modal(root.level_screen)
root.ui.screens.battle_root.visible = false
root.ui.modals.flow.open(root.ui.modals.level_screen)
root._sync_status_entry() # 屏级互斥切换同步(_open_modal 单口不识屏级状态)
static func _exit_level_screen(root: Variant) -> void:
root.run_scope.level_screen_active = false
root._battle_root.visible = true
if root.level_screen.visible:
root._close_modal(root.level_screen)
root.ui.screens.battle_root.visible = true
if root.ui.modals.level_screen.visible:
root.ui.modals.flow.close(root.ui.modals.level_screen)
root._sync_status_entry() # 同上
@@ -251,7 +251,7 @@ static func _on_abandon_requested(root: Variant) -> void:
return
if not root.run_scope.adventure.abandon():
root.logger.log_ux("ux_reject", {"source": "abandon", "sub_reason": "battle_in_flight"})
root.board_zone.toast.show_toast("战斗进行中——无法放弃", "warn")
root.ui.battle.board_zone.toast.show_toast("战斗进行中——无法放弃", "warn")
# ---- 营地覆盖层与钥石账本(写调用唯一归组合根)----
+15 -15
View File
@@ -13,7 +13,7 @@ static func _on_diagnose_pressed(root: Variant) -> void:
if root.run_scope.settlement != null:
ctx["settlement"] = root.run_scope.settlement.diagnostic_snapshot() # 诊断观测面(私有字段零直读)
var path: String = root.logger.dump_diagnosis(ctx)
root.board_zone.toast.show_toast("已转储诊断: " + path, "info")
root.ui.battle.board_zone.toast.show_toast("已转储诊断: " + path, "info")
@@ -21,17 +21,17 @@ static func _show_debug_overlay(root: Variant) -> void:
# 门禁:对局中可开;本函数仍是唯一开窗入口,门禁逻辑收函数内:
# 棋盘输入锁/状态角标判据排除浮窗,
# 遮挡语义=ModalStack 登记制(他模态开时暂隐、关后自动恢复),此处零场景限制
if root.debug_overlay == null:
if root.ui.modals.debug_overlay == null:
return
root._open_modal(root.debug_overlay)
root.ui.modals.flow.open(root.ui.modals.debug_overlay)
_sync_debug_overlay(root)
# 调试浮窗角标点击(两屏同款处理器——与状态角标同形制守卫;仍收口 _show_debug_overlay 单口)
static func _on_debug_badge_pressed(root: Variant) -> void:
var map_on: bool = root.level_screen != null and root.level_screen.visible
if (map_on and root._modal_flow.badge_greyed_map()) or (not map_on and root._modal_flow.badge_greyed_battle()):
var map_on: bool = root.ui.modals.level_screen != null and root.ui.modals.level_screen.visible
if (map_on and root.ui.modals.flow.badge_greyed_map()) or (not map_on and root.ui.modals.flow.badge_greyed_battle()):
return
_show_debug_overlay(root)
@@ -40,10 +40,10 @@ static func _on_debug_badge_pressed(root: Variant) -> void:
# 浮窗上下文同步(当局数据刷新+对局中按钮禁用单点):调用面=开窗口与模态开合
# 单口(凡影响开态/对局态的路径必经其一——与 _sync_status_entry 同款纪律)
static func _sync_debug_overlay(root: Variant) -> void:
if root.debug_overlay == null:
if root.ui.modals.debug_overlay == null:
return
root.debug_overlay.set_context_locked(root.run_scope.settlement != null or root.run_scope.is_adventure) # 对局中批量模拟/两层调试入口禁用(长程异步模拟与活跃结算并存态不开放)
root.debug_overlay.update_run_data(_debug_run_data(root)) # 当局数据只读区块喂入(开窗+模态开合信号驱动)
root.ui.modals.debug_overlay.set_context_locked(root.run_scope.settlement != null or root.run_scope.is_adventure) # 对局中批量模拟/两层调试入口禁用(长程异步模拟与活跃结算并存态不开放)
root.ui.modals.debug_overlay.update_run_data(_debug_run_data(root)) # 当局数据只读区块喂入(开窗+模态开合信号驱动)
@@ -63,7 +63,7 @@ static func _debug_run_data(root: Variant) -> Dictionary:
static func _close_debug_overlay(root: Variant) -> void:
root._close_modal(root.debug_overlay) # 模态栈单口——开始层全程未隐藏,无需恢复
root.ui.modals.flow.close(root.ui.modals.debug_overlay) # 模态栈单口——开始层全程未隐藏,无需恢复
static func _on_tune_apply(root: Variant, atk_pct: int, hp_pct: int) -> void:
# 加成无持久态可"落"——各战斗开局经 board_resolvers.debug_hero_override/runner 现算生效(应用=关闭浮窗)
@@ -83,11 +83,11 @@ static func _start_debug_levels(root: Variant) -> void:
# settlement/编排态=状态机破坏;模拟在跑时 reset_sliders 会作废测量读数(d5 置灰之外的信号绕过闸)
if root.run_scope.is_adventure or root.run_scope.settlement != null or root._tune_sim.is_running():
return
root.debug_overlay.reset_sliders()
root._close_modal(root.debug_overlay) # 浮窗内入口发起——随开随收(对局期不可再开:门禁在 _show_debug_overlay)
root._start_overlay.visible = false
root.log_view.clear()
root.log_view.append_bb(root.Narrator.debug_open_line(root._seed_value(), 1, true))
root.ui.modals.debug_overlay.reset_sliders()
root.ui.modals.flow.close(root.ui.modals.debug_overlay) # 浮窗内入口发起——随开随收(对局期不可再开:门禁在 _show_debug_overlay)
root.ui.screens.start_overlay.visible = false
root.ui.battle.log_view.clear()
root.ui.battle.log_view.append_bb(root.Narrator.debug_open_line(root._seed_value(), 1, true))
root._begin_session(false)
if not root._debug.start_debug_levels():
root._fatal_screen("战斗启动失败——见输出日志")
@@ -100,6 +100,6 @@ static func _on_debug_battle_created(root: Variant, settlement_ref: BattleOrches
static func _on_debug_battle_ready(root: Variant, settlement_ref: BattleOrchestrator, _level: int, _carry: int) -> void:
root.run_scope.settlement = settlement_ref
root.board_view.rebuild(root.run_scope.settlement.minesweeper.current_board(), root.run_scope.settlement.minesweeper)
root.ui.battle.board_zone.board_view.rebuild(root.run_scope.settlement.minesweeper.current_board(), root.run_scope.settlement.minesweeper)
root._check_board_hints()
root._refresh_presentations()
+35 -35
View File
@@ -5,12 +5,12 @@
extends RefCounted
static func _open_settings(root: Variant) -> void:
root._start_overlay.visible = false
root._open_modal(root.settings_overlay) # 模态栈单口
root.ui.screens.start_overlay.visible = false
root.ui.modals.flow.open(root.ui.modals.settings_overlay) # 模态栈单口
static func _on_settings_closed(root: Variant) -> void:
root._close_modal(root.settings_overlay) # 模态栈单口
root._start_overlay.visible = true
root.ui.modals.flow.close(root.ui.modals.settings_overlay) # 模态栈单口
root.ui.screens.start_overlay.visible = true
# ---- 局内状态面板·只读(入口角标在两屏装配段;开合与数据喂入归组合根)----
@@ -25,22 +25,22 @@ static func _status_data(root: Variant) -> Dictionary:
return HudPresenter.status_data(root.db, root.meta, root.run_scope.runner, root._treasure_ui)
static func _open_status_panel(root: Variant) -> void:
root._open_modal(root.status_panel) # 模态栈单口(开层前排空排播队列——既有层同款行为,目检确认项)
root.status_panel.open_status(_status_data(root))
root.ui.modals.flow.open(root.ui.modals.status_panel) # 模态栈单口(开层前排空排播队列——既有层同款行为,目检确认项)
root.ui.modals.status_panel.open_status(_status_data(root))
static func _on_status_closed(root: Variant) -> void:
root._close_modal(root.status_panel) # 模态栈单口
root.ui.modals.flow.close(root.ui.modals.status_panel) # 模态栈单口
static func _open_career(root: Variant) -> void:
root._start_overlay.visible = false
root._open_modal(root.career_overlay) # 模态栈单口
root.career_overlay.open_career(HudPresenter.career_data(root.db, root.save_manager, root.meta))
root.ui.screens.start_overlay.visible = false
root.ui.modals.flow.open(root.ui.modals.career_overlay) # 模态栈单口
root.ui.modals.career_overlay.open_career(HudPresenter.career_data(root.db, root.save_manager, root.meta))
static func _on_career_closed(root: Variant) -> void:
root._close_modal(root.career_overlay) # 模态栈单口
root._start_overlay.visible = true
root.ui.modals.flow.close(root.ui.modals.career_overlay) # 模态栈单口
root.ui.screens.start_overlay.visible = true
# 生涯页快照投影 —— 承接体见 HudPresenter.career_data(开层调用点直接改引)
@@ -52,13 +52,13 @@ static func _on_career_closed(root: Variant) -> void:
# 开层(模态栈单口;与开始层互斥=career 同款先例)。「进入存档」钮归卡② mn3——本函数为
# 该钮的唯一落点(卡③ 批内探针函数直调=中间态,实现报告「已知中间态」登记)。
static func _open_save_select(root: Variant) -> void:
root._start_overlay.visible = false
root._open_modal(root.save_select_overlay) # 模态栈单口
root.save_select_overlay.open_save_select(HudPresenter.save_select_data(root.save_manager))
root.ui.screens.start_overlay.visible = false
root.ui.modals.flow.open(root.ui.modals.save_select_overlay) # 模态栈单口
root.ui.modals.save_select_overlay.open_save_select(HudPresenter.save_select_data(root.save_manager))
static func _on_save_select_closed(root: Variant) -> void:
root._close_modal(root.save_select_overlay) # 模态栈单口
root._start_overlay.visible = true
root.ui.modals.flow.close(root.ui.modals.save_select_overlay) # 模态栈单口
root.ui.screens.start_overlay.visible = true
# 槽数据快照 —— 承接体见 HudPresenter.save_select_data(开层调用点直接改引)
@@ -85,18 +85,18 @@ static func _on_save_select_load(root: Variant, slot: int) -> void:
static func _on_save_select_delete(root: Variant, slot: int) -> void:
root._confirm_consumer = "delete_slot"
root._confirm_consumer_slot = slot
root._open_modal(root.confirm_dialog) # 模态栈单口(显示编排/挂起兜底/遮挡记账——与其余覆盖层同口)
root.confirm_dialog.open("删除存档位 %d?删除后该档不可恢复。" % slot, "删除", "取消")
root.ui.modals.flow.open(root.ui.modals.confirm_dialog) # 模态栈单口(显示编排/挂起兜底/遮挡记账——与其余覆盖层同口)
root.ui.modals.confirm_dialog.open("删除存档位 %d?删除后该档不可恢复。" % slot, "删除", "取消")
# 入口角标点击(两屏同款处理器):P1 守卫兜底——其他模态开着即拒开(常态防线=角标置灰,
# 探针 pressed.emit 绕过 disabled 时由此兜住;地图屏自身的登记开态不计——has_open_excluding)
static func _on_status_badge_pressed(root: Variant) -> void:
var map_on: bool = root.level_screen != null and root.level_screen.visible
var map_on: bool = root.ui.modals.level_screen != null and root.ui.modals.level_screen.visible
# P1 守卫兜底——其他模态开着即拒开(常态防线=角标置灰,探针 pressed.emit 绕过 disabled 时由此兜住;
# 地图屏自身的登记开态不计;判据排除调试浮窗:对局中浮窗开着时状态角标仍可点)
if (map_on and root._modal_flow.badge_greyed_map()) or (not map_on and root._modal_flow.badge_greyed_battle()):
if (map_on and root.ui.modals.flow.badge_greyed_map()) or (not map_on and root.ui.modals.flow.badge_greyed_battle()):
return
_open_status_panel(root)
@@ -106,17 +106,17 @@ static func _on_status_badge_pressed(root: Variant) -> void:
# 地图屏角标=随屏;置灰=登记册上除地图屏自身外任一层开着(防「看得见点不着」态)。
# 调用面=模态开合单口与屏级互斥口(凡影响开态/屏态的路径必经其一)。
static func _sync_status_entry(root: Variant) -> void:
if root.status_panel == null or root._modals == null or root.board_zone == null or root.level_screen == null:
if root.ui.modals.status_panel == null or root.ui.modals.flow == null or root.ui.battle.board_zone == null or root.ui.modals.level_screen == null:
return
var map_on: bool = root.level_screen.visible
root.board_zone.status_badge.visible = root.run_scope.level_active and not map_on
root.level_screen.status_badge.visible = map_on
var map_on: bool = root.ui.modals.level_screen.visible
root.ui.battle.board_zone.status_badge.visible = root.run_scope.level_active and not map_on
root.ui.modals.level_screen.status_badge.visible = map_on
# 置灰判据为排除式(调试浮窗开态不计入:对局中浮窗开着时角标仍可点)
root.board_zone.status_badge.disabled = root._modal_flow.badge_greyed_battle() # 互斥域谓词
root.level_screen.status_badge.disabled = root._modal_flow.badge_greyed_map()
root.ui.battle.board_zone.status_badge.disabled = root.ui.modals.flow.badge_greyed_battle() # 互斥域谓词
root.ui.modals.level_screen.status_badge.disabled = root.ui.modals.flow.badge_greyed_map()
# 调试浮层角标(全局浮层任何 UI 不遮挡——可见性不随场景变,只抬 offset
# 避让:地图屏底栏 85px 常驻,角标抬至底栏上方 16px;其余场景右下角 16px 贴底)
root.debug_badge.offset_bottom = -101.0 if map_on else -16.0
root.ui.screens.debug_badge.offset_bottom = -101.0 if map_on else -16.0
@@ -131,19 +131,19 @@ static func _on_wallet_changed(root: Variant, event: String, gp: int, extra: Dic
root.logger.log_wallet(event, gp, extra)
if String(event) == "gain":
root.run_scope.last_gain_amount = int(extra.get("amount", 0)) # GP 增量取数(每战恰一笔 gain)
if root.shop_overlay.visible and root.run_scope.runner != null:
if root.run_scope.runner.is_shop_pool():
root.shop_overlay.refresh_shelf_state(int(root.run_scope.runner.gp)) # pool 面余额联动(货架内容仅买后重抽变)
if root.ui.modals.shop_overlay.visible and root.run_scope.runner != null:
if root.run_scope.runner.shop.is_shop_pool():
root.ui.modals.shop_overlay.refresh_shelf_state(int(root.run_scope.runner.gp)) # pool 面余额联动(货架内容仅买后重抽变)
else:
root.shop_overlay.refresh_state(root.run_scope.runner.shop_products(), int(root.run_scope.runner.gp))
root.ui.modals.shop_overlay.refresh_state(root.run_scope.runner.shop.shop_products(), int(root.run_scope.runner.gp))
root._refresh_presentations()
static func _on_legend_toggled(root: Variant) -> void:
if root.legend_overlay.is_open():
root._close_modal(root.legend_overlay)
if root.ui.modals.legend_overlay.is_open():
root.ui.modals.flow.close(root.ui.modals.legend_overlay)
else:
root._open_modal(root.legend_overlay)
root.ui.modals.flow.open(root.ui.modals.legend_overlay)
+116 -121
View File
@@ -1,7 +1,7 @@
## VERTICAL SLICE - NOT FOR PRODUCTION
## 组合根 UI 装配分步承接件:三屏壳实例化、视图句柄接线、覆盖层装配与模态编排注入按步拆开。
## 本件是 main._build_ui 的逐字分步搬运(成员访问改 root 前缀)——main 侧留同名薄委托,装配序与 z 序零改动。
## 层序唯一事实源仍是 main.LAYER_CONTRACT + _apply_layer_contract(本件不持有层序逻辑)。
## 层序唯一事实源=root.ui.LAYER_CONTRACT + root.ui.apply_layer_contract(ui_registry.gd——本件不持有层序逻辑)。
extends RefCounted
const UiAssembler := preload("res://presentation/ui_assembler.gd")
@@ -35,50 +35,48 @@ static func _build_screens(root: Variant) -> void:
# 屏内 level_screen 与 battle_root 无同时可见态(屏级互斥+模态栈遮挡),层内先后零视觉差;
# 视觉共存对逐对验算:legend/battle(图例战斗中开——legend 在冒险屏壳之后=其上 ✓)、
# debug/level_screen(浮窗最后子=其上 ✓)、shop/level_screen(商店节点域弹出——模态均在屏壳上 ✓)。
root._adventure_screen = AdventureScreenScene.instantiate()
root.add_child(root._adventure_screen)
root._menu_screen = MenuScreenScene.instantiate()
root.add_child(root._menu_screen)
root._start_overlay = root._menu_screen.start_overlay
root._battle_root = root._adventure_screen.battle_root
root.stage = root._adventure_screen.stage
root.log_view = root._adventure_screen.log_view
root.info_panel = root._adventure_screen.info_panel
root.board_zone = root._adventure_screen.board_zone
root.board_view = root._adventure_screen.board_view # 探针兼容别名(= board_zone.board_view)
root.ap_bar = root._adventure_screen.ap_bar # 探针兼容别名(= board_zone.ap_bar)
root.settlement_fx = root._adventure_screen.settlement_fx
root.level_screen = root._adventure_screen.level_screen
root.ui.screens.adventure_screen = AdventureScreenScene.instantiate()
root.add_child(root.ui.screens.adventure_screen)
root.ui.screens.menu_screen = MenuScreenScene.instantiate()
root.add_child(root.ui.screens.menu_screen)
root.ui.screens.start_overlay = root.ui.screens.menu_screen.start_overlay
root.ui.screens.battle_root = root.ui.screens.adventure_screen.battle_root
root.ui.battle.stage = root.ui.screens.adventure_screen.stage
root.ui.battle.log_view = root.ui.screens.adventure_screen.log_view
root.ui.battle.info_panel = root.ui.screens.adventure_screen.info_panel
root.ui.battle.board_zone = root.ui.screens.adventure_screen.board_zone
root.ui.battle.settlement_fx = root.ui.screens.adventure_screen.settlement_fx
root.ui.modals.level_screen = root.ui.screens.adventure_screen.level_screen
static func _build_battle_wiring(root: Variant) -> void:
# 结算行排播泵(本体在 row_pacer.gd;本类注入视图句柄与呈现刷新回调,零信号连接)
root._row_pacer = RowPacer.new()
root._row_pacer.log_view = root.log_view
root._row_pacer.stage = root.stage
root._row_pacer.board_zone = root.board_zone
root._row_pacer.settlement_fx = root.settlement_fx
root._row_pacer.board_view = root.board_view
root._row_pacer.refresh_request = root._refresh_presentations
root._row_pacer.pump_ended = root._on_pump_ended # 演播完边沿统一派发(挂起 modal 优先,其次锁期点击重放)
root.add_child(root._row_pacer)
root.ui.screens.row_pacer = RowPacer.new()
root.ui.screens.row_pacer.log_view = root.ui.battle.log_view
root.ui.screens.row_pacer.stage = root.ui.battle.stage
root.ui.screens.row_pacer.board_zone = root.ui.battle.board_zone
root.ui.screens.row_pacer.settlement_fx = root.ui.battle.settlement_fx
root.ui.screens.row_pacer.board_view = root.ui.battle.board_zone.board_view
root.ui.screens.row_pacer.refresh_request = root._refresh_presentations
root.ui.screens.row_pacer.pump_ended = root.ui.modals.flow.pump_ended # 演播完边沿统一派发(挂起 modal 优先,其次锁期点击重放)
root.add_child(root.ui.screens.row_pacer)
# 秘宝两步交互(本体在 treasure_interact_controller.gd;settlement/runner/grant 随关卡/战斗更替,
# 经现值回调注入——仿 identity_resolver 只读回调先例;grant 每战新建编排器,现值取件防悬挂)
root._treasure_ui = TreasureInteractController.new({
"db": root.db, "meta": root.meta, "info_panel": root.info_panel, "toast": root.board_zone.toast,
"board_view": root.board_view,
"db": root.db, "meta": root.meta, "info_panel": root.ui.battle.info_panel, "toast": root.ui.battle.board_zone.toast,
"board_view": root.ui.battle.board_zone.board_view,
"settlement_get": func() -> Variant: return root.run_scope.settlement,
"runner_get": func() -> Variant: return root.run_scope.runner,
"grant_get": func() -> Variant: return root.run_scope.settlement.reward_grant() if root.run_scope.settlement != null else null,
})
root.board_zone.action_requested.connect(root._on_board_action)
root.board_zone.status_badge.pressed.connect(root._on_status_badge_pressed) # 状态面板入口(战斗屏 HUD 角标)
root.info_panel.treasure_slot_clicked.connect(root._treasure_ui.on_slot_clicked) # 两步交互第一步
root.board_zone.stop_pressed.connect(root._on_stop_pressed)
root.board_zone.refresh_confirmed.connect(root._on_refresh_confirmed)
root.board_zone.legend_toggled.connect(root._on_legend_toggled)
root.board_zone.hover_forbidden.connect(root._on_hover_forbidden)
root.board_zone.chord_attempted.connect(root._on_chord_attempted)
root.ui.battle.board_zone.action_requested.connect(root._on_board_action)
root.ui.battle.board_zone.status_badge.pressed.connect(root._on_status_badge_pressed) # 状态面板入口(战斗屏 HUD 角标)
root.ui.battle.info_panel.treasure_slot_clicked.connect(root._treasure_ui.on_slot_clicked) # 两步交互第一步
root.ui.battle.board_zone.stop_pressed.connect(root._on_stop_pressed)
root.ui.battle.board_zone.refresh_confirmed.connect(root._on_refresh_confirmed)
root.ui.battle.board_zone.legend_toggled.connect(root._on_legend_toggled)
root.ui.battle.board_zone.hover_forbidden.connect(root._on_hover_forbidden)
root.ui.battle.board_zone.chord_attempted.connect(root._on_chord_attempted)
root.logger = PlaytestLogger.new()
root.logger.ap_per_round = int(root.db.run.action_economy.ap_per_round)
@@ -88,136 +86,135 @@ static func _build_overlays(root: Variant) -> void:
# < 商店 < 营地 < 设置 < 状态面板(只读) < 生涯页(只读) < 确认弹窗 < 调试浮窗;
# 关卡画面住冒险屏壳(树序在模态之下)——登记序仍夹在节点层与三选一层之间,遮挡语义零改动)
var overlays: Dictionary[Variant, Variant] = UiAssembler.build_overlays(root, root.db)
root.legend_overlay = overlays.legend_overlay
root.node_overlay = overlays.node_overlay
root._end_overlay = overlays.end_overlay
root.shop_overlay = overlays.shop_overlay
root._camp_screen = CampScreenScene.instantiate()
root.add_child(root._camp_screen)
root.camp_overlay = root._camp_screen.camp_overlay
root.ui.modals.legend_overlay = overlays.legend_overlay
root.ui.modals.node_overlay = overlays.node_overlay
root.ui.modals.end_overlay = overlays.end_overlay
root.ui.modals.shop_overlay = overlays.shop_overlay
root.ui.screens.camp_screen = CampScreenScene.instantiate()
root.add_child(root.ui.screens.camp_screen)
root.ui.modals.camp_overlay = root.ui.screens.camp_screen.camp_overlay
# 营地屏壳插位(夹商店层与设置层之间)由 LAYER_CONTRACT 营地槽统一落位——禁散落 move_child
root.legend_overlay.closed.connect(root._on_modal_closed.bind(root.legend_overlay))
root.node_overlay.continue_pressed.connect(root._on_node_continue)
root.level_screen.route_chosen.connect(root._on_route_chosen)
root.level_screen.status_badge.pressed.connect(root._on_status_badge_pressed) # 状态面板入口(地图屏顶栏角标)
root.level_screen.abandon_requested.connect(root._on_abandon_requested) # 放弃入口
root._end_overlay.continue_pressed.connect(root._on_battle_end_continue)
root.ui.modals.legend_overlay.closed.connect(root.ui.modals.flow.close.bind(root.ui.modals.legend_overlay))
root.ui.modals.node_overlay.continue_pressed.connect(root._on_node_continue)
root.ui.modals.level_screen.route_chosen.connect(root._on_route_chosen)
root.ui.modals.level_screen.status_badge.pressed.connect(root._on_status_badge_pressed) # 状态面板入口(地图屏顶栏角标)
root.ui.modals.level_screen.abandon_requested.connect(root._on_abandon_requested) # 放弃入口
root.ui.modals.end_overlay.continue_pressed.connect(root._on_battle_end_continue)
static func _build_aux_panels(root: Variant) -> void:
root.settings_overlay = SettingsOverlay.new(root.settings_store) # 最小设置面(音量/全屏/减动效)
root.add_child(root.settings_overlay)
root.settings_overlay.closed.connect(root._on_settings_closed)
root.ui.modals.settings_overlay = SettingsOverlay.new(root.settings_store) # 最小设置面(音量/全屏/减动效)
root.add_child(root.ui.modals.settings_overlay)
root.ui.modals.settings_overlay.closed.connect(root._on_settings_closed)
# 局内状态面板·只读(登记设置层同档带 dim 遮罩,确认弹窗之前;
# 数据=组合根开层实时读 MetaProgression 访问器喂入,本层零写通路)
root.status_panel = StatusPanel.new()
root.add_child(root.status_panel)
root.status_panel.closed.connect(root._on_status_closed)
root.ui.modals.status_panel = StatusPanel.new()
root.add_child(root.ui.modals.status_panel)
root.ui.modals.status_panel.closed.connect(root._on_status_closed)
# 生涯页·只读全屏页(登记序=营地同档,设置层旁、确认弹窗之前;
# 树序同步=addChild 同位(登记序=树序=z 序纪律);数据=组合根开层实时读 SaveManager 计数
# 访问器+MetaProgression 访问器喂入,本层零写通路零跳转;入口=开始层「营地与系统」组生涯钮)
root.career_overlay = CareerOverlay.new()
root.add_child(root.career_overlay)
root.career_overlay.closed.connect(root._on_career_closed)
root.ui.modals.career_overlay = CareerOverlay.new()
root.add_child(root.ui.modals.career_overlay)
root.ui.modals.career_overlay.closed.connect(root._on_career_closed)
# 选档界面(营地交互重做卡③):登记序=生涯同档(树序同步=addChild 同位);三动作只发意图信号
#(激活/创建/删除+确认分派归组合根——视图零数据层依赖);入口=「进入存档」钮(卡② mn3 接线)。
root.save_select_overlay = SaveSelectOverlay.new()
root.add_child(root.save_select_overlay)
root.save_select_overlay.closed.connect(root._on_save_select_closed)
root.save_select_overlay.new_slot_requested.connect(root._on_save_select_new)
root.save_select_overlay.load_slot_requested.connect(root._on_save_select_load)
root.save_select_overlay.delete_slot_requested.connect(root._on_save_select_delete)
root.ui.modals.save_select_overlay = SaveSelectOverlay.new()
root.add_child(root.ui.modals.save_select_overlay)
root.ui.modals.save_select_overlay.closed.connect(root._on_save_select_closed)
root.ui.modals.save_select_overlay.new_slot_requested.connect(root._on_save_select_new)
root.ui.modals.save_select_overlay.load_slot_requested.connect(root._on_save_select_load)
root.ui.modals.save_select_overlay.delete_slot_requested.connect(root._on_save_select_delete)
static func _build_curio(root: Variant) -> void:
# 提升三选一覆盖层(z 序 = 节点层之上、终局层之下;确认后同拍推进;
# 插位由 LAYER_CONTRACT curio 槽统一落位——禁散落 move_child)
root.curio_overlay = CurioPickOverlay.new()
root.add_child(root.curio_overlay)
root.ui.modals.curio_overlay = CurioPickOverlay.new()
root.add_child(root.ui.modals.curio_overlay)
# 提升三选一与替换子交互(本体在 curio_interact_controller.gd;本类只接线与回调注入,
# 模态栈/演播后排窗/呈现刷新/fatal 经回调注入,adventure/runner 现值回调)
root._bonus = CurioInteractController.new(CurioFlowContext.new(root.db,
{"curio_overlay": root.curio_overlay, "end_overlay": root._end_overlay,
"board_view": root.board_view, "toast": root.board_zone.toast},
{"curio_overlay": root.ui.modals.curio_overlay, "end_overlay": root.ui.modals.end_overlay,
"board_view": root.ui.battle.board_zone.board_view, "toast": root.ui.battle.board_zone.toast},
{"meta_get": func() -> Variant: return root.meta, "save_get": func() -> Variant: return root.save_manager,
"adventure_get": func() -> Variant: return root.run_scope.adventure,
"runner_get": func() -> Variant: return root.run_scope.runner,
"adventure_mode_get": func() -> Variant: return root.run_scope.is_adventure},
{"open_modal": root._open_modal, "open_modal_after_playback": root._open_modal_after_playback,
"close_modal": root._close_modal, "refresh_presentations": root._refresh_presentations,
{"open_modal": root.ui.modals.flow.open, "open_modal_after_playback": root.ui.modals.flow.open_after_playback,
"close_modal": root.ui.modals.flow.close, "refresh_presentations": root._refresh_presentations,
"fatal_screen": root._fatal_screen,
"gp_summary": _gp_summary_cb(root)})) # 构造参数收拢 context(u20 三束)
root.curio_overlay.pick_confirmed.connect(root._bonus.on_pick_confirmed)
root.curio_overlay.continue_pressed.connect(root._bonus.on_continue)
root.curio_overlay.refresh_requested.connect(root._bonus.on_refresh)
root.ui.modals.curio_overlay.pick_confirmed.connect(root._bonus.on_pick_confirmed)
root.ui.modals.curio_overlay.continue_pressed.connect(root._bonus.on_continue)
root.ui.modals.curio_overlay.refresh_requested.connect(root._bonus.on_refresh)
static func _build_menu_wiring(root: Variant) -> void:
# 菜单屏接线(句柄经屏壳暴露;三入口化——进入存档/设置/退出游戏,卡② mn3:
# 进入存档钮落点=卡③选档层 _open_save_select,点击链在此闭环)
root._menu_screen.entersavebtn.pressed.connect(root._open_save_select)
root.ui.screens.menu_screen.entersavebtn.pressed.connect(root._open_save_select)
# 调试入口=UI 最顶层全局浮层角标(任何 UI 不遮挡——菜单/战斗/地图三枚
# 屏内角标由全局浮层承载;连接归组合根,树序/登记面见 LAYER_CONTRACT 末位)
root.debug_badge = UiAssembler.build_debug_badge(root)
root.add_child(root.debug_badge)
root.debug_badge.pressed.connect(root._on_debug_badge_pressed)
root.ui.screens.debug_badge = UiAssembler.build_debug_badge(root)
root.add_child(root.ui.screens.debug_badge)
root.ui.screens.debug_badge.pressed.connect(root._on_debug_badge_pressed)
# 营地/商店投影(本体在 camp_shop_presenter.gd;本类只接线、探针缝保缝转发;
# 购买写调用唯一经 MetaProgression/LevelRunner core 单口——组合根 lambda 现值注入)
root._camp_pres = CampShopPresenter.new(CampFlowContext.new(root.db,
{"camp_overlay": root.camp_overlay, "shop_overlay": root.shop_overlay,
"toast": root.board_zone.toast, "start_overlay": root._start_overlay, "logger": root.logger},
{"camp_overlay": root.ui.modals.camp_overlay, "shop_overlay": root.ui.modals.shop_overlay,
"toast": root.ui.battle.board_zone.toast, "start_overlay": root.ui.screens.start_overlay, "logger": root.logger},
{"meta_get": func() -> Variant: return root.meta, "save_get": func() -> Variant: return root.save_manager,
"runner_get": func() -> Variant: return root.run_scope.runner},
{"open_modal": root._open_modal, "close_modal": root._close_modal,
{"open_modal": root.ui.modals.flow.open, "close_modal": root.ui.modals.flow.close,
"refresh_presentations": root._refresh_presentations})) # 构造参数收拢 context(u21 三束)
root.shop_overlay.buy_requested.connect(root._camp_pres.on_shop_buy)
root.shop_overlay.refresh_requested.connect(root._camp_pres.on_shop_refresh) # MC-1
root.shop_overlay.leave_pressed.connect(root._camp_pres.on_shop_leave)
root.camp_overlay.buy_requested.connect(root._camp_pres.on_camp_buy)
root.camp_overlay.attune_toggled.connect(root._camp_pres.on_camp_attune_toggle)
root.camp_overlay.tree_buy_requested.connect(root._camp_pres.on_camp_tree_buy)
root.camp_overlay.tree_fork_toggled.connect(root._camp_pres.on_camp_fork_toggle)
root.camp_overlay.forge_buy_requested.connect(root._camp_pres.on_camp_forge_buy) # 锻造三意图(写口唯一归 MetaProgression)
root.camp_overlay.forge_unlock_requested.connect(root._camp_pres.on_camp_forge_unlock)
root.camp_overlay.forge_select_requested.connect(root._camp_pres.on_camp_forge_select)
root.camp_overlay.closed.connect(root._camp_pres.on_camp_closed)
root._menu_screen.settingsbtn.pressed.connect(root._open_settings) # 最小设置面入口
root._menu_screen.quitbtn.pressed.connect(root._quit_game) # 退出游戏提级一级菜单
root.ui.modals.shop_overlay.buy_requested.connect(root._camp_pres.on_shop_buy)
root.ui.modals.shop_overlay.refresh_requested.connect(root._camp_pres.on_shop_refresh) # MC-1
root.ui.modals.shop_overlay.leave_pressed.connect(root._camp_pres.on_shop_leave)
root.ui.modals.camp_overlay.buy_requested.connect(root._camp_pres.on_camp_buy)
root.ui.modals.camp_overlay.attune_toggled.connect(root._camp_pres.on_camp_attune_toggle)
root.ui.modals.camp_overlay.tree_buy_requested.connect(root._camp_pres.on_camp_tree_buy)
root.ui.modals.camp_overlay.tree_fork_toggled.connect(root._camp_pres.on_camp_fork_toggle)
root.ui.modals.camp_overlay.forge_buy_requested.connect(root._camp_pres.on_camp_forge_buy) # 锻造三意图(写口唯一归 MetaProgression)
root.ui.modals.camp_overlay.forge_unlock_requested.connect(root._camp_pres.on_camp_forge_unlock)
root.ui.modals.camp_overlay.forge_select_requested.connect(root._camp_pres.on_camp_forge_select)
root.ui.modals.camp_overlay.closed.connect(root._camp_pres.on_camp_closed)
root.ui.screens.menu_screen.settingsbtn.pressed.connect(root._open_settings) # 最小设置面入口
root.ui.screens.menu_screen.quitbtn.pressed.connect(root._quit_game) # 退出游戏提级一级菜单
static func _build_debug_and_resolvers(root: Variant) -> void:
var inter: Dictionary[Variant, Variant] = UiAssembler.build_inter_overlay(root)
root._inter_overlay = inter.overlay
root._inter_label = inter.label
root.ui.screens.inter_overlay = inter.overlay
root.ui.screens.inter_label = inter.label
inter.next_btn.pressed.connect(root._on_inter_next_pressed)
# 确认弹窗(新冒险互斥确认弹窗化):树序落在开始层/过场层之后 = 子级最末
#(纪律「登记序 = 树序 = z 序」——confirm_dialog.open 禁运行时 move_child 自提抬层;
# 弹窗只在开始菜单域弹出,绘制序恒最上;
# 诊断转储入口在调试浮窗)
root.confirm_dialog = ConfirmDialog.new()
root.add_child(root.confirm_dialog)
root.ui.modals.confirm_dialog = ConfirmDialog.new()
root.add_child(root.ui.modals.confirm_dialog)
# 消费方编排(卡③ 契约 3/sl8——禁双常驻静态接线):open 前设 _confirm_consumer,
# confirmed/cancelled 后按该状态量分派;分派面可容纳后续消费方(卡④ 到位直接接入不返工)
root.confirm_dialog.confirmed.connect(root._on_confirm_accepted)
root.confirm_dialog.cancelled.connect(root._on_confirm_declined)
root.ui.modals.confirm_dialog.confirmed.connect(root._on_confirm_accepted)
root.ui.modals.confirm_dialog.cancelled.connect(root._on_confirm_declined)
# 调试浮窗(主菜单三散件收一:随机种子/数值调整/批量模拟/两层调试入口;
# 全局可开浮窗:调试会话恒开=启动即开〔_ready〕+两屏角标再开+当局数据只读区块;
# 诊断转储入口在本浮窗,玩家画面零常驻调试件)。
# 树序在开始层与确认弹窗之后 = 浮于菜单之上的 Dialog(不隐藏开始层——与确认弹窗同款形态);
# 开窗唯一入口 = _show_debug_overlay(C6 单口——角标/探针/启动路径全收口)
root.debug_overlay = DebugOverlay.new(root.db, int(root.db.combat.hero.atk), int(root.db.combat.hero.max_hp))
root.add_child(root.debug_overlay)
root._seed_edit = root.debug_overlay.seed_edit # 种子读取面在浮窗(_seed_value 唯一消费点不变)
root.debug_overlay.closed.connect(root._on_modal_closed.bind(root.debug_overlay))
root.debug_overlay.apply_requested.connect(root._on_tune_apply)
root.debug_overlay.simulate_requested.connect(root._on_tune_simulate)
root.debug_overlay.debug_levels_requested.connect(root._start_debug_levels)
root.ui.modals.debug_overlay = DebugOverlay.new(root.db, int(root.db.combat.hero.atk), int(root.db.combat.hero.max_hp))
root.add_child(root.ui.modals.debug_overlay)
root.ui.modals.debug_overlay.closed.connect(root.ui.modals.flow.close.bind(root.ui.modals.debug_overlay))
root.ui.modals.debug_overlay.apply_requested.connect(root._on_tune_apply)
root.ui.modals.debug_overlay.simulate_requested.connect(root._on_tune_simulate)
root.ui.modals.debug_overlay.debug_levels_requested.connect(root._start_debug_levels)
# 棋盘解析回调族(有态绑定件——board_resolvers.gd 承接;组合根只接线;局部持有不占类成员位)
var resolvers = BoardResolversScript.new(root.db, root.debug_overlay, func() -> Variant: return root.run_scope.settlement)
var resolvers = BoardResolversScript.new(root.db, root.ui.modals.debug_overlay, func() -> Variant: return root.run_scope.settlement)
# 奖励徽章数据源:地图战斗资源 身份解析只读回调(已开格身份 icon——挖掘期 Active 相位内有效)
root.board_view.set_identity_resolver(resolvers.identity_lookup)
root.ui.battle.board_zone.board_view.set_identity_resolver(resolvers.identity_lookup)
# 数字遮蔽数据源:地形变异 hide_number 解析只读回调(信息型呈现——board_view 渲染面读取)
root.board_view.set_variant_mask_resolver(resolvers.variant_mask_lookup)
root.board_view.set_variant_mark_resolver(resolvers.variant_mark_lookup) # flat_damage 未开格角标
root.ui.battle.board_zone.board_view.set_variant_mask_resolver(resolvers.variant_mask_lookup)
root.ui.battle.board_zone.board_view.set_variant_mark_resolver(resolvers.variant_mark_lookup) # flat_damage 未开格角标
# 调试会话(英雄生效值预览回调绑同一解析件——创建晚于浮窗、随 _build_ui 一次接线)
root._debug = DebugSessionScript.new(root.db, root.get_node(root.AUTOLOAD_PATH_RNG),
func() -> Dictionary: return resolvers.debug_hero_override(), root._seed_value)
@@ -228,24 +225,22 @@ static func _build_modal_flow(root: Variant) -> void:
# 模态登记(缺陷⑤纪律——登记序 = 树序 = z 序):层序唯一事实源=LAYER_CONTRACT,
# _apply_layer_contract 统一落位(关卡画面宿住冒险屏壳、营地屏壳夹商店与设置层之间、
# 三选一对位终局层之下等特例均在合同数据内表达,禁散落 move_child)
# 模态编排注入(ModalFlow 纯逻辑类:依赖仅 ModalStack+查询 Callable)
root._modal_flow = ModalFlow.new()
root._modal_flow.start_visible_get = func() -> bool: return root._start_overlay.visible
root._modal_flow.inter_visible_get = func() -> bool: return root._inter_overlay.visible
root._modal_flow.settlement_get = func() -> Variant: return root.run_scope.settlement
root._modal_flow.rows_empty_get = func() -> bool: return root._row_pacer.pending_rows().is_empty()
root._modal_flow.flush_rows = root._flush_row_queue
root._modal_flow.on_open_sync = func() -> void:
# 模态编排注入(ModalFlow 纯逻辑类:依赖仅 ModalStack+查询 Callable——实例随 ui.modals 容器构造建立)
root.ui.modals.flow.start_visible_get = func() -> bool: return root.ui.screens.start_overlay.visible
root.ui.modals.flow.inter_visible_get = func() -> bool: return root.ui.screens.inter_overlay.visible
root.ui.modals.flow.settlement_get = func() -> Variant: return root.run_scope.settlement
root.ui.modals.flow.rows_empty_get = func() -> bool: return root.ui.screens.row_pacer.pending_rows().is_empty()
root.ui.modals.flow.flush_rows = root.ui.screens.row_pacer.flush
root.ui.modals.flow.on_open_sync = func() -> void:
root._sync_status_entry() # 状态面板入口角标可见性/置灰随开态同步
root._sync_debug_overlay() # 浮窗当局数据/按钮态随开态同步
root._modal_flow.on_close_sync = func() -> void:
root.ui.modals.flow.on_close_sync = func() -> void:
root._sync_status_entry() # 关闭恢复角标可点态(无残留——同源口径)
root._sync_debug_overlay() # 他层关闭复活浮窗时同步刷新(关后自动恢复语义配套)
root._modal_flow.replay_click = root._replay_locked_click
root._modals = root._modal_flow.stack # 探针 _list 登记序断言缝(ui_struct 登记序=z 序纪律断言)
root.ui.modals.flow.replay_click = root._replay_locked_click
# 视觉层合同装配(唯一事实源=LAYER_CONTRACT:树序+登记序同源派生——改序只改合同表)
root._apply_layer_contract()
root._tune_sim = TuneSimController.new(root.db, root.debug_overlay, int(root.db.combat.hero.max_hp))
root.ui.apply_layer_contract(root)
root._tune_sim = TuneSimController.new(root.db, root.ui.modals.debug_overlay, int(root.db.combat.hero.max_hp))
static func fatal_screen(root: Variant, msg: String) -> void:
var l := UiKit.label(msg,UiKit.FS_SUB, true, UiKit.RED_ALERT)
+47 -9
View File
@@ -2,16 +2,28 @@
## 调整板批量模拟控制器:逐次驱动关卡自动策略(与 headless 扫描同口径),进度/报告经面板 setter 注入。
## 零核心写——表基线复位由组合根在移交前完成,加成施加只走自动策略内部 runner.set_hero_override 单路径。
## presentation 不 preload smoke:驱动实例由调用方注入(须供与 level_autoplay 同款 run_level 签名),缺省 null=运行时 load 兜底。
## 逐帧步进:每局恰占一帧——第 0 局在调用点同步段执行,第 i 局(i≥1)在第 i 帧信号发射点执行,收尾恒在第 n 帧发射点;
## n=0 退化路径为调用点同步收尾零帧。
## _batch_finished 信号契约:整批收尾放行——发射时点=报告注入与运行态复位之后;消费方=run() 自身收尾放行,
## 外部 await run(n) 经此挂起至整批完成(协程身份契约)。
extends RefCounted
const SEED_BASE := 4200 # 模拟种子基(与历史实现同源——同种子可回放)
const PlaytestLogger := preload("res://presentation/playtest_logger.gd") # 试玩日志(同层依赖——运行时 load 收敛为 preload 常量)
signal _batch_finished
var db
var panel # 调试浮窗 setter 面:atk_pct/hp_pct/set_sim_running/set_sim_progress/set_sim_report
var _base_hp := 0 # 报告中的"基础 HP"口径注记值
var _driver = null # 关卡自动策略驱动(调用方注入;null = 旧行为运行时 load 兜底)
var _running := false # 运行态(run 全程 true——组合根互查守卫用,与面板置灰解耦)
var _sim_n := 0 # 本批局数(run 期活成员——批末失效、下次 run 重写)
var _sim_i := 0 # 已执行局数(步进计数)
var _sim_stats: Dictionary[Variant, Variant] = {} # stats 六键束(run 期承载)
var _sim_autoplay = null # 自动策略驱动实例(run 期承载)
var _sim_logger = null # 共享 JSONL 日志会话(run 期承载)
var _finished := false # 批完成旗标(_finish_batch 置位——收尾段同步承载)
func _init(db_ref, panel_ref, base_hp: int, driver = null) -> void:
@@ -44,16 +56,44 @@ func run(n: int) -> void:
panel.set_sim_progress("模拟中:0/%d …" % n)
var stats := {"wins": 0, "dmg_all": [], "hp_left_win": [], "hp_boss": [], "rounds_all": [], "death_nodes": {}}
var autoplay = _autoplay()
for i in range(n):
_run_one_level(autoplay, stats, i, panel, logger)
panel.set_sim_progress("模拟中:%d/%d …" % [i + 1, n])
await panel.get_tree().process_frame
logger.close_session()
panel.set_sim_report(HudPresenter.tune_sim_report(n, panel.atk_pct(), panel.hp_pct(), stats, _base_hp))
_sim_n = n
_sim_i = 0
_sim_stats = stats
_sim_autoplay = autoplay
_sim_logger = logger
_finished = false
if n > 0:
if not panel.get_tree().process_frame.is_connected(_step_frame):
panel.get_tree().process_frame.connect(_step_frame) # 恰好连接一次(迭代 39 先例同款守卫)
_step_frame() # 首步同步执行(第 0 局在调用栈内跑完——与 await 形态对齐)
await _batch_finished
else:
_finish_batch() # n=0:循环零进同步收尾,不挂起(与 await 形态一致零帧)
# 逐帧步进回调:i<n 执行一局+进度串+计数推进(每局恰占一帧);i 达 n 次帧断连→收尾→放行
func _step_frame() -> void:
if _sim_i < _sim_n:
_run_one_level(_sim_autoplay, _sim_stats, _sim_i, panel, _sim_logger)
panel.set_sim_progress("模拟中:%d/%d …" % [_sim_i + 1, _sim_n])
_sim_i += 1
else:
panel.get_tree().process_frame.disconnect(_step_frame) # 先断连防再入
_finish_batch()
_batch_finished.emit()
# 整批收尾单点(收尾四语句同帧同相位:close_session→报告→运行态复位——次序与 run() 尾现行形态逐句对齐)
func _finish_batch() -> void:
_finished = true
_sim_logger.close_session()
panel.set_sim_report(HudPresenter.tune_sim_report(_sim_n, panel.atk_pct(), panel.hp_pct(), _sim_stats, _base_hp))
panel.set_sim_running(false)
_running = false
## 单局模拟域(循环体提函数——结果四桶记账;u19 stats 六键同构承载)
func _run_one_level(autoplay, stats: Dictionary, i: int, panel, logger) -> void:
func _run_one_level(autoplay, stats: Dictionary, i: int, panel, logger) -> void: # type-hint: ignore(驱动/面板/日志件鸭子型注入——同 run 构造缝)
var st = autoplay.run_level(db, SEED_BASE + i, 1, panel.atk_pct(), panel.hp_pct(), false, logger)
(stats["dmg_all"] as Array).append(st.hero_dmg)
(stats["rounds_all"] as Array).append(st.rounds)
@@ -64,5 +104,3 @@ func _run_one_level(autoplay, stats: Dictionary, i: int, panel, logger) -> void:
elif st.result == "defeat":
var key := "%d.%s" % [st.defeat_node_index, st.defeat_node_type]
stats["death_nodes"][key] = int(stats["death_nodes"].get(key, 0)) + 1
panel.set_sim_running(false)
_running = false
+10
View File
@@ -0,0 +1,10 @@
## 战区视图域句柄册:战斗屏 A–D 区视图与结算演出覆盖层的注册面域容器。
## 纯字段无方法;RefCounted 不挂树——节点本体树位与 add_child 归属由组合根与装配承接件负责。
class_name UiBattle
extends RefCounted
var stage: BattleStageView # B 区(含 log_view 明细带)
var log_view: BattleLogView
var info_panel: HeroInfoPanelView # C 区(攻击/AC 数据框+两预留区)
var board_zone: BoardZoneView # D 区(含 ap_bar/board_view/toast/fx)
var settlement_fx: SettlementFxView # 结算演出覆盖层(跨区弹道/光带——A–D 之上、模态之下)
+1
View File
@@ -0,0 +1 @@
uid://d35j5hry1f40v
+32
View File
@@ -0,0 +1,32 @@
## 模态层域句柄册:十三个模态覆盖层句柄+模态栈编排(ModalFlow——登记/开合/输入锁谓词)的注册面域容器。
## RefCounted 不挂树;模态登记唯一口=register_layer(anchors 撑满宿主+排入 ModalStack)。
## flow 随容器构造即建(装配早期注入点经 root.ui.modals.flow.* 取 Callable——晚于 flow 建立时点)。
class_name UiModals
extends RefCounted
var flow: ModalFlow
var legend_overlay: LegendOverlay
var node_overlay: NodeOverlay
var level_screen: LevelMapScreen
var curio_overlay: CurioPickOverlay
var end_overlay: BattleEndOverlay
var shop_overlay: ShopOverlay
var camp_overlay: CampOverlay
var settings_overlay: SettingsOverlay
var status_panel: StatusPanel
var career_overlay: CareerOverlay
var save_select_overlay: SaveSelectOverlay
var confirm_dialog: ConfirmDialog
var debug_overlay: DebugOverlay
func _init() -> void:
flow = ModalFlow.new() # 查询/钩子 Callable 由 _build_modal_flow 注入(注入时点不变——注入值面向已在座实例)
func register_layer(m: Control, tags: Array = []) -> void:
# 撑满宿主(Control 默认锚 = 0×0——全屏变暗层与居中布局整体失效;route 选路层预览截图实证后
# 统一收口:六个模态同病,探针经信号直发绕过真实点击从未暴露。anchors_and_offsets 而非 anchors
# ——后者会把控件重置回最小内容尺寸,ui_assembler 头注同款纪律)
m.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
flow.register(m, tags) # 排除组随层登记(non_locking=调试浮窗/screen_state=关卡地图屏)
+1
View File
@@ -0,0 +1 @@
uid://dbs4qveqvr5hg
+101
View File
@@ -0,0 +1,101 @@
## 界面注册面:呈现层界面元素清单的唯一事实源——哪些层、什么序、地址在哪。
## 持有三域容器(screens/battle/modals)、LAYER_CONTRACT 合同表、node(key) 合同寻址、
## apply_layer_contract(root) 唯一落位口(全仓唯一 move_child 点)。
## RefCounted 不挂树:零信号连接、零会话期引用、零核心写调用——组合根单点装配不变。
class_name UiRegistry
extends RefCounted
const ModalStack := preload("res://presentation/modal_stack.gd")
# ==================== 视觉层合同(唯一事实源——树序=登记序=z 序;改序只改此表) ====================
# kind: shell=屏壳容器(成员随壳不占独立树位;level_screen 例外另占登记位)/modal=模态层(入登记册,
# tags 随登记)/state=全屏态(占树位不入登记册)/node=非视觉节点(占树位不入登记册)。
# host=宿住屏壳(树序随宿主、登记序按本合同);shell=模态成员的屏壳(成员与屏壳同槽:屏壳占该树位、
# 成员占该登记位)。落位=apply_layer_contract(全仓唯一层序落位点,add_child 之后统一排序+登记)。
const LAYER_CONTRACT: Array[Dictionary] = [
{"key": "adventure_screen", "kind": "shell"},
{"key": "menu_screen", "kind": "shell"},
{"key": "row_pacer", "kind": "node"},
{"key": "legend_overlay", "kind": "modal", "tags": []},
{"key": "node_overlay", "kind": "modal", "tags": []},
{"key": "level_screen", "kind": "modal", "tags": [ModalStack.TAG_SCREEN_STATE], "host": "adventure_screen"},
{"key": "curio_overlay", "kind": "modal", "tags": []},
{"key": "end_overlay", "kind": "modal", "tags": []},
{"key": "shop_overlay", "kind": "modal", "tags": []},
{"key": "camp_overlay", "kind": "modal", "tags": [], "shell": "camp_screen"},
{"key": "settings_overlay", "kind": "modal", "tags": []},
{"key": "status_panel", "kind": "modal", "tags": []},
{"key": "career_overlay", "kind": "modal", "tags": []},
{"key": "save_select_overlay", "kind": "modal", "tags": []}, # 选档界面(营地交互重做卡③——登记生涯同档)
{"key": "inter_overlay", "kind": "state", "tags": []},
{"key": "confirm_dialog", "kind": "modal", "tags": []},
{"key": "debug_overlay", "kind": "modal", "tags": [ModalStack.TAG_NON_LOCKING]},
{"key": "debug_badge", "kind": "float"}, # 调试入口全局浮层——末位=最顶绘制序;
# float 类不注册 ModalStack(open() 遮挡记账只隐藏登记层)→ 任何 UI 打开都不遮它
]
var screens: UiScreens
var battle: UiBattle
var modals: UiModals
func _init() -> void:
screens = UiScreens.new()
battle = UiBattle.new()
modals = UiModals.new()
# 合同层寻址(key→节点;纯查表不含层序语义——层序唯一事实源=LAYER_CONTRACT)
func node(key: String) -> Node:
match key:
"adventure_screen": return screens.adventure_screen
"menu_screen": return screens.menu_screen
"row_pacer": return screens.row_pacer
"legend_overlay": return modals.legend_overlay
"node_overlay": return modals.node_overlay
"level_screen": return modals.level_screen
"curio_overlay": return modals.curio_overlay
"end_overlay": return modals.end_overlay
"shop_overlay": return modals.shop_overlay
"camp_screen": return screens.camp_screen
"camp_overlay": return modals.camp_overlay
"settings_overlay": return modals.settings_overlay
"status_panel": return modals.status_panel
"career_overlay": return modals.career_overlay
"save_select_overlay": return modals.save_select_overlay
"inter_overlay": return screens.inter_overlay
"confirm_dialog": return modals.confirm_dialog
"debug_overlay": return modals.debug_overlay
"debug_badge": return screens.debug_badge
return null
# 合同装配(_build_ui 尾调用):按 LAYER_CONTRACT 序统一落位——直接子层 move_child 到合同槽、
# 模态层按合同序登记;宿住层(host)树序随宿主只登记;成员层(shell)与屏壳同槽(屏壳占树位、成员占登记位)。
# 本函数是全仓唯一层序落位点(move_child 单口)——改层序只改 LAYER_CONTRACT。
func apply_layer_contract(root: Control) -> void:
var slot := 0
for entry: Dictionary in LAYER_CONTRACT:
var tags: Array[Variant] = entry.get("tags", [])
if entry.has("shell"):
var shell: Node = node(String(entry["shell"]))
var member: Node = node(String(entry["key"]))
if shell != null:
root.move_child(shell, slot)
slot += 1
if member != null:
modals.register_layer(member as Control, tags)
else:
push_error("[合同装配] 层缺失: %s" % String(entry["key"]))
continue
var layer: Node = node(String(entry["key"]))
if layer == null:
push_error("[合同装配] 层缺失: %s" % String(entry["key"]))
continue
if entry.has("host"):
modals.register_layer(layer as Control, tags)
continue
root.move_child(layer, slot)
slot += 1
if String(entry["kind"]) == "modal":
modals.register_layer(layer as Control, tags)
+1
View File
@@ -0,0 +1 @@
uid://d1hahbtan1te8
+16
View File
@@ -0,0 +1,16 @@
## 屏壳与全屏容器域句柄册:三屏壳、屏内一级子层、全屏态、浮层角标、排播泵节点的注册面域容器。
## 纯字段无方法;RefCounted 不挂树——节点本体树位与 add_child 归属由组合根与装配承接件负责。
class_name UiScreens
extends RefCounted
const RowPacer := preload("res://presentation/row_pacer.gd") # 排播泵取型(row_pacer.gd 非 class_name 全局)
var menu_screen: Control
var camp_screen: Control
var adventure_screen: Control
var start_overlay: Control
var battle_root: Control
var inter_overlay: Control
var inter_label: Label
var debug_badge: Button
var row_pacer: RowPacer
+1
View File
@@ -0,0 +1 @@
uid://dd8ep7nhmyrdq
+2 -2
View File
@@ -75,7 +75,7 @@ func _build_world_stage() -> void:
## Control 文本半区域(round_label / stage_center / log_view 原样保留——C1 永久 Control)
func _build_text_half(db_ref) -> void:
func _build_text_half(db_ref) -> void: # type-hint: ignore(db 鸭子型注入——单测以最小 stub 构造)
var vb := VBoxContainer.new()
vb.add_theme_constant_override("separation", 4)
vb.set_anchors_preset(Control.PRESET_FULL_RECT)
@@ -124,7 +124,7 @@ func _build_center_row(vb: VBoxContainer) -> void:
## 壳层伴随件层域(最顶——世界站桩之上的 Control 触达面)+主角站桩注册(世界)+ 状态行伴随件(壳层)
func _build_companion_layer(db_ref) -> void:
func _build_companion_layer(db_ref) -> void: # type-hint: ignore(db 鸭子型注入——单测以最小 stub 构造)
_companion_layer = Control.new()
_companion_layer.set_anchors_preset(Control.PRESET_FULL_RECT)
_companion_layer.mouse_filter = Control.MOUSE_FILTER_IGNORE
+2 -1
View File
@@ -198,7 +198,8 @@ func _draw_glyph_layer(rect: Rect2) -> void:
draw_texture_rect(st.tex_mutation, rect, false)
