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@@ -131,7 +131,7 @@
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### 3.5 营地场景图
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- **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`。
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- **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**。
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- **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。**
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- **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_*`。
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- **现状**:全占位。
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@@ -1,6 +1,6 @@
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# 美术圣经(Art Bible)— Dungeon Sweeper
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> 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
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> 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
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>
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> **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。
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> 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。
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@@ -59,6 +59,8 @@
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**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〉
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**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)
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**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〉
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---
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@@ -374,7 +376,7 @@
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### 6.1 战斗舞台背景(B 区环境)
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- **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〉
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- **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〉
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- **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〉
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- **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
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- **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〉
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- **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〉
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@@ -1,4 +1,4 @@
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# 生图提示词卡(角色级资产)v2.9
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# 生图提示词卡(角色级资产)v2.11
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> **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。
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> **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。
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@@ -289,7 +289,8 @@ Seamless tileable pixel art texture of dry dirt ground, top-down, for a dungeon
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> **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。
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> **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。
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> **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。
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> **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。
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> **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。
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> **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。
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### 5.1 组一 · B 区舞台背景插画(1 件)
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@@ -444,7 +445,7 @@ Do not add any of the following: realistic, photorealistic or 3D rendering; pain
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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)。
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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。
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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。
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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>/`。
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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>/`。
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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。
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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)。
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@@ -2,7 +2,7 @@
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> **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。
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> **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。
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> **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。
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> **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。
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> 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>/`。
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## 1. 主角战斗立绘
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@@ -2,8 +2,8 @@
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## 文档状态
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- 版本:1.24
|
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- 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。
|
||||
|
||||
---
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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。
|
||||
|
||||
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@@ -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
|
||||
@@ -0,0 +1 @@
|
||||
uid://bo0eolh0vmvgb
|
||||
@@ -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
|
||||
@@ -34,6 +34,8 @@ 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 enemy_system/status_effects/reward_economy 私有化——跨层读取一律经 presentation_snapshot()/diagnostic_snapshot() 成文出口。
|
||||
@@ -45,60 +47,43 @@ 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:
|
||||
@@ -213,18 +198,13 @@ 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:
|
||||
@@ -234,6 +214,7 @@ func _init(db_ref: ConfigDb, rng_ref: RngServiceCore) -> void:
|
||||
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)
|
||||
_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)
|
||||
@@ -252,11 +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)----
|
||||
@@ -269,7 +247,7 @@ func begin_battle(enc: Dictionary) -> bool:
|
||||
return false
|
||||
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)
|
||||
@@ -281,14 +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)
|
||||
@@ -299,9 +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
|
||||
@@ -309,7 +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:
|
||||
@@ -352,12 +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)
|
||||
@@ -368,13 +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;
|
||||
@@ -415,19 +393,19 @@ func _begin_battle_preview_economy(enc: Dictionary) -> void:
|
||||
# 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": encounter, "fatal_cb": _fatal})
|
||||
"reward_economy": _reward_economy, "encounter": _facts.encounter, "fatal_cb": _fatal})
|
||||
if not installer.install(during_round):
|
||||
return false
|
||||
_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
|
||||
|
||||
|
||||
@@ -448,9 +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,
|
||||
@@ -459,47 +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
|
||||
@@ -556,57 +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)
|
||||
|
||||
@@ -643,12 +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
|
||||
@@ -656,18 +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(), },
|
||||
})
|
||||
|
||||
|
||||
@@ -675,7 +576,7 @@ 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()
|
||||
@@ -689,16 +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)
|
||||
|
||||
@@ -711,7 +612,7 @@ 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_and_reset(true) # 当场换图——失败即编排违例 fail-fast
|
||||
@@ -737,11 +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})
|
||||
|
||||
|
||||
@@ -749,7 +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():
|
||||
@@ -757,11 +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
|
||||
|
||||
@@ -812,7 +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)
|
||||
@@ -839,12 +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,
|
||||
@@ -855,12 +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:
|
||||
@@ -911,6 +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
|
||||
@@ -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",
|
||||
|
||||
@@ -1,4 +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
|
||||
|
||||
@@ -1,4 +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
|
||||
|
||||
@@ -1,4 +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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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:
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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):
|
||||
|
||||
@@ -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
|
||||
@@ -0,0 +1 @@
|
||||
uid://ce07smbypdcyj
|
||||
@@ -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 %
|
||||
|
||||
@@ -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:
|
||||
|
||||
@@ -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()
|
||||
|
||||
|
||||
@@ -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])
|
||||
|
||||
+76
-264
@@ -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:
|
||||
@@ -758,15 +570,15 @@ 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:
|
||||
@@ -776,7 +588,7 @@ func _on_refresh_confirmed() -> void:
|
||||
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
|
||||
@@ -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)
|
||||
root.ui.modals.flow.open(root.ui.modals.shop_overlay)
|
||||
if root.run_scope.runner.shop.is_shop_pool():
|
||||
root.shop_overlay.open_shelf(root.run_scope.runner.shop.shop_shelf(), int(root.run_scope.runner.gp))
|
||||
root.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.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
|
||||
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.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)----
|
||||
|
||||
@@ -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()
|
||||
@@ -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.ui.modals.shop_overlay.visible and root.run_scope.runner != null:
|
||||
if root.run_scope.runner.shop.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)
|
||||
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.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
@@ -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)
|
||||
|
||||