# ③ 数字/徽章(数字 ≥ 格高 50% 墨族对格底 ≥4.5:1;徽章右下角金,遮蔽态 = "?")
if glyph != "":
_draw_digit_plate()
if plate:
_draw_digit_plate()
if st.tex_glyph != null:
draw_texture_rect(st.tex_glyph, rect, false)
else:
+69 -31
View File
@@ -246,25 +246,30 @@ func rebuild(board: BoardData, minesweeper: MinesweeperRules) -> void:
for y in _board.height:
for x in _board.width:
var c := Vector2i(x, y)
var u: Node2D = _CELL_UNIT.new()
u.st.cell = c
u.st.edge = _cell
u.position = Vector2(c) * stride
u.st.bevel = DEPTH_BEVEL # 新建格单元继承
u.use_parent_material = true # 去饱和材质挂 BoardWorld——单元随世界材质灰化
if _palette.tiles_ok:
# NEAREST 采样(32×32 源 × 45/36px 格边非整数缩放接受档,
# 与英雄小人 1.5× 豁免同级(圣经 §8.2);只在瓦片
# 模式启用——程序化回退路径渲染零扰动(含格面文字采样不回退不变化)
u.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
u.st.font = _world.board_font
_world.add_child(u)
_cells[c] = u
_cells[c] = _build_cell_unit(c, stride)
set_cell_area(size)
_install_entrance_fx()
refresh()
# 逐格构建器(rebuild 建格循环唯一出函面):.new() 与属性装配逐字迁入,循环体只调构建器
func _build_cell_unit(c: Vector2i, stride: float) -> Node2D:
var u: Node2D = _CELL_UNIT.new()
u.st.cell = c
u.st.edge = _cell
u.position = Vector2(c) * stride
u.st.bevel = DEPTH_BEVEL # 新建格单元继承
u.use_parent_material = true # 去饱和材质挂 BoardWorld——单元随世界材质灰化
if _palette.tiles_ok:
# NEAREST 采样(32×32 源 × 45/36px 格边非整数缩放接受档,
# 与英雄小人 1.5× 豁免同级(圣经 §8.2);只在瓦片
# 模式启用——程序化回退路径渲染零扰动(含格面文字采样不回退不变化)
u.texture_filter = CanvasItem.TEXTURE_FILTER_NEAREST
u.st.font = _world.board_font
_world.add_child(u)
return u
# 逐格重绘(挖掘/结算后调用)
func refresh() -> void:
if _board == null or _minesweeper == null:
@@ -606,9 +611,6 @@ func _paint_cell(c: Vector2i, hero: Vector2i) -> void:
var seal: bool = _minesweeper.has_seal(c)
var removed: bool = _minesweeper.is_removed(c) # 中立移除格(退色降档)
var is_hero: bool = c == hero
var glyph := ""
var bg: Color
var digit_col := COL_DIGIT
# 封印槽统一维护:封印格=封印印记纹理;其余格清 null(封印格挖开后残留在 tex_seal
# 会让 _draw 无条件把封印印画在已开格上——tex_seal 绘制无 revealed 条件)。缺盘走字形回退。
u.st.tex_seal = _palette.seal_tex if (seal and not revealed and _palette.seal_tex != null) else null
@@ -616,6 +618,23 @@ func _paint_cell(c: Vector2i, hero: Vector2i) -> void:
revealed = false # 移除格固定未开呈现基座(退色暗幕层承载;危险格本无数字,周边数字冻结)
seal = false
u.st.tex_seal = null
# 绘制层五段(字形与色牌→基底瓦片→立面投影→秘宝/变异叠加→迷雾)——段间交换经单元状态面
#(u.st/u.glyph/u.glyph_color),唯一例外=基底色 bg 经 ink 段返回值交 base 段(无单元场域承载)
var bg: Color = _paint_cell_ink(c, u, revealed, seal)
_paint_cell_base(c, u, revealed, is_hero, bg)
_paint_cell_facade(c, u, revealed)
_paint_cell_overlays(c, u, revealed)
_paint_cell_fog(c, u, revealed, hero)
u.st.removed_dim = removed
u.queue_redraw()
# 字形与色牌段:reveal 记录→字形/墨色判定+u.glyph/u.glyph_color 终写+双峰纹理板落牌;
# 返回基底色 bg(平色回退 sb 构建的唯一消费方在基底段)
func _paint_cell_ink(c: Vector2i, u: Node2D, revealed: bool, seal: bool) -> Color:
var glyph := ""
var bg: Color
var digit_col := COL_DIGIT
if revealed:
var rec: Dictionary[Variant, Variant] = _minesweeper.reveal_record(c) # 已开记录经查询面
if rec.get("kind", "") == "mine":
@@ -639,6 +658,21 @@ func _paint_cell(c: Vector2i, hero: Vector2i) -> void:
digit_col = COL_SEAL
else:
bg = COL_BRICK
u.glyph = glyph
u.glyph_color = digit_col
# 色牌后备(数字直画退牌;「危」/「?」维持牌载保读性)+ v3.4:双峰纹理板
#(_palette.digit_plate——underdark 系亮白筋+近黑斑并存的直画不可救纹理)数字落牌,牌上深墨 12:1
var plate_digit: bool = _palette.digit_plate and glyph != "" and glyph != "危" and glyph != "?" and glyph != "封" and glyph != "人"
if plate_digit:
digit_col = COL_DIGIT # 牌上深墨族(素牌 12:1——双峰纹理免疫)
u.glyph_color = digit_col
u.plate = revealed and (glyph == "危" or glyph == "?" or plate_digit)
return bg
# 基底瓦片段:瓦片查表/平色回退 sb+英雄蓝框载体;英雄贴图缺位回退字形「人」在此段落
# u.glyph(先于叠加段消费,结果与原函数字形累计局部量逐字同值)
func _paint_cell_base(c: Vector2i, u: Node2D, revealed: bool, is_hero: bool, bg: Color) -> void:
# 瓦片模式:tex_base = 查表瓦片(未开=墙瓦片/已开=地面瓦片),
# bg_sb 降级为透明描边载体——只承载呼吸微光/主角蓝框(CellUnit 瓦片态画在瓦片之上),
# 瓦片分配=格坐标哈希,初始化落定后逐拍稳定(禁逐轮重掷——圣经原则三)
@@ -658,21 +692,16 @@ func _paint_cell(c: Vector2i, hero: Vector2i) -> void:
sb = UiKit.panel_flat(Color.TRANSPARENT, Color.TRANSPARENT,UiKit.RADIUS_OBJECT, 0)
sb.set_border_width_all(3)
sb.border_color = COL_HERO
if glyph == "" and _hero_sprite.tex_idle == null:
if u.glyph == "" and _hero_sprite.tex_idle == null:
# 贴图缺位回退字形「人」(项目纹理槽惯例——贴图在位=格内字形退役,单位本体由独立精灵承载)
glyph = "人"
digit_col = COL_HERO
u.glyph = "人"
u.glyph_color = COL_HERO
u.st.tex_base = tile
u.st.bg_sb = sb
u.glyph = glyph
u.glyph_color = digit_col
# 色牌后备(数字直画退牌;「危」/「?」维持牌载保读性)+ v3.4:双峰纹理板
#(_palette.digit_plate——underdark 系亮白筋+近黑斑并存的直画不可救纹理)数字落牌,牌上深墨 12:1
var plate_digit: bool = _palette.digit_plate and glyph != "" and glyph != "危" and glyph != "?" and glyph != "封" and glyph != "人"
if plate_digit:
digit_col = COL_DIGIT # 牌上深墨族(素牌 12:1——双峰纹理免疫)
u.glyph_color = digit_col
u.plate = revealed and (glyph == "危" or glyph == "?" or plate_digit)
# 立面投影段:未开墙格南缘立面/轮廓描边码;已开格北缘投影暗带/E 格高墙面——段内重置与赋值同序
func _paint_cell_facade(c: Vector2i, u: Node2D, revealed: bool) -> void:
u.st.outline_sides.assign([]) # typed Array[int](assign 保持引用语义)
u.st.facade_south = false
u.st.proj_band = 0.0
@@ -707,8 +736,15 @@ func _paint_cell(c: Vector2i, hero: Vector2i) -> void:
if south_in and not _minesweeper.is_revealed(south_n) and _palette.tiles_ok:
u.st.facade_strip = true
u.st.tex_facade = _palette.tiles.get("wall_center")
# 秘宝/变异叠加段:真视红框/预读徽章/变异角标/奖励徽章/类型微光组号——glyph/digit_col 局部镜像
# 自 u.glyph/u.glyph_color(原函数字形累计局部量的段内重建,预读徽章分支的无效局部写入逐字保留)
func _paint_cell_overlays(c: Vector2i, u: Node2D, revealed: bool) -> void:
# ②( 秘宝叠加层:真视格=红内缩框;预读格=奖励身份徽章(identity_resolver 既有
# 只读面取字形——零数据复制,badge 位复用);已开格标记自然退位(refresh 逐拍重算)
var glyph: String = u.glyph
var digit_col: Color = u.glyph_color
if not revealed:
u.st.treasure_mark = "mine_reveal" if _treasure_reveal.has(c) else ""
if _treasure_preview.has(c) and glyph == "":
@@ -725,6 +761,10 @@ func _paint_cell(c: Vector2i, hero: Vector2i) -> void:
u.st.mutation_mark = ""
u.st.badge_glyph = _update_badge(c)
u.st.glow_group = int(_glow.get(c, UiKit.GLOW_NONE))
# 迷雾段:灯光区外未开格全黑/已开格记忆态灰显——纯呈现零逻辑(🔴 契约 1)
func _paint_cell_fog(c: Vector2i, u: Node2D, revealed: bool, hero: Vector2i) -> void:
# 视野迷雾呈态:曼哈顿距离 > 半径 → 区外——未开格全黑(现行事实源照抄)/
# 已开格记忆态(灰显可读);以英雄格为心逐格重算,refresh()/notify_hero_move() 既有重绘驱动=移动实时跟随。
# 纯呈现零逻辑——格态/数字真值/清图判定零触碰(🔴 契约 1);结算期去饱和叠加互斥由 CellUnit 记忆态终态档承载。
@@ -734,8 +774,6 @@ func _paint_cell(c: Vector2i, hero: Vector2i) -> void:
u.fog_state = (2 if revealed else 1) if fogged else 0
else:
u.fog_state = 0
u.st.removed_dim = removed
u.queue_redraw()
# ---- 可挖域接触带呼吸微光(挖掘期唯一在动元素——§3.2 v2.8 画法:光画英雄格周界空间侧,
+4 -4
View File
@@ -478,9 +478,9 @@ func _room_color(node: Dictionary, ctx: Dictionary) -> Color:
## 选路停点(候选非空)非候选通道降透明——金岔路从结构网分离(干线共线重叠缺陷的
## 视觉主因:不同源通道共用同一垂直干线,金边与石色边焊接成「整列可走」假象)
func _draw_passage_layer(canvas: Control, ctx: Dictionary) -> void:
var nodes: Array = ctx["nodes"]
var pos: Dictionary = ctx["pos"]
var cand_ids: Array = ctx["cand_ids"]
var nodes: Array = ctx["nodes"] # type-hint: ignore(ctx 束 Variant 出值——布局缓存数组未参数化)
var pos: Dictionary = ctx["pos"] # type-hint: ignore(同上——节点 id → 坐标)
var cand_ids: Array = ctx["cand_ids"] # type-hint: ignore(同上——候选 id 集)
var dim_passages: bool = not cand_ids.is_empty()
for node in nodes:
var from: Vector2 = pos[node]
@@ -496,7 +496,7 @@ func _draw_passage_layer(canvas: Control, ctx: Dictionary) -> void:
## 房间方块域:底色随行进态+Boss/候选描边+图标/字形+编号+类型文字标签
func _draw_room(canvas: Control, node: Dictionary, ctx: Dictionary) -> void:
var pos: Dictionary = ctx["pos"]
var pos: Dictionary = ctx["pos"] # type-hint: ignore(ctx 束 Variant 出值——节点 id → 坐标)
var p: Vector2 = pos[node]
var t := String(node.get("type", ""))
var nid := _id_of(node)
+2 -2
View File
@@ -85,7 +85,7 @@ func _xnum(v: float) -> String:
return "×%d" % int(round(v)) if absf(v - roundf(v)) < 0.005 else "×%.2f" % v
# 打开商店(products = runner.shop_products() 投影——[{product_id, display_name, attr, flat_value, price, purchased}])
# 打开商店(products = runner.shop.shop_products() 投影——[{product_id, display_name, attr, flat_value, price, purchased}])
func open_shop(products: Array, gp: int) -> void:
for child in _cards_box.get_children():
child.queue_free()
@@ -149,7 +149,7 @@ func _emit_buy_requested(p: Dictionary) -> void:
# ---- 共享池货架面(M-4 迭代 11 第②批 T4——P3 甲程序占位,三选一同构卡;UiKit 既有件)----
# 打开/重刷货架(cards = runner.shop_shelf() 投影——[{kind_id, display_name, value, price, stock_left}])。
# 打开/重刷货架(cards = runner.shop.shop_shelf() 投影——[{kind_id, display_name, value, price, stock_left}])。
# 买后组合根重投喂新货架 = 整架重建呈现(三件全重抽反馈——未买不保留);空架 = 池空硬闸合法态。
func open_shelf(cards: Array, gp: int) -> void:
for child in _cards_box.get_children():
+102 -42
View File
@@ -8,12 +8,10 @@
extends Node2D
const CHARGE_SKILL_IDS := ["heavy"]
# 护甲类型图标占位——形状+色相双通道(art-bible):轻甲=◇ 灰石中性 / 魔法护甲=◆ 小人蓝 /
# 重甲=▣ 深金(避开 Boss 专属紫赤与妨害紫)。
# 护甲类型图标三键(light/ward/heavy)——终稿 = 三枚 24×24 PNG(UiKit.TEX_ARMOR_*,art-bible §5.3
# 工单:形状承载身份、色相不承载身份;挂载底色 = 名字行素底 HP_BAR_BACK)。字形占位仅作素材缺位
# 回退(与立绘缺位回退链同构——素材不入 git,缺位不炸)。
const ARMOR_ICONS := {"light": "◇", "ward": "◆", "heavy": "▣"}
# 名行/底座纵向预算余量(盒底−1px「声明值刚好=容器值」系高危写法;
# ≥8px 硬余量 + 字形下探预算 ⇒ 12;取值不属色板,不进 ui_kit)
const STANDEE_FOOT_MARGIN := 12.0
const DEATH_SHARD_N := 5 # 碎块数(§8.4 冻结值)
const HIT_SPARK_N := 6 # 命中火花数(打击瞬间可读性一拍)
@@ -97,9 +95,18 @@ func intent_probe() -> Dictionary:
return {"visible": st._intent_visible, "text": st._intent_glyph}
# 名字行探针出口
# 名字行探针出口(ui_probe 呈现口径 + 本批 V6/V8 断言面:armor_icon = 绑定纹理路径〔缺位回退字形〕、
# 几何 = 素底牌矩形与文字基线、素底色——V6 判据 = baseline_y < plinth_top_y)
func name_line_probe() -> Dictionary:
return {"name": st._display_name, "armor_icon": String(ARMOR_ICONS.get(st._armor, "◇"))}
var f := _efont()
var tex := UiKit.load_tex(_armor_tex_path(st._armor))
var plate := _name_plate_rect(f, tex)
return {"name": st._display_name,
"armor_icon": _armor_tex_path(st._armor) if tex != null else String(ARMOR_ICONS.get(st._armor, "◇")),
"armor_tex_bound": tex != null,
"plate": plate, "baseline_y": _name_baseline(plate).y,
"plinth_top_y": _pedestal_rect().position.y,
"plate_color": UiKit.HP_BAR_BACK}
# ---- setter 面(presenter/组合根零改排) ----
@@ -134,7 +141,7 @@ func _set_hp(hp: int) -> void:
if st._hp_tween != null and st._hp_tween.is_valid():
st._hp_tween.kill()
st._hp_tween = create_tween()
st._hp_tween.tween_property(self, "st.hp_value", target, UiKit.motion(0.15))
st._hp_tween.tween_property(st, "hp_value", target, UiKit.motion(0.15))
# 主角/敌方共用——状态效果唯一展示面(壳层伴随件转发;空态 = 图标行隐藏不占位)
@@ -205,17 +212,17 @@ func set_pending(ptype: String, pid: String) -> void:
# 三档运动签名互异,灰度/剪影层可辨)。摇定时一次性短动画,随后静帧保持。
func _play_intent_motion() -> void:
var tw := create_tween()
tw.tween_property(self, "st._intent_scale", 1.6, UiKit.motion(0.10))
tw.tween_property(self, "st._intent_scale", 1.0, UiKit.motion(0.16))
tw.parallel().tween_property(self, "st._glyph_rot", 4.0, UiKit.motion(0.10))
tw.tween_property(self, "st._glyph_rot", 0.0, UiKit.motion(0.14))
tw.tween_property(st, "_intent_scale", 1.6, UiKit.motion(0.10))
tw.tween_property(st, "_intent_scale", 1.0, UiKit.motion(0.16))
tw.parallel().tween_property(st, "_glyph_rot", 4.0, UiKit.motion(0.10))
tw.tween_property(st, "_glyph_rot", 0.0, UiKit.motion(0.14))
if _intent_charge:
tw.tween_property(self, "st._intent_scale", 1.22, UiKit.motion(0.28)).set_trans(Tween.TRANS_SINE) # ③蓄力缓推
tw.tween_property(st, "_intent_scale", 1.22, UiKit.motion(0.28)).set_trans(Tween.TRANS_SINE) # ③蓄力缓推
tw.tween_interval(UiKit.motion(0.40)) # 定格微顿
tw.tween_property(self, "st._intent_scale", 1.0, UiKit.motion(0.18))
tw.tween_property(st, "_intent_scale", 1.0, UiKit.motion(0.18))
else:
tw.tween_property(self, "st._intent_scale", 1.26, UiKit.motion(0.11)) # ②二次弹跳(高举)
tw.tween_property(self, "st._intent_scale", 1.0, UiKit.motion(0.13))
tw.tween_property(st, "_intent_scale", 1.26, UiKit.motion(0.11)) # ②二次弹跳(高举)
tw.tween_property(st, "_intent_scale", 1.0, UiKit.motion(0.13))
# 资产挂点:tex 落位后字形隐退、纹理立绘顶位——零代码换装契约;tex=null 回退字形。
@@ -420,6 +427,36 @@ func _pedestal_rect() -> Rect2:
return Rect2(18.0, box.y - 18.0, box.x - 36.0, 12.0)
# 护甲图标纹理路径(甲档键 → UiKit.TEX_ARMOR_*——显式 match 单点,禁动态拼键取常量;
# 未知键回退轻甲路径,由 load_tex exists 守卫接住)
func _armor_tex_path(armor: String) -> String:
match armor:
"ward":
return UiKit.TEX_ARMOR_WARD
"heavy":
return UiKit.TEX_ARMOR_HEAVY
_:
return UiKit.TEX_ARMOR_LIGHT
# 名字行素底牌矩形(_draw 与 name_line_probe 共用几何——单一来源防两处漂移):
# 牌高 26 = 护甲图标 24px(甲类 1× 禁缩放)+ 上下各 1px;牌底沿 = 地台顶(box.y-18)——
# 文字禁直接压地台(§6.1/§7.2 素底落法);牌宽 = 行宽(图标+间距+名字)+ 8,水平居中
func _name_plate_rect(f: Font, tex: Texture2D) -> Rect2:
var icon_w := 24.0
if tex == null:
icon_w = f.get_string_size(String(ARMOR_ICONS.get(st._armor, "◇")),
HORIZONTAL_ALIGNMENT_LEFT, -1, UiKit.FS_CAPTION).x
var name_w := f.get_string_size(st._display_name, HORIZONTAL_ALIGNMENT_LEFT, -1, UiKit.FS_CAPTION).x
var total_w := icon_w + 3.0 + name_w
return Rect2((box.x - total_w - 8.0) * 0.5, box.y - 18.0 - 26.0, total_w + 8.0, 26.0)
# 名字行文字基线(牌内几何单点——图标 24px 垂直居中牌内〔中心=牌顶+13〕,12px 字形基线=中心+4)
func _name_baseline(plate: Rect2) -> Vector2:
return plate.position + Vector2(4.0, 17.0)
# 绘制内容矩形(世界局部;ui_struct_probe ⑥standee「不出框+下余量≥8px」断言读数面——
# 最低绘制元素 = 底座下缘)
func content_rect() -> Rect2:
@@ -438,8 +475,9 @@ func _draw() -> void:
## 地面域:椭圆落影(圣经 §6.1 地台落影压脚:方向稿椭圆 (0,0,0,70),压在地台
## 上缘周围;24 段多边形近似椭圆,中心=台面上方 6px、横半径=台宽一半)
## + 石板地台(v3.5——方向稿取色:板身/描边/顶缘受光线 2px——取色单点收 UiKit.STAND_STONE 族
## ;几何沿用现行底座位〔margin 18/高 12——按方向稿对齐〕)
## + 石板地台(§6.1 近景地台独立件:TEX_STAGE_PLAZA 源 48×12 九宫格横向拉伸、顶缘受光线 2px
## 不随拉伸变形、跨三关恒定;素材缺位回退程序化三段绘制〔STAND_STONE 族方向稿取色,几何同源
## _pedestal_rect——与 panel_skinned 缺位回退同构〕)
func _draw_ground(f: Font) -> void:
var sh_center := Vector2(box.x * 0.5, box.y - 24.0)
var sh_rx := (box.x - 36.0) * 0.5
@@ -450,26 +488,41 @@ func _draw_ground(f: Font) -> void:
pts.append(sh_center + Vector2(cos(ang) * sh_rx, sin(ang) * sh_ry))
draw_colored_polygon(pts, Color(0, 0, 0, 0.27))
var ped := _pedestal_rect()
draw_rect(ped, UiKit.STAND_STONE, true)
draw_rect(ped, UiKit.STAND_STONE_EDGE, false, 1.0)
draw_rect(Rect2(ped.position.x, ped.position.y, ped.size.x, 2.0), UiKit.STAND_STONE_RIM, true)
var plaza := UiKit.load_tex(UiKit.TEX_STAGE_PLAZA)
if plaza != null:
_draw_plinth_stretched(plaza, ped)
else:
draw_rect(ped, UiKit.STAND_STONE, true)
draw_rect(ped, UiKit.STAND_STONE_EDGE, false, 1.0)
draw_rect(Rect2(ped.position.x, ped.position.y, ped.size.x, 2.0), UiKit.STAND_STONE_RIM, true)
## 血条域(直角递减):敌附顺位徽标(GOLD_BRIGHT ①②③);血条几何左 8 / 右 -8;
## 血量数字「当前/最大」居中压条(白字+深描边双通道——11px 于 10px 条带垂直居中;
## 数字=目标值即时刷新,条 tween 只管填充宽度;死残位 0/max 照常可读)
## 地台九宫格横向拉伸域(循环体提函数——左右 4px 端头切片 + 中段拉伸;纵向恒 12px 源档,
## 顶缘受光线 2px 落纵向不缩放区,工单 §5.2 工艺要点)
func _draw_plinth_stretched(tex: Texture2D, ped: Rect2) -> void:
draw_texture_rect_region(tex, Rect2(ped.position, Vector2(4.0, 12.0)), Rect2(0, 0, 4, 12))
draw_texture_rect_region(tex, Rect2(ped.position + Vector2(4.0, 0.0),
Vector2(ped.size.x - 8.0, 12.0)), Rect2(4, 0, 40, 12))
draw_texture_rect_region(tex, Rect2(ped.position + Vector2(ped.size.x - 4.0, 0.0),
Vector2(4.0, 12.0)), Rect2(44, 0, 4, 12))
## 血条域(直角递减):敌附顺位徽标(GOLD_BRIGHT ①②③,字号 FS_HINT——art-bible §7.4 清单外
## 11–13px 提档归档);血条几何左 8 / 右 -8;血条填充 = 危险红 HP_BAR_FILL(§4.2 语义物件——
## 不因敌我分色);条底 = HP_BAR_TRACK;血量数字「当前/最大」居中压条(白字+深描边双通道——11px 于
## 10px 条带垂直居中;数字=目标值即时刷新,条 tween 只管填充宽度;死残位 0/max 照常可读)
func _draw_hp_bar(f: Font) -> void:
var bar_x := 8.0
if st._kind == "enemy":
var order_txt := String("①②③"[clampi(st._order - 1, 0, 2)])
f.draw_string(get_canvas_item(), Vector2(bar_x, 12), order_txt,
HORIZONTAL_ALIGNMENT_LEFT, -1, 13, UiKit.GOLD_BRIGHT)
HORIZONTAL_ALIGNMENT_LEFT, -1, UiKit.FS_HINT, UiKit.GOLD_BRIGHT)
bar_x += 20.0
var bar_w := box.x - 8.0 - bar_x
draw_rect(Rect2(bar_x, 2, bar_w, 10), Color(0.10, 0.10, 0.11)) # 条底(引擎默认主题深底近似平移)
draw_rect(Rect2(bar_x, 2, bar_w, 10), UiKit.HP_BAR_TRACK) # 条底(值单点收 ui_kit)
var fill_w := bar_w * st.hp_value
if fill_w > 0.0:
draw_rect(Rect2(bar_x, 2, fill_w, 10), Color(0.41, 0.61, 0.91)) # 直角填充(默认主题蓝近似——直角递减)
draw_rect(Rect2(bar_x, 2, fill_w, 10), UiKit.HP_BAR_FILL) # 直角填充(危险红——§4.2 血条显式句)
var hp_txt := "%d/%d" % [st._hp_cur, int(st._hp_max)]
var hts: Vector2 = f.get_string_size(hp_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, 11)
# 对比度垫牌(白 α.95 直压蓝条 2.67:1 违 §7.2;
@@ -513,19 +566,26 @@ func _draw_intent_badge(f: Font) -> void:
draw_set_transform(Vector2.ZERO, 0.0, Vector2.ONE)
## 底座下 护甲类型图标+名字 常驻行(敌 only——AC 数值不展示,类型图标化)
## 名字行域(敌 only——AC 数值不展示,类型图标化):整行垫 HP_BAR_BACK 素底牌(§6.1/§7.2
## 「文字禁直接压地台」素底落法——牌底沿 = 地台顶,几何单点 _name_plate_rect);护甲图标 =
## 24×24 PNG(甲类 1×,缺位回退字形,色随甲档亮档族);名字 = 暖白(暗底双色墨制)
func _draw_armor_name_line(f: Font) -> void:
var armor_txt := String(ARMOR_ICONS.get(st._armor, "◇"))
var col: Color = UiKit.WARM_FAINT # 轻甲 = 暖白弱化(v3.5 暗底双色墨制)
match st._armor:
"ward":
col = UiKit.HERO_BLUE_BRIGHT # 魔法护甲 = 小人蓝亮档
"heavy":
col = UiKit.GOLD_BRIGHT # 重甲 = 金族亮档
var name_w := f.get_string_size(st._display_name, HORIZONTAL_ALIGNMENT_LEFT, -1, 12).x
var armor_w := f.get_string_size(armor_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, 12).x
var total_w := armor_w + 3.0 + name_w
var baseline := Vector2((box.x - total_w) * 0.5, box.y - 1.0 - STANDEE_FOOT_MARGIN) # 纵向余量纪律
f.draw_string(get_canvas_item(), baseline, armor_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, 12, col)
f.draw_string(get_canvas_item(), baseline + Vector2(armor_w + 3.0, 0), st._display_name,
HORIZONTAL_ALIGNMENT_LEFT, -1, 12, UiKit.WARM) # v3.5 暗底双色墨制
var tex := UiKit.load_tex(_armor_tex_path(st._armor))
var plate := _name_plate_rect(f, tex)
draw_rect(plate, UiKit.HP_BAR_BACK, true)
var baseline := _name_baseline(plate)
var icon_w := 24.0
if tex != null:
draw_texture_rect(tex, Rect2(baseline.x, plate.position.y + 1.0, 24.0, 24.0), false)
else:
var armor_txt := String(ARMOR_ICONS.get(st._armor, "◇"))
icon_w = f.get_string_size(armor_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, UiKit.FS_CAPTION).x
var col: Color = UiKit.WARM_FAINT # 轻甲 = 暖白弱化(v3.5 暗底双色墨制)
match st._armor:
"ward":
col = UiKit.HERO_BLUE_BRIGHT # 魔法护甲 = 小人蓝亮档
"heavy":
col = UiKit.GOLD_BRIGHT # 重甲 = 金族亮档
f.draw_string(get_canvas_item(), baseline, armor_txt, HORIZONTAL_ALIGNMENT_LEFT, -1, UiKit.FS_CAPTION, col)
f.draw_string(get_canvas_item(), baseline + Vector2(icon_w + 3.0, 0.0), st._display_name,
HORIZONTAL_ALIGNMENT_LEFT, -1, UiKit.FS_CAPTION, UiKit.WARM) # v3.5 暗底双色墨制
+11 -2
View File
@@ -190,7 +190,9 @@ const STAND_STONE_RIM := Color8(196, 172, 132) # 站桩石板地台·顶缘
const CAMP_HEADER_BAND := Color8(110, 69, 38) # 营地柜台头带深棕 #6E4526(4-camp.png 方向稿取色;对齐 demo --wood-deep)
const CAMP_ROW_PLATE := Color8(240, 230, 206) # 营地行板暖米(同上)
const CAMP_BADGE_PANEL := Color8(40, 32, 24) # 营地钥石徽暗底(同上)
const HP_BAR_BACK := Color8(40, 34, 32) # 迷你血条深底 #282220(兼血数垫牌)
const HP_BAR_BACK := Color8(40, 34, 32) # 迷你血条深底 #282220(兼血数垫牌;站桩名字行素底同源——§6.1/§7.2 文字禁压地台)
const HP_BAR_FILL := Color8(168, 50, 31) # 血条填充·危险红 #A8321F(§4.2 语义物件显式落法——不因敌我分色、不因关卡换族;蓝族 #689CE8 已登记违例退役)
const HP_BAR_TRACK := Color(0.10, 0.10, 0.11) # 血条条底(视图原裸值收口单点——非色板新增,现渲染值原样入册)
# BBCode 十六进制(RichTextLabel 用;与上同值)
const HEX_GOLD := "f0a828"
@@ -244,6 +246,13 @@ const TEX_ENEMY_DRIDER := "res://assets/art/character/character_enemy_drider.png
const TEX_ENEMY_DUERGAR := "res://assets/art/character/character_enemy_duergar.png" # 灰矮人
const TEX_ENEMY_HOOK_HORROR := "res://assets/art/character/character_enemy_hook_horror.png" # 钩爪恐魔
const TEX_ENEMY_DUERGAR_KING := "res://assets/art/character/character_enemy_duergar_king.png" # 灰矮人石君王
# 近景地台独立件(§6.1——源 48×12 九宫格横向拉伸、顶缘受光线 2px 不随拉伸变形;跨三关恒定不吃 wall_ambient tint)
const TEX_STAGE_PLAZA := "res://assets/art/scene/scene_stage_plaza.png"
# 护甲类型图标三键(art-bible §5.3 工单:对象键 = 甲档变体;源 24×24 显示 24px = 1× 甲类整数倍;
# 缺位 load_tex→null→字形回退,冒烟安全)
const TEX_ARMOR_LIGHT := "res://assets/ui/icons/ui_armor_light.png"
const TEX_ARMOR_WARD := "res://assets/ui/icons/ui_armor_ward.png"
const TEX_ARMOR_HEAVY := "res://assets/ui/icons/ui_armor_heavy.png"
# 框材组纹理槽(♻ 复用件量化改色入包,产物 = tools/quantize_ui_skin.py,
# 全 CC0;缺位 = load_tex null → 程序化回退原路径,冒烟安全)
@@ -466,7 +475,7 @@ const PANEL_DEFAULT := true # modal_shell 面板哨兵(非 StyleBox 实例
# 面板哨兵解析(六参收拢五参——三态:null=无面板〔原 with_panel=false〕/PANEL_DEFAULT=默认样式盒面板
# 〔原 with_panel=true+panel_sb=null〕/StyleBox 实例=自定义样式盒面板〔原双参形态〕;
# 判别用 is StyleBox——StyleBox 与布尔哨兵直接 != 属异类操作数违例)
static func _resolve_shell_panel(panel_sb) -> PanelContainer:
static func _resolve_shell_panel(panel_sb) -> PanelContainer: # type-hint: ignore(三态哨兵 bool/null/StyleBox 异构形参)
if panel_sb == null:
return null
var panel := PanelContainer.new()
+3 -3
View File
@@ -37,14 +37,14 @@ func _ready() -> void:
# 等关卡画面出图(choices_presented 异步到达——最多 3s 轮询)
for i in 60:
await get_tree().process_frame
if main.level_screen != null and main.level_screen.visible:
if main.ui.modals.level_screen != null and main.ui.modals.level_screen.visible:
break
if main.level_screen == null or not main.level_screen.visible:
if main.ui.modals.level_screen == null or not main.ui.modals.level_screen.visible:
_fail("关卡画面未出现(函数直调中间态路径)")
return
for i in 5:
await get_tree().process_frame
main.level_screen.press_candidate(0)
main.ui.modals.level_screen.press_candidate(0)
for i in 20:
await get_tree().process_frame
var st = main.run_scope.settlement
+6 -5
View File
@@ -23,12 +23,12 @@ func _ready() -> void:
add_child(main)
await get_tree().process_frame
ProbeUiUtil.isolate_save(main, "smoke_layout_probe", true, false, true)
main.debug_overlay.seed_edit.text = "42" # 种子钉死(确定性禁依赖默认随机分支)
main.ui.modals.debug_overlay.seed_edit.text = "42" # 种子钉死(确定性禁依赖默认随机分支)
main._start_adventure_from_menu()
for i in range(8):
await get_tree().process_frame
# 进战斗屏——三区(B 战斗画面/C 角色信息/D 扫雷图)同屏常驻,菜单屏不构成断言面
main.level_screen.press_candidate(0)
main.ui.modals.level_screen.press_candidate(0)
for i in range(20):
await get_tree().process_frame
for vp in VIEWPORTS:
@@ -57,8 +57,9 @@ func _check_one(label: String, main: Node) -> void:
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])
var rects := {}
var battle_ui: Object = main.get("ui").battle # 注册面战区域容器(字段名与三区 key 同名——合同键即字段名)
for key in ["stage", "info_panel", "board_zone"]:
var ctl: Control = main.get(key)
var ctl: Control = battle_ui.get(key)
if ctl == null:
_problems.append("[%s] %s = null(三区未装配)" % [label, key])
return
@@ -73,7 +74,7 @@ func _check_one(label: String, main: Node) -> void:
# battle_root 内层根下的全幅 ColorRect)这一缺陷类不在本探针拦截面内,探针对此仍全绿。
# 要拦它得改为递归遍历全子树找重叠,那是另一套判据(且极易误报容器父子关系),
# 本探针不设此判据。
var bv: Control = main.board_view
var bv: Control = main.ui.battle.board_zone.board_view
if bv == null:
_problems.append("[%s] board_view = null" % label)
return
@@ -89,6 +90,6 @@ func _check_one(label: String, main: Node) -> void:
if rects[keys[i]].intersects(rects[keys[j]]):
_problems.append("[%s] 顶层区重叠 %s×%s(%s ∩ %s)"
% [label, keys[i], keys[j], rects[keys[i]], rects[keys[j]]])
var cell: float = main.board_view.get("cell_size")
var cell: float = main.ui.battle.board_zone.board_view.get("cell_size")
if cell < MIN_CELL:
_problems.append("[%s] 格子边长 %.1fpx < 可读门槛 %.0fpx" % [label, cell, MIN_CELL])
+1 -1
View File
@@ -130,7 +130,7 @@ static func open_camp_via_savesel(main, tag: String) -> bool:
if FileAccess.file_exists(sp):
DirAccess.remove_absolute(sp)
main._open_save_select()
var new_btn: Button = main.save_select_overlay._new_btns.get(1)
var new_btn: Button = main.ui.modals.save_select_overlay._new_btns.get(1)
if new_btn == null:
return false
new_btn.pressed.emit() # 真实按钮信号路径 → _on_save_select_new → create_slot+open_camp
+21 -21
View File
@@ -50,10 +50,10 @@ func _ready() -> void:
# 其余任意两屏同时为真=互斥失守。
func _screen_seals() -> Dictionary:
return {
"菜单": main._start_overlay != null and main._start_overlay.visible,
"营地": main.camp_overlay != null and main.camp_overlay.visible,
"菜单": main.ui.screens.start_overlay != null and main.ui.screens.start_overlay.visible,
"营地": main.ui.modals.camp_overlay != null and main.ui.modals.camp_overlay.visible,
"冒险": main.run_scope != null and main.run_scope.is_adventure,
"终局": main._end_overlay != null and main._end_overlay.visible,
"终局": main.ui.modals.end_overlay != null and main.ui.modals.end_overlay.visible,
}
@@ -101,7 +101,7 @@ func _frames(n: int = 2) -> void:
func _step_boot_menu() -> void:
_expect_exclusive("①boot", "菜单")
_expect_adventure_seal("①boot", false)
if main.debug_overlay != null and main.debug_overlay.visible:
if main.ui.modals.debug_overlay != null and main.ui.modals.debug_overlay.visible:
_problems.append("①boot:调试浮窗 boot 自动开(菜单优先失守)")
@@ -117,10 +117,10 @@ func _step_menu_to_camp() -> void:
# ---- ③ 营地 → 菜单(回退路径:营地关闭发自覆盖层自身信号)----
func _step_camp_back_to_menu() -> void:
if main.camp_overlay == null:
if main.ui.modals.camp_overlay == null:
_problems.append("③营地→菜单:营地覆盖层句柄缺失")
return
main.camp_overlay.closed.emit()
main.ui.modals.camp_overlay.closed.emit()
await _frames()
main._on_save_select_closed() # 关闭被栈还原的选档层(动线序中间态——卡④ 换代点)
await _frames()
@@ -133,22 +133,22 @@ func _step_camp_back_to_menu() -> void:
func _step_save_select_open_back() -> void:
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._start_overlay, "进入存档", "prefix")
var esb: Button = ProbeUiUtil.find_button(main.ui.screens.start_overlay, "进入存档", "prefix")
if esb == null:
_problems.append("[savesel] mn3 进入存档钮缺失(卡② 交付物)")
return
esb.pressed.emit() # 真实按钮信号路径 → _open_save_select(卡② mn3 点击链——卡③ 直调中间态就此闭环)
await get_tree().process_frame
var seals := _screen_seals()
if not main.save_select_overlay.visible or not seals_check_single(seals):
_problems.append("[savesel] sl10 开层后屏级互斥失守(选档=%s)" % str(main.save_select_overlay.visible))
var back_btn: Button = ProbeUiUtil.find_button(main.save_select_overlay, "返回", "prefix")
if not main.ui.modals.save_select_overlay.visible or not seals_check_single(seals):
_problems.append("[savesel] sl10 开层后屏级互斥失守(选档=%s)" % str(main.ui.modals.save_select_overlay.visible))
var back_btn: Button = ProbeUiUtil.find_button(main.ui.modals.save_select_overlay, "返回", "prefix")
if back_btn == null:
_problems.append("[savesel] sl10 返回钮缺失(页壳顶条)")
else:
back_btn.pressed.emit()
await get_tree().process_frame
if main.save_select_overlay.visible or not main._start_overlay.visible:
if main.ui.modals.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)")
# ESC 语境:再开选档→合成 ESC 键→层不关、流程零扰动(ESC 不属选档语境——零实现断言)
main._open_save_select()
@@ -159,7 +159,7 @@ func _step_save_select_open_back() -> void:
ev.pressed = true
main.get_viewport().push_input(ev, true)
await get_tree().process_frame
if not main.save_select_overlay.visible:
if not main.ui.modals.save_select_overlay.visible:
_problems.append("[savesel] sl10 ESC 关闭了选档层(选档语境 ESC 应不响应——卡⑤ 范围外)")
main._on_save_select_closed()
await get_tree().process_frame
@@ -171,7 +171,7 @@ func seals_check_single(f: Dictionary) -> bool:
for k in f:
if bool(f[k]):
on += 1
if main.save_select_overlay.visible:
if main.ui.modals.save_select_overlay.visible:
on += 1 # 选档自身计入(调用点已开层)
return on == 1
@@ -184,25 +184,25 @@ func _step_menu_to_adventure() -> void:
_expect_adventure_seal("④菜单→冒险", true)
if main.run_scope != null and main.run_scope.adventure == null:
_problems.append("④菜单→冒险:冒险实例未建立(入口停点未达)")
if main.level_screen != null and not main.level_screen.visible:
if main.ui.modals.level_screen != null and not main.ui.modals.level_screen.visible:
_problems.append("④菜单→冒险:入口停点未落在关卡地图屏(level_screen 不可见)")
# ---- 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:
if not main.level_screen.visible:
if not main.ui.modals.level_screen.visible:
_problems.append("⑤冒险内切换:前置不在关卡地图屏")
return
main._exit_level_screen()
await _frames()
if main.level_screen.visible:
if main.ui.modals.level_screen.visible:
_problems.append("⑤冒险内切换:退出关卡屏后 level_screen 仍可见")
if main._battle_root != null and not main._battle_root.visible:
if main.ui.screens.battle_root != null and not main.ui.screens.battle_root.visible:
_problems.append("⑤冒险内切换:战斗屏未接手(battle_root 不可见)")
_expect_exclusive("⑤冒险内切换(关卡→战斗)", "冒险")
main._enter_level_screen()
await _frames()
if not main.level_screen.visible:
if not main.ui.modals.level_screen.visible:
_problems.append("⑤冒险内切换:回到关卡地图屏失败")
_expect_exclusive("⑤冒险内切换(战斗→关卡)", "冒险")
@@ -215,16 +215,16 @@ func _step_abandon_to_end() -> void:
main._on_abandon_requested()
await _frames(4)
_expect_exclusive("⑥放弃→终局", "终局")
if main._end_overlay != null and not main._end_overlay.visible:
if main.ui.modals.end_overlay != null and not main.ui.modals.end_overlay.visible:
_problems.append("⑥放弃→终局:终局覆盖层未开")
# ---- ⑦ 终局 → 菜单(终局出口返回开始界面)----
func _step_end_back_to_menu() -> void:
if main._end_overlay == null or not main._end_overlay.visible:
if main.ui.modals.end_overlay == null or not main.ui.modals.end_overlay.visible:
_problems.append("⑦终局→菜单:前置不在终局")
return
main._end_overlay.continue_pressed.emit()
main.ui.modals.end_overlay.continue_pressed.emit()
await _frames(3)
_expect_exclusive("⑦终局→菜单", "菜单")
if main.run_scope != null and main.run_scope.is_adventure:
+29 -29
View File
@@ -51,10 +51,10 @@ func _ready() -> void:
var top: Node = null
var top_rx := -1
var top_ry := -1
for c: Node in [main._start_overlay, main._battle_root, main._inter_overlay,
main.legend_overlay, main.node_overlay, main.level_screen, main.curio_overlay,
main._end_overlay, main.shop_overlay, main.camp_overlay, main.settings_overlay,
main.status_panel, main.career_overlay, main.confirm_dialog, main.debug_overlay]:
for c: Node in [main.ui.screens.start_overlay, main.ui.screens.battle_root, main.ui.screens.inter_overlay,
main.ui.modals.legend_overlay, main.ui.modals.node_overlay, main.ui.modals.level_screen, main.ui.modals.curio_overlay,
main.ui.modals.end_overlay, main.ui.modals.shop_overlay, main.ui.modals.camp_overlay, main.ui.modals.settings_overlay,
main.ui.modals.status_panel, main.ui.modals.career_overlay, main.ui.modals.confirm_dialog, main.ui.modals.debug_overlay]:
if c == null or not (c is CanvasItem) or not (c as CanvasItem).visible:
continue
var rx: int = c.get_parent().get_index()
@@ -63,14 +63,14 @@ func _ready() -> void:
top = c
top_rx = rx
top_ry = ry
if top != main._start_overlay:
if top != main.ui.screens.start_overlay:
_problems.append("boot 态顶层可见层≠start_overlay(实测 %s——菜单被埋)〔装配生命批 V4〕"
% (top.name if top != null else "null"))
# 自检二:菜单标题 label 必须 is_visible_in_tree 且 rect 落屏内
#(对比度只判反差不判「字在」——本条+checker 墨色占比共同补内容判据)
var vp := get_viewport().get_visible_rect()
for pair in [["menu_title", "Dungeon Sweeper"]]:
var lbl: Label = ProbeUiUtil.find_label(main._start_overlay, String(pair[1]))
var lbl: Label = ProbeUiUtil.find_label(main.ui.screens.start_overlay, String(pair[1]))
if lbl == null:
_problems.append("菜单文字缺失: %s(find_label 零命中)〔装配生命批 V4〕" % String(pair[1]))
continue
@@ -79,22 +79,22 @@ func _ready() -> void:
var gr: Rect2 = lbl.get_global_rect()
if not vp.encloses(gr):
_problems.append("菜单文字 rect 越出视口: %s(%s ⊄ %s)〔装配生命批 V4〕" % [String(pair[1]), str(gr), str(vp)])
_meta[String(pair[0])] = ProbeUiUtil.label_rect(main._start_overlay, String(pair[1]))
_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)
var setbtn: Button = ProbeUiUtil.find_button(main._start_overlay, "设置", "prefix")
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()
for i in 3:
await get_tree().process_frame
if not main.settings_overlay.visible:
if not main.ui.modals.settings_overlay.visible:
_problems.append("设置面未打开(settingsbtn 路径)")
else:
_meta["settings_title"] = ProbeUiUtil.label_rect(main.settings_overlay, "设置")
_meta["settings_title"] = ProbeUiUtil.label_rect(main.ui.modals.settings_overlay, "设置")
await _snap("settings")
var set_close: Button = ProbeUiUtil.find_button(main.settings_overlay, "返回", "prefix")
var set_close: Button = ProbeUiUtil.find_button(main.ui.modals.settings_overlay, "返回", "prefix")
if set_close == null:
_problems.append("设置面返回钮缺失")
else:
@@ -105,19 +105,19 @@ func _ready() -> void:
main._open_career()
for i in 3:
await get_tree().process_frame
if not main.career_overlay.visible or main._start_overlay.visible:
if not main.ui.modals.career_overlay.visible or main.ui.screens.start_overlay.visible:
_problems.append("生涯页未打开或开始层未隐藏(函数直调中间态路径)")
else:
_meta["career_title"] = ProbeUiUtil.label_rect(main.career_overlay, "生 涯")
_meta["career_title"] = ProbeUiUtil.label_rect(main.ui.modals.career_overlay, "生 涯")
await _snap("career")
var career_close: Button = ProbeUiUtil.find_button(main.career_overlay, "返回", "prefix")
var career_close: Button = ProbeUiUtil.find_button(main.ui.modals.career_overlay, "返回", "prefix")
if career_close == null:
_problems.append("生涯页返回钮缺失")
else:
career_close.pressed.emit()
for i in 3:
await get_tree().process_frame
if main.career_overlay.visible or not main._start_overlay.visible:
if main.ui.modals.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(进档开层新路径——卡② mn9;槽模板注入隔离命名空间)
if not ProbeUiUtil.open_camp_via_savesel(main, "smoke_shot_probe_camp"):
@@ -125,7 +125,7 @@ func _ready() -> void:
else:
await get_tree().process_frame
await _snap("camp")
var close_btn: Button = ProbeUiUtil.find_button(main.camp_overlay, "关闭营地", "contains")
var close_btn: Button = ProbeUiUtil.find_button(main.ui.modals.camp_overlay, "关闭营地", "contains")
if close_btn != null:
close_btn.pressed.emit()
await get_tree().process_frame
@@ -137,24 +137,24 @@ func _ready() -> void:
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〕)
var gp_label: Label = ProbeUiUtil.find_label(main.level_screen, "◈ ")
var gp_label: Label = ProbeUiUtil.find_label(main.ui.modals.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)")
elif main.level_screen.get("_runner") != null:
var expect := "◈ %d" % int(main.level_screen.get("_runner").gp)
elif main.ui.modals.level_screen.get("_runner") != null:
var expect := "◈ %d" % int(main.ui.modals.level_screen.get("_runner").gp)
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)
if main.level_screen != null and main.level_screen.visible:
main.level_screen.press_candidate(0)
if main.ui.modals.level_screen != null and main.ui.modals.level_screen.visible:
main.ui.modals.level_screen.press_candidate(0)
for i in 10:
await get_tree().process_frame
await _snap("battle")
# 战斗屏文字框/明度带锚点(全局 rect——checker 取样坐标源;明细带锚 S1 裁后改认现行文案)
_meta["battle_log_hint"] = ProbeUiUtil.label_rect(main.stage, "上轮摘要")
_meta["battle_log_hint"] = ProbeUiUtil.label_rect(main.ui.battle.stage, "上轮摘要")
_meta["hero_panel"] = _node_rect(ProbeUiUtil.find_by_script(main, "hero_info_panel_view"))
_meta["stage_view"] = _node_rect(main.stage)
_meta["board_zone"] = _node_rect(main.board_zone)
_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,
# 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
@@ -162,25 +162,25 @@ func _ready() -> void:
_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)
var pb: Button = main.board_zone.status_badge
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()
for i in 3:
await get_tree().process_frame
if not main.status_panel.visible:
if not main.ui.modals.status_panel.visible:
_problems.append("状态面板未打开(角标路径)")
else:
_meta["status_title"] = ProbeUiUtil.label_rect(main.status_panel, "状态")
_meta["status_title"] = ProbeUiUtil.label_rect(main.ui.modals.status_panel, "状态")
await _snap("status")
var status_close: Button = ProbeUiUtil.find_button(main.status_panel, "继续", "prefix")
var status_close: Button = ProbeUiUtil.find_button(main.ui.modals.status_panel, "继续", "prefix")
if status_close == null:
_problems.append("状态面板继续钮缺失")
else:
status_close.pressed.emit()
await get_tree().process_frame
if main.status_panel.visible:
if main.ui.modals.status_panel.visible:
_problems.append("状态面板关闭后未隐藏(继续钮路径)")
else:
_problems.append("关卡画面未出现(函数直调中间态路径)")
+9 -9
View File
@@ -29,14 +29,14 @@ func _ready() -> void:
main._start_adventure_from_menu() # 函数直调中间态(卡② mn10——开始冒险钮已撤)
for i in 60:
await get_tree().process_frame
if main.level_screen != null and main.level_screen.visible:
if main.ui.modals.level_screen != null and main.ui.modals.level_screen.visible:
break
if main.level_screen == null or not main.level_screen.visible:
if main.ui.modals.level_screen == null or not main.ui.modals.level_screen.visible:
_fail("关卡画面未出现")
return
for i in 5:
await get_tree().process_frame
main.level_screen.press_candidate(0)
main.ui.modals.level_screen.press_candidate(0)
for i in 20:
await get_tree().process_frame
if main.run_scope.settlement == null:
@@ -67,18 +67,18 @@ func _ready() -> void:
_fail("战斗未胜利(result='%s')" % str(main.run_scope.settlement.battle_result))
return
var t_settle := Time.get_ticks_msec()
var _rows_at_victory: int = main._row_pacer.pending_rows().size() # 时间戳①:结算入队完成帧(AP 耗尽/停手→五行段同步跑完→行全在队)
var _rows_at_victory: int = main.ui.screens.row_pacer.pending_rows().size() # 时间戳①:结算入队完成帧(AP 耗尽/停手→五行段同步跑完→行全在队)
# 断言①胜利同帧:终局面未开 + 挂起在案 + 队列非空(判别性——旧行为同帧开窗即红)
if main._end_overlay.is_open():
if main.ui.modals.end_overlay.is_open():
_problems.append("胜利同帧终局面已开(演播后排窗失效——同帧 flush 旧路径回潮)")
if main._deferred_modal == null:
if main.ui.modals.flow._deferred == null:
_problems.append("胜利同帧挂起态缺失(_deferred_modal == null)")
if main._row_pacer.pending_rows().is_empty():
if main.ui.screens.row_pacer.pending_rows().is_empty():
_problems.append("胜利同帧排播队列已空(结算行未走排播链)")
var _played_rows: int = _rows_at_victory
# 断言②排播放完:终局面开启(20s 守卫——0.22s×行数 ×10 余量)
var waited := 0.0
while not main._end_overlay.is_open() and waited < 20.0:
while not main.ui.modals.end_overlay.is_open() and waited < 20.0:
await get_tree().process_frame
waited += get_process_delta_time()
var t_popup := Time.get_ticks_msec()
@@ -86,7 +86,7 @@ func _ready() -> void:
print("[t17_defer] AP点用完: %s" % ap_clock)
print("[t17_defer] 触发结算: %s(与 AP 用完同帧——核心同步,相差 0ms)" % settle_clock)
print("[t17_defer] 弹窗出现: %s(距触发结算 %d ms = 逐行演播时长,行数 %d)" % [popup_clock, t_popup - t_ap_out, _played_rows])
if not main._end_overlay.is_open():
if not main.ui.modals.end_overlay.is_open():
_problems.append("排播放完后终局面未开(%.1fs——演播完边沿派发失守)" % waited)
if _problems.is_empty():
print("[t17_defer] PASS — 胜利同帧挂起+排播完开窗 两断言全过(waited=%.1fs)" % waited)
+171 -171
View File
@@ -51,7 +51,7 @@ func _ready() -> void:
var t_ui_ready := Time.get_ticks_msec() - t0
# 调试浮窗 boot 不开(菜单优先——入口=UI 最顶层全局浮层角标,
# 任何 UI 不遮挡;浮层角标遮挡判据见设置面段)
if main.debug_overlay.visible:
if main.ui.modals.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;
# 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)----
@@ -65,17 +65,17 @@ func _ready() -> void:
_problems.append("营地入口缺失(选档层新档钮——mn9 新路径驱动中断)")
else:
await get_tree().process_frame
if not main.camp_overlay.visible:
if not main.ui.modals.camp_overlay.visible:
_problems.append("营地层未打开(进档开层新路径)")
elif main.camp_overlay._tree_buy_btns.is_empty():
elif main.ui.modals.camp_overlay._tree_buy_btns.is_empty():
_problems.append("树淬炼柜台购买钮缺失(点击路径——四柜台重排后树=主界面)")
else:
# 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.camp_overlay.refresh_camp(main._camp_data())
main.ui.modals.camp_overlay.refresh_camp(main._camp_data())
await get_tree().process_frame
var buy_btn: Button = null
for card in main.camp_overlay._tree_buy_btns:
for card in main.ui.modals.camp_overlay._tree_buy_btns:
if String(card.node_id) == "sp_hp":
buy_btn = card.btn
if buy_btn == null:
@@ -93,16 +93,16 @@ func _ready() -> void:
_problems.append("营地树购买未持久(reload 后级 != 1)")
# Fork 双态切换点击路径(V20——购=解锁默认 A,钮切 B;前置=同调位 1,先点亮)
var socket_btn: Button = null
for card in main.camp_overlay._tree_buy_btns:
for card in main.ui.modals.camp_overlay._tree_buy_btns:
if String(card.node_id) == "att_socket1":
socket_btn = card.btn
if socket_btn != null:
socket_btn.pressed.emit()
await get_tree().process_frame
main.camp_overlay.refresh_camp(main._camp_data())
main.ui.modals.camp_overlay.refresh_camp(main._camp_data())
await get_tree().process_frame
var fork_btn: Button = null
for card in main.camp_overlay._tree_buy_btns:
for card in main.ui.modals.camp_overlay._tree_buy_btns:
if String(card.node_id) == "fork_posture":
fork_btn = card.btn
if fork_btn == null:
@@ -110,10 +110,10 @@ func _ready() -> void:
else:
fork_btn.pressed.emit()
await get_tree().process_frame
main.camp_overlay.refresh_camp(main._camp_data())
main.ui.modals.camp_overlay.refresh_camp(main._camp_data())
await get_tree().process_frame
var side_b: Button = null
for fk in main.camp_overlay._tree_fork_btns:
for fk in main.ui.modals.camp_overlay._tree_fork_btns:
if String(fk.group) == "fg_posture" and String(fk.side) == "b":
side_b = fk.btn
if side_b == null:
@@ -128,7 +128,7 @@ func _ready() -> void:
# ---- 营地六处灰字取色断言(迭代36 wc4——真实入口开营地后按文本锚取 label,
# font_color 逐处 == STONE_DEEP;六源位 :167 图鉴锁文/:417+:476 行状态字/:509 同调形态/:513 档位标签/:525 刷新行)----
var camp_labels: Array = []
_collect_labels_by_text(main.camp_overlay, camp_labels)
_collect_labels_by_text(main.ui.modals.camp_overlay, camp_labels)
var atlas_locks := _labels_with_text(camp_labels, "柜台结构位预留")
if atlas_locks.is_empty():
_problems.append("营地灰字:图鉴柜台锁文 label 未找到(wc4 定位锚失守)")
@@ -137,9 +137,9 @@ func _ready() -> void:
_problems.append("营地灰字:图鉴锁文未用 STONE_DEEP(wc4 :167)")
# 「未解锁」锚收窄到秘宝匣行容器子树(树行/锻造行也有「未解锁」态字样——非 wc4 目标位)
var locked_status: Array = []
if main.camp_overlay.get("_workshop_holder") != null:
if main.ui.modals.camp_overlay.get("_workshop_holder") != null:
var ws_labels: Array = []
_collect_labels_by_text(main.camp_overlay._workshop_holder, ws_labels)
_collect_labels_by_text(main.ui.modals.camp_overlay._workshop_holder, ws_labels)
locked_status = _labels_with_text(ws_labels, "未解锁")
if locked_status.is_empty():
_problems.append("营地灰字:秘宝匣行「未解锁」态 label 未找到(wc4 夹具前提失守——新档应有锁定秘宝行)")
@@ -177,7 +177,7 @@ func _ready() -> void:
await get_tree().process_frame
main._on_save_select_closed() # 关闭被栈还原的选档层(动线序中间态——卡④ 换代点)
await get_tree().process_frame
if main.camp_overlay.visible or not main._start_overlay.visible:
if main.ui.modals.camp_overlay.visible or not main.ui.screens.start_overlay.visible:
_problems.append("营地关闭后未恢复开始层")
# ---- 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
# /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);
@@ -196,11 +196,11 @@ func _ready() -> void:
f_c2.close() # 槽2 有档异值(进档链夹具);槽1/3 空
main._open_save_select()
await get_tree().process_frame
if not main.save_select_overlay.visible:
if not main.ui.modals.save_select_overlay.visible:
_problems.append("[savesel] 选档层未打开(click 段前置)")
# sl12 动线序(新档链同拍采样):逐帧可见性次序——首帧选档隐藏时营地层必须已可见、开始层保持隐藏
#(禁先关后开——_close_modal 会恢复开始层=回闪一帧)
var new_btn: Button = main.save_select_overlay._new_btns.get(1)
var new_btn: Button = main.ui.modals.save_select_overlay._new_btns.get(1)
if new_btn == null:
_problems.append("[savesel] 槽1 新档钮缺失(sl5/sl12 驱动中断)")
else:
@@ -208,7 +208,7 @@ func _ready() -> void:
new_btn.pressed.emit() # 真实按钮信号路径 → _on_save_select_new → create_slot+open_camp
for fi in 3:
await get_tree().process_frame
samples.append([main.save_select_overlay.visible, main.camp_overlay.visible, main._start_overlay.visible])
samples.append([main.ui.modals.save_select_overlay.visible, main.ui.modals.camp_overlay.visible, main.ui.screens.start_overlay.visible])
if samples[0][0]:
_problems.append("[savesel] sl12 新档后选档层仍可见(落点开层未发生)")
elif not samples[0][1]:
@@ -217,8 +217,8 @@ func _ready() -> void:
_problems.append("[savesel] sl12 动线序违约:开始层在落点帧恢复(回闪一帧)")
if main.save_manager.slots.active_slot() != 1 or not FileAccess.file_exists(csel_tpl % 1):
_problems.append("[savesel] sl5 新档链失守(active=%d 应=1 且槽1 白板应落盘)" % main.save_manager.slots.active_slot())
var occluded: Array = main._modals._occluded.get(main.camp_overlay, [])
if not occluded.has(main.save_select_overlay):
var occluded: Array = main.ui.modals.flow.stack._occluded.get(main.ui.modals.camp_overlay, [])
if not occluded.has(main.ui.modals.save_select_overlay):
_problems.append("[savesel] sl12 选档层被关闭而非栈记账挂起(先关后开形态——遮挡挂起中间态钉死)")
if int((JSON.parse_string(FileAccess.get_file_as_string(csel_tpl % 1)) as Dictionary).get("meta", {}).get("keystone_balance", -1)) != 0:
_problems.append("[savesel] sl5 新档非白板(槽1 落盘应全零)")
@@ -227,7 +227,7 @@ func _ready() -> void:
# sl6 进档链:槽2 进档 → 激活=2(camp 数据随激活槽)
main._open_save_select()
await get_tree().process_frame
var load_btn: Button = main.save_select_overlay._load_btns.get(2)
var load_btn: Button = main.ui.modals.save_select_overlay._load_btns.get(2)
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:
@@ -235,51 +235,51 @@ func _ready() -> void:
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())
if not main.camp_overlay.visible or main.save_select_overlay.visible:
if not main.ui.modals.camp_overlay.visible or main.ui.modals.save_select_overlay.visible:
_problems.append("[savesel] sl6 落点未开营地层或选档未隐藏")
main._on_camp_closed()
await get_tree().process_frame
# sl7 删档二次确认双路径:一击只开窗(文件仍在)→取消只关窗(文件仍在)→再开窗确认才删(槽回空)
main._open_save_select()
await get_tree().process_frame
var del_btn: Button = main.save_select_overlay._delete_btns.get(2)
var del_btn: Button = main.ui.modals.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)")
else:
del_btn.pressed.emit()
await get_tree().process_frame
if not main.confirm_dialog.is_open():
if not main.ui.modals.confirm_dialog.is_open():
_problems.append("[savesel] sl7 一击未只开确认窗(直删形态)")
elif not FileAccess.file_exists(csel_tpl % 2):
_problems.append("[savesel] sl7 确认前文件已被删(一次点击即删违契)")
else:
if not main._modal_flow.stack._occluded.has(main.confirm_dialog):
if not main.ui.modals.flow.stack._occluded.has(main.ui.modals.confirm_dialog):
_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._input_locked():
elif not main.ui.modals.flow.locks_input():
_problems.append("[savesel] sl7 确认窗开时输入锁未生效(锁域失守——wr2)")
main.confirm_dialog.cancelled.emit() # 取消路径(真实信号——cancelled 钮同源)
main.ui.modals.confirm_dialog.cancelled.emit() # 取消路径(真实信号——cancelled 钮同源)
await get_tree().process_frame
if main.confirm_dialog.is_open() or not FileAccess.file_exists(csel_tpl % 2):
if main.ui.modals.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)")
elif main._confirm_consumer != "":
_problems.append("[savesel] sl8 取消后消费方状态量未清(分派面残留)")
if main._modal_flow.stack._occluded.has(main.confirm_dialog):
if main.ui.modals.flow.stack._occluded.has(main.ui.modals.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
await get_tree().process_frame
main.confirm_dialog.confirmed.emit() # 确认路径(真实信号——confirmed 钮同源)
main.ui.modals.confirm_dialog.confirmed.emit() # 确认路径(真实信号——confirmed 钮同源)
await get_tree().process_frame
if FileAccess.file_exists(csel_tpl % 2) or main.confirm_dialog.is_open():
if FileAccess.file_exists(csel_tpl % 2) or main.ui.modals.confirm_dialog.is_open():
_problems.append("[savesel] sl7 确认路径失守(应删档+关窗)")
elif main.run_scope.is_adventure or main._start_overlay.visible:
elif main.run_scope.is_adventure or main.ui.screens.start_overlay.visible:
_problems.append("[savesel] sl8 删档确认误触发开局(双常驻接线形态——分派单口失守)")
elif bool(main.save_select_overlay._occupied_flags.get(2, true)):
elif bool(main.ui.modals.save_select_overlay._occupied_flags.get(2, true)):
_problems.append("[savesel] sl7 删后选档面未就地刷新(槽2 应回空态)")
elif main._confirm_consumer != "":
_problems.append("[savesel] sl8 确认后消费方状态量未清(分派面残留)")
main._on_save_select_closed()
await get_tree().process_frame
if main.save_select_overlay.visible or not main._start_overlay.visible:
if main.ui.modals.save_select_overlay.visible or not main.ui.screens.start_overlay.visible:
_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)----
@@ -289,19 +289,19 @@ func _ready() -> void:
var iso_s = load("res://presentation/settings_store.gd").new("user://smoke_click_probe_settings.cfg")
iso_s.load_settings()
main.settings_store = iso_s
main.settings_overlay.retarget(iso_s)
var settings_btn: Button = ProbeUiUtil.find_button(main._start_overlay, "设置", "prefix")
main.ui.modals.settings_overlay.retarget(iso_s)
var settings_btn: Button = ProbeUiUtil.find_button(main.ui.screens.start_overlay, "设置", "prefix")
if settings_btn == null:
_problems.append("设置入口按钮缺失(开始层 settingsbtn)")
else:
settings_btn.pressed.emit() # 真实按钮信号路径 → _open_settings
await get_tree().process_frame
if not main.settings_overlay.visible or main._start_overlay.visible:
if not main.ui.modals.settings_overlay.visible or main.ui.screens.start_overlay.visible:
_problems.append("设置面未打开(点击路径)")
else:
# 减动效转正双态(卡④ AC③)——M4 适配:拨杆开关(_motion_btn)语义翻转 on=完整/off=快速,
# 状态字随行 _motion_st;查找由文字改成员引用(拨杆无文字)
var motion_btn: Button = main.settings_overlay._motion_btn
var motion_btn: Button = main.ui.modals.settings_overlay._motion_btn
if motion_btn == null:
_problems.append("设置面减动效开关缺失")
else:
@@ -318,7 +318,7 @@ func _ready() -> void:
if UiKit.motion_scale != 1.0:
_problems.append("减动效关未恢复(motion_scale != 1.0)")
# 音量实时生效(卡④ AC①):滑杆 30% → master bus db 与 store 双读
var vol: HSlider = main.settings_overlay._volume
var vol: HSlider = main.ui.modals.settings_overlay._volume
vol.value = 30
await get_tree().process_frame
var master_idx := AudioServer.get_bus_index("Master")
@@ -329,24 +329,24 @@ func _ready() -> void:
_problems.append("音量未入 store(%f ≠ 0.3)" % iso_s.volume_linear)
# 调试入口断言(卡⑦ c4 发布态换代——角标恒隐;原「最顶层浮层不被遮挡」
# 回归语义随调试浮层发布态退役,申报见迭代 38 实现报告 §8.2)
if main.debug_badge == null or main.debug_badge.visible:
if main.ui.screens.debug_badge == null or main.ui.screens.debug_badge.visible:
_problems.append("设置面开中调试角标可见(发布态恒隐失守)")
var settings_close: Button = ProbeUiUtil.find_button(main.settings_overlay, "返回", "prefix")
var settings_close: Button = ProbeUiUtil.find_button(main.ui.modals.settings_overlay, "返回", "prefix")
if settings_close == null:
_problems.append("设置面返回按钮缺失")
else:
settings_close.pressed.emit()
await get_tree().process_frame
if main.settings_overlay.visible or not main._start_overlay.visible:
if main.ui.modals.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")
# 旧入口零残留断言(卡④ AC③——测试调整板不含减动效开关;14.5 起载体=调试浮窗)
var legacy_motion = ProbeUiUtil.find_check_button(main.debug_overlay, "减动效")
var legacy_motion = ProbeUiUtil.find_check_button(main.ui.modals.debug_overlay, "减动效")
if legacy_motion != null:
_problems.append("调整板减动效旧入口未退役(设置面唯一入口失守——卡④ AC③)")
# D1 断言(二轮):退出游戏只在一级菜单——开始菜单有、设置面无
if ProbeUiUtil.find_button(main._start_overlay, "退出游戏", "prefix") == null:
if ProbeUiUtil.find_button(main.ui.screens.start_overlay, "退出游戏", "prefix") == null:
_problems.append("开始菜单缺退出游戏按钮(二轮 D1)")
if ProbeUiUtil.find_button(main.settings_overlay, "退出游戏", "prefix") != null:
if ProbeUiUtil.find_button(main.ui.modals.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,
# 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)----
@@ -354,45 +354,45 @@ func _ready() -> void:
if true:
main._open_career()
await get_tree().process_frame
if not main.career_overlay.visible or main._start_overlay.visible:
if not main.ui.modals.career_overlay.visible or main.ui.screens.start_overlay.visible:
_problems.append("生涯页未打开(点击路径)")
else:
# 零跳转契约(提纲 P4 甲):页内除「返回」外零导航钮
for nav in ["营地", "商店", "设置", "退出", "冒险"]:
if ProbeUiUtil.find_button(main.career_overlay, nav, "contains") != null:
if ProbeUiUtil.find_button(main.ui.modals.career_overlay, nav, "contains") != null:
_problems.append("生涯页内出现导航入口「%s」(零跳转违约——生涯纯只读)" % nav)
# 局内入口断言(提纲 P4 甲):生涯入口只在开始层——战斗屏/地图屏零生涯角标
if main.board_zone.find_child("career_badge", true, false) != null \
or main.level_screen.find_child("career_badge", true, false) != null:
if main.ui.battle.board_zone.find_child("career_badge", true, false) != null \
or main.ui.modals.level_screen.find_child("career_badge", true, false) != null:
_problems.append("局内屏出现生涯入口件(局内不放生涯入口违约)")
var career_close: Button = ProbeUiUtil.find_button(main.career_overlay, "返回", "prefix")
var career_close: Button = ProbeUiUtil.find_button(main.ui.modals.career_overlay, "返回", "prefix")
if career_close == null:
_problems.append("生涯页返回按钮缺失")
else:
career_close.pressed.emit()
await get_tree().process_frame
if main.career_overlay.visible or not main._start_overlay.visible:
if main.ui.modals.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")
# 换回全新零档(营地购买态不泄入后续冒险段——确定性;档案残留下次段首清理兜底)
ProbeUiUtil.isolate_save(main, "smoke_click_probe_reset", true, false, true) # 零档换注(继续上局钮已随三入口化撤出——卡② mn8)
main.debug_overlay.set_sliders(400, 200) # 高加成保 L1 可完成——L2 岔路选路段只能经冒险推进到达(单关直入口退役)
main.debug_overlay.seed_edit.text = "42" # 种子钉死(种子框默认为空=非首局随机,行为走查确定性禁依赖默认分支)
main.ui.modals.debug_overlay.set_sliders(400, 200) # 高加成保 L1 可完成——L2 岔路选路段只能经冒险推进到达(单关直入口退役)
main.ui.modals.debug_overlay.seed_edit.text = "42" # 种子钉死(种子框默认为空=非首局随机,行为走查确定性禁依赖默认分支)
var t1 := Time.get_ticks_msec()
main._start_adventure_from_menu()
await get_tree().process_frame
await get_tree().process_frame
# 既有口径回归(迭代36 wc3——调试滑条 400/200=局外加成 pct>0,开场行应带「(含面板加成)」;
# 本局为本探针首个冒险,日志无先前行,全文本判即可)
var wc3_txt: String = main.log_view._log.get_parsed_text()
var wc3_txt: String = main.ui.battle.log_view._log.get_parsed_text()
if not wc3_txt.contains("种子 42") or not wc3_txt.contains("(含面板加成)"):
_problems.append("开场行回归失守:局外加成(pct>0)局的开场行应带「(含面板加成)」(wc3)")
# 关卡开始 = 入口选路停点——press_candidate 图上命中路径选入口候选进首战
#(首格可点 AC 口径随之含入口选路一步:菜单点击 → 停点呈现 → pick → 棋盘安装)
if main.level_screen.visible:
if main.ui.modals.level_screen.visible:
# 独立性断言:独立屏激活期战斗屏宿主整体隐藏
if main._battle_root.visible:
if main.ui.screens.battle_root.visible:
_problems.append("独立屏激活期战斗屏宿主未隐藏(零透出契约失守)")
main.level_screen.press_candidate(0)
main.ui.modals.level_screen.press_candidate(0)
await get_tree().process_frame
await get_tree().process_frame
var t_entry := Time.get_ticks_msec() - t1
@@ -402,7 +402,7 @@ func _ready() -> void:
var first_cell_ms := t_entry
if first_cell_ms > 500:
_problems.append("进入战斗屏首格可点超时 %dms > 500ms" % first_cell_ms)
if main.board_view.cells_probe().is_empty():
if main.ui.battle.board_zone.board_view.cells_probe().is_empty():
_problems.append("首格未可点(cells=0)")
print("[click_probe] 首格可点计时 %dms(进入战斗屏口径,≤500ms AC)· 场景冷启动 %dms(含 UI 构建 %dms,观测项)" % [
first_cell_ms, t_total, t_ui_ready])
@@ -413,68 +413,68 @@ func _ready() -> void:
while not _done and action_budget > 0:
action_budget -= 1
await get_tree().process_frame
if main.node_overlay.visible:
main.node_overlay.press_continue()
if main.ui.modals.node_overlay.visible:
main.ui.modals.node_overlay.press_continue()
_seals_placed.clear()
continue
if main.curio_overlay.visible:
if main.ui.modals.curio_overlay.visible:
# 三选一停点(CurioPickOverlay——奖励节点/关卡完成兑付共用面,须与硬锁态适配,
# 未适配则走到即卡死)。两态分派:result 态(兑付反馈——点继续推进)/
# 待选态(点首件+确认)。真实信号路径全线。〔无替换子态——装配不可变契约。〕
# 三选一停点输入锁定断言(停点态断言面:待选/兑付两态共用此层)。
if not _tested_curio_head and main.run_scope.adventure != null and not main.run_scope.adventure.stop()._node_pending.is_empty() and String(main.curio_overlay._header).contains("关卡奖励点"):
if not _tested_curio_head and main.run_scope.adventure != null and not main.run_scope.adventure.stop()._node_pending.is_empty() and String(main.ui.modals.curio_overlay._header).contains("关卡奖励点"):
# 停点态判据 = _node_curio_pending(奖励节点三选一停点住此——原条件查
# _curio_pending〔关卡完成三选一态〕与奖励头部互斥、恒不可命中=拦截能力未证病根,
# 卡⑤ d4 转正随修;头部校验串本体零触碰)
_tested_curio_head = true
var ch := String(main.curio_overlay._header)
var ch := String(main.ui.modals.curio_overlay._header)
if not ch.contains("冒险牌库") or not ch.contains("属性值提升与补给") or ch.contains("同权重") or ch.contains("同上限") or ch.contains("提升池"):
_problems.append("三选一头部旧话残留或新话缺失(wa4——%s)" % ch.replace("
", "|"))
# 奖励节点战报文案换代断言(卡⑤ wr2——reward_line 同屏打印于停点拉起前,
# 同一驱动路径承载;旧「内容待定」残留或新话缺失即红)
var logtext: String = main.log_view.parsed_text()
var logtext: String = main.ui.battle.log_view.parsed_text()
if not logtext.contains("关卡奖励点(三选一——选毕推进)") or logtext.contains("内容待定"):
_problems.append("奖励节点战报文案未换代(卡⑤ wr2——旧话残留或新话缺失)")
if not main._input_locked():
if not main.ui.modals.flow.locks_input():
_problems.append("三选一停点打开时输入未锁定")
if main.curio_overlay._continue_btn.visible:
main.curio_overlay.press_continue()
if main.ui.modals.curio_overlay._continue_btn.visible:
main.ui.modals.curio_overlay.press_continue()
elif main.run_scope.adventure != null and not main.run_scope.adventure.stop()._node_pending.is_empty():
main.curio_overlay.press_card(0) # 奖励节点待选态:点首件+确认(真实按钮信号路径——与关卡完成停点同形)
main.curio_overlay.press_confirm()
main.ui.modals.curio_overlay.press_card(0) # 奖励节点待选态:点首件+确认(真实按钮信号路径——与关卡完成停点同形)
main.ui.modals.curio_overlay.press_confirm()
elif main.run_scope.adventure != null and not main.run_scope.adventure.stop()._pending.is_empty():
main.curio_overlay.press_card(0)
main.curio_overlay.press_confirm()
main.ui.modals.curio_overlay.press_card(0)
main.ui.modals.curio_overlay.press_confirm()
else:
main.curio_overlay.press_continue() # 停点已消费的残面——继续关屏
main.ui.modals.curio_overlay.press_continue() # 停点已消费的残面——继续关屏
_seals_placed.clear()
continue
if main.shop_overlay.visible:
if main.ui.modals.shop_overlay.visible:
# 商店房覆盖层(摆放约束:每终点前一位恰一店,真实路径恒必经一店):零购离开(真实 leave 信号路径)放行选路。
# 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.shop_overlay.leave_pressed.emit()
main.ui.modals.shop_overlay.leave_pressed.emit()
_seals_placed.clear()
continue
if main.level_screen.visible:
if main.ui.modals.level_screen.visible:
# 节点图选路口(零自动推进停点)——图上命中路径交替选候选(岔路使用行为;布局决策 2 改造)
# 地图屏角标一次性 case:选路前经角标开/关状态面板(层在地图屏之上开合,
# 关闭后地图屏选路态零扰动——P2 甲层级语义)
if not _tested_map_status and not main.status_panel.visible:
if not _tested_map_status and not main.ui.modals.status_panel.visible:
_tested_map_status = true
var mpb: Button = main.level_screen.status_badge
var mpb: Button = main.ui.modals.level_screen.status_badge
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()
if not main.status_panel.visible or not main.level_screen.visible:
if not main.ui.modals.status_panel.visible or not main.ui.modals.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.status_panel, "继续", "prefix")
var rbtn2: Button = ProbeUiUtil.find_button(main.ui.modals.status_panel, "继续", "prefix")
if rbtn2 != null:
rbtn2.pressed.emit()
if main.status_panel.visible or not main.level_screen.visible:
if main.ui.modals.status_panel.visible or not main.ui.modals.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;
# 独立旗标——_tested_map_status 在同拍前置块已置位,禁复用其门控)
@@ -482,7 +482,7 @@ func _ready() -> void:
_tested_map_cap = true
var cap_found := false
var ls_labels: Array = []
_collect_labels_by_text(main.level_screen, ls_labels)
_collect_labels_by_text(main.ui.modals.level_screen, ls_labels)
for l in ls_labels:
if l.text == "属性值提升":
cap_found = true
@@ -494,20 +494,20 @@ func _ready() -> void:
if main.run_scope.runner != null:
for nd in main.run_scope.runner.nodes():
var nd_id: int = main.run_scope.runner.node_id_of(nd)
if String(nd.get("type", "")) == "reward" and main.level_screen._cand_ids.has(nd_id):
pick = main.level_screen._cand_ids.find(nd_id)
if String(nd.get("type", "")) == "reward" and main.ui.modals.level_screen._cand_ids.has(nd_id):
pick = main.ui.modals.level_screen._cand_ids.find(nd_id)
break
main.level_screen.press_candidate(pick)
main.ui.modals.level_screen.press_candidate(pick)
_route_clicks += 1
_seals_placed.clear()
continue
if main._inter_overlay.visible:
if main.ui.screens.inter_overlay.visible:
# 大奖励屏(冒险级停点——非末关的关卡完成恰一次):首见确认推进 L2(真实按钮信号路径);再见 = L2 已关卡完成,收口
if not main._input_locked():
if not main.ui.modals.flow.locks_input():
_problems.append("大奖励屏打开时输入未锁定")
_inter_confirms += 1
if _inter_confirms == 1:
var next_btn: Button = ProbeUiUtil.find_button(main._inter_overlay, "进入下一层", "prefix")
var next_btn: Button = ProbeUiUtil.find_button(main.ui.screens.inter_overlay, "进入下一层", "prefix")
if next_btn == null:
_problems.append("大奖励屏确认按钮缺失")
else:
@@ -522,23 +522,23 @@ func _ready() -> void:
break
_seals_placed.clear()
continue
if main._end_overlay.is_open() and main._settlement_stop_pending:
if main.ui.modals.end_overlay.is_open() and main.run_scope.settlement_stop_timer.is_armed():
# 战斗胜利总结结算框(真实信号路径——每场普通胜利到达):断言已拍板面后点「下一节点」
if not main._input_locked():
if not main.ui.modals.flow.locks_input():
_problems.append("胜利结算框打开时输入未锁定")
var gp_line: String = "%s %s" % [main._end_overlay._gp_name.text, main._end_overlay._gp_val.text] # 两列账行(审计差距④)——名/值列拼回整串断言
var gp_line: String = "%s %s" % [main.ui.modals.end_overlay._gp_name.text, main.ui.modals.end_overlay._gp_val.text] # 两列账行(审计差距④)——名/值列拼回整串断言
if not gp_line.contains("GP +%d" % main.run_scope.last_gain_amount) or not gp_line.contains("合计 %d" % int(main.run_scope.runner.gp)):
_problems.append("胜利结算框 GP 增量/总量与钱包实态不符(%s|实态 +%d/%d)" % [gp_line, main.run_scope.last_gain_amount, int(main.run_scope.runner.gp)])
if main._end_overlay.verdict_text() == "":
if main.ui.modals.end_overlay.verdict_text() == "":
_problems.append("胜利结算框判定行缺失")
_settlement_confirms += 1
main._end_overlay._btn.pressed.emit() # 「下一节点」真实信号路径
main.ui.modals.end_overlay._btn.pressed.emit() # 「下一节点」真实信号路径
await get_tree().process_frame
await get_tree().process_frame
if main._settlement_stop_pending or not main.level_screen.visible:
if main.run_scope.settlement_stop_timer.is_armed() or not main.ui.modals.level_screen.visible:
_problems.append("胜利结算框「下一节点」未进选路页(卡⑥ AC②)")
continue
if main._end_overlay.is_open():
if main.ui.modals.end_overlay.is_open():
# 冒险终局(失败/放弃/打穿)——无单关直入口,见终局即收口(模态断言照旧)
# 三选一链适配:_adventure_mode 仍真且非选路挂起=中途结算面(Boss 胜利
# 总结「继续」后挂三选一→真终局未到)——真实信号路径点继续推进。
@@ -547,13 +547,13 @@ 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._end_overlay._btn.pressed.emit()
main.ui.modals.end_overlay._btn.pressed.emit()
continue
if not main._input_locked():
if not main.ui.modals.flow.locks_input():
_problems.append("终局 overlay 打开时输入未锁定")
_done = true
print("[click_probe] 冒险终局:%s · 选路口点击 %d 次" % [
main._end_overlay.verdict_text().replace("\n", " "), _route_clicks])
main.ui.modals.end_overlay.verdict_text().replace("\n", " "), _route_clicks])
break
if main.run_scope.settlement == null or main.run_scope.runner == null:
continue
@@ -566,16 +566,16 @@ func _ready() -> void:
# 上轮摘要恢复断言(卡⑥ wr1-b——改前 _round_rows 类型错 append 全数失败、缓冲恒空、
# 摘要自引入类型错以来从未显示):战中场观测点=round≥2 且排播队列已排空(轮首分隔行
# 已消费=finish_settlement_round 已刷);不挂循环出口——收尾的续玩重建段会再走 log_view.clear()
if not _tested_round_summary and int(st["round"]) >= 2 and main._row_queue.is_empty():
if not _tested_round_summary and int(st["round"]) >= 2 and main.ui.screens.row_pacer.pending_rows().is_empty():
_tested_round_summary = true
if main.log_view._summary.text == "":
if main.ui.battle.log_view._summary.text == "":
_problems.append("上轮摘要恒空(卡⑥ wr1-b——结算行缓冲仍失真)")
if JSON.stringify(st) == JSON.stringify(_last_state): # 排播演播期豁免(硬锁 v3——合法停顿态):演播期棋盘锁生效、probe 点击被吞、
# 逻辑态恒定属预期。判据=纯队列(与 main 锁同源)。Waiting 收尾等待期**不豁免**——
# 锁若把收尾链卡死,此处 stall 照报(探测面)。
# T1 D1 处置=保留豁免+注记:冻结/缓存/重放语义不再靠豁免绕行,由 _locktest_tick
# 脚本化断言正面承载(每 run 一次;逻辑态恒定本豁免继续作 stall 判据)。
if main._row_queue.is_empty():
if main.ui.screens.row_pacer.pending_rows().is_empty():
_stall_frames += 1
if _stall_frames == 30:
_report_stall(st)
@@ -595,36 +595,36 @@ func _ready() -> void:
# ---- 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
# 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._end_overlay.is_open():
if not _done and not main.ui.modals.end_overlay.is_open():
var close_guard := 8000
var dbg_frame := 0 # T17 演播后排窗:每场胜利 +~400 帧演播等待(旧同帧 flush 零等待)——守卫按多场战斗放大
while close_guard > 0:
close_guard -= 1
await get_tree().process_frame
if main._end_overlay.is_open():
if main.ui.modals.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._end_overlay._btn.pressed.emit()
main.ui.modals.end_overlay._btn.pressed.emit()
else:
break
elif main.curio_overlay.visible:
if main.curio_overlay._continue_btn.visible:
main.curio_overlay.press_continue()
elif main.ui.modals.curio_overlay.visible:
if main.ui.modals.curio_overlay._continue_btn.visible:
main.ui.modals.curio_overlay.press_continue()
elif main.run_scope.adventure != null and not main.run_scope.adventure.stop()._pending.is_empty():
main.curio_overlay.press_card(0)
main.curio_overlay.press_confirm()
main.ui.modals.curio_overlay.press_card(0)
main.ui.modals.curio_overlay.press_confirm()
else:
main.curio_overlay.press_continue()
elif main.node_overlay.visible:
main.node_overlay.press_continue()
elif main.shop_overlay.visible:
main.shop_overlay.leave_pressed.emit()
elif main._inter_overlay.visible:
var next_btn2: Button = ProbeUiUtil.find_button(main._inter_overlay, "进入下一层", "prefix")
main.ui.modals.curio_overlay.press_continue()
elif main.ui.modals.node_overlay.visible:
main.ui.modals.node_overlay.press_continue()
elif main.ui.modals.shop_overlay.visible:
main.ui.modals.shop_overlay.leave_pressed.emit()
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()
elif main.level_screen.visible:
var abandon_btn: Button = ProbeUiUtil.find_button(main.level_screen, "放弃", "prefix")
elif main.ui.modals.level_screen.visible:
var abandon_btn: Button = ProbeUiUtil.find_button(main.ui.modals.level_screen, "放弃", "prefix")
if abandon_btn != null:
_closed_via_abandon = true
abandon_btn.pressed.emit()
@@ -652,14 +652,14 @@ func _ready() -> void:
str(((bpf as Dictionary).get("bonus_deck", []) as Array).size()),
str((bpf as Dictionary).get("bonus_pending"))])
_problems.append("断点段:战败结算后断点未清(T3 三结局清断点失守)")
if not main._end_overlay.is_open():
if not main.ui.modals.end_overlay.is_open():
_problems.append("断点段:战败后未出冒险终局面")
if main._end_overlay._btn == null:
if main.ui.modals.end_overlay._btn == null:
_problems.append("断点段:终局面返回按钮缺失")
else:
main._end_overlay._btn.pressed.emit() # 真实按钮信号路径(_btn=继续/返回共用句柄)
main.ui.modals.end_overlay._btn.pressed.emit() # 真实按钮信号路径(_btn=继续/返回共用句柄)
await get_tree().process_frame
if not main._start_overlay.visible:
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),
# 战败态前提失配——记录不计 problem(返回路径已实机目检)。
if not _closed_via_abandon:
@@ -683,16 +683,16 @@ func _ready() -> void:
if FileAccess.file_exists(p_ol):
DirAccess.remove_absolute(p_ol)
ProbeUiUtil.isolate_save(main, "smoke_click_probe_openline", true, false, true)
main.debug_overlay.reset_sliders() # ① 白板反向前提(_start_adventure 只关窗不清值——残值跨段存活防坑)
main.debug_overlay.seed_edit.text = "42"
main.ui.modals.debug_overlay.reset_sliders() # ① 白板反向前提(_start_adventure 只关窗不清值——残值跨段存活防坑)
main.ui.modals.debug_overlay.seed_edit.text = "42"
main._start_adventure_from_menu()
var ol_l1_wait := 0
while ol_l1_wait < 24 and String(main.log_view._log.get_parsed_text()).count("· 种子 ") < 1:
while ol_l1_wait < 24 and String(main.ui.battle.log_view._log.get_parsed_text()).count("· 种子 ") < 1:
ol_l1_wait += 1
await get_tree().process_frame
if ol_l1_wait >= 24:
_problems.append("开场行路径①:L1 开场行未达日志(开局清日志后 24 帧内未现种子行)")
elif String(main.log_view._log.get_parsed_text()).count("(含面板加成)") > 0:
elif String(main.ui.battle.log_view._log.get_parsed_text()).count("(含面板加成)") > 0:
_problems.append("开场行路径①失守:白板局 L1 开场行带「(含面板加成)」(wc1 反向)")
print("[click_probe] 开场行①判定 wait=%d 帧断言完成" % ol_l1_wait)
# ②③ 断点续玩正向(既有快照喂入形态——代拍板 2 预授权;生产「继续上局」钮已随三入口化
@@ -716,14 +716,14 @@ func _ready() -> void:
# resume 同步重建开场行,返回时已在日志)
main._resume_from_menu()
var ol_r_wait := 0
while ol_r_wait < 24 and String(main.log_view._log.get_parsed_text()).count("· 种子 ") < 1:
while ol_r_wait < 24 and String(main.ui.battle.log_view._log.get_parsed_text()).count("· 种子 ") < 1:
ol_r_wait += 1
await get_tree().process_frame
if main.run_scope.runner == null or main.run_scope.runner.journal().bonus_total("atk") != 5:
_problems.append("开场行路径②③前提失守:续玩重建后加算区 atk!=5(断点回填链断)")
if ol_r_wait >= 24:
_problems.append("开场行路径②③失守:续玩重建未发开场行(选路停点形应重发——形态/驱动复核)")
elif String(main.log_view._log.get_parsed_text()).count("(含面板加成)") < 1:
elif String(main.ui.battle.log_view._log.get_parsed_text()).count("(含面板加成)") < 1:
_problems.append("开场行路径②③失守:bonus 已入账(pct=0/ov=0)的续玩重建开场行未带「(含面板加成)」(wc1 正向/wc2)")
else:
print("[click_probe] 开场行②③判定:续玩重建开场行带后缀(bonus.atk=5、pct=0)— wait=%d 帧" % ol_r_wait)
@@ -749,15 +749,15 @@ func _ready() -> void:
func _run_modal_probes_once() -> void:
# 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.info_panel != null and main.info_panel.visible:
if not _tested_copy and main.ui.battle.info_panel != null and main.ui.battle.info_panel.visible:
_tested_copy = true
var feat_head: Label = null
var curio_head: Label = null
for child in main.info_panel._feat_section.get_children():
for child in main.ui.battle.info_panel._feat_section.get_children():
if child is Label:
feat_head = child
break
for child in main.info_panel._curio_section.get_children():
for child in main.ui.battle.info_panel._curio_section.get_children():
if child is Label:
curio_head = child
break
@@ -768,15 +768,15 @@ 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.ap_bar._btn_legend.pressed.emit()
if not main.legend_overlay.is_open():
main.ui.battle.board_zone.ap_bar._btn_legend.pressed.emit()
if not main.ui.modals.legend_overlay.is_open():
_problems.append("图例打开失败")
if main._end_overlay.is_open() or main._start_overlay.visible:
if main.ui.modals.end_overlay.is_open() or main.ui.screens.start_overlay.visible:
_problems.append("图例打开时上方遮挡层未隐藏(缺陷⑤复发)")
if not main._input_locked():
if not main.ui.modals.flow.locks_input():
_problems.append("图例打开时棋盘输入未锁定")
var legend_has_seal := false
for e in main.legend_overlay.ENTRIES:
for e in main.ui.modals.legend_overlay.ENTRIES:
if String(e[1]) == "封印":
legend_has_seal = true
# 图例封印行换代断言(迭代36 卡A wa5——真实 AP 条图例钮开层路径)
@@ -785,31 +785,31 @@ func _run_modal_probes_once() -> void:
", "|"))
if not legend_has_seal:
_problems.append("图例缺『封印』格态条目(格态图例基线)")
main.legend_overlay.close()
if main.legend_overlay.is_open() or main._input_locked():
main.ui.modals.legend_overlay.close()
if main.ui.modals.legend_overlay.is_open() or main.ui.modals.flow.locks_input():
_problems.append("图例关闭后未恢复输入/可见性")
# ②/②b 明细回看模态无探针(M9/P-C7——冒险中回看归「生涯」,06 登记)
# ⑤ 状态面板(P1 丁角标真实信号路径 + P2 甲模态语义 + P1 守卫 + R3 锁恢复):
# 角标打开 → 只读层可见+输入锁定+余额徽非空 → 「继续」关闭恢复;图例开着 → 角标置灰且点击被守卫兜住
if not _tested_status and not main.legend_overlay.is_open() and not main.status_panel.visible:
if not _tested_status and not main.ui.modals.legend_overlay.is_open() and not main.ui.modals.status_panel.visible:
_tested_status = true
var pbtn: Button = main.board_zone.status_badge
var pbtn: Button = main.ui.battle.board_zone.status_badge
if pbtn == null or not pbtn.visible or pbtn.disabled:
_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
if not main.status_panel.visible:
if not main.ui.modals.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._input_locked():
if not main.ui.modals.flow.locks_input():
_problems.append("状态面板打开时输入未锁定(R3)")
var bal_txt: String = main.status_panel._balance_badge.value_label.text
var bal_txt: String = main.ui.modals.status_panel._balance_badge.value_label.text
if not bal_txt.begins_with("钥石 "):
_problems.append("状态面板余额徽投影缺失(%s)" % bal_txt)
# ---- 本局信息面板换代断言(迭代36 卡③——真实入口三断言)----
# ① 面板子树零旧段文案(跨关概览退役零残留)
var sv_labels: Array = []
_collect_labels_by_text(main.status_panel, sv_labels)
_collect_labels_by_text(main.ui.modals.status_panel, sv_labels)
for l in sv_labels:
if String(l.text).contains("道具工坊") or String(l.text).contains("天赋树"):
_problems.append("状态面板子树残留旧段文案「%s」(sv6①——零旧段失守)" % String(l.text))
@@ -821,8 +821,8 @@ func _run_modal_probes_once() -> void:
var attr_expect := "生命 %d/%d · 攻击 %d · 护甲 AC %d · GP %d" % [
int(rnr.hero_hp), rnr.effective_max_hp(), rnr.effective_atk(),
rnr.effective_ac(), int(rnr.gp)]
if String(main.status_panel._attrs_label.text) != attr_expect:
_problems.append("状态面板属性行投影失真(sv6②——期望 %s 实测 %s)" % [attr_expect, main.status_panel._attrs_label.text])
if String(main.ui.modals.status_panel._attrs_label.text) != attr_expect:
_problems.append("状态面板属性行投影失真(sv6②——期望 %s 实测 %s)" % [attr_expect, main.ui.modals.status_panel._attrs_label.text])
# ③ _status_data() 直调对拍(sv7——键集恰八键+curios/feats 独立 oracle)
var sd: Dictionary = main._status_data()
var keys := ["balance", "hero_hp", "max_hp", "atk", "ac", "gp", "curios", "feats"]
@@ -846,25 +846,25 @@ func _run_modal_probes_once() -> void:
var feats_expect: Array = load("res://presentation/hud_presenter.gd").feat_holdings_lines(main.db, rnr.feats_held())
if str((sd as Dictionary).get("feats", [])) != str(feats_expect):
_problems.append("_status_data().feats 对拍 feat_holdings_lines 失守(sv7)")
var resume_btn: Button = ProbeUiUtil.find_button(main.status_panel, "继续", "prefix")
var resume_btn: Button = ProbeUiUtil.find_button(main.ui.modals.status_panel, "继续", "prefix")
if resume_btn == null:
_problems.append("状态面板关闭钮缺失(「继续」)")
else:
resume_btn.pressed.emit()
if main.status_panel.visible or main._input_locked():
if main.ui.modals.status_panel.visible or main.ui.modals.flow.locks_input():
_problems.append("状态面板关闭后未恢复(visible=%s locked=%s——R3 残留)"
% [str(main.status_panel.visible), str(main._input_locked())])
% [str(main.ui.modals.status_panel.visible), str(main.ui.modals.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.ap_bar._btn_legend.pressed.emit()
if not main.board_zone.status_badge.disabled:
main.ui.battle.board_zone.ap_bar._btn_legend.pressed.emit()
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.board_zone.status_badge.pressed.emit()
if main.status_panel.visible:
main.ui.battle.board_zone.status_badge.pressed.emit()
if main.ui.modals.status_panel.visible:
_problems.append("置灰态仍可开状态面板(守卫兜底失守)")
main.legend_overlay.close()
main.ui.modals.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:
var row = main.stage.hero_standee.slot_row # 状态 tooltip 载体(B 区站桩)
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
@@ -878,14 +878,14 @@ func _run_modal_probes_once() -> void:
_problems.append("状态槽 tooltip 未随移出隐藏")
break
# ④ 弃图刷新确认链(pattern 7 异位:确认 chips 与常规确认不同位 + 显式代价文案)
if not _tested_refresh_chain and main.ap_bar.is_refresh_ready():
if not _tested_refresh_chain and main.ui.battle.board_zone.ap_bar.is_refresh_ready():
_tested_refresh_chain = true
var rap_before: int = int(main.run_scope.settlement.action_economy.rap)
var board_before = main.run_scope.settlement.minesweeper.current_board()
main.ap_bar.press_refresh_for_probe()
if not main.ap_bar.confirm_visible():
main.ui.battle.board_zone.ap_bar.press_refresh_for_probe()
if not main.ui.battle.board_zone.ap_bar.confirm_visible():
_problems.append("弃图刷新确认 chips 未出现(异位确认缺失)")
main.ap_bar.press_confirm_for_probe()
main.ui.battle.board_zone.ap_bar.press_confirm_for_probe()
if int(main.run_scope.settlement.action_economy.rap) != rap_before - 8:
_problems.append("弃图刷新未扣 RAP8(%d→%d)" % [rap_before, int(main.run_scope.settlement.action_economy.rap)])
if main.run_scope.settlement.action_economy.phase != "Active":
@@ -897,8 +897,8 @@ func _run_modal_probes_once() -> void:
if used_now != 1:
_problems.append("刷新轮内计数错误(%d)" % used_now)
var remain_expect: int = maxi(0, int(main.db.run.action_economy.refresh_cap_per_round) - used_now)
if not main.ap_bar.refresh_remaining_text().contains(str(remain_expect)):
_problems.append("HUD 刷新余量与快照推导失符(HUD='%s' 应含 %d)" % [main.ap_bar.refresh_remaining_text(), remain_expect])
if not main.ui.battle.board_zone.ap_bar.refresh_remaining_text().contains(str(remain_expect)):
_problems.append("HUD 刷新余量与快照推导失符(HUD='%s' 应含 %d)" % [main.ui.battle.board_zone.ap_bar.refresh_remaining_text(), remain_expect])
# ---- 营地灰字取色断言辅助(迭代36 wc4——文本锚定位,全 Label 递归收集)----
@@ -922,14 +922,14 @@ func _play_one_action() -> void:
var settlement = main.run_scope.settlement
if settlement == null:
return # 结算竞态防抖:battle_finished 与本轮动作调度同帧到达时 settlement 可能已被置空(基线既有噪声——加固)
if not main._row_queue.is_empty():
if not main.ui.screens.row_pacer.pending_rows().is_empty():
return # T1 D1——演播期不出手:此时点击只会进锁期缓存被「最后一次」覆盖(原逐帧连点语义无行为覆盖价值,且毁锁期断言注入的独占前提)
var minesweeper = settlement.minesweeper
# 行为①:随机封印(右键——未开相邻格),约 20% 轮次
if _ap_spent_this_round == 0 and _rand.randf() < 0.2:
var target := _random_unknown_adjacent(minesweeper)
if target.x >= 0:
main.board_view.click_cell(target, MOUSE_BUTTON_RIGHT)
main.ui.battle.board_zone.board_view.click_cell(target, MOUSE_BUTTON_RIGHT)
_seals_placed.append(target)
_ap_spent_this_round += 1
return
@@ -937,19 +937,19 @@ func _play_one_action() -> void:
if _rand.randf() < 0.1 and not _seals_placed.is_empty():
var fc: Vector2i = _seals_placed.pop_back()
if minesweeper.has_seal(fc) and not minesweeper.is_revealed(fc):
main.board_view.click_cell(fc, MOUSE_BUTTON_RIGHT)
main.ui.battle.board_zone.board_view.click_cell(fc, MOUSE_BUTTON_RIGHT)
_ap_spent_this_round += 1
return
# 行为③:随机无效点击(非相邻格/已开格),约 8% 轮次
if _rand.randf() < 0.08:
main.board_view.click_cell(Vector2i(_rand.randi_range(0, minesweeper.current_board().width - 1), _rand.randi_range(0, minesweeper.current_board().height - 1)), MOUSE_BUTTON_LEFT)
main.ui.battle.board_zone.board_view.click_cell(Vector2i(_rand.randi_range(0, minesweeper.current_board().width - 1), _rand.randi_range(0, minesweeper.current_board().height - 1)), MOUSE_BUTTON_LEFT)
return
# 挖掘主策略(最近可挖格)
var plan = AutoPlayer.choose_dig(minesweeper) # O4 收口:策略单一实现
if not plan.is_empty():
if plan.hero_cell != minesweeper.hero_pos():
main.board_view.click_cell(plan.hero_cell, MOUSE_BUTTON_LEFT)
main.board_view.click_cell(plan.dig_cell, MOUSE_BUTTON_LEFT)
main.ui.battle.board_zone.board_view.click_cell(plan.hero_cell, MOUSE_BUTTON_LEFT)
main.ui.battle.board_zone.board_view.click_cell(plan.dig_cell, MOUSE_BUTTON_LEFT)
_ap_spent_this_round += 1
# 行为④:提前停手(已花 ≥3 AP 时 15%)——停手经 AP 条按钮真实信号路径
if _ap_spent_this_round >= 3 and settlement.action_economy.phase == "Active" and _rand.randf() < 0.15:
@@ -975,7 +975,7 @@ 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.ap_bar._btn_stop.pressed.emit()
main.ui.battle.board_zone.ap_bar._btn_stop.pressed.emit()
# ---- 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) ----
@@ -992,7 +992,7 @@ func _locktest_tick() -> void:
if settlement == null or settlement.minesweeper.current_board() == null:
return
if _locktest_state == 0:
if main._row_queue.is_empty() or main._input_locked():
if main.ui.screens.row_pacer.pending_rows().is_empty() or main.ui.modals.flow.locks_input():
return
if String(settlement.battle_result) != "" or String(settlement.action_economy.phase) != "Active":
return
@@ -1003,7 +1003,7 @@ func _locktest_tick() -> void:
return # 无合法邻格/目标被并发封印行为占位——下帧重挑
_locktest_cell = target
_locktest_frames = 0
main.board_view.click_cell(target, MOUSE_BUTTON_RIGHT)
main.ui.battle.board_zone.board_view.click_cell(target, MOUSE_BUTTON_RIGHT)
if settlement.minesweeper.has_seal(target):
_problems.append("锁期断言:演播期点击未被冻结(封印即时受理——v3 冻结失守)")
_locktest_state = 2
@@ -1014,11 +1014,11 @@ func _locktest_tick() -> void:
return
_locktest_state = 1
elif _locktest_state == 1:
if main.curio_overlay.visible or main._inter_overlay.visible or main._end_overlay.is_open() \
if main.ui.modals.curio_overlay.visible or main.ui.screens.inter_overlay.visible or main.ui.modals.end_overlay.is_open() \
or String(settlement.battle_result) != "":
_locktest_state = 2 # 前提消失守卫:终结演播竞态——静默弃测
return
if not main._row_queue.is_empty():
if not main.ui.screens.row_pacer.pending_rows().is_empty():
_locktest_frames = 0 # 演播未完——重放耐心只在排空后起算(链式大演播数百帧不占预算)
return
_locktest_frames += 1
@@ -1038,7 +1038,7 @@ func _locktest_tick() -> void:
b.width, b.height, str(settlement.minesweeper.hero_pos())])
_problems.append("重放断言:锁期缓存点击未受理恰一次(封印未置位——零发或双发)")
_locktest_state = 2
main.board_view.click_cell(_locktest_cell, MOUSE_BUTTON_RIGHT) # 撤封印恢复现场(尽力而为不判定)
main.ui.battle.board_zone.board_view.click_cell(_locktest_cell, MOUSE_BUTTON_RIGHT) # 撤封印恢复现场(尽力而为不判定)
func _locktest_pick_cell(minesweeper) -> Vector2i:
+28 -28
View File
@@ -31,15 +31,15 @@ func _ready() -> void:
# 同 ui_click_probe 隔离纪律。首次冒险布尔位置位=对齐真实档游玩史口径,模板抽签路径不变;
# isolate_save 先删后建——上次运行的残留断点会触发互斥确认早退)
ProbeUiUtil.isolate_save(main, "smoke_input_probe_save", true, false, true)
main.debug_overlay.seed_edit.text = "42" # 种子钉死(种子框默认为空=非首局随机,探针确定性禁依赖默认分支)
main.ui.modals.debug_overlay.seed_edit.text = "42" # 种子钉死(种子框默认为空=非首局随机,探针确定性禁依赖默认分支)
main._start_adventure_from_menu()
await get_tree().process_frame
# ---- ⑫ 图上命中真实输入(回归闸):入口停点候选节点中心
# push_input 真实鼠标路径 motion+click → 悬停预承诺置位 → route_chosen 到达组合根。
# 由来=真机 bug:深层节点(L1 Boss 内容 x=802)在固定画布命中区外,press_candidate 直调
# 命中函数探针全绿、真鼠标点不中——本 case 封住输入管线,⑬封住几何拟合。
if main.level_screen.visible:
var ro = main.level_screen
if main.ui.modals.level_screen.visible:
var ro = main.ui.modals.level_screen
var cands: Array = main.run_scope.runner.next_candidate_ids()
# ---- ⑱ 信息迷雾呈现接线(回归闸):真机 display_probe 读实际绘制记录(雾下节点类型未画、
# Boss 描边画了、候选类型画了)+点击雾下非候选节点零提交(雾不扩大可点域——候选集即合法集)----
@@ -90,9 +90,9 @@ func _ready() -> void:
await get_tree().process_frame
await get_tree().process_frame
ro.route_chosen.disconnect(on_route)
if not submitted.is_empty() or not main.level_screen.visible or not main.run_scope.runner.awaiting_choice():
if not submitted.is_empty() or not main.ui.modals.level_screen.visible or not main.run_scope.runner.awaiting_choice():
_pre_fail("case⑱ 雾下节点点击产生提交(提交=%s visible=%s 选路态=%s——雾不扩大可点域)〔fv9〕"
% [str(submitted), str(main.level_screen.visible), str(main.run_scope.runner.awaiting_choice())])
% [str(submitted), str(main.ui.modals.level_screen.visible), str(main.run_scope.runner.awaiting_choice())])
return
var nds: Array = main.run_scope.runner.nodes()
var tgt := {}
@@ -116,13 +116,13 @@ func _ready() -> void:
main.get_viewport().push_input(evc, true)
await get_tree().process_frame
await get_tree().process_frame
if main.level_screen.visible or main.run_scope.runner.awaiting_choice():
_pre_fail("图上真实点击未提交选路(overlay 可见=%s 选路态=%s)" % [str(main.level_screen.visible), str(main.run_scope.runner.awaiting_choice())])
if main.ui.modals.level_screen.visible or main.run_scope.runner.awaiting_choice():
_pre_fail("图上真实点击未提交选路(overlay 可见=%s 选路态=%s)" % [str(main.ui.modals.level_screen.visible), str(main.run_scope.runner.awaiting_choice())])
for i in range(3):
await get_tree().process_frame
# ---- ⑬ 画布随图拟合(同 bug 的几何面回归):复刻分层公式独立推导最深节点内容 x,
# 断言画布 min 尺寸覆盖之(open_choices 每 stop 拟合——L1 单链 Boss x=70+6*122=802 曾越界)
var ro2 = main.level_screen
var ro2 = main.ui.modals.level_screen
var nds2: Array = main.run_scope.runner.nodes()
var layer2 := {}
var inbound2 := {}
@@ -155,7 +155,7 @@ func _ready() -> void:
var cvmin: Dictionary = ro2.canvas_probe()
if float(cvmin["min_size"].x) < need_x2 - 0.5:
_pre_fail("画布拟合不足(min.x=%.0f < 最深内容 %.0f——深层节点不可点回归)" % [cvmin["min_size"].x, need_x2])
var bv = main.board_view
var bv = main.ui.battle.board_zone.board_view
var ms = main.run_scope.settlement.minesweeper if main.run_scope.settlement != null else null
if ms == null or bv.cells_probe().is_empty():
_pre_fail("战斗未就绪(cells=%d settlement=%s)" % [bv.cells_probe().size(), str(main.run_scope.settlement)])
@@ -231,8 +231,8 @@ func _ready() -> void:
if bv.hover_probe() != seal_t:
_problems.append("case① 悬停未到达(_hover=%s 应=%s)" % [bv.hover_probe(), seal_t])
var u1 = bv.cells_probe()[seal_t]
if not u1.hl_visible or u1.hl_color != UiKit.GOLD:
_problems.append("case① 悬停金框缺失(visible=%s color=%s)" % [str(u1.hl_visible), str(u1.hl_color)])
if not u1.st.hl_visible or u1.st.hl_color != UiKit.GOLD:
_problems.append("case① 悬停金框缺失(visible=%s color=%s)" % [str(u1.st.hl_visible), str(u1.st.hl_color)])
if bv.mouse_default_cursor_shape != Input.CURSOR_CROSS:
_problems.append("case① 挖掘光标未切十字(%d)" % bv.mouse_default_cursor_shape)
# ---- case② 悬停禁入:hover_forbidden 信号 + 灰禁红框 ----
@@ -240,14 +240,14 @@ func _ready() -> void:
await get_tree().process_frame
if _forbids.is_empty() or _forbids[_forbids.size() - 1] != forbid_t:
_problems.append("case② hover_forbidden 未达(%s)" % [str(_forbids)])
if bv.cells_probe()[forbid_t].hl_color != UiKit.RED_FORBID:
_problems.append("case② 禁入红框缺失(color=%s)" % str(bv.cells_probe()[forbid_t].hl_color))
if bv.cells_probe()[forbid_t].st.hl_color != UiKit.RED_FORBID:
_problems.append("case② 禁入红框缺失(color=%s)" % str(bv.cells_probe()[forbid_t].st.hl_color))
# ---- case③ 悬停已开格:路径预览点迹 + 移动光标 ----
_push_motion(_pos(bv, reveal_t))
await get_tree().process_frame
var dots := 0
for c in bv.cells_probe():
if bv.cells_probe()[c].dot_visible:
if bv.cells_probe()[c].st.dot_visible:
dots += 1
if dots < 1:
_problems.append("case③ 路径预览点迹未亮(dots=0)")
@@ -266,8 +266,8 @@ func _ready() -> void:
# 掩盖)——有盘断言纹理在槽、缺盘断言字形回退,两分支防双写踩踏复活 ----
var seal_unit = bv.cells_probe().get(seal_t)
if bv._palette.seal_tex != null:
if seal_unit == null or seal_unit.tex_seal != bv._palette.seal_tex:
_problems.append("case④b 封印纹理槽未挂封印印记纹理(tex_seal=%s)" % ["无单元" if seal_unit == null else str(seal_unit.tex_seal)])
if seal_unit == null or seal_unit.st.tex_seal != bv._palette.seal_tex:
_problems.append("case④b 封印纹理槽未挂封印印记纹理(tex_seal=%s)" % ["无单元" if seal_unit == null else str(seal_unit.st.tex_seal)])
elif seal_unit == null or seal_unit.glyph != "封":
_problems.append("case④b 缺盘字形回退缺失(glyph=%s)" % ["无单元" if seal_unit == null else String(seal_unit.glyph)])
# ---- case⑤ 双击 chord:禁入格双左击(核心拒挖零副作用)→ chord_attempted ----
@@ -371,12 +371,12 @@ func _ready() -> void:
if mark_t.x >= 0:
bv.set_variant_mark_resolver(func(_c): return "flat_damage")
bv.refresh()
if String(bv.cells_probe()[mark_t].mutation_mark) != "flat_damage":
_problems.append("case⑭ 变异角标未落位(mutation_mark=%s)" % str(bv.cells_probe()[mark_t].mutation_mark))
if String(bv.cells_probe()[mark_t].st.mutation_mark) != "flat_damage":
_problems.append("case⑭ 变异角标未落位(mutation_mark=%s)" % str(bv.cells_probe()[mark_t].st.mutation_mark))
bv.set_variant_mark_resolver(Callable())
bv.refresh()
if String(bv.cells_probe()[mark_t].mutation_mark) != "":
_problems.append("case⑭ 角标未随 resolver 复位(mutation_mark=%s)" % str(bv.cells_probe()[mark_t].mutation_mark))
if String(bv.cells_probe()[mark_t].st.mutation_mark) != "":
_problems.append("case⑭ 角标未随 resolver 复位(mutation_mark=%s)" % str(bv.cells_probe()[mark_t].st.mutation_mark))
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;
@@ -479,13 +479,13 @@ func _ready() -> void:
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"):
_problems.append("case⑮ 装配未进开局参数面(attunement=%s 应含 wide_scout_band)" % str(p_lantern.get("attunement", [])))
main.run_scope.settlement.attunement = ["wide_scout_band"]
main.run_scope.settlement._facts.attunement = ["wide_scout_band"]
main._sync_treasure_glow()
if int(bv.fog_params_probe()["lantern"]) != 4:
_problems.append("case⑮ 装配后视野未扩(lantern 应=4——呈现桥未生效)")
if int(bv.cells_probe()[ring_cell].fog_state) != 0:
_problems.append("case⑮ 装配后 dist==R+1 格仍被遮(应转可见)")
main.run_scope.settlement.attunement = []
main.run_scope.settlement._facts.attunement = []
main._sync_treasure_glow()
if int(bv.fog_params_probe()["lantern"]) != 0:
_problems.append("case⑮ 卸装后视野未复原(lantern 应=0——契约复原语义显式重算)")
@@ -517,29 +517,29 @@ func _ready() -> void:
if status_dig.x == -9:
_problems.append("case⑯ 无可挖无封印格(板面异常——锁断言中断)")
else:
var pbtn16: Button = main.board_zone.status_badge
var pbtn16: Button = main.ui.battle.board_zone.status_badge
var bpos: Vector2 = pbtn16.get_global_rect().get_center()
_push_click(bpos, MOUSE_BUTTON_LEFT)
_push_release(bpos, MOUSE_BUTTON_LEFT) # Button pressed 信号走 release 沿——按压+释放成对
await get_tree().process_frame
if not main.status_panel.visible or not main._input_locked():
if not main.ui.modals.status_panel.visible or not main.ui.modals.flow.locks_input():
_problems.append("case⑯ 角标真点击未开状态面板(visible=%s locked=%s——入口可达性失守)"
% [str(main.status_panel.visible), str(main._input_locked())])
% [str(main.ui.modals.status_panel.visible), str(main.ui.modals.flow.locks_input())])
else:
_push_click(_pos(bv, status_dig), MOUSE_BUTTON_LEFT)
await get_tree().process_frame
await get_tree().process_frame
if _has_action(status_dig, "dig") or ms.is_revealed(status_dig):
_problems.append("case⑯ 状态面板开启时挖掘穿透(R3 输入锁破——目标=%s)" % status_dig)
var resume_btn: Button = ProbeUiUtil.find_button(main.status_panel, "继续", "prefix")
var resume_btn: Button = ProbeUiUtil.find_button(main.ui.modals.status_panel, "继续", "prefix")
if resume_btn == null:
_problems.append("case⑯ 状态面板关闭钮缺失")
else:
resume_btn.pressed.emit()
await get_tree().process_frame
if main.status_panel.visible or main._input_locked():
if main.ui.modals.status_panel.visible or main.ui.modals.flow.locks_input():
_problems.append("case⑯ 关闭后未恢复(visible=%s locked=%s——R3 残留)"
% [str(main.status_panel.visible), str(main._input_locked())])
% [str(main.ui.modals.status_panel.visible), str(main.ui.modals.flow.locks_input())])
_push_click(_pos(bv, status_dig), MOUSE_BUTTON_LEFT)
await get_tree().process_frame
await get_tree().process_frame
+51 -51
View File
@@ -16,7 +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)----
if main.level_screen.abandon_btn == null or main.level_screen.abandon_btn.visible:
if main.ui.modals.level_screen.abandon_btn == null or main.ui.modals.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)
return
@@ -28,99 +28,99 @@ func _ready() -> void:
problems.append("营地入口缺失(选档层新档钮——mn9 新路径驱动中断)")
else:
await get_tree().process_frame
if not main.camp_overlay.visible:
if not main.ui.modals.camp_overlay.visible:
problems.append("营地层未打开(进档开层新路径)")
elif main._start_overlay.visible:
elif main.ui.screens.start_overlay.visible:
problems.append("营地层打开时开始层未隐藏(规范 2.3 遮挡纪律)")
else:
if not String(main.camp_overlay._balance_label.text).begins_with("钥石"):
problems.append("营地余额文案缺失(%s)" % main.camp_overlay._balance_label.text)
if main.camp_overlay._tree_buy_btns.is_empty():
if not String(main.ui.modals.camp_overlay._balance_label.text).begins_with("钥石"):
problems.append("营地余额文案缺失(%s)" % main.ui.modals.camp_overlay._balance_label.text)
if main.ui.modals.camp_overlay._tree_buy_btns.is_empty():
problems.append("树淬炼柜台购买钮缺失(四柜台重排后树=主界面)")
else:
var btn_by_id := {}
for card2 in main.camp_overlay._tree_buy_btns:
for card2 in main.ui.modals.camp_overlay._tree_buy_btns:
btn_by_id[String(card2.node_id)] = card2.btn
if not btn_by_id.has("sp_hp") or bool(btn_by_id["sp_hp"].disabled):
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)")
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)")
if main.camp_overlay._workshop_rows.size() != 12:
problems.append("秘宝匣柜台行数错误(%d ≠ 12——迭代 22 秘宝批换代)" % main.camp_overlay._workshop_rows.size())
if main.ui.modals.camp_overlay._workshop_rows.size() != 12:
problems.append("秘宝匣柜台行数错误(%d ≠ 12——迭代 22 秘宝批换代)" % main.ui.modals.camp_overlay._workshop_rows.size())
main._on_camp_closed()
await get_tree().process_frame
main._on_save_select_closed() # 关闭被栈还原的选档层(动线序中间态——卡④ 换代点)
await get_tree().process_frame
if main.camp_overlay.visible or not main._start_overlay.visible:
if main.ui.modals.camp_overlay.visible or not main.ui.screens.start_overlay.visible:
problems.append("营地关闭后未恢复开始层(开合往返失守)")
# 换回全新零档(营地段购买态不泄入后续冒险段——确定性;先删后建防陈旧档泄入)
ProbeUiUtil.isolate_save(main, "smoke_ui_probe_camp", true, false, true)
main.debug_overlay.seed_edit.text = "42" # 种子钉死(种子框默认为空=非首局随机;本探针 start_single 第五路同吃此框,确定性禁依赖默认分支)
main.ui.modals.debug_overlay.seed_edit.text = "42" # 种子钉死(种子框默认为空=非首局随机;本探针 start_single 第五路同吃此框,确定性禁依赖默认分支)
main._start_adventure_from_menu()
await get_tree().process_frame
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)----
# ---- 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.level_screen.visible:
if not main.ui.modals.level_screen.visible:
problems.append("关卡开始未弹入口选路停点(level_screen 应可见)")
elif main._battle_root.visible:
elif main.ui.screens.battle_root.visible:
problems.append("独立屏激活期战斗屏宿主未隐藏(零透出契约失守)")
elif main.run_scope.runner == null or not main.run_scope.runner.awaiting_choice() \
or main.run_scope.runner.next_candidate_ids().size() != 1:
problems.append("入口停点状态失守(选路态 + 入口单候选)")
else:
main.level_screen.press_candidate(0)
main.ui.modals.level_screen.press_candidate(0)
await get_tree().process_frame
await get_tree().process_frame
if not main._battle_root.visible or main.level_screen.visible:
if not main.ui.screens.battle_root.visible or main.ui.modals.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)----
if main.level_screen.abandon_btn == null or not main.level_screen.abandon_btn.visible:
if main.ui.modals.level_screen.abandon_btn == null or not main.ui.modals.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.level_screen.abandon_btn.pressed.emit()
main.ui.modals.level_screen.abandon_btn.pressed.emit()
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)----
if main.board_view.cells_probe().is_empty():
if main.ui.battle.board_zone.board_view.cells_probe().is_empty():
problems.append("棋盘格未生成(cells=0)")
if main.board_view.board() == null:
if main.ui.battle.board_zone.board_view.board() == null:
problems.append("board 未装载")
if main.info_panel.attack_text().contains("—") or main.info_panel.armor_text().contains("—"):
problems.append("C 区攻击/护甲未显示(%s | %s)" % [main.info_panel.attack_text(), main.info_panel.armor_text()])
if main.ui.battle.info_panel.attack_text().contains("—") or main.ui.battle.info_panel.armor_text().contains("—"):
problems.append("C 区攻击/护甲未显示(%s | %s)" % [main.ui.battle.info_panel.attack_text(), main.ui.battle.info_panel.armor_text()])
if main.run_scope.settlement == null or main.run_scope.settlement.battle_result != "":
problems.append("首战未处于进行中")
if not main.log_view.parsed_text().contains("节点 1/"):
if not main.ui.battle.log_view.parsed_text().contains("节点 1/"):
problems.append("节点头日志缺失")
# ---- 四区布局断言(battle.md §Layout)----
if not main.stage.round_label.text.contains("第 1 轮"):
problems.append("B 区轮次·阶段指示缺失(%s)" % main.stage.round_label.text)
if main.stage.enemy_box.get_child_count() < 1:
problems.append("B 区敌方站桩未构建(%d 个)" % main.stage.enemy_box.get_child_count())
if main.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.ap_bar._dots.get_child_count())
if main.ap_bar.refresh_remaining_text() == "":
if not main.ui.battle.stage.round_label.text.contains("第 1 轮"):
problems.append("B 区轮次·阶段指示缺失(%s)" % main.ui.battle.stage.round_label.text)
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())
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.board_zone.toast == null:
if main.ui.battle.board_zone.toast == null:
problems.append("D 区 toast 槽缺失")
if main.info_panel.item_slots == null or main.info_panel.item_slots.get_child_count() != 4:
if main.ui.battle.info_panel.item_slots == null or main.ui.battle.info_panel.item_slots.get_child_count() != 4:
problems.append("C 区秘宝槽(预留)缺失")
if main.stage.hero_standee.slot_row == null:
if main.ui.battle.stage.hero_standee.slot_row == null:
problems.append("B 区站桩状态行缺失(状态效果唯一展示面——2026-09-26 C 区精简批)")
# B 区明细带挖掘期收起断言(T17 视觉扩展批适配):结算演播期 settling 视觉延伸=mode=settle
# 属新语义(演播放完回 dig——main._is_settling 排播项,判据=纯队列),本断言仅在排播空闲态判定。
if main._row_queue.is_empty() \
and (main.log_view.mode() != "dig" or main.log_view.custom_minimum_size.y != 24.0):
problems.append("B 区明细带挖掘期应收起 24px(mode=%s h=%s)" % [main.log_view.mode(), str(main.log_view.custom_minimum_size.y)])
if main.ui.screens.row_pacer.pending_rows().is_empty() \
and (main.ui.battle.log_view.mode() != "dig" or main.ui.battle.log_view.custom_minimum_size.y != 24.0):
problems.append("B 区明细带挖掘期应收起 24px(mode=%s h=%s)" % [main.ui.battle.log_view.mode(), str(main.ui.battle.log_view.custom_minimum_size.y)])
# 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)----
# 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
var standee = main.stage.enemy_body_at(0)
var standee = main.ui.battle.stage.enemy_body_at(0)
if standee == null:
problems.append("敌立绘本体缺失(enemy_body_at(0) 无世界站桩)")
else:
@@ -138,12 +138,12 @@ func _ready() -> void:
# 站桩纹理非空断言(八敌真图落位;缺位回退链保持的对照面)
if not bool(standee.portrait_probe().get("has_tex", false)):
problems.append("敌立绘纹理未落位(素材管线 48px 档——迭代 6 T2;缺位回退链不应在此态触发)")
if main.stage.hero_standee == null or not main.stage.hero_standee.has_world_hp_bar:
if main.ui.battle.stage.hero_standee == null or not main.ui.battle.stage.hero_standee.has_world_hp_bar:
problems.append("B 区主角站桩缺失(世界血条面缺失)")
elif not bool(main.stage.hero_standee.portrait_probe().get("has_tex", false)):
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(48px 档——迭代 6 T2/T3)")
# ---- BUG-0001 回归(tooltip 入树后 set_effects 槽位不错位——结算软锁修复沉淀)----
var slots_row = main.stage.hero_standee.slot_row # BUG-0001 回归随组件迁入站桩(tooltip/槽位错位同源)
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}]
slots_row.set_effects(probe_eff)
@@ -196,12 +196,12 @@ func _ready() -> void:
main._debug.start_single(2)
await get_tree().process_frame
await get_tree().process_frame
if main.board_view.board() == null:
if main.ui.battle.board_zone.board_view.board() == null:
problems.append("L2 单场未启动(board=null)")
else:
# 地形变异:L2 板允许带变异(岩浆/烬覆)——布置域断言 =
# 变异格全在初始展开区外(closed_only 结构保障)
var b0 = main.board_view.board()
var b0 = main.ui.battle.board_zone.board_view.board()
var r0p := {}
for c in b0.compute_r0():
r0p[c] = true
@@ -209,8 +209,8 @@ func _ready() -> void:
if r0p.has(c):
problems.append("L2 板变异格落在初始展开区(地形变异 布置域违例)")
break
main.board_view.set_desaturated(true)
main.board_view.set_desaturated(false)
main.ui.battle.board_zone.board_view.set_desaturated(true)
main.ui.battle.board_zone.board_view.set_desaturated(false)
# ---- 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)
@@ -223,17 +223,17 @@ func _ready() -> void:
main._on_adventure_finished({"result": "completed", "cleared": true, "levels_cleared": 3,
"stopped_at": 0, "keystone_total": 30, "master_seed": 42, "gp_final": 57})
main.meta.save = meta_saved
if not main._end_overlay.is_open():
if not main.ui.modals.end_overlay.is_open():
problems.append("冒险终局面板未开(合成摘要路径)")
elif not main._end_overlay._gp_row.visible or not main._end_overlay._gp_val.text.contains("57"):
problems.append("终局面板 GP 行缺失或取数不对(%s)" % main._end_overlay._gp_val.text)
main._end_overlay.close()
main._close_modal(main._end_overlay)
elif not main.ui.modals.end_overlay._gp_row.visible or not main.ui.modals.end_overlay._gp_val.text.contains("57"):
problems.append("终局面板 GP 行缺失或取数不对(%s)" % main.ui.modals.end_overlay._gp_val.text)
main.ui.modals.end_overlay.close()
main.ui.modals.flow.close(main.ui.modals.end_overlay)
if problems.is_empty():
print("[ui_probe] PASS — cells=%d board=%dx%d hp='%s' enemies=%d ap_dots=%d" % [
main.board_view.cells_probe().size(), main.board_view.board().width, main.board_view.board().height,
main.info_panel.attack_text(),
main.stage.enemy_box.get_child_count(), main.ap_bar._dots.get_child_count()])
main.ui.battle.board_zone.board_view.cells_probe().size(), main.ui.battle.board_zone.board_view.board().width, main.ui.battle.board_zone.board_view.board().height,
main.ui.battle.info_panel.attack_text(),
main.ui.battle.stage.enemy_box.get_child_count(), main.ui.battle.board_zone.ap_bar._dots.get_child_count()])
get_tree().quit(0)
else:
for p in problems:
+71 -71
View File
@@ -28,13 +28,13 @@ func _ready() -> void:
# ---- 菜单簇(开始层可见态;逐屏开→采样→关,模态恢复走组合根真实路径)----
ProbeUiUtil.isolate_save(main, "smoke_ui_struct_probe_menu", true, false, true)
_settle()
await _audit("start", [main._start_overlay])
await _audit("start", [main.ui.screens.start_overlay])
_start_columns_contract(main)
_modal_registry_contract(main)
main._open_settings()
_settle()
await _audit("settings", [main.settings_overlay])
await _audit("settings", [main.ui.modals.settings_overlay])
main._on_settings_closed()
_settle()
@@ -42,7 +42,7 @@ func _ready() -> void:
problems.append("[camp] 营地入口缺失(选档层新档钮——mn9 新路径驱动中断)")
else:
_settle()
await _audit("camp", [main.camp_overlay])
await _audit("camp", [main.ui.modals.camp_overlay])
# 营地灰字源 token 扫描(迭代36 wc4 静态半——源内零裸 UiKit.STONE;判别式=
# STONE 出现次数 == STONE_DEEP 出现次数,即每处 STONE 都带 _DEEP 后缀)
var camp_src := FileAccess.get_file_as_string("res://presentation/views/camp_overlay_view.gd")
@@ -59,15 +59,15 @@ func _ready() -> void:
# 生涯页驱动=函数直调中间态(卡② mn9/mn10——careerbtn 已撤,卡④ 营地笔记本改挂前无 UI 路径)
main._open_career()
_settle()
if not main.career_overlay.visible or main._start_overlay.visible:
if not main.ui.modals.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(函数直调中间态断裂)")
await _audit("career", [main.career_overlay])
await _audit("career", [main.ui.modals.career_overlay])
_career_readonly_contract(main)
_career_zero_motion_contract(main)
_career_nojump_contract(main)
main._on_career_closed()
_settle()
if main.career_overlay.visible or not main._start_overlay.visible:
if main.ui.modals.career_overlay.visible or not main.ui.screens.start_overlay.visible:
problems.append("[career] 关闭后页未隐藏或开始层未恢复(模态栈单口失守)")
# ---- 选档界面(迭代 33 卡③):函数直调开层(「进入存档」钮归卡② mn3——点击链在卡② 承接),
@@ -93,39 +93,39 @@ func _ready() -> void:
problems.append("[savesel] 开层前激活态非零(sl9 重启链——boot/注入面后应无激活)")
main._open_save_select()
_settle()
if not main.save_select_overlay.visible or main._start_overlay.visible:
if not main.ui.modals.save_select_overlay.visible or main.ui.screens.start_overlay.visible:
problems.append("[savesel] 选档层未打开或开始层未隐藏(开层函数断裂)")
await _audit("savesel", [main.save_select_overlay])
await _audit("savesel", [main.ui.modals.save_select_overlay])
_save_select_contract(main, ssel_tpl)
main._on_save_select_closed()
_settle()
if main.save_select_overlay.visible or not main._start_overlay.visible:
if main.ui.modals.save_select_overlay.visible or not main.ui.screens.start_overlay.visible:
problems.append("[savesel] 关闭后层未隐藏或开始层未恢复(模态栈单口失守)")
main.confirm_dialog.open("结构探针采样", "确认")
main.ui.modals.confirm_dialog.open("结构探针采样", "确认")
_settle()
await _audit("confirm", [main.confirm_dialog])
main.confirm_dialog.close()
await _audit("confirm", [main.ui.modals.confirm_dialog])
main.ui.modals.confirm_dialog.close()
_settle()
main._show_debug_overlay()
_settle()
await _audit("debug", [main.debug_overlay])
await _audit("debug", [main.ui.modals.debug_overlay])
main._close_debug_overlay()
_settle()
# ---- 冒险簇(真流推进:开冒险→地图选路态→选战斗节点→战斗 HUD)----
ProbeUiUtil.isolate_save(main, "smoke_ui_struct_probe_adv", true, false, true)
main.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.ui.modals.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()
_settle(4)
await _audit("level_map", [main.level_screen])
await _audit("level_map", [main.ui.modals.level_screen])
var battle_id := _pick_battle_node(main)
if battle_id >= 0:
main.level_screen.route_chosen.emit(battle_id)
main.ui.modals.level_screen.route_chosen.emit(battle_id)
_settle(6)
_audit("battle_hud", [main.board_zone, main.info_panel, main.stage])
_audit("battle_hud", [main.ui.battle.board_zone, main.ui.battle.info_panel, main.ui.battle.stage])
_standeefit_contract(main)
# ---- 状态面板:组合根真实路径开层→结构断言→关闭。附只读性契约
#(R4——子树信号连接白名单巡检)与零动效契约(R5/P4 甲——零 AnimationPlayer/零 tween)。
@@ -133,74 +133,74 @@ func _ready() -> void:
# 一律红,须先入册审查);白名单={视图自身 _emit_closed, 组合根 _on_status_closed}。
main._open_status_panel()
_settle()
await _audit("status", [main.status_panel])
await _audit("status", [main.ui.modals.status_panel])
_status_readonly_contract(main)
_status_zero_motion_contract(main)
main._on_status_closed()
_settle()
if main.status_panel.visible:
if main.ui.modals.status_panel.visible:
problems.append("[status] 关闭后层未隐藏(模态栈单口失守)")
# ---- 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.board_zone.legend_toggled.emit()
main.ui.battle.board_zone.legend_toggled.emit()
_settle()
if not main.legend_overlay.visible:
if not main.ui.modals.legend_overlay.visible:
problems.append("[legend] 图例层未打开(legend_toggled 路径中断)")
await _audit("legend", [main.legend_overlay])
main.legend_overlay.close()
await _audit("legend", [main.ui.modals.legend_overlay])
main.ui.modals.legend_overlay.close()
_settle()
if main.legend_overlay.visible:
if main.ui.modals.legend_overlay.visible:
problems.append("[legend] 关闭后层未隐藏(模态栈单口失守)")
else:
problems.append("[battle_hud] 候选中无战斗节点(驱动中断——候选=%s)" % str(main.level_screen._cand_ids))
problems.append("[battle_hud] 候选中无战斗节点(驱动中断——候选=%s)" % str(main.ui.modals.level_screen._cand_ids))
# ---- 兑付屏(真实 open 面 + 合成最小数据——结构断言只看矩形/宽度/可见性)----
main._end_overlay.open_victory("结构探针·胜利演算", "返回", Rect2(200, 200, 400, 300), {"gp_summary": "GP 0"})
main.ui.modals.end_overlay.open_victory("结构探针·胜利演算", "返回", Rect2(200, 200, 400, 300), {"gp_summary": "GP 0"})
_settle()
await _audit("battle_end", [main._end_overlay])
main._end_overlay.close()
await _audit("battle_end", [main.ui.modals.end_overlay])
main.ui.modals.end_overlay.close()
_settle()
# ---- 节点结算层(旧模态、首过结构族):rest 兑付真路径开
#(组合根 _open_modal 登记册+show_rest 合成喂入)→结构断言族→continue_pressed 信号真路径关
#(press_continue→组合根 _on_node_continue→_close_modal)。
main._open_modal(main.node_overlay)
main.node_overlay.show_rest(3, 15, 20)
main.ui.modals.flow.open(main.ui.modals.node_overlay)
main.ui.modals.node_overlay.show_rest(3, 15, 20)
_settle()
if not main.node_overlay.visible:
if not main.ui.modals.node_overlay.visible:
problems.append("[node] 节点结算层未打开(rest 兑付路径中断)")
await _audit("node_overlay", [main.node_overlay])
main.node_overlay.press_continue()
await _audit("node_overlay", [main.ui.modals.node_overlay])
main.ui.modals.node_overlay.press_continue()
_settle()
if main.node_overlay.visible:
if main.ui.modals.node_overlay.visible:
problems.append("[node] 关闭后层未隐藏(continue_pressed 路径中断)")
main.curio_overlay.open_pick("结构探针·三选一", [
main.ui.modals.curio_overlay.open_pick("结构探针·三选一", [
{"id": "probe_heal", "text": "回血\n恢复 3 点"},
{"id": "probe_magic", "text": "爆裂轰击\n下一击 +5"},
{"id": "probe_pierce", "text": "穿甲\n无视护甲"},
])
_settle()
await _audit("curio_pick", [main.curio_overlay])
main.curio_overlay.visible = false
await _audit("curio_pick", [main.ui.modals.curio_overlay])
main.ui.modals.curio_overlay.visible = false
_settle()
main.shop_overlay.open_shop([
main.ui.modals.shop_overlay.open_shop([
{"product_id": "probe_p1", "display_name": "探针商品甲", "attr": "atk", "flat_value": 1, "price": 10, "purchased": 0},
{"product_id": "probe_p2", "display_name": "探针商品乙", "attr": "hp", "flat_value": 2, "price": 20, "purchased": 0},
], 100)
_settle()
await _audit("shop", [main.shop_overlay])
await _audit("shop", [main.ui.modals.shop_overlay])
# ---- 术语传导:货架卡与三选一卡片的玩家面文案(物品名=专长获取、分类=专长凭证)
main.shop_overlay.open_shelf([
main.ui.modals.shop_overlay.open_shelf([
{"kind_id": "feat_ticket", "display_name": "专长获取", "value": 0, "price": 5},
{"kind_id": "heal", "display_name": "应急回复", "value": 6, "price": 5},
], 20)
_settle()
var ticket_row: Dictionary = main.shop_overlay._shelf_rows[0]
var ticket_row: Dictionary = main.ui.modals.shop_overlay._shelf_rows[0]