@@ -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
|
||||
@@ -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)
|
||||
@@ -0,0 +1 @@
|
||||
uid://d35j5hry1f40v
|
||||
@@ -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)
|
||||
@@ -0,0 +1 @@
|
||||
uid://dbs4qveqvr5hg
|
||||
@@ -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)
|
||||
@@ -0,0 +1 @@
|
||||
uid://d1hahbtan1te8
|
||||
@@ -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
|
||||
@@ -0,0 +1 @@
|
||||
uid://dd8ep7nhmyrdq
|
||||
@@ -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
|
||||
|
||||
@@ -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:
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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
|
||||
@@ -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()
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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])
|
||||
@@ -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
|
||||
|
||||
@@ -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
@@ -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)")
|
||||
|
||||
@@ -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
@@ -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:
|
||||
|
||||
@@ -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
@@ -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:
|
||||
|
||||
@@ -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
@@ -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()
|
||||
|
||||
@@ -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
@@ -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 |
|
||||
|
||||
@@ -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
@@ -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。
|
||||
|
||||
@@ -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)")
|
||||
@@ -314,7 +314,7 @@ fi
|
||||
# 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/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/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/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/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
@@ -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)----
|
||||
|
||||
@@ -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
|
||||
@@ -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)
|
||||
|
||||
@@ -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〕")
|
||||
|
||||
|
||||
@@ -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)
|
||||
@@ -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)
|
||||
|
||||
@@ -72,7 +72,7 @@ func _seal_propagation(db) -> bool:
|
||||
rng_a.set_master_seed(5)
|
||||
var oc_bg = OrchestratorScript.new(db, rng_a)
|
||||
var bi_bg = BoardInstallerScript.new({"db": db, "rng": rng_a, "minesweeper": oc_bg.minesweeper,
|
||||
"reward_economy": oc_bg._reward_economy, "encounter": oc_bg.encounter, "fatal_cb": oc_bg._fatal})
|
||||
"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))
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -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)),
|
||||
@@ -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":
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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:
|
||||
|
||||
@@ -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
|
||||
@@ -675,8 +675,9 @@ func _smoke_contrast_inks() -> void:
|
||||
Kit.check("V4 RAP 反馈行 STONE_DEEP 对数据板 %.2f:1 ≥4.5:1" % r_rap, r_rap >= 4.5)
|
||||
# 消费点源码锚定:新墨在位、旧裸用点清零、语义岗常量不动
|
||||
var sb_src: String = FileAccess.get_file_as_string("res://presentation/views/standee_body.gd")
|
||||
Kit.check("V4 顺位徽标①②③ 墨=GOLD_BRIGHT(13px 行原位)",
|
||||
sb_src.contains("HORIZONTAL_ALIGNMENT_LEFT, -1, 13, UiKit.GOLD_BRIGHT"))
|
||||
Kit.check("V4 顺位徽标①②③ 墨=GOLD_BRIGHT(FS_HINT 14 提档原位——迭代 43 V7 换代替代,旧裸 13 清零)",
|
||||
sb_src.contains("HORIZONTAL_ALIGNMENT_LEFT, -1, UiKit.FS_HINT, UiKit.GOLD_BRIGHT")
|
||||
and not sb_src.contains("-1, 13, UiKit.GOLD_BRIGHT"))
|
||||
Kit.check("V4 魔法护甲徽标墨=HERO_BLUE_BRIGHT", sb_src.contains("col = UiKit.HERO_BLUE_BRIGHT"))
|
||||
Kit.check("V4 重甲徽标墨=GOLD_BRIGHT", sb_src.contains("col = UiKit.GOLD_BRIGHT"))
|
||||
Kit.check("V4 意图蓄力档判据=分档布尔(standee_body:179 CHARGE_SKILL_IDS 判定;旧 GOLD_DEEP 恒不可达判据清零)〔wd2〕",
|
||||
@@ -721,8 +722,8 @@ func _smoke_diag_button_retired() -> void:
|
||||
var main_src: String = FileAccess.get_file_as_string("res://presentation/main.gd")
|
||||
Kit.check("V6 主区无 build_diag_button 调用残留(旧实现同批清理)",
|
||||
not main_src.contains("build_diag_button"))
|
||||
Kit.check("V6 转储入口连接随迁(组合根接浮窗 diagnose_requested 信号)",
|
||||
main_src.contains("debug_overlay.diagnose_requested.connect(_on_diagnose_pressed)"))
|
||||
Kit.check("V6 转储入口连接随迁(组合根经注册面接浮窗 diagnose_requested 信号)〔注册面 V2〕",
|
||||
main_src.contains("ui.modals.debug_overlay.diagnose_requested.connect(_on_diagnose_pressed)"))
|
||||
Kit.check("V6 转储编排承接函数在位(dump_diagnosis 卡死取证保留)",
|
||||
main_src.contains("func _on_diagnose_pressed()"))
|
||||
var asm_src: String = FileAccess.get_file_as_string("res://presentation/ui_assembler.gd")
|
||||
@@ -802,7 +803,7 @@ func _camp_recent_projection() -> void:
|
||||
var camp = load("res://presentation/views/camp_overlay_view.gd").new()
|
||||
camp.open_camp({"balance": 0, "recent": [
|
||||
{"result": "completed", "levels_cleared": 2, "keystone_total": 5, "master_seed": 42}]})
|
||||
var recent_text: String = String(camp._recent_list.text)
|
||||
var recent_text: String = String(camp._side._recent_list.text)
|
||||
Kit.check("营地最近冒险行完成关数措辞(实际「%s」)〔口径换代 V6〕" % recent_text,
|
||||
recent_text.contains("完成 2 关") and not recent_text.contains("通关"))
|
||||
camp.visible = false
|
||||
|
||||
@@ -0,0 +1,245 @@
|
||||
# 双实现对拍配对套件(注册面批同代测速循环批 v1.1——帧相位等价的执行化证据):
|
||||
# 产品码(process_frame 信号步进状态机)vs 夹具(现行 await 形态逐字副本——循环内 await+收尾四语句在 run() 尾)。
|
||||
# 五面对拍(帧索引序列/运行态序列/进度串序列/stats 六键/报告全文)逐位相等=
|
||||
# 每步恰一帧+相位同点+输出逐字的当轮真实执行证据(测量语义逐点等价四判据的落码面)。
|
||||
# 拓扑钉死:测试宿主先连 process_frame 帧计数、后启动两形态——两形态下「计数先于步进体」相对次序同构,序列可比。
|
||||
# n=3 常规案+n=0 退化案(同步收尾零帧——_mean/_p90 空守卫渲染面)。
|
||||
# 运行:godot --headless --path game --script res://tests/unit/presentation/tune_sim_batch_parity_test.gd(expect 0)
|
||||
extends SceneTree
|
||||
|
||||
const Kit := preload("res://tests/unit/test_kit.gd")
|
||||
const TuneSimScript := preload("res://presentation/tune_sim_controller.gd")
|
||||
|
||||
|
||||
# 假调试面板(wd8 同形 setter 面+进度/运行态/报告三记录数组供序列对拍)
|
||||
class FakePanel extends Node:
|
||||
var running := false
|
||||
var progress := ""
|
||||
var report := ""
|
||||
var atk := 0
|
||||
var hp := 0
|
||||
var progress_log: Array[String] = []
|
||||
var report_log: Array[String] = []
|
||||
var running_log: Array[bool] = []
|
||||
|
||||
func atk_pct() -> int:
|
||||
return atk
|
||||
|
||||
func hp_pct() -> int:
|
||||
return hp
|
||||
|
||||
func set_sim_running(r: bool) -> void:
|
||||
running = r
|
||||
running_log.append(r)
|
||||
|
||||
func set_sim_progress(t: String) -> void:
|
||||
progress = t
|
||||
progress_log.append(t)
|
||||
|
||||
func set_sim_report(t: String) -> void:
|
||||
report = t
|
||||
report_log.append(t)
|
||||
|
||||
|
||||
# 假自动策略(固定返回值两档 victory/defeat 交替——wd8 :53-55 同款取值,零随机;
|
||||
# 逐局记录帧索引与运行态读数——帧索引经宿主注入的计数 Callable 读取)
|
||||
class FakeDriver extends RefCounted:
|
||||
var ctrl
|
||||
var frame_counter: Callable # 宿主帧计数(0 参 Callable——拓扑钉死:计数先于步进体)
|
||||
var seen: Array[bool] = []
|
||||
var frames: Array[int] = []
|
||||
var calls := 0
|
||||
|
||||
func run_level(_db: Variant, _seed: int, _level: int, _atk: int, _hp: int, _other: bool, _logger: Variant) -> Dictionary:
|
||||
calls += 1
|
||||
seen.append(ctrl.is_running())
|
||||
frames.append(int(frame_counter.call()))
|
||||
if calls % 2 == 1:
|
||||
return {"hero_dmg": 12.0, "rounds": 4, "result": "victory", "hp_left": 3.0, "hp_at_boss": 5.0}
|
||||
return {"hero_dmg": 6.0, "rounds": 2, "result": "defeat",
|
||||
"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——wd8 同款最小域对象图)
|
||||
class FakeActionEconomy:
|
||||
var ap_per_round := 2
|
||||
|
||||
|
||||
class FakeRun:
|
||||
var action_economy := FakeActionEconomy.new()
|
||||
|
||||
|
||||
class FakeDB:
|
||||
var run := FakeRun.new()
|
||||
|
||||
|
||||
# 现行 await 形态逐字副本(tune_sim_controller.gd run(n) 改形前形态——循环内 await+收尾四语句在 run() 尾;
|
||||
# 全仓唯一在测夹具——产品码禁留第二实现,tests/ 不在 S13/S8/S9/S10 扫描面、夹具内循环 await 合法在册)。
|
||||
# 与产品码新形态的申报差异仅一处:批末把 stats 六键束存 out_stats 成员供对拍读取
|
||||
# (产品码 stats 经报告公开面观测——内部字段直查受控例外申报在卡 §17)。
|
||||
class AwaitLoopRunner extends RefCounted:
|
||||
const SEED_BASE := 4200
|
||||
const ParityLogger := preload("res://presentation/playtest_logger.gd")
|
||||
var db
|
||||
var panel
|
||||
var _base_hp := 0
|
||||
var _driver = null
|
||||
var _running := false
|
||||
var out_stats: Dictionary = {}
|
||||
|
||||
func _init(db_ref, panel_ref, base_hp: int, driver = null) -> void:
|
||||
db = db_ref
|
||||
panel = panel_ref
|
||||
_base_hp = base_hp
|
||||
_driver = driver
|
||||
|
||||
func is_running() -> bool:
|
||||
return _running
|
||||
|
||||
func run(n: int) -> void:
|
||||
_running = true
|
||||
var logger = ParityLogger.new()
|
||||
logger.ap_per_round = int(db.run.action_economy.ap_per_round)
|
||||
logger.start_session(SEED_BASE)
|
||||
panel.set_sim_running(true)
|
||||
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 = _driver
|
||||
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))
|
||||
panel.set_sim_running(false)
|
||||
_running = false
|
||||
out_stats = stats
|
||||
|
||||
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——同产品码构造缝)
|
||||
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)
|
||||
if st.result == "victory":
|
||||
stats["wins"] = int(stats["wins"]) + 1
|
||||
(stats["hp_left_win"] as Array).append(st.hp_left)
|
||||
(stats["hp_boss"] as Array).append(st.hp_at_boss)
|
||||
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
|
||||
|
||||
|
||||
func _init() -> void:
|
||||
var frame_idx := {"i": -1} # 帧计数(宿主最先连——拓扑钉死「计数先于步进体」)
|
||||
process_frame.connect(func() -> void: frame_idx["i"] += 1)
|
||||
await process_frame # 树初始化就绪帧(SceneTree._init 时点 root 未挂树——面板 get_tree() 首帧后才有效;wd8 同款先例:panel 段前有 await 过帧)
|
||||
var r3 := await _run_pair(3, frame_idx)
|
||||
_check_n3(r3)
|
||||
var r0 := await _run_pair(0, frame_idx)
|
||||
_check_n0(r0)
|
||||
quit(Kit.finish("tune_sim_batch_parity"))
|
||||
|
||||
|
||||
# 对拍驱动:两形态各经 run(n) 真实入口(同参假面板/假驱动各自实例);先启动两形态、后分别 await——
|
||||
# 两形态在调用点同一同步段内先后挂起(并行于同一帧时钟),驱动协程返回 int 承接 void run 的可等待面
|
||||
func _run_pair(n: int, frame_idx: Dictionary) -> Dictionary:
|
||||
# 两形态串行驱动(各经 run(n) 真实入口 await 调用——GDScript 协程动态调用必须 await,
|
||||
# 无并行启动形态):帧序列各自记录、断言按相对首帧偏移归一后逐位比对——拓扑不变式
|
||||
# 「计数先连、启动后于计数、计数先于步进体」在两形态下相对次序同构,等价证据结构不变。
|
||||
var panel_a := FakePanel.new()
|
||||
root.add_child(panel_a)
|
||||
var drv_a := FakeDriver.new()
|
||||
var a: Variant = TuneSimScript.new(FakeDB.new(), panel_a, 100, drv_a)
|
||||
drv_a.ctrl = a
|
||||
drv_a.frame_counter = func() -> int: return frame_idx["i"]
|
||||
await a.run(n)
|
||||
var panel_b := FakePanel.new()
|
||||
root.add_child(panel_b)
|
||||
var drv_b := FakeDriver.new()
|
||||
var b: Variant = AwaitLoopRunner.new(FakeDB.new(), panel_b, 100, drv_b)
|
||||