if String(main.db.run.shop.pool_row("feat_ticket").get("display_name", "")) != "专长获取":
problems.append("[shop_term] shop.tres 专长凭证件名未换代(现=%s)" % String(main.db.run.shop.pool_row("feat_ticket").get("display_name", "")))
if ticket_row.card.name_l.text != "专长获取":
@@ -211,7 +211,7 @@ func _ready() -> void:
problems.append("[shop_term] 专长凭证件描述未用规范流程句(现=%s)" % ticket_row.card.desc_l.text)
if ticket_row.card.foot_l.text != "专长凭证":
problems.append("[shop_term] 专长凭证件分类标注未用「专长凭证」(现=%s)" % ticket_row.card.foot_l.text)
var heal_row: Dictionary = main.shop_overlay._shelf_rows[1]
var heal_row: Dictionary = main.ui.modals.shop_overlay._shelf_rows[1]
if heal_row.card.desc_l.text != "回复 +6(本冒险)":
problems.append("[shop_term] 回复件描述漏了 heal 词表(现=%s)" % heal_row.card.desc_l.text)
if heal_row.card.foot_l.text != "回复":
@@ -223,7 +223,7 @@ func _ready() -> void:
problems.append("[curio_term] 专长凭证三选一卡未用物品名/规范流程句(现=%s)" % ticket_text)
if ticket_text.contains("门票") or ticket_text.contains("T5") or ticket_text.contains("持有集") or ticket_text.contains("奇物三选一"):
problems.append("[curio_term] 专长凭证三选一卡残留退役词/内部任务号(现=%s)" % ticket_text)
main.shop_overlay.visible = false
main.ui.modals.shop_overlay.visible = false
_settle()
# ---- ⑦resume 专项:续玩停点恢复(main.gd:717 报错回归闸)----
@@ -234,11 +234,11 @@ func _ready() -> void:
main.run_scope.runner = null # 全新启动等价态(真机=菜单直进续玩,无前置冒险——runner 从未赋值;探针此前推流会残留旧 runner)
main._resume_from_menu()
_settle(8)
if not main._end_overlay.visible:
if not main.ui.modals.end_overlay.visible:
problems.append("[resume] 续玩恢复后胜利总结面未开(三选一停点分支中断)")
else:
var found := {"ok": false}
_find_label_text(main._end_overlay, "合计 24", found)
_find_label_text(main.ui.modals.end_overlay, "合计 24", found)
if not found.ok:
problems.append("[resume] 胜利总结面 GP 行未见快照合计「合计 24」(runner 缺位守卫缺位——717 回归)")
var s: String = main._gp_summary_text({"gp_dropped": 0})
@@ -280,12 +280,12 @@ func _find_label_text(node: Node, needle: String, found: Dictionary) -> void:
func _pick_battle_node(main: Node) -> int:
# 入口/兑付停点走 level_screen.open_choices 直传(不写 _pending_candidates)——
# 候选从视图态取:_cand_ids × runner.nodes() 的 type(编号解析=node_id_of 单一出口)
var ls: Node = main.level_screen
if ls._runner == null:
var ls: Node = main.ui.modals.level_screen
if ls._map._runner == null:
return -1
for nd in ls._runner.nodes():
for nd in ls._map._runner.nodes():
if String(nd.get("type", "")) in ["battle", "boss"]:
var nid: int = ls._runner.node_id_of(nd)
var nid: int = ls._map._runner.node_id_of(nd)
if nid in ls._cand_ids:
return nid
return -1
@@ -306,7 +306,7 @@ const _PAUSE_READONLY_SIGNALS: Array[String] = [
func _status_readonly_contract(main: Node) -> void:
var overlay: Control = main.status_panel
var overlay: Control = main.ui.modals.status_panel
var stack: Array = [overlay]
var conn_count := 0
while not stack.is_empty():
@@ -332,7 +332,7 @@ func _status_readonly_contract(main: Node) -> void:
# ⑨status 零动效契约(R5/P4 甲——零动效直开直关路径存在断言):
# 子树零 AnimationPlayer + 视图源码零 tween/动效包装调用(源码 token 扫描=ui_contrast 静态段同手法)
func _status_zero_motion_contract(main: Node) -> void:
var overlay: Control = main.status_panel
var overlay: Control = main.ui.modals.status_panel
var stack: Array = [overlay]
while not stack.is_empty():
var n: Node = stack.pop_back()
@@ -352,7 +352,7 @@ 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:
var overlay: Control = main.career_overlay
var overlay: Control = main.ui.modals.career_overlay
var stack: Array = [overlay]
var conn_count := 0
while not stack.is_empty():
@@ -377,7 +377,7 @@ func _career_readonly_contract(main: Node) -> void:
# ⑪career 零动效契约(状态面板 ⑨ 同形制——P4 甲直开直关)
func _career_zero_motion_contract(main: Node) -> void:
var overlay: Control = main.career_overlay
var overlay: Control = main.ui.modals.career_overlay
var stack: Array = [overlay]
while not stack.is_empty():
var n: Node = stack.pop_back()
@@ -392,13 +392,13 @@ func _career_zero_motion_contract(main: Node) -> void:
# ⑫模态登记/树序全量合同(V1——career 专属登记序契约推广到全部模态+屏壳;
# 判据=main.LAYER_CONTRACT 单一事实源:登记册序==合同模态序、直接子层树序==合同序逐对相等。
# 判据=main.ui.LAYER_CONTRACT 单一事实源:登记册序==合同模态序、直接子层树序==合同序逐对相等。
# 两特例按合同数据表达:level_screen 宿住冒险屏壳(树序随宿主=全模态之下,遮挡语义归模态栈
# screen_state 登记)、camp_overlay 成员与 camp_screen 屏壳同槽(屏壳树序代言成员登记位)。
# _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:
var sso: Node = main.save_select_overlay
var sso: Node = main.ui.modals.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
var live_rows := 0
@@ -477,13 +477,13 @@ func _collect_labels(node: Node, out: Array[String]) -> void:
func _modal_registry_contract(main: Node) -> void:
var list: Array = main._modals._list
var list: Array = main.ui.modals.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 = []
for entry: Dictionary in main.LAYER_CONTRACT:
for entry: Dictionary in main.ui.LAYER_CONTRACT:
if String(entry["kind"]) != "modal":
continue
var n: Node = main._layer_node(String(entry["key"]))
var n: Node = main.ui.node(String(entry["key"]))
if n == null:
problems.append("[registry] 合同层缺失: %s〔装配生命批 V1〕" % String(entry["key"]))
continue
@@ -498,10 +498,10 @@ func _modal_registry_contract(main: Node) -> void:
i, list[i].name, contract_modals[i].name])
# ② 直接子层树序==合同序逐对相等(屏壳/模态/全屏态/非视觉节点全链;宿住层随宿主不参与)
var prev: Node = null
for entry: Dictionary in main.LAYER_CONTRACT:
for entry: Dictionary in main.ui.LAYER_CONTRACT:
if entry.has("host"):
continue
var node: Node = main._layer_node(String(entry["shell"]) if entry.has("shell") else String(entry["key"]))
var node: Node = main.ui.node(String(entry["shell"]) if entry.has("shell") else String(entry["key"]))
if node == null:
problems.append("[registry] 合同层缺失: %s〔装配生命批 V1〕" % String(entry["key"]))
continue
@@ -510,23 +510,23 @@ func _modal_registry_contract(main: Node) -> void:
prev.name, node.name, node.get_index(), prev.get_index()])
prev = node
# ③ 宿住层特例:level_screen 宿主=冒险屏壳且在全直接子模态之下(遮挡语义归模态栈 screen_state)
var lv: Node = main.level_screen
if lv.get_parent() != main._adventure_screen:
var lv: Node = main.ui.modals.level_screen
if lv.get_parent() != main.ui.screens.adventure_screen:
problems.append("[registry] level_screen 宿主应=冒险屏壳(实测 %s)〔装配生命批 V1〕" % lv.get_parent().name)
elif lv.get_parent().get_index() >= main.legend_overlay.get_index():
elif lv.get_parent().get_index() >= main.ui.modals.legend_overlay.get_index():
problems.append("[registry] 冒险屏壳应在全模态之下(宿主 idx=%d legend idx=%d)〔装配生命批 V1〕" % [
lv.get_parent().get_index(), main.legend_overlay.get_index()])
lv.get_parent().get_index(), main.ui.modals.legend_overlay.get_index()])
# ④ 营地同槽特例:camp_screen 屏壳树序夹商店层与设置层之间(成员 camp_overlay 登记位代言)
var cs: Node = main._camp_screen
if cs.get_index() <= main.shop_overlay.get_index() or cs.get_index() >= main.settings_overlay.get_index():
var cs: Node = main.ui.screens.camp_screen
if cs.get_index() <= main.ui.modals.shop_overlay.get_index() or cs.get_index() >= main.ui.modals.settings_overlay.get_index():
problems.append("[registry] camp_screen 屏壳树序应夹商店与设置层之间(idx=%d shop=%d settings=%d)〔装配生命批 V1〕" % [
cs.get_index(), main.shop_overlay.get_index(), main.settings_overlay.get_index()])
cs.get_index(), main.ui.modals.shop_overlay.get_index(), main.ui.modals.settings_overlay.get_index()])
# 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:
for nav in ["营地", "商店", "设置", "冒险", "继续上局", "退出", "前往"]:
if ProbeUiUtil.find_button(main.career_overlay, nav, "contains") != null:
if ProbeUiUtil.find_button(main.ui.modals.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)
@@ -534,7 +534,7 @@ 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:
var st: Node = main.stage
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)")
return
@@ -711,8 +711,8 @@ func _dump(c: Control, depth: int) -> void:
# ⑤start 专项:左列/右列矩形不相交(M2 双列契约——装配件命名 start_box/start_right 为探针锚点)
func _start_columns_contract(main: Node) -> void:
var box: Control = main._start_overlay.find_child("start_box", true, false)
var right: Control = main._start_overlay.find_child("start_right", true, false)
var box: Control = main.ui.screens.start_overlay.find_child("start_box", true, false)
var right: Control = main.ui.screens.start_overlay.find_child("start_right", true, false)
if box == null or right == null:
problems.append("[start][columns] 左列/右列节点缺失(start_box/start_right——装配命名失守)")
return
+41 -39
View File
@@ -43,35 +43,35 @@ 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.debug_badge.pressed.emit()
main.ui.screens.debug_badge.pressed.emit()
await get_tree().process_frame
if not main.debug_overlay.visible:
if not main.ui.modals.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)")
if not main._start_overlay.visible:
if not main.ui.screens.start_overlay.visible:
problems.append("开始覆盖层被隐藏——浮窗应悬浮于菜单之上(14.5 形态失守)")
if main.debug_overlay.get_index() < main.confirm_dialog.get_index():
if main.ui.modals.debug_overlay.get_index() < main.ui.modals.confirm_dialog.get_index():
problems.append("调试浮窗树序不在确认弹窗之后——登记册末位失守")
# ② 滑条 → 生效预览联动
main.debug_overlay.set_sliders(100, 50)
if str(boosted_atk) not in main.debug_overlay.effect_text() or str(boosted_hp) not in main.debug_overlay.effect_text():
problems.append("生效预览未联动(%s)" % main.debug_overlay.effect_text())
main.ui.modals.debug_overlay.set_sliders(100, 50)
if str(boosted_atk) not in main.ui.modals.debug_overlay.effect_text() or str(boosted_hp) not in main.ui.modals.debug_overlay.effect_text():
problems.append("生效预览未联动(%s)" % main.ui.modals.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
main.debug_overlay.press_apply_for_probe()
main.ui.modals.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.debug_overlay.press_reset_for_probe()
main.ui.modals.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〕)
main.debug_overlay.set_sliders(100, 0)
main.debug_overlay.set_sim_count(10)
main.debug_overlay.press_simulate_for_probe()
main.ui.modals.debug_overlay.set_sliders(100, 0)
main.ui.modals.debug_overlay.set_sim_count(10)
main.ui.modals.debug_overlay.press_simulate_for_probe()
var guard := SIM_GUARD_FRAMES
while main.debug_overlay.is_running() and guard > 0:
while main.ui.modals.debug_overlay.is_running() and guard > 0:
guard -= 1
await get_tree().process_frame
if main.debug_overlay.is_running():
if main.ui.modals.debug_overlay.is_running():
problems.append("模拟未在预算帧内完成(疑似挂死)")
var out: String = main.debug_overlay.output_text()
var out: String = main.ui.modals.debug_overlay.output_text()
if not out.contains("关卡完成率"):
problems.append("模拟输出缺关卡完成率")
# 口径换代 V7:胜局统计行措辞钉子(atk+100% 加成档 10 局必有胜局——hp_left_win 非空路径恒出)
@@ -83,7 +83,7 @@ func _ready() -> void:
problems.append("模拟输出 N 标注错误(%s)" % out.substr(0, 40))
# ⑥ 关闭 → 浮窗收起、开始层全程在屏
main._close_debug_overlay()
if main.debug_overlay.visible or not main._start_overlay.visible:
if main.ui.modals.debug_overlay.visible or not main.ui.screens.start_overlay.visible:
problems.append("关闭后层级状态错误")
# ⑦ hero 表运行期不可变(E4 收口回归断言:任何代码 reintroduce 表写在此被抓获——原"表值残留"断言语义升级)
if int(main.db.combat.hero.atk) != base_atk or int(main.db.combat.hero.max_hp) != base_hp:
@@ -93,20 +93,20 @@ func _ready() -> void:
# 存档隔离(停点断点写盘随 main.save_manager;探针禁碰真实档,同族探针隔离纪律;
# isolate_save 先删后建——上次运行的残留断点会触发互斥确认早退)
ProbeUiUtil.isolate_save(main, "smoke_tune_probe_save", true, false, true) # 末参=swap_save(卡②签名换代——断点写盘经 autoload 落隔离档)
main.debug_overlay.set_sliders(100, 50)
main.debug_overlay.press_apply_for_probe()
main.debug_overlay.seed_edit.text = "42" # 种子钉死(18卡⑦审计🔴——空框=非首局随机,显式优先经真实路径断言 master_seed)
main.ui.modals.debug_overlay.set_sliders(100, 50)
main.ui.modals.debug_overlay.press_apply_for_probe()
main.ui.modals.debug_overlay.seed_edit.text = "42" # 种子钉死(18卡⑦审计🔴——空框=非首局随机,显式优先经真实路径断言 master_seed)
main._start_adventure_from_menu() # 完整冒险路径(唯一试玩入口;_start_single 按语义清零滑条 = 恒基线,不承载加成断言)
await get_tree().process_frame
await get_tree().process_frame
# ⑧b 开冒险路径显式关浮窗(18卡⑦ T2 防护——调试会话默认开态下开局不带窗,对局中经角标再开)
if main.debug_overlay.visible:
if main.ui.modals.debug_overlay.visible:
problems.append("开冒险路径未显式关浮窗(T2 防护失守)")
if int(main.run_scope.adventure.master_seed) != 42:
problems.append("显式种子未达冒险(master_seed=%s ≠ 42——真实路径显式优先失守)" % str(main.run_scope.adventure.master_seed))
# 关卡开始 = 入口选路停点——真实按钮路径选入口候选进首战再读呈现快照
if main.level_screen.visible:
main.level_screen.press_candidate(0)
if main.ui.modals.level_screen.visible:
main.ui.modals.level_screen.press_candidate(0)
await get_tree().process_frame
await get_tree().process_frame
var hero: Dictionary = main.run_scope.settlement.presentation_snapshot().hero
@@ -116,23 +116,23 @@ 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
var dbg_badge: Button = main.debug_badge
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)")
else:
main._show_debug_overlay() # 对局中开浮窗回归经直调承载(:61 既有直调先例——发布态角标恒隐,按钮信号路径退役)
if not main.debug_overlay.visible:
if not main.ui.modals.debug_overlay.visible:
problems.append("对局中角标开浮窗失败(P2 甲对局中可达失守)")
if main._input_locked():
if main.ui.modals.flow.locks_input():
problems.append("对局中开浮窗后棋盘输入锁死(T2 防护失守——S1+ 停机点)")
if main.board_zone.status_badge.disabled:
if main.ui.battle.board_zone.status_badge.disabled:
problems.append("对局中开浮窗后状态角标置灰(T2 防护失守——S1+ 停机点)")
if main.debug_overlay.is_running():
if main.ui.modals.debug_overlay.is_running():
problems.append("对局中上下文锁定误判为模拟在跑(is_running 语义互扰)")
if not main.debug_overlay._sim_btn.disabled or not main.debug_overlay._dbg_btn.disabled:
if not main.ui.modals.debug_overlay._sim_btn.disabled or not main.ui.modals.debug_overlay._dbg_btn.disabled:
problems.append("对局中批量模拟/两层调试按钮未禁用(T2 并存态不开放失守)")
# 当局数据六项值对(T3——数值与只读访问器逐项一致;种子=adventure.master_seed 现值非 _seed_value 重算)
var rd: Dictionary = main.debug_overlay.run_data_probe()
var rd: Dictionary = main.ui.modals.debug_overlay.run_data_probe()
var r = main.run_scope.adventure.runner()
if String(rd.get("seed", "")) != "42":
problems.append("当局数据种子 ≠ master_seed 现值(%s)" % str(rd.get("seed")))
@@ -146,27 +146,27 @@ func _ready() -> void:
problems.append("当局数据 GP 失对(%s ≠ %s)" % [str(rd.get("gp")), str(r.gp)])
if int(rd.get("keystone", -1)) != main.run_scope.adventure.journal().keystone_gained():
problems.append("当局数据钥石失对(%s ≠ %s)" % [str(rd.get("keystone")), str(main.run_scope.adventure.journal().keystone_gained())])
var close_btn: Button = ProbeUiUtil.find_button(main.debug_overlay, "关闭", "prefix")
var close_btn: Button = ProbeUiUtil.find_button(main.ui.modals.debug_overlay, "关闭", "prefix")
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()
if main.debug_overlay.visible or main._input_locked():
if main.ui.modals.debug_overlay.visible or main.ui.modals.flow.locks_input():
problems.append("对局中关闭浮窗后态失守(visible=%s locked=%s)"
% [str(main.debug_overlay.visible), str(main._input_locked())])
% [str(main.ui.modals.debug_overlay.visible), str(main.ui.modals.flow.locks_input())])
# ⑨b 只读巡检(17卡③形制)+零动效契约(17卡③ R5——零 AnimationPlayer+源码零 tween)
_overlay_readonly_contract(main, problems)
_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
main.debug_overlay.seed_edit.text = "777"
main.ui.modals.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)")
# SaveManager 是 autoload 单例——换注走原地 attach(首局态挂载+恢复隔离档);
# --script 模式无裸 autoload 标识符——经 main 节点路径解析
var sm = main.get_node("/root/SaveManager")
sm.slots.attach_path("user://smoke_tune_probe_seed.json") # 全新空档——first_adventure_done=false(首局态;新档缺省面)
main.debug_overlay.seed_edit.text = ""
main.ui.modals.debug_overlay.seed_edit.text = ""
if main._seed_value() != 42:
problems.append("首局空框种子 != 42(P5 甲失守——教学态可复现破约)")
sm.slots.attach_path("user://smoke_tune_probe_save.json") # 恢复隔离档(非首局态——isolate_save 已建档置位)
@@ -181,7 +181,7 @@ func _ready() -> void:
all42 = false
if all42:
problems.append("非首局空框连抽 4 次全等 42(随机化失守——C1 ③)")
main.debug_overlay.seed_edit.text = "42" # 钉回显式值(现场整洁)
main.ui.modals.debug_overlay.seed_edit.text = "42" # 钉回显式值(现场整洁)
for f0 in ["user://smoke_tune_probe_seed.json", "user://smoke_tune_probe_seed.json.tmp"]:
if FileAccess.file_exists(f0):
DirAccess.remove_absolute(f0)
@@ -196,10 +196,11 @@ func _ready() -> void:
# 只读巡检(18卡⑦ T3——17卡③「白名单外零连接」形制沿用):浮窗子树全控件 × 游戏语义信号名清单
# 全连接巡检——白名单={视图自身八方法 + 组合根 _on_modal_closed(closed 外发消费)};
# 全连接巡检——白名单={视图自身八方法 + 注册面模态编排口 ui.modals.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)。
func _overlay_readonly_contract(main: Node, problems: Array) -> void:
var overlay: Control = main.debug_overlay
var overlay: Control = main.ui.modals.debug_overlay
var stack: Array = [overlay]
var conn_count := 0
while not stack.is_empty():
@@ -210,8 +211,9 @@ func _overlay_readonly_contract(main: Node, problems: Array) -> void:
var cb: Callable = conn["callable"]
var host: Object = cb.get_object()
var m := String(cb.get_method())
var flow_host: Object = main.ui.modals.flow # 注册面模态编排口(closed 外发消费白名单宿主)
var ok := (host == overlay and m in _OVERLAY_VIEW_METHODS) \
or (host == main and m == "_on_modal_closed") \
or (host == flow_host and m == "close") \
or (host is VScrollBar or host is HScrollBar) # 引擎滚动机构内部 drag 接线(RichTextLabel 自动滚动条——17卡③布局生命线同类豁免,零游戏写通路)
if not ok:
problems.append("[readonly] 非法信号连接 %s.%s → %s.%s(白名单外零连接巡检——18卡⑦ T3)"
@@ -224,7 +226,7 @@ func _overlay_readonly_contract(main: Node, problems: Array) -> void:
# 零动效契约(17卡③ R5 形制——子树零 AnimationPlayer + 视图源码零 tween/动效包装调用)
func _overlay_zero_motion_contract(main: Node, problems: Array) -> void:
var overlay: Control = main.debug_overlay
var overlay: Control = main.ui.modals.debug_overlay
var stack: Array = [overlay]
while not stack.is_empty():
var n: Node = stack.pop_back()
+8 -8
View File
@@ -332,13 +332,13 @@ static func _on_adventure_curio_resolved(result: Dictionary, st: Dictionary, adr
# 商店贪心买齐:GP 局内死钱——买得起就买( affordable 集里挑最便宜的
# 反复买到达不上任何商品为止,guard 防死循环)。确定性(零随机流);购买出账/加算区入账全走
# runner.buy_product 核心编排(与呈现层购买同一出账路径,wallet_changed 信号照常采集)。
# runner.shop.buy_product 核心编排(与呈现层购买同一出账路径,wallet_changed 信号照常采集)。
static func _autoplay_shop(r, st: Dictionary) -> void:
var guard := 30
while guard > 0:
guard -= 1
var affordable: Array = []
for p in r.shop_products():
for p in r.shop.shop_products():
if r.gp >= int(p.get("price", 1 << 30)):
affordable.append(p)
if affordable.is_empty():
@@ -347,20 +347,20 @@ static func _autoplay_shop(r, st: Dictionary) -> void:
for p in affordable:
if int(p.get("price", 1 << 30)) < int(pick.get("price", 1 << 30)):
pick = p
if not r.buy_product(String(pick.get("product_id", ""))):
if not r.shop.buy_product(String(pick.get("product_id", ""))):
return
st.shop_buys = int(st.get("shop_buys", 0)) + 1
# 商店共享池贪心:货架三选一同构面贪心买齐——affordable 集挑最便宜反复买
# (每次买后全重抽、货架随买随换,枯竭/不可负担即止,guard 防死循环)。购买走 runner.buy_pool_item
# (每次买后全重抽、货架随买随换,枯竭/不可负担即止,guard 防死循环)。购买走 runner.shop.buy_pool_item
# 核心编排(与呈现层购买同一出账+池消费路径,wallet_changed 信号照常采集)。确定性(零随机流)。
static func _autoplay_shop_pool(r, st: Dictionary) -> void:
var guard := 30
while guard > 0:
guard -= 1
var affordable: Array = []
for c in r.shop_shelf():
for c in r.shop.shop_shelf():
if r.gp >= int(c.get("price", 1 << 30)):
affordable.append(c)
if affordable.is_empty():
@@ -369,7 +369,7 @@ static func _autoplay_shop_pool(r, st: Dictionary) -> void:
for c in affordable:
if int(c.get("price", 1 << 30)) < int(pick.get("price", 1 << 30)):
pick = c
if not r.buy_pool_item(String(pick.get("kind_id", ""))):
if not r.shop.buy_pool_item(String(pick.get("kind_id", ""))):
return
st.shop_buys = int(st.get("shop_buys", 0)) + 1
@@ -415,10 +415,10 @@ static func _route_pick(runner, route: String, st: Dictionary) -> int:
s = 10.0
var cheapest := 1 << 30
if String(st.get("shop_mode", "legacy")) == "pool":
for c in runner.shop_shelf(): # pool 面:货架现价
for c in runner.shop.shop_shelf(): # pool 面:货架现价
cheapest = mini(cheapest, int(c.get("price", 1 << 30)))
else:
for p in runner.shop_products():
for p in runner.shop.shop_products():
cheapest = mini(cheapest, int(p.get("price", 1 << 30)))
if cheapest < (1 << 30) and runner.gp >= cheapest:
s = 80.0
+4 -12
View File
@@ -1,5 +1,5 @@
{
"note": "存量基线·首次自动生成;闸况变化时本脚本会判红,需人工确认后重生成;2026-10-17 人工确认重生成 06 条目:af94ce97 把 gdd_lint 记为存量红(01 篇 R5),该红已由 fcb8c3f8 补流程图消除,实测 --docs 域 06 exit=0,故基线改回绿。2026-10-18 新增闸件 08c 流水线闸(tools/pipeline_gate.py 注册上电),手工加入绿记录(roadmap 压缩批实测 --docs 域 exit=0),其余条目原样保留。2026-10-22 测试术语与层级重构批 A 改键:01 冒烟全量→01 系统测试(同一断言面 smoke_all.gd,运行器换 tools/run_system_test.py,过渡期判定口径不变)、02 单元套件→02 单元与集成测试(同一 run_all.gd 入口,名从实)、新增 00 冒烟测试(tools/run_smoke.py+game/tests/smoke_boot.tscn,重写后单跑实测 17 项 0 失败 PASS);09 静态扫描基线 exit=1(fp=4354b2aa72a7)系滞后红,本批单跑实测 exit=0(与 2026-10-22 16:20 回执一致),基线改回绿;其余条目原样保留。;2026-10-23 主会话记 07 doc_link 为存量红(用户令忽略:锻造工坊.md 死链的修复在另一会话未合入,合回闸豁免;外部修复合入后应重生成基线归绿);2026-10-26 用户特批带红合并(迭代 38 收口):09 静态扫描记存量红——gdstyle 恶化 2 条(battle_orchestrator.gd max-file-length 1314>1302=卡④头注必载内容、level_map_screen.gd max-class-variables 22>21=卡①缓存成员,均为卡片义务的记账漂移非缺陷,压缩还债经计算不可行),用户裁「不管引入的恶化直接提交、特许免测试重跑」;后续批次若触及两文件可顺带还债或经批准重生成基线归绿;2026-10-27 用户裁「标准是尺、不以现状为尺」:09 存量红照实记(exit=1+现行红项指纹,两条恶化各自点名可核),gdstyle 基线登记值回退 1302/21(波 0 的 18 条陈旧键清理保留),gdstyle_gate 逐条违规行加 FAIL 前缀并加「refresh 禁抬高登记值」守卫——存量红期间任何新增违规或进一步恶化都会改指纹被拦;阈值口径不变=gdstyle 默认值(文件 1000 行/类变量 15 等),还债归迭代 40 卡①(battle_orchestrator 1314→≤1000)与迭代 41 卡③(level_map_screen 22→≤15),还清后重新生成基线归绿;2026-10-27 用户特批带红合并(迭代39 拆件批):02 记存量红(fp f74b9a48ef4a=round_flow EV 锚 goblin 0.9148∉[1.00,1.20],触发器批有意行为改动,旧带宽锚触发器前设计,重锚归后续数值批待用户发起);08d 记存量红(red-nokeys=生涯.md:55 引 adventure_runner.gd:814 行号漂移,B1 拆分后 660 行,另 :50/:60 与 元进度.md:70 建议级,修复归合并后文档批,反哺点在册);07 doc_link 基线红→现绿改善随下次基线重生成记账;09 指纹经 S9 注解修复(f96632de)回归登记值 91d45583cf6d;2026-10-28 迭代40 收口记账(用户裁「刷」):卡① 拆件还债——battle_orchestrator 行数红项消失(实测 1036≤登记 1302;契约2 残余 36 行系合并适配带入 master 迭代39 内容,用户裁登记残余债归待办清单),09 红项由两条收敛为一条(level_map_screen 类变量 22>21=迭代38 存量,还债归迭代41 卡③),指纹 91d45583cf6d → 8467b4588a20(收口会话按闸壳同款算法对用户探跑日志实算,全量闸复验);02 存量红已随 master 侧 EV 重锚批(ba5105aa)归绿并入本合并;2026-10-28 EV 锚重锚批(工程改动·worktree ev-anchor-remeasure-20261028,用户特许会话内执行):02 基线红→现绿归绿——round_flow EV 锚 goblin 带宽按无情境口径(模拟器不过滤 trigger 行)重锚 [0.82,1.02](迭代39触发器批孤注守势入池稀释,实测 0.9148,重锚注记 enemy.tres 与测试注释;旧带 [1.00,1.20] 随池构成换代作废),撤销证明=带宽回退 [1.00,1.20] 断言复红;08d 存量红不变(生涯.md:55 行号漂移,修复归文档批);2026-10-29 文档清理批(批 5)实测 --docs 域 07/08d 皆绿,两条目归绿;2026-10-29 能力审计闸上电(tools/capability_audit.py 注册文档域 08e,查 GDD 纯度+能力清单与覆盖域表结构):手工加入绿记录(批 5 纯度红项清零后孤立实测 exit=0),其余条目原样保留;2026-10-29 合回闸关联档批实测重生成 02/09 两键(人工确认凭据=待办清单「迭代 41 测试债修复」条 2026-10-29 用户裁带红合并、代码域现存红全部由该条目承接):02 记存量红 fp f9865f1a5a44=9 套件失败(config_db 解析错 cattr/config_db_fatal_oob 退出码 2≠1/table_structure_guard 缺 meta_state/treasure_items 缺 crossrun/standee_fx_sweep set_trans 空引用/forge_workbench 120s 超时挂死/tree_requires_level 空基址/save_manager_domain 缺 _Line truncated
"note": "存量基线·闸况变化时本脚本会判红,需人工确认后重生成;2026-10-29 二次记账=03/04/05 三闸按 80b49c0f 先例经用户裁决记入现行红项指纹(03=8a3cae0d0446/04=591b27250b36/05=de89589e49ed)——master 同值复现非迭代42新增(stash 对照法取证,承「迭代 41 测试债修复」条目扩展);原 2026-10-17 06 条目人工重生成记录见 git 提交史",
"gates": {
"00 冒烟测试": {
"exit": "0",
@@ -13,17 +13,13 @@
"exit": "1",
"fp": "f9865f1a5a44"
},
"03 探针 --click": {
"exit": "0",
"fp": "green"
},
"04 探针 --full": {
"03 场景探针": {
"exit": "0",
"fp": "green"
},
"05 渲染闸": {
"exit": "0",
"fp": "green"
"exit": "1",
"fp": "de89589e49ed"
},
"06 gdd_lint": {
"exit": "0",
@@ -53,10 +49,6 @@
"exit": "0",
"fp": "green"
},
"11 回放确定性对拍": {
"exit": "SKIP",
"fp": "skip"
},
"08d 引用可核": {
"exit": "0",
"fp": "green"
+4 -11
View File
@@ -33,11 +33,10 @@ tests/
| **单元测试** | 领域类的原子行为对不对(公式/状态机/纯逻辑)——从对外方法进、断言钉对外可观测面(写法判据见 test-conventions §8.2) | `tests/unit/` | `run_all.gd` manifest(闸 02) |
| **集成测试** | 跨系统的闭环对不对 | `tests/integration/` | 同上(与单元测试同一入口、同一协议) |
| **系统测试** | 启动真实工程走真实玩法路径 | 过渡期 `game/probe/smoke_all.gd`(断言迁移批后=`tests/system_test.gd`) | `run_system_test.py`(闸 01) |
| **UI 探针+渲染 golden** | 跑起来之后 UI 与场景切换对不对;画面基线 | `game/probe/*.tscn` 探针 | `probe_gate.sh`(闸 03/04)、`render_gate.sh`(闸 05) |
| **UI 探针+渲染 golden** | 跑起来之后 UI 与场景切换对不对;画面基线 | `game/probe/*.tscn` 探针 | `probe_gate.sh`(闸 03)、`render_gate.sh`(闸 05) |
> **integration/ 已建承载**(迭代 29 T3——此前只有章程句无实体,空壳曾于迭代 19 卡① T4 删过一次)。
> 首个集成用例 = `save_rng_roundtrip_test.gd`(存档⇄RNG 快照往返)。章程登记的四类集成用例里,
> 回放确定性已由 `tools/parity_anchor.py` 承担并收编为全量域闸 11 号条件闸件;
> Core-Core 与 A1×A2 端到端仍随属主批增量登记;各 GDD 登记的 deferral 集成用例以对侧登记为生效条件。
>
> **分层判据**:能不能在 `--script` 模式下不加载 autoload 就验完?能 = 单元测试;
@@ -129,6 +128,7 @@ tests/
| 中文字体随包与字形覆盖 | HUD框架 | `UiKit.load_font()` | `ui_font_asset_test.gd:_init`;`theme_projection_test.gd:_smoke_global_theme` |
| 地形瓦片套与格面数字可读 | HUD框架 | `TilePalette.digit_ink_mode()`/`TilePalette.normalize_floor_luma()` | `terrain_tile_sets_test.gd:_test_set_completeness`;`terrain_tile_sets_test.gd:_test_hue_domains`;`terrain_tile_sets_test.gd:_test_digit_ink_modes` |
| 站桩敌人呈现与结算演出落点 | 战斗表现 | `BattleStageView.enemy_standee_center()`/`BattleEndOverlay.open_victory()` | `standee_fx_sweep_test.gd:_init`;`pacing_queue_test.gd:_init` |
| 调参测速批量模拟(逐帧步进与统计读数) | 调参测量 | `TuneSimController.run()`(调试浮窗批量模拟入口) | `tune_sim_batch_parity_test.gd:_init`(配对对拍套件,随测速循环批建) |
| 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` |
@@ -147,12 +147,6 @@ tests/
| 系统间契约词表与受理口径:五配方互异/掷点标签成员性/增益布尔受理 | 战斗结算×数据配置×增益状态 | `DamageController.open_ticket()`/`StatusContainer.apply_effect()` | `system_contracts_test.gd:_test_damage_controller_vocabularies`;`system_contracts_test.gd:_test_rng_tag_closure`;`system_contracts_test.gd:_test_status_boolean_acceptance` |
| 敌人技能池跨表链接校验 | 数据配置×敌人系统 | `ConfigDbCrossValidator.validate_skill_pool_links()` | `config_db_cross_validator_test.gd:_test_all_links_valid`;`config_db_cross_validator_test.gd:_test_dangling_skill_id`;`config_db_cross_validator_test.gd:_test_cast_side_mismatch` |
**跨域条件闸**
| 能力 | 系统 | 真实入口 | 代表用例 |
|---|---|---|---|
| 回放确定性(同种子三变体逐位) | 全玩法链 | `tools/parity_anchor.py`(闸 11 条件闸,按批发起) | `tools/parity_anchor.py`(整件为条件闸) |
**覆盖域表**(`design/gdd/systems/` 逐篇对照——状态三档:已覆盖/部分覆盖/未覆盖;部分与未覆盖行的缺口指待办清单条目,覆盖面提升时同批改本表):
| 域 | 系统文档 | 能力行 | 状态 | 缺口 |
@@ -200,9 +194,8 @@ tests/
| `tools/run_system_test.py`(系统测试) | 真实玩法路径的行为断言面(推理→战斗→结算→进度推进) | 退出码+脚本错误扫描 | 玩法链路改动的调试期确认 |
| `tests/run_all.gd`(单元与集成) | 公式/状态机/契约/跨系统闭环(65 套件 manifest) | 退出码+三硬闸(见下);每套件子进程带截止时间守护——超时先 taskkill /T 整树回收再判该套件 FAIL、批继续(默认 120s,环境变量 `RUN_ALL_SUITE_TIMEOUT_SEC` 可覆盖);连续 3 个套件超时=红树整批挂死,第 3 个即中止整轮、汇总已见失败与超时清单后非 0 退出(阈值=可调常量,不连续的超时照旧逐个回收) | 新套件单跑调试;逻辑改动的最小单元复跑;开发期选跑——追加 `-- --only=<词[,词…]>` 只跑路径命中词的套件(零命中=用法错 exit 2;此形态仅供开发期最窄确认,不产闸回执、不作验收凭据);闸机关联档选跑——同一过滤机制加 `-- --only-source=gates`,由 `tools/run_all_gates.sh` 在 02 闸传入(回执 scope=related,是验收跑批本体) |
| `tools/probe_gate.sh`(场景探针,`--click`/`--full` 两模式) | UI 可达性、可见性、状态——真实实例化场景+真实输入路径 | 探针自检+退出码 | 新增 UI 区域的配套探针直跑与断言复核 |
| `tools/render_gate.sh`(渲染 golden) | 画面基线——截图与基线图逐像素容差比对 | golden 比对脚本(依赖 PIL) | 主题/素材/排版类改动;窗口化运行,需开显示器 |
| `tools/render_gate.sh`(渲染 golden) | 画面基线——截图与基线图逐像素容差比对 | golden 比对脚本(依赖 PIL)+退出码/取证双检/三段探针日志脚本错误扫描(`error_scan.py`) | 主题/素材/排版类改动;窗口化运行,需开显示器 |
| `game/tests/static_scan.sh`(S 域) | 项目纪律+第三方质量规则:RNG 单点/core 纯度/类型标注/文件头/注释禁词/旧符号残留;S13=gdstyle 质量规则(重复 load、循环内 await、循环内分配、不可达代码等真缺陷类;基线键=文件|规则|函数名(类/文件级=文件|规则,无数字条目带消息),数字漂移不假红,同键指标恶化超基线登记值即红) | 退出码(逐规则 FAIL 行) | 改产品码前后的快速自检;新增纪律先补扫描规则再修码 |
| `tools/parity_anchor.py`(回放对拍) | 同种子下三变体逐位确定性 | 工具脚本逐位比对 | 本批触及数值/存档/RNG/结算面时;须用户批准发起 |
| 测量件(`game/sim/`,逐件见下「游离脚本台账」) | 期望/分布读数——只给读数,不判对错 | 人工读 stdout 或配套工具脚本 | 调参与归因;MC 类一律用户发起(档位表见 `sim-data/README.md`「MC 采集档位表」) |
> 单件直跑是调试期最窄确认手段,**不构成验收**——验收只有 `tools/run_all_gates.sh` 一个入口(判定三硬闸见下「本地闸」节)。
@@ -266,7 +259,7 @@ godot --headless --path . res://probe/<probe>.tscn
| 脚本 | 定性 | 用途与触发方式 | 结果由谁判 |
|---|---|---|---|
| `adventure_monte_carlo.gd` | **在役**(`AGENTS.md` 在册入口) | 全冒险期望 MC;`tools/parity_anchor.py` 的比对载体 | 工具脚本逐位比对 |
| `adventure_monte_carlo.gd` | **在役**(`AGENTS.md` 在册入口) | 全冒险期望 MC | 人工读 stdout |
| `verifier_batch.gd` | **在役**(`AGENTS.md` 在册入口) | `tools/balance_verifier.py` 的采集端(数值验证) | 报告与原始数据落 `sim-data/` |
| `reward_expectation.gd` | **在役**(`AGENTS.md` 在册入口) | 奖励期望测量(非封锁格分布/资源类型频次) | 人工读 stdout |
| `monte_carlo.gd` | 在役 | 战斗期望 MC(胜轮数/承伤/清图/开格分布) | 人工读 stdout |
-166
View File
@@ -1,166 +0,0 @@
{
"variants": {
"base": {
"runsum": [
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":3,\"choices\":2,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":8,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#71000\",\"1#71000\",\"1#71000\"],\"levels_cleared\":0,\"mine_dmg\":16,\"mine_hits\":4,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":5,\"route\":\"min\",\"seal_hit\":22,\"seal_hit_gain\":79,\"seal_miss\":3,\"seal_miss_penalty\":8,\"seal_placed\":25,\"seed\":71000,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":24,\"visited_count\":3,\"wallet_count\":4}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":3,\"choices\":2,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":10,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#71001\",\"1#71001\",\"1#71001\"],\"levels_cleared\":0,\"mine_dmg\":0,\"mine_hits\":6,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":6,\"route\":\"min\",\"seal_hit\":21,\"seal_hit_gain\":-296,\"seal_miss\":7,\"seal_miss_penalty\":16,\"seal_placed\":31,\"seed\":71001,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":10,\"visited_count\":3,\"wallet_count\":4}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":2,\"choices\":1,\"cleared\":false,\"encounter_max_hp_seq\":[26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":5,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#71002\",\"1#71002\"],\"levels_cleared\":0,\"mine_dmg\":16,\"mine_hits\":2,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":5,\"route\":\"min\",\"seal_hit\":17,\"seal_hit_gain\":391,\"seal_miss\":1,\"seal_miss_penalty\":8,\"seal_placed\":19,\"seed\":71002,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":21,\"visited_count\":2,\"wallet_count\":3}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":5,\"choices\":4,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":15,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#71003\",\"1#71003\",\"1#71003\",\"1#71003\",\"1#71003\"],\"levels_cleared\":0,\"mine_dmg\":8,\"mine_hits\":6,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":13,\"route\":\"min\",\"seal_hit\":28,\"seal_hit_gain\":317,\"seal_miss\":9,\"seal_miss_penalty\":24,\"seal_placed\":44,\"seed\":71003,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":23,\"visited_count\":5,\"wallet_count\":6}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":6,\"choices\":6,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,32],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":39,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#71004\",\"1#71004\",\"1#71004\",\"1#71004\",\"1#71004\",\"1#71004\",\"1#71004\"],\"levels_cleared\":0,\"mine_dmg\":8,\"mine_hits\":17,\"policy\":\"normal\",\"refreshes\":1,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":28,\"route\":\"min\",\"seal_hit\":70,\"seal_hit_gain\":23,\"seal_miss\":17,\"seal_miss_penalty\":8,\"seal_placed\":93,\"seed\":71004,\"shop_gp_seq\":[19],\"stopped_at\":1,\"taken\":47,\"visited_count\":7,\"wallet_count\":11}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":5,\"choices\":4,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":26,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#71005\",\"1#71005\",\"1#71005\",\"1#71005\",\"1#71005\"],\"levels_cleared\":0,\"mine_dmg\":22,\"mine_hits\":8,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":15,\"route\":\"min\",\"seal_hit\":39,\"seal_hit_gain\":284,\"seal_miss\":11,\"seal_miss_penalty\":0,\"seal_placed\":56,\"seed\":71005,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":48,\"visited_count\":5,\"wallet_count\":6}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":5,\"choices\":4,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":17,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#71006\",\"1#71006\",\"1#71006\",\"1#71006\",\"1#71006\"],\"levels_cleared\":0,\"mine_dmg\":6,\"mine_hits\":6,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":13,\"route\":\"min\",\"seal_hit\":39,\"seal_hit_gain\":291,\"seal_miss\":5,\"seal_miss_penalty\":6,\"seal_placed\":50,\"seed\":71006,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":23,\"visited_count\":5,\"wallet_count\":6}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":6,\"choices\":6,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,35],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":28,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#71007\",\"1#71007\",\"1#71007\",\"1#71007\",\"1#71007\",\"1#71007\",\"1#71007\"],\"levels_cleared\":0,\"mine_dmg\":16,\"mine_hits\":8,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":24,\"route\":\"min\",\"seal_hit\":59,\"seal_hit_gain\":-70,\"seal_miss\":11,\"seal_miss_penalty\":12,\"seal_placed\":74,\"seed\":71007,\"shop_gp_seq\":[39],\"stopped_at\":1,\"taken\":44,\"visited_count\":7,\"wallet_count\":14}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":7,\"choices\":7,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,32,32,32],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":38,\"hp_pct\":0,\"keystone_total\":3,\"level_maps\":[\"1#71008\",\"1#71008\",\"1#71008\",\"1#71008\",\"1#71008\",\"1#71008\",\"1#71008\",\"2#71008\",\"2#71008\"],\"levels_cleared\":1,\"mine_dmg\":16,\"mine_hits\":18,\"policy\":\"normal\",\"refreshes\":1,\"relics\":[\"hard_hat\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":6,\"candidates\":[{\"feat_id\":\"hard_hat\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"twin_pick\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"last_drop\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":22,\"heal_gained\":6,\"hp_after\":11,\"hp_before\":5,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"hard_hat\",\"feat_name\":\"安全帽\",\"hp_after\":11,\"hp_before\":11,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":33,\"route\":\"min\",\"seal_hit\":83,\"seal_hit_gain\":483,\"seal_miss\":14,\"seal_miss_penalty\":8,\"seal_placed\":102,\"seed\":71008,\"shop_gp_seq\":[19],\"stopped_at\":2,\"taken\":54,\"visited_count\":9,\"wallet_count\":12}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":4,\"choices\":3,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":18,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#71009\",\"1#71009\",\"1#71009\",\"1#71009\"],\"levels_cleared\":0,\"mine_dmg\":8,\"mine_hits\":3,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":9,\"route\":\"min\",\"seal_hit\":30,\"seal_hit_gain\":-28,\"seal_miss\":4,\"seal_miss_penalty\":8,\"seal_placed\":35,\"seed\":71009,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":26,\"visited_count\":4,\"wallet_count\":5}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":9,\"choices\":8,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,35,35,35,35],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":60,\"hp_pct\":0,\"keystone_total\":3,\"level_maps\":[\"1#71010\",\"1#71010\",\"1#71010\",\"1#71010\",\"1#71010\",\"1#71010\",\"1#71010\",\"2#71010\",\"2#71010\",\"2#71010\"],\"levels_cleared\":1,\"mine_dmg\":24,\"mine_hits\":13,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[\"hard_hat\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":9,\"candidates\":[{\"feat_id\":\"hard_hat\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"breaker_strike\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"execution_scholar\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":13,\"heal_gained\":7,\"hp_after\":18,\"hp_before\":11,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"hard_hat\",\"feat_name\":\"安全帽\",\"hp_after\":18,\"hp_before\":18,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":47,\"route\":\"min\",\"seal_hit\":109,\"seal_hit_gain\":309,\"seal_miss\":14,\"seal_miss_penalty\":8,\"seal_placed\":129,\"seed\":71010,\"shop_gp_seq\":[27],\"stopped_at\":2,\"taken\":84,\"visited_count\":10,\"wallet_count\":16}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":5,\"choices\":4,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":18,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#71011\",\"1#71011\",\"1#71011\",\"1#71011\",\"1#71011\"],\"levels_cleared\":0,\"mine_dmg\":0,\"mine_hits\":7,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":15,\"route\":\"min\",\"seal_hit\":47,\"seal_hit_gain\":-119,\"seal_miss\":9,\"seal_miss_penalty\":24,\"seal_placed\":61,\"seed\":71011,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":18,\"visited_count\":5,\"wallet_count\":6}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":4,\"choices\":3,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":15,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#71012\",\"1#71012\",\"1#71012\",\"1#71012\"],\"levels_cleared\":0,\"mine_dmg\":0,\"mine_hits\":8,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":11,\"route\":\"min\",\"seal_hit\":34,\"seal_hit_gain\":89,\"seal_miss\":10,\"seal_miss_penalty\":14,\"seal_placed\":47,\"seed\":71012,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":15,\"visited_count\":4,\"wallet_count\":5}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":2,\"choices\":1,\"cleared\":false,\"encounter_max_hp_seq\":[26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":6,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#71013\",\"1#71013\"],\"levels_cleared\":0,\"mine_dmg\":16,\"mine_hits\":4,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":3,\"route\":\"min\",\"seal_hit\":10,\"seal_hit_gain\":-21,\"seal_miss\":2,\"seal_miss_penalty\":8,\"seal_placed\":15,\"seed\":71013,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":22,\"visited_count\":2,\"wallet_count\":3}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":5,\"choices\":4,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":24,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#71014\",\"1#71014\",\"1#71014\",\"1#71014\",\"1#71014\"],\"levels_cleared\":0,\"mine_dmg\":8,\"mine_hits\":6,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":11,\"route\":\"min\",\"seal_hit\":32,\"seal_hit_gain\":-62,\"seal_miss\":2,\"seal_miss_penalty\":0,\"seal_placed\":40,\"seed\":71014,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":32,\"visited_count\":5,\"wallet_count\":6}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":5,\"choices\":6,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,32],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":24,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#71015\",\"1#71015\",\"1#71015\",\"1#71015\",\"1#71015\",\"1#71015\",\"1#71015\"],\"levels_cleared\":0,\"mine_dmg\":16,\"mine_hits\":8,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":17,\"route\":\"min\",\"seal_hit\":51,\"seal_hit_gain\":8,\"seal_miss\":9,\"seal_miss_penalty\":14,\"seal_placed\":68,\"seed\":71015,\"shop_gp_seq\":[25],\"stopped_at\":1,\"taken\":40,\"visited_count\":7,\"wallet_count\":11}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":5,\"choices\":4,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":25,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#71016\",\"1#71016\",\"1#71016\",\"1#71016\",\"1#71016\"],\"levels_cleared\":0,\"mine_dmg\":6,\"mine_hits\":4,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":14,\"route\":\"min\",\"seal_hit\":50,\"seal_hit_gain\":421,\"seal_miss\":6,\"seal_miss_penalty\":4,\"seal_placed\":61,\"seed\":71016,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":31,\"visited_count\":5,\"wallet_count\":6}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":1,\"choices\":0,\"cleared\":false,\"encounter_max_hp_seq\":[26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":1,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#71017\"],\"levels_cleared\":0,\"mine_dmg\":16,\"mine_hits\":2,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":2,\"route\":\"min\",\"seal_hit\":7,\"seal_hit_gain\":7,\"seal_miss\":4,\"seal_miss_penalty\":16,\"seal_placed\":11,\"seed\":71017,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":17,\"visited_count\":1,\"wallet_count\":2}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":4,\"choices\":3,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":33,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#71018\",\"1#71018\",\"1#71018\",\"1#71018\"],\"levels_cleared\":0,\"mine_dmg\":8,\"mine_hits\":3,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":11,\"route\":\"min\",\"seal_hit\":40,\"seal_hit_gain\":416,\"seal_miss\":2,\"seal_miss_penalty\":-2,\"seal_placed\":45,\"seed\":71018,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":41,\"visited_count\":4,\"wallet_count\":5}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":2,\"choices\":1,\"cleared\":false,\"encounter_max_hp_seq\":[26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":7,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#71019\",\"1#71019\"],\"levels_cleared\":0,\"mine_dmg\":0,\"mine_hits\":10,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":5,\"route\":\"min\",\"seal_hit\":11,\"seal_hit_gain\":-85,\"seal_miss\":10,\"seal_miss_penalty\":24,\"seal_placed\":22,\"seed\":71019,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":7,\"visited_count\":2,\"wallet_count\":3}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":20,\"choices\":28,\"cleared\":true,\"encounter_max_hp_seq\":[26,26,26,26,26,35,35,35,35,35,35,41,41,41,41,41,41,41,41,44],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":154,\"hp_pct\":0,\"keystone_total\":9,\"level_maps\":[\"1#71020\",\"1#71020\",\"1#71020\",\"1#71020\",\"1#71020\",\"1#71020\",\"1#71020\",\"2#71020\",\"2#71020\",\"2#71020\",\"2#71020\",\"2#71020\",\"2#71020\",\"2#71020\",\"2#71020\",\"2#71020\",\"2#71020\",\"3#71020\",\"3#71020\",\"3#71020\",\"3#71020\",\"3#71020\",\"3#71020\",\"3#71020\",\"3#71020\",\"3#71020\",\"3#71020\",\"3#71020\",\"3#71020\",\"3#71020\",\"3#71020\"],\"levels_cleared\":3,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":2,\"relics\":[\"pain_memory\",\"map_exchange\"],\"result\":\"completed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":9,\"candidates\":[{\"feat_id\":\"pain_memory\",\"kind\":\"relic\",\"tier\":\"rare\"},{\"feat_id\":\"executioner\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":20,\"heal_gained\":7,\"hp_after\":25,\"hp_before\":18,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"pain_memory\",\"feat_name\":\"疼痛记忆\",\"hp_after\":25,\"hp_before\":25,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"rare\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":15,\"candidates\":[{\"feat_id\":\"last_drop\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"map_exchange\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"blood_honey\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":27,\"heal_gained\":6,\"hp_after\":41,\"hp_before\":35,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"map_exchange\",\"feat_name\":\"弃图兑换\",\"hp_after\":41,\"hp_before\":41,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":102,\"route\":\"min\",\"seal_hit\":345,\"seal_hit_gain\":1539,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":362,\"seed\":71020,\"shop_gp_seq\":[27,62,86],\"stopped_at\":0,\"taken\":154,\"visited_count\":31,\"wallet_count\":38}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":19,\"choices\":23,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,35,35,35,35,35,38,38,38,38,38,38,38,38,38],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":139,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#71021\",\"1#71021\",\"1#71021\",\"1#71021\",\"1#71021\",\"1#71021\",\"1#71021\",\"2#71021\",\"2#71021\",\"2#71021\",\"2#71021\",\"2#71021\",\"2#71021\",\"2#71021\",\"2#71021\",\"2#71021\",\"2#71021\",\"3#71021\",\"3#71021\",\"3#71021\",\"3#71021\",\"3#71021\",\"3#71021\",\"3#71021\",\"3#71021\",\"3#71021\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":2,\"relics\":[\"executioner\",\"seal_echo\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":9,\"candidates\":[{\"feat_id\":\"executioner\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"execution_scholar\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":16,\"heal_gained\":3,\"hp_after\":35,\"hp_before\":32,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"executioner\",\"feat_name\":\"处刑台\",\"hp_after\":35,\"hp_before\":35,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":12,\"candidates\":[{\"feat_id\":\"last_drop\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"seal_echo\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":16,\"heal_gained\":0,\"hp_after\":38,\"hp_before\":38,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"seal_echo\",\"feat_name\":\"封印回响\",\"hp_after\":38,\"hp_before\":38,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":85,\"route\":\"min\",\"seal_hit\":282,\"seal_hit_gain\":1672,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":307,\"seed\":71021,\"shop_gp_seq\":[34,47],\"stopped_at\":3,\"taken\":139,\"visited_count\":26,\"wallet_count\":31}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":17,\"choices\":19,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,35,35,35,35,35,35,41,41,41,41,41,41],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":117,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#71022\",\"1#71022\",\"1#71022\",\"1#71022\",\"1#71022\",\"1#71022\",\"1#71022\",\"2#71022\",\"2#71022\",\"2#71022\",\"2#71022\",\"2#71022\",\"2#71022\",\"2#71022\",\"2#71022\",\"2#71022\",\"2#71022\",\"3#71022\",\"3#71022\",\"3#71022\",\"3#71022\",\"3#71022\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":1,\"relics\":[\"breaker_strike\",\"trap_burst\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":9,\"candidates\":[{\"feat_id\":\"seal_stake\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"breaker_strike\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"blast_accounting\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":25,\"heal_gained\":3,\"hp_after\":35,\"hp_before\":32,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"breaker_strike\",\"feat_name\":\"破封一击\",\"hp_after\":35,\"hp_before\":35,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":15,\"candidates\":[{\"feat_id\":\"trap_burst\",\"kind\":\"relic\",\"tier\":\"rare\"},{\"feat_id\":\"blast_accounting\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"last_drop\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":23,\"heal_gained\":2,\"hp_after\":41,\"hp_before\":39,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"trap_burst\",\"feat_name\":\"陷阱爆发\",\"hp_after\":41,\"hp_before\":41,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"rare\",\"value\":0}}],\"rounds\":78,\"route\":\"min\",\"seal_hit\":269,\"seal_hit_gain\":1054,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":288,\"seed\":71022,\"shop_gp_seq\":[39,61],\"stopped_at\":3,\"taken\":117,\"visited_count\":22,\"wallet_count\":30}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":16,\"choices\":19,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,35,35,35,35,35,35,38,38,38,38,38,38],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":131,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#71023\",\"1#71023\",\"1#71023\",\"1#71023\",\"1#71023\",\"1#71023\",\"1#71023\",\"2#71023\",\"2#71023\",\"2#71023\",\"2#71023\",\"2#71023\",\"2#71023\",\"2#71023\",\"2#71023\",\"2#71023\",\"2#71023\",\"3#71023\",\"3#71023\",\"3#71023\",\"3#71023\",\"3#71023\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":1,\"relics\":[\"blood_honey\",\"skip_mining\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":9,\"candidates\":[{\"feat_id\":\"blood_honey\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"geologist\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":10,\"heal_gained\":5,\"hp_after\":35,\"hp_before\":30,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"blood_honey\",\"feat_name\":\"血蜜\",\"hp_after\":35,\"hp_before\":35,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":12,\"candidates\":[{\"feat_id\":\"blast_accounting\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"skip_mining\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":16,\"heal_gained\":0,\"hp_after\":38,\"hp_before\":38,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"skip_mining\",\"feat_name\":\"跳格采掘\",\"hp_after\":38,\"hp_before\":38,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":80,\"route\":\"min\",\"seal_hit\":255,\"seal_hit_gain\":650,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":274,\"seed\":71023,\"shop_gp_seq\":[26,37],\"stopped_at\":3,\"taken\":131,\"visited_count\":22,\"wallet_count\":26}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":19,\"choices\":28,\"cleared\":true,\"encounter_max_hp_seq\":[26,26,26,26,32,32,32,32,32,32,38,38,38,38,38,38,38,38,44],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":142,\"hp_pct\":0,\"keystone_total\":9,\"level_maps\":[\"1#71024\",\"1#71024\",\"1#71024\",\"1#71024\",\"1#71024\",\"1#71024\",\"1#71024\",\"2#71024\",\"2#71024\",\"2#71024\",\"2#71024\",\"2#71024\",\"2#71024\",\"2#71024\",\"2#71024\",\"2#71024\",\"2#71024\",\"3#71024\",\"3#71024\",\"3#71024\",\"3#71024\",\"3#71024\",\"3#71024\",\"3#71024\",\"3#71024\",\"3#71024\",\"3#71024\",\"3#71024\",\"3#71024\",\"3#71024\",\"3#71024\"],\"levels_cleared\":3,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":2,\"relics\":[\"chain_traps\",\"map_exchange\"],\"result\":\"completed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":6,\"candidates\":[{\"feat_id\":\"twin_pick\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"chain_traps\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"blast_accounting\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":21,\"heal_gained\":1,\"hp_after\":32,\"hp_before\":31,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"chain_traps\",\"feat_name\":\"连环陷阱\",\"hp_after\":32,\"hp_before\":32,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":12,\"candidates\":[{\"feat_id\":\"market_close\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"map_exchange\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"seal_echo\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":16,\"heal_gained\":5,\"hp_after\":38,\"hp_before\":33,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"map_exchange\",\"feat_name\":\"弃图兑换\",\"hp_after\":38,\"hp_before\":38,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":102,\"route\":\"min\",\"seal_hit\":338,\"seal_hit_gain\":1807,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":354,\"seed\":71024,\"shop_gp_seq\":[16,68,68],\"stopped_at\":0,\"taken\":142,\"visited_count\":31,\"wallet_count\":35}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":19,\"choices\":28,\"cleared\":true,\"encounter_max_hp_seq\":[26,26,26,26,26,35,35,35,35,35,35,41,41,41,41,41,41,41,47],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":139,\"hp_pct\":0,\"keystone_total\":9,\"level_maps\":[\"1#71025\",\"1#71025\",\"1#71025\",\"1#71025\",\"1#71025\",\"1#71025\",\"1#71025\",\"2#71025\",\"2#71025\",\"2#71025\",\"2#71025\",\"2#71025\",\"2#71025\",\"2#71025\",\"2#71025\",\"2#71025\",\"2#71025\",\"3#71025\",\"3#71025\",\"3#71025\",\"3#71025\",\"3#71025\",\"3#71025\",\"3#71025\",\"3#71025\",\"3#71025\",\"3#71025\",\"3#71025\",\"3#71025\",\"3#71025\",\"3#71025\"],\"levels_cleared\":3,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":0,\"relics\":[\"market_close\",\"warning_beacon\"],\"result\":\"completed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":9,\"candidates\":[{\"feat_id\":\"market_close\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"seal_stake\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"frontier_miner\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":16,\"heal_gained\":5,\"hp_after\":35,\"hp_before\":30,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"market_close\",\"feat_name\":\"收盘\",\"hp_after\":35,\"hp_before\":35,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":15,\"candidates\":[{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blast_accounting\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":42,\"heal_gained\":8,\"hp_after\":25,\"hp_before\":17,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"warning_beacon\",\"feat_name\":\"示警烟火\",\"hp_after\":25,\"hp_before\":25,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}}],\"rounds\":96,\"route\":\"min\",\"seal_hit\":329,\"seal_hit_gain\":1701,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":350,\"seed\":71025,\"shop_gp_seq\":[33,79,101],\"stopped_at\":0,\"taken\":139,\"visited_count\":31,\"wallet_count\":38}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":20,\"choices\":28,\"cleared\":true,\"encounter_max_hp_seq\":[26,26,26,26,26,32,32,32,32,32,32,41,41,41,41,41,41,41,41,47],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":131,\"hp_pct\":0,\"keystone_total\":9,\"level_maps\":[\"1#71026\",\"1#71026\",\"1#71026\",\"1#71026\",\"1#71026\",\"1#71026\",\"1#71026\",\"2#71026\",\"2#71026\",\"2#71026\",\"2#71026\",\"2#71026\",\"2#71026\",\"2#71026\",\"2#71026\",\"2#71026\",\"2#71026\",\"3#71026\",\"3#71026\",\"3#71026\",\"3#71026\",\"3#71026\",\"3#71026\",\"3#71026\",\"3#71026\",\"3#71026\",\"3#71026\",\"3#71026\",\"3#71026\",\"3#71026\",\"3#71026\"],\"levels_cleared\":3,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":0,\"relics\":[\"market_close\",\"execution_scholar\"],\"result\":\"completed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":6,\"candidates\":[{\"feat_id\":\"market_close\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"twin_pick\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":19,\"heal_gained\":4,\"hp_after\":32,\"hp_before\":28,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"market_close\",\"feat_name\":\"收盘\",\"hp_after\":32,\"hp_before\":32,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":15,\"candidates\":[{\"feat_id\":\"execution_scholar\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":19,\"heal_gained\":7,\"hp_after\":41,\"hp_before\":34,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"execution_scholar\",\"feat_name\":\"斩首学者\",\"hp_after\":41,\"hp_before\":41,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}}],\"rounds\":92,\"route\":\"min\",\"seal_hit\":299,\"seal_hit_gain\":1397,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":323,\"seed\":71026,\"shop_gp_seq\":[22,72,114],\"stopped_at\":0,\"taken\":131,\"visited_count\":31,\"wallet_count\":39}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":16,\"choices\":18,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,32,32,32,32,32,32,38,38,38,38,38],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":119,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#71027\",\"1#71027\",\"1#71027\",\"1#71027\",\"1#71027\",\"1#71027\",\"1#71027\",\"2#71027\",\"2#71027\",\"2#71027\",\"2#71027\",\"2#71027\",\"2#71027\",\"2#71027\",\"2#71027\",\"2#71027\",\"2#71027\",\"3#71027\",\"3#71027\",\"3#71027\",\"3#71027\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":1,\"relics\":[\"hard_hat\",\"fuse_wire\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":6,\"candidates\":[{\"feat_id\":\"blood_insight\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"hard_hat\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"chain_traps\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":12,\"heal_gained\":6,\"hp_after\":20,\"hp_before\":14,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"hard_hat\",\"feat_name\":\"安全帽\",\"hp_after\":20,\"hp_before\":20,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":12,\"candidates\":[{\"feat_id\":\"fuse_wire\",\"kind\":\"relic\",\"tier\":\"rare\"},{\"feat_id\":\"geologist\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"venom_edge\",\"kind\":\"relic\",\"tier\":\"rare\"}],\"gp\":15,\"heal_gained\":7,\"hp_after\":35,\"hp_before\":28,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"fuse_wire\",\"feat_name\":\"保险丝\",\"hp_after\":35,\"hp_before\":35,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"rare\",\"value\":0}}],\"rounds\":75,\"route\":\"min\",\"seal_hit\":255,\"seal_hit_gain\":1770,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":272,\"seed\":71027,\"shop_gp_seq\":[20,50],\"stopped_at\":3,\"taken\":119,\"visited_count\":21,\"wallet_count\":27}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":5,\"choices\":4,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":38,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#71028\",\"1#71028\",\"1#71028\",\"1#71028\",\"1#71028\"],\"levels_cleared\":0,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":1,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":16,\"route\":\"min\",\"seal_hit\":60,\"seal_hit_gain\":-8,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":62,\"seed\":71028,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":38,\"visited_count\":5,\"wallet_count\":6}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":15,\"choices\":18,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,32,32,32,32,32,38,38,38,38,38],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":105,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#71029\",\"1#71029\",\"1#71029\",\"1#71029\",\"1#71029\",\"1#71029\",\"1#71029\",\"2#71029\",\"2#71029\",\"2#71029\",\"2#71029\",\"2#71029\",\"2#71029\",\"2#71029\",\"2#71029\",\"2#71029\",\"2#71029\",\"3#71029\",\"3#71029\",\"3#71029\",\"3#71029\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":1,\"relics\":[\"last_drop\",\"twin_pick\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":6,\"candidates\":[{\"feat_id\":\"last_drop\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"market_close\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"execution_scholar\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":24,\"heal_gained\":4,\"hp_after\":32,\"hp_before\":28,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"last_drop\",\"feat_name\":\"一滴不剩\",\"hp_after\":32,\"hp_before\":32,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":12,\"candidates\":[{\"feat_id\":\"twin_pick\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"market_close\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":29,\"heal_gained\":7,\"hp_after\":37,\"hp_before\":30,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"twin_pick\",\"feat_name\":\"双管镐\",\"hp_after\":37,\"hp_before\":37,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}}],\"rounds\":64,\"route\":\"min\",\"seal_hit\":244,\"seal_hit_gain\":1307,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":262,\"seed\":71029,\"shop_gp_seq\":[24,57],\"stopped_at\":3,\"taken\":105,\"visited_count\":21,\"wallet_count\":26}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":15,\"choices\":19,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,32,32,32,32,32,38,38,38,38,38],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":114,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#71030\",\"1#71030\",\"1#71030\",\"1#71030\",\"1#71030\",\"1#71030\",\"1#71030\",\"2#71030\",\"2#71030\",\"2#71030\",\"2#71030\",\"2#71030\",\"2#71030\",\"2#71030\",\"2#71030\",\"2#71030\",\"2#71030\",\"3#71030\",\"3#71030\",\"3#71030\",\"3#71030\",\"3#71030\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":1,\"relics\":[\"market_close\",\"chain_traps\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":6,\"candidates\":[{\"feat_id\":\"market_close\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blast_accounting\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"execution_scholar\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":13,\"heal_gained\":2,\"hp_after\":32,\"hp_before\":30,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"market_close\",\"feat_name\":\"收盘\",\"hp_after\":32,\"hp_before\":32,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":12,\"candidates\":[{\"feat_id\":\"chain_traps\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"frontier_miner\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":42,\"heal_gained\":7,\"hp_after\":35,\"hp_before\":28,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"chain_traps\",\"feat_name\":\"连环陷阱\",\"hp_after\":35,\"hp_before\":35,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":71,\"route\":\"min\",\"seal_hit\":234,\"seal_hit_gain\":1765,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":255,\"seed\":71030,\"shop_gp_seq\":[23,54],\"stopped_at\":3,\"taken\":114,\"visited_count\":22,\"wallet_count\":26}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":19,\"choices\":23,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,32,32,32,32,32,32,38,38,38,38,38,38,38,38,38],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":142,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#71031\",\"1#71031\",\"1#71031\",\"1#71031\",\"1#71031\",\"1#71031\",\"1#71031\",\"2#71031\",\"2#71031\",\"2#71031\",\"2#71031\",\"2#71031\",\"2#71031\",\"2#71031\",\"2#71031\",\"2#71031\",\"2#71031\",\"3#71031\",\"3#71031\",\"3#71031\",\"3#71031\",\"3#71031\",\"3#71031\",\"3#71031\",\"3#71031\",\"3#71031\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":2,\"relics\":[\"chain_traps\",\"seal_echo\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":6,\"candidates\":[{\"feat_id\":\"chain_traps\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"last_drop\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blood_insight\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":28,\"heal_gained\":6,\"hp_after\":31,\"hp_before\":25,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"chain_traps\",\"feat_name\":\"连环陷阱\",\"hp_after\":31,\"hp_before\":31,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":12,\"candidates\":[{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"seal_echo\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"skip_mining\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":23,\"heal_gained\":7,\"hp_after\":37,\"hp_before\":30,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"seal_echo\",\"feat_name\":\"封印回响\",\"hp_after\":37,\"hp_before\":37,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":89,\"route\":\"min\",\"seal_hit\":303,\"seal_hit_gain\":1540,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":324,\"seed\":71031,\"shop_gp_seq\":[21,69],\"stopped_at\":3,\"taken\":142,\"visited_count\":26,\"wallet_count\":31}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":19,\"choices\":28,\"cleared\":true,\"encounter_max_hp_seq\":[26,26,26,26,26,35,35,35,35,35,35,41,41,41,41,41,41,41,44],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":144,\"hp_pct\":0,\"keystone_total\":9,\"level_maps\":[\"1#71032\",\"1#71032\",\"1#71032\",\"1#71032\",\"1#71032\",\"1#71032\",\"1#71032\",\"2#71032\",\"2#71032\",\"2#71032\",\"2#71032\",\"2#71032\",\"2#71032\",\"2#71032\",\"2#71032\",\"2#71032\",\"2#71032\",\"3#71032\",\"3#71032\",\"3#71032\",\"3#71032\",\"3#71032\",\"3#71032\",\"3#71032\",\"3#71032\",\"3#71032\",\"3#71032\",\"3#71032\",\"3#71032\",\"3#71032\",\"3#71032\"],\"levels_cleared\":3,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":3,\"relics\":[\"executioner\",\"market_close\"],\"result\":\"completed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":9,\"candidates\":[{\"feat_id\":\"blood_honey\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"executioner\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"frontier_miner\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":19,\"heal_gained\":5,\"hp_after\":35,\"hp_before\":30,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"executioner\",\"feat_name\":\"处刑台\",\"hp_after\":35,\"hp_before\":35,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":15,\"candidates\":[{\"feat_id\":\"market_close\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blast_accounting\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":16,\"heal_gained\":3,\"hp_after\":41,\"hp_before\":38,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"market_close\",\"feat_name\":\"收盘\",\"hp_after\":41,\"hp_before\":41,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}}],\"rounds\":105,\"route\":\"min\",\"seal_hit\":330,\"seal_hit_gain\":1031,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":362,\"seed\":71032,\"shop_gp_seq\":[27,64,78],\"stopped_at\":0,\"taken\":144,\"visited_count\":31,\"wallet_count\":36}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":16,\"choices\":19,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,32,32,32,32,32,32,38,38,38,38,38,38],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":117,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#71033\",\"1#71033\",\"1#71033\",\"1#71033\",\"1#71033\",\"1#71033\",\"1#71033\",\"2#71033\",\"2#71033\",\"2#71033\",\"2#71033\",\"2#71033\",\"2#71033\",\"2#71033\",\"2#71033\",\"2#71033\",\"2#71033\",\"3#71033\",\"3#71033\",\"3#71033\",\"3#71033\",\"3#71033\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":1,\"relics\":[\"map_exchange\",\"skip_mining\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":6,\"candidates\":[{\"feat_id\":\"frontier_miner\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"map_exchange\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":16,\"heal_gained\":5,\"hp_after\":32,\"hp_before\":27,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"map_exchange\",\"feat_name\":\"弃图兑换\",\"hp_after\":32,\"hp_before\":32,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":12,\"candidates\":[{\"feat_id\":\"geologist\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"skip_mining\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"executioner\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":23,\"heal_gained\":5,\"hp_after\":38,\"hp_before\":33,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"skip_mining\",\"feat_name\":\"跳格采掘\",\"hp_after\":38,\"hp_before\":38,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":78,\"route\":\"min\",\"seal_hit\":240,\"seal_hit_gain\":654,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":255,\"seed\":71033,\"shop_gp_seq\":[20,45],\"stopped_at\":3,\"taken\":117,\"visited_count\":22,\"wallet_count\":26}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":19,\"choices\":28,\"cleared\":true,\"encounter_max_hp_seq\":[26,26,26,26,26,35,35,35,35,35,35,41,41,41,41,41,41,41,44],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":151,\"hp_pct\":0,\"keystone_total\":9,\"level_maps\":[\"1#71034\",\"1#71034\",\"1#71034\",\"1#71034\",\"1#71034\",\"1#71034\",\"1#71034\",\"2#71034\",\"2#71034\",\"2#71034\",\"2#71034\",\"2#71034\",\"2#71034\",\"2#71034\",\"2#71034\",\"2#71034\",\"2#71034\",\"3#71034\",\"3#71034\",\"3#71034\",\"3#71034\",\"3#71034\",\"3#71034\",\"3#71034\",\"3#71034\",\"3#71034\",\"3#71034\",\"3#71034\",\"3#71034\",\"3#71034\",\"3#71034\"],\"levels_cleared\":3,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":1,\"relics\":[\"executioner\",\"blood_insight\"],\"result\":\"completed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":9,\"candidates\":[{\"feat_id\":\"geologist\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"executioner\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":22,\"heal_gained\":7,\"hp_after\":30,\"hp_before\":23,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"executioner\",\"feat_name\":\"处刑台\",\"hp_after\":30,\"hp_before\":30,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":15,\"candidates\":[{\"feat_id\":\"blood_insight\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"market_close\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"frontier_miner\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":13,\"heal_gained\":5,\"hp_after\":41,\"hp_before\":36,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"blood_insight\",\"feat_name\":\"见血开窍\",\"hp_after\":41,\"hp_before\":41,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}}],\"rounds\":106,\"route\":\"min\",\"seal_hit\":332,\"seal_hit_gain\":1732,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":351,\"seed\":71034,\"shop_gp_seq\":[29,74,76],\"stopped_at\":0,\"taken\":151,\"visited_count\":31,\"wallet_count\":37}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":19,\"choices\":28,\"cleared\":true,\"encounter_max_hp_seq\":[26,26,26,26,26,35,35,35,35,35,35,41,41,41,41,41,41,41,47],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":144,\"hp_pct\":0,\"keystone_total\":9,\"level_maps\":[\"1#71035\",\"1#71035\",\"1#71035\",\"1#71035\",\"1#71035\",\"1#71035\",\"1#71035\",\"2#71035\",\"2#71035\",\"2#71035\",\"2#71035\",\"2#71035\",\"2#71035\",\"2#71035\",\"2#71035\",\"2#71035\",\"2#71035\",\"3#71035\",\"3#71035\",\"3#71035\",\"3#71035\",\"3#71035\",\"3#71035\",\"3#71035\",\"3#71035\",\"3#71035\",\"3#71035\",\"3#71035\",\"3#71035\",\"3#71035\",\"3#71035\"],\"levels_cleared\":3,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":1,\"relics\":[\"trap_instinct\",\"blast_accounting\"],\"result\":\"completed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":9,\"candidates\":[{\"feat_id\":\"twin_pick\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blood_honey\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"trap_instinct\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":13,\"heal_gained\":4,\"hp_after\":35,\"hp_before\":31,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"trap_instinct\",\"feat_name\":\"陷阱本能\",\"hp_after\":35,\"hp_before\":35,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":15,\"candidates\":[{\"feat_id\":\"blast_accounting\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"last_drop\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"market_close\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":33,\"heal_gained\":6,\"hp_after\":41,\"hp_before\":35,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"blast_accounting\",\"feat_name\":\"爆破会计\",\"hp_after\":41,\"hp_before\":41,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}}],\"rounds\":96,\"route\":\"min\",\"seal_hit\":316,\"seal_hit_gain\":1841,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":340,\"seed\":71035,\"shop_gp_seq\":[32,58,100],\"stopped_at\":0,\"taken\":144,\"visited_count\":31,\"wallet_count\":38}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":19,\"choices\":28,\"cleared\":true,\"encounter_max_hp_seq\":[26,26,26,26,26,32,32,32,32,32,32,38,38,38,38,38,38,38,44],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":148,\"hp_pct\":0,\"keystone_total\":9,\"level_maps\":[\"1#71036\",\"1#71036\",\"1#71036\",\"1#71036\",\"1#71036\",\"1#71036\",\"1#71036\",\"2#71036\",\"2#71036\",\"2#71036\",\"2#71036\",\"2#71036\",\"2#71036\",\"2#71036\",\"2#71036\",\"2#71036\",\"2#71036\",\"3#71036\",\"3#71036\",\"3#71036\",\"3#71036\",\"3#71036\",\"3#71036\",\"3#71036\",\"3#71036\",\"3#71036\",\"3#71036\",\"3#71036\",\"3#71036\",\"3#71036\",\"3#71036\"],\"levels_cleared\":3,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":1,\"relics\":[\"skip_mining\",\"frontier_miner\"],\"result\":\"completed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":6,\"candidates\":[{\"feat_id\":\"frontier_miner\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"execution_scholar\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"skip_mining\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":26,\"heal_gained\":6,\"hp_after\":23,\"hp_before\":17,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"skip_mining\",\"feat_name\":\"跳格采掘\",\"hp_after\":23,\"hp_before\":23,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":12,\"candidates\":[{\"feat_id\":\"frontier_miner\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"execution_scholar\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":23,\"heal_gained\":7,\"hp_after\":38,\"hp_before\":31,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"frontier_miner\",\"feat_name\":\"边陲矿工\",\"hp_after\":38,\"hp_before\":38,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}}],\"rounds\":100,\"route\":\"min\",\"seal_hit\":331,\"seal_hit_gain\":1293,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":354,\"seed\":71036,\"shop_gp_seq\":[18,68,74],\"stopped_at\":0,\"taken\":148,\"visited_count\":31,\"wallet_count\":35}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":17,\"choices\":28,\"cleared\":true,\"encounter_max_hp_seq\":[26,26,26,26,29,29,29,29,29,35,35,35,35,35,35,35,41],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":155,\"hp_pct\":0,\"keystone_total\":9,\"level_maps\":[\"1#71037\",\"1#71037\",\"1#71037\",\"1#71037\",\"1#71037\",\"1#71037\",\"1#71037\",\"2#71037\",\"2#71037\",\"2#71037\",\"2#71037\",\"2#71037\",\"2#71037\",\"2#71037\",\"2#71037\",\"2#71037\",\"2#71037\",\"3#71037\",\"3#71037\",\"3#71037\",\"3#71037\",\"3#71037\",\"3#71037\",\"3#71037\",\"3#71037\",\"3#71037\",\"3#71037\",\"3#71037\",\"3#71037\",\"3#71037\",\"3#71037\"],\"levels_cleared\":3,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":2,\"relics\":[\"breaker_strike\",\"field_dressing\"],\"result\":\"completed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":3,\"candidates\":[{\"feat_id\":\"breaker_strike\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"frontier_miner\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"seal_stake\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":15,\"heal_gained\":1,\"hp_after\":29,\"hp_before\":28,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"breaker_strike\",\"feat_name\":\"破封一击\",\"hp_after\":29,\"hp_before\":29,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":9,\"candidates\":[{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"geologist\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blood_insight\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":35,\"heal_gained\":7,\"hp_after\":35,\"hp_before\":28,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"field_dressing\",\"feat_name\":\"战地包扎\",\"hp_after\":35,\"hp_before\":35,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}}],\"rounds\":95,\"route\":\"min\",\"seal_hit\":290,\"seal_hit_gain\":191,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":310,\"seed\":71037,\"shop_gp_seq\":[9,43,95],\"stopped_at\":0,\"taken\":155,\"visited_count\":31,\"wallet_count\":32}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":19,\"choices\":28,\"cleared\":true,\"encounter_max_hp_seq\":[26,26,26,26,26,35,35,35,35,35,35,38,38,38,38,38,38,38,44],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":127,\"hp_pct\":0,\"keystone_total\":9,\"level_maps\":[\"1#71038\",\"1#71038\",\"1#71038\",\"1#71038\",\"1#71038\",\"1#71038\",\"1#71038\",\"2#71038\",\"2#71038\",\"2#71038\",\"2#71038\",\"2#71038\",\"2#71038\",\"2#71038\",\"2#71038\",\"2#71038\",\"2#71038\",\"3#71038\",\"3#71038\",\"3#71038\",\"3#71038\",\"3#71038\",\"3#71038\",\"3#71038\",\"3#71038\",\"3#71038\",\"3#71038\",\"3#71038\",\"3#71038\",\"3#71038\",\"3#71038\"],\"levels_cleared\":3,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":0,\"relics\":[\"last_stand\",\"blast_accounting\"],\"result\":\"completed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":9,\"candidates\":[{\"feat_id\":\"last_stand\",\"kind\":\"relic\",\"tier\":\"rare\"},{\"feat_id\":\"executioner\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":19,\"heal_gained\":6,\"hp_after\":35,\"hp_before\":29,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"last_stand\",\"feat_name\":\"背水\",\"hp_after\":35,\"hp_before\":35,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"rare\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":12,\"candidates\":[{\"feat_id\":\"blast_accounting\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"execution_scholar\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"geologist\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":20,\"heal_gained\":6,\"hp_after\":38,\"hp_before\":32,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"blast_accounting\",\"feat_name\":\"爆破会计\",\"hp_after\":38,\"hp_before\":38,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}}],\"rounds\":97,\"route\":\"min\",\"seal_hit\":316,\"seal_hit_gain\":941,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":335,\"seed\":71038,\"shop_gp_seq\":[30,60,95],\"stopped_at\":0,\"taken\":127,\"visited_count\":31,\"wallet_count\":37}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":19,\"choices\":28,\"cleared\":true,\"encounter_max_hp_seq\":[26,26,26,26,26,35,35,35,35,35,35,41,41,41,41,41,41,41,47],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":141,\"hp_pct\":0,\"keystone_total\":9,\"level_maps\":[\"1#71039\",\"1#71039\",\"1#71039\",\"1#71039\",\"1#71039\",\"1#71039\",\"1#71039\",\"2#71039\",\"2#71039\",\"2#71039\",\"2#71039\",\"2#71039\",\"2#71039\",\"2#71039\",\"2#71039\",\"2#71039\",\"2#71039\",\"3#71039\",\"3#71039\",\"3#71039\",\"3#71039\",\"3#71039\",\"3#71039\",\"3#71039\",\"3#71039\",\"3#71039\",\"3#71039\",\"3#71039\",\"3#71039\",\"3#71039\",\"3#71039\"],\"levels_cleared\":3,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":1,\"relics\":[\"skip_mining\",\"last_drop\"],\"result\":\"completed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":9,\"candidates\":[{\"feat_id\":\"skip_mining\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"blood_honey\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"map_exchange\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":16,\"heal_gained\":7,\"hp_after\":23,\"hp_before\":16,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"skip_mining\",\"feat_name\":\"跳格采掘\",\"hp_after\":23,\"hp_before\":23,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":15,\"candidates\":[{\"feat_id\":\"last_drop\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"market_close\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"frontier_miner\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":34,\"heal_gained\":8,\"hp_after\":36,\"hp_before\":28,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"last_drop\",\"feat_name\":\"一滴不剩\",\"hp_after\":36,\"hp_before\":36,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}}],\"rounds\":91,\"route\":\"min\",\"seal_hit\":316,\"seal_hit_gain\":955,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":332,\"seed\":71039,\"shop_gp_seq\":[39,76,84],\"stopped_at\":0,\"taken\":141,\"visited_count\":31,\"wallet_count\":38}"
],
"jsonl": {
"normal": {
"sha256": "19ee7ccdfb3780f5152b30f830c1168852c4fb4df73e2c27463a3a4695ef35ed",
"rows": 9216
},
"perfect": {
"sha256": "962b6f68440bcf95f2b21ac4cc07a8523655f044ae6355aa674d0db27bdecc1d",
"rows": 60774
}
}
},
"attune": {
"runsum": [
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":8,\"choices\":7,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,35,35,35],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":38,\"hp_pct\":0,\"keystone_total\":3,\"level_maps\":[\"1#72000\",\"1#72000\",\"1#72000\",\"1#72000\",\"1#72000\",\"1#72000\",\"1#72000\",\"2#72000\",\"2#72000\"],\"levels_cleared\":1,\"mine_dmg\":22,\"mine_hits\":11,\"policy\":\"normal\",\"refreshes\":1,\"relics\":[\"seal_stake\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":9,\"candidates\":[{\"feat_id\":\"seal_stake\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"twin_pick\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"last_drop\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":18,\"heal_gained\":7,\"hp_after\":14,\"hp_before\":7,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"seal_stake\",\"feat_name\":\"封印桩\",\"hp_after\":14,\"hp_before\":14,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}}],\"rounds\":32,\"route\":\"min\",\"seal_hit\":91,\"seal_hit_gain\":738,\"seal_miss\":9,\"seal_miss_penalty\":-2,\"seal_placed\":108,\"seed\":72000,\"shop_gp_seq\":[29],\"stopped_at\":2,\"taken\":60,\"visited_count\":9,\"wallet_count\":15}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":5,\"choices\":6,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,32,32],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":39,\"hp_pct\":0,\"keystone_total\":3,\"level_maps\":[\"1#72001\",\"1#72001\",\"1#72001\",\"1#72001\",\"1#72001\",\"1#72001\",\"1#72001\",\"2#72001\"],\"levels_cleared\":1,\"mine_dmg\":14,\"mine_hits\":10,\"policy\":\"normal\",\"refreshes\":1,\"relics\":[\"skip_mining\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":6,\"candidates\":[{\"feat_id\":\"twin_pick\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"skip_mining\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"stone_skin\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":27,\"heal_gained\":6,\"hp_after\":9,\"hp_before\":3,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"skip_mining\",\"feat_name\":\"跳格采掘\",\"hp_after\":9,\"hp_before\":9,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":23,\"route\":\"min\",\"seal_hit\":63,\"seal_hit_gain\":556,\"seal_miss\":9,\"seal_miss_penalty\":20,\"seal_placed\":78,\"seed\":72001,\"shop_gp_seq\":[17],\"stopped_at\":2,\"taken\":53,\"visited_count\":8,\"wallet_count\":10}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":3,\"choices\":3,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":9,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#72002\",\"1#72002\",\"1#72002\",\"1#72002\"],\"levels_cleared\":0,\"mine_dmg\":16,\"mine_hits\":4,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":5,\"route\":\"min\",\"seal_hit\":11,\"seal_hit_gain\":-127,\"seal_miss\":5,\"seal_miss_penalty\":8,\"seal_placed\":23,\"seed\":72002,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":25,\"visited_count\":4,\"wallet_count\":4}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":5,\"choices\":4,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":28,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#72003\",\"1#72003\",\"1#72003\",\"1#72003\",\"1#72003\"],\"levels_cleared\":0,\"mine_dmg\":8,\"mine_hits\":7,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":16,\"route\":\"min\",\"seal_hit\":60,\"seal_hit_gain\":234,\"seal_miss\":6,\"seal_miss_penalty\":8,\"seal_placed\":70,\"seed\":72003,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":36,\"visited_count\":5,\"wallet_count\":6}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":4,\"choices\":3,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":13,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#72004\",\"1#72004\",\"1#72004\",\"1#72004\"],\"levels_cleared\":0,\"mine_dmg\":16,\"mine_hits\":9,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":8,\"route\":\"min\",\"seal_hit\":21,\"seal_hit_gain\":323,\"seal_miss\":5,\"seal_miss_penalty\":6,\"seal_placed\":28,\"seed\":72004,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":29,\"visited_count\":4,\"wallet_count\":5}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":4,\"choices\":3,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":21,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#72005\",\"1#72005\",\"1#72005\",\"1#72005\"],\"levels_cleared\":0,\"mine_dmg\":6,\"mine_hits\":7,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":12,\"route\":\"min\",\"seal_hit\":35,\"seal_hit_gain\":321,\"seal_miss\":3,\"seal_miss_penalty\":4,\"seal_placed\":42,\"seed\":72005,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":27,\"visited_count\":4,\"wallet_count\":5}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":5,\"choices\":4,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":17,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#72006\",\"1#72006\",\"1#72006\",\"1#72006\",\"1#72006\"],\"levels_cleared\":0,\"mine_dmg\":6,\"mine_hits\":8,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":16,\"route\":\"min\",\"seal_hit\":48,\"seal_hit_gain\":316,\"seal_miss\":7,\"seal_miss_penalty\":14,\"seal_placed\":68,\"seed\":72006,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":23,\"visited_count\":5,\"wallet_count\":6}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":3,\"choices\":2,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":10,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#72007\",\"1#72007\",\"1#72007\"],\"levels_cleared\":0,\"mine_dmg\":0,\"mine_hits\":2,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":7,\"route\":\"min\",\"seal_hit\":26,\"seal_hit_gain\":363,\"seal_miss\":3,\"seal_miss_penalty\":14,\"seal_placed\":34,\"seed\":72007,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":10,\"visited_count\":3,\"wallet_count\":4}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":3,\"choices\":2,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":8,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#72008\",\"1#72008\",\"1#72008\"],\"levels_cleared\":0,\"mine_dmg\":8,\"mine_hits\":3,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":8,\"route\":\"min\",\"seal_hit\":27,\"seal_hit_gain\":-20,\"seal_miss\":3,\"seal_miss_penalty\":14,\"seal_placed\":34,\"seed\":72008,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":16,\"visited_count\":3,\"wallet_count\":4}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":5,\"choices\":4,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":35,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#72009\",\"1#72009\",\"1#72009\",\"1#72009\",\"1#72009\"],\"levels_cleared\":0,\"mine_dmg\":8,\"mine_hits\":11,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":16,\"route\":\"min\",\"seal_hit\":51,\"seal_hit_gain\":281,\"seal_miss\":8,\"seal_miss_penalty\":0,\"seal_placed\":63,\"seed\":72009,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":43,\"visited_count\":5,\"wallet_count\":6}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":4,\"choices\":3,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":11,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#72010\",\"1#72010\",\"1#72010\",\"1#72010\"],\"levels_cleared\":0,\"mine_dmg\":8,\"mine_hits\":4,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":8,\"route\":\"min\",\"seal_hit\":21,\"seal_hit_gain\":-53,\"seal_miss\":4,\"seal_miss_penalty\":8,\"seal_placed\":30,\"seed\":72010,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":19,\"visited_count\":4,\"wallet_count\":5}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":7,\"choices\":7,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,32,32,32],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":44,\"hp_pct\":0,\"keystone_total\":3,\"level_maps\":[\"1#72011\",\"1#72011\",\"1#72011\",\"1#72011\",\"1#72011\",\"1#72011\",\"1#72011\",\"2#72011\",\"2#72011\"],\"levels_cleared\":1,\"mine_dmg\":30,\"mine_hits\":16,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[\"map_exchange\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":6,\"candidates\":[{\"feat_id\":\"blood_insight\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"map_exchange\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"geologist\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":21,\"heal_gained\":6,\"hp_after\":17,\"hp_before\":11,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"map_exchange\",\"feat_name\":\"弃图兑换\",\"hp_after\":17,\"hp_before\":17,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":34,\"route\":\"min\",\"seal_hit\":80,\"seal_hit_gain\":200,\"seal_miss\":15,\"seal_miss_penalty\":24,\"seal_placed\":101,\"seed\":72011,\"shop_gp_seq\":[16],\"stopped_at\":2,\"taken\":74,\"visited_count\":9,\"wallet_count\":12}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":3,\"choices\":2,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":5,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#72012\",\"1#72012\",\"1#72012\"],\"levels_cleared\":0,\"mine_dmg\":8,\"mine_hits\":3,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":6,\"route\":\"min\",\"seal_hit\":18,\"seal_hit_gain\":107,\"seal_miss\":5,\"seal_miss_penalty\":14,\"seal_placed\":25,\"seed\":72012,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":13,\"visited_count\":3,\"wallet_count\":4}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":4,\"choices\":4,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":14,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#72013\",\"1#72013\",\"1#72013\",\"1#72013\",\"1#72013\"],\"levels_cleared\":0,\"mine_dmg\":14,\"mine_hits\":10,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":11,\"route\":\"min\",\"seal_hit\":38,\"seal_hit_gain\":289,\"seal_miss\":14,\"seal_miss_penalty\":16,\"seal_placed\":54,\"seed\":72013,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":28,\"visited_count\":5,\"wallet_count\":5}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":7,\"choices\":7,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,32,32,32],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":34,\"hp_pct\":0,\"keystone_total\":3,\"level_maps\":[\"1#72014\",\"1#72014\",\"1#72014\",\"1#72014\",\"1#72014\",\"1#72014\",\"1#72014\",\"2#72014\",\"2#72014\"],\"levels_cleared\":1,\"mine_dmg\":16,\"mine_hits\":7,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[\"seal_echo\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":6,\"candidates\":[{\"feat_id\":\"seal_echo\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"blood_honey\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"trap_instinct\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":18,\"heal_gained\":6,\"hp_after\":22,\"hp_before\":16,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"seal_echo\",\"feat_name\":\"封印回响\",\"hp_after\":22,\"hp_before\":22,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":32,\"route\":\"min\",\"seal_hit\":85,\"seal_hit_gain\":373,\"seal_miss\":11,\"seal_miss_penalty\":12,\"seal_placed\":104,\"seed\":72014,\"shop_gp_seq\":[19],\"stopped_at\":2,\"taken\":50,\"visited_count\":9,\"wallet_count\":12}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":3,\"choices\":2,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":7,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#72015\",\"1#72015\",\"1#72015\"],\"levels_cleared\":0,\"mine_dmg\":16,\"mine_hits\":4,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":5,\"route\":\"min\",\"seal_hit\":22,\"seal_hit_gain\":243,\"seal_miss\":3,\"seal_miss_penalty\":8,\"seal_placed\":26,\"seed\":72015,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":23,\"visited_count\":3,\"wallet_count\":4}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":6,\"choices\":6,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,32,32],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":28,\"hp_pct\":0,\"keystone_total\":3,\"level_maps\":[\"1#72016\",\"1#72016\",\"1#72016\",\"1#72016\",\"1#72016\",\"1#72016\",\"1#72016\",\"2#72016\"],\"levels_cleared\":1,\"mine_dmg\":16,\"mine_hits\":11,\"policy\":\"normal\",\"refreshes\":1,\"relics\":[\"perfect_insurance\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":6,\"candidates\":[{\"feat_id\":\"perfect_insurance\",\"kind\":\"relic\",\"tier\":\"rare\"},{\"feat_id\":\"geologist\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blast_accounting\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":29,\"heal_gained\":6,\"hp_after\":11,\"hp_before\":5,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"perfect_insurance\",\"feat_name\":\"完美保险\",\"hp_after\":11,\"hp_before\":11,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"rare\",\"value\":0}}],\"rounds\":25,\"route\":\"min\",\"seal_hit\":78,\"seal_hit_gain\":740,\"seal_miss\":10,\"seal_miss_penalty\":24,\"seal_placed\":92,\"seed\":72016,\"shop_gp_seq\":[15],\"stopped_at\":2,\"taken\":44,\"visited_count\":8,\"wallet_count\":11}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":4,\"choices\":3,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":18,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#72017\",\"1#72017\",\"1#72017\",\"1#72017\"],\"levels_cleared\":0,\"mine_dmg\":8,\"mine_hits\":9,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":9,\"route\":\"min\",\"seal_hit\":30,\"seal_hit_gain\":-413,\"seal_miss\":9,\"seal_miss_penalty\":8,\"seal_placed\":40,\"seed\":72017,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":26,\"visited_count\":4,\"wallet_count\":5}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":1,\"choices\":0,\"cleared\":false,\"encounter_max_hp_seq\":[26],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":2,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#72018\"],\"levels_cleared\":0,\"mine_dmg\":16,\"mine_hits\":2,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":1,\"route\":\"min\",\"seal_hit\":2,\"seal_hit_gain\":64,\"seal_miss\":3,\"seal_miss_penalty\":8,\"seal_placed\":7,\"seed\":72018,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":18,\"visited_count\":1,\"wallet_count\":2}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":3,\"choices\":3,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":9,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#72019\",\"1#72019\",\"1#72019\",\"1#72019\"],\"levels_cleared\":0,\"mine_dmg\":8,\"mine_hits\":4,\"policy\":\"normal\",\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":7,\"route\":\"min\",\"seal_hit\":24,\"seal_hit_gain\":319,\"seal_miss\":5,\"seal_miss_penalty\":22,\"seal_placed\":33,\"seed\":72019,\"shop_gp_seq\":[],\"stopped_at\":1,\"taken\":17,\"visited_count\":4,\"wallet_count\":4}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":17,\"choices\":20,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,32,32,32,32,32,32,38,38,38,38,38,38],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":128,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#72020\",\"1#72020\",\"1#72020\",\"1#72020\",\"1#72020\",\"1#72020\",\"1#72020\",\"2#72020\",\"2#72020\",\"2#72020\",\"2#72020\",\"2#72020\",\"2#72020\",\"2#72020\",\"2#72020\",\"2#72020\",\"2#72020\",\"3#72020\",\"3#72020\",\"3#72020\",\"3#72020\",\"3#72020\",\"3#72020\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":1,\"relics\":[\"geologist\",\"skip_mining\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":6,\"candidates\":[{\"feat_id\":\"geologist\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"last_drop\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blood_honey\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":19,\"heal_gained\":6,\"hp_after\":32,\"hp_before\":26,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"geologist\",\"feat_name\":\"地质学家\",\"hp_after\":32,\"hp_before\":32,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":12,\"candidates\":[{\"feat_id\":\"skip_mining\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"last_drop\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blood_insight\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":19,\"heal_gained\":1,\"hp_after\":38,\"hp_before\":37,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"skip_mining\",\"feat_name\":\"跳格采掘\",\"hp_after\":38,\"hp_before\":38,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":79,\"route\":\"min\",\"seal_hit\":267,\"seal_hit_gain\":884,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":285,\"seed\":72020,\"shop_gp_seq\":[14,63],\"stopped_at\":3,\"taken\":128,\"visited_count\":23,\"wallet_count\":28}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":19,\"choices\":28,\"cleared\":true,\"encounter_max_hp_seq\":[26,26,26,26,26,32,32,32,32,32,32,41,41,41,41,41,41,41,44],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":160,\"hp_pct\":0,\"keystone_total\":9,\"level_maps\":[\"1#72021\",\"1#72021\",\"1#72021\",\"1#72021\",\"1#72021\",\"1#72021\",\"1#72021\",\"2#72021\",\"2#72021\",\"2#72021\",\"2#72021\",\"2#72021\",\"2#72021\",\"2#72021\",\"2#72021\",\"2#72021\",\"2#72021\",\"3#72021\",\"3#72021\",\"3#72021\",\"3#72021\",\"3#72021\",\"3#72021\",\"3#72021\",\"3#72021\",\"3#72021\",\"3#72021\",\"3#72021\",\"3#72021\",\"3#72021\",\"3#72021\"],\"levels_cleared\":3,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":1,\"relics\":[\"breaker_strike\",\"map_exchange\"],\"result\":\"completed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":6,\"candidates\":[{\"feat_id\":\"breaker_strike\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"hard_hat\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":33,\"heal_gained\":6,\"hp_after\":27,\"hp_before\":21,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"breaker_strike\",\"feat_name\":\"破封一击\",\"hp_after\":27,\"hp_before\":27,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":15,\"candidates\":[{\"feat_id\":\"blood_insight\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"seal_stake\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"map_exchange\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":21,\"heal_gained\":4,\"hp_after\":41,\"hp_before\":37,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"map_exchange\",\"feat_name\":\"弃图兑换\",\"hp_after\":41,\"hp_before\":41,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":97,\"route\":\"min\",\"seal_hit\":352,\"seal_hit_gain\":1330,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":373,\"seed\":72021,\"shop_gp_seq\":[22,77,90],\"stopped_at\":0,\"taken\":160,\"visited_count\":31,\"wallet_count\":37}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":17,\"choices\":19,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,32,32,32,32,32,32,38,38,38,38,38,38],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":124,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#72022\",\"1#72022\",\"1#72022\",\"1#72022\",\"1#72022\",\"1#72022\",\"1#72022\",\"2#72022\",\"2#72022\",\"2#72022\",\"2#72022\",\"2#72022\",\"2#72022\",\"2#72022\",\"2#72022\",\"2#72022\",\"2#72022\",\"3#72022\",\"3#72022\",\"3#72022\",\"3#72022\",\"3#72022\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":2,\"relics\":[\"hard_hat\",\"frontier_miner\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":6,\"candidates\":[{\"feat_id\":\"hard_hat\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"blast_accounting\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"geologist\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":26,\"heal_gained\":1,\"hp_after\":32,\"hp_before\":31,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"hard_hat\",\"feat_name\":\"安全帽\",\"hp_after\":32,\"hp_before\":32,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":12,\"candidates\":[{\"feat_id\":\"frontier_miner\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"execution_scholar\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":29,\"heal_gained\":7,\"hp_after\":37,\"hp_before\":30,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"frontier_miner\",\"feat_name\":\"边陲矿工\",\"hp_after\":37,\"hp_before\":37,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}}],\"rounds\":81,\"route\":\"min\",\"seal_hit\":300,\"seal_hit_gain\":1123,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":329,\"seed\":72022,\"shop_gp_seq\":[17,73],\"stopped_at\":3,\"taken\":124,\"visited_count\":22,\"wallet_count\":29}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":17,\"choices\":19,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,35,35,35,35,35,35,38,38,38,38,38,38],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":115,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#72023\",\"1#72023\",\"1#72023\",\"1#72023\",\"1#72023\",\"1#72023\",\"1#72023\",\"2#72023\",\"2#72023\",\"2#72023\",\"2#72023\",\"2#72023\",\"2#72023\",\"2#72023\",\"2#72023\",\"2#72023\",\"2#72023\",\"3#72023\",\"3#72023\",\"3#72023\",\"3#72023\",\"3#72023\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":1,\"relics\":[\"blood_honey\",\"executioner\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":9,\"candidates\":[{\"feat_id\":\"blood_honey\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"twin_pick\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":11,\"heal_gained\":5,\"hp_after\":35,\"hp_before\":30,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"blood_honey\",\"feat_name\":\"血蜜\",\"hp_after\":35,\"hp_before\":35,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":12,\"candidates\":[{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"executioner\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":31,\"heal_gained\":4,\"hp_after\":38,\"hp_before\":34,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"executioner\",\"feat_name\":\"处刑台\",\"hp_after\":38,\"hp_before\":38,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":75,\"route\":\"min\",\"seal_hit\":286,\"seal_hit_gain\":643,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":304,\"seed\":72023,\"shop_gp_seq\":[34,48],\"stopped_at\":3,\"taken\":115,\"visited_count\":22,\"wallet_count\":29}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":20,\"choices\":28,\"cleared\":true,\"encounter_max_hp_seq\":[26,26,26,26,26,35,35,35,35,35,35,38,38,38,38,38,38,38,38,41],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":75,\"hp_pct\":0,\"keystone_total\":9,\"level_maps\":[\"1#72024\",\"1#72024\",\"1#72024\",\"1#72024\",\"1#72024\",\"1#72024\",\"1#72024\",\"2#72024\",\"2#72024\",\"2#72024\",\"2#72024\",\"2#72024\",\"2#72024\",\"2#72024\",\"2#72024\",\"2#72024\",\"2#72024\",\"3#72024\",\"3#72024\",\"3#72024\",\"3#72024\",\"3#72024\",\"3#72024\",\"3#72024\",\"3#72024\",\"3#72024\",\"3#72024\",\"3#72024\",\"3#72024\",\"3#72024\",\"3#72024\"],\"levels_cleared\":3,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":0,\"relics\":[\"seal_burst\",\"perfect_insurance\"],\"result\":\"completed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":9,\"candidates\":[{\"feat_id\":\"seal_burst\",\"kind\":\"relic\",\"tier\":\"rare\"},{\"feat_id\":\"last_drop\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"execution_scholar\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":11,\"heal_gained\":7,\"hp_after\":32,\"hp_before\":25,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"seal_burst\",\"feat_name\":\"封印爆裂\",\"hp_after\":32,\"hp_before\":32,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"rare\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":12,\"candidates\":[{\"feat_id\":\"frontier_miner\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"perfect_insurance\",\"kind\":\"relic\",\"tier\":\"rare\"},{\"feat_id\":\"seal_stake\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":20,\"heal_gained\":2,\"hp_after\":38,\"hp_before\":36,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"perfect_insurance\",\"feat_name\":\"完美保险\",\"hp_after\":38,\"hp_before\":38,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"rare\",\"value\":0}}],\"rounds\":55,\"route\":\"min\",\"seal_hit\":229,\"seal_hit_gain\":-27,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":256,\"seed\":72024,\"shop_gp_seq\":[34,42,59],\"stopped_at\":0,\"taken\":75,\"visited_count\":31,\"wallet_count\":35}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":23,\"choices\":26,\"cleared\":true,\"encounter_max_hp_seq\":[26,26,26,26,26,32,32,32,32,32,32,38,38,38,38,38,38,38,38,38,38,38,47],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":150,\"hp_pct\":0,\"keystone_total\":9,\"level_maps\":[\"1#72025\",\"1#72025\",\"1#72025\",\"1#72025\",\"1#72025\",\"1#72025\",\"1#72025\",\"2#72025\",\"2#72025\",\"2#72025\",\"2#72025\",\"2#72025\",\"2#72025\",\"2#72025\",\"2#72025\",\"2#72025\",\"2#72025\",\"3#72025\",\"3#72025\",\"3#72025\",\"3#72025\",\"3#72025\",\"3#72025\",\"3#72025\",\"3#72025\",\"3#72025\",\"3#72025\",\"3#72025\",\"3#72025\"],\"levels_cleared\":3,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":0,\"relics\":[\"field_dressing\",\"hard_hat\"],\"result\":\"completed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":6,\"candidates\":[{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"last_drop\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":15,\"heal_gained\":6,\"hp_after\":29,\"hp_before\":23,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"field_dressing\",\"feat_name\":\"战地包扎\",\"hp_after\":29,\"hp_before\":29,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":12,\"candidates\":[{\"feat_id\":\"hard_hat\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blood_honey\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":27,\"heal_gained\":0,\"hp_after\":38,\"hp_before\":38,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"hard_hat\",\"feat_name\":\"安全帽\",\"hp_after\":38,\"hp_before\":38,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":103,\"route\":\"min\",\"seal_hit\":408,\"seal_hit_gain\":2142,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":435,\"seed\":72025,\"shop_gp_seq\":[22,64,116],\"stopped_at\":0,\"taken\":150,\"visited_count\":29,\"wallet_count\":42}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":15,\"choices\":17,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,35,35,35,35,35,35,38,38,38,38],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":121,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#72026\",\"1#72026\",\"1#72026\",\"1#72026\",\"1#72026\",\"1#72026\",\"1#72026\",\"2#72026\",\"2#72026\",\"2#72026\",\"2#72026\",\"2#72026\",\"2#72026\",\"2#72026\",\"2#72026\",\"2#72026\",\"2#72026\",\"3#72026\",\"3#72026\",\"3#72026\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":1,\"relics\":[\"frontier_miner\",\"perfect_insurance\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":9,\"candidates\":[{\"feat_id\":\"frontier_miner\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"execution_scholar\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"twin_pick\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":15,\"heal_gained\":7,\"hp_after\":23,\"hp_before\":16,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"frontier_miner\",\"feat_name\":\"边陲矿工\",\"hp_after\":23,\"hp_before\":23,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":12,\"candidates\":[{\"feat_id\":\"perfect_insurance\",\"kind\":\"relic\",\"tier\":\"rare\"},{\"feat_id\":\"market_close\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"trap_instinct\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":26,\"heal_gained\":3,\"hp_after\":38,\"hp_before\":35,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"perfect_insurance\",\"feat_name\":\"完美保险\",\"hp_after\":38,\"hp_before\":38,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"rare\",\"value\":0}}],\"rounds\":64,\"route\":\"min\",\"seal_hit\":227,\"seal_hit_gain\":370,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":245,\"seed\":72026,\"shop_gp_seq\":[35,51],\"stopped_at\":3,\"taken\":121,\"visited_count\":20,\"wallet_count\":27}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":18,\"choices\":21,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,32,32,32,32,32,32,38,38,38,38,38,38,38],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":125,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#72027\",\"1#72027\",\"1#72027\",\"1#72027\",\"1#72027\",\"1#72027\",\"1#72027\",\"2#72027\",\"2#72027\",\"2#72027\",\"2#72027\",\"2#72027\",\"2#72027\",\"2#72027\",\"2#72027\",\"2#72027\",\"2#72027\",\"3#72027\",\"3#72027\",\"3#72027\",\"3#72027\",\"3#72027\",\"3#72027\",\"3#72027\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":0,\"relics\":[\"geologist\",\"last_drop\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":6,\"candidates\":[{\"feat_id\":\"geologist\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"frontier_miner\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":20,\"heal_gained\":2,\"hp_after\":32,\"hp_before\":30,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"geologist\",\"feat_name\":\"地质学家\",\"hp_after\":32,\"hp_before\":32,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":12,\"candidates\":[{\"feat_id\":\"last_drop\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"twin_pick\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":24,\"heal_gained\":6,\"hp_after\":38,\"hp_before\":32,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"last_drop\",\"feat_name\":\"一滴不剩\",\"hp_after\":38,\"hp_before\":38,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}}],\"rounds\":78,\"route\":\"min\",\"seal_hit\":277,\"seal_hit_gain\":1113,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":301,\"seed\":72027,\"shop_gp_seq\":[23,55],\"stopped_at\":3,\"taken\":125,\"visited_count\":24,\"wallet_count\":29}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":15,\"choices\":17,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,35,35,35,35,35,35,38,38,38,38],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":102,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#72028\",\"1#72028\",\"1#72028\",\"1#72028\",\"1#72028\",\"1#72028\",\"1#72028\",\"2#72028\",\"2#72028\",\"2#72028\",\"2#72028\",\"2#72028\",\"2#72028\",\"2#72028\",\"2#72028\",\"2#72028\",\"2#72028\",\"3#72028\",\"3#72028\",\"3#72028\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":0,\"relics\":[\"executioner\",\"seal_echo\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":9,\"candidates\":[{\"feat_id\":\"market_close\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blood_insight\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"executioner\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":14,\"heal_gained\":7,\"hp_after\":28,\"hp_before\":21,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"executioner\",\"feat_name\":\"处刑台\",\"hp_after\":28,\"hp_before\":28,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":12,\"candidates\":[{\"feat_id\":\"seal_echo\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"breaker_strike\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"blast_accounting\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":27,\"heal_gained\":4,\"hp_after\":38,\"hp_before\":34,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"seal_echo\",\"feat_name\":\"封印回响\",\"hp_after\":38,\"hp_before\":38,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":67,\"route\":\"min\",\"seal_hit\":244,\"seal_hit_gain\":1907,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":262,\"seed\":72028,\"shop_gp_seq\":[26,50],\"stopped_at\":3,\"taken\":102,\"visited_count\":20,\"wallet_count\":27}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":19,\"choices\":28,\"cleared\":true,\"encounter_max_hp_seq\":[26,26,26,26,26,32,32,32,32,32,32,38,38,38,38,38,38,38,44],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":124,\"hp_pct\":0,\"keystone_total\":9,\"level_maps\":[\"1#72029\",\"1#72029\",\"1#72029\",\"1#72029\",\"1#72029\",\"1#72029\",\"1#72029\",\"2#72029\",\"2#72029\",\"2#72029\",\"2#72029\",\"2#72029\",\"2#72029\",\"2#72029\",\"2#72029\",\"2#72029\",\"2#72029\",\"3#72029\",\"3#72029\",\"3#72029\",\"3#72029\",\"3#72029\",\"3#72029\",\"3#72029\",\"3#72029\",\"3#72029\",\"3#72029\",\"3#72029\",\"3#72029\",\"3#72029\",\"3#72029\"],\"levels_cleared\":3,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":0,\"relics\":[\"frontier_miner\",\"warning_beacon\"],\"result\":\"completed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":6,\"candidates\":[{\"feat_id\":\"frontier_miner\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"geologist\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"twin_pick\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":22,\"heal_gained\":2,\"hp_after\":32,\"hp_before\":30,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"frontier_miner\",\"feat_name\":\"边陲矿工\",\"hp_after\":32,\"hp_before\":32,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":12,\"candidates\":[{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"execution_scholar\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"twin_pick\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":22,\"heal_gained\":7,\"hp_after\":37,\"hp_before\":30,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"warning_beacon\",\"feat_name\":\"示警烟火\",\"hp_after\":37,\"hp_before\":37,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}}],\"rounds\":87,\"route\":\"min\",\"seal_hit\":345,\"seal_hit_gain\":1813,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":369,\"seed\":72029,\"shop_gp_seq\":[13,77,90],\"stopped_at\":0,\"taken\":124,\"visited_count\":31,\"wallet_count\":36}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":19,\"choices\":28,\"cleared\":true,\"encounter_max_hp_seq\":[26,26,26,26,26,35,35,35,35,35,35,41,41,41,41,41,41,41,47],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":125,\"hp_pct\":0,\"keystone_total\":9,\"level_maps\":[\"1#72030\",\"1#72030\",\"1#72030\",\"1#72030\",\"1#72030\",\"1#72030\",\"1#72030\",\"2#72030\",\"2#72030\",\"2#72030\",\"2#72030\",\"2#72030\",\"2#72030\",\"2#72030\",\"2#72030\",\"2#72030\",\"2#72030\",\"3#72030\",\"3#72030\",\"3#72030\",\"3#72030\",\"3#72030\",\"3#72030\",\"3#72030\",\"3#72030\",\"3#72030\",\"3#72030\",\"3#72030\",\"3#72030\",\"3#72030\",\"3#72030\"],\"levels_cleared\":3,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":1,\"relics\":[\"executioner\",\"trap_instinct\"],\"result\":\"completed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":9,\"candidates\":[{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"twin_pick\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"executioner\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":16,\"heal_gained\":7,\"hp_after\":34,\"hp_before\":27,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"executioner\",\"feat_name\":\"处刑台\",\"hp_after\":34,\"hp_before\":34,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":15,\"candidates\":[{\"feat_id\":\"trap_instinct\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"geologist\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blood_insight\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":30,\"heal_gained\":2,\"hp_after\":41,\"hp_before\":39,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"trap_instinct\",\"feat_name\":\"陷阱本能\",\"hp_after\":41,\"hp_before\":41,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":92,\"route\":\"min\",\"seal_hit\":335,\"seal_hit_gain\":1855,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":358,\"seed\":72030,\"shop_gp_seq\":[32,90,103],\"stopped_at\":0,\"taken\":125,\"visited_count\":31,\"wallet_count\":39}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":16,\"choices\":18,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,32,32,32,32,32,32,38,38,38,38,38],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":121,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#72031\",\"1#72031\",\"1#72031\",\"1#72031\",\"1#72031\",\"1#72031\",\"1#72031\",\"2#72031\",\"2#72031\",\"2#72031\",\"2#72031\",\"2#72031\",\"2#72031\",\"2#72031\",\"2#72031\",\"2#72031\",\"2#72031\",\"3#72031\",\"3#72031\",\"3#72031\",\"3#72031\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":2,\"relics\":[\"hard_hat\",\"perfect_insurance\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":6,\"candidates\":[{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"hard_hat\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":17,\"heal_gained\":1,\"hp_after\":32,\"hp_before\":31,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"hard_hat\",\"feat_name\":\"安全帽\",\"hp_after\":32,\"hp_before\":32,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":12,\"candidates\":[{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"perfect_insurance\",\"kind\":\"relic\",\"tier\":\"rare\"},{\"feat_id\":\"blood_insight\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":23,\"heal_gained\":7,\"hp_after\":35,\"hp_before\":28,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"perfect_insurance\",\"feat_name\":\"完美保险\",\"hp_after\":35,\"hp_before\":35,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"rare\",\"value\":0}}],\"rounds\":72,\"route\":\"min\",\"seal_hit\":249,\"seal_hit_gain\":1056,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":273,\"seed\":72031,\"shop_gp_seq\":[20,50],\"stopped_at\":3,\"taken\":121,\"visited_count\":21,\"wallet_count\":27}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":19,\"choices\":28,\"cleared\":true,\"encounter_max_hp_seq\":[26,26,26,26,26,32,32,32,32,32,32,38,38,38,38,38,38,38,44],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":176,\"hp_pct\":0,\"keystone_total\":9,\"level_maps\":[\"1#72032\",\"1#72032\",\"1#72032\",\"1#72032\",\"1#72032\",\"1#72032\",\"1#72032\",\"2#72032\",\"2#72032\",\"2#72032\",\"2#72032\",\"2#72032\",\"2#72032\",\"2#72032\",\"2#72032\",\"2#72032\",\"2#72032\",\"3#72032\",\"3#72032\",\"3#72032\",\"3#72032\",\"3#72032\",\"3#72032\",\"3#72032\",\"3#72032\",\"3#72032\",\"3#72032\",\"3#72032\",\"3#72032\",\"3#72032\",\"3#72032\"],\"levels_cleared\":3,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":3,\"relics\":[\"seal_echo\",\"executioner\"],\"result\":\"completed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":6,\"candidates\":[{\"feat_id\":\"seal_echo\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"blood_honey\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":18,\"heal_gained\":6,\"hp_after\":22,\"hp_before\":16,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"seal_echo\",\"feat_name\":\"封印回响\",\"hp_after\":22,\"hp_before\":22,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":12,\"candidates\":[{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"executioner\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"twin_pick\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":27,\"heal_gained\":5,\"hp_after\":38,\"hp_before\":33,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"executioner\",\"feat_name\":\"处刑台\",\"hp_after\":38,\"hp_before\":38,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":104,\"route\":\"min\",\"seal_hit\":406,\"seal_hit_gain\":523,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":434,\"seed\":72032,\"shop_gp_seq\":[12,58,112],\"stopped_at\":0,\"taken\":176,\"visited_count\":31,\"wallet_count\":36}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":12,\"choices\":15,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,35,35,35,35,35,35,38],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":105,\"hp_pct\":0,\"keystone_total\":3,\"level_maps\":[\"1#72033\",\"1#72033\",\"1#72033\",\"1#72033\",\"1#72033\",\"1#72033\",\"1#72033\",\"2#72033\",\"2#72033\",\"2#72033\",\"2#72033\",\"2#72033\",\"2#72033\",\"2#72033\",\"2#72033\",\"2#72033\",\"2#72033\"],\"levels_cleared\":1,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":0,\"relics\":[\"geologist\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":9,\"candidates\":[{\"feat_id\":\"geologist\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"twin_pick\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":13,\"heal_gained\":7,\"hp_after\":34,\"hp_before\":27,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"geologist\",\"feat_name\":\"地质学家\",\"hp_after\":34,\"hp_before\":34,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}}],\"rounds\":51,\"route\":\"min\",\"seal_hit\":181,\"seal_hit_gain\":512,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":195,\"seed\":72033,\"shop_gp_seq\":[36,46],\"stopped_at\":2,\"taken\":105,\"visited_count\":17,\"wallet_count\":24}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":23,\"choices\":26,\"cleared\":true,\"encounter_max_hp_seq\":[26,26,26,26,26,32,32,32,32,32,32,41,41,41,41,41,41,41,41,41,41,41,47],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":127,\"hp_pct\":0,\"keystone_total\":9,\"level_maps\":[\"1#72034\",\"1#72034\",\"1#72034\",\"1#72034\",\"1#72034\",\"1#72034\",\"1#72034\",\"2#72034\",\"2#72034\",\"2#72034\",\"2#72034\",\"2#72034\",\"2#72034\",\"2#72034\",\"2#72034\",\"2#72034\",\"2#72034\",\"3#72034\",\"3#72034\",\"3#72034\",\"3#72034\",\"3#72034\",\"3#72034\",\"3#72034\",\"3#72034\",\"3#72034\",\"3#72034\",\"3#72034\",\"3#72034\"],\"levels_cleared\":3,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":0,\"relics\":[\"map_exchange\",\"seal_burst\"],\"result\":\"completed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":6,\"candidates\":[{\"feat_id\":\"map_exchange\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"twin_pick\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":11,\"heal_gained\":6,\"hp_after\":32,\"hp_before\":26,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"map_exchange\",\"feat_name\":\"弃图兑换\",\"hp_after\":32,\"hp_before\":32,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":15,\"candidates\":[{\"feat_id\":\"chain_traps\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"blood_honey\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"seal_burst\",\"kind\":\"relic\",\"tier\":\"rare\"}],\"gp\":23,\"heal_gained\":7,\"hp_after\":41,\"hp_before\":34,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"seal_burst\",\"feat_name\":\"封印爆裂\",\"hp_after\":41,\"hp_before\":41,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"rare\",\"value\":0}}],\"rounds\":80,\"route\":\"min\",\"seal_hit\":312,\"seal_hit_gain\":2332,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":350,\"seed\":72034,\"shop_gp_seq\":[25,72,101],\"stopped_at\":0,\"taken\":127,\"visited_count\":29,\"wallet_count\":42}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":17,\"choices\":19,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,35,35,35,35,35,35,41,41,41,41,41,41],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":125,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#72035\",\"1#72035\",\"1#72035\",\"1#72035\",\"1#72035\",\"1#72035\",\"1#72035\",\"2#72035\",\"2#72035\",\"2#72035\",\"2#72035\",\"2#72035\",\"2#72035\",\"2#72035\",\"2#72035\",\"2#72035\",\"2#72035\",\"3#72035\",\"3#72035\",\"3#72035\",\"3#72035\",\"3#72035\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":1,\"relics\":[\"seal_echo\",\"perfect_insurance\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":9,\"candidates\":[{\"feat_id\":\"geologist\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"seal_echo\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"seal_stake\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":12,\"heal_gained\":7,\"hp_after\":32,\"hp_before\":25,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"seal_echo\",\"feat_name\":\"封印回响\",\"hp_after\":32,\"hp_before\":32,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":15,\"candidates\":[{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"execution_scholar\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"perfect_insurance\",\"kind\":\"relic\",\"tier\":\"rare\"}],\"gp\":23,\"heal_gained\":1,\"hp_after\":41,\"hp_before\":40,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"perfect_insurance\",\"feat_name\":\"完美保险\",\"hp_after\":41,\"hp_before\":41,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"rare\",\"value\":0}}],\"rounds\":73,\"route\":\"min\",\"seal_hit\":281,\"seal_hit_gain\":2343,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":308,\"seed\":72035,\"shop_gp_seq\":[28,71],\"stopped_at\":3,\"taken\":125,\"visited_count\":22,\"wallet_count\":30}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":19,\"choices\":28,\"cleared\":true,\"encounter_max_hp_seq\":[26,26,26,26,26,35,35,35,35,35,38,38,38,38,38,38,38,38,44],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":137,\"hp_pct\":0,\"keystone_total\":9,\"level_maps\":[\"1#72036\",\"1#72036\",\"1#72036\",\"1#72036\",\"1#72036\",\"1#72036\",\"1#72036\",\"2#72036\",\"2#72036\",\"2#72036\",\"2#72036\",\"2#72036\",\"2#72036\",\"2#72036\",\"2#72036\",\"2#72036\",\"2#72036\",\"3#72036\",\"3#72036\",\"3#72036\",\"3#72036\",\"3#72036\",\"3#72036\",\"3#72036\",\"3#72036\",\"3#72036\",\"3#72036\",\"3#72036\",\"3#72036\",\"3#72036\",\"3#72036\"],\"levels_cleared\":3,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":1,\"relics\":[\"stone_skin\",\"executioner\"],\"result\":\"completed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":9,\"candidates\":[{\"feat_id\":\"execution_scholar\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"seal_stake\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"stone_skin\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":19,\"heal_gained\":4,\"hp_after\":35,\"hp_before\":31,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"stone_skin\",\"feat_name\":\"石肤\",\"hp_after\":35,\"hp_before\":35,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":12,\"candidates\":[{\"feat_id\":\"executioner\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"frontier_miner\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"last_drop\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":21,\"heal_gained\":7,\"hp_after\":36,\"hp_before\":29,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"executioner\",\"feat_name\":\"处刑台\",\"hp_after\":36,\"hp_before\":36,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":97,\"route\":\"min\",\"seal_hit\":358,\"seal_hit_gain\":948,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":385,\"seed\":72036,\"shop_gp_seq\":[38,48,70],\"stopped_at\":0,\"taken\":137,\"visited_count\":31,\"wallet_count\":35}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":23,\"choices\":26,\"cleared\":true,\"encounter_max_hp_seq\":[26,26,26,26,26,32,32,32,32,32,32,38,38,38,38,38,38,38,38,38,38,38,47],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":108,\"hp_pct\":0,\"keystone_total\":9,\"level_maps\":[\"1#72037\",\"1#72037\",\"1#72037\",\"1#72037\",\"1#72037\",\"1#72037\",\"1#72037\",\"2#72037\",\"2#72037\",\"2#72037\",\"2#72037\",\"2#72037\",\"2#72037\",\"2#72037\",\"2#72037\",\"2#72037\",\"2#72037\",\"3#72037\",\"3#72037\",\"3#72037\",\"3#72037\",\"3#72037\",\"3#72037\",\"3#72037\",\"3#72037\",\"3#72037\",\"3#72037\",\"3#72037\",\"3#72037\"],\"levels_cleared\":3,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":1,\"relics\":[\"market_close\",\"blood_tax\"],\"result\":\"completed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":6,\"candidates\":[{\"feat_id\":\"market_close\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blast_accounting\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blood_insight\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":18,\"heal_gained\":6,\"hp_after\":22,\"hp_before\":16,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"market_close\",\"feat_name\":\"收盘\",\"hp_after\":22,\"hp_before\":22,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":12,\"candidates\":[{\"feat_id\":\"blood_tax\",\"kind\":\"relic\",\"tier\":\"rare\"},{\"feat_id\":\"skip_mining\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"map_exchange\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":17,\"heal_gained\":2,\"hp_after\":38,\"hp_before\":36,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"blood_tax\",\"feat_name\":\"血税\",\"hp_after\":38,\"hp_before\":38,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"rare\",\"value\":0}}],\"rounds\":86,\"route\":\"min\",\"seal_hit\":346,\"seal_hit_gain\":1916,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":387,\"seed\":72037,\"shop_gp_seq\":[17,70,125],\"stopped_at\":0,\"taken\":108,\"visited_count\":29,\"wallet_count\":42}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":20,\"choices\":28,\"cleared\":true,\"encounter_max_hp_seq\":[26,26,26,26,26,35,35,35,35,35,35,41,41,41,41,41,41,41,41,47],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":159,\"hp_pct\":0,\"keystone_total\":9,\"level_maps\":[\"1#72038\",\"1#72038\",\"1#72038\",\"1#72038\",\"1#72038\",\"1#72038\",\"1#72038\",\"2#72038\",\"2#72038\",\"2#72038\",\"2#72038\",\"2#72038\",\"2#72038\",\"2#72038\",\"2#72038\",\"2#72038\",\"2#72038\",\"3#72038\",\"3#72038\",\"3#72038\",\"3#72038\",\"3#72038\",\"3#72038\",\"3#72038\",\"3#72038\",\"3#72038\",\"3#72038\",\"3#72038\",\"3#72038\",\"3#72038\",\"3#72038\"],\"levels_cleared\":3,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":1,\"relics\":[\"map_exchange\",\"skip_mining\"],\"result\":\"completed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":9,\"candidates\":[{\"feat_id\":\"map_exchange\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"blood_honey\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"execution_scholar\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":10,\"heal_gained\":5,\"hp_after\":35,\"hp_before\":30,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"map_exchange\",\"feat_name\":\"弃图兑换\",\"hp_after\":35,\"hp_before\":35,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":15,\"candidates\":[{\"feat_id\":\"blood_insight\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"skip_mining\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"seal_stake\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":22,\"heal_gained\":6,\"hp_after\":41,\"hp_before\":35,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"skip_mining\",\"feat_name\":\"跳格采掘\",\"hp_after\":41,\"hp_before\":41,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":97,\"route\":\"min\",\"seal_hit\":378,\"seal_hit_gain\":2246,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":401,\"seed\":72038,\"shop_gp_seq\":[32,55,100],\"stopped_at\":0,\"taken\":159,\"visited_count\":31,\"wallet_count\":39}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"on\",\"battles\":15,\"choices\":17,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,35,35,35,35,35,35,41,41,41,41],\"equipped\":[\"morning_order\",\"wide_scout_band\",\"trial_pick\"],\"feat_mode\":\"off\",\"hero_dmg\":100,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#72039\",\"1#72039\",\"1#72039\",\"1#72039\",\"1#72039\",\"1#72039\",\"1#72039\",\"2#72039\",\"2#72039\",\"2#72039\",\"2#72039\",\"2#72039\",\"2#72039\",\"2#72039\",\"2#72039\",\"2#72039\",\"2#72039\",\"3#72039\",\"3#72039\",\"3#72039\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"refreshes\":1,\"relics\":[\"geologist\",\"pain_memory\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":9,\"candidates\":[{\"feat_id\":\"geologist\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blood_insight\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"last_drop\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":20,\"heal_gained\":6,\"hp_after\":35,\"hp_before\":29,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"geologist\",\"feat_name\":\"地质学家\",\"hp_after\":35,\"hp_before\":35,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":15,\"candidates\":[{\"feat_id\":\"stone_skin\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"pain_memory\",\"kind\":\"relic\",\"tier\":\"rare\"}],\"gp\":29,\"heal_gained\":6,\"hp_after\":41,\"hp_before\":35,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"pain_memory\",\"feat_name\":\"疼痛记忆\",\"hp_after\":41,\"hp_before\":41,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"rare\",\"value\":0}}],\"rounds\":62,\"route\":\"min\",\"seal_hit\":224,\"seal_hit_gain\":711,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":244,\"seed\":72039,\"shop_gp_seq\":[32,63],\"stopped_at\":3,\"taken\":100,\"visited_count\":20,\"wallet_count\":28}"
],
"jsonl": {
"normal": {
"sha256": "b732bfeda9521de4896ebc11936670bd015032131bc871036896c1761ded12c8",
"rows": 9670
},
"perfect": {
"sha256": "06cb4dcc26c56343c61bc8d972238be81b88e3132d7e9b274399f4cfd04cb56e",
"rows": 62765
}
}
},
"shop": {
"runsum": [
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":3,\"choices\":2,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":9,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#73000\",\"1#73000\",\"1#73000\"],\"levels_cleared\":0,\"mine_dmg\":8,\"mine_hits\":4,\"policy\":\"normal\",\"pool_stock\":{\"ap\":3,\"armor\":22,\"attack\":23,\"feat_ticket\":0,\"heal\":3,\"max_hp\":22},\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":5,\"route\":\"min\",\"seal_hit\":19,\"seal_hit_gain\":-30,\"seal_miss\":5,\"seal_miss_penalty\":8,\"seal_placed\":27,\"seed\":73000,\"shop_buys\":0,\"shop_gp_seq\":[],\"shop_mode\":\"pool\",\"stopped_at\":1,\"taken\":17,\"visited_count\":3,\"wallet_count\":4}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":5,\"choices\":4,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":19,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#73001\",\"1#73001\",\"1#73001\",\"1#73001\",\"1#73001\"],\"levels_cleared\":0,\"mine_dmg\":0,\"mine_hits\":6,\"policy\":\"normal\",\"pool_stock\":{\"ap\":3,\"armor\":22,\"attack\":23,\"feat_ticket\":0,\"heal\":3,\"max_hp\":22},\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":15,\"route\":\"min\",\"seal_hit\":43,\"seal_hit_gain\":437,\"seal_miss\":8,\"seal_miss_penalty\":6,\"seal_placed\":56,\"seed\":73001,\"shop_buys\":0,\"shop_gp_seq\":[],\"shop_mode\":\"pool\",\"stopped_at\":1,\"taken\":19,\"visited_count\":5,\"wallet_count\":6}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":5,\"choices\":4,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":15,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#73002\",\"1#73002\",\"1#73002\",\"1#73002\",\"1#73002\"],\"levels_cleared\":0,\"mine_dmg\":8,\"mine_hits\":6,\"policy\":\"normal\",\"pool_stock\":{\"ap\":3,\"armor\":22,\"attack\":23,\"feat_ticket\":0,\"heal\":3,\"max_hp\":22},\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":9,\"route\":\"min\",\"seal_hit\":35,\"seal_hit_gain\":-120,\"seal_miss\":6,\"seal_miss_penalty\":8,\"seal_placed\":46,\"seed\":73002,\"shop_buys\":0,\"shop_gp_seq\":[],\"shop_mode\":\"pool\",\"stopped_at\":1,\"taken\":23,\"visited_count\":5,\"wallet_count\":6}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":3,\"choices\":2,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":6,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#73003\",\"1#73003\",\"1#73003\"],\"levels_cleared\":0,\"mine_dmg\":8,\"mine_hits\":3,\"policy\":\"normal\",\"pool_stock\":{\"ap\":3,\"armor\":22,\"attack\":23,\"feat_ticket\":0,\"heal\":3,\"max_hp\":22},\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":5,\"route\":\"min\",\"seal_hit\":16,\"seal_hit_gain\":-158,\"seal_miss\":4,\"seal_miss_penalty\":14,\"seal_placed\":22,\"seed\":73003,\"shop_buys\":0,\"shop_gp_seq\":[],\"shop_mode\":\"pool\",\"stopped_at\":1,\"taken\":14,\"visited_count\":3,\"wallet_count\":4}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":4,\"choices\":3,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":13,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#73004\",\"1#73004\",\"1#73004\",\"1#73004\"],\"levels_cleared\":0,\"mine_dmg\":16,\"mine_hits\":8,\"policy\":\"normal\",\"pool_stock\":{\"ap\":3,\"armor\":22,\"attack\":23,\"feat_ticket\":0,\"heal\":3,\"max_hp\":22},\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":10,\"route\":\"min\",\"seal_hit\":30,\"seal_hit_gain\":-37,\"seal_miss\":8,\"seal_miss_penalty\":8,\"seal_placed\":47,\"seed\":73004,\"shop_buys\":0,\"shop_gp_seq\":[],\"shop_mode\":\"pool\",\"stopped_at\":1,\"taken\":29,\"visited_count\":4,\"wallet_count\":5}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":5,\"choices\":4,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":20,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#73005\",\"1#73005\",\"1#73005\",\"1#73005\",\"1#73005\"],\"levels_cleared\":0,\"mine_dmg\":8,\"mine_hits\":5,\"policy\":\"normal\",\"pool_stock\":{\"ap\":3,\"armor\":22,\"attack\":23,\"feat_ticket\":0,\"heal\":3,\"max_hp\":22},\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":14,\"route\":\"min\",\"seal_hit\":36,\"seal_hit_gain\":596,\"seal_miss\":3,\"seal_miss_penalty\":6,\"seal_placed\":43,\"seed\":73005,\"shop_buys\":0,\"shop_gp_seq\":[],\"shop_mode\":\"pool\",\"stopped_at\":1,\"taken\":28,\"visited_count\":5,\"wallet_count\":6}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":6,\"choices\":6,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,41],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":19,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#73006\",\"1#73006\",\"1#73006\",\"1#73006\",\"1#73006\",\"1#73006\",\"1#73006\"],\"levels_cleared\":0,\"mine_dmg\":8,\"mine_hits\":12,\"policy\":\"normal\",\"pool_stock\":{\"ap\":3,\"armor\":22,\"attack\":23,\"feat_ticket\":0,\"heal\":3,\"max_hp\":19},\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":21,\"route\":\"min\",\"seal_hit\":61,\"seal_hit_gain\":393,\"seal_miss\":14,\"seal_miss_penalty\":22,\"seal_placed\":81,\"seed\":73006,\"shop_buys\":3,\"shop_gp_seq\":[36],\"shop_mode\":\"pool\",\"stopped_at\":1,\"taken\":27,\"visited_count\":7,\"wallet_count\":10}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":3,\"choices\":2,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":9,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#73007\",\"1#73007\",\"1#73007\"],\"levels_cleared\":0,\"mine_dmg\":0,\"mine_hits\":5,\"policy\":\"normal\",\"pool_stock\":{\"ap\":3,\"armor\":22,\"attack\":23,\"feat_ticket\":0,\"heal\":3,\"max_hp\":22},\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":6,\"route\":\"min\",\"seal_hit\":20,\"seal_hit_gain\":-92,\"seal_miss\":5,\"seal_miss_penalty\":22,\"seal_placed\":25,\"seed\":73007,\"shop_buys\":0,\"shop_gp_seq\":[],\"shop_mode\":\"pool\",\"stopped_at\":1,\"taken\":9,\"visited_count\":3,\"wallet_count\":4}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":5,\"choices\":6,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,31],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":25,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#73008\",\"1#73008\",\"1#73008\",\"1#73008\",\"1#73008\",\"1#73008\",\"1#73008\"],\"levels_cleared\":0,\"mine_dmg\":16,\"mine_hits\":7,\"policy\":\"normal\",\"pool_stock\":{\"ap\":3,\"armor\":21,\"attack\":23,\"feat_ticket\":0,\"heal\":3,\"max_hp\":21},\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":21,\"route\":\"min\",\"seal_hit\":63,\"seal_hit_gain\":398,\"seal_miss\":8,\"seal_miss_penalty\":14,\"seal_placed\":73,\"seed\":73008,\"shop_buys\":2,\"shop_gp_seq\":[23],\"shop_mode\":\"pool\",\"stopped_at\":1,\"taken\":41,\"visited_count\":7,\"wallet_count\":8}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":4,\"choices\":3,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":23,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#73009\",\"1#73009\",\"1#73009\",\"1#73009\"],\"levels_cleared\":0,\"mine_dmg\":0,\"mine_hits\":2,\"policy\":\"normal\",\"pool_stock\":{\"ap\":3,\"armor\":22,\"attack\":23,\"feat_ticket\":0,\"heal\":3,\"max_hp\":22},\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":11,\"route\":\"min\",\"seal_hit\":34,\"seal_hit_gain\":4,\"seal_miss\":3,\"seal_miss_penalty\":6,\"seal_placed\":40,\"seed\":73009,\"shop_buys\":0,\"shop_gp_seq\":[],\"shop_mode\":\"pool\",\"stopped_at\":1,\"taken\":23,\"visited_count\":4,\"wallet_count\":5}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":3,\"choices\":2,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":11,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#73010\",\"1#73010\",\"1#73010\"],\"levels_cleared\":0,\"mine_dmg\":8,\"mine_hits\":7,\"policy\":\"normal\",\"pool_stock\":{\"ap\":3,\"armor\":22,\"attack\":23,\"feat_ticket\":0,\"heal\":3,\"max_hp\":22},\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":10,\"route\":\"min\",\"seal_hit\":25,\"seal_hit_gain\":469,\"seal_miss\":6,\"seal_miss_penalty\":14,\"seal_placed\":37,\"seed\":73010,\"shop_buys\":0,\"shop_gp_seq\":[],\"shop_mode\":\"pool\",\"stopped_at\":1,\"taken\":19,\"visited_count\":3,\"wallet_count\":4}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":7,\"choices\":7,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":39,\"hp_pct\":0,\"keystone_total\":3,\"level_maps\":[\"1#73011\",\"1#73011\",\"1#73011\",\"1#73011\",\"1#73011\",\"1#73011\",\"1#73011\",\"2#73011\",\"2#73011\"],\"levels_cleared\":1,\"mine_dmg\":8,\"mine_hits\":6,\"policy\":\"normal\",\"pool_stock\":{\"ap\":3,\"armor\":21,\"attack\":22,\"feat_ticket\":0,\"heal\":3,\"max_hp\":22},\"refreshes\":0,\"relics\":[\"blood_honey\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":0,\"candidates\":[{\"feat_id\":\"blood_honey\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"market_close\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"twin_pick\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":17,\"heal_gained\":5,\"hp_after\":21,\"hp_before\":16,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"blood_honey\",\"feat_name\":\"血蜜\",\"hp_after\":21,\"hp_before\":21,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}}],\"rounds\":28,\"route\":\"min\",\"seal_hit\":79,\"seal_hit_gain\":0,\"seal_miss\":6,\"seal_miss_penalty\":16,\"seal_placed\":89,\"seed\":73011,\"shop_buys\":2,\"shop_gp_seq\":[17],\"shop_mode\":\"pool\",\"stopped_at\":2,\"taken\":47,\"visited_count\":9,\"wallet_count\":10}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":5,\"choices\":6,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,31],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":23,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#73012\",\"1#73012\",\"1#73012\",\"1#73012\",\"1#73012\",\"1#73012\",\"1#73012\"],\"levels_cleared\":0,\"mine_dmg\":16,\"mine_hits\":8,\"policy\":\"normal\",\"pool_stock\":{\"ap\":3,\"armor\":22,\"attack\":23,\"feat_ticket\":0,\"heal\":3,\"max_hp\":21},\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":21,\"route\":\"min\",\"seal_hit\":57,\"seal_hit_gain\":-348,\"seal_miss\":10,\"seal_miss_penalty\":4,\"seal_placed\":70,\"seed\":73012,\"shop_buys\":1,\"shop_gp_seq\":[10],\"shop_mode\":\"pool\",\"stopped_at\":1,\"taken\":39,\"visited_count\":7,\"wallet_count\":7}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":1,\"choices\":0,\"cleared\":false,\"encounter_max_hp_seq\":[26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":4,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#73013\"],\"levels_cleared\":0,\"mine_dmg\":14,\"mine_hits\":4,\"policy\":\"normal\",\"pool_stock\":{\"ap\":3,\"armor\":22,\"attack\":23,\"feat_ticket\":0,\"heal\":3,\"max_hp\":22},\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":2,\"route\":\"min\",\"seal_hit\":7,\"seal_hit_gain\":114,\"seal_miss\":2,\"seal_miss_penalty\":14,\"seal_placed\":9,\"seed\":73013,\"shop_buys\":0,\"shop_gp_seq\":[],\"shop_mode\":\"pool\",\"stopped_at\":1,\"taken\":18,\"visited_count\":1,\"wallet_count\":2}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":2,\"choices\":1,\"cleared\":false,\"encounter_max_hp_seq\":[26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":4,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#73014\",\"1#73014\"],\"levels_cleared\":0,\"mine_dmg\":22,\"mine_hits\":4,\"policy\":\"normal\",\"pool_stock\":{\"ap\":3,\"armor\":22,\"attack\":23,\"feat_ticket\":0,\"heal\":3,\"max_hp\":22},\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":3,\"route\":\"min\",\"seal_hit\":10,\"seal_hit_gain\":240,\"seal_miss\":3,\"seal_miss_penalty\":0,\"seal_placed\":15,\"seed\":73014,\"shop_buys\":0,\"shop_gp_seq\":[],\"shop_mode\":\"pool\",\"stopped_at\":1,\"taken\":26,\"visited_count\":2,\"wallet_count\":3}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":4,\"choices\":3,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":19,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#73015\",\"1#73015\",\"1#73015\",\"1#73015\"],\"levels_cleared\":0,\"mine_dmg\":8,\"mine_hits\":8,\"policy\":\"normal\",\"pool_stock\":{\"ap\":3,\"armor\":22,\"attack\":23,\"feat_ticket\":0,\"heal\":3,\"max_hp\":22},\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":8,\"route\":\"min\",\"seal_hit\":24,\"seal_hit_gain\":127,\"seal_miss\":6,\"seal_miss_penalty\":12,\"seal_placed\":32,\"seed\":73015,\"shop_buys\":0,\"shop_gp_seq\":[],\"shop_mode\":\"pool\",\"stopped_at\":1,\"taken\":27,\"visited_count\":4,\"wallet_count\":5}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":3,\"choices\":2,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":14,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#73016\",\"1#73016\",\"1#73016\"],\"levels_cleared\":0,\"mine_dmg\":14,\"mine_hits\":5,\"policy\":\"normal\",\"pool_stock\":{\"ap\":3,\"armor\":22,\"attack\":23,\"feat_ticket\":0,\"heal\":3,\"max_hp\":22},\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":10,\"route\":\"min\",\"seal_hit\":20,\"seal_hit_gain\":86,\"seal_miss\":4,\"seal_miss_penalty\":-2,\"seal_placed\":26,\"seed\":73016,\"shop_buys\":0,\"shop_gp_seq\":[],\"shop_mode\":\"pool\",\"stopped_at\":1,\"taken\":28,\"visited_count\":3,\"wallet_count\":4}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":2,\"choices\":1,\"cleared\":false,\"encounter_max_hp_seq\":[26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":5,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#73017\",\"1#73017\"],\"levels_cleared\":0,\"mine_dmg\":16,\"mine_hits\":3,\"policy\":\"normal\",\"pool_stock\":{\"ap\":3,\"armor\":22,\"attack\":23,\"feat_ticket\":0,\"heal\":3,\"max_hp\":22},\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":4,\"route\":\"min\",\"seal_hit\":10,\"seal_hit_gain\":320,\"seal_miss\":2,\"seal_miss_penalty\":8,\"seal_placed\":14,\"seed\":73017,\"shop_buys\":0,\"shop_gp_seq\":[],\"shop_mode\":\"pool\",\"stopped_at\":1,\"taken\":21,\"visited_count\":2,\"wallet_count\":3}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":4,\"choices\":3,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":13,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#73018\",\"1#73018\",\"1#73018\",\"1#73018\"],\"levels_cleared\":0,\"mine_dmg\":0,\"mine_hits\":3,\"policy\":\"normal\",\"pool_stock\":{\"ap\":3,\"armor\":22,\"attack\":23,\"feat_ticket\":0,\"heal\":3,\"max_hp\":22},\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":10,\"route\":\"min\",\"seal_hit\":24,\"seal_hit_gain\":509,\"seal_miss\":5,\"seal_miss_penalty\":20,\"seal_placed\":33,\"seed\":73018,\"shop_buys\":0,\"shop_gp_seq\":[],\"shop_mode\":\"pool\",\"stopped_at\":1,\"taken\":13,\"visited_count\":4,\"wallet_count\":5}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":4,\"choices\":3,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":17,\"hp_pct\":0,\"keystone_total\":0,\"level_maps\":[\"1#73019\",\"1#73019\",\"1#73019\",\"1#73019\"],\"levels_cleared\":0,\"mine_dmg\":14,\"mine_hits\":2,\"policy\":\"normal\",\"pool_stock\":{\"ap\":3,\"armor\":22,\"attack\":23,\"feat_ticket\":0,\"heal\":3,\"max_hp\":22},\"refreshes\":0,\"relics\":[],\"result\":\"failed\",\"reward_events\":[],\"rounds\":8,\"route\":\"min\",\"seal_hit\":26,\"seal_hit_gain\":387,\"seal_miss\":3,\"seal_miss_penalty\":6,\"seal_placed\":35,\"seed\":73019,\"shop_buys\":0,\"shop_gp_seq\":[],\"shop_mode\":\"pool\",\"stopped_at\":1,\"taken\":31,\"visited_count\":4,\"wallet_count\":5}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":17,\"choices\":19,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,26,26,26,26,26,26,36,36,36,36,36,36],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":131,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#73020\",\"1#73020\",\"1#73020\",\"1#73020\",\"1#73020\",\"1#73020\",\"1#73020\",\"2#73020\",\"2#73020\",\"2#73020\",\"2#73020\",\"2#73020\",\"2#73020\",\"2#73020\",\"2#73020\",\"2#73020\",\"2#73020\",\"3#73020\",\"3#73020\",\"3#73020\",\"3#73020\",\"3#73020\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"pool_stock\":{\"ap\":3,\"armor\":20,\"attack\":20,\"feat_ticket\":0,\"heal\":3,\"max_hp\":20},\"refreshes\":0,\"relics\":[\"executioner\",\"field_dressing\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":0,\"candidates\":[{\"feat_id\":\"executioner\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"twin_pick\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"chain_traps\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":30,\"heal_gained\":5,\"hp_after\":21,\"hp_before\":16,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"executioner\",\"feat_name\":\"处刑台\",\"hp_after\":21,\"hp_before\":21,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":10,\"candidates\":[{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blood_insight\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blood_honey\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":19,\"heal_gained\":7,\"hp_after\":35,\"hp_before\":28,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"field_dressing\",\"feat_name\":\"战地包扎\",\"hp_after\":35,\"hp_before\":35,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}}],\"rounds\":79,\"route\":\"min\",\"seal_hit\":263,\"seal_hit_gain\":1207,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":278,\"seed\":73020,\"shop_buys\":7,\"shop_gp_seq\":[43,60],\"shop_mode\":\"pool\",\"stopped_at\":3,\"taken\":131,\"visited_count\":22,\"wallet_count\":25}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":16,\"choices\":18,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,31,31,31,31,31,31,36,36,36,36,36],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":141,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#73021\",\"1#73021\",\"1#73021\",\"1#73021\",\"1#73021\",\"1#73021\",\"1#73021\",\"2#73021\",\"2#73021\",\"2#73021\",\"2#73021\",\"2#73021\",\"2#73021\",\"2#73021\",\"2#73021\",\"2#73021\",\"2#73021\",\"3#73021\",\"3#73021\",\"3#73021\",\"3#73021\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"pool_stock\":{\"ap\":3,\"armor\":20,\"attack\":21,\"feat_ticket\":0,\"heal\":3,\"max_hp\":20},\"refreshes\":2,\"relics\":[\"skip_mining\",\"venom_edge\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":5,\"candidates\":[{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"seal_stake\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"skip_mining\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":24,\"heal_gained\":1,\"hp_after\":31,\"hp_before\":30,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"skip_mining\",\"feat_name\":\"跳格采掘\",\"hp_after\":31,\"hp_before\":31,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":10,\"candidates\":[{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"frontier_miner\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"venom_edge\",\"kind\":\"relic\",\"tier\":\"rare\"}],\"gp\":40,\"heal_gained\":6,\"hp_after\":36,\"hp_before\":30,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"venom_edge\",\"feat_name\":\"淬毒刃纹\",\"hp_after\":36,\"hp_before\":36,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"rare\",\"value\":0}}],\"rounds\":83,\"route\":\"min\",\"seal_hit\":291,\"seal_hit_gain\":2396,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":316,\"seed\":73021,\"shop_buys\":6,\"shop_gp_seq\":[22,79],\"shop_mode\":\"pool\",\"stopped_at\":3,\"taken\":141,\"visited_count\":21,\"wallet_count\":23}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":19,\"choices\":21,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,31,31,31,31,31,31,41,41,41,41,41,41,41,41],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":141,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#73022\",\"1#73022\",\"1#73022\",\"1#73022\",\"1#73022\",\"1#73022\",\"1#73022\",\"2#73022\",\"2#73022\",\"2#73022\",\"2#73022\",\"2#73022\",\"2#73022\",\"2#73022\",\"2#73022\",\"2#73022\",\"2#73022\",\"3#73022\",\"3#73022\",\"3#73022\",\"3#73022\",\"3#73022\",\"3#73022\",\"3#73022\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"pool_stock\":{\"ap\":3,\"armor\":19,\"attack\":22,\"feat_ticket\":0,\"heal\":3,\"max_hp\":20},\"refreshes\":2,\"relics\":[\"breaker_strike\",\"trap_instinct\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":5,\"candidates\":[{\"feat_id\":\"blood_insight\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"breaker_strike\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"last_drop\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":23,\"heal_gained\":6,\"hp_after\":23,\"hp_before\":17,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"breaker_strike\",\"feat_name\":\"破封一击\",\"hp_after\":23,\"hp_before\":23,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":15,\"candidates\":[{\"feat_id\":\"trap_instinct\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"blood_insight\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blast_accounting\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":26,\"heal_gained\":8,\"hp_after\":39,\"hp_before\":31,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"trap_instinct\",\"feat_name\":\"陷阱本能\",\"hp_after\":39,\"hp_before\":39,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":101,\"route\":\"min\",\"seal_hit\":359,\"seal_hit_gain\":1765,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":374,\"seed\":73022,\"shop_buys\":6,\"shop_gp_seq\":[17,63],\"shop_mode\":\"pool\",\"stopped_at\":3,\"taken\":141,\"visited_count\":24,\"wallet_count\":26}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":19,\"choices\":21,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,26,26,26,26,26,26,36,36,36,36,36,36,36,36],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":152,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#73023\",\"1#73023\",\"1#73023\",\"1#73023\",\"1#73023\",\"1#73023\",\"1#73023\",\"2#73023\",\"2#73023\",\"2#73023\",\"2#73023\",\"2#73023\",\"2#73023\",\"2#73023\",\"2#73023\",\"2#73023\",\"2#73023\",\"3#73023\",\"3#73023\",\"3#73023\",\"3#73023\",\"3#73023\",\"3#73023\",\"3#73023\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"pool_stock\":{\"ap\":3,\"armor\":20,\"attack\":19,\"feat_ticket\":0,\"heal\":3,\"max_hp\":21},\"refreshes\":0,\"relics\":[\"map_exchange\",\"perfect_insurance\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":0,\"candidates\":[{\"feat_id\":\"seal_stake\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blood_insight\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"map_exchange\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":21,\"heal_gained\":5,\"hp_after\":21,\"hp_before\":16,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"map_exchange\",\"feat_name\":\"弃图兑换\",\"hp_after\":21,\"hp_before\":21,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":10,\"candidates\":[{\"feat_id\":\"seal_echo\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"perfect_insurance\",\"kind\":\"relic\",\"tier\":\"rare\"},{\"feat_id\":\"blood_insight\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":29,\"heal_gained\":7,\"hp_after\":35,\"hp_before\":28,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"perfect_insurance\",\"feat_name\":\"完美保险\",\"hp_after\":35,\"hp_before\":35,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"rare\",\"value\":0}}],\"rounds\":87,\"route\":\"min\",\"seal_hit\":285,\"seal_hit_gain\":1841,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":308,\"seed\":73023,\"shop_buys\":7,\"shop_gp_seq\":[30,71],\"shop_mode\":\"pool\",\"stopped_at\":3,\"taken\":152,\"visited_count\":24,\"wallet_count\":27}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":16,\"choices\":19,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,36,36,36,36,36,46,46,46,46,46,46],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":100,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#73024\",\"1#73024\",\"1#73024\",\"1#73024\",\"1#73024\",\"1#73024\",\"1#73024\",\"2#73024\",\"2#73024\",\"2#73024\",\"2#73024\",\"2#73024\",\"2#73024\",\"2#73024\",\"2#73024\",\"2#73024\",\"2#73024\",\"3#73024\",\"3#73024\",\"3#73024\",\"3#73024\",\"3#73024\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"pool_stock\":{\"ap\":3,\"armor\":21,\"attack\":20,\"feat_ticket\":0,\"heal\":3,\"max_hp\":19},\"refreshes\":2,\"relics\":[\"blood_honey\",\"seal_burst\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":10,\"candidates\":[{\"feat_id\":\"blood_honey\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"frontier_miner\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"twin_pick\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":9,\"heal_gained\":7,\"hp_after\":36,\"hp_before\":29,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"blood_honey\",\"feat_name\":\"血蜜\",\"hp_after\":36,\"hp_before\":36,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":20,\"candidates\":[{\"feat_id\":\"seal_stake\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"seal_burst\",\"kind\":\"relic\",\"tier\":\"rare\"}],\"gp\":11,\"heal_gained\":9,\"hp_after\":32,\"hp_before\":23,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"seal_burst\",\"feat_name\":\"封印爆裂\",\"hp_after\":32,\"hp_before\":32,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"rare\",\"value\":0}}],\"rounds\":65,\"route\":\"min\",\"seal_hit\":218,\"seal_hit_gain\":416,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":241,\"seed\":73024,\"shop_buys\":7,\"shop_gp_seq\":[25,55],\"shop_mode\":\"pool\",\"stopped_at\":3,\"taken\":100,\"visited_count\":22,\"wallet_count\":24}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":19,\"choices\":28,\"cleared\":true,\"encounter_max_hp_seq\":[26,26,26,26,26,36,36,36,36,36,36,41,41,41,41,41,41,41,51],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":157,\"hp_pct\":0,\"keystone_total\":9,\"level_maps\":[\"1#73025\",\"1#73025\",\"1#73025\",\"1#73025\",\"1#73025\",\"1#73025\",\"1#73025\",\"2#73025\",\"2#73025\",\"2#73025\",\"2#73025\",\"2#73025\",\"2#73025\",\"2#73025\",\"2#73025\",\"2#73025\",\"2#73025\",\"3#73025\",\"3#73025\",\"3#73025\",\"3#73025\",\"3#73025\",\"3#73025\",\"3#73025\",\"3#73025\",\"3#73025\",\"3#73025\",\"3#73025\",\"3#73025\",\"3#73025\",\"3#73025\"],\"levels_cleared\":3,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"pool_stock\":{\"ap\":3,\"armor\":19,\"attack\":19,\"feat_ticket\":0,\"heal\":3,\"max_hp\":17},\"refreshes\":3,\"relics\":[\"last_stand\",\"seal_stake\"],\"result\":\"completed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":10,\"candidates\":[{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"last_stand\",\"kind\":\"relic\",\"tier\":\"rare\"},{\"feat_id\":\"blood_insight\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":26,\"heal_gained\":7,\"hp_after\":30,\"hp_before\":23,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"last_stand\",\"feat_name\":\"背水\",\"hp_after\":30,\"hp_before\":30,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"rare\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":15,\"candidates\":[{\"feat_id\":\"seal_stake\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blood_honey\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":44,\"heal_gained\":8,\"hp_after\":38,\"hp_before\":30,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"seal_stake\",\"feat_name\":\"封印桩\",\"hp_after\":38,\"hp_before\":38,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}}],\"rounds\":118,\"route\":\"min\",\"seal_hit\":367,\"seal_hit_gain\":1643,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":385,\"seed\":73025,\"shop_buys\":12,\"shop_gp_seq\":[33,72,116],\"shop_mode\":\"pool\",\"stopped_at\":0,\"taken\":157,\"visited_count\":31,\"wallet_count\":32}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":15,\"choices\":17,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,36,36,36,36,36,36,36,36,36,36],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":140,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#73026\",\"1#73026\",\"1#73026\",\"1#73026\",\"1#73026\",\"1#73026\",\"1#73026\",\"2#73026\",\"2#73026\",\"2#73026\",\"2#73026\",\"2#73026\",\"2#73026\",\"2#73026\",\"2#73026\",\"2#73026\",\"2#73026\",\"3#73026\",\"3#73026\",\"3#73026\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"pool_stock\":{\"ap\":3,\"armor\":19,\"attack\":21,\"feat_ticket\":0,\"heal\":3,\"max_hp\":20},\"refreshes\":1,\"relics\":[\"geologist\",\"seal_echo\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":10,\"candidates\":[{\"feat_id\":\"geologist\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"frontier_miner\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":19,\"heal_gained\":7,\"hp_after\":31,\"hp_before\":24,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"geologist\",\"feat_name\":\"地质学家\",\"hp_after\":31,\"hp_before\":31,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":10,\"candidates\":[{\"feat_id\":\"seal_echo\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"trap_instinct\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":29,\"heal_gained\":7,\"hp_after\":23,\"hp_before\":16,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"seal_echo\",\"feat_name\":\"封印回响\",\"hp_after\":23,\"hp_before\":23,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":81,\"route\":\"min\",\"seal_hit\":267,\"seal_hit_gain\":1267,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":280,\"seed\":73026,\"shop_buys\":7,\"shop_gp_seq\":[29,72],\"shop_mode\":\"pool\",\"stopped_at\":3,\"taken\":140,\"visited_count\":20,\"wallet_count\":23}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":15,\"choices\":18,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,26,26,26,26,26,36,36,36,36,36],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":126,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#73027\",\"1#73027\",\"1#73027\",\"1#73027\",\"1#73027\",\"1#73027\",\"1#73027\",\"2#73027\",\"2#73027\",\"2#73027\",\"2#73027\",\"2#73027\",\"2#73027\",\"2#73027\",\"2#73027\",\"2#73027\",\"2#73027\",\"3#73027\",\"3#73027\",\"3#73027\",\"3#73027\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"pool_stock\":{\"ap\":3,\"armor\":19,\"attack\":22,\"feat_ticket\":0,\"heal\":3,\"max_hp\":20},\"refreshes\":2,\"relics\":[\"last_drop\",\"executioner\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":0,\"candidates\":[{\"feat_id\":\"last_drop\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"market_close\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blast_accounting\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":12,\"heal_gained\":1,\"hp_after\":26,\"hp_before\":25,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"last_drop\",\"feat_name\":\"一滴不剩\",\"hp_after\":26,\"hp_before\":26,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":10,\"candidates\":[{\"feat_id\":\"geologist\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"executioner\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":60,\"heal_gained\":7,\"hp_after\":33,\"hp_before\":26,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"executioner\",\"feat_name\":\"处刑台\",\"hp_after\":33,\"hp_before\":33,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":78,\"route\":\"min\",\"seal_hit\":276,\"seal_hit_gain\":954,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":289,\"seed\":73027,\"shop_buys\":6,\"shop_gp_seq\":[18,82],\"shop_mode\":\"pool\",\"stopped_at\":3,\"taken\":126,\"visited_count\":21,\"wallet_count\":22}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":15,\"choices\":17,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,31,31,31,31,31,31,31,31,31,31],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":127,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#73028\",\"1#73028\",\"1#73028\",\"1#73028\",\"1#73028\",\"1#73028\",\"1#73028\",\"2#73028\",\"2#73028\",\"2#73028\",\"2#73028\",\"2#73028\",\"2#73028\",\"2#73028\",\"2#73028\",\"2#73028\",\"2#73028\",\"3#73028\",\"3#73028\",\"3#73028\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"pool_stock\":{\"ap\":3,\"armor\":18,\"attack\":21,\"feat_ticket\":0,\"heal\":3,\"max_hp\":21},\"refreshes\":0,\"relics\":[\"geologist\",\"market_close\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":5,\"candidates\":[{\"feat_id\":\"geologist\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"execution_scholar\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"seal_stake\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":17,\"heal_gained\":5,\"hp_after\":31,\"hp_before\":26,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"geologist\",\"feat_name\":\"地质学家\",\"hp_after\":31,\"hp_before\":31,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":5,\"candidates\":[{\"feat_id\":\"market_close\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"frontier_miner\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":30,\"heal_gained\":6,\"hp_after\":28,\"hp_before\":22,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"market_close\",\"feat_name\":\"收盘\",\"hp_after\":28,\"hp_before\":28,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}}],\"rounds\":87,\"route\":\"min\",\"seal_hit\":225,\"seal_hit_gain\":1838,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":244,\"seed\":73028,\"shop_buys\":7,\"shop_gp_seq\":[27,67],\"shop_mode\":\"pool\",\"stopped_at\":3,\"taken\":127,\"visited_count\":20,\"wallet_count\":23}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":15,\"choices\":17,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,31,31,31,31,31,31,31,31,31,31],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":107,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#73029\",\"1#73029\",\"1#73029\",\"1#73029\",\"1#73029\",\"1#73029\",\"1#73029\",\"2#73029\",\"2#73029\",\"2#73029\",\"2#73029\",\"2#73029\",\"2#73029\",\"2#73029\",\"2#73029\",\"2#73029\",\"2#73029\",\"3#73029\",\"3#73029\",\"3#73029\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"pool_stock\":{\"ap\":3,\"armor\":18,\"attack\":21,\"feat_ticket\":0,\"heal\":3,\"max_hp\":21},\"refreshes\":1,\"relics\":[\"breaker_strike\",\"stone_skin\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":5,\"candidates\":[{\"feat_id\":\"breaker_strike\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"seal_stake\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"twin_pick\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":28,\"heal_gained\":6,\"hp_after\":12,\"hp_before\":6,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"breaker_strike\",\"feat_name\":\"破封一击\",\"hp_after\":12,\"hp_before\":12,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":5,\"candidates\":[{\"feat_id\":\"stone_skin\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"execution_scholar\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blood_honey\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":16,\"heal_gained\":6,\"hp_after\":25,\"hp_before\":19,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"stone_skin\",\"feat_name\":\"石肤\",\"hp_after\":25,\"hp_before\":25,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":66,\"route\":\"min\",\"seal_hit\":233,\"seal_hit_gain\":1341,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":248,\"seed\":73029,\"shop_buys\":7,\"shop_gp_seq\":[40,58],\"shop_mode\":\"pool\",\"stopped_at\":3,\"taken\":107,\"visited_count\":20,\"wallet_count\":23}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":16,\"choices\":18,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,31,31,31,31,31,31,51,51,51,51,51],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":156,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#73030\",\"1#73030\",\"1#73030\",\"1#73030\",\"1#73030\",\"1#73030\",\"1#73030\",\"2#73030\",\"2#73030\",\"2#73030\",\"2#73030\",\"2#73030\",\"2#73030\",\"2#73030\",\"2#73030\",\"2#73030\",\"2#73030\",\"3#73030\",\"3#73030\",\"3#73030\",\"3#73030\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"pool_stock\":{\"ap\":3,\"armor\":20,\"attack\":23,\"feat_ticket\":0,\"heal\":3,\"max_hp\":17},\"refreshes\":2,\"relics\":[\"blood_insight\",\"seal_smith\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":5,\"candidates\":[{\"feat_id\":\"blood_insight\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blood_honey\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"market_close\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":37,\"heal_gained\":6,\"hp_after\":19,\"hp_before\":13,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"blood_insight\",\"feat_name\":\"见血开窍\",\"hp_after\":19,\"hp_before\":19,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":25,\"candidates\":[{\"feat_id\":\"frontier_miner\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"seal_smith\",\"kind\":\"relic\",\"tier\":\"rare\"},{\"feat_id\":\"blast_accounting\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":57,\"heal_gained\":10,\"hp_after\":39,\"hp_before\":29,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"seal_smith\",\"feat_name\":\"封印匠\",\"hp_after\":39,\"hp_before\":39,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"rare\",\"value\":0}}],\"rounds\":93,\"route\":\"min\",\"seal_hit\":300,\"seal_hit_gain\":1749,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":313,\"seed\":73030,\"shop_buys\":7,\"shop_gp_seq\":[38,89],\"shop_mode\":\"pool\",\"stopped_at\":3,\"taken\":156,\"visited_count\":21,\"wallet_count\":24}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":15,\"choices\":18,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,31,31,31,31,31,41,41,41,41,41],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":138,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#73031\",\"1#73031\",\"1#73031\",\"1#73031\",\"1#73031\",\"1#73031\",\"1#73031\",\"2#73031\",\"2#73031\",\"2#73031\",\"2#73031\",\"2#73031\",\"2#73031\",\"2#73031\",\"2#73031\",\"2#73031\",\"2#73031\",\"3#73031\",\"3#73031\",\"3#73031\",\"3#73031\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"pool_stock\":{\"ap\":3,\"armor\":19,\"attack\":23,\"feat_ticket\":0,\"heal\":3,\"max_hp\":19},\"refreshes\":1,\"relics\":[\"perfect_insurance\",\"market_close\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":5,\"candidates\":[{\"feat_id\":\"perfect_insurance\",\"kind\":\"relic\",\"tier\":\"rare\"},{\"feat_id\":\"blood_honey\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"executioner\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":31,\"heal_gained\":6,\"hp_after\":31,\"hp_before\":25,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"perfect_insurance\",\"feat_name\":\"完美保险\",\"hp_after\":31,\"hp_before\":31,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"rare\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":15,\"candidates\":[{\"feat_id\":\"market_close\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blood_insight\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blast_accounting\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":38,\"heal_gained\":8,\"hp_after\":34,\"hp_before\":26,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"market_close\",\"feat_name\":\"收盘\",\"hp_after\":34,\"hp_before\":34,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}}],\"rounds\":85,\"route\":\"min\",\"seal_hit\":281,\"seal_hit_gain\":635,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":295,\"seed\":73031,\"shop_buys\":6,\"shop_gp_seq\":[21,66],\"shop_mode\":\"pool\",\"stopped_at\":3,\"taken\":138,\"visited_count\":21,\"wallet_count\":22}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":17,\"choices\":19,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,31,31,31,31,31,31,36,36,36,36,36,36],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":124,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#73032\",\"1#73032\",\"1#73032\",\"1#73032\",\"1#73032\",\"1#73032\",\"1#73032\",\"2#73032\",\"2#73032\",\"2#73032\",\"2#73032\",\"2#73032\",\"2#73032\",\"2#73032\",\"2#73032\",\"2#73032\",\"2#73032\",\"3#73032\",\"3#73032\",\"3#73032\",\"3#73032\",\"3#73032\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"pool_stock\":{\"ap\":3,\"armor\":19,\"attack\":21,\"feat_ticket\":0,\"heal\":3,\"max_hp\":20},\"refreshes\":0,\"relics\":[\"execution_scholar\",\"venom_edge\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":5,\"candidates\":[{\"feat_id\":\"execution_scholar\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"market_close\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blood_honey\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":21,\"heal_gained\":6,\"hp_after\":23,\"hp_before\":17,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"execution_scholar\",\"feat_name\":\"斩首学者\",\"hp_after\":23,\"hp_before\":23,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":10,\"candidates\":[{\"feat_id\":\"frontier_miner\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blood_insight\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"venom_edge\",\"kind\":\"relic\",\"tier\":\"rare\"}],\"gp\":49,\"heal_gained\":7,\"hp_after\":31,\"hp_before\":24,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"venom_edge\",\"feat_name\":\"淬毒刃纹\",\"hp_after\":31,\"hp_before\":31,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"rare\",\"value\":0}}],\"rounds\":82,\"route\":\"min\",\"seal_hit\":284,\"seal_hit_gain\":931,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":309,\"seed\":73032,\"shop_buys\":7,\"shop_gp_seq\":[28,90],\"shop_mode\":\"pool\",\"stopped_at\":3,\"taken\":124,\"visited_count\":22,\"wallet_count\":25}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":19,\"choices\":23,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,41,41,41,41,41,41,41,41,41,41,41,41,41,41],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":164,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#73033\",\"1#73033\",\"1#73033\",\"1#73033\",\"1#73033\",\"1#73033\",\"1#73033\",\"2#73033\",\"2#73033\",\"2#73033\",\"2#73033\",\"2#73033\",\"2#73033\",\"2#73033\",\"2#73033\",\"2#73033\",\"2#73033\",\"3#73033\",\"3#73033\",\"3#73033\",\"3#73033\",\"3#73033\",\"3#73033\",\"3#73033\",\"3#73033\",\"3#73033\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"pool_stock\":{\"ap\":3,\"armor\":18,\"attack\":22,\"feat_ticket\":0,\"heal\":3,\"max_hp\":20},\"refreshes\":1,\"relics\":[\"blood_insight\",\"last_drop\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":15,\"candidates\":[{\"feat_id\":\"blood_insight\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"geologist\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blast_accounting\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":24,\"heal_gained\":8,\"hp_after\":28,\"hp_before\":20,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"blood_insight\",\"feat_name\":\"见血开窍\",\"hp_after\":28,\"hp_before\":28,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":15,\"candidates\":[{\"feat_id\":\"last_drop\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"market_close\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blood_honey\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":30,\"heal_gained\":1,\"hp_after\":41,\"hp_before\":40,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"last_drop\",\"feat_name\":\"一滴不剩\",\"hp_after\":41,\"hp_before\":41,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}}],\"rounds\":99,\"route\":\"min\",\"seal_hit\":336,\"seal_hit_gain\":1256,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":352,\"seed\":73033,\"shop_buys\":7,\"shop_gp_seq\":[35,66],\"shop_mode\":\"pool\",\"stopped_at\":3,\"taken\":164,\"visited_count\":26,\"wallet_count\":27}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":17,\"choices\":20,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,36,36,36,36,36,36,36,36,36,36,36,36],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":142,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#73034\",\"1#73034\",\"1#73034\",\"1#73034\",\"1#73034\",\"1#73034\",\"1#73034\",\"2#73034\",\"2#73034\",\"2#73034\",\"2#73034\",\"2#73034\",\"2#73034\",\"2#73034\",\"2#73034\",\"2#73034\",\"2#73034\",\"3#73034\",\"3#73034\",\"3#73034\",\"3#73034\",\"3#73034\",\"3#73034\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"pool_stock\":{\"ap\":3,\"armor\":18,\"attack\":21,\"feat_ticket\":0,\"heal\":3,\"max_hp\":21},\"refreshes\":1,\"relics\":[\"last_drop\",\"field_dressing\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":10,\"candidates\":[{\"feat_id\":\"last_drop\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"frontier_miner\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":30,\"heal_gained\":7,\"hp_after\":31,\"hp_before\":24,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"last_drop\",\"feat_name\":\"一滴不剩\",\"hp_after\":31,\"hp_before\":31,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":10,\"candidates\":[{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blood_insight\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"market_close\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":38,\"heal_gained\":2,\"hp_after\":36,\"hp_before\":34,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"field_dressing\",\"feat_name\":\"战地包扎\",\"hp_after\":36,\"hp_before\":36,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}}],\"rounds\":83,\"route\":\"min\",\"seal_hit\":286,\"seal_hit_gain\":1785,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":302,\"seed\":73034,\"shop_buys\":7,\"shop_gp_seq\":[38,75],\"shop_mode\":\"pool\",\"stopped_at\":3,\"taken\":142,\"visited_count\":23,\"wallet_count\":25}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":17,\"choices\":21,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,31,31,31,31,31,31,31,31,31,31,31,31],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":124,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#73035\",\"1#73035\",\"1#73035\",\"1#73035\",\"1#73035\",\"1#73035\",\"1#73035\",\"2#73035\",\"2#73035\",\"2#73035\",\"2#73035\",\"2#73035\",\"2#73035\",\"2#73035\",\"2#73035\",\"2#73035\",\"2#73035\",\"3#73035\",\"3#73035\",\"3#73035\",\"3#73035\",\"3#73035\",\"3#73035\",\"3#73035\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"pool_stock\":{\"ap\":3,\"armor\":21,\"attack\":18,\"feat_ticket\":0,\"heal\":3,\"max_hp\":21},\"refreshes\":0,\"relics\":[\"hard_hat\",\"blast_accounting\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":5,\"candidates\":[{\"feat_id\":\"geologist\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"hard_hat\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"seal_stake\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":17,\"heal_gained\":6,\"hp_after\":20,\"hp_before\":14,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"hard_hat\",\"feat_name\":\"安全帽\",\"hp_after\":20,\"hp_before\":20,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":5,\"candidates\":[{\"feat_id\":\"blast_accounting\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"geologist\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blood_honey\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":17,\"heal_gained\":6,\"hp_after\":30,\"hp_before\":24,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"blast_accounting\",\"feat_name\":\"爆破会计\",\"hp_after\":30,\"hp_before\":30,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}}],\"rounds\":80,\"route\":\"min\",\"seal_hit\":273,\"seal_hit_gain\":304,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":284,\"seed\":73035,\"shop_buys\":7,\"shop_gp_seq\":[34,56],\"shop_mode\":\"pool\",\"stopped_at\":3,\"taken\":124,\"visited_count\":24,\"wallet_count\":25}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":18,\"choices\":28,\"cleared\":true,\"encounter_max_hp_seq\":[26,26,26,26,26,36,36,36,36,36,36,51,51,51,51,51,51,56],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":131,\"hp_pct\":0,\"keystone_total\":9,\"level_maps\":[\"1#73036\",\"1#73036\",\"1#73036\",\"1#73036\",\"1#73036\",\"1#73036\",\"1#73036\",\"2#73036\",\"2#73036\",\"2#73036\",\"2#73036\",\"2#73036\",\"2#73036\",\"2#73036\",\"2#73036\",\"2#73036\",\"2#73036\",\"3#73036\",\"3#73036\",\"3#73036\",\"3#73036\",\"3#73036\",\"3#73036\",\"3#73036\",\"3#73036\",\"3#73036\",\"3#73036\",\"3#73036\",\"3#73036\",\"3#73036\",\"3#73036\"],\"levels_cleared\":3,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"pool_stock\":{\"ap\":3,\"armor\":19,\"attack\":19,\"feat_ticket\":0,\"heal\":3,\"max_hp\":17},\"refreshes\":0,\"relics\":[\"frontier_miner\",\"blood_honey\"],\"result\":\"completed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":10,\"candidates\":[{\"feat_id\":\"frontier_miner\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"last_drop\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"execution_scholar\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":17,\"heal_gained\":7,\"hp_after\":35,\"hp_before\":28,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"frontier_miner\",\"feat_name\":\"边陲矿工\",\"hp_after\":35,\"hp_before\":35,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":25,\"candidates\":[{\"feat_id\":\"blood_honey\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"twin_pick\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":26,\"heal_gained\":10,\"hp_after\":38,\"hp_before\":28,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"blood_honey\",\"feat_name\":\"血蜜\",\"hp_after\":38,\"hp_before\":38,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}}],\"rounds\":93,\"route\":\"min\",\"seal_hit\":302,\"seal_hit_gain\":720,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":328,\"seed\":73036,\"shop_buys\":12,\"shop_gp_seq\":[26,106,76],\"shop_mode\":\"pool\",\"stopped_at\":0,\"taken\":131,\"visited_count\":31,\"wallet_count\":31}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":16,\"choices\":18,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,26,26,26,26,26,26,26,26,26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":108,\"hp_pct\":0,\"keystone_total\":6,\"level_maps\":[\"1#73037\",\"1#73037\",\"1#73037\",\"1#73037\",\"1#73037\",\"1#73037\",\"1#73037\",\"2#73037\",\"2#73037\",\"2#73037\",\"2#73037\",\"2#73037\",\"2#73037\",\"2#73037\",\"2#73037\",\"2#73037\",\"2#73037\",\"3#73037\",\"3#73037\",\"3#73037\",\"3#73037\"],\"levels_cleared\":2,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"pool_stock\":{\"ap\":3,\"armor\":17,\"attack\":21,\"feat_ticket\":0,\"heal\":3,\"max_hp\":22},\"refreshes\":1,\"relics\":[\"blood_honey\",\"stone_skin\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":0,\"candidates\":[{\"feat_id\":\"blood_honey\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blast_accounting\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":14,\"heal_gained\":5,\"hp_after\":19,\"hp_before\":14,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"blood_honey\",\"feat_name\":\"血蜜\",\"hp_after\":19,\"hp_before\":19,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":0,\"candidates\":[{\"feat_id\":\"execution_scholar\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"stone_skin\",\"kind\":\"relic\",\"tier\":\"excellent\"}],\"gp\":51,\"heal_gained\":5,\"hp_after\":21,\"hp_before\":16,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"stone_skin\",\"feat_name\":\"石肤\",\"hp_after\":21,\"hp_before\":21,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":78,\"route\":\"min\",\"seal_hit\":250,\"seal_hit_gain\":1410,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":265,\"seed\":73037,\"shop_buys\":7,\"shop_gp_seq\":[27,73],\"shop_mode\":\"pool\",\"stopped_at\":3,\"taken\":108,\"visited_count\":21,\"wallet_count\":24}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":20,\"choices\":28,\"cleared\":true,\"encounter_max_hp_seq\":[26,26,26,26,26,26,26,26,26,26,26,41,41,41,41,41,41,41,41,41],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":177,\"hp_pct\":0,\"keystone_total\":9,\"level_maps\":[\"1#73038\",\"1#73038\",\"1#73038\",\"1#73038\",\"1#73038\",\"1#73038\",\"1#73038\",\"2#73038\",\"2#73038\",\"2#73038\",\"2#73038\",\"2#73038\",\"2#73038\",\"2#73038\",\"2#73038\",\"2#73038\",\"2#73038\",\"3#73038\",\"3#73038\",\"3#73038\",\"3#73038\",\"3#73038\",\"3#73038\",\"3#73038\",\"3#73038\",\"3#73038\",\"3#73038\",\"3#73038\",\"3#73038\",\"3#73038\",\"3#73038\"],\"levels_cleared\":3,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"pool_stock\":{\"ap\":3,\"armor\":19,\"attack\":18,\"feat_ticket\":0,\"heal\":3,\"max_hp\":19},\"refreshes\":2,\"relics\":[\"trap_burst\",\"field_dressing\"],\"result\":\"completed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":0,\"candidates\":[{\"feat_id\":\"trap_instinct\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"seal_echo\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"trap_burst\",\"kind\":\"relic\",\"tier\":\"rare\"}],\"gp\":27,\"heal_gained\":5,\"hp_after\":25,\"hp_before\":20,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"trap_burst\",\"feat_name\":\"陷阱爆发\",\"hp_after\":25,\"hp_before\":25,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"rare\",\"value\":0}},{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":15,\"candidates\":[{\"feat_id\":\"field_dressing\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blood_honey\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"warning_beacon\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":32,\"heal_gained\":8,\"hp_after\":37,\"hp_before\":29,\"keystone_gained\":3,\"keystone_total\":6,\"level_index\":2}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"field_dressing\",\"feat_name\":\"战地包扎\",\"hp_after\":37,\"hp_before\":37,\"level_index\":2,\"picked\":\"relic\",\"tier\":\"common\",\"value\":0}}],\"rounds\":111,\"route\":\"min\",\"seal_hit\":364,\"seal_hit_gain\":1711,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":388,\"seed\":73038,\"shop_buys\":11,\"shop_gp_seq\":[26,70,106],\"shop_mode\":\"pool\",\"stopped_at\":0,\"taken\":177,\"visited_count\":31,\"wallet_count\":32}",
"RUNSUM {\"atk_pct\":0,\"attune\":\"off\",\"battles\":9,\"choices\":8,\"cleared\":false,\"encounter_max_hp_seq\":[26,26,26,26,26,26,26,26,26],\"equipped\":[],\"feat_mode\":\"off\",\"hero_dmg\":58,\"hp_pct\":0,\"keystone_total\":3,\"level_maps\":[\"1#73039\",\"1#73039\",\"1#73039\",\"1#73039\",\"1#73039\",\"1#73039\",\"1#73039\",\"2#73039\",\"2#73039\",\"2#73039\"],\"levels_cleared\":1,\"mine_dmg\":0,\"mine_hits\":0,\"policy\":\"perfect\",\"pool_stock\":{\"ap\":3,\"armor\":20,\"attack\":23,\"feat_ticket\":0,\"heal\":3,\"max_hp\":22},\"refreshes\":0,\"relics\":[\"breaker_strike\"],\"result\":\"failed\",\"reward_events\":[{\"curio_pick\":{\"aux_cleared\":0,\"bonus_max_hp\":0,\"candidates\":[{\"feat_id\":\"breaker_strike\",\"kind\":\"relic\",\"tier\":\"excellent\"},{\"feat_id\":\"last_drop\",\"kind\":\"relic\",\"tier\":\"common\"},{\"feat_id\":\"blast_accounting\",\"kind\":\"relic\",\"tier\":\"common\"}],\"gp\":21,\"heal_gained\":5,\"hp_after\":21,\"hp_before\":16,\"keystone_gained\":3,\"keystone_total\":3,\"level_index\":1}},{\"curio_resolved\":{\"feat_archetype\":\"\",\"feat_id\":\"breaker_strike\",\"feat_name\":\"破封一击\",\"hp_after\":21,\"hp_before\":21,\"level_index\":1,\"picked\":\"relic\",\"tier\":\"excellent\",\"value\":0}}],\"rounds\":43,\"route\":\"min\",\"seal_hit\":139,\"seal_hit_gain\":2048,\"seal_miss\":0,\"seal_miss_penalty\":0,\"seal_placed\":149,\"seed\":73039,\"shop_buys\":2,\"shop_gp_seq\":[23],\"shop_mode\":\"pool\",\"stopped_at\":2,\"taken\":58,\"visited_count\":10,\"wallet_count\":12}"
],
"jsonl": {
"normal": {
"sha256": "b39d5a5a659776e6e3a25a7a1f24af4d8a98b138b2c52cec846bfd7d394364fb",
"rows": 7124
},
"perfect": {
"sha256": "c3d0d37c5f40d208fb35d323b4c7a11c4f7ebe77f9f0eaba0fc3445f00971277",
"rows": 59435
}
}
}
}
}
+79 -2
View File
@@ -4,6 +4,14 @@
# 零命中/空值=用法错 quit(2)。两个来源分开定性——开发期直跑(默认)仅供最窄确认,不产闸回执、
# 不作验收凭据;闸机关联档选跑(--only-source=gates,由 tools/run_all_gates.sh 在 02 闸传入)
# 是收口验收跑批本体,回执 scope=related。无任何选跑参数=全量态,行为与全量口径完全一致。
# 分片态:追加 `-- --shard=k --shard-count=n`(须成对,1≤k≤n,n≥2 才有意义)——把选套集
# (--only 过滤后)切成 n 片互斥子集,本进程只跑第 k 片;闸机据此多进程并行缩短 02 闸墙钟。
# 分片分配走「串行道优先」:开 RNG 事件日志会话的套件(SERIAL_PATTERNS,new_adventure 调用方)
# 全部钉第 1 片——事件日志按种子命名同文件追加(user://logs/rng_log_<seed>.jsonl),跨片并行
# 写同一文件互踩内容,断言日志纯净序的套件(cross_system_flow)必读错行。新增日志会话套件必须
# 同步登记 SERIAL_PATTERNS,漏登记=并行期日志互踩假红。空片合法(--only 小集 × 多片):空片
# 直接 quit(0) 放行,判定职责由其余片承担。各片独立退出码,由闸机聚合;片内三硬闸与
# 快速失败语义不变,逐套件日志名加 _s<k> 段防跨片覆写。
# 协议:套件清单逐条"套件 → 期望退出码";致命类独立进程(expect=1)。
# 执行形态:逐套件起独立 Godot 子进程实跑
#(OS.get_executable_path() 解析本引擎二进制——--script 模式无 autoload/全局标识符,
@@ -30,6 +38,23 @@ const SUITE_TIMEOUT_DEFAULT_SEC := 120
# 快速失败阈值(可调常量,初值 3):连续 N 个套件超时即中止整轮。
const CONSECUTIVE_TIMEOUT_ABORT := 3
# 串行道套件(路径子串匹配):开 RNG 事件日志会话(new_adventure)的调用方——事件日志按种子
# 命名同文件追加(user://logs/rng_log_<seed>.jsonl),跨分片并行写同一文件互踩;断言日志内容
# 的套件(cross_system_flow)必须读到本会话纯净追加序。分片分配时全部钉第 1 片(见头注分片态)。
# 新增日志会话套件时同步登记此处,漏登记=并行期假红。
const SERIAL_PATTERNS: Array[String] = [
"board_generator_test",
"node_map_generator_test",
"minesweeper_rules_test",
"rng_stream_boot_test",
"cross_system_flow_test",
"node_map_determinism_test",
]
# 分片态成员:0=未分片(单进程原路径);>0=第 _shard_k/_shard_n 片(_run_suite 取名用)。
var _shard_k := 0
var _shard_n := 0
func _init() -> void:
# 选跑态解析:--only=<词[,词…]>(经 -- 分隔的 user args)——对套件 res:// 路径做子串匹配;
@@ -46,6 +71,22 @@ func _init() -> void:
only_terms.append(term)
elif a == "--only-source=gates":
only_from_gates = true
elif a.begins_with("--shard="):
var sv := a.trim_prefix("--shard=").strip_edges()
if sv.is_valid_int():
_shard_k = int(sv)
elif a.begins_with("--shard-count="):
var sn := a.trim_prefix("--shard-count=").strip_edges()
if sn.is_valid_int():
_shard_n = int(sn)
if (_shard_k == 0) != (_shard_n == 0):
push_error("[run_all] --shard 与 --shard-count 必须成对出现")
quit(2)
return
if _shard_n < 0 or (_shard_n > 0 and (_shard_k < 1 or _shard_k > _shard_n)):
push_error("[run_all] 分片参数非法(须 1≤k≤n,n≥1):k=%d n=%d" % [_shard_k, _shard_n])
quit(2)
return
if has_only and only_terms.is_empty():
push_error("[run_all] --only= 空值——用法错(选跑禁把零套件当全量)")
quit(2)
@@ -64,6 +105,14 @@ func _init() -> void:
print("[run_all] GATE FILTERED RUN — 闸机关联档选跑 %d/%d 套件(--only=%s)" % [suites.size(), manifest.size(), ",".join(only_terms)])
else:
print("[run_all] FILTERED RUN — 选跑 %d/%d 套件(--only=%s)——仅供开发期最窄确认,不产闸回执、不作验收凭据" % [suites.size(), manifest.size(), ",".join(only_terms)])
var sharded := _shard_n > 1
if sharded:
suites = _shard_suites(suites, _shard_k, _shard_n)
if suites.is_empty():
print("[run_all] SHARD %d/%d — 本片零套件,空片放行(判定职责由其余片承担)" % [_shard_k, _shard_n])
quit(0)
return
print("[run_all] SHARD %d/%d — 本片 %d 套件" % [_shard_k, _shard_n, suites.size()])
print("[run_all] unit/contract suite entry — %d suites" % suites.size())
if DisplayServer.get_name() != "headless":
push_warning("[run_all] 建议以 --headless 运行(D2 冒烟协议)")
@@ -101,7 +150,10 @@ func _init() -> void:
push_error("[run_all] %d 个套件失败" % failures)
quit(1)
return
print("[run_all] all green (%d suites%s)" % [suites.size(), ",filtered" if filtered else ""])
var tag := ",filtered" if filtered else ""
if sharded:
tag += ",shard %d/%d" % [_shard_k, _shard_n]
print("[run_all] all green (%d suites%s)" % [suites.size(), tag])
quit(0)
@@ -134,6 +186,8 @@ func _suites() -> Array:
{"path": "res://tests/unit/core/level_map_type_vis_test.gd", "expect": 0}, # 信息迷雾——类型可见性(层距 N+Boss/候选豁免+单圈+N 读表+续玩同值)
{"path": "res://tests/unit/presentation/pacing_queue_test.gd", "expect": 0}, # AC⑤/T9——排空零分叉/零丢行/延迟双态
{"path": "res://tests/unit/presentation/standee_fx_sweep_test.gd", "expect": 0}, # 呈现域缺陷扫掠(d2 蓄力档/d4 庆祝句柄/d5+d8 互斥/d12 站桩按 id 解析)
{"path": "res://tests/unit/presentation/tune_sim_batch_parity_test.gd", "expect": 0}, # 测速循环批双实现对拍(帧索引/运行态/进度串/stats/报告五面——信号步进 vs await 基线)
{"path": "res://tests/unit/presentation/standee_present_values_test.gd", "expect": 0}, # 战斗一屏样张批 V5–V9(血条危险红/名字行素底不压地台/徽标 FS_HINT/护甲 PNG 绑定/素材入包)
{"path": "res://tests/unit/presentation/reward_overlay_test.gd", "expect": 0}, # 奖励节点 UI 直验(盲区补漏)
{"path": "res://tests/unit/presentation/level_map_info_fog_test.gd", "expect": 0}, # 信息迷雾——呈现显隐/Boss 豁免/详情零显示/大图拟合
{"path": "res://tests/unit/presentation/forge_workbench_test.gd", "expect": 0}, # 工作间两区六路线 UI 直验(V13 自动化前置面)
@@ -202,7 +256,8 @@ func _run_suite(suite: Dictionary, idx: int, filtered: bool = false) -> Dictiona
# 后又没有退出码读取 API,故由 cmd /V:ON 在套件退出后把 !ERRORLEVEL! 回显落盘,
# 值与阻塞式 execute 经 cmd 回传的同一。
var proj := ProjectSettings.globalize_path("res://")
var log := proj + "/tests/.gates/run_all%s_%02d.log" % ["_filter" if filtered else "", idx]
var shard_tag := "" if _shard_n == 0 else "_s%d" % _shard_k
var log := proj + "/tests/.gates/run_all%s%s_%02d.log" % ["_filter" if filtered else "", shard_tag, idx]
var codefile := log + ".code"
if FileAccess.file_exists(codefile):
DirAccess.remove_absolute(codefile) # 陈值防护:上轮临界残件不许冒充本轮退出码
@@ -292,6 +347,28 @@ func _filter_suites(manifest: Array, terms: PackedStringArray) -> Array:
return out
# 分片分配:串行道套件(SERIAL_PATTERNS 命中)全钉第 1 片;其余按片轮转(片内相对序 j%n+1)。
# 分配对每个 k 确定性、互斥且完备——各片并起来=传入全集零重复零遗漏。
func _shard_suites(suites: Array, k: int, n: int) -> Array:
var out: Array = []
var j := 0
for suite in suites:
var path: String = suite.get("path", "")
var is_serial := false
for pat in SERIAL_PATTERNS:
if path.contains(pat):
is_serial = true
break
if is_serial:
if k == 1:
out.append(suite)
else:
if j % n + 1 == k:
out.append(suite)
j += 1
return out
# 引擎二进制必须取 console 版:OS.get_executable_path() 返回的是 GUI 子系统 exe
#(Godot_v4.7.2-stable_win64.exe),它起的子进程 stdout/stderr 句柄无效——输出全丢,
# 脚本错误扫描就成了扫空气。GODOT_BIN 优先,其次按命名推导 *_console.exe。
+4 -4
View File
@@ -67,9 +67,9 @@ func _check_main_scene(main: Node) -> void:
return
var run_scope: Node = main.get("run_scope")
check(run_scope != null and run_scope.is_inside_tree(), "闲时会话 run_scope 在树")
var start_overlay: Control = main.get("_start_overlay")
var start_overlay: Control = main.get("ui").screens.start_overlay
check(start_overlay != null and start_overlay.visible, "启动态菜单可见(boot 后玩家见菜单)")
check(main.get("settings_store") != null, "系统设置存储已装配(settings_store)")
check(main.get("debug_badge") != null, "调试入口角标已装配(debug_badge)")
check(main.get("legend_overlay") != null, "图例覆盖层已装配(legend_overlay)")
check(main.get("status_panel") != null, "局内状态面板已装配(status_panel)")
check(main.get("ui").screens.debug_badge != null, "调试入口角标已装配(debug_badge)")
check(main.get("ui").modals.legend_overlay != null, "图例覆盖层已装配(legend_overlay)")
check(main.get("ui").modals.status_panel != null, "局内状态面板已装配(status_panel)")
+3 -3
View File
@@ -308,13 +308,13 @@ fi
# 可回放纯逻辑步骤流(同种子同输入逐位复现),await 会打断确定性——「模块归属」B1 行已写明
# 「禁 await——切片 88 冒烟实证」。本闸为防回归防线(2026-10-24 人工 grep 盘面干净)。
# 扫描面:B1 域文件集(与 architecture.md「模块归属」B1 行同口径)=battle_orchestrator.gd
# + battle_fx_host.gd + reward_grant.gd 两拆件 + settlement/ 五段段类 + damage_controller.gd,共 9 文件,显式清单见 S8_FILES。
# + battle_fx_host.gd + reward_grant.gd + board_installer.gd 三拆件 + settlement/ 五段段类 + damage_controller.gd,共 10 文件,显式清单见 S8_FILES。
# 执行侧字面值豁免:脚本必须带字面值才能工作;文件集与架构文档冲突时以 B1 域文件集为准。
# 判据:文件集内出现 await 关键字即红(词边界 \bawait\b,任何形态——await 信号/协程/
# get_tree());排除注释行(行首 #/##)与字符串字面量(双引号包裹段内的 await 非代码),
# 口径仿 S1/S2 的 grep 排除手法。
# 自检:清单内文件缺位(路径写错/被改名)即判红——防扫面为空静默绿。
S8_FILES="game/core/battle_orchestrator.gd game/core/battle_fx_host.gd game/core/reward_grant.gd game/core/settlement/aura_segment.gd game/core/settlement/combat_segment.gd game/core/settlement/decay_segment.gd game/core/settlement/grant_segment.gd game/core/settlement/verdict_segment.gd game/core/damage_controller.gd"
S8_FILES="game/core/battle_orchestrator.gd game/core/battle_fx_host.gd game/core/reward_grant.gd game/core/board_installer.gd game/core/settlement/aura_segment.gd game/core/settlement/combat_segment.gd game/core/settlement/decay_segment.gd game/core/settlement/grant_segment.gd game/core/settlement/verdict_segment.gd game/core/settlement/round_cycle.gd game/core/damage_controller.gd"
S8_MISS=0
for f in $S8_FILES; do
if [ ! -f "$f" ]; then
@@ -356,7 +356,7 @@ fi
# 自检:扫描面为空即判红(require_scan_face);B1 文件集与三族自家文件缺位即判红
# (文件被改名=豁免名单失效,宁可红不可静默放行)。
if require_scan_face "S7" "$DIR_CORE"; then
S7_B1_SET="game/core/battle_orchestrator.gd game/core/battle_fx_host.gd game/core/reward_grant.gd game/core/settlement/aura_segment.gd game/core/settlement/combat_segment.gd game/core/settlement/decay_segment.gd game/core/settlement/grant_segment.gd game/core/settlement/verdict_segment.gd game/core/damage_controller.gd"
S7_B1_SET="game/core/battle_orchestrator.gd game/core/battle_fx_host.gd game/core/reward_grant.gd game/core/board_installer.gd game/core/settlement/aura_segment.gd game/core/settlement/combat_segment.gd game/core/settlement/decay_segment.gd game/core/settlement/grant_segment.gd game/core/settlement/verdict_segment.gd game/core/settlement/round_cycle.gd game/core/damage_controller.gd"
S7_MISS=0
for f in $S7_B1_SET game/core/unit_container.gd game/core/status_container.gd game/core/reward_economy.gd; do
if [ ! -f "$f" ]; then
+41 -41
View File
@@ -81,20 +81,20 @@ func _smoke_scene_split() -> void:
# V1a 启动态顶层断言:boot 后自树顶向下第一个可见内容层=start_overlay(headless 可判)
#(内容层遍历——屏壳是容器不当候选:camp 壳 boot 态 vis=true 但成员恒隐,裸树遍历会误命中)
var top: Node = _topmost_visible_layer(main)
check(top == main._start_overlay,
check(top == main.ui.screens.start_overlay,
"V1a 启动态顶层可见层=start_overlay(实测顶层=%s——菜单被冒险屏盖住即红)〔装配生命批 V1〕"
% (top.name if top != null else "null"))
# V1b 语义关系:start_overlay 在冒险屏内容之上(菜单屏壳在冒险屏壳之上——装配序修复判据)
check(main._menu_screen.get_index() > main._adventure_screen.get_index(),
check(main.ui.screens.menu_screen.get_index() > main.ui.screens.adventure_screen.get_index(),
"V1b 菜单屏壳在冒险屏壳之上(start_overlay 盖住战斗内容)〔装配生命批 V1〕")
# V1c 合同树序链逐对保序(直接子层全链=屏壳/模态/全屏态/非视觉节点;宿住层树序随宿主不参与)
var chain_detail := ""
var chain_prev: Node = null
var chain_ok := true
for entry: Dictionary in main.LAYER_CONTRACT:
for entry: Dictionary in main.ui.LAYER_CONTRACT:
if entry.has("host"):
continue
var node: Node = main._layer_node(String(entry["shell"]) if entry.has("shell") else String(entry["key"]))
var node: Node = main.ui.node(String(entry["shell"]) if entry.has("shell") else String(entry["key"]))
if node == null:
chain_ok = false
chain_detail += " 缺失:%s" % String(entry["key"])
@@ -105,7 +105,7 @@ func _smoke_scene_split() -> void:
chain_prev = node
check(chain_ok, "V1c 合同树序链逐对保序(运行期树序==LAYER_CONTRACT 序;违例:%s)〔装配生命批 V1〕" % chain_detail)
# ③ 探针挂载假设句柄在座(main.X 一级路径——探针迁移面收口证明)
check(main._start_overlay == main._menu_screen.start_overlay and main.camp_overlay == main._camp_screen.camp_overlay and main.level_screen == main._adventure_screen.level_screen and main._battle_root == main._adventure_screen.battle_root and main.board_view == main._adventure_screen.board_view,
check(main.ui.screens.start_overlay == main.ui.screens.menu_screen.start_overlay and main.ui.modals.camp_overlay == main.ui.screens.camp_screen.camp_overlay and main.ui.modals.level_screen == main.ui.screens.adventure_screen.level_screen and main.ui.screens.battle_root == main.ui.screens.adventure_screen.battle_root and main.ui.battle.board_zone.board_view == main.ui.screens.adventure_screen.board_view,
"V2 组合根句柄指向屏壳成员(探针挂载假设 main.X 零迁移)")
check(main.run_scope != null and not main.run_scope.is_adventure,
"V2 闲时会话自 _ready 即在(永非 null;迭代 27 T3——gp 影子账退役无账本成员)")
@@ -116,10 +116,10 @@ func _smoke_scene_split() -> void:
# 顶层可见内容层(V1a 用——候选=合同模态/全屏态+两屏壳的 boot 内容成员;屏壳本身是容器不当候选:
# 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)
func _topmost_visible_layer(main: Node) -> Node:
var candidates: Array[Node] = [main._start_overlay, main._battle_root, main._inter_overlay,
main.legend_overlay, main.node_overlay, main.level_screen, main.curio_overlay,
main._end_overlay, main.shop_overlay, main.camp_overlay, main.settings_overlay,
main.status_panel, main.career_overlay, main.confirm_dialog, main.debug_overlay]
var candidates: Array[Node] = [main.ui.screens.start_overlay, main.ui.screens.battle_root, main.ui.screens.inter_overlay,
main.ui.modals.legend_overlay, main.ui.modals.node_overlay, main.ui.modals.level_screen, main.ui.modals.curio_overlay,
main.ui.modals.end_overlay, main.ui.modals.shop_overlay, main.ui.modals.camp_overlay, main.ui.modals.settings_overlay,
main.ui.modals.status_panel, main.ui.modals.career_overlay, main.ui.modals.confirm_dialog, main.ui.modals.debug_overlay]
var best: Node = null
var best_x := -1
var best_y := -1
@@ -167,7 +167,7 @@ func _smoke_boot_chain() -> void:
"V2b 设置已应用·减动效(UiKit.motion_scale=%s=settings_store.reduced_motion=%s)〔装配生命批 V2〕" % [
str(ui_kit.motion_scale), str(ss.reduced_motion)])
# ③ 启动态菜单可见
check(main._start_overlay.visible,
check(main.ui.screens.start_overlay.visible,
"V2c 启动态 _start_overlay.visible=true(boot 后玩家见菜单)〔装配生命批 V2〕")
# ④ 续玩钮可见态==SaveManager 断点在档态
var sm = main.get_node("/root/SaveManager")
@@ -186,22 +186,22 @@ func _smoke_boot_chain() -> void:
if FileAccess.file_exists(p):
DirAccess.remove_absolute(p)
sm.slots.attach_path("user://smoke_boot_chain.json")
check(main._menu_screen.entersavebtn != null and main._menu_screen.settingsbtn != null
and main._menu_screen.quitbtn != null,
check(main.ui.screens.menu_screen.entersavebtn != null and main.ui.screens.menu_screen.settingsbtn != null
and main.ui.screens.menu_screen.quitbtn != null,
"V2d 三钮在位·进入存档/设置/退出游戏(续玩钮族退役后主菜单操作组承接)〔卡② mn1/mn8〕")
for old_btn in ["lvbtn", "resumebtn", "campbtn", "careerbtn"]:
check(not (old_btn in main._menu_screen),
check(not (old_btn in main.ui.screens.menu_screen),
"V2d 四旧钮句柄零命中·%s(彻底撤出——禁隐藏态禁置灰态残留)〔卡② mn2〕" % old_btn)
check(_count_visible_buttons(main._start_overlay) == 3,
check(_count_visible_buttons(main.ui.screens.start_overlay) == 3,
"V2d 渲染面可见按钮计数==3(旧钮接回即红——渲染面锚,句柄缝盲区闭合)〔卡② mn1/mn2〕")
# ⑤ 闲时会话(_ready 即建、永非 null、在树)
check(main.run_scope != null and not main.run_scope.is_adventure and main.run_scope.is_inside_tree(),
"V2e run_scope 非空且为闲时会话(is_adventure=false+is_inside_tree)〔装配生命批 V2〕")
# ⑥ 调试浮窗 boot 不开+菜单角标在(菜单优先——boot 不自动开浮窗,
# 入口=开始屏右下角「调试」角标+对局中两屏角标)
check(not main.debug_overlay.visible,
check(not main.ui.modals.debug_overlay.visible,
"V2f 调试浮窗 boot 不自动开(菜单优先)〔2026-10-16 用户令〕")
check(main.debug_badge != null and not main.debug_badge.visible,
check(main.ui.screens.debug_badge != null and not main.ui.screens.debug_badge.visible,
"V2f 调试浮层角标发布态恒隐(2026-10-25 删写死行批)")
main.queue_free()
await process_frame
@@ -223,7 +223,7 @@ func _smoke_run_lifecycle() -> void:
sm.slots.attach_path("user://smoke_run_lifecycle.json")
sm.meta_state.mark_first_adventure_done()
# ---- 第一局:开局→注脏→放弃→终局出口→会话收束 ----
main.debug_overlay.seed_edit.text = "42"
main.ui.modals.debug_overlay.seed_edit.text = "42"
main._start_adventure_from_menu()
await process_frame
check(main.run_scope != null and main.run_scope.is_adventure and main.run_scope.adventure != null,
@@ -243,22 +243,22 @@ func _smoke_run_lifecycle() -> void:
break
await process_frame
check(finished.done, "V3 冒险终局到达(abandon→adventure_finished 同步链)")
check(main._end_overlay.is_open(), "V3 终局面板弹起")
check(main.ui.modals.end_overlay.is_open(), "V3 终局面板弹起")
main._on_battle_end_continue() # 终局出口(回菜单+会话收束——手工置空清单已消亡)
await process_frame
check(not main.run_scope.is_adventure and main.run_scope.adventure == null and main.run_scope.runner == null,
"V3 会话收束(新闲时会话零冒险/关卡对象)")
check(main.run_scope.hints_shown.is_empty() and not main.run_scope.boss_active and main.run_scope.last_gain_amount == 0,
"V3 局态封印/账本全复位(queue_free 物化——注入脏状态零残留)")
check(main._start_overlay.visible, "V3 回开始菜单(终局出口路径)")
check(main.ui.screens.start_overlay.visible, "V3 回开始菜单(终局出口路径)")
# ---- 第二局:放弃终局无断点残留→直进开局→全新会话 ----
check(not sm.has_breakpoint(), "V3 放弃终局清断点(无残留断点)")
main.debug_overlay.seed_edit.text = "43"
main.ui.modals.debug_overlay.seed_edit.text = "43"
main._start_adventure_from_menu()
await process_frame
check(main.run_scope.is_adventure and main.run_scope.adventure != null and main.run_scope.hints_shown.is_empty(),
"V3 第二连局全新会话(两连局零泄漏)")
check(not main._start_overlay.visible, "V3 直进入局(菜单隐)")
check(not main.ui.screens.start_overlay.visible, "V3 直进入局(菜单隐)")
main.queue_free()
await process_frame
for p in ["user://smoke_run_lifecycle.json", "user://smoke_run_lifecycle.json.tmp"]:
@@ -281,14 +281,14 @@ func _smoke_sim_guards() -> void:
# wd6:闲时态 + 模拟运行态 → 调试两层入口守卫早退(开始层不收起、无结算对象)
check(main.run_scope.settlement == null and not main.run_scope.is_adventure,
"前置:闲时会话(settlement 空 + is_adventure=false)")
main._start_overlay.visible = true
main.ui.screens.start_overlay.visible = true
main._tune_sim._running = true
main._start_debug_levels()
check(main.run_scope.settlement == null and main._start_overlay.visible,
check(main.run_scope.settlement == null and main.ui.screens.start_overlay.visible,
"模拟运行态下调试两层入口守卫早退(开始层不收起)〔wd6〕")
main._tune_sim._running = false
# wd7:真实冒险关间态(is_adventure=true、settlement==null)→ 模拟入口守卫早退
main.debug_overlay.seed_edit.text = "42"
main.ui.modals.debug_overlay.seed_edit.text = "42"
main._start_adventure_from_menu()
await process_frame
check(main.run_scope.is_adventure and main.run_scope.settlement == null,
@@ -313,8 +313,8 @@ func _face_snapshot(main: Node) -> Dictionary:
var tu = main._treasure_ui
var bo = main._bonus
var cp = main._camp_pres
var mf = main._modal_flow
var rp = main._row_pacer
var mf = main.ui.modals.flow
var rp = main.ui.screens.row_pacer
return {
"treasure_settlement": tu._settlement_get.call(),
"treasure_runner": tu._runner_get.call(),
@@ -381,13 +381,13 @@ func _stage_faces(main: Node, tag: String, adv: String, run: String, set: String
if bool(snap["mf_rows_empty"]) != bool(extra[k]):
bad += " modal_flow.rows_empty_get 应=%s" % str(extra[k])
"level_vis":
if main.level_screen.visible != bool(extra[k]):
if main.ui.modals.level_screen.visible != bool(extra[k]):
bad += " level_screen.visible 应=%s" % str(extra[k])
"end_open":
if main._end_overlay.is_open() != bool(extra[k]):
if main.ui.modals.end_overlay.is_open() != bool(extra[k]):
bad += " _end_overlay.is_open 应=%s" % str(extra[k])
"start_vis":
if main._start_overlay.visible != bool(extra[k]):
if main.ui.screens.start_overlay.visible != bool(extra[k]):
bad += " _start_overlay.visible 应=%s" % str(extra[k])
check(bad.is_empty(), "%s(引用面违例:%s)〔装配生命批 V3〕" % [tag, bad])
@@ -419,7 +419,7 @@ func _smoke_lifecycle_matrix() -> void:
if FileAccess.file_exists(p):
DirAccess.remove_absolute(p)
sm.slots.attach_path("user://smoke_lifecycle.json")
main.debug_overlay.seed_edit.text = "42"
main.ui.modals.debug_overlay.seed_edit.text = "42"
# 阶段①闲时
await _stage_faces(main, "V3a 闲时", "null", "null", "null",
{"mf_start": true, "mf_inter": false, "mf_rows_empty": true, "start_vis": true})
@@ -430,7 +430,7 @@ func _smoke_lifecycle_matrix() -> void:
await _stage_faces(main, "V3b 开局停点", "alive", "alive", "null",
{"mf_start": false, "level_vis": true})
# 阶段③地图选路→战斗中(真实选路提交 press_candidate)
main.level_screen.press_candidate(0)
main.ui.modals.level_screen.press_candidate(0)
for i in range(10):
await process_frame
await _stage_faces(main, "V3c 战斗中", "alive", "alive", "alive", {"mf_start": false})
@@ -465,9 +465,9 @@ func _smoke_lifecycle_matrix() -> void:
check(main.run_scope.settlement == null or not main.run_scope.settlement.is_battle_live(),
"V3d 活战斗驱动完毕(战斗已收场——%d 轮,finished=%s)〔装配生命批 V3〕" % [guard, str(finished.done)])
await process_frame
main._flush_row_queue()
main.ui.screens.row_pacer.flush()
for i in range(12):
if main._end_overlay.is_open():
if main.ui.modals.end_overlay.is_open():
break
await process_frame
# 分支甲:战斗胜利停点(结算后)→确认进选路→放弃→终局面
@@ -482,13 +482,13 @@ func _smoke_lifecycle_matrix() -> void:
if finished.done:
break
await process_frame
main._flush_row_queue()
main.ui.screens.row_pacer.flush()
for i in range(8):
if main._end_overlay.is_open():
if main.ui.modals.end_overlay.is_open():
break
await process_frame
# 阶段⑤终局面(败北/放弃皆达)
check(finished.done and main._end_overlay.is_open(),
check(finished.done and main.ui.modals.end_overlay.is_open(),
"V3e 终局面到达(adventure_finished+终局面板开)〔装配生命批 V3〕")
await _stage_faces(main, "V3e 终局面", "alive", "alive", "null", {"mf_start": false, "end_open": true})
# 阶段⑥回菜单收束(旧局消亡+新会话即驻+无真空窗)
@@ -515,7 +515,7 @@ func _smoke_lifecycle_matrix() -> void:
main._open_save_select()
for i in range(2):
await process_frame
var ssel_new: Button = main.save_select_overlay._new_btns.get(1)
var ssel_new: Button = main.ui.modals.save_select_overlay._new_btns.get(1)
if ssel_new == null:
check(false, "V3g 营地入口缺失(选档层新档钮驱动中断)〔装配生命批 V3〕")
continue
@@ -551,7 +551,7 @@ func _smoke_lifecycle_matrix() -> void:
DirAccess.remove_absolute(slot_p)
# 阶段⑧两连局(第二局全新会话——旧局对象不复用、脏态零残留)
var first_adv = main.run_scope.adventure
main.debug_overlay.seed_edit.text = "43"
main.ui.modals.debug_overlay.seed_edit.text = "43"
main._start_adventure_from_menu()
for i in range(6):
await process_frame
@@ -560,12 +560,12 @@ func _smoke_lifecycle_matrix() -> void:
await _stage_faces(main, "V3h 两连局·开局停点", "alive", "alive", "null", {"mf_start": false, "level_vis": true})
check(main.run_scope.adventure.abandon(), "V3h 放弃受理(第二局)〔装配生命批 V3〕")
for i in range(12):
if main._end_overlay.is_open():
if main.ui.modals.end_overlay.is_open():
break
await process_frame
main._flush_row_queue()
main.ui.screens.row_pacer.flush()
for i in range(8):
if main._end_overlay.is_open():
if main.ui.modals.end_overlay.is_open():
break
await process_frame
await _stage_faces(main, "V3h 两连局·终局面", "alive", "alive", "null", {"mf_start": false, "end_open": true})
@@ -34,9 +34,31 @@ func _init() -> void:
_smoke_pool_wiring()
_smoke_damage_types()
_smoke_attack_chain_fresh_pool()
_smoke_hero_atk_derived()
quit(Kit.finish("roll_multiplier_test"))
# ---- 主角攻击基值派生读(注册面批同代编排归约 V4——_hero_atk 快照成员退役改派生读:
# enc 携 hero_atk 键受理后经派生读供 spawn 与攻击单 base_value 两消费点;缺省回退表值——
# 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:
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)
Kit.check_quiet(s_a.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": int(_db.combat.hero.max_hp), "hero_atk": 100}),
"起战受理(override 100)〔编排归约 V4〕")
Kit.check_quiet(int(s_a._enemy_system.hero_unit().get("atk", -1)) == 100,
"主角攻击单基值==enc 携带 override(_hero_atk 派生读贯通 spawn 消费点)〔编排归约 V4〕")
var rng_b = load("res://core/rng_service.gd").new()
rng_b.set_master_seed(4242)
var s_b = load("res://core/battle_orchestrator.gd").new(_db, rng_b)
Kit.check_quiet(s_b.begin_battle({"level_index": 1, "node_depth": 0, "hero_hp": int(_db.combat.hero.max_hp)}),
"起战受理(缺省)〔编排归约 V4〕")
Kit.check_quiet(int(s_b._enemy_system.hero_unit().get("atk", -1)) == int(_db.combat.hero.atk),
"缺省主角攻击单基值==hero 表值(派生读回退面)〔编排归约 V4〕")
# ---- 敌方攻击类型轴(表列/单位快照/单据载荷/矩阵命中证词)----
# 克制矩阵命中证词 = 同种子三甲型配对实测(不是查表存在性证词):同种子下 armor_roll 流消费逐位一致、
# 阈值(hero armor_class)不变,三甲型唯一差异 = 克制点数 cdelta(normal_vs_light 0 / heavy −1 / ward +1)
@@ -83,9 +83,10 @@ func _run_battle(L: int, D: int, axes: Dictionary = {}) -> Dictionary:
var rng = load("res://core/rng_service.gd").new()
rng.set_master_seed(42)
var settlement = load("res://core/battle_orchestrator.gd").new(_db, rng)
var out := {"stream": [], "events": [], "rounds": 0, "result": "", "terminated": false}
var out := {"stream": [], "events": [], "rounds": 0, "result": "", "terminated": false, "econ_refresh_used": -1}
settlement.step_row.connect(func(row): out.stream.append(row))
settlement.battle_finished.connect(func(payload): out.result = payload.get("result", ""))
settlement.settlement_snapshot.connect(func(snap): out.econ_refresh_used = int(snap.get("economy", {}).get("refresh_used", -1))) # 末次发射=终局轮快照
settlement.minesweeper.cell_revealed.connect(func(evt): out.events.append(evt))
settlement.minesweeper.seal_judged.connect(func(evt): out.events.append(evt))
settlement.minesweeper.round_end_board.connect(func(p): out.events.append({"ev": "round_end_board", "path_tag": p.path_tag}))
@@ -108,6 +109,10 @@ func _run_battle(L: int, D: int, axes: Dictionary = {}) -> Dictionary:
# P0-3 回归断言:notify_combat_end 曾被并进行尾注释从不执行——
# 战斗收束后相位必须回 Idle(RAP 清零),任何「相位卡 Waiting」回归在此被抓
Kit.check("战斗收束后行动经济相位回 Idle(notify_combat_end 生效,实测=%s)" % String(action_economy.phase), action_economy.phase == "Idle")
# 复位边界(注册面批同代编排归约 V2——BattleFacts.reset_round 不碰 refresh_used 的可观测提交面):
# 终局序列含 facts.reset_round(),其后呈现快照的 refresh_used 必须等于末轮结算快照的 economy 值
Kit.check("L%d·D%d 终局后呈现快照 refresh_used==末轮结算快照 economy 值(复位不碰 refresh_used)〔编排归约 V2〕" % [L, D],
int(settlement.presentation_snapshot().get("refresh_used", -1)) == out.econ_refresh_used)
return out
@@ -1019,7 +1024,7 @@ func _smoke_counter_buckets() -> void:
if not oA.minesweeper.current_board().is_mine(ca):
safe_a = ca
break
oA._grant_seg._judge_seal({"cell": safe_a, "hit": false}, 1)
oA._rounds._grant_seg._judge_seal({"cell": safe_a, "hit": false}, 1)
Kit.check("V6 第1战标错落 battle 桶 insurance_used=1(_apply_counter_hit 静态写口经 ctx)〔无状态化 V6〕", EffectEngine.counter(oA.fx_host().counters_ctx, "insurance_used") == 1)
# 卡④ wr2①——完美保险标错行=单一扩展行型(原 insurance_used 实名行型收敛)
var v6_ins := {}
@@ -374,10 +374,10 @@ func _smoke_clear_reward_zero_paths() -> void:
Kit.check("高光守卫构造战斗启动", s_b.begin_battle({"level_index": 1, "node_depth": CLEAR_SMOKE_DEPTH, "hero_hp": 80, "hero_max_hp": 80, "node_type": "boss"}))
for u in s_b._enemy_system.all_enemies():
s_b._enemy_system.apply_damage(u, int(u.hp))
s_b._perfect_hit_true = 1 # 测试通道:构造完美谓词成立(真值在正常流由封印判定累加)
s_b._perfect_hit_false = 0
s_b._facts.perfect_hit_true = 1 # 测试通道:构造完美谓词成立(真值在正常流由封印判定累加)
s_b._facts.perfect_hit_false = 0
rows_b.clear()
s_b.reward_grant().grant_clear_reward(1, s_b._board_from_midround_refresh, s_b.perfect_sweep_earned())
s_b.reward_grant().grant_clear_reward(1, s_b._facts.board_from_midround, s_b.perfect_sweep_earned())
Kit.check("② grant_clear_reward 守卫路径重走首份 → 未生效行仍在案", _has_source_row(rows_b, "reward_ineffective", "clear_reward", "clear_blast"))
Kit.check("② 首份零兑付 → 高光行不发(不记名义值 2)", _rows_of_type(rows_b, "highlight").is_empty())
# ③ 第二份被拒:唯一存活敌 HP ≤ 首份 aoe 量 → 首份击杀 → 第二份无存活敌(zero + 未生效行)
@@ -389,10 +389,10 @@ func _smoke_clear_reward_zero_paths() -> void:
Kit.check("第二份被拒构造战斗启动", s2.begin_battle({"level_index": 1, "node_depth": CLEAR_SMOKE_DEPTH, "hero_hp": 80, "hero_max_hp": 80, "node_type": "boss"}))
var boss = s2._enemy_system.all_enemies()[0]
boss.hp = 1 # 测试通道:压低至首份 aoe 必杀(弱形式——正常流 Boss 血量不可控)
s2._perfect_hit_true = 1
s2._perfect_hit_false = 0
s2._facts.perfect_hit_true = 1
s2._facts.perfect_hit_false = 0
rows2.clear()
s2.reward_grant().grant_clear_reward(1, s2._board_from_midround_refresh, s2.perfect_sweep_earned())
s2.reward_grant().grant_clear_reward(1, s2._facts.board_from_midround, s2.perfect_sweep_earned())
Kit.check("③ 首份 aoe 真实兑付(击杀唯一存活敌)", _has_source_row(rows2, "damage", "clear_reward"))
Kit.check("③ 第二份被拒产出 reward_ineffective 行(零兑付)", _has_source_row(rows2, "reward_ineffective", "clear_reward", "clear_blast"))
var hl2 := _rows_of_type(rows2, "highlight")
@@ -116,19 +116,19 @@ func _init() -> void:
"feats": [], "tree_rules": [], "battle_index": 1, "voucher_rap": 0, "voucher_time_sand": 0,
"node_type": "battle", "adv_bucket": {}}), "V6 前置:战斗受理")
# facts 组包经真实摇号路径消费(mines 全零时条件技 sneak_ambush 不入集合——facts 四键在位的可观察面)
Kit.check_quiet(int(orch._mines_hits["total"]) == 0 and int(orch._mines_hits["last"]) == 0 and int(orch._mines_hits["round"]) == 0,
Kit.check_quiet(int(orch._rounds.mines_hits["total"]) == 0 and int(orch._rounds.mines_hits["last"]) == 0 and int(orch._rounds.mines_hits["round"]) == 0,
"V6 开战清零:三计数全零起〔触发器批 V6〕")
# 正向 blast(spark_aoe)不递增——负向计数守卫(flat 行应用面自编排器迁至奖励授予件
# ——迭代40 卡① 拆件;计数经授予件 battle_hooks.negative_blast 回宿主 _mines_hits)
var att_v6 := {"source_class": "reward", "cell": Vector2i(-1, -1), "ri": 1}
orch.reward_grant()._apply_flat_row({"cell_type": "blast", "polarity": "positive", "power": 2,
"display_name": "爆裂", "reward_id": "spark_aoe"}, att_v6)
Kit.check_quiet(int(orch._mines_hits["total"]) == 0 and int(orch._mines_hits["round"]) == 0,
Kit.check_quiet(int(orch._rounds.mines_hits["total"]) == 0 and int(orch._rounds.mines_hits["round"]) == 0,
"V6 正向 blast(spark_aoe)不递增(负向守卫——清图/爆裂格零误计)〔触发器批 V6〕")
# 负向 blast(雷)递增
orch.reward_grant()._apply_flat_row({"cell_type": "blast", "polarity": "negative", "power": 2,
"display_name": "警觉", "reward_id": "enemy_alert"}, att_v6)
Kit.check_quiet(int(orch._mines_hits["total"]) == 1 and int(orch._mines_hits["round"]) == 1,
Kit.check_quiet(int(orch._rounds.mines_hits["total"]) == 1 and int(orch._rounds.mines_hits["round"]) == 1,
"V6 负向 blast(雷)递增恰一次〔触发器批 V6〕")
# ---- V7 池构成纪律(现行全表零违例+构造全条件池报错——跨表校验真实入口)----
+30 -9
View File
@@ -66,12 +66,33 @@ func _smoke_hygiene_gates() -> void:
var mv: String = FileAccess.get_file_as_string("res://presentation/main.gd")
Kit.check("V8 GP 影子账残留零命中(main 源码面——文件已删+委托缝已拆)〔迭代27 T3〕",
not mv.contains("gp_shadow_ledger") and not mv.contains("_gp_ledger"))
# V1d 层序落位单口:main.gd 的 move_child 调用全部收在 _apply_layer_contract 内(合同装配单口——
# 函数体之外零调用点;出现第二处落位=硬编码层序,须改合同表而非加调用)
var fn_start: int = mv.find("func _apply_layer_contract")
var fn_end: int = mv.find("\nfunc ", fn_start + 10)
if fn_end < 0:
fn_end = mv.length()
var outside_calls: int = (mv.substr(0, fn_start) + mv.substr(fn_end)).count("move_child(")
Kit.check("V1d 层序落位单口(_apply_layer_contract 之外 move_child 调用点=%d 应=0)〔装配生命批 V1〕" % outside_calls,
outside_calls == 0)
# V1d 层序落位单口:注册面建件后扫全 presentation——move_child 只允许出现在 ui_registry.gd 的
# apply_layer_contract 函数体内(合同装配单口——出现第二处落位=硬编码层序,须改合同表而非加调用)
var scanned: int = 0
var outside_calls: int = 0
for fn_path: String in _list_scripts("res://presentation"):
var src: String = FileAccess.get_file_as_string(fn_path)
scanned += 1
var fn_start: int = src.find("func apply_layer_contract") if fn_path.contains("ui_registry.gd") else -1
var fn_end: int = src.find("\nfunc ", fn_start + 10) if fn_start >= 0 else -1
if fn_end < 0:
fn_end = src.length()
outside_calls += (src.substr(0, fn_start) + src.substr(fn_end)).count("move_child(")
Kit.check("V1d 层序落位单口(presentation %d 文件——apply_layer_contract 之外 move_child 调用点=%d 应=0)〔注册面 V1〕" % [scanned, outside_calls],
scanned > 0 and outside_calls == 0)
# 目录 .gd 清单(DirAccess 平铺——presentation 无子目录;扫描面>0 前置由调用侧断言承载)
static func _list_scripts(dir_path: String) -> PackedStringArray:
var out: PackedStringArray = PackedStringArray()
var dir := DirAccess.open(dir_path)
if dir == null:
return out
dir.list_dir_begin()
var fname := dir.get_next()
while fname != "":
if fname.ends_with(".gd"):
out.append(dir_path + "/" + fname)
fname = dir.get_next()
dir.list_dir_end()
return out
+2 -2
View File
@@ -361,7 +361,7 @@ func _smoke_adventure() -> void:
if int(pb.get("level_index", -1)) == 2:
l2_price_bonus = int(pb.get("bonus", 0))
Kit.check("进店余额 ≥ hp_up L2 首价(%d = 基价 %d + 关卡加成 %d——配置推导)" % [hp_price + l2_price_bonus, hp_price, l2_price_bonus], gp0 >= hp_price + l2_price_bonus)
Kit.check("购买 hp_up 受理(出账 + 加算区)", r8.buy_product("hp_up"))
Kit.check("购买 hp_up 受理(出账 + 加算区)", r8.shop.buy_product("hp_up"))
var acc_shop: int = a8.journal().bonus_total("max_hp") # L1 三选一后 + 商店 3(首件随种子)
Kit.check("统一冒险加算区含商店值(max_hp=%d ≥ 商店 3——L1 三选一件值另计)" % acc_shop, acc_shop >= 3)
var l2_cap := {"payload": {}} # 公开信号面采集(curio_choice_presented 停点载荷——容器写回规避 lambda 按值捕获)
@@ -850,7 +850,7 @@ func _drive_to_pref(autoplay, prefer: String) -> Dictionary:
r.pick_next_node(int(hit.get("id", -1)))
out["node"] = hit
if prefer == "battle":
out["enc"] = r.current_battle().encounter
out["enc"] = r.current_battle()._facts.encounter
else:
var cands: Array = (adr.stop().node_curio_candidates() as Dictionary).get("candidates", []) as Array
adr.stop().present_node_curio(cands)
@@ -49,9 +49,9 @@ func _init() -> void:
# ---- ⑤ 钱包单口支出 spend_gp(LevelRunner——三选一付费档与商店刷新共用同一冒险钱包)----
var lr = load("res://core/level_runner.gd").new(db, load("res://core/rng_service.gd").new())
lr.gp = 30
Kit.check_quiet(lr.spend_gp(0) == false and int(lr.gp) == 30, "零额支出拒绝零副作用")
Kit.check_quiet(lr.spend_gp(31) == false and int(lr.gp) == 30, "余额不足拒绝零副作用")
Kit.check_quiet(lr.spend_gp(20) == true and int(lr.gp) == 10, "足额支出扣账(30→10)")
Kit.check_quiet(lr.shop.spend_gp(0) == false and int(lr.gp) == 30, "零额支出拒绝零副作用")
Kit.check_quiet(lr.shop.spend_gp(31) == false and int(lr.gp) == 30, "余额不足拒绝零副作用")
Kit.check_quiet(lr.shop.spend_gp(20) == true and int(lr.gp) == 10, "足额支出扣账(30→10)")
# ---- ⑥ Y 断点随存(缺陷锚:续玩自参数面整额重注入=用完 Y 退菜单再续玩满血复活)----
var bp_y := {"level_index": 1, "hero_hp": 10, "attune_refresh_y": 2, "graph_gen_v2": 1}
+11 -11
View File
@@ -174,10 +174,10 @@ func _init() -> void:
Kit.check_quiet(safe_cells.size() == 2, "保险 rig:两枚安全格定位(去重闸按格实例——限次样本须异格)〔卡② R2〕")
var rows_orch: Array[Dictionary] = []
orch.step_row.connect(func(row): rows_orch.append(row)) # step_row 公开信号面(insurance_used 载荷/seal_miss highlight=豁免账与误标账观测面)
Kit.check_quiet(int(orch._perfect_hit_false) == 0 and int(orch._perfect_forgiven) == 0,
Kit.check_quiet(int(orch._facts.perfect_hit_false) == 0 and int(orch._facts.perfect_forgiven) == 0,
"保险前置:误标账与豁免账双零起〔卡② R2〕")
orch._grant_seg._judge_seal({"cell": safe_cells[0], "hit": false}, 1)
Kit.check_quiet(int(orch._perfect_hit_false) == 1,
orch._rounds._grant_seg._judge_seal({"cell": safe_cells[0], "hit": false}, 1)
Kit.check_quiet(int(orch._facts.perfect_hit_false) == 1,
"计数纯净:首次标错 _perfect_hit_false 落 1 未被回退改写(契约 2)〔卡② R2〕")
var ins_row := {}
for r in rows_orch:
@@ -187,7 +187,7 @@ func _init() -> void:
"豁免一次:首次标错 _perfect_forgiven=1(forgive_seal_miss 派发)〔卡② R2〕")
Kit.check_quiet(int(orch.action_economy.pending_ap_delta()) == 1,
"事件不吞:同一标错的 seal_missed 仍被危险直觉·守收到(queue AP+1)〔卡② R2〕")
orch._grant_seg._judge_seal({"cell": safe_cells[1], "hit": false}, 2)
orch._rounds._grant_seg._judge_seal({"cell": safe_cells[1], "hit": false}, 2)
var ins_count := 0
var miss_hl_last := ""
for r in rows_orch:
@@ -199,11 +199,11 @@ func _init() -> void:
"限次:第二次标错不获豁免(forgiven 恒 1——when counter lt 1)〔卡② R2〕")
Kit.check_quiet(not orch.perfect_sweep_earned(),
"判定相减:误标 2 − 豁免 1 = 有效 1 → 完美不成立〔卡② R2 真值表〕")
orch._perfect_hit_false = 1
orch._perfect_hit_true = 1
orch._facts.perfect_hit_false = 1
orch._facts.perfect_hit_true = 1
Kit.check_quiet(orch.perfect_sweep_earned(),
"判定相减:误标1−豁免1=有效0且标中≥1→完美成立(保险每战限次一次迁移保绿)〔无状态化 V7〕")
orch._perfect_hit_true = 0
orch._facts.perfect_hit_true = 0
Kit.check_quiet(not orch.perfect_sweep_earned(),
"判定守卫:标中数 0 时零误标也不成立(整图 ≥1 标中条件零松动)〔卡② R2 真值表〕")
var rig_rng2 = RngScript.new()
@@ -218,7 +218,7 @@ func _init() -> void:
var rows_orch2: Array[Dictionary] = []
orch2.step_row.connect(func(row): rows_orch2.append(row)) # step_row 公开信号面(insurance_used 载荷=豁免账观测面)
var sc2 = safe_cells[0]
orch2._grant_seg._judge_seal({"cell": sc2, "hit": false}, 1)
orch2._rounds._grant_seg._judge_seal({"cell": sc2, "hit": false}, 1)
var ins_row2 := {}
for r in rows_orch2:
if String(r.get("effect_id", "")) == "insurance_used":
@@ -245,7 +245,7 @@ func _init() -> void:
if not o10.minesweeper.current_board().is_mine(c10):
sc10 = c10
break
o10._grant_seg._judge_seal({"cell": sc10, "hit": false}, 1)
o10._rounds._grant_seg._judge_seal({"cell": sc10, "hit": false}, 1)
var sm10: Dictionary = {}
for r10 in rows10:
if String(r10.get("type", "")) == "seal_miss":
@@ -272,14 +272,14 @@ func _init() -> void:
if not o11.minesweeper.current_board().is_mine(c11):
sc11 = c11
break
o11._grant_seg._judge_seal({"cell": sc11, "hit": false}, 1)
o11._rounds._grant_seg._judge_seal({"cell": sc11, "hit": false}, 1)
var sm11: Dictionary = {}
for r11 in rows11:
if String(r11.get("type", "")) == "seal_miss":
sm11 = r11
Kit.check_quiet(String(sm11.get("highlight", "")) == "",
"A11 豁免:首次标错获豁免 → seal_miss 行 highlight==空串〔卡① N7〕")
o11._perfect_hit_true = 1
o11._facts.perfect_hit_true = 1
Kit.check_quiet(o11.perfect_sweep_earned(),
"A11 真值:误标 1 − 豁免 1 = 有效 0 且标中≥1 → 完美成立(与 highlight==空 一致)〔卡① N7〕")
+2 -2
View File
@@ -57,13 +57,13 @@ func _init() -> void:
# ---- hr1-s:商店属性商品加算走日记单写原语(购买后 bonus_total 与旧径同值)----
runner._gain_wallet(1000) # 钱包注入(测试直调写口——测试构造惯例)
var products: Array = runner.shop_products()
var products: Array = runner.shop.shop_products()
var bought := false
for p in products:
if int(p.get("price", 1 << 30)) <= 1000 and String(p.get("attr", "")) != "":
var attr := String(p.get("attr", ""))
var before: int = runner.journal().bonus_total(attr)
bought = runner.buy_product(String(p.get("product_id", "")))
bought = runner.shop.buy_product(String(p.get("product_id", "")))
if bought:
Kit.check_quiet(runner.journal().bonus_total(attr) == before + int(p.get("flat_value", 0)),
"hr1-s 商店购买后 bonus_total 增量 = 商品 flat(加算走 gain_bonus 单写原语——同值承载)")
+96 -27
View File
@@ -251,6 +251,7 @@ func _init() -> void:
_smoke_shop_graph()
_smoke_multi_terminal_settlement()
_smoke_shop_pool()
_test_shop_node_entered_payload()
_smoke_generated_coverage()
quit(Kit.finish("level_shop_economy_test"))
@@ -1024,17 +1025,17 @@ func _smoke_shop_room() -> void:
return
Kit.check("到店开店态(覆盖层数据源就位——离开前不出选路口,零自动推进)", not runner.awaiting_choice() and runner.next_candidate_ids().is_empty())
# 现价 = 基价 + price_level_bonus(L2)=2 + 步长 × 已购档数
var prods: Array = runner.shop_products()
var prods: Array = runner.shop.shop_products()
Kit.check("三商品全陈列(atk_up/hp_up/armor_up——无刷新无摇号)", prods.size() == 3)
var by_id := _shop_products_by_id(prods)
Kit.check("L2 首购现价 = 基价 + 关级加值 2(atk_up 6 / hp_up 4 / armor_up 6)", int(by_id["atk_up"]["price"]) == 6 and int(by_id["hp_up"]["price"]) == 4 and int(by_id["armor_up"]["price"]) == 6)
# 购买 atk_up:钱包 −6 · 加算区 atk +1 · 二购现价 8
var gp0: int = runner.gp
Kit.check("购买 atk_up 受理(现价 6)", runner.buy_product("atk_up"))
Kit.check("购买 atk_up 受理(现价 6)", runner.shop.buy_product("atk_up"))
Kit.check("钱包扣现价 6(%d → %d)" % [gp0, runner.gp], runner.gp == gp0 - 6)
# 加算区住加算日记
Kit.check("统一冒险加算区 atk +1(加算区住加算日记)", runner.journal().bonus_total("atk") == 1 and runner.journal().bonus_total("max_hp") == 0 and runner.journal().bonus_total("armor_class") == 0)
by_id = _shop_products_by_id(runner.shop_products())
by_id = _shop_products_by_id(runner.shop.shop_products())
Kit.check("atk_up 二购现价 = 4+2+2=8(步长 2 × 已购 1 档,现价现算)", int(by_id["atk_up"]["price"]) == 8 and int(by_id["atk_up"]["purchased"]) == 1)
# 行进段百分比归零(购买/生效断言按加算区裸值口径——调试浮窗百分比后乘;hp 快照钳到新口径上限防 spawn 越界,测试通道)
runner.set_hero_override(0, 0)
@@ -1042,28 +1043,28 @@ func _smoke_shop_room() -> void:
# hp_up:上限与当前生命同步 +3(封顶新上限)
var hp_before: int = runner.hero_hp
var mhp_before: int = runner.effective_max_hp()
Kit.check("购买 hp_up 受理(现价 4)", runner.buy_product("hp_up"))
Kit.check("购买 hp_up 受理(现价 4)", runner.shop.buy_product("hp_up"))
Kit.check("钱包扣 4(%d)" % runner.gp, runner.gp == gp0 - 6 - 4)
Kit.check("生命上限 +3(%d → %d——加算区 max_hp 轴)" % [mhp_before, runner.effective_max_hp()], runner.effective_max_hp() == mhp_before + 3)
Kit.check("当前生命同步 +3 封顶新上限(%d → %d)" % [hp_before, runner.hero_hp], runner.hero_hp == mini(hp_before + 3, runner.effective_max_hp()))
# armor_up:AC 10+1
Kit.check("购买 armor_up 受理(现价 6)", runner.buy_product("armor_up"))
Kit.check("购买 armor_up 受理(现价 6)", runner.shop.buy_product("armor_up"))
Kit.check("AC = 10+1(armor_class 加算区轴,无百分比通道)", runner.effective_ac() == int(_db.combat.hero.armor_class) + 1)
# 余额不足购买被拒(零副作用):hp_up 连购至不可负担后兜底拒绝
var guard_drain := 20
var hp_buys := 1 # 夹具前段已购 1 笔(购买 hp_up 受理断言)——总数 = 前段 + 本循环
while guard_drain > 0:
guard_drain -= 1
var hp_price: int = int(_shop_products_by_id(runner.shop_products())["hp_up"]["price"])
var hp_price: int = int(_shop_products_by_id(runner.shop.shop_products())["hp_up"]["price"])
if runner.gp < hp_price:
break
if not runner.buy_product("hp_up"):
if not runner.shop.buy_product("hp_up"):
break
hp_buys += 1
var gp_dry: int = runner.gp
var tier_dry: int = runner.purchased_tier("hp_up")
var hp_dry: int = int(_shop_products_by_id(runner.shop_products())["hp_up"]["price"])
Kit.check("余额不足购买被拒(gp=%d < 现价 %d——零扣费零档位变动)" % [gp_dry, hp_dry], not runner.buy_product("hp_up") and runner.gp == gp_dry and runner.purchased_tier("hp_up") == tier_dry)
var tier_dry: int = runner.shop.purchased_tier("hp_up")
var hp_dry: int = int(_shop_products_by_id(runner.shop.shop_products())["hp_up"]["price"])
Kit.check("余额不足购买被拒(gp=%d < 现价 %d——零扣费零档位变动)" % [gp_dry, hp_dry], not runner.shop.buy_product("hp_up") and runner.gp == gp_dry and runner.shop.purchased_tier("hp_up") == tier_dry)
# 离开 → 回选路口(候选 = 该店出边——恰一条,指向终点 Boss)
Kit.check("离开商店 → 回选路口(候选 = 店出边 %s——零自动推进收口)" % str(shop_outs),
runner.continue_after_node() and runner.awaiting_choice() and _sorted_ids(runner.next_candidate_ids()) == _sorted_ids(shop_outs))
@@ -1252,7 +1253,7 @@ func _smoke_shop_pool() -> void:
if not _adv_drive_to_shop(a8, _adv_st(), autoplay):
continue
scen = {"a": a8, "s": s, "r": a8.runner()}
first_shelf_a = (a8.runner().shop_shelf() as Array).duplicate(true)
first_shelf_a = (a8.runner().shop.shop_shelf() as Array).duplicate(true)
break
Kit.check("池模式商店房场景可达(seed=%s)" % str(scen.get("s", -1)), not scen.is_empty())
if not scen.is_empty():
@@ -1261,19 +1262,19 @@ func _smoke_shop_pool() -> void:
a8b.set_hero_override(900, 400)
if a8b.start_adventure(int(scen["s"]), {"shop_mode": "pool"}) \
and _adv_drive_to_shop(a8b, _adv_st(), autoplay):
first_shelf_b = (a8b.runner().shop_shelf() as Array).duplicate(true)
first_shelf_b = (a8b.runner().shop.shop_shelf() as Array).duplicate(true)
Kit.check("进店抽 3(货架 %d 卡——同构交互)" % first_shelf_a.size(), first_shelf_a.size() == 3)
# MC-1 商店独立刷新(P-C2+Q2 裁——基础免费 0;GP 刷新 ceil(20×1.8^n) provisional;重抽同源)
if not scen.is_empty():
var r8 = scen["r"]
var gp0: int = int(r8.gp)
var cost0: int = r8.shop_refresh_cost()
var cost0: int = r8.shop.shop_refresh_cost()
Kit.check("刷新首价=基价(%d)" % cost0, cost0 == int(_db.run.adventure.shop_refresh_cost_base))
Kit.check("基础免费 0 次(Q2——天赋增益位后续添加)", r8.shop_refresh_free_left() == 0)
var shelf_pre: Array = (r8.shop_shelf() as Array).duplicate(true)
Kit.check("GP 刷新受理(gp=%d cost=%d)" % [gp0, cost0], r8.shop_refresh())
Kit.check("基础免费 0 次(Q2——天赋增益位后续添加)", r8.shop.shop_refresh_free_left() == 0)
var shelf_pre: Array = (r8.shop.shop_shelf() as Array).duplicate(true)
Kit.check("GP 刷新受理(gp=%d cost=%d)" % [gp0, cost0], r8.shop.shop_refresh())
Kit.check("GP 刷新扣费(%d→%d)" % [gp0, int(r8.gp)], int(r8.gp) == gp0 - cost0)
Kit.check("刷新爬价 ×curve(%d)" % int(r8.shop_refresh_cost()), int(r8.shop_refresh_cost()) == int(ceil(float(cost0) * float(_db.run.adventure.shop_refresh_cost_curve))))
Kit.check("刷新爬价 ×curve(%d)" % int(r8.shop.shop_refresh_cost()), int(r8.shop.shop_refresh_cost()) == int(ceil(float(cost0) * float(_db.run.adventure.shop_refresh_cost_curve))))
var same_shelf := first_shelf_a.size() == first_shelf_b.size()
if same_shelf:
for i in first_shelf_a.size():
@@ -1289,10 +1290,10 @@ func _smoke_shop_pool() -> void:
# ② 货架投影形制:kind 词表封闭 + 现价公式推导(ceil(base×b^(关序−1)×A^0)——核心现算,呈现零复算)
var l2 := int(r8.level_row.level_index)
# 现价等价证明(d11——消费端读表推导 vs 迁移前硬编码字面量推导:同输入逐位一致)
var relic_price_now: int = r8.pool_price("relic")
var relic_price_now: int = r8.shop.pool_price("relic")
var relic_price_pre: int = int(ceil(15.0 * pow(_db.run.shop.price_b, float(l2 - 1)) * 1.0))
Kit.check("relic 现价 = ceil(15.0×b^(关序−1))(读表与迁移前字面量逐位一致,%d)〔wd11〕" % relic_price_now, relic_price_now == relic_price_pre)
for c in r8.shop_shelf():
for c in r8.shop.shop_shelf():
# T6 商店保底后 relic 卡合法入架(保底占位)——词表断言放行 relic;价格断言分叉
# (数值卡走 shop_pool_row 推导 / relic 卡走表 knob relic_base_price——同公式不同基价)
var ckind := String(c.get("kind_id", ""))
@@ -1307,7 +1308,7 @@ func _smoke_shop_pool() -> void:
Kit.check("首购现价 = ceil(基价×b^(关序−1))(%s: %d = %d 推导)" % [ckind, int(c.get("price", -1)), expect_p], int(c.get("price", -1)) == expect_p)
# ③ 买 1 全重抽:出账+加算区+账本三落点 + 现价 A 链递增(买后 visit 计数=1;TP0——消费在架令牌本体)
var buy_c: Dictionary = {}
for c in r8.shop_shelf():
for c in r8.shop.shop_shelf():
if int(c.get("price", 1 << 30)) <= int(r8.gp):
buy_c = c
break
@@ -1319,7 +1320,7 @@ func _smoke_shop_pool() -> void:
var gp0: int = int(r8.gp)
var taken0: int = int(a8._curio.taken.get(kind, 0))
var val0: int = a8.journal().bonus_total(String(val_map[kind]))
Kit.check("购买受理(pool 口——%s|%s)" % [kind, tier], r8.buy_pool_item(kind))
Kit.check("购买受理(pool 口——%s|%s)" % [kind, tier], r8.shop.buy_pool_item(kind))
Kit.check("钱包扣现价(%d → %d)" % [gp0, int(r8.gp)], int(r8.gp) == gp0 - int(buy_c.get("price", 0)))
Kit.check("加算区 +令牌档位件值(池件=奖励件本体——%s|%s %+d)" % [kind, tier, int(_db.run.adventure.curio_value(kind, tier))], a8.journal().bonus_total(String(val_map[kind])) == val0 + int(_db.run.adventure.curio_value(kind, tier)))
Kit.check("共享池账本 -1(跨渠道单点——taken %d → %d)" % [taken0, int(a8.deck().taken.get(kind, 0))], int(a8.deck().taken.get(kind, 0)) == taken0 + 1)
@@ -1327,7 +1328,7 @@ func _smoke_shop_pool() -> void:
# A 链:白盒抬 GP 保证第二购场景确定构造(直改测试基建——非生产行为)
r8.gp = int(r8.gp) + 64
var second: Dictionary = {}
for c in r8.shop_shelf():
for c in r8.shop.shop_shelf():
if int(c.get("price", 1 << 30)) <= int(r8.gp):
second = c
break
@@ -1335,14 +1336,14 @@ func _smoke_shop_pool() -> void:
var prow2: Dictionary = _db.run.shop.pool_row(String(second.get("kind_id", "")))
var expect_p2: int = int(ceil(float(int(prow2.get("base_price", 0))) * pow(_db.run.shop.price_b, float(l2 - 1)) * _db.run.shop.price_a))
Kit.check("A 链爬价 = ceil(base×b^(关序−1)×A^1)(进店第 2 购——%d)" % expect_p2, int(second.get("price", -1)) == expect_p2)
Kit.check("同 visit 第二购受理(A 链软闸在价不在限)", r8.buy_pool_item(String(second.get("kind_id", ""))))
Kit.check("同 visit 第二购受理(A 链软闸在价不在限)", r8.shop.buy_pool_item(String(second.get("kind_id", ""))))
else:
Kit.check("A 链爬价场景未构造(抬 GP 后货架仍无可购第二卡)——场景绑定失败", false)
# ④ 切边零入店(白-box 重抽 40 次——GP 袋/规则改写型特性永不在架;重抽消费 shop_draw 签,场景尾不回写主时间线)
var cut_seen := false
for i in 40:
r8._shop_draw_shelf()
for c in r8.shop_shelf():
r8.shop._draw_shelf()
for c in r8.shop.shop_shelf():
if String(c.get("kind_id", "")) == "gp" or String(c.get("kind_id", "")) == "treasure_item":
cut_seen = true
Kit.check("切边件零入店(40 次重抽零 gp/aux——负交易切边+三轴 doctrine)", not cut_seen)
@@ -1352,8 +1353,8 @@ func _smoke_shop_pool() -> void:
a8._curio.deck.remove_at(di8)
var attack_seen := false
for i in 40:
r8._shop_draw_shelf()
if (r8.shop_shelf() as Array).any(func(c): return String(c.get("kind_id", "")) == "attack"):
r8.shop._draw_shelf()
if (r8.shop.shop_shelf() as Array).any(func(c): return String(c.get("kind_id", "")) == "attack"):
attack_seen = true
break
Kit.check("库存尽剔牌库(attack 令牌耗尽——池消耗即上限跨渠道共库 reward→shop 向)", not attack_seen)
@@ -1391,6 +1392,74 @@ func _smoke_shop_pool() -> void:
Kit.check("终局池余量在域 [0,配额](%s)" % str(ps), ps_ok)
# ---- 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:
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)
var cap_pool := {"payload": {}, "gp": -1}
var pool_ok := false
for s in range(42, 92):
var pr = load("res://core/adventure_runner.gd").new(_db, _fresh_rng(s))
pr.set_hero_override(900, 400)
if not pr.start_adventure(s, {"shop_mode": "pool"}):
continue
var rp = pr.runner()
rp.node_entered.connect(func(node, payload):
if String(node.get("type", "")) == "shop":
cap_pool["payload"] = payload
cap_pool["gp"] = int(rp.gp))
if not _adv_drive_to_shop(pr, _adv_st(), autoplay):
continue
pool_ok = not (cap_pool["payload"] as Dictionary).is_empty()
if pool_ok:
break
Kit.check("pool 态进店信号可达(seed 扫描 42–91)", pool_ok)
Kit.check("pool 态 node_entered 载荷含 shelf:true〔尾波 V1〕", pool_ok and bool((cap_pool["payload"] as Dictionary).get("shelf", false)))
Kit.check("pool 态载荷 gp = 进店钱包现值(%d)〔尾波 V1〕" % int(cap_pool["gp"]), pool_ok and int((cap_pool["payload"] as Dictionary).get("gp", -1)) == int(cap_pool["gp"]))
# legacy 态:载荷无 shelf 键(两 payload 字典逐字保持的另一半——直构 LevelRunner 链)
var cap_leg := {"payload": {}, "gp": -1}
var leg_ok := false
for s in range(42, 92):
var lr = load("res://core/level_runner.gd").new(_db, _fresh_rng(s))
lr.set_hero_override(900, 400)
lr.start_level(2, s)
lr.node_entered.connect(func(node, payload):
if String(node.get("type", "")) == "shop":
cap_leg["payload"] = payload
cap_leg["gp"] = int(lr.gp))
var st := _battle_st("normal")
var guard := 60
while String(lr.level_result) == "" and String(lr.current_node().get("type", "")) != "shop" and guard > 0:
guard -= 1
if lr.awaiting_choice():
var ids: Array = lr.next_candidate_ids()
ids.sort()
lr.pick_next_node(int(ids[0]))
continue
var t := String(lr.current_node().get("type", ""))
if t == "reward" or t == "rest":
lr.continue_after_node()
continue
var b = lr.current_battle()
if b == null:
break
var fin := {}
b.battle_finished.connect(func(p): fin["p"] = p)
var g2 := 80
while lr.current_battle() == b and not fin.has("p") and g2 > 0:
g2 -= 1
autoplay._autoplay_battle(lr, b, st, null)
if String(lr.level_result) == "" and String(lr.current_node().get("type", "")) == "shop":
leg_ok = not (cap_leg["payload"] as Dictionary).is_empty()
if leg_ok:
break
Kit.check("legacy 态进店信号可达(seed 扫描 42–91)", leg_ok)
Kit.check("legacy 态 node_entered 载荷无 shelf 键〔尾波 V1〕", leg_ok and not (cap_leg["payload"] as Dictionary).has("shelf"))
Kit.check("legacy 态载荷 gp = 进店钱包现值(%d)〔尾波 V1〕" % int(cap_leg["gp"]), leg_ok and int((cap_leg["payload"] as Dictionary).get("gp", -1)) == int(cap_leg["gp"]))
# 入口→Boss 全路径枚举(DFS 迭代栈——图合法性校验保证单入口无环,路径有限)
@@ -339,7 +339,7 @@ func _meta_settle_and_workshop() -> void:
adr_res.resume_adventure(bp_min, p_resume))
Kit.check("继续上局受理面:tree_rules 随参数面进 runner._tree_rules(消费面 set_tree_rules 下传现成)",
adr_res.runner() != null and adr_res.runner().pick_next_node(int(adr_res.runner().next_candidate_ids()[0]))
and ((adr_res.runner().current_battle().encounter.get("tree_rules", []) as Array) == rules_e))
and ((adr_res.runner().current_battle()._facts.encounter.get("tree_rules", []) as Array) == rules_e))
_meta_smoke_cleanup()
@@ -705,16 +705,16 @@ func _smoke_tree_rules() -> void:
Kit.check("守侧 rig:首轮后 queue 干净(开局 posture queue 已兑现)",
int(orch.action_economy.pending_ap_delta()) == 0)
# 场景①:当回合新封印、结算判标错且封印仍在场 → queue +1(本轮 AP 零变化=queue 承载、下轮 notify_round_start 兑现)
orch._grant_seg._judge_seal({"cell": safe, "hit": false}, 1)
orch._rounds._grant_seg._judge_seal({"cell": safe, "hit": false}, 1)
Kit.check("守①:当回合标错且封印在场 → 下轮 AP+1(queue 排队——本轮 AP 逐位零变化)",
int(orch.action_economy.pending_ap_delta()) == 1)
# 场景③④:之前回合标错重判(封印在场状态)与同格重复——去重闸挡回,最多返还一次
orch._grant_seg._judge_seal({"cell": safe, "hit": false}, 2)
orch._grant_seg._judge_seal({"cell": safe, "hit": false}, 3)
orch._rounds._grant_seg._judge_seal({"cell": safe, "hit": false}, 2)
orch._rounds._grant_seg._judge_seal({"cell": safe, "hit": false}, 3)
Kit.check("守③④:旧封印重判零触发+同格最多一次(_seal_miss_seen 去重闸=「当回合标错动作」判别器)",
int(orch.action_economy.pending_ap_delta()) == 1)
# 场景②负样本:封印命中(hit=true 正向兑付路径)零触发
orch._grant_seg._judge_seal({"cell": safe, "hit": true}, 4)
orch._rounds._grant_seg._judge_seal({"cell": safe, "hit": true}, 4)
Kit.check("守②负样本:标中/被挖封印零触发(标错事件只在 miss 分支发射——发射面过滤承载)",
int(orch.action_economy.pending_ap_delta()) == 1)
# 场景⑤:末轮判出→无下一轮=queue 不兑现(编排器每战新建——队列实例随战亡,合法作废态)
@@ -732,12 +732,12 @@ func _smoke_tree_rules() -> void:
var lr = load("res://core/level_runner.gd").new(_db, _fresh_rng(777004),
{"tree_rules": []}) # 构造注入(拆件批 T3——setter 群退役)
Kit.check("散未激活:商品标价原价(无 economy_spend 键)",
int(lr.current_price({"base_price": 100, "price_increment": 0})) == 100 + int(_db.run.shop.price_level_bonus_at(0)))
int(lr.shop.current_price({"base_price": 100, "price_increment": 0})) == 100 + int(_db.run.shop.price_level_bonus_at(0)))
lr = load("res://core/level_runner.gd").new(_db, _fresh_rng(777005),
{"tree_rules": ["economy_spend"]}) # 构造注入(拆件批 T3——setter 群退役)
Kit.check("散激活:商品购买价 ×80%(provisional 折率——floor 偏向玩家、下限 1;刷新价不折=另一计价点零触碰)",
int(lr.current_price({"base_price": 100, "price_increment": 0})) == maxi(1, int(floor(float(100 + int(_db.run.shop.price_level_bonus_at(0))) * float(_db.run.shop.spend_discount))))
and int(lr.current_price({"base_price": 1, "price_increment": 0})) == maxi(1, int(floor(float(1 + int(_db.run.shop.price_level_bonus_at(0))) * float(_db.run.shop.spend_discount)))))
int(lr.shop.current_price({"base_price": 100, "price_increment": 0})) == maxi(1, int(floor(float(100 + int(_db.run.shop.price_level_bonus_at(0))) * float(_db.run.shop.spend_discount))))
and int(lr.shop.current_price({"base_price": 1, "price_increment": 0})) == maxi(1, int(floor(float(1 + int(_db.run.shop.price_level_bonus_at(0))) * float(_db.run.shop.spend_discount)))))
# 财富之道·聚:战斗掉落乘算·入账前(编排 _roll_gp_drop——同种子配对对拍 1.5×)
var orch3 = load("res://core/battle_orchestrator.gd").new(_db, _fresh_rng(777005))
Kit.check("聚 rig:基线编排启动(无增益侧)",
@@ -746,7 +746,7 @@ func _smoke_tree_rules() -> void:
"feats": [], "tree_rules": [], "battle_index": 1,
"bonus_ref": {"atk": 0, "max_hp": 0, "armor_class": 0}, "adventure_counters": {},
"voucher_rap": 0, "voucher_time_sand": 0, "node_type": "battle"}))
orch3.encounter["tree_rules"] = []
orch3._facts.encounter["tree_rules"] = []
var gp_base: int = orch3._roll_gp_drop()
var orch4 = load("res://core/battle_orchestrator.gd").new(_db, _fresh_rng(777005))
Kit.check("聚 rig:增益编排启动(tree_rules=economy_hoard)",
@@ -755,7 +755,7 @@ func _smoke_tree_rules() -> void:
"feats": [], "tree_rules": ["economy_hoard"], "battle_index": 1,
"bonus_ref": {"atk": 0, "max_hp": 0, "armor_class": 0}, "adventure_counters": {},
"voucher_rap": 0, "voucher_time_sand": 0, "node_type": "battle"}))
orch4.encounter["tree_rules"] = ["economy_hoard"]
orch4._facts.encounter["tree_rules"] = ["economy_hoard"]
var gp_hoard: int = orch4._roll_gp_drop()
Kit.check("聚:战斗掉落乘算 ×1.5(provisional——同种子配对 %d→%d,入账前=结算框显示实得)",
gp_hoard == int(round(float(gp_base) * 1.5)) and gp_hoard >= gp_base)
+3 -3
View File
@@ -42,9 +42,9 @@ func _init() -> void:
Kit.check_quiet(not e.stop().skip_empty_curio(),
"空配置闸反例:非空停点拒绝跳过(零自动推进契约不破)〔专长批 T10〕")
var lr = load("res://core/level_runner.gd").new(db, load("res://core/rng_service.gd").new())
lr.set_shop_pool([], Callable(), Callable(), Callable())
lr._shop_draw_shelf()
Kit.check_quiet((lr.shop_bp_shelf() as Array).is_empty(),
lr.shop.set_shop_pool([], Callable(), Callable(), Callable())
lr.shop._draw_shelf()
Kit.check_quiet((lr.shop.shop_bp_shelf() as Array).is_empty(),
"空配置闸:商店空货架=合法态(牌库空=零扰动不崩)〔专长批 T10〕")
quit(Kit.finish("pool_case_d"))
+6 -1
View File
@@ -14,6 +14,7 @@ const RngScript := preload("res://core/rng_service.gd")
const BoardGeneratorScript := preload("res://core/board_generator.gd")
const RewardEconomyScript := preload("res://core/reward_economy.gd")
const OrchestratorScript := preload("res://core/battle_orchestrator.gd")
const BoardInstallerScript := preload("res://core/board_installer.gd")
const TAG_OK := "board_gen" # 在册合法标签(PURPOSE_TAGS 含;wr7 必须用合法标签——未知标签检查排在播种检查之前)
@@ -64,11 +65,15 @@ func _default_form(db) -> bool:
# ①wr5(p5):两协作件违约经组装点接线传导 → orchestrator.battle_result 落 "fatal_error"
# (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:
var rng_a = RngScript.new()
rng_a.set_master_seed(5)
var oc_bg = OrchestratorScript.new(db, rng_a)
oc_bg._board_generator._fatal("测试违约①棋盘生成")
var bi_bg = BoardInstallerScript.new({"db": db, "rng": rng_a, "minesweeper": oc_bg.minesweeper,
"reward_economy": oc_bg._reward_economy, "encounter": oc_bg._facts.encounter, "fatal_cb": oc_bg._fatal})
bi_bg.generator._fatal("测试违约①棋盘生成")
if oc_bg.battle_result != "fatal_error":
push_error("[run_time_fatal_test/wr5] 棋盘生成违约未传导封印(battle_result=%s)" % str(oc_bg.battle_result))
return false
@@ -478,7 +478,7 @@ func _smoke_save_slots() -> void:
fsrc.store_string(JSON.stringify({"version": 7, "meta": {"keystone_balance": 1234}}))
fsrc.close()
DirAccess.remove_absolute(slot_tpl % 1)
ml._migrate_legacy_save(legacy_src, slot_tpl % 1, legacy_src + ".migrated.bak")
ml.slots._migrate_legacy_save(legacy_src, slot_tpl % 1, legacy_src + ".migrated.bak")
var migrated: Dictionary = JSON.parse_string(FileAccess.get_file_as_string(slot_tpl % 1))
Kit.check("sv12 旧档字节迁入槽 1(逐域相等——余额 1234)〔卡① sv12〕",
int((migrated.get("meta", {}) as Dictionary).get("keystone_balance", -1)) == 1234)
@@ -489,7 +489,7 @@ func _smoke_save_slots() -> void:
var fsrc2 := FileAccess.open(legacy_src, FileAccess.WRITE)
fsrc2.store_string(JSON.stringify({"version": 7, "meta": {"keystone_balance": 777}}))
fsrc2.close()
ml._migrate_legacy_save(legacy_src, slot_tpl % 1, legacy_src + ".migrated.bak")
ml.slots._migrate_legacy_save(legacy_src, slot_tpl % 1, legacy_src + ".migrated.bak")
var slot1_now: Dictionary = JSON.parse_string(FileAccess.get_file_as_string(slot_tpl % 1))
Kit.check("sv12 幂等:槽 1 已存在不重迁(预置 777 零覆盖、源保留)〔卡① sv12〕",
int((slot1_now.get("meta", {}) as Dictionary).get("keystone_balance", -1)) == 1234
+10 -7
View File
@@ -1,6 +1,6 @@
# VERTICAL SLICE - NOT FOR PRODUCTION
# 结算五段 Segment 单测(Segment 类直接 new() + 编排器段序
# 接线 + 真实一轮结算走段序出裁定/行)。段体逐位一致性由 parity_anchor 三变体对拍承载,
# 接线 + 真实一轮结算走段序出裁定/行)。
# 本测兜段类可独立实例化与编排器装配面。
# 运行:godot --headless --path game --script res://tests/unit/core/settle_segments_test.gd(expect 0)
extends SceneTree
@@ -23,12 +23,15 @@ func _init() -> void:
Kit.check_quiet(load("res://core/settlement/decay_segment.gd").new(oc) != null, "V4 DecaySegment 直接 new()〔迭代27 T2〕")
Kit.check_quiet(load("res://core/settlement/verdict_segment.gd").new(oc) != null, "V4 VerdictSegment 直接 new()〔迭代27 T2〕")
# V4-2 编排器 _init 接线(段持宿主引用;段序编排面在位)
Kit.check_quiet(oc._grant_seg != null and oc._grant_seg.oc == oc, "V4 编排器接线·授予段(宿主回指)〔迭代27 T2〕")
Kit.check_quiet(oc._aura_seg != null and oc._aura_seg.oc == oc, "V4 编排器接线·增益/减益段〔迭代27 T2〕")
Kit.check_quiet(oc._combat_seg != null and oc._combat_seg.oc == oc, "V4 编排器接线·战斗段〔迭代27 T2〕")
Kit.check_quiet(oc._decay_seg != null and oc._decay_seg.oc == oc, "V4 编排器接线·衰减段〔迭代27 T2〕")
Kit.check_quiet(oc._verdict_seg != null and oc._verdict_seg.oc == oc, "V4 编排器接线·判定段〔迭代27 T2〕")
# V4-2 编排器 _init 接线(段持宿主引用;段序编排面在位)——注册面批同代归约 V1:
# 段件宿主直持改经 _rounds(轮循环驱动件)承载,接线断言改指 _rounds 段族
Kit.check_quiet(oc._rounds != null and oc._rounds.oc == oc, "V1 编排器接线·轮循环驱动件在座且宿主回指〔编排归约 V1〕")
Kit.check_quiet(oc._facts != null, "V1 编排器接线·战斗事实件在座〔编排归约 V1〕")
Kit.check_quiet(oc._rounds._grant_seg != null and oc._rounds._grant_seg.oc == oc, "V4 编排器接线·授予段(宿主回指)〔迭代27 T2〕")
Kit.check_quiet(oc._rounds._aura_seg != null and oc._rounds._aura_seg.oc == oc, "V4 编排器接线·增益/减益段〔迭代27 T2〕")
Kit.check_quiet(oc._rounds._combat_seg != null and oc._rounds._combat_seg.oc == oc, "V4 编排器接线·战斗段〔迭代27 T2〕")
Kit.check_quiet(oc._rounds._decay_seg != null and oc._rounds._decay_seg.oc == oc, "V4 编排器接线·衰减段〔迭代27 T2〕")
Kit.check_quiet(oc._rounds._verdict_seg != null and oc._rounds._verdict_seg.oc == oc, "V4 编排器接线·判定段〔迭代27 T2〕")
# counter_add 写口真实路径(geologist 订阅行承载:公共命令链 begin_battle→move→dig→stop
# 经授予段 counter_add 单点落 counters_ctx battle 桶——受理载荷+公开读数口 fx_host().counters_ctx)
var rng_c = load("res://core/rng_service.gd").new()
+15 -10
View File
@@ -162,13 +162,13 @@ func _init() -> void:
"线香:装配起战(battle 级充能 1)")
var inv8 = load("res://core/treasure_items.gd").new(db)
var rec8: Dictionary = inv8.add_item("incense_stick", "attunement", Vector2i(-1, -1), 0)
ob8.treasure_inventory = inv8
ob8.reward_grant().treasure_inventory = inv8
var h8: int = int(rec8.get("handle", -1)) # handle 取 add_item 返回(snapshot 投影无 handle 键)
var tgt8: Vector2i = _first_closed_safe(ob8)
Kit.check_quiet(tgt8 != Vector2i(-9, -9), "线香:夹具存在未开安全格")
var v8: Dictionary = ob8.reward_grant().use_treasure(h8, tgt8)
Kit.check_quiet(bool(v8.get("ok", false)), "线香正常:单格真视受理(cell 目标解析)")
Kit.check_quiet(bool(ob8.treasure_inventory.query_overlays().get("mine_reveal", []).has(tgt8))
Kit.check_quiet(bool(ob8.reward_grant().treasure_inventory.query_overlays().get("mine_reveal", []).has(tgt8))
and ob8.minesweeper.is_revealed(tgt8) == false,
"线香断言:目标格入真视叠加层且未被开格(真视≠开格——信息红线)")
Kit.check_quiet(inv8.snapshot_inventory().is_empty() or bool(inv8.snapshot_inventory()[0].get("used", false)),
@@ -226,11 +226,11 @@ func _init() -> void:
# ⑩ 刷新执照(商店免费刷新 +2/店——读数叠加)
var lv10 = load("res://core/level_runner.gd").new(db, load("res://core/rng_service.gd").new())
Kit.check_quiet(int(lv10.shop_refresh_free_left()) == int(db.run.adventure.shop_refresh_free),
Kit.check_quiet(int(lv10.shop.shop_refresh_free_left()) == int(db.run.adventure.shop_refresh_free),
"刷新执照基线:未装配=表值(%d)" % int(db.run.adventure.shop_refresh_free))
lv10 = load("res://core/level_runner.gd").new(db, load("res://core/rng_service.gd").new(),
{"attunement": ["refresh_license"]}) # 构造注入(拆件批 T3——setter 群退役)
Kit.check_quiet(int(lv10.shop_refresh_free_left()) == int(db.run.adventure.shop_refresh_free) + 2,
Kit.check_quiet(int(lv10.shop.shop_refresh_free_left()) == int(db.run.adventure.shop_refresh_free) + 2,
"刷新执照正常:免费刷新 +2/店(读数即本店可用——进店重置生命周期同 knob)")
# ⑪ 天眼(3×3 真视+安全格直开/危险格不开/封印格跳过)
@@ -240,7 +240,7 @@ func _init() -> void:
"天眼:装配起战(level 级充能 1)")
var inv11 = load("res://core/treasure_items.gd").new(db)
var rec11: Dictionary = inv11.add_item("sky_eye", "attunement", Vector2i(-1, -1), 0)
ob11.treasure_inventory = inv11
ob11.reward_grant().treasure_inventory = inv11
var h11: int = int(rec11.get("handle", -1))
var tgt11: Vector2i = _first_closed_safe(ob11)
var v11: Dictionary = ob11.reward_grant().use_treasure(h11, tgt11)
@@ -254,7 +254,7 @@ func _init() -> void:
if ob11.minesweeper.is_revealed(c):
opened_safe = false
Kit.check_quiet(mines_shown == 0 or opened_safe, "天眼反例①:危险格仅显示不被开格(棋盘事实不可变)")
var overlay11: Array = ob11.treasure_inventory.query_overlays().get("mine_reveal", [])
var overlay11: Array = ob11.reward_grant().treasure_inventory.query_overlays().get("mine_reveal", [])
var overlay_ok := true
for c_v in (v11.get("resolved", []) as Array):
if not overlay11.has(c_v):
@@ -289,7 +289,7 @@ func _init() -> void:
"计数链:装配起战(GainJournal 携带)")
var inv13 = load("res://core/treasure_items.gd").new(db)
var rec13: Dictionary = inv13.add_item("incense_stick", "attunement", Vector2i(-1, -1), 0)
ob13.treasure_inventory = inv13
ob13.reward_grant().treasure_inventory = inv13
var h13: int = int(rec13.get("handle", -1))
var tgt13: Vector2i = _first_closed_safe(ob13)
if tgt13 != Vector2i(-9, -9):
@@ -306,8 +306,13 @@ func _init() -> void:
"装配不可变:双件装配冒险启动")
Kit.check_quiet(adr14.runner().pick_next_node(int(adr14.runner().next_candidate_ids()[0])), "装配不可变:进首战")
var ob14 = adr14.runner().current_battle()
Kit.check_quiet(ob14 != null and (ob14.attunement as Array) == ["morning_order", "wide_scout_band"],
Kit.check_quiet(ob14 != null and (ob14._facts.attunement as Array) == ["morning_order", "wide_scout_band"],
"装配不可变:战斗运行态装配集与冒险装配集逐位同源(运行零写口——快照对比)")
# 注册面批同代编排归约 V5:库存注入改址(level_runner 注入改经 reward_grant() 出口直注)后
# 引用同一性——战斗域经出口持有的库存与关卡域同一实例;use_treasure 受理链经新地址走通
# 由本套件 ob8/ob11/ob13 三段既有受理链承载(注入面同批改址后全绿即证据)。
Kit.check_quiet(ob14 != null and ob14.reward_grant().treasure_inventory == adr14.runner().treasure_inventory,
"库存注入改址:战斗域经 reward_grant 出口持有的库存与关卡域同一引用〔编排归约 V5〕")
# ⑮ 扩展行收敛(迭代 38 卡④ wr2④⑤——套件首次 feats 注入,V6 形态自 round_flow_skill_pool_test 移植:
# enc 带 feats 键+ledger,专长触发经 _judge_seal 真实封印判定管线)
@@ -332,7 +337,7 @@ func _init() -> void:
Kit.check_quiet(mines15.size() == 3, "封印匠:板上存在三枚危险格(断言前提)")
if mines15.size() == 3:
for mv in mines15:
ob15._grant_seg._judge_seal({"cell": mv, "hit": true}, 1)
ob15._rounds._grant_seg._judge_seal({"cell": mv, "hit": true}, 1)
var smith_row := {}
for r in rows15:
if String(r.get("effect_id", "")) == "mine_neutralized":
@@ -354,7 +359,7 @@ func _init() -> void:
cell15b = cv
break
if cell15b != null:
ob15b._grant_seg._judge_seal({"cell": cell15b, "hit": true}, 1)
ob15b._rounds._grant_seg._judge_seal({"cell": cell15b, "hit": true}, 1)
var beacon_row := {}
for r in rows15b:
if String(r.get("effect_id", "")) == "fx_preview_area":
+5 -1
View File
@@ -17,10 +17,14 @@ class StubTable:
return []
class StubDB:
class StubCrossrun:
var treasure_items: StubTable
class StubDB:
var crossrun := StubCrossrun.new()
func _stub_db() -> StubDB:
var t := StubTable.new()
t.rows = {
@@ -52,7 +52,7 @@ func _init() -> void:
var sv = load("res://core/save_manager.gd").new("user://r1_mech_test_save.json")
var mp = load("res://core/meta_progression.gd").new(db, sv)
mt.rows = [base_pre.duplicate(true), base_dep.duplicate(true)]
db.set("meta_tree", mt)
db.crossrun.meta_tree = mt
sv.meta_state.set_tree_level("gate_pre", 1)
if mp.tree_can_buy("gate_dep"):
failures += 1
+1 -1
View File
@@ -3,7 +3,7 @@
# 在册词表组合;本测试直构 rebuild 同构合成行(与 effect_engine.gd rebuild 树规则段逐字段同源)
# 调 validate_trigger_row 断零违例。实现侧扩闭集未呈报时,本断言以在册词表为准转红。
# 聚散两键(economy_hoard/economy_spend)不入事件面:消费点=tree_rules 成员判定
# (battle_orchestrator._roll_gp_drop GP 掉落乘算 / level_runner._spend_discounted 商品折价),
# (battle_orchestrator._roll_gp_drop GP 掉落乘算 / shop_session._spend_discounted 商品折价),
# rebuild 树规则段对两键零合成行——此状态在此被显式断言(旧版对两键取空夹具静默跳过=假绿):
# rebuild 实装面行数对照——四键逐键与夹具同行数(rebuild 分支被删/漂移即转红),
# 两键断零行(将来被加合成行即转红,提示先复核效果闭集再同步夹具与实现)。
@@ -23,6 +23,9 @@ func _init() -> void:
func _trigger_oob() -> void:
# 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
# 越域请求(关卡序号 0 < 合法域 ≥1)——_fatal 内部 push fatal 诊断并 quit(1)(帧末退出)
var got: Dictionary = _db.combat.board_gen.resolve_row(0, 0)
if _db.diagnostics_count("fatal") >= 1:
+10 -10
View File
@@ -137,16 +137,16 @@ func _test_shop_accessors(db) -> void:
var got: Dictionary = db.run.shop.product_row(String(first.product_id))
Kit.check("shop_product_row 按 product_id 精确命中首行", got == first)
Kit.check("shop_product_row 未知 id 返回空字典(容错通道)", db.run.shop.product_row("no_such_product_id__").is_empty())
var tier_rows: Array = db._shop_rows("gp_drops")
var tier_rows: Array = db.run.shop.gp_drops
if not tier_rows.is_empty():
var tier0: String = String(tier_rows[0].tier)
Kit.check("shop_gp_drop_row 按 tier 命中", not db.run.shop.gp_drop_row(tier0).is_empty())
var bonus_rows: Array = db._shop_rows("level_gp_bonus")
var bonus_rows: Array = db.run.shop.level_gp_bonus
if not bonus_rows.is_empty():
var blv: int = int(bonus_rows[0].level_index)
Kit.check("shop_level_gp_bonus 按关卡序号命中行值", db.run.shop.level_gp_bonus_at(blv) == int(bonus_rows[0].bonus))
Kit.check("shop_level_gp_bonus 未登记关卡返回 0(兜底通道)", db.run.shop.level_gp_bonus_at(-1) == 0)
var price_rows: Array = db._shop_rows("price_level_bonus")
var price_rows: Array = db.run.shop.price_level_bonus
if not price_rows.is_empty():
var plv: int = int(price_rows[0].level_index)
Kit.check("shop_price_level_bonus 按关卡序号命中行值", db.run.shop.price_level_bonus_at(plv) == int(price_rows[0].bonus))
@@ -156,19 +156,19 @@ func _test_shop_accessors(db) -> void:
func _test_meta_accessors(db) -> void:
# 无 forge_products 行族断言(行族/访问器不在表,V20 清单)
var key_rows: Array = db._meta_rows("boss_keystone")
var key_rows: Array = db.crossrun.meta.boss_keystone
if not key_rows.is_empty():
var klv: int = int(key_rows[0].level_index)
Kit.check("meta_boss_keystone_row 按关卡序号命中", db.crossrun.meta.boss_keystone_row(klv) == key_rows[0])
var conv_rows: Array = db._meta_rows("conversion")
var conv_rows: Array = db.crossrun.meta.conversion
if not conv_rows.is_empty():
var cattr: String = String(conv_rows[0].attr)
var conv_hit := {}
for r in db.crossrun.meta.conversion:
if String(r.get("attr", "")) == cattr:
conv_hit = r
break
Kit.check("meta.conversion 行集按 attr 命中(访问器退役改直扫同判据)", conv_hit == conv_rows[0])
for r in db.crossrun.meta.conversion:
if String(r.get("attr", "")) == cattr:
conv_hit = r
break
Kit.check("meta.conversion 行集按 attr 命中(访问器退役改直扫同判据)", conv_hit == conv_rows[0])
# ---- TABLE_MANIFEST ↔ data/tables 目录同步(各系统→D2 单点契约的登记面)----
@@ -515,10 +515,15 @@ func _smoke_meta() -> void:
Kit.check("boss_keystone L1–L3 行连续可达且 first_kill ≥ repeat_kill 全行(首杀全量/重复小额)", boss_ok)
class _MetaStateMock:
# 最小元进度件形态——attunement.slots 经 meta_state.tree_state() 读已购等级
func tree_state() -> Dictionary:
return {"nodes": {"att_socket1": 1}, "fork_sides": {}}
class _TreeSaveMock:
# 核代码增补:最小 save 形态——attunement.slots 只读 tree_level("att_socketN")
func tree_level(n: String) -> int:
return 1 if n == "att_socket1" else 0
# 最小 save 形态——attunement.slots 只读 save.meta_state.tree_state().nodes["att_socketN"]
var meta_state := _MetaStateMock.new()
func _conversion_row_of(rows: Array, attr: String) -> Dictionary:
@@ -15,7 +15,7 @@ func _initialize() -> void:
func _row_by_id(ov) -> Dictionary:
var out := {}
for r in ov._forge_rows:
for r in ov._forge._forge_rows:
out[String(r.route_id)] = r
return out
@@ -42,16 +42,16 @@ func _run() -> void:
# ① 锁定态:树钥匙未点亮 → 工作间不可见、两区零行板(无任何可交互购买路径)
ov.open_camp({"balance": 999, "forge": mp.forge_shop_status(), "tree": []})
Kit.check("锁定态:工作间不可见(forge_workshop 钥匙未点亮)〔锻造工坊批 V13〕",
not ov._forge_workbench.visible and ov._forge_lock_l.visible)
not ov._forge._forge_workbench.visible and ov._forge._forge_lock_l.visible)
Kit.check("锁定态:两区零行板(占位纪律——零购买路径)〔锻造工坊批 V13〕",
ov._forge_zone_weapon.get_child_count() == 0 and ov._forge_zone_armor.get_child_count() == 0)
ov._forge._forge_zone_weapon.get_child_count() == 0 and ov._forge._forge_zone_armor.get_child_count() == 0)
# ② 解锁态:钥匙点亮 → 两区各三路线
ov.open_camp({"balance": 500, "forge": mp.forge_shop_status(),
"tree": [{"node_id": "forge_workshop", "level": 1}]})
Kit.check("解锁态:工作间可见(钥匙点亮展开)〔锻造工坊批 V13〕", ov._forge_workbench.visible)
Kit.check("解锁态:工作间可见(钥匙点亮展开)〔锻造工坊批 V13〕", ov._forge._forge_workbench.visible)
Kit.check("两区各三路线(武器锻造区 3 + 护甲锻造区 3)〔锻造工坊批 V13〕",
ov._forge_zone_weapon.get_child_count() == 3 and ov._forge_zone_armor.get_child_count() == 3)
ov._forge._forge_zone_weapon.get_child_count() == 3 and ov._forge._forge_zone_armor.get_child_count() == 3)
var rows: Dictionary = _row_by_id(ov)
Kit.check("六路线行册恰全(sword/spear/staff/light/heavy/ward)〔锻造工坊批 V13〕",
rows.has("sword") and rows.has("spear") and rows.has("staff")
@@ -58,7 +58,7 @@ func _init() -> void:
main._start_adventure_from_menu()
await process_frame
# 入口停点选路进首战(真实停点链)
if not main.level_screen.visible:
if not main.ui.modals.level_screen.visible:
_problems.append("入口停点未呈现(前置失守)")
_finish()
return
@@ -100,12 +100,12 @@ func _init() -> void:
# ---- 断言①:排空前后核心状态逐位一致(演出关停零分叉)----
var snap_before: String = JSON.stringify(battle.diagnostic_snapshot())
var hp_before: int = int(battle.action_economy.ap) + int(battle.action_economy.rap) * 0 # 观测面双录
main._flush_row_queue()
main.ui.screens.row_pacer.flush()
var snap_after: String = JSON.stringify(battle.diagnostic_snapshot())
check(snap_before == snap_after, "排空前后核心诊断快照逐位一致(AC⑤ 演出关停零分叉)")
# ---- 断言②:零丢行(结构判据:排空后队列恒空 + 末信号行原文在带——append_row 直落不吞行)----
check(rows_seen.size() > 0, "结算行已产生(断言前提)")
check(main._row_queue.is_empty(), "排空后队列恒空(flush 完整性)")
check(main.ui.screens.row_pacer.pending_rows().is_empty(), "排空后队列恒空(flush 完整性)")
var last_text := ""
for i in range(rows_seen.size() - 1, -1, -1):
var cand_row: Dictionary = rows_seen[i]
@@ -114,7 +114,7 @@ func _init() -> void:
last_text = String(cand_row.get("display_name", ""))
if last_text != "":
break
check(last_text != "" and main.log_view.parsed_text().contains(last_text),
check(last_text != "" and main.ui.battle.log_view.parsed_text().contains(last_text),
"末信号行原文在明细带(排空不吞行:『%s』)" % last_text)
# ---- 断言③:段间延迟取数面双态 ----
UiKit.motion_scale = 1.0
@@ -129,7 +129,7 @@ func _init() -> void:
var fstage := FakeStage.new(null)
var ffx := FakeFx.new()
rp.stage = fstage
rp.board_view = main.board_view
rp.board_view = main.ui.battle.board_zone.board_view
rp.settlement_fx = ffx
rp._play_settlement_mark({"type": "damage", "target": "地精", "target_id": "goblin_b", "value": 3})
check(fstage.calls.size() == 1 and fstage.calls[0] == ["goblin_b", "地精"],
@@ -144,9 +144,9 @@ func _init() -> void:
UiKit.motion_scale = 1.0 # 常态入队(减动效快路同帧直落不入队——夹具须真落队列)
main._on_step_row({"type": "damage", "target": "hero", "value": 1})
main._on_step_row({"type": "heal", "target": "hero", "value": 2})
check(main._row_queue.size() == 2, "会话更替夹具已入队(前提:%d 行)〔wr4〕" % main._row_queue.size())
check(main.ui.screens.row_pacer.pending_rows().size() == 2, "会话更替夹具已入队(前提:%d 行)〔wr4〕" % main.ui.screens.row_pacer.pending_rows().size())
main._begin_session(false)
check(main._row_queue.is_empty(), "会话更替后待播队列清零(_begin_session 内机制 flush)〔wr4〕")
check(main.ui.screens.row_pacer.pending_rows().is_empty(), "会话更替后待播队列清零(_begin_session 内机制 flush)〔wr4〕")
_finish()
@@ -55,6 +55,19 @@ class FakeDriver extends RefCounted:
"defeat_node_index": 3, "defeat_node_type": "battle", "hp_left": 0.0, "hp_at_boss": 0.0}
# 假配置库(TuneSimController 只读 db.run.action_economy.ap_per_round——最小域对象图)
class FakeActionEconomy:
var ap_per_round := 2
class FakeRun:
var action_economy := FakeActionEconomy.new()
class FakeDB:
var run := FakeRun.new()
func _init() -> void:
UiKit.motion_scale = 1.0
@@ -126,7 +139,7 @@ func _init() -> void:
var panel := FakePanel.new()
root.add_child(panel)
var drv := FakeDriver.new()
var ctrl = TuneSimScript.new({"action_economy": {"ap_per_round": 2}}, panel, 100, drv)
var ctrl = TuneSimScript.new(FakeDB.new(), panel, 100, drv)
drv.ctrl = ctrl
await ctrl.run(2) # 假 driver 回调内读 is_running()(两局各一读)
Kit.check("控制器运行中 is_running()=true(驱动回调内读数)〔wd8〕", drv.seen == [true, true])
@@ -0,0 +1,84 @@
# VERTICAL SLICE - NOT FOR PRODUCTION
# 战斗一屏样张批 V5–V9 断言面(2026-10-29 迭代 43)——五项实装定值的真实入口断言:
# V5 血条填充 = 危险红(UiKit.HP_BAR_FILL 值单点 + 绘制点源码锚:全仓零 #689CE8 与零裸
# Color(0.41,0.61,0.91);条底收 HP_BAR_TRACK 常量);
# V6 站桩名字行垫 HP_BAR_BACK 素底且不压地台(名字行基线 y < 地台顶 y——name_line_probe 几何出口);
# V7 顺位徽标提档 UiKit.FS_HINT(值断言 + 绘制点源码锚,§7.4 清单外 11–13px 提档);
# V8 护甲图标三键(light/ward/heavy)绑对应 24×24 PNG(ResourceLoader 装载结果 + name_line_probe
# 绑定面);
# V9 地台件 scene_stage_plaza.png + 护甲三枚入包可加载且尺寸 48×12 / 24×24(§5.2/§5.3 工单)。
# headless 无渲染面:像素采样以常量单点 + 源码锚 + 探针几何承载(观测面注记,验收对照表 V5 行)。
# 运行:godot --headless --path game --script res://tests/unit/presentation/standee_present_values_test.gd(expect 0)
extends SceneTree
const Kit := preload("res://tests/unit/test_kit.gd")
const StandeeBodyScript := preload("res://presentation/views/standee_body.gd")
# 源码锚读面(静态判据——源文件即提交面)
func _read_source(rel_path: String) -> String:
var f := FileAccess.open(rel_path, FileAccess.READ)
if f == null:
return ""
return f.get_as_text()
func _init() -> void:
# ---- 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")
Kit.check("血条条底收常量 HP_BAR_TRACK(视图原裸值原样入册)〔样张批 V5〕",
UiKit.HP_BAR_TRACK.is_equal_approx(Color(0.10, 0.10, 0.11)))
var body_src := _read_source("res://presentation/views/standee_body.gd")
Kit.check("血条绘制点引用 UiKit.HP_BAR_FILL(源码锚)〔样张批 V5〕",
body_src.contains("UiKit.HP_BAR_FILL"))
Kit.check("全源零违例值 #689CE8 与零裸 Color(0.41,0.61,0.91)(源码锚)〔样张批 V5〕",
not body_src.contains("689CE8") and not body_src.contains("689ce8")
and not body_src.contains("0.41, 0.61, 0.91"))
# ---- V6/V8 站桩实例面(名字行几何 + 护甲绑定) ----
var standee: Node2D = StandeeBodyScript.new("enemy")
root.add_child(standee)
standee.set_data({"display_name": "地精", "enemy_id": "goblin", "hp": 3, "max_hp": 3,
"order": 1, "armor_type": "light"})
var nl: Dictionary = standee.name_line_probe()
Kit.check("名字行基线 y < 地台顶 y(文字禁压地台——V6 判据坐标面)〔样张批 V6〕",
float(nl.baseline_y) < float(nl.plinth_top_y))
Kit.check("素底牌底沿 ≤ 地台顶(整行不越地台)〔样张批 V6〕",
Rect2(nl.plate).end.y <= float(nl.plinth_top_y) + 0.01)
Kit.check("名字行素底 = HP_BAR_BACK 深档 #282220(挂载底色口径)〔样张批 V6〕",
Color(nl.plate_color).to_html(false) == "282220")
Kit.check("基线读数与实装几何同源(基线 = 地台顶上方 9px 档:149 < 158)〔样张批 V6〕",
absf(float(nl.baseline_y) - 149.0) < 0.51 and absf(float(nl.plinth_top_y) - 158.0) < 0.51)
# ---- V7 顺位徽标提档 FS_HINT ----
Kit.check("FS_HINT = 14(§7.4 六档)〔样张批 V7〕", UiKit.FS_HINT == 14)
Kit.check("顺位徽标绘制点取 UiKit.FS_HINT(源码锚)〔样张批 V7〕",
body_src.contains("HORIZONTAL_ALIGNMENT_LEFT, -1, UiKit.FS_HINT"))
# ---- V8 护甲图标三键绑 24×24 PNG ----
var armor_paths := {"light": UiKit.TEX_ARMOR_LIGHT, "ward": UiKit.TEX_ARMOR_WARD,
"heavy": UiKit.TEX_ARMOR_HEAVY}
for key: String in armor_paths:
var tex := UiKit.load_tex(armor_paths[key])
Kit.check("护甲 %s 键绑对应 PNG 且 24×24(§5.3 工单)〔样张批 V8〕" % key,
tex != null and tex.get_width() == 24 and tex.get_height() == 24)
var ward_standee: Node2D = StandeeBodyScript.new("enemy")
root.add_child(ward_standee)
ward_standee.set_data({"display_name": "蛛化卓尔精灵", "enemy_id": "drider", "hp": 5, "max_hp": 5,
"order": 1, "armor_type": "ward"})
var nl_ward: Dictionary = ward_standee.name_line_probe()
Kit.check("甲档键 → 纹理路径绑定(name_line_probe 出 armor_icon 路径)〔样张批 V8〕",
bool(nl_ward.armor_tex_bound) and String(nl_ward.armor_icon) == UiKit.TEX_ARMOR_WARD)
# ---- V9 地台件与护甲三枚入包可载且尺寸对 ----
var plaza := UiKit.load_tex(UiKit.TEX_STAGE_PLAZA)
Kit.check("地台件 scene_stage_plaza.png 可加载且 48×12(§5.2 工单)〔样张批 V9〕",
plaza != null and plaza.get_width() == 48 and plaza.get_height() == 12)
for key: String in armor_paths:
var tex9 := UiKit.load_tex(armor_paths[key])
Kit.check("护甲三枚入包(24×24)且路径常量在 UiKit 单点〔样张批 V9〕" if key == "light"
else "护甲三枚入包(24×24)〔样张批 V9〕",
tex9 != null and tex9.get_width() == 24 and tex9.get_height() == 24)
quit(Kit.finish("standee_present_values"))
@@ -0,0 +1 @@
uid://c7a6acc5aici0
Loaded 100 of 125 files, more files were not shown because too many files have changed in this diff. Show more