drv_b.ctrl = b
|
||||
drv_b.frame_counter = func() -> int: return frame_idx["i"]
|
||||
await b.run(n)
|
||||
return {"a": a, "b": b, "pa": panel_a, "pb": panel_b, "da": drv_a, "db": drv_b}
|
||||
|
||||
|
||||
func _check_n3(r: Dictionary) -> void:
|
||||
var pa: FakePanel = r["pa"]
|
||||
var pb: FakePanel = r["pb"]
|
||||
var da: FakeDriver = r["da"]
|
||||
var drv_b: FakeDriver = r["db"]
|
||||
var a = r["a"]
|
||||
var b = r["b"]
|
||||
Kit.check("n=3 帧序列相对偏移逐位相等(%s vs %s)+相邻差恒一(每步恰一帧)〔测速 V1〕",
|
||||
str(_norm(da.frames)) == str(_norm(drv_b.frames)) and da.frames.size() == 3
|
||||
and _consecutive(da.frames) and _consecutive(drv_b.frames))
|
||||
Kit.check("n=3 运行态读数序列逐位相等+收尾双运行态假+面板置假序列同构〔测速 V2〕",
|
||||
str(da.seen) == str(drv_b.seen) and da.seen == [true, true, true]
|
||||
and not a.is_running() and not b.is_running()
|
||||
and not pa.running and not pb.running
|
||||
and str(pa.running_log) == str(pb.running_log))
|
||||
Kit.check("n=3 进度串序列逐位相等(%d 段)〔测速 V3〕",
|
||||
str(pa.progress_log) == str(pb.progress_log) and pa.progress_log.size() == 4)
|
||||
var got: Dictionary = r["b"].out_stats
|
||||
var deaths: Dictionary = got.get("death_nodes", {})
|
||||
Kit.check("n=3 夹具 stats 六键与按假驱动固定返回值重算的期望逐键相等〔测速 V4〕",
|
||||
int(got.get("wins", -1)) == 2
|
||||
and _arr_eq(got.get("dmg_all"), [12.0, 6.0, 12.0])
|
||||
and _arr_eq(got.get("hp_left_win"), [3.0, 3.0])
|
||||
and _arr_eq(got.get("hp_boss"), [5.0, 5.0])
|
||||
and _arr_eq(got.get("rounds_all"), [4, 2, 4])
|
||||
and deaths.size() == 1 and int(deaths.get("3.battle", -1)) == 1)
|
||||
Kit.check("n=3 报告全文逐字相等且含渲染面四关键串〔测速 V5〕",
|
||||
pa.report == pb.report and pa.report != ""
|
||||
and pa.report.contains("关卡完成率") and pa.report.contains("关卡完成剩余 HP 均")
|
||||
and pa.report.contains("败北节点") and pa.report.contains("N=3"))
|
||||
|
||||
|
||||
func _check_n0(r: Dictionary) -> void:
|
||||
var pa: FakePanel = r["pa"]
|
||||
var pb: FakePanel = r["pb"]
|
||||
var da: FakeDriver = r["da"]
|
||||
var drv_b: FakeDriver = r["db"]
|
||||
var a = r["a"]
|
||||
var b = r["b"]
|
||||
Kit.check("n=0 退化:两形态驱动零回调、帧索引序列空(同步收尾零帧)〔测速 V1〕",
|
||||
da.frames.is_empty() and drv_b.frames.is_empty() and da.calls == 0 and drv_b.calls == 0)
|
||||
Kit.check("n=0 运行态置假序列 [true, false] 双形态同构+收尾双假〔测速 V2〕",
|
||||
str(pa.running_log) == str(pb.running_log) and pa.running_log == [true, false]
|
||||
and not a.is_running() and not b.is_running())
|
||||
Kit.check("n=0 进度串单段逐字相等〔测速 V3〕",
|
||||
str(pa.progress_log) == str(pb.progress_log) and pa.progress_log == ["模拟中:0/0 …"])
|
||||
Kit.check("n=0 夹具 stats 六键零计〔测速 V4〕",
|
||||
int((r["b"].out_stats as Dictionary).get("wins", -1)) == 0
|
||||
and ((r["b"].out_stats as Dictionary).get("dmg_all") as Array).is_empty()
|
||||
and ((r["b"].out_stats as Dictionary).get("hp_left_win") as Array).is_empty()
|
||||
and ((r["b"].out_stats as Dictionary).get("hp_boss") as Array).is_empty()
|
||||
and ((r["b"].out_stats as Dictionary).get("rounds_all") as Array).is_empty()
|
||||
and ((r["b"].out_stats as Dictionary).get("death_nodes") as Dictionary).is_empty())
|
||||
Kit.check("n=0 报告全文逐字相等且非空(空 stats 渲染面)〔测速 V5〕",
|
||||
pa.report == pb.report and pa.report != "")
|
||||
|
||||
# 帧序列归一(相对首帧偏移——串行驱动下两形态帧段错位、结构可比性归一承载)
|
||||
func _norm(fr: Array) -> Array:
|
||||
var out: Array = []
|
||||
var base := int(fr[0]) if fr.size() > 0 else 0
|
||||
for i in fr.size():
|
||||
out.append(int(fr[i]) - base)
|
||||
return out
|
||||
|
||||
|
||||
# 相邻差恒一(每步恰占一帧——判据①的序列面证据)
|
||||
func _consecutive(fr: Array) -> bool:
|
||||
for i in range(1, fr.size()):
|
||||
if int(fr[i]) - int(fr[i - 1]) != 1:
|
||||
return false
|
||||
return true
|
||||
|
||||
# 数组逐元素浮点比对(stats 桶重算期望——类型化比较,消 str 形态歧义)
|
||||
func _arr_eq(a, b: Array) -> bool:
|
||||
var aa := a as Array
|
||||
if aa == null or aa.size() != b.size():
|
||||
return false
|
||||
for i in b.size():
|
||||
if absf(float(aa[i]) - float(b[i])) > 0.0001:
|
||||
return false
|
||||
return true
|
||||
@@ -1,24 +0,0 @@
|
||||
# 迭代 42 反哺点清单(2026-10-29)
|
||||
|
||||
要写进 `design/` 的点逐条列全:哪个文件哪一节、改成什么、依据是什么。用户在会话中裁决后归文档批落文,落文后本条清掉(不登记待办清单)。
|
||||
|
||||
## 反哺点 1:architecture.md:109 ShopSession 行——委托承载句失效+公开面格重写(卡② §6)
|
||||
|
||||
- **位置**:`design/engineering/architecture/architecture.md` 功能层表 ShopSession 行(:109)「对外暴露」格。
|
||||
- **失效陈述**:「外部调用面由 LevelRunner 同签名委托承载(外部零变化)」——委托壳已随迭代 42 卡② 全量拆除(19 委托+2 死壳归零)。
|
||||
- **改写内容全文(建议落文)**:该格末句改为——「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(+白盒两入口仅测试侧:_draw_shelf/_spend_discounted)」。
|
||||
- **set_shop_pool 调用面改述**:pool 注入经 LevelRunner 构造 ctx 供给(level_runner.gd:101–102 内部直调 ShopSession.set_shop_pool);原委托块注释「AdventureRunner._start_current_level 唯一调用方」系陈旧表述(全仓 grep 证实产品码零其他调用方),随壳删除作废;测试面直连 `shop.set_shop_pool`。
|
||||
- **依据**:迭代 42 卡② v1.1 §2–§6(拆除形态权威=architecture.md:154「调用直连:不留中间人委托壳」);实测残留扫描零真残留(实现报告 §7)。
|
||||
|
||||
## 反哺点 2:architecture.md「测试与质量域」S13 豁免登记段——本批 5 键+既有讨论 5 键按实测值落文(卡① D5/§14.5)
|
||||
|
||||
- **位置**:`design/engineering/architecture/architecture.md`「测试与质量域」S13 豁免登记段(先例=battle_orchestrator 第三条形态:键永久基线内、禁再恶化、豁免不等于了结)。
|
||||
- **落文内容(批末实测值,2026-10-29 全量扫描)**:
|
||||
- board_view.gd max-class-variables = 32(D2 裁悬停域不拆——类变量无拆分动作可归绿,残留面全为契约承载)
|
||||
- board_view.gd max-public-methods = 27(同 D2——27 个逐类核对全为探针契约面与依赖单向纪律承载面)
|
||||
- level_runner.gd max-public-methods = 33(D3/D6——委托壳拆除后终值,直连形态下无再降空间)
|
||||
- level_runner.gd max-class-variables = 30(D3——`shop` 公开成员留宿主,非无效成员)
|
||||
- adventure_runner.gd max-class-variables = 28(D4 裁断点域不拆——断点协议住冒险生命周期 owner 内本身内聚)
|
||||
- 既有讨论 5 键同段合并落文:main.gd max-class-variables = 49/tune_sim_controller.gd await-in-loop/board_cell_unit.gd max-class-variables = 30/standee_body.gd max-class-variables = 19/battle_orchestrator.gd max-class-variables = 37(随装板域拆件 38→37 只降,替代原登记值 38)。
|
||||
- **依据**:卡① §6 D5 裁决(2026-10-29 用户裁)+§14.5;实测值见实现报告 §3 键账对账表。
|
||||
- **配套**:S13 基线重锚由用户发令 `python tools/gdstyle_gate.py --refresh --force`(16→10 键,降幅逾 10%)——重锚后归绿 6 键自然消失,豁免 10 键以新登记值留基线。
|
||||
@@ -1,92 +0,0 @@
|
||||
# 迭代 42 实现报告(2026-10-29)
|
||||
|
||||
批次=gdstyle 尾波清偿批(卡① v2.0)+ level_runner 商店委托层拆除(卡② v1.1)并排编队。执行形态=整迭代单工作区 `g-plan2-iter42`(两卡均未声明并行工作区,D6 裁「同迭代并排编队、先后皆可」=串行任一序),卡序 gdstyle 先(编排既定)、level_runner 后;卡① T6 批末对账与卡② T2 收口合并为迭代总收口一次执行。定义面(roadmap/待办清单/两卡)已随编排提交 14a10e5e 入库,本批无定义面搬运提交。
|
||||
|
||||
## 1. 各卡状态
|
||||
|
||||
| 卡 | 任务 | 状态 | 分支提交 |
|
||||
|---|---|---|---|
|
||||
| 卡① gdstyle 尾波清偿 | T0 读数复核与对账 | 完成(16 键现值与基线登记值逐键全数对上,零漂移;行位订正 7 处就地落卡) | 509f41f5(随 T1 同笔) |
|
||||
| 卡① | T1 board_view 拆分 | 完成(键 1–4 归绿) | 509f41f5 |
|
||||
| 卡① | T2 _enter_node 载荷合并 | 完成(键 9 归绿) | c47a032d |
|
||||
| 卡① | T3 装板域拆件 BoardInstaller | 完成(键 10 归绿,类变量 38→37) | adff0772 |
|
||||
| 卡② level_runner 委托拆除 | T0 调用面直连(中间态) | 完成(改址六件产品码+sim+七件测试,壳在位全绿) | f7e898be |
|
||||
| 卡② | T1 壳拆除与完整性证明 | 完成(键 7 实测 50→33,残留扫描零真残留) | ae3bd5fc |
|
||||
| 两卡 | T6/T2 迭代总收口 | 本报告+反哺点清单+全量域闸+独立验收审计+合回呈报 | 见 git log |
|
||||
|
||||
## 2. 实际改动—验收对照表(承两卡 §13/§11 需求侧对照表;结果列为本批实测)
|
||||
|
||||
| 行 | 需求点 | 改动(文件:行) | 验收测试(名称+落点+尾缀) | 层级 | 真实入口 | 判据绑定面 | 结果 |
|
||||
|---|---|---|---|---|---|---|---|
|
||||
| V1 | 键 1/2/3/4——_paint_cell 拆五段+rebuild 构建器 | board_view.gd `_paint_cell` 拆 `_paint_cell_ink/_paint_cell_base/_paint_cell_facade/_paint_cell_overlays/_paint_cell_fog` 五段+`_build_cell_unit` 出函 | 复用 type_glow_test(48 checks 绿)/theme_projection_test._smoke_type_glow(163 checks 绿)/player_copy_sweep_test(22 checks 绿);render_gate 棋盘 golden 三张 | 单元+探针+golden | BoardView.rebuild()→refresh()→type_glow_probe();board_shot_probe 真实场景帧 | 既有断言面+golden 逐像素 | 绿——三套件全绿(theme_projection 的 163 checks 全过;该套件 FAIL=存量红,见 §6-①,与本改动无涉);golden 有 diff 与 stash 对照逐位同值(L2/L3 0.00%、L1 2.74% 双侧同值——见 §6-③) |
|
||||
| V3 | 键 9——_enter_node 载荷合并 | level_runner.gd shop 分支双 return 并单 return(payload 变量,两字典逐字保持) | 新增 level_shop_economy_test.gd:_test_shop_node_entered_payload〔尾波 V1〕四断言 | 单元 | LevelRunner.start_level(_external)→pick_next_node 进 shop 节点 | node_entered 信号载荷(pool 含 shelf:true 且 gp=进店钱包现值 27;legacy 无 shelf 键且 gp=现值 30) | 绿——套件 192 checks 全绿(exit 0) |
|
||||
| V4 | 键 10——装板域拆件 | board_installer.gd 新建;battle_orchestrator 六函数迁出、复位块留薄壳 `_install_and_reset`、三调用点改址、`_board_generator` 成员退役 | 复用 variant_placement_test(49 checks)/round_flow_skill_pool_test(129 checks)/seal_polarity_test(70 checks)/run_time_fatal_test(负套件 exit=1,wr5 棋盘生成半边随拆件改指 BoardInstaller 新组装点——见 §5-7)+run_smoke(15 项) | 单元+集成 | BattleOrchestrator.begin_battle()/player_request_refresh() | 同种子变异布置逐位断言面+全战斗步骤流逐行回放断言(board_gen/variant_place 取号序零漂移由同种子断言钉住)+违约封印传导链(wr5 双半边) | 绿——三套件+负套件+冒烟全绿;键 10 归绿(文件长 916≤1000 键消失)、类变量实测 37 |
|
||||
| R1 | 调用面直连改址(非行为改动) | 产品码 6 件+sim 1 件+测试 7 件全部调用点 `<表达式>.shop.<方法>` | 既有套件回归两轮全绿:T0 中间态轮(壳在位)+T1 壳删后轮(level_shop_economy 192/hero_ledger/adventure_feats/pool_case_d/treasure_effects/curio_refresh_paid/meta_progression_forge 全套+冒烟) | 单元+接口 | 各套件既有真实入口 | 既有断言逐位不变+壳删后编译通过 | 绿——两轮全绿(全量 65 套件两轮失败清单逐一同值=10 存量红,见 §6-②;七件相关套件两轮全绿) |
|
||||
| R2 | 壳块拆除(非行为改动) | level_runner.gd :723–725 区块涉委托两句+:751–828 十九委托全量删除(含死壳 2 枚) | 残留扫描零命中(19 方法名全仓 grep,输出留 §7)+T1 套件绿 | 静态+单元 | grep 全仓+套件真实入口 | 扫描面>0(19 名单命中 34 行逐一判类归属)+壳删后零引用可编译 | 绿——34 行全数为他类定义与调用/字典键名/宿主内部 shop. 直连点,零真残留 |
|
||||
| R3 | 宿主成员公开化(非行为改动) | level_runner.gd:44 `_shop`→`shop`+内部引用 28 处随更名 | 随 R1 两轮套件绿 | 单元 | 套件真实入口 | 内部使用点行为不变 | 绿——词级 `_shop` 全仓 .gd 零残留(件核) |
|
||||
| R4 | 注释同步六处(非行为改动) | shop_session.gd:4/level_runner.gd 区块句/level_autoplay.gd:335/:356/shop_overlay_view.gd:88/152/tree_rules_v11_test.gd:6 | 随批代码域闸绿(静态扫描覆盖文件头纪律面) | 静态 | —(静态判据) | 静态扫描+评审注记(观测面局限申报:注释无运行时提交面) | 绿——六处已同步,闸 09 见全量域闸回执 |
|
||||
|
||||
反向核对:diff 中行为改动仅 V3 一处(载荷合并,行为保持——载荷字典逐字);其余均为非行为改动(结构整改,判据=零漂移证明如上)。孤儿断言:无(新增断言仅 V3 行四条〔尾波 V1〕,已挂行)。
|
||||
|
||||
## 3. 键账对账(S13——11 键终值对照卡① §7 预期)
|
||||
|
||||
| 键 | 预期(卡① §7) | 批末实测 | 判定 |
|
||||
|---|---|---|---|
|
||||
| 1 board_view _paint_cell 长度 | ≤50 归绿 | 键消失(函数已拆五段,新函数无超标键) | 归绿 ✓ |
|
||||
| 2 board_view _paint_cell 分支 | ≤8 归绿 | 键消失 | 归绿 ✓ |
|
||||
| 3 board_view _paint_cell 局部变量 | ≤10 归绿 | 键消失 | 归绿 ✓ |
|
||||
| 4 board_view allocation-in-loop | 消除归绿 | 键消失(.new() 迁入 _build_cell_unit) | 归绿 ✓ |
|
||||
| 5 board_view 类变量 | 32 维持豁免终局 | 32 持平 | 豁免终局 ✓ |
|
||||
| 6 board_view 公开方法 | 27 维持豁免终局 | 27 持平 | 豁免终局 ✓ |
|
||||
| 7 level_runner 公开方法 | 约 33 降值后豁免终局 | 33(50→33,并排卡兑现,与卡面预测精确一致) | 豁免终局 ✓ |
|
||||
| 8 level_runner 类变量 | 30 维持豁免终局 | 30 持平 | 豁免终局 ✓ |
|
||||
| 9 _enter_node 返回数 | 6 归绿 | 键消失 | 归绿 ✓ |
|
||||
| 10 battle_orchestrator 文件长 | 约 910–920 归绿 | 键消失(实测 916 行) | 归绿 ✓ |
|
||||
| 11 adventure_runner 类变量 | 28 维持豁免终局 | 28 持平(本批零触碰) | 豁免终局 ✓ |
|
||||
|
||||
豁免通道既有键随批只降核对:battle_orchestrator 类变量 38→37(D1 修正二兑现,登记值不抬)。**零新增键**(全扫描现值 10 键=基线 16−归绿 6,EXTRA 清单为空)。基线重锚=用户发令人工 `python tools/gdstyle_gate.py --refresh --force`(降幅 6/16≈37.5% 逾 10% 须 --force,卡① §14.4)。
|
||||
|
||||
## 4. 逐拆出单元职责语句(拆分边界纪律①,逐件一行)
|
||||
|
||||
- **BoardInstaller**(新件,board_installer.gd):棋盘安装与变异布置域唯一承载——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)→region 变异决议与连通片布置;单一变化原因=棋盘设置顺序与变异布置算法。
|
||||
- **_paint_cell_ink**(board_view 私有段):字形与色牌层——reveal 记录→字形/墨色判定+u.glyph/u.glyph_color 终写+双峰纹理板落牌。
|
||||
- **_paint_cell_base**:基底瓦片层——瓦片查表/平色回退 sb+英雄蓝框载体与贴图缺位回退字形。
|
||||
- **_paint_cell_facade**:立面投影层——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。
|
||||
- **_paint_cell_overlays**:秘宝/变异叠加层——真视红框/预读徽章/变异角标/奖励徽章/类型微光组号。
|
||||
- **_paint_cell_fog**:迷雾层——灯光区外未开格全黑/已开格记忆态灰显。
|
||||
- **_build_cell_unit**:逐格构建器——CellUnit 实例化与属性装配(allocation 出循环唯一出函面)。
|
||||
- **_install_and_reset**(battle_orchestrator 宿主薄壳):装板受理承接+宿主态复位单点(五处计数清零+板序推进+board_changed 发射+秘宝叠加层退役)。
|
||||
- **LevelRunner.shop**(公开成员,非新件):商店件取件唯一形态(委托壳拆除后的直连承载,零新增职责)。
|
||||
|
||||
## 5. 实现决定记录(代拍板白名单外事项备案)
|
||||
|
||||
1. **run_all.gd `--only` 逗号形态工具缺陷**(卡① T1/T3、卡② T0 验证命令形态适配):`game/tests/run_all.gd` 的 `--only` 解析自 6caf56b5 起把整串 `--only=a,b,c` 当单个词(不按逗号拆分),与文件头注「词[,词…]」文档形态及 `tools/run_all_gates.sh:331` 的逗号拼接传参形态均不符——本批改用逐词重复 `--only=` 形态(语义等价)。批末全量闸不受影响(本批触 battle_orchestrator=PARITY 触面表→横切→02 回落全部套件,不经选跑分支);**建议登记工程改动**:run_all.gd 补逗号拆分(或闸脚本改多旗标传参)。
|
||||
2. **BoardInstaller 宿主持有形态**:薄壳 `_install_and_reset` 内逐调用构建 installer(非宿主成员)——T3 验收项「类变量实测 37」要求宿主不新增成员;BoardGenerator 唯一成员 fatal_handler、零跨 generate 调用状态,逐调用构建观察等价(装板取号序由同种子断言钉住,实测全绿)。
|
||||
3. **ink→base 段间 bg 传值**:卡① §7 键 1 限「段间只经 u.st/glyph/digit_col 传值」;bg(基底色)无单元场域可承载、其唯一消费方在 base 段回退分支——经 ink 段返回值交 base 段(唯一例外,函数体逐字搬运不受影响)。
|
||||
4. **两卡里程碑全量闸并入迭代总收口**:卡① T6 与卡② T1 的「里程碑出口 run_all_gates --code」按 iter 技能闸序列「全量域闸每迭代一次」铁律合并为收口单次跑闸(重塑后)——卡面两处闸义务由同一次跑闸兑付。
|
||||
5. **worktree 冷检出 `--editor --quit` 首跑 `--path` 误指仓库根**(未建 .godot 类缓存致首跑解析红)——改指 game 切片目录重刷后正常(106 类)。坑速查条目候选,登记建议随工程批。
|
||||
6. **信号契约注释陈旧发现**(不属本批改动面):level_runner.gd:14 node_entered 信号注释 `shop={gp}` 与 pool 态实际载荷 `{gp, shelf:true}` 不符——改动前即如此(本批未触载荷),随本报告呈报,归文档批/后续批处置。
|
||||
7. **run_time_fatal_test wr5 改指新组装点(L1 就地修复)**:T3 删宿主 `_board_generator` 成员后,该负面套件 :71 的白盒取数 `oc._board_generator._fatal(...)` 断链(脚本错误中断断言函数→零断言退出 2)=**本批新增红**。卡面 §3 现状考证只查了 battle_orchestrator.gd 全文件(四处使用属实)漏查跨文件测试取数点;§16 L1「探针断言调用面改址漏改——就地修复重跑最窄确认」通道处置:wr5 棋盘生成半边改经新组装点(BoardInstaller 引用束 fatal_cb 接线)构建后触发,断言目标(违约→封印传导)不变、断言零增删(§17 四不违);卡 §9 文件结构图就地补行;复跑 exit=1(负套件期望码)绿。**勘误**:本报告先前稿曾将该套件误列存量红——彼次 stash 对照时工作树处于卡①完成态(HEAD 已含 T3)而非 master 原态,对照被污染;更正后 02 存量红=9 套件与基线登记清单逐项一致。
|
||||
|
||||
## 6. 存量红清单(master 原状同值复现,非本批新增——stash 对照法逐组取证)
|
||||
|
||||
1. **theme_projection_test**:`_recent_list` 断链(test:805 访问 `camp._recent_list`——成员已随迭代 41 卡② 拆入内嵌类 `_SideState`;iter41 特许移交合回未跑遗留)。该套件 163 checks 本体全绿,FAIL=脚本错误扫描命中。
|
||||
2. **全量轮 9 套件红**(T0/T1 两轮与 master 原状逐一同值,与基线登记清单及待办清单「迭代 41 测试债修复」条目逐项一致):config_db_test(cattr 解析)/config_db_fatal_oob_test(退出码 2≠1)/table_structure_guard_test(meta_state)/treasure_items_test(crossrun)/standee_fx_sweep_test(set_trans)/forge_workbench_test(120s 挂死)/tree_requires_level_test(row_by_id Nil)/save_manager_domain_test(_migrate_legacy_save)/theme_projection_test(同①)——形态与迭代 41 卡①(核心数据面结构收敛)卡②(呈现层结构收敛)改动特征吻合;已随基线 80b49c0f 记账(用户 2026-10-29 裁带红合并承接)。初稿曾多列 run_time_fatal_test 一项,经 §5-7 勘误更正为本批新增红(已修)。
|
||||
3. **probe_gate --click 三红**:ui_input_probe 超时挂死(exit 124)/ui_struct_probe resume 断言/ui_click_probe 16 行 set_trans 空值(battle_end_overlay 等未触文件)——master 原状同值复现(连错误行数都一致)。
|
||||
4. **render_gate golden L1_dungeon 2.74% 超容差**:master 原状同值(L2/L3 双侧 0.00%)——golden 锚落后于 master 现状,重锚须用户批准(本批禁自行换锚)。
|
||||
|
||||
## 7. 残留扫描输出留痕(卡② T1/R2 判据)
|
||||
|
||||
19 方法名全仓 grep(game/ 下 .gd)命中 34 行,逐行判接收方类归属**零真残留**:字典键名(adventure_runner:505/546/591/600、breakpoint_resume_test:196、level_shop_economy_test:1378/1383、sim 两文件共 4 行);他类定义与调用(battle_orchestrator.player_request_refresh 定义 :709+settlement 侧 8 处调用、CurioDeck.pool_stock 经 deck() 9 处、GpWallet.spend_gp 定义 :15);宿主内部直连使用点(level_runner.gd:102/305/306/704 shop. 形态)。产品码与测试面零旧委托调用。
|
||||
|
||||
## 8. 实机目检总清单
|
||||
|
||||
本批零玩家可观测改动(结构整改+调用面直连)——**无新增目检项**。既有在册提醒(不阻塞):迭代 41 移交的四项实机目检在体验验证清单㊵。
|
||||
|
||||
## 9. 遗留读数义务与登记建议
|
||||
|
||||
1. S13 基线重锚:用户发令 `python tools/gdstyle_gate.py --refresh --force`(§3)。
|
||||
2. MC 对拍:不补跑(零数值零数据表零 RNG 流词表改动,卡① §15)。
|
||||
3. PARITY gate 11(回放确定性对拍):本批触 PARITY_TOUCH_FACES(battle_orchestrator.gd)——闸记 NEED-APPROVAL,实跑或跳过由用户裁决(卡① §15,卡内不定案);批准实跑=`PARITY_APPROVED=1` 重跑闸。
|
||||
4. 工程改动登记建议:§5-1(--only 逗号拆分)+§5-5(坑速查补条)。
|
||||
5. 独立验收审计:报告落 `reports/iter42-验收审计-2026-10-29.md`(未参与实现的子代理执行,test-conventions §8.7 四事),结论见该件。
|
||||
@@ -0,0 +1,26 @@
|
||||
# 迭代 44 反哺点清单——2026-10-30
|
||||
|
||||
要写进权威文档的点逐条列落点(改哪一节、改成什么、依据);用户在会话中裁决后归文档批落文。实现批禁写 `design/` 与根规则文件,本清单是唯一移交通道。
|
||||
|
||||
## 架构文档(design/engineering/architecture/architecture.md)
|
||||
|
||||
1. **「模块归属·呈现层」ui_registry 行现状化**——现登记「实现批建件」态;实现后改现状陈述:UiRegistry/UiScreens/UiBattle/UiModals 四件已建(全 RefCounted、类变量 3/9/5/14、UiModals.flow 随容器构造即建)。
|
||||
2. **同表 main_ui_build 行「层序逻辑不在此件——唯一事实源仍是 main.LAYER_CONTRACT + _apply_layer_contract()」句失效**——唯一事实源已迁 `ui_registry.LAYER_CONTRACT`+`ui.apply_layer_contract(root)`;该句改指 ui_registry(依据=设计文档 §3.3 建议句+实现实况)。
|
||||
3. **「呈现层装配与会话生命周期」节屏成员寻址迁注册面句核对**——v1.25 已预写「探针挂载假设=main.ui.<域>.<句柄>」;实现实况与其一致,但需补两句实况细节:①ModalFlow 实例随 UiModals 容器构造建立(装配早期注入点依赖其先在座);②探针契约面新增两件取证探针(shot_probe/fx_shot_probe)随批改址。
|
||||
4. **「战斗编排域拆件定稿」节轴丁两行「构造=引用束注入」句与实态口径差**——实态=RoundCycle 三参直构(host/fx_host_ref/reward_grant_ref,五段构造透传不落成员)、BattleFacts 零参直构;句按设计文档 §8 预判「三参直构无需束」现状化。
|
||||
5. **「模块归属·功能层」RoundCycle/BattleFacts 两行实测值换代**——RoundCycle 类变量 8/公开方法 3;BattleFacts 类变量 15(贴顶)/公开方法 4(reset_round+三 mark);宿主 battle_orchestrator 实测 15 成员/811 行(文件长键 1035 已远超实况——基线 refresh 后自然消失)。
|
||||
6. **「测试与质量域」S13 豁免第三条注销句现状化**——v1.25 预写「设计闭合、实现批注销」;键账已达成(宿主实测 15),注销句转已实施事实。**同节 tune_sim 测量面豁免注销句现状化随卡③ v1.1 恢复**:裸键已消除(实测命中消失、全文件零循环);注销句保持(注销对象是 await 豁免、不依赖行为改动申报),句内「随批申报行为改动一处(收尾置假还原)」半句已失效(前提被迭代 41 测试债批 215da315 消化、申报已剥离)——现状化时一并修正为收尾现行陈述(「运行态收尾在 run() 尾每批一次执行」)。
|
||||
|
||||
## gdstyle 基线与闸面(tools/)
|
||||
|
||||
7. **基线 refresh 义务(用户人工,非落文)**——`python tools/gdstyle_gate.py --refresh`:预期消失键=main.gd max-class-variables=49(实测 15)+battle_orchestrator max-class-variables=38(实测 15)+battle_orchestrator max-file-length=1035(实测 811)+轴丙遗留归绿键;合计消失 ≥2 条触发骤降守卫,须 `--force`。与待办清单「零豁免五键清偿批」批末一次人工 refresh 合并执行。
|
||||
8. **S13 no-self-assign 检查的误报形态观察**(登记不阻塞)——`X.y.z = y` 形态(赋值链尾名与右侧成员同名)被判自赋值;本批以 self 前缀消解(level_runner:520)。若后续批次再现此巧合,可考虑工程批把检查器改为比较完整接收链(登记归「迭代 42 批末移交小件」同类工具小件)。
|
||||
|
||||
## 待办清单(根流程清单——状态回退拟稿,落笔归上游段/用户)
|
||||
|
||||
9. **「零豁免五键清偿批」条目测速循环批子项状态(净零处理——原回退拟稿作废)**:卡③ 停卡呈报→用户裁重裁→写卡会话重写 v1.1(零待裁点,重裁时订正 S8 十文件与两处行号注记)→本会话恢复施工收口——条目状态直推「文档设计已闭合+已写卡+已编迭代 44」无回退中间态;重裁经过实况记录于实现报告 §5/§5.1,本条不再承载状态回退义务。
|
||||
10. **「零豁免五键清偿批」条目键账进度换代**——五键中两键已真实清偿(main.gd 49→15、battle_orchestrator 37→15),待基线 refresh 收账;呈现层状态件批(迭代 45 在册)两键不受影响。
|
||||
|
||||
## 其他
|
||||
|
||||
11. **main.gd 死 preload 存量**(工程小件登记建议)——拆件遗留的零使用 preload 常量 8 条(UiAssembler/TuneSimController/DebugSessionScript/TreasureInteractController/CurioInteractController/CampShopPresenter/BoardResolversScript/三场景 preload 中 main 零使用者);本批仅清理与迁移直接相关的 ModalStack/RowPacer 两条,其余属存量债不扩范围;归工程改动直改批顺路清理。
|
||||
@@ -0,0 +1,118 @@
|
||||
# 迭代 44 实现报告(组合根注册面批+战斗编排归约批+测速循环批)——2026-10-30
|
||||
|
||||
状态:三卡全部施工收口(卡③ 按停卡呈报建议案重裁为 v1.1 后施工);迭代总收口(批末闸/审计/合并)进行中。
|
||||
|
||||
## 0. 各卡状态
|
||||
|
||||
| 卡 | 状态 | 提交(worktree iter44,基点 c8f5091d) |
|
||||
|---|---|---|
|
||||
| 卡① 组合根注册面批 | **收口**——main.gd 49→15、四新件建件、全消费面改址 | bee0682f(T1 建件)/b89ee850(T2 改形)/784d581b(T3 改址)/1929516a(T4 消灭收口) |
|
||||
| 卡② 战斗编排归约批 | **收口**——battle_orchestrator 38→15(实测 37 轴丙基数起算)、RoundCycle/BattleFacts 两新件 | 24f3ca51(T1 BattleFacts)/a832965a(T2 RoundCycle)/15c833e0(T3 宿主收束)/3e9d3afa(T4 键账) |
|
||||
| 卡③ 测速循环批 | **收口(v1.1 重裁后施工)**——v1.0 停卡呈报→用户裁重裁→v1.1 剥离行为改动申报面后 T0–T3 全落 | c82ef23f(T1 步进状态机)/04783fae(T2 对拍套件) |
|
||||
|
||||
## 1. 卡① 实际对照表(卡片 §8 十一行 → 实况)
|
||||
|
||||
| # | 需求点 | 改动实况 | 验收测试实况 | 结果 |
|
||||
|---|---|---|---|---|
|
||||
| 1 | 注册面建件+合同机器迁驻 | ui_registry.gd(LAYER_CONTRACT 逐字迁入+node(key) 19 键 match+apply_layer_contract 唯一落位口)+ui_screens/ui_battle/ui_modals 三容器 | 系统测试 V1c(system_test.gd:94-106 改址 main.ui.LAYER_CONTRACT/main.ui.node,尾缀〔装配生命批 V1〕保留)——树序逐对保序 | 绿 |
|
||||
| 2 | main.gd 改形回归(49→15) | 28 迁出+7 消灭+1 新增=22(T2 中间态)→15(T4 终态);六转发方法+_flush_row_queue 退役 | run_smoke 15 项 0 失败+run_system_test 69 项 0 失败;S13 静态判据=gdstyle 实测 15(基线键 49 已不命中、成死键) | 绿 |
|
||||
| 3 | 装配与流程件改址 | main_ui_build 八步赋值目标 root.ui.*(八步顺序/add_child 序/连接语句逐条不变);三流程件同表映射;smoke_boot get() 4 改 2 留 | 冒烟主屏存活面六断言+系统测试 V2 句柄等价五连比(system_test.gd:108-109 改址) | 绿 |
|
||||
| 4 | 探针面批量改址 | 探针九件+probe_ui_util+shot_probe/fx_shot_probe(决定记录 2)共约 460 行机械改写 | probe_gate --click --full 全段退出码 0(九件 PASS) | 绿 |
|
||||
| 5 | 系统测试面改址+RunScope 生命周期 | system_test V1a/V1c/V2/V3 矩阵取址改指 | V1–V9 全绿(V3a–V3i 存活性矩阵第五引用面逐面同源) | 绿 |
|
||||
| 6 | 别名/接缝成员消灭(7 个) | _seed_edit/board_view/ap_bar/_row_queue/_modals/_settlement_stop_pending/_deferred_modal 全删;消费方改址(pacing_queue 4 处+接缝探针三件+main 自身) | pacing_queue 绿+ui_struct_probe 登记序断言(改 flow.stack)+t17_defer_probe 挂起态断言(改 flow._deferred) | 绿 |
|
||||
| 7 | 六转发模态方法退役 | _open_modal/_close_modal/_on_modal_closed/_input_locked/_open_modal_after_playback/_on_pump_ended 退役;调用方改指 ui.modals.flow 五真方法+pump_ended 注入改 flow 方法 | modal_flow 绿+系统测试 V3g 模态开合段+ui_click_probe 模态开合路径 | 绿 |
|
||||
| 8 | V1d 源码断言重锚 | source_guard_test.gd 重锚全 presentation 目录扫描(move_child 只许 ui_registry.apply_layer_contract 体内),尾缀〔注册面 V1〕 | source_guard 绿(8 checks) | 绿 |
|
||||
| 9 | V6 源码断言改串 | theme_projection_test.gd V6 改断言 ui.modals.debug_overlay.diagnose_requested.connect(_on_diagnose_pressed),尾缀〔注册面 V2〕 | theme_projection 绿(164 checks) | 绿 |
|
||||
| 10 | 视觉零变化主证 | 全批呈现层改址零像素改动 | render_gate golden 零差异(shot_probe 七屏+golden 全过) | 绿 |
|
||||
| 11 | 改址完整性收口 | 49 名逐名 grep 残留=0(词形态+字符串键形态两轮全量扫描,T3 提交信息留档) | 批末代码域闸归迭代总收口(待跑);grep 自检静态判据已留档 | 静态部分绿 |
|
||||
|
||||
静态判据申报执行实况(卡片 §8 域口径):S13 键账对账=gdstyle 实测 main.gd 15、四新件零新键(T1/T4 两轮 static_scan 确认);基线 refresh 留用户人工(见 §4 遗留义务)。
|
||||
|
||||
## 2. 卡② 实际对照表(卡片 §11 V0–V6 行 → 实况)
|
||||
|
||||
| 行 | 需求点 | 改动实况 | 验收测试实况 | 结果 |
|
||||
|---|---|---|---|---|
|
||||
| V0 | 行为零变化(总判据) | 成员迁移与改指;RNG 五流零触碰(behavior_roll 随件迁移取号序逐字);五信号留宿主;两快照签名载荷逐字 | 关联套件全绿零改址应红项(round_flow/settle_segments/skill_unlock/trigger_cond/seal_polarity/feat_vouchers/variant_placement/meta_forge/adventure_feats/treasure_effects/roll_multiplier/breakpoint_resume/level_shop_economy/table_structure_guard) | 绿 |
|
||||
| V1 | 两新件建件接线 | battle_facts.gd(15 成员贴顶+reset_round 逐字+三 mark 写口)+round_cycle.gd(8 成员+三参直构+五段构造逐字迁入) | settle_segments_test V1 断言(_rounds 在座且 oc 回指+_facts 在座+五段段件齐 _rounds)〔编排归约 V1〕 | 绿 |
|
||||
| V2 | reset_round 复位边界 | reset_round 只清 reveals/seals/path 三项 | round_flow_skill_pool_test 内嵌断言:终局后 presentation_snapshot()["refresh_used"] == 末轮结算快照 economy.refresh_used〔编排归约 V2〕 | 绿 |
|
||||
| V3 | 段驱动与摇号迁移 | 三函数迁出;宿主调用点五处改址;trigger_cond 3 处改指 | round_flow 全套+settle_segments V4-3+skill_unlock+trigger_cond(改指后绿)——同种子回放断言零改址钉住 | 绿 |
|
||||
| V4 | _hero_atk 派生读 | 成员删→私有函数;combat_segment :56 改调 | roll_multiplier_test 内嵌:override 贯通 spawn+缺省回退表值〔编排归约 V4〕;攻击单 base_value 贯通由既有 hero_atk_val=100 全链路夹具承载 | 绿 |
|
||||
| V5 | treasure_inventory 注入改址 | 宿主成员与 setter 删、五处读改指、level_runner:520 改经 reward_grant() 出口直注 | treasure_effects_test 内嵌引用同一性断言〔编排归约 V5〕+ob8/ob11/ob13 既有 use_treasure 受理链改址后全绿 | 绿 |
|
||||
| V6 | 封印判定账/装板溯源/受理事实迁移 | 事实族改指(grant_segment 18 处+宿主全量);三 mark 写口升级;attune 读源改 _facts | seal_polarity/feat_vouchers(契约 2 计数纯净 R2)/variant_placement/meta_forge/adventure_feats/table_structure_guard(attune 外部面零改址应绿——最硬的外部面零变化证)全绿 | 绿 |
|
||||
|
||||
行为改动申报核对:diff 中行为改动零条(全部非行为改动——成员迁移与改指;完美写口升级=同一时点同一增量改经方法单点)。测试削弱申报:零申报兑现(测试改指只动成员寻址;新增断言 V1/V2/V4/V5 四条+V1d/V6 重锚两条=卡片 §8 申报全集)。
|
||||
|
||||
## 3. 实现决定记录(代拍板白名单外事项备案)
|
||||
|
||||
卡①:
|
||||
1. **ModalFlow 实例随 UiModals 容器构造即建**(ui_modals._init)——装配第二步 row_pacer.pump_ended 注入早于第八步 flow 建立,转发壳退役后需 flow 先行在座;查询/钩子 Callable 注入时点不变(_build_modal_flow 内语句序不变),八步顺序零变化。
|
||||
2. **shot_probe/fx_shot_probe 纳入改址**——两件是 render_gate 取证探针、不在卡片「探针九件」清单(probe_gate 段构成),但同为 main.X 一级地址消费方;T3 改址完整性 grep 自检抓漏后纳入(render_gate 对照表行 10 的承载件,属消费面全量改址义务)。
|
||||
3. **ui_tune_probe 零连接巡检白名单登记 flow.close**——表 D 申报「closed bind 目标改 flow.close.bind」的机检联动:巡检白名单原钉 main._on_modal_closed(组合根转发壳),改钉 main.ui.modals.flow.close(同一连接的新宿主);判据面「closed 外发消费目标是模态编排口」语义不变,conn_count=11 断言零变化。
|
||||
4. **layout_probe 三区 get() 字符串键改容器字段键**——卡片表 D 字符串键清单只列 smoke_boot 6 处;layout_probe:60 `main.get(key)`(key="stage"/"info_panel"/"board_zone")为漏网字符串键,改 `main.get("ui").battle.get(key)`(战区域容器字段名与三区合同键同名)。
|
||||
5. **curio_overlay/confirm_dialog 两词在装配/流程件替换表漏列**——main.gd 表有、main_ui_build 与三流程件表漏,冒烟(Invalid assignment on main.gd)与 ui_click_probe sl7(开窗调用静默失效)抓漏后补改;教训=机械改写必须逐词对照 T0 名单全量扫描(T3 终检已按 49 名逐词复查全域归零)。
|
||||
|
||||
卡②:
|
||||
1. **grant_segment._seal_preview_area 的 oc.treasure_inventory 读为 T3 盘点漏项第五处**(卡片 T3 列宿主四处读)——SCRIPT ERROR 抓漏后改指 reward_grant.treasure_inventory。
|
||||
2. **treasure_effects_test 五处直构注入 obX.treasure_inventory**(ob8/ob11/ob13 注入与读、ob14 段)——设计文档 §11 盘点「1 处」漏项;同属「成员寻址改指、断言零变化」改经 reward_grant() 出口。
|
||||
3. **level_runner 注入行加 self 前缀**消 S13 no-self-assign 文本巧合(`X.treasure_inventory = treasure_inventory` 左侧链尾名与右侧成员同名);语义零变化。
|
||||
4. **_hero_atk 派生读落位**:受理段写点删除、spawn 读点改调、combat_segment 消费改调——「读面即引用、无第二账」先例同款。
|
||||
5. 宿主内 encounter/attunement 词替换以占位符保护三处字符串键(behavior_roll 前置流名 "encounter"/BoardInstaller bundle 键 "encounter"/enc.get("attunement") 键)——键字面零变化。
|
||||
|
||||
## 4. 遗留读数义务与登记项
|
||||
|
||||
- **gdstyle 基线 refresh(用户人工,批末总收口后)**:`python tools/gdstyle_gate.py --refresh`——卡① 死键 1 条(main.gd max-class-variables=49)+卡② 预期死键 1 条(battle_orchestrator max-class-variables=38;文件长键 1035 已由轴丙归绿基线在册需一并核对)+轴丙遗留归绿键,合计消失 ≥2 条触发骤降守卫须 `--force`(与待办清单「零豁免五键清偿批」批末一次人工 refresh 合并执行口径一致)。
|
||||
- **实机目检总清单(登记不阻塞)**:①三屏切换与模态开合实机过一遍(卡① T4 义务——冒烟/探针/golden 已机检承载,真人观感复核登记);②战斗一局全流程观感(卡② 结构迁移零行为变化的一般性目检)。
|
||||
- **能力清单核对(收尾核对义务)**:本批卡① 零新增能力(改址只换地址)、卡② 零新增能力(新增断言全部内嵌既有函数)——game/tests/README.md 零增删改,批末核对表上代表用例名与实际落地一致(未改名,核对通过)。
|
||||
- **批末代码域闸**(run_all_gates.sh --code)归迭代总收口——卡③ 裁决后与 reshape 串联执行。
|
||||
|
||||
## 5. 卡③ 停卡呈报(缺陷移交——按卡片 §13 L3 条款①预设停机点)
|
||||
|
||||
**分歧点**:卡③ §3 断言「`_run_one_level` 尾部两行 :67 `panel.set_sim_running(false)`/:68 `_running = false` 每局执行一次(潜伏红本体)」与现行代码不符——实测两行在 `run()` 尾 :53-54(for 循环外、每批恰一次),`_run_one_level` 尾部 :67-68 实为败局节点记账。
|
||||
|
||||
**定谳证据**(三重):
|
||||
1. git 历史:迭代 41 测试债批提交 215da315(2026-10-29 合回)提交信息明载「两个产品回归随批修(……**tune_sim 运行态收尾归还 run**)」——潜伏红已由该批先修复。
|
||||
2. T0 实跑面一:`--only=standee_fx_sweep` 全绿(18 checks)——wd8 三断言(`drv.seen == [true, true]`/收尾双运行态假/报告非空,现位 :145-147)现行全 PASS。
|
||||
3. T0 实跑面二:ui_tune_probe 全链路 PASS——⑤ 守卫环 1800 帧预算内退出、输出四串在(模拟 N=10 完整输出)。
|
||||
|
||||
**两种读法**:
|
||||
- 读法 A(证据支持):卡片成文(2026-10-29 v1.0 定稿)时点潜伏红确实在(u23 卷入形态),同日合回的迭代 41 测试债批把收尾归还 run() 尾——卡片「现状考证」被上游批施工消化变质。215da315 提交信息与代码现状一致。
|
||||
- 读法 B:卡片考证当时即误读(:67-68 为败局记账非置假)。与 215da315 提交信息矛盾,不采。
|
||||
|
||||
**影响面**:
|
||||
- 已申报行为改动 V3(收尾置假还原)**无对象**——还原动作已由迭代 41 测试债批完成并申报。
|
||||
- 目标 2「wd8 三断言与 ui_tune_probe ⑤ 零改动**转绿**」变「零改动**保持绿**」。
|
||||
- 核心义务仍有效:S13 await-in-loop 裸键消除(tools/gdstyle_baseline.txt:15 在册、基线 16 键之一)与双实现对拍套件(帧相位等价执行化证据)——对拍夹具与产品码的申报差异由两处减为一处(收尾还原差异消失,仅余 stats 暴露成员)。
|
||||
- T0「实跑定谳」义务已完成(上列三重证据),实现段零施工(停摆卡不提交)。
|
||||
|
||||
**建议案**(供写卡段/用户裁决):
|
||||
1. 卡③ 退回写卡段重裁:剥离行为改动申报(对照表 V3 行删、§1 目标 2/3 措辞改「保持绿」)、T0 判读出口改「两面全绿=前提已由迭代 41 测试债批消化,直接按无行为改动形态开工」;保留裸键消除+双实现对拍义务(夹具=现行产品码 await 形态逐字副本——收尾在 run() 尾形态——与产品码唯一申报差异=夹具暴露 stats 供对拍)。
|
||||
2. 若用户不愿重写卡:裁「卡③ 剥离出迭代 44」(roadmap 行拆批),裸键消除与对拍随下一迭代重编。
|
||||
|
||||
**待办清单条目状态回退拟稿**(落笔归上游段/用户,本批禁写根流程清单):「零豁免五键清偿批」条目的测速循环批子项状态由「文档设计已闭合+已写卡+已编迭代 44」回退为「文档设计已闭合+待写卡(现状考证已被迭代 41 测试债批消化——行为改动申报面失效,卡片重裁后重编)」。
|
||||
|
||||
## 6. 批末全量域闸与闸红修复(收口实况)
|
||||
|
||||
**闸况**:reshape 后第三次全量域闸(--code)全绿——00 冒烟/01 系统测试/03 场景探针/05 渲染闸/10 熵增闸绿;**02 单元与集成、09 静态扫描从基线红改善归绿**(基线记的迭代 41 时代存量红指纹已在册待换代——现真绿);回执 commit 对齐分支尖(b27db010)。
|
||||
|
||||
**闸红修复三笔(新红必修,均孤跑复绿)**:
|
||||
1. S9 R1:tune_sim_controller `_sim_stats` 裸 Dictionary 注解改 `Dictionary[Variant, Variant]`(Variant 参数化现行口径)——本批新码写法违规。
|
||||
2. ui_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./self. 前缀,直构注入形态不在谱系);SCRIPT ERROR 中断 _ready 致探针挂死超时。
|
||||
3. run_time_fatal_test :75 BoardInstaller 束键值 `oc.encounter` → `oc._facts.encounter`+meta_progression_forge_test 三处编排器 encounter 直读改指(:340/:749/:758)——同型漏网(负面套件名与触面无字面关联=关联档选测盲区;meta_forge 分片复现、单进程未现的夹具路径差异)。
|
||||
|
||||
**实现决定记录补(白名单外备案)**:跨卡触面(卡② 迁移成员被卡① 已改址的探针/未申报套件消费)只有全量闸能抓——关联档选测的盲区实证;全域终扫(encounter/attunement 直读形态)后同类漏网清零。
|
||||
|
||||
## 7. 独立验收审计结论与记录级缺漏补记
|
||||
|
||||
审计报告:reports/iter44-验收审计-2026-10-30.md——**结论=通过(可合并)**。21 行对照表逐行通过、判据绑定面自跑全绿、测试削弱零发现(37 条被删断言逐条有配对新行)、非行为改动成立、证据链在案。
|
||||
|
||||
记录级缺漏三项(不阻塞,随本节补记):
|
||||
1. 卡③ 对拍串行驱动为白名单外决定——已在 §5.1 卡③ 实现决定记录 1 备案(审计方读的是早期版本);提交 04783fae 信息同载。
|
||||
2. main_overlay_flow.gd:4 头注仍写已退役的 root._open_modal/_close_modal 转发方法名——词面遗留(卡面头注义务只列 main.gd 与 main_ui_build 两处);闸后代码面禁改(改则回执作废),留反哺点通道随文档批或下一代码批顺路改写。
|
||||
3. 卡② grant_segment 事实族改指实测 18 处 vs 卡面「约 23」估计偏差——记录偏轻,本节补记(T0 点名清单实数为准)。
|
||||
|
||||
例外备案:V1d 扫描面为 presentation 平铺 27 文件口径(与卡面 glob 一致、只扩不缩;递归口径下批前既有 ui_kit.gd:819 即红——非本批引入)。
|
||||
|
||||
## 8. 停机状态与收口(进行中)
|
||||
|
||||
- 迭代总收口(冻结→并 master→reshape→批末全量域闸→独立验收审计→合并)**未启动**——按停机规则「迭代收口合并须等停摆卡闭合、或用户裁拆批后整体进行」。
|
||||
- 卡① 卡② 全部收口提交在 worktree iter44 分支(9 笔提交),冻结待收口。
|
||||
@@ -0,0 +1,99 @@
|
||||
# 迭代 44 独立验收审计报告——2026-10-30
|
||||
|
||||
审计方:未参与实现的独立会话(只读审计+自跑最窄抽查)。对象=worktree D:\code\g-plan2-iter44 分支 iter44 尖 9f1dda40,对照基线 master 尖 ab3b4a9d;材料=三张需求卡片(组合根注册面批/战斗编排归约批/测速循环批 v1.1)+实现报告+闸回执与日志。本报告不修改任何代码与测试,缺漏如实记录不代修。
|
||||
|
||||
**结论行:通过(可合并)**——三卡 21 行对照表逐行核到落点、判据绑定面自跑全绿、测试削弱零发现(断言计数 22 文件零减少)、非行为改动判定成立、证据链在案;2 项记录级缺漏+1 处注释级陈旧指址+4 项例外备案,均不动行为、判据与验收闭合(见 §6),不构成合并阻塞。
|
||||
|
||||
## 1. 逐行核对——卡①(§8 十一行)
|
||||
|
||||
| # | 判定 | 凭据(文件:行/自跑) |
|
||||
|---|---|---|
|
||||
| 1 | 通过 | V1c 改址 `main.ui.LAYER_CONTRACT`/`main.ui.node`(system_test.gd:90/:94,尾缀〔装配生命批 V1〕保留);自跑 run_system_test 69 项 0 失败;LAYER_CONTRACT 与基线逐字一致(git show ab3b4a9d 对读,唯一差异=注释指址 `_apply_layer_contract`→`apply_layer_contract`,白名单 3) |
|
||||
| 2 | 通过 | main.gd `^var` 计数 49(基线)→15(尖);自跑 run_smoke 15 项 0 失败+run_system_test 69 项 0 失败;gdstyle 零基线外新键 |
|
||||
| 3 | 通过 | main_ui_build.gd `build()` 八步名序与基线逐字同;`_build_screens` 赋值序/add_child 序不变;42 条 connect 一一对应(仅 :97/:206 两处 closed bind 改 `flow.close.bind`=表 D 申报);smoke_boot get() 4 改 2 留(settings_store/run_scope 留);冒烟六断言+V2 五连比(system_test.gd:108-109)自跑绿 |
|
||||
| 4 | 通过 | 探针面 diff 归一化对账 88 处非平凡行全部落表 A/C/D+实现决定 2/3/4;probe_gate 日志全绿(.gates/probe.log 06:53,全段);ui_tune_probe 审计自跑 PASS |
|
||||
| 5 | 通过 | system_test 改址全对账(V1a/V1b/V1c/V2/V3 矩阵 `_face_snapshot` mf→`main.ui.modals.flow`、rp→`main.ui.screens.row_pacer`);V3a–V3i 存活性矩阵自跑全绿(69 项含) |
|
||||
| 6 | 通过 | 七别名消费方改址逐处对上(pacing_queue 4 处、ui_struct_probe `flow.stack`、t17_defer_probe `flow._deferred`、ui_click_probe `settlement_stop_timer.is_armed()`);自跑 `--only=pacing_queue --only=modal_flow` 双绿;改后断言判据零变化(归一化对账) |
|
||||
| 7 | 通过 | 六转发方法+_flush_row_queue 全库零残留(grep 只余 1 处陈旧头注,见 §6 缺漏 2);modal_flow 24 checks 绿+系统测试 V3g 段绿 |
|
||||
| 8 | 通过 | source_guard_test.gd:69-92 重锚——尾缀〔注册面 V1〕;自跑输出「V1d 层序落位单口(presentation 27 文件——apply_layer_contract 之外 move_child 调用点=0)」;扫描面较改前(单文件)只扩不缩;口径例外见 §6 例外 1 |
|
||||
| 9 | 通过 | theme_projection_test.gd:725-726 改断言新串 `ui.modals.debug_overlay.diagnose_requested.connect(_on_diagnose_pressed)`,尾缀〔注册面 V2〕;自跑 164 checks 绿 |
|
||||
| 10 | 通过 | render_gate 日志全绿(.gates/render.log 06:54,shot_probe 七屏+golden);diff 零像素面改动(改址只动地址词) |
|
||||
| 11 | 通过 | 审计独立 grep:49 名旧一级地址 `main./root./self.` 代码级残留=0(仅 3 处注释级命中);代码域闸日志六件全绿(§5);留档偏薄见 §6 例外 5 |
|
||||
|
||||
## 2. 逐行核对——卡②(§11 V0–V6)
|
||||
|
||||
| 行 | 判定 | 凭据 |
|
||||
|---|---|---|
|
||||
| V0 | 通过 | 关联套件全绿:审计自跑 8 套件(settle_segments/round_flow_skill_pool/roll_multiplier/treasure_effects/pacing_queue/modal_flow/source_guard/theme_projection)+批末闸 unit.log 分片全绿(15 suites shard 4/4);behavior_roll 随件迁移取号序逐字(§4 核对);五信号留宿主(battle_orchestrator.gd:12-16);两快照出口在宿主(:677/:739) |
|
||||
| V1 | 通过 | settle_segments_test.gd:28-29 两断言〔编排归约 V1〕:`oc._rounds != null and oc._rounds.oc == oc`+`oc._facts != null`(check_quiet 静默通过=套件 18 checks 零失败);五段段件齐在 _rounds 由 :30-34 五条既有接线断言改指 `oc._rounds._X_seg` 承载(尾缀〔迭代27 T2〕保留,纯改址) |
|
||||
| V2 | 通过 | round_flow_skill_pool_test.gd:112-115〔编排归约 V2〕:终局后 `presentation_snapshot()["refresh_used"]` == 末轮结算快照 `economy.refresh_used`(经 settlement_snapshot 末次发射承接);自跑实跑输出 5 实例(L1·D0×3+L2·D0×2)全 PASS;reset_round 只清三项(battle_facts.gd:32-35) |
|
||||
| V3 | 通过 | roll_round_actions 与基线 `_roll_round_actions` 逐行对读一致(仅成员改指;`oc.rng.open_stream("behavior_roll")` 流名与开流时点不变,round_cycle.gd:102);settle_if_due 闸序 settling→battle_result→phase 逐字、终局早退不回置;trigger_cond_test 3 处改指(:119/:126/:131);自跑 round_flow 134 checks+settle_segments+trigger_cond 全绿 |
|
||||
| V4 | 通过 | roll_multiplier_test.gd:45-59 四断言〔编排归约 V4〕:override 100→spawn hero_unit atk==100;缺省→hero 表值(check_quiet 静默通过);攻击单 base_value 贯通由既有 `_hero_attack_row_with`(:343,hero_atk_val=100 全链路停手结算行)承载——两消费点(spawn+base_value)闭合;combat_segment.gd:56 改调 `oc._hero_atk()`,宿主派生读 :69/:282 |
|
||||
| V5 | 通过 | treasure_effects_test.gd:311-315〔编排归约 V5〕:`ob14.reward_grant().treasure_inventory == adr14.runner().treasure_inventory` 引用同一性;use_treasure 受理链由 ob8/ob11/ob13 既有段承载(:311 ob8 直写改指后绿);level_runner.gd:520 注入改经 `reward_grant()` 出口(`self.` 前缀=实现决定 3) |
|
||||
| V6 | 通过 | seal_polarity(_perfect 直写→_facts 8 处对读)/feat_vouchers(契约 2 计数纯净段改指后全绿)/variant_placement/meta_forge/adventure_feats/table_structure_guard——批末闸 unit 分片全绿;三 mark 写口(grant_segment.gd:311/:379/:394 与基线直写同点同增量);attune 三外部消费面零改址(main.gd/treasure_interact_controller/table_structure_guard 均不在改址 diff) |
|
||||
|
||||
## 3. 逐行核对——卡③ v1.1(§12 V1–V3)
|
||||
|
||||
| 行 | 判定 | 凭据 |
|
||||
|---|---|---|
|
||||
| V1 | 通过 | tune_sim_batch_parity_test.gd 五面断言〔测速 V4/V5〕自跑绿(n=3 stats 六键逐键重算+报告逐字含四关键串;n=0 六键零计);run 可等待契约由 wd8 `await ctrl.run(2)`(standee_fx_sweep_test.gd:144,零改动)承载;全文件零循环(grep -c "for \|while " = 0)、代码 await 仅 :69 一处 `await _batch_finished` |
|
||||
| V2 | 通过 | 五面对拍断言〔测速 V1–V3〕自跑绿:帧序列相对偏移逐位+相邻差恒一(每步恰一帧)、运行态序列逐位+收尾双假、进度串逐位;n=3+n=0 两案各 5 断言全 PASS;manifest 增行(run_all.gd:189);拓扑例外见 §6 缺漏 1 |
|
||||
| V3 | 通过 | wd8 三断言〔wd8〕自跑 PASS(18 checks:`drv.seen == [true, true]`/收尾双运行态假/报告非空——standee_fx_sweep_test.gd 不在本批 diff=零改动);ui_tune_probe 审计自跑 PASS(⑤ 守卫环 1800 帧预算内退出+输出四串);收尾四语句迁入 `_finish_batch()`(:87-92)与基线 run() 尾次序逐句同(close→报告→置假→_running),`_run_one_level` 零触碰(不在 diff) |
|
||||
| 静态 | 通过 | gdstyle_gate.py 审计自跑 exit 0:命中 7 全基线内、基线外新违规 0;基线 :15 `tune_sim await-in-loop` 裸键不命中=死键(消失键不参与红判定) |
|
||||
|
||||
## 4. 测试削弱检查(对照三卡申报全集)
|
||||
|
||||
- **断言计数对账**:22 个改动测试/探针文件 `Kit.check|check(|check_quiet` 计数基线→尖逐一比较——零文件减少;仅 5 增(roll_multiplier 36→40=V4 四断言、round_flow 100→101=V2、settle_segments 16→18=V1 两条、treasure_effects 58→59=V5、tune_sim_batch_parity 0→10=新套件)。与申报新增面(卡② V1/V2/V4/V5 四条+卡① V1d/V6 重锚+卡③对拍五断言)完全一致。
|
||||
- **删除断言逐条对账**:全 diff 被删 check/断言行 37 条逐条找到配对新行——语义不变只换地址(含 smoke_boot 三 get、system_test V2 五连比、pacing 四断言、V1d/V6 两条);无任何断言删除后无配对。
|
||||
- **阈值/扫描面**:零阈值放宽;扫描面唯一改动=V1d 单文件→27 文件(申报为强化,成立);static_scan.sh S8/S7 两清单增行 round_cycle.gd(卡② T2 申报;battle_facts.gd 未增行=卡片明示「零协作调用不入清单」,成立)。
|
||||
- **换下层直调**:零发现——探针仍走真实按钮/输入路径(pressed.emit/push_input 等既有形态未动)。
|
||||
- **wd8 三断言**:文件不在 diff=零改动,自跑保持绿。**ui_tune_probe 巡检白名单**(实现决定 3):`host == main and m == "_on_modal_closed"` → `host == flow_host and m == "close"`(ui_tune_probe.gd:214-216)——属卡①表 D「closed bind 目标改 flow.close.bind」的机检联动,同一连接新宿主登记;conn_count=11 断言与消息逐字不变(:223-224 与基线 :221-222 对读);判据面「closed 外发消费目标=模态编排口」语义保持。**判定:不属削弱**。
|
||||
- 卡② §15 零申报、卡③ §16 零申报——兑现成立(超出申报的删改零处)。
|
||||
|
||||
## 5. 非行为改动判定与证据链
|
||||
|
||||
**卡①**:装配序(八步名序、add_child 序、赋值序)逐字不变;42 条连接语句一一对应;LAYER_CONTRACT 19 项逐字迁驻;move_child 单口由 V1d 27 文件扫描绿+grep 复证(全 presentation 仅 ui_registry :84/:98 两处调用,views/ui_kit.gd:819 为批前既有、不在 diff);main._ready 仅插入 `ui = UiRegistry.new()` 一行于 _build_ui 之前;`_build_modal_flow` 注入语句序与基线逐字同(flow 实例改随 UiModals._init 构造=实现决定 1,注入时点不变)。
|
||||
**卡②**:成员迁移与改指——roll_round_actions/settle_if_due 逐字迁移对读成立;grant_segment 三 mark=同点同增量;encounter/attunement 词替换的三处字符串键保护(实现决定 5)grep 复证(behavior_roll 前置流名 "encounter" 字面在位);treasure_inventory 注入时序(宿主构造后 :520)不变。
|
||||
**卡③**:收尾四语句迁移=同帧同相位(对拍 V2 运行态序列+V5 报告逐字承载,自跑绿);`_run_one_level` 零触碰。
|
||||
|
||||
**证据链**:
|
||||
1. 卡③ T0 三重证据在实现报告 §5 在案:215da315 提交信息明载「tune_sim 运行态收尾归还 run」(审计直读提交信息复证)+两面实跑读数;审计自跑两面(wd8 套件+ui_tune_probe)复证现行全绿——前提消化链条完整。
|
||||
2. 卡③ v1.1 重裁凭据:卡 v1.1 状态行+§15 裁决记录(2026-10-30 停卡重裁三点)在案。
|
||||
3. 卡①卡②实现决定记录(报告 §3 共 5+5 条)对照卡① §10 七条、卡② §17 五条白名单——白名单外事项(shot/fx_shot 纳入、layout_probe get 键、curio/confirm 漏列补改、flow 随容器构造、grant 第五处读、treasure_effects 五处直构、self 前缀、占位符保护)均有备案,无遗漏。
|
||||
4. 闸凭据:receipt.json 现为 docs 域回执(9f1dda40 提交时 pre-commit 钩子生成,b27db010 时代,全绿);代码域末跑凭据=.gates 六件日志(smoke 15/0、system_test 69/0、static_scan ok、probe_gate 全绿、render_gate 全绿、unit 分片全绿),时间戳 06:49–06:54 恰落 b27db010(06:49:41 提交)与 9f1dda40(06:57:19 提交)之间——绑定终态代码(9f1dda40 只含报告文件)。
|
||||
5. 红线:diff 只触 `game/`+`reports/` 两目录;零 `randomize()`/自建 RandomNumberGenerator;零触及 `design/`、`game/tests/README.md`、两份根流程清单。
|
||||
|
||||
## 6. 缺漏与例外(如实记录,不修)
|
||||
|
||||
**缺漏(记录级,不动判据)**:
|
||||
1. **卡③实现决定记录缺位**:对拍驱动由卡 T2 的「先启动两形态、后分别 await」并行拓扑改为**串行驱动+相对帧偏移归一**(tune_sim_batch_parity_test.gd:145-162)——卡 §14 白名单六条不覆盖,应在实现报告「实现决定记录」节备案;实际只在提交 04783fae 信息中有案(理由=GDScript 协程动态调用强制 await、无并行启动形态+_init 时点 root 未挂树实测)。报告 §3 无卡③条目。实质判据未损(相对偏移+相邻差恒一仍承载「每步恰一帧+相位同点」,审计自跑绿)。
|
||||
2. **main_overlay_flow.gd:4 头注陈旧指址**:注释仍写「全部开合走组合根模态单口(root._open_modal/_close_modal)」,两转发方法已退役、实际调用全改 `root.ui.modals.flow.open/close`——「指址须真」词面违例,行为无涉,批内漏改。
|
||||
3. **卡②改指处数偏差记录偏轻**:grant_segment 实改 18 处与卡片「约 23」的 L2 偏差,实况数在报告 §2 V6 行在案但未入「实现决定记录」节(卡 §14 L2 要求记入该节)。
|
||||
|
||||
**例外(依据在案,不判红)**:
|
||||
1. **V1d 扫描面口径**:实现为 DirAccess 平铺(res://presentation 顶层 27 个 .gd),不含 views/、scenes/ 子目录——与卡片字面 glob(`game/presentation/*.gd`)一致、较改前单文件只扩不缩;但「全 presentation 目录零第二落位点」按递归读法不成立:批前既有 `views/ui_kit.gd:819` 有一处 `body.move_child(...)`(视图内行排序、非层序落位;ui_kit.gd 不在本批 diff、归迭代 42 尾波清偿批在册债)。ui_registry.gd:3 头注「全仓唯一 move_child 点」沿袭旧 main.gd 注释口径、与该既有事实并存。若日后递归化扫描面,须先处置该行。
|
||||
2. **回执被覆盖**:receipt.json 为 docs 域回执(报告提交钩子生成);代码域末跑以六件日志为凭(§5 第 4 条),与报告 §6「第三次全量域闸全绿、02/05/09 从基线红改善归绿」叙述吻合。
|
||||
3. **`_finished` 成员写而不读仍保留**(tune_sim_controller.gd:26/:64/:88)——卡 §14 白名单 3 明示「零读者确认后可删」,保留属白名单内两可选择,键账只升 1(11/15 在阈内)。
|
||||
4. **报告 row4 计数口径差**:「约 460 行机械改写」(报告 §1)与 784d581b「422 行」——统计口径差,不影响判据。
|
||||
|
||||
## 7. 审计自跑记录(独立复证清单)
|
||||
|
||||
| 项 | 结果 |
|
||||
|---|---|
|
||||
| `python tools/run_smoke.py` | PASS——15 项 0 失败 |
|
||||
| `python tools/run_system_test.py` | PASS——69 项 0 失败(V1a/V1c/V2/V3a–V3i 全过) |
|
||||
| `--only=source_guard --only=theme_projection` | 绿——V1d「presentation 27 文件…调用点=0」〔注册面 V1〕+V6 新串〔注册面 V2〕+theme 164 checks |
|
||||
| `--only=settle_segments --only=round_flow_skill_pool --only=roll_multiplier --only=treasure_effects` | 4 套件绿——V1 两断言、V2 五实例、V4 四断言、V5 一断言(check_quiet 静默通过=零失败) |
|
||||
| `--only=pacing_queue --only=modal_flow` | 双绿 |
|
||||
| `--only=tune_sim_batch_parity --only=standee_fx_sweep` | 双绿——对拍 10 断言〔测速 V1–V5〕+wd8 三断言 |
|
||||
| `res://probe/ui_tune_probe.tscn`(headless) | PASS——⑤ 守卫环预算内退出+输出四串+全链路通过 |
|
||||
| `python tools/gdstyle_gate.py` | exit 0——命中 7 全基线内、零新违规;tune_sim 裸键不命中 |
|
||||
| grep:tune_sim 循环/await | 循环 0;代码 await 仅 run() :69 一处 |
|
||||
| grep:49 名旧一级地址残留 | 代码级 0(仅注释级 3 处) |
|
||||
| 成员数 | main.gd 49→15;battle_orchestrator 37→15;容器 3/9/5/14 |
|
||||
| 断言计数对账 | 22 文件零减少、5 增(+4/+1/+2/+1/+10) |
|
||||
| diff 归一化对账 | 88 处非平凡行对全部落表 A/C/D+已记录决定 |
|
||||
|
||||
## 8. 总结论
|
||||
|
||||
**通过(可合并)。** 三卡对照表 21 行全部核到落点且判据绑定面当轮实跑成立;测试削弱零发现;三卡「非行为改动」判定在代码级对读与实跑两面成立;证据链(卡③ T0 三重证据、v1.1 重裁、卡①卡②决定记录、闸日志)在案。缺漏三项(卡③决定记录缺位、main_overlay_flow.gd:4 陈旧头注、卡②计数记录偏轻)与例外四项均属记录/注释级,不触行为零变化、判据绑定与验收闭合;建议随批末收口由实现侧补记(补记动作归收口段,不由本审计代作)。gdstyle 基线 refresh(--force)仍属用户人工遗留义务(反哺点 7 在案)。
|
||||
@@ -0,0 +1,85 @@
|
||||
# grilling 复核报告——零豁免五卡(2026-10-29,主会话委派)
|
||||
|
||||
状态行:对抗式复核完成。方法=逐卡过审点 A–J(验收三问/对照表两端/静态判据形态/能力行锚定/预算实数/拆分纪律/编队碰撞/行为改动完备性/裁决一致性/可施工性),判据=req-card 必备结构 15 节+code-conventions §1.1+test-conventions §8;证据=五卡 file:line 抽验约 90 处(命中率高,个别 1 行漂移属 T0 兜住范围)+五份设计文档口径核对+architecture v1.25+能力清单逐行核对+gdstyle_baseline.txt 键账清点+迭代 42 在飞两卡触面比对+pipeline_gate 全绿。只读复核,未改任何卡与既有文件。
|
||||
|
||||
## 卡一:gdstyle 尾波补件批(board_hover+breakpoint_store)
|
||||
|
||||
**裁决:有条件成立**(四项编入前须补,均为编辑级补丁,不动拆件方案本身)。
|
||||
|
||||
逐条发现:
|
||||
|
||||
1. 【应修】卡面 §7 编队注记——「与呈现层状态件批同代时**推荐**其先行」,而呈现层状态件批 §3 已把同一约束写死为「已裁……本批先于其 board_hover 半边合回」的硬义务。同一约束两卡一软一硬,编排段按弱措辞排卡会让 hover 拆件落在旧 u.st 写入面上、board_view 改址对账表(单格篇 §5.1)随之失配。改法:board_hover 半边改成硬前置句「呈现层状态件批合回后施工」;breakpoint_store 半边明示不受此限、可独立先行。
|
||||
2. 【应修】§8 V1 判据绑定面写「格件 **st** 边框/点迹字段」——本卡自认编排在状态件批之后,届时该读面已改 u.face.*(ui_input_probe 四处改址为状态件批 V4 行),判据面描述按施工时点必陈旧。改法:改写为「格件状态件边框/点迹字段(状态件批合回后=u.face.*)」。
|
||||
3. 【应修】§3 现状事实「公开入口 `resume_adventure`(:94)」行号错——实查 :94 是 start_adventure,resume_adventure 在 adventure_runner.gd:141。改法:改 :141(T0 重锚虽会兜住,现状事实按规约须代码级准确)。
|
||||
4. 【应修】§13 预算节「预算 2(_hover/_last_click)**+引用束成员**」「预算 6……**+引用束**」未给引用束成员数,复核门无法对账 ≤15。按 §7/T2 构造面推算 board_hover 约 7(2+cells/minesweeper/diggable+2 Callable)、breakpoint_store 约 14(6+db/rng/主角账三件/curio/stop/bank/loadout)——均达标但后者贴顶。改法:把引用束成员逐一列名计数写进预算表。
|
||||
5. 【可接受申报】V1 零漂移证明全压既有断言面;悬停 11 函数族中 chord 双击首遇锚(board_view.gd:475 _detect_chord)在「棋盘悬停反馈」三语义行与 ui_click_probe 之外无显式断言,属既有覆盖缺口。零行为改动批不为既有缺口补测不违规,实现报告宜记一句该缺口。
|
||||
6. 核验通过项:A 两行对照表三问可答(真实入口/判据面/能力行齐);C 对照表零静态行;E 键账全对(board_view 32 实数清点吻合、−2=约30;adventure_runner 28 清点吻合、−6=约22;断点域 6 成员与 9 函数族 file:line 全命中;BREAKPOINT_FIELDS :539 起、breakpoint_resume_test.gd:185 命中);F 拆分职责语句在位、_r0 留宿主防凑计数袋论证成立(board_view.gd:238/:296/:563 三消费方实查);G 与迭代 42 的 board_view 触面已声明、编入待其合回;I 与裁决①②⑤一致(D5 留债、禁落豁免登记、_r0 留宿主);J 一步一动作、无 TBD 类句式。
|
||||
|
||||
## 卡二:组合根注册面批(main 49→15)
|
||||
|
||||
**裁决:有条件成立**(一项 blocker 级必改+两项应修;机检与数字面全过,方案本身成立)。
|
||||
|
||||
逐条发现:
|
||||
|
||||
1. 【blocker】§1 编队注记「与迭代 42……**无文件交叠(main.gd 与探针不在其触面)**」与盘面矛盾——在飞并排卡 `reports/需求卡片-level_runner商店委托层拆除-2026-10-29.md` 文件清单明确含 game/presentation/main.gd(改址 1 处)、main_adventure_flow.gd(6 处)、main_overlay_flow.gd(2 处),三者全在本卡触面集(main.gd+三流程件)。用户裁决④要求五卡编队碰撞约束与迭代 42 自洽,此句是失实声明,编排段靠它排卡。改法:改为「与迭代 42 商店委托层拆除卡在 main.gd/main_adventure_flow/main_overlay_flow 三文件有改址点交叠——待其合回后开工,T0 映射表生成时并核其改址点」;T0 步骤同步补一句。
|
||||
2. 【应修】§8 对照表第 2 行与第 11 行内含静态判据(S13 键账对账「main.gd 实测 15」、grep 残留=0)——姊妹卡三/四/五均已把静态键账判据按 test-conventions §8.4 出口移出对照表(在域口径段申报),本卡两行在表内带静态成分,形态不一致。改法:静态部分移入 §8 域口径静态申报段,行内只留行为主证(双宿主摘要/全量闸回执)。
|
||||
3. 【应修】转发壳清点漏一件:main.gd:516 `main._flush_row_queue()`(纯转发 `_row_pacer.flush()`,消费方 pacing_queue_test.gd:103+main 内部两处注记)不在「七别名+六转发方法」清单——_row_pacer 迁 ui.screens 后该 Middle Man 壳归宿未声明,与本批净消灭转发壳的方向不一致。改法:表 C/表 D 补一行(退役并改址消费方,或写明保留理由)。
|
||||
4. 【可接受申报】V4(探针批量改址)与 V10(render_gate)的能力行锚取九探针中单点代表行(棋盘悬停反馈/站桩敌人呈现),语义为最小可得锚且未逐行披露该局限。建议 §8 域口径补一句「探针/渲染行能力锚取代表行」。
|
||||
5. 核验通过项:A 十一行全齐;E 数字全对平——main.gd 49 个 var 实数清点吻合(grep ^var 恰 49)、49=28 迁(表 A 9+5+14)+14 留(表 B)+7 消灭(表 C)+1 新增=15;四新件预算(2/0/0/1 公开方法、3/9/5/14 成员)与 §7.2 接口块逐名一致;LAYER_CONTRACT :39 起、六转发方法 :156/:161/:282/:285/:288/:292、别名七件行号全命中;smoke_boot 六处 get()=4 改 2 留逐字吻合;pacing_queue_test :108/:132/:147/:149、source_guard V1d :69-77、theme_projection V6 :724-725、system_test V1c/V2 :94-109 全命中;D 能力行六名全在 game/tests/README.md 且受影响行核对成立;F §12 复用排除论证(ModalFlow/ModalStack/ui_assembler/run_scope 逐一否决+ConfigDB 三容器先例)充分;唯一面实查成立(game/presentation/ 下四名未建、仅 ui_assembler 在册);I 与裁决①③一致(零豁免、注销句、净消灭);J 估时 3–4 日在冻结线内、步骤全部可核查。pipeline_gate 机检 13 卡全过。
|
||||
|
||||
## 卡三:战斗编排归约批(RoundCycle+BattleFacts,38→15)
|
||||
|
||||
**裁决:有条件成立**(一项应修算术错;其余全过,是五卡中证据密度最高的一张)。
|
||||
|
||||
逐条发现:
|
||||
|
||||
1. 【应修】§4 红线句内部算术矛盾:「已迁 **22** 成员声明随迁即删(**21** 迁两件+treasure_inventory 退役+_hero_atk 退役)」——21+2=23≠22。实数=迁两件 22(BattleFacts 15+RoundCycle 7)+退役 2=删声明 24 项;轴丙后宿主 37→13 旧留+2 新=15,账平。architecture v1.25 两行写「收编 7+14=21」与本卡 BattleFacts 15 名单的 1 名口径差,已由 §6 反哺点通道(「批末成员数实测值与在册数字出入」)覆盖,但本句数字须改正以免实现期对账混乱。改法:改「22 迁两件+2 退役」。
|
||||
2. 【可接受申报】encounter 归 BattleFacts 最弱格标注诚实:设计文档 §6 白纸黑字「它也是本方案最弱的一格」+两条备选砍路(nest_preview_count 解冻/_reward_economy 经授予件中转)均判更差;卡内 L3② 给出实现期证伪的停卡出口、§4 给出 15/15 贴顶与 SealLedger 扩容阀、设计 §8 险点 8 处理了 BoardInstaller bundle 键 encounter 传 _facts.encounter 的同引用零冲突——无隐瞒。
|
||||
3. 核验通过项:A V0–V6 七行齐(V2 复位边界险点单独配断言、判据绑两快照同键值恒等);E 类变量 38 实数清点吻合(:37-85+:223-227 逐名)、基线两条类级键与「零函数级键」实查一致、保留 15 名单/两新件 8+15 成员账全平;file:line 抽验约 20 处全命中(treasure_inventory setter :48-52、外部注入 level_runner.gd:520、宿主四读 :111/:203/:450/:858、grant_segment :370-371、combat_segment :56、settle_segments_test :27 接线断言原文、static_scan S8 :317/S7 :359 九文件清单、run_all_gates PARITY 清量 battle_orchestrator :169、五段构造/三闸/摇号/复位块/完美谓词行号);C 静态判据(键账收敛、S7/S8 增行)已按 §8.4 出口移出对照表在域口径段申报;D 十三处能力行全部在 README 在场且语义对题(V0 锚「回放确定性」为精确锚);F 两新件职责语句+集体身份在位(「持段件者不能是被持者」「事实账不是授予物」)、已否决切法留档;G 编队前置「迭代 42 合回之前禁开工」覆盖与在飞两卡在 battle_orchestrator/level_runner/static_scan.sh/treasure_effects_test 等的全部触面交叠;I 与裁决①③⑤一致;J 估时 2.5–3.75 对设计 §12 的 2–3 日给了上探理由,PARITY 批内实跑须用户点头不占估时。
|
||||
|
||||
## 卡四:呈现层状态件批(单格两域件+站桩两件,30→10/19→10)
|
||||
|
||||
**裁决:有条件成立**(一项应修编队漏声明;潜伏红处置路径成立,成员拆分账五卡中最难算、已全对平)。
|
||||
|
||||
逐条发现:
|
||||
|
||||
1. 【应修】与卡二在 game/probe/ui_input_probe.gd 的**同文件交叠两卡均未声明**:组合根注册面批改该探针的 main.X 地址面(:34-43 等约 867 处散布之一),本批改四处 u.face.* 直读(:234-235/:243-244/:250/:374-379)——行位不相交但同文件,两卡又是同一条目(零豁免五键清偿批四卡)的同代候选,编排段靠编队声明排卡,此漏会制造二次 T0 重锚。改法:两卡编队注记互写一句(本卡补「与组合根注册面批在 ui_input_probe.gd 有触面交叠,先后施工各自 T0 重锚」,卡二同步)。
|
||||
2. 【可接受申报】潜伏红 T0 定谳路径诚实:四处直读实查确在探针源码、迭代 41 已把 hl_visible/hl_color/dot_visible/mutation_mark 迁入内嵌类 _CellPaintState(board_cell_unit.gd:27 起),宿主 Node2D 无同名属性,「Invalid get index」推演成立;卡内预设 L3③「实跑全绿=证伪设计前提=停卡」的出口——未把推断当已证事实写死,定谳义务落在 T0 实跑。
|
||||
3. 【可接受申报】V4 能力行锚「棋盘悬停反馈」含 case⑭ 变异角标(非悬停三语义)的最小拉伸;同一探针同一入口,可接受。
|
||||
4. 核验通过项:A 四行齐(V1/V2 golden 主证、V3 演出链、V4 悬停金框/禁入红框/路径点迹/变异角标四处断言面);E 成员账全对平——内嵌类 27 名实数清点吻合、基座 12(11+_owner)+叠加 13(12+_owner)+宿主上收 edge/cell/glow_group+原位 glyph/glyph_color/plate/fog_state/_glow_layer+base/face=宿主 10;站桩真实 25=vitals 11 名+motion 10 名+原 _owner+3 计数器、宿主 10=5 冻结 var+st+mo+3 计数器;31/33 全文件声明数与 :26-122/:125-143、:23-59/:62-68 分区实查一致;九常量 :12-23 逐字命中;C 静态键账判据已按出口移出对照表(§9 域口径段申报,五卡中形态最规范);D 六处能力行全在场且语义对题;F 四新件职责语句+逐件排除论证(TilePalette/HeroSprite/BoardWorld/battle_stage_view/StatusSlotRow)在位,迷雾留宿主的「唯一不产生跨件回引」论证成立;G 与迭代 42 的 board_view 五段改型耦合声明完整(T0 前置+「先于尾波补件批 board_hover 半边合回」反向义务);gdstyle 截断缺陷红线(禁利用截断口径降数、禁把 _portrait_tex 当削减目标)与裁决一致;golden 三张禁换锚禁重制。
|
||||
|
||||
## 卡五:测速循环批(信号步进状态机+双实现对拍)
|
||||
|
||||
**裁决:有条件成立**(一项应修能力行悬置;对拍方案与申报形态是五卡中最完整的)。
|
||||
|
||||
逐条发现:
|
||||
|
||||
1. 【应修】能力行锚语义错位且专属行悬置无主:三行对照表能力列锚「站桩敌人呈现与结算演出落点」,该行语义是站桩呈现与终局演出(README 旅程段六,系统列=战斗表现),与本批测量面(批量模拟逐帧步进/运行态贯穿/报告注入)不同域;卡内自承「测量面专属能力行=写卡段后续处理」——但写本卡的会话**就是**写卡段,2026-10-29「当场入表」规则下该行应随本卡增行(真实入口=debug_overlay press_simulate_for_probe() 按钮 pressed 信号链→run(n);代表用例=standee_fx_sweep_test.gd:_init〔wd8〕+tune_sim_batch_parity_test.gd:_init),增行后本列改锚。悬置写法让义务无承载主体、批末无人对账。
|
||||
2. 【可接受申报】行为改动申报完备性成立:全件 68 行实读核对——:67-68 确为每局置假(潜伏红本体),静态矛盾推演(drv.seen=[true,false]、探针守卫环同段退出四串全红)与源码逐句吻合;改形其余面(常驻连接/is_connected 守卫/首步同步/n=0 同步收尾/_step_frame else 先断连)核为非行为改动;「_finished 若零读者可删」方向是删不是留,不违禁为机检保留成员条款。
|
||||
3. 【可接受申报】脚本错误中断路径差异按 §8.4 出口声明缺口(协程死亡静默停摆 vs 确定性错误逐帧重试),T3 文档化义务在位,未伪装成可证判据;两形态测量批遇错都整批作废、同级不同形的论证成立。
|
||||
4. 核验通过项:A 三行齐且真实入口真实(wd8 假驱动回调内读 is_running()、探针真实按钮信号链);E 键账预算表逐规则落卡、成员 5+6=11(信号计入则 12)账与 T1 名单吻合、_run_one_level 5 参临界持平声明在位、改造后全文件零循环键消除逻辑成立(结构性免疫);file:line 全量命中(run :36-52、循环 await :50、FakePanel/FakeDriver、wd8 三断言与〔wd8〕尾缀、ui_tune_probe SIM_GUARD_FRAMES=1800 :16 与 :63-83 四串断言、debug_overlay is_running :77/set_sim_running :81/_sync_sim_button :107、main_debug_flow :72-77 不 await 形态与 :84 互查守卫、hud_presenter 空守卫与 maxi(1,n));C 静态判据与声明缺口均不入对照表;F 零拆出单元的「不拆理由」在位(步进机是私有运行机制、拆出命不出职责语句=凑计数袋,§8 引 code-conventions ②④);遗留 await 形态副本全仓唯一性+夹具不入四扫描面的声明经实查成立(基线 :15 唯一键、S8 九文件不含本件);G 与其余四卡及迭代 42 无产品码触面交集声明成立(run_all.gd manifest 潜在交叠已交编排段);I 与裁决③④⑤逐条一致(双实现对拍入批、收尾还原作为已申报行为改动、错误路径接受并文档化);J 估时 1–1.5 日合理,T0 定谳证据列为审计第③项必查项。
|
||||
|
||||
## 总表
|
||||
|
||||
| 卡 | 裁决 | blocker | 应修 | 可接受申报 |
|
||||
|---|---|---|---|---|
|
||||
| 卡一 尾波补件批 | 有条件成立 | 0 | 4 | 1 |
|
||||
| 卡二 组合根注册面批 | 有条件成立 | 1 | 2 | 1 |
|
||||
| 卡三 战斗编排归约批 | 有条件成立 | 0 | 1 | 1 |
|
||||
| 卡四 呈现层状态件批 | 有条件成立 | 0 | 1(与卡二共担) | 2 |
|
||||
| 卡五 测速循环批 | 有条件成立 | 0 | 1 | 2 |
|
||||
|
||||
全库 blocker 与应修清单(编排段放行前置):
|
||||
|
||||
- **blocker(卡二 §1)**:编队声明失实——「与迭代 42 无文件交叠(main.gd 不在其触面)」被在飞商店委托层拆除卡的文件清单(main.gd/main_adventure_flow/main_overlay_flow)直接证伪,须改写为如实交叠声明+开工前置。
|
||||
- **应修(卡二+卡四,跨卡)**:ui_input_probe.gd 同文件触面交叠两卡编队注记均未声明,互写一句补齐。
|
||||
- **应修(卡一 §7)**:board_hover 半边的状态件批先行约束从「推荐」升为硬前置,与卡四侧已裁义务对齐;breakpoint_store 半边明示可独立先行。
|
||||
- **应修(卡一 §8)**:V1 判据绑定面「格件 st 边框/点迹字段」按施工时点改 u.face.* 口径。
|
||||
- **应修(卡一 §3)**:resume_adventure 行号 :94 改 :141。
|
||||
- **应修(卡一 §13)**:预算节引用束成员列名计数(board_hover 约 7、breakpoint_store 约 14)。
|
||||
- **应修(卡二 §8)**:对照表第 2/11 行静态判据移入域口径申报段,与卡三/四/五形态统一。
|
||||
- **应修(卡二 表 C/D)**:main._flush_row_queue(:516)转发壳归宿补声明(退役改址或保留理由)。
|
||||
- **应修(卡三 §4)**:「已迁 22 成员(21 迁两件+2 退役)」算术改正为「22 迁两件+2 退役」。
|
||||
- **应修(卡五 §6/§12)**:测量面专属能力行随本卡当场增入 game/tests/README.md 并改锚三行能力列,废「写卡段后续处理」悬置表述。
|
||||
|
||||
总体判断:五卡可以进编排段,但须先落上表一项 blocker 与九项应修——全部是编辑级补丁与声明修正,无一张需要推翻拆件方案或重做设计。证据面结论:五卡 file:line 抽验约 90 处命中(唯一硬伤=卡一处行号),键账与成员迁移账全部数平(含卡四最难的 27/25 内嵌类双 _owner 拆分),两处静态矛盾推演(卡四潜伏红、卡五每局置假)经源码逐句复核成立,与五项用户裁决无一冲突,机检 pipeline_gate 全绿。最大的真实风险不在卡内而在编队声明层:卡二对迭代 42 的无交叠声明失实、卡二与卡四未声明探针同文件交叠——这两处修正后,编排段才有可信的排卡依据。
|
||||
@@ -0,0 +1,36 @@
|
||||
# 迭代 41 测试债批——实现报告(2026-10-29)
|
||||
|
||||
**接收方**:待办清单原「迭代 41 测试债修复——9 个套件失败与静态扫描三项红」条目(随本批完成整条删除,本报告为收尾凭据)。
|
||||
**改动面**:游戏代码(worktree 批)。
|
||||
**执行**:worktree `g-plan2-testdebt-20261029`(分支 `testdebt-20261029`,自 master cf0e40cc 分出,批内 `git merge master` 到 39c1fc69 后跑闸),提交 215da315/413124b0/afd1a41f,合并提交 43906cdd;工作区与分支已删除。
|
||||
|
||||
## 一、登记范围完成度
|
||||
|
||||
| 登记项 | 结果 |
|
||||
|---|---|
|
||||
| 02 九套件失败 | 全部归绿(65 套件全跑,`[run_all] 0 个套件失败`) |
|
||||
| S9 类型闸 24 处 | 归零——`node_map_generator` 三处给真类型(`Array[int]` 贯通 `_vo_flow_facts`→`_build_trunk`),其余 21 处为动态边界(Variant 出值/鸭子型注入/异构 Callable 束),按 V7 白名单逐处补 `# type-hint: ignore` 并写明理由 |
|
||||
| S10 文件头 4 处 | 归零——`config_db` 与三张域容器头注去日期 |
|
||||
| S11 注释禁用词 1 处 | 归零——`adventure_table.gd:55` 档位退役词「罕见」改现行「稀有」 |
|
||||
| 死常量 `SCHEMA_VERSION` | 已删(全仓零引用;文档侧「表结构版本」冲突面已由文档批清偿) |
|
||||
|
||||
## 二、实测扩出的范围(登记条目未预见,全部由代码域闸实跑暴露)
|
||||
|
||||
登记时 03/04/05 三闸在能力审计上电批被记为 SKIP(测量面批口径),其红项从未被实测过,故条目只记了 02 与 09。本批按代码域实跑,三闸皆红,逐条追因如下——**四处是迭代 41 特许直接合回留在产品码里的运行期断链,不是测试债**:
|
||||
|
||||
1. **数字色牌守卫丢失**(`game/presentation/views/board_cell_unit.gd` `_draw_glyph_layer`):迭代 41 卡②绘制分层时把 `if plate:` 判据丢掉,变成「凡有字形即垫牌」。后果=dungeon 关数字(本应亮墨直画在棕底)一律落到奶油色牌上。判据=棋盘 golden 逐像素:L1_dungeon changed=2.74% 超容差、L2/L3 与菜单 0.00%;恢复守卫后 L1 回 0.00%(与迭代 37 换代基线逐像素一致)。墨族自适应实测读数同时佐证现行口径:dungeon `plate=false`(亮族对比度 4.79/5.80 过门槛)、underdark `plate=true`(深族均值 2.41 不过门槛)。
|
||||
2. **`open_victory` 第 4 参未随 opts 改型**(`game/presentation/curio_interact_controller.gd:79`):迭代 41 卡②把该函数的四散参数收拢为 `opts := {}`,其余调用方(`main.gd`/`main_adventure_flow.gd`)已改,此处仍传字符串 → 运行期 `Cannot convert argument 4 from String to Dictionary`,关卡完成三选一停点与续玩恢复路径的胜利总结面开不起来(探针报「三选一停点分支中断」)。改型为 `{"gp_summary": …}`,串内容与改前逐字同。
|
||||
3. **站桩补间目标写错**(`game/presentation/views/standee_body.gd`):状态收进内部件 `st` 后,9 条 `tween_property(self, "st.xxx", …)` 的属性路径不成立(引擎报 `The tweened property ... does not exist`,并连带 `set_trans` 落在 null 上)→ 血量条与三档意图动效全静。改为直接补间子对象 `tween_property(st, "xxx", …)`。
|
||||
4. **调参批量模拟运行态收尾位置**(`game/presentation/tune_sim_controller.gd`):循环体提函数时把 `set_sim_running(false)`/`_running = false` 搬进了单局函数,等于每局结束就宣布模拟结束——面板置灰与组合根互查守卫在剩余局数内失效。归还到 `run()` 末尾。
|
||||
|
||||
另有探针面随拆件改址(断言零删减、零放宽):`ui_input_probe` 格面成员入 `st` 六处、`ui_struct_probe` 的 `level_screen._runner` → `._map._runner`;测试面改址九处(`slots`/`meta_state`/`crossrun`/`_forge`/`_side`/`_meta_rows`→表成员直读/`_shop_rows`→表成员直读)。
|
||||
|
||||
## 三、闸与回执
|
||||
|
||||
`tools/run_all_gates.sh --code`(域=code、scope=full、dirty_game=false):00 冒烟/01 系统测试/02 单元与集成/03 探针 --click/04 探针 --full/05 渲染闸/09 静态扫描/10 熵增闸全部退出 0;11 回放确定性对拍按触面判定 SKIP(本批未触数值·存档·RNG·结算)。与基线比对=**零新增红**,且 02、09 两闸「基线红 → 现绿(改善)」,`all_green=true`。合回后主区两件秒级事已过:`--editor --quit` 重刷类名缓存、冒烟 15 项 0 失败。
|
||||
|
||||
## 四、遗留与待裁
|
||||
|
||||
1. **闸基线 02/09 两键待换代**:两键仍记本批已消除的存量红指纹,未来若回归到同一红项会被判「存量红·零新增」而静默放行。换代须改 `game/tests/.gates/baseline.json`(代码面)→ 已另立待办条目,随下一个代码批一并落。
|
||||
2. **architecture.md 残留常量名**:`design/engineering/architecture/architecture.md:88` 的 ConfigDB 行仍把 `SCHEMA_VERSION` 列为该类职责,常量已删,该句失真——属文档面反哺点,待文档批按「删该词或改现役 `SAVE_FORMAT_VERSION`」落文(本批为实现批,禁写 `design/`)。
|
||||
3. **实机目检**(归用户,不阻塞):dungeon 关胜利后数字回到棕底直画(无奶油牌);关卡完成三选一停点的胜利总结面能正常开出并可继续;调参面板批量模拟期间浮窗置灰、结束后解除。
|
||||
@@ -1,231 +0,0 @@
|
||||
# 需求卡片——gdstyle 尾波清偿批
|
||||
|
||||
> **版本状态**:v2.0 定稿——设计段裁决已闭合(D1–D6 裁决记录见第 6 节,2026-10-29 用户裁),零待裁点,可编排。
|
||||
> **接收方**:待办清单条目「gdstyle 尾波清偿批——基线余量 11 键定向整改(2026-10-29 登记)」。
|
||||
> **来源**:gdstyle 尾波清偿分析(2026-10-29 基线重锚后余量清点)。**唯一事实源**:`tools/gdstyle_baseline.txt`(2026-10-29 重锚版,余量 16 键)+ `reports/审计-gdstyle存量债清点与清偿方案-2026-10-26.md`(§三波次方案、§六文档设计段裁定记录——裁定全部继续有效)。
|
||||
|
||||
## 1. 目标与完成定义
|
||||
|
||||
这批做什么:把 gdstyle 静态质量闸(S13)基线余量 16 键中的 11 键定向清偿——6 键降到阈值内(闸不再记它,下称归绿),5 键按第 6 节裁决维持或降值后走 architecture 豁免登记(批末随实测值落文)。手段只有两类:存量文件内部拆私有函数(呈现层先例)、按职责拆协作件(核心层先例)。
|
||||
|
||||
什么状态算完:
|
||||
|
||||
1. 11 键逐键达到第 7 节写明的预期结果(归绿 6/豁免 5——豁免键实测值落 architecture 豁免登记段)。
|
||||
2. 游戏行为零变化:同种子下事件流、步骤流、断点快照、棋盘渲染逐位一致(第 4 节红线)。
|
||||
3. 批末代码域闸全绿(冒烟+单元+集成+探针+渲染 golden+静态扫描),键账对账完成(第 13 节)。
|
||||
4. 实现报告与反哺点清单落 `reports/`(末卡产出物落位卡)。
|
||||
|
||||
## 2. 设计事实源
|
||||
|
||||
本卡属需求性工程条目(结构整改、改游戏代码面),按五段流水线凭工程债证据写卡;四个拆件项的设计段裁决于 2026-10-29 经用户裁闭合(记录见第 6 节)。证据指认:
|
||||
|
||||
- `tools/gdstyle_baseline.txt`——2026-10-29 人工重锚后的现行基线,16 键;本卡 11 键逐条列于第 3 节,键名与本卡逐字一致。
|
||||
- `reports/审计-gdstyle存量债清点与清偿方案-2026-10-26.md` §六裁定记录 7 条(段组织、波 2/波 6 形态、config_db 定性、判定口径、独立审查折入、2026-10-27 三卡归并)——继续有效,本卡沿用其中对呈现层「内部拆私有函数、不拆构建步件」与「全部波不改游戏规则与玩家可见行为」的裁定。
|
||||
- `design/engineering/architecture/architecture.md` v1.24——轴丙 BoardInstaller(装板域拆件)已随本卡设计闭合落文(模块归属功能层新行+拆件定稿节增补),实现照册施工。
|
||||
- 并排执行卡:`reports/需求卡片-level_runner商店委托层拆除-2026-10-29.md` v1.1(键 7 拆除执行合同——D6 并排编队,见第 6 节)。
|
||||
|
||||
## 3. 现状事实(代码级,开工自行复核;行号为 2026-10-29 实查)
|
||||
|
||||
基线 16 键中本批承接 11 键,其余 5 键(`main.gd` 类变量 49、`tune_sim_controller.gd` 循环内 await、`board_cell_unit.gd` 类变量 30、`standee_body.gd` 类变量 19、`battle_orchestrator.gd` 类变量 38)走豁免通道另行讨论,不在本卡。
|
||||
|
||||
| # | 基线键 | 现状/阈值 | 涉案位置 |
|
||||
|---|---|---|---|
|
||||
| 1 | `board_view.gd\|quality/max-function-length\|_paint_cell = 139` | 139/50 | `game/presentation/views/board_view.gd:601-739` |
|
||||
| 2 | `board_view.gd\|quality/max-branches\|_paint_cell = 24` | 24/8 | 同上 |
|
||||
| 3 | `board_view.gd\|quality/max-local-variables\|_paint_cell = 22` | 22/10 | 同上 |
|
||||
| 4 | `board_view.gd\|quality/allocation-in-loop`(裸键) | 命中 | `board_view.gd:249`——rebuild() 建格循环内 `_CELL_UNIT.new()` |
|
||||
| 5 | `board_view.gd\|quality/max-class-variables = 32` | 32/15 | `board_view.gd:49-85`(var 成员 31)+:93(`cell_size` 只读属性;计数以闸实测为准) |
|
||||
| 6 | `board_view.gd\|quality/max-public-methods = 27` | 27/20 | 全文件:11 setter+6 探针出口+4 几何契约出口+3 入站事件+2 生命周期(rebuild/refresh)+1 访问器(board()) |
|
||||
| 7 | `level_runner.gd\|quality/max-public-methods = 50` | 50/20 | `game/core/level_runner.gd`——其中商店同签名委托 17 个公开方法(751-828 行)+3 个私有转发(`_bind_shop`:728、`_spend_discounted`:772、`_shop_draw_shelf`:783)+`_shop` 成员(:44) |
|
||||
| 8 | `level_runner.gd\|quality/max-class-variables = 30` | 30/15 | `level_runner.gd` 类成员区(含 `hero_hp`/`gp` 两属性) |
|
||||
| 9 | `level_runner.gd\|quality/max-returns\|_enter_node = 7` | 7/6 | `level_runner.gd:486-513`——shop 分支 pool/legacy 双 return(:509、:511) |
|
||||
| 10 | `battle_orchestrator.gd\|quality/max-file-length = 1035` | 1035/1000 | `game/core/battle_orchestrator.gd`——装板与变异布置域六函数合计约 140 行(:414-549) |
|
||||
| 11 | `adventure_runner.gd\|quality/max-class-variables = 28` | 28/15 | `game/core/adventure_runner.gd:13-45` |
|
||||
|
||||
支撑事实:
|
||||
|
||||
- board_view 公开方法 27 个全是契约面:setter 是组合根注入面(依赖单向纪律),探针出口(cells_probe/diggable_probe/hover_probe/fog_params_probe/type_glow_probe/cell_rect_probe)是探针断言面,几何出口与入站事件是演出与输入契约。可降空间极小。
|
||||
- battle_orchestrator 装板域六函数全仓零外部调用,仅本文件三处调用(:271 begin_battle、:801 _exit_distribution、:835 player_request_refresh)——拆件不触任何外部调用面。
|
||||
- 六函数现行均无超标键(基线无其函数级键);`_install_new_board` 体内 443-452 行为宿主态复位块(五处计数清零+板序推进+board_changed 发射+秘宝叠加层退役)——按第 6 节 D1 裁决留宿主薄壳。
|
||||
- `_board_generator` 全文件仅四处使用(:42 声明、:233 创建、:239 fatal 接线、:416 装板消费)——装板族独占,随件迁移后宿主成员退役(38→37)。
|
||||
- level_runner 商店委托面被呈现层 5 文件(camp_shop_presenter/main_adventure_flow/main_overlay_flow/main_ui_build/shop_overlay_view)、`game/sim/level_autoplay.gd`、测试 4 套件(level_shop_economy/pool_case_d/tree_rules_v11/hero_ledger)引用——shop_overlay_view 三处命中均为注释投影引用(:15/:88/:152 实查),代码调用面在 presenter/组合根拆件/sim 侧。
|
||||
- `tools/run_all_gates.sh` PARITY_TOUCH_FACES 含 `game/core/battle_orchestrator.gd`——本批必触面。
|
||||
- level_runner 商店委托面的完整行级调用点清单(19 壳含 2 死壳、跨类同名陷阱、呈现/sim/测试逐点行号)以并排卡 v1.1 §3 为准——本卡不重复罗列。
|
||||
|
||||
## 4. 设计契约(违反即返工的红线条款)
|
||||
|
||||
- 🔴 **行为零变化**:本批全部改动为结构整改,游戏行为零变化——同种子下事件流/步骤流/断点快照/存档往返/棋盘渲染逐位一致;玩家可见面零变化;`design/gdd/systems/` 零修订预期。
|
||||
- 🔴 **RNG 取号序零漂移**:禁 `randomize()`/自建随机;battle_orchestrator 装板域拆件时 `board_gen`/`variant_place` 两封闭流随件迁移**取号序不变**(流名、开流时点、消费序零漂移——先例句「fx_reveal 封闭流随件迁移取号序不变」同款)。
|
||||
- 🔴 **PARITY 触面**:battle_orchestrator.gd 触 PARITY_TOUCH_FACES——实跑对拍须经用户批准、不得借机重锚。
|
||||
- 🔴 **呈现零变化**:board_view 改动的画面判据=`game/tests/golden/` 既有三张棋盘基线(L1 dungeon/L2 underdark/L3 deep_underdark),对拍差异非零即红;重建基线只许用户批准,实现批禁自行换锚。
|
||||
- 🔴 **拆分边界纪律**(判据权威=code-conventions §1.1,此处立卡内执行条款):①每个拆出单元须有可陈述的职责语句与单一变化原因(实现报告逐件一行承载);②拆出单元须有集体身份——命不出名字、只能说「剩下的成员」的打包=凑计数袋,禁;③「过阈值」只许作为发现信号,作为拆分或收拢的动机即违规;④按纪律拆不出内聚单元 → 停卡呈报走豁免/还债通道,禁硬拆凑绿;⑤拆分沿职责轴不沿阈值轴。
|
||||
- 🔴 **禁为机检文本保留无效成员**:禁止为迎合机检消息文本(含计数)而保留或新增无效成员/别名——装板域拆件后宿主 `_board_generator` 成员随之退役(38→37);机检键与卡片契约互斥时,实现段一律停卡呈报,不得自造第三条路。
|
||||
- 🔴 **基线纪律**:禁为过闸 refresh 换绿;还债=数值下降自然绿;出现恶化=停卡呈报(细则第 13 节)。
|
||||
- 🔴 **attune 族与 begin_battle 序列禁动**:battle_orchestrator 的 attune 族原位保留(迭代 39 副卡语义领地);begin_battle 受理段序与五段驱动逻辑禁动——装板域拆件只改 `_install_new_board()` 调用点的取件改址。
|
||||
|
||||
## 5. 范围边界
|
||||
|
||||
做什么:第 3 节 11 键中本卡直接执行的三项改动(第 7 节逐键方案、第 12 节任务卡)——board_view 拆分(键 1–4)、_enter_node 载荷合并(键 9)、装板域拆件(键 10);键 7 的拆除执行合同=并排卡「level_runner 商店委托层拆除」v1.1(D6 裁定并排编队,见第 6 节)。
|
||||
|
||||
不做什么:
|
||||
|
||||
- 商店委托壳拆除的执行——D6 裁并排编队:执行合同=在册定稿卡 v1.1(零待裁点),本卡不重复执行、只承接键账与豁免登记。
|
||||
- 悬停域拆件与断点域拆件——D2/D4 裁不拆(第 6 节),键 5/6/11 直送豁免终局。
|
||||
- 5 个豁免讨论键(main.gd/tune_sim_controller/board_cell_unit/standee_body/battle_orchestrator 类变量)——去向:豁免通道批末与本批 5 键合并一次落文,本卡不落文、不落反哺点。
|
||||
- 波次方案其余文件(审计报告 §三波 1–8)——已由迭代 39/40/41 清偿,不在本卡。
|
||||
- `game/tests/README.md`——实现批禁写;GP 钱包行真实入口列已随本卡 v2.0 改为 ShopSession 直连(计划入口,闸双通道认卡),批末核对表上名字与实际落地一致。
|
||||
- 数值表、RNG 流词表、信号载荷 schema——零触碰。
|
||||
|
||||
## 6. 设计段裁决记录(2026-10-29 用户裁——D1–D6 全部闭合)
|
||||
|
||||
| 编号 | 裁决 | 依据(推导链摘要) |
|
||||
|---|---|---|
|
||||
| D1 | ✅ 装板域拆新件 BoardInstaller,两修正 | 六函数构成可命名内聚单元(生成→决议→装板→摇号→布置,单一变化原因=棋盘设置顺序与变异布置算法);三调用点全宿主内实查零外泄;不在 v1.22 保留面;文件长键唯一归绿路径。**修正一**:复位块(442-451 行)留宿主薄壳 `_install_and_reset`,非逐字搬运;**修正二**:`_board_generator` 装板族独占(四处实查)随件迁移,宿主成员退役 38→37。已落 architecture v1.24 轴丙。 |
|
||||
| D2 | ❌ 悬停域不拆 | 键 5/6 无一可由此归绿(类变量 32→30 仍红、公开方法持平 27);波 6 既定裁=普通视图内部拆私有函数、不立周边件;悬停 11 函数全部低于阈值(无 S13 标的),拆分仅剩计数动机、踩 §1.1-③ 灰区;新件+束注入+入站口委托的代价不成比例。键 5/6 直送豁免;`_r0` 归属认定随之作废。 |
|
||||
| D3 | ✅ 商店域候选 A(删委托壳),`_shop` 公开化留宿主 | ShopSession 迭代 37 已建(33 公开方法实查),委托面=纯 Middle Man(2026-10-26 真拆分设计会话已裁「纯转传委托=反模式」);拆除方向 2026-10-26 已在册登记,本卡系执行既定发令;公开方法 50→33。`_shop` 公开化留宿主——`_enter_node` shop 分支与断点片段仍需持引用,非无效成员;类变量 30 不降,归豁免。执行合同=并排卡「level_runner 商店委托层拆除」v1.1(零待裁点)——其契约精度高于本卡初案(19 壳含 2 死壳行级清单、`_shop`→公开成员更名形态、两段式中间态、跨类同名判别),按其施工。 |
|
||||
| D4 | ❌ 断点域不拆 | 键 11 无键可绿(28→22 仍红);现位置不违反任何已立边界——SlotStore 拆分立的界约束的是 save_manager 不吞断点逻辑,非要求断点逻辑离宿主,断点协议住在冒险生命周期 owner 内本身内聚;`_save_manager` 非断点独占(:371 boss 首杀读、:521 abandon 清断点写盘实查),件化须双持引用、束复杂度超收益;27 键冻结契约扰动收益为零。若未来断点协议自身扩展,届时按职责轴立件。键 11 直送豁免。 |
|
||||
| D5 | ✅ 五个降值键豁免登记终局 | board_view 类变量 32/公开方法 27、level_runner 公开方法 33(删壳后)/类变量 30、adventure_runner 类变量 28——可降途径已按代价裁完,残留面全为契约承载或运行本态;无偿还计划的债=未注记豁免,不如把理由落权威文档。批末按实测值落 architecture「测试与质量域」S13 豁免登记段(先例=battle_orchestrator 第三条形态:键永久基线内、禁再恶化、豁免不等于了结)。 |
|
||||
| D6 | ✅ 商店域并排编队(写卡期修正:原「吸收」案否决) | v2.0 初稿裁「本卡吸收在册条目、删除其卡」;落笔时发现该域已有定稿执行卡——「level_runner 商店委托层拆除」v1.1(2026-10-29,复核门通过零待裁点),契约精度高于本卡 T6 粗案,销定稿卡重写粗案=无收益损耗。改判:**两卡同迭代并排编队**(编排段并列排入、执行顺序先后皆可——level_runner 交叠为不相邻区段零冲突),本卡承接键账与豁免登记、不重复执行拆除;在册条目与其卡维持,随其自身批完成删除。 |
|
||||
|
||||
## 7. 逐键方案(11 键:现状值/阈值/方案方向/预期结果)
|
||||
|
||||
预期分两档:**归绿**(拆后实测低于阈值,下批重锚后键消失)与**豁免终局**(维持或降值,批末随实测落 architecture 豁免登记段)。
|
||||
|
||||
| 键 | 现状/阈值 | 方案方向 | 预期结果(档位) |
|
||||
|---|---|---|---|
|
||||
| 1 board_view _paint_cell 长度 | 139/50 | 拆分层私有函数族(键 1–3 同一改动,见 T1)——五段=基底瓦片→字形与色牌→立面投影→秘宝/变异叠加→迷雾,段间只经 u.st/glyph/digit_col 传值;段内分支仍超 8 时沿绘制层轴继续下钻 | ≤50,**归绿** |
|
||||
| 2 board_view _paint_cell 分支 | 24/8 | 同上 | ≤8,**归绿** |
|
||||
| 3 board_view _paint_cell 局部变量 | 22/10 | 同上 | ≤10,**归绿** |
|
||||
| 4 board_view allocation-in-loop | 命中 | `.new()` 移入逐项构建私有函数 `_build_cell_unit(c, stride)`,循环体只调构建器(先例=battle_end_overlay._seal_img/_ledger_row 族) | 消除,**归绿** |
|
||||
| 5 board_view 类变量 | 32/15 | 无拆分动作(D2 裁不拆——第 6 节) | 32 维持,**豁免终局** |
|
||||
| 6 board_view 公开方法 | 27/20 | 无动作(27 个逐类核对全为探针契约面与依赖单向纪律承载面) | 27 维持,**豁免终局** |
|
||||
| 7 level_runner 公开方法 | 50/20 | 执行合同=并排卡「level_runner 商店委托层拆除」v1.1(19 委托壳删除+`_shop` 公开化;本卡不重复执行——D6) | 约 33,**降值后豁免终局**(豁免登记随本卡批末落文) |
|
||||
| 8 level_runner 类变量 | 30/15 | 无动作(`_shop` 留宿主——D3 裁,非无效成员) | 30 维持,**豁免终局** |
|
||||
| 9 level_runner _enter_node 返回数 | 7/6 | shop 分支 if/else 双 return 合并为载荷变量单 return;两个 payload 字典逐字保持(pool 分支 `{"gp": gp, "shelf": true}`、legacy 分支 `{"gp": gp}`),零契约风险。备选(code-conventions §1.1-③ 红线):若实现期发现合并构成纯计数扭曲则留债呈报——本卡按「合并属同一停点语义的两条发射路径归一」认定有内聚收益 | 6,**归绿** |
|
||||
| 10 battle_orchestrator 文件长 | 1035/1000 | D1 装板域拆件:六函数迁出+宿主薄壳承接复位块+`_board_generator` 成员退役 | 约 910–920(拆后实测),**归绿** |
|
||||
| 11 adventure_runner 类变量 | 28/15 | 无动作(D4 裁不拆——第 6 节) | 28 维持,**豁免终局** |
|
||||
|
||||
## 8. 关联文档同步面
|
||||
|
||||
| 文档 | 关联点(本批实现会改变它的哪条陈述) | 同步义务 |
|
||||
|---|---|---|
|
||||
| design/engineering/architecture/architecture.md | 「战斗编排域拆件定稿」节轴丙与功能层 BoardInstaller 行——**已随本卡 v2.0 设计闭合落文(v1.24)**,实现照册施工;level_runner 行「外部调用面由同签名委托承载」句(D3 候选 A 实现后失真);「测试与质量域」S13 豁免登记段(D5 五键——批末按实测值落文) | 设计权威文档——实现批禁直改;level_runner 句与豁免登记逐条列进 `reports/iter<N>-反哺点-<日期>.md`,用户裁决后归文档批落文 |
|
||||
| game/tests/README.md | 「GP 钱包/escrow/商店收口/共享池」行真实入口列——已随本卡 v2.0 改为 ShopSession 直连(计划入口,闸双通道认卡);「棋盘悬停反馈」行已随 v1.0 入表(能力独立成立,不随 D2 裁定变化) | 机械面文档——实现批禁写;批末收尾核对表上名字与实际落地一致(改名则回表) |
|
||||
| design/gdd/systems/(全树) | 无关联文档——结构整改不改游戏规则与玩家可见行为(审计报告 §六.5 判定口径沿用) | 无修订预期;若实现中发现契约句被触碰,停卡呈报走反哺点通道 |
|
||||
|
||||
## 9. 卡前文件结构图
|
||||
|
||||
| 文件 | 职责 | 改动性质 |
|
||||
|---|---|---|
|
||||
| game/presentation/views/board_view.gd | 棋盘视图壳层(格态渲染入口、入站事件、探针出口) | 修改(非行为改动——_paint_cell 拆分层函数族、rebuild 构建器;验收=对照表行 V1) |
|
||||
| game/core/level_runner.gd | 关卡域生命周期编排者 | 修改(非行为改动——仅 _enter_node 载荷合并〔载荷逐字保持〕;商店委托壳区段归并排卡,本卡不触——验收=对照表行 V3) |
|
||||
| game/core/battle_orchestrator.gd | 战斗结算编排中枢 | 修改(非行为改动——装板域六函数迁出、宿主薄壳承接复位块、`_board_generator` 成员退役、三调用点改址;验收=对照表行 V4) |
|
||||
| game/core/board_installer.gd | 棋盘安装与变异布置域件(新增,architecture v1.24 功能层在册) | 新增(非行为改动;验收=对照表行 V4) |
|
||||
| game/tests/unit/core/level_shop_economy_test.gd | 关卡图与商店宿主套件 | 修改(仅新增断言 _test_shop_node_entered_payload〔尾波 V1〕;委托面调用点改址归并排卡) |
|
||||
| game/tests/unit/core/run_time_fatal_test.gd | 运行期违约通道负面套件 | 修改(wr5 棋盘生成半边改指 BoardInstaller 新组装点——T0 复核补查项:卡面 §3 漏查的该测试白盒取数点 `_board_generator` 随成员退役断链,wr5 断言目标违约→封印传导不变) |
|
||||
| game/tests/static_scan.sh | 静态扫描域承载 | 修改(S7 B1 域文件集与 S8 await 文件集增行 board_installer——工程随动,architecture 拆件定稿节 S7/S8 随动条在册) |
|
||||
|
||||
新增件「为什么不能复用」理由与唯一落点核查见第 10 节;对不上即卡片不成立。
|
||||
|
||||
## 10. 落位与可复用性预检
|
||||
|
||||
- **board_installer.gd(新增)**:复用面核查——装板与变异布置逻辑现行只存在于 battle_orchestrator(全仓 grep 六函数名仅本文件三处调用,无第二实现),无既有件可复用;不能并入 BattleFxHost(效果引擎宿主域,变化原因不同)也不能并入 RewardGrant(授予管线域)。落点唯一:B1 域新文件,`game/core/`。分层:core 层 RefCounted,零 UI、零 await,经引用束注入取协作对象,禁裸引用 autoload(S5);BoardGenerator 实例件内自建并接线 fatal 回调。
|
||||
- **新增函数**:_build_cell_unit、_paint_cell_* 段函数族、宿主薄壳 `_install_and_reset`——全部是既有函数体的逐字搬运或循环体内联体出函,无新增逻辑;迁移函数对账见第 11 节。**零新增数据件、零新增常量表**。
|
||||
- **调用路径显式声明**:board_installer 只被 battle_orchestrator 三调用点(经宿主薄壳)调用——禁反向持有宿主引用(注入回调单向,先例=BattleFxHost 兑付回调)。
|
||||
|
||||
## 11. 实现规范预算(新件对照 gdstyle 默认阈值;写码前对账,超预算面=停卡退回写卡段)
|
||||
|
||||
| 新件 | 公开方法 ≤20 | 类变量 ≤15 | 迁移函数对账(基线源函数键) |
|
||||
|---|---|---|---|
|
||||
| board_installer.gd | 预算 1(install) | 预算 7(引用束成员 rng/db/minesweeper/reward_economy/encounter 引用/fatal Callable+自建 BoardGenerator) | 六函数现行均无超标键(基线无其函数级键);`_install_new_board` 拆件体与宿主薄壳两段合计行数逐字=计数不变=新文件零新增键 |
|
||||
| 新增私有函数(board_view/level_runner 内) | —(私有不计数) | 零新增成员(类变量只降不升) | _paint_cell 三键随拆分消除;段函数逐个低于默认阈值(超 8 分支的段沿绘制层轴下钻,见第 7 节键 1) |
|
||||
|
||||
存量触面一查:涉案存量文件 T0 读数写明「S13 键较登记值只降不升」预期——board_view 6 键(3 归绿+1 消除+2 维持不升)、level_runner `_enter_node` 键归绿(键 7/8 归并排卡与豁免通道,本卡不触)、battle_orchestrator 文件长归绿(类变量 38→37 只降);adventure_runner 本批零触碰(键 11 维持)。`_init` 一律引用束注入(字典束),防 max-parameters 新键(先例=迭代 40 卡①)。
|
||||
|
||||
## 12. 任务卡 T0..T7(估时为区间;工作量限制只属迭代层)
|
||||
|
||||
**T0 读数复核与对账(0.25–0.5 工作日)**
|
||||
|
||||
- [ ] 以当轮 master 重测 11 键实测值,与基线登记值逐键对账(审计报告 §四.6 纪律:禁按本卡行号直接施工);对不上即停卡呈报
|
||||
- [ ] 复核涉案文件行数与第 3/7/9/11 节全部 file:line 引用;漂移处就地改卡并记录
|
||||
|
||||
**T1 board_view 拆分——4 键归绿(1–1.5 工作日)**(取用:T0 读数;产出:归绿键 1–4)
|
||||
|
||||
- [ ] `_paint_cell` 拆五段分层函数族 `_paint_cell_base/_paint_cell_ink/_paint_cell_facade/_paint_cell_overlays/_paint_cell_fog`(骨架见第 7 节键 1;主函数留格态读取与终写),函数体逐字搬运、段内超 8 分支沿绘制层轴下钻
|
||||
- [ ] rebuild() 建格循环抽 `_build_cell_unit(c: Vector2i, stride: float) -> Node2D`,`.new()` 与属性装配逐字迁入
|
||||
- [ ] 孤立验证:`godot --headless --script res://tests/run_all.gd -- --only=type_glow,theme_projection,player_copy` 全绿+`tools/probe_gate.sh --click` 全绿(出红只跑红件最小单元)
|
||||
- [ ] `tools/render_gate.sh` 棋盘 golden 三张对拍差异 0.00%(非零即停机呈报)
|
||||
|
||||
**T2 level_runner _enter_node 载荷合并——键 9 归绿(0.25 工作日)**
|
||||
|
||||
- [ ] shop 分支 pool/legacy 双 return 合并为载荷变量单 return,两 payload 字典逐字保持(pool `{"gp": gp, "shelf": true}`/legacy `{"gp": gp}`)
|
||||
- [ ] 新增断言 `level_shop_economy_test.gd:_test_shop_node_entered_payload`(规格见对照表 V3)
|
||||
- [ ] 孤立验证:`-- --only=level_shop_economy` 全绿
|
||||
|
||||
**T3 battle_orchestrator 装板域拆件——键 10 归绿(1–1.5 工作日)**(前置:architecture v1.24 轴丙在册)
|
||||
|
||||
- [ ] 建 `game/core/board_installer.gd`(引用束注入,第 10 节落位预检),装板逻辑六函数迁件;`_install_new_board` 拆件体=生成→决议→装板→摇号→布置(415-441 行段),宿主薄壳 `_install_and_reset` 承载复位块(443-452 行段: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
|
||||
- [ ] 宿主三调用点(:271/:801/:835)改调薄壳;删宿主 `_board_generator` 成员(38→37,禁无效成员)
|
||||
- [ ] static_scan.sh S7 B1 域文件集与 S8 await 文件集增行
|
||||
- [ ] 孤立验证:`-- --only=variant_placement,round_flow,seal_polarity` 全绿+`python tools/run_smoke.py`
|
||||
- [ ] 文件长实测 ≤1000(键归绿);类变量实测 37
|
||||
|
||||
**T6 批末对账与收口(0.5 工作日)**
|
||||
|
||||
- [ ] 全量闸:`bash tools/run_all_gates.sh --code`(改动全为代码面)全绿;闸 11 触面按第 4 节 PARITY 条款由用户裁决
|
||||
- [ ] 键账对账:11 键终值对照第 7 节预期逐键核(归绿 6/豁免 5;键 7 终值视并排卡落地时序——同批编队即见 33);重锚由用户发令人工 `--refresh`(第 13 节);豁免登记 5 条+既有讨论 5 键按实测值落 architecture(反哺点通道)
|
||||
- [ ] 产出物落位卡:`reports/iter<N>-实现报告-<日期>.md`(各卡状态+实机目检总清单+实现决定记录+逐拆出单元职责语句一行)与 `reports/iter<N>-反哺点-<日期>.md`(第 8 节同步面逐条落点)写齐方算收口
|
||||
|
||||
合计估时约 3–4.25 工作日(切分预案:T3 拆件裁决被证伪时按留债口径 −1~1.5 并回写第 7 节预期;并排卡 v1.1 的 ≈1.5 工作日不占本卡估时,编队总量由编排段合并计)。
|
||||
|
||||
## 13. 验证闸——改动—验收对照表
|
||||
|
||||
域口径:本批改动全为 `game/` 下非 .md 行为载体——批末跑代码域闸(`tools/run_all_gates.sh --code`);里程碑步(T 段)出口跑一次全套闸,波内修复只做出红最小单元的最窄确认,新增测试先行孤立验证再并入全套。测试执行两入口铁规不破。总判据=每行改动以「既有断言面全绿+golden 零差异+(V4)同种子对拍」证明零行为漂移,无新增玩家可见面;全量闸电池=冒烟 run_smoke.py+系统测试 run_system_test.py+`run_all.gd` 全量+probe_gate --click --full+render_gate+static_scan(含 S13 对账)。
|
||||
|
||||
| 行 | 需求点(键) | 改动(文件:行) | 验收测试(名称+落点+尾缀) | 层级 | 真实入口 | 判据绑定面 | 能力行 |
|
||||
|---|---|---|---|---|---|---|---|
|
||||
| V1 | 键 1/2/3/4——_paint_cell 拆分层函数族+rebuild 构建器 | board_view.gd:601-739 拆五段、:246-262 抽 _build_cell_unit | 复用 theme_projection_test.gd:_smoke_type_glow、type_glow_test.gd、player_copy_sweep_test.gd:_sweep_board_glyph(既有断言零改动);新增断言零条;render_gate 棋盘 golden 三张 | 单元+探针+golden | BoardView.rebuild()→refresh()→type_glow_probe();board_shot_probe 真实场景帧 | 既有套件断言面+golden 逐像素(差 ≤16/changed ≤2%)——**既有三张基线即改前基线,对拍差异非零即红;重建基线须用户批准** | 既有:未开格类型微光(8 邻作用集/五组色相/零玩法写入);既有:玩家面文案与危险格格面字形 |
|
||||
| V3 | 键 9——_enter_node 载荷合并 | level_runner.gd:503-511 双 return 并单 return | 新增 level_shop_economy_test.gd:_test_shop_node_entered_payload〔尾波 V1〕:pool 态 node_entered 载荷含 `shelf: true` 且 gp 等于进店时钱包现值;legacy 态载荷无 `shelf` 键。复用该套件商店房段既有断言 | 单元 | LevelRunner.start_level_external→pick_next_node 进 shop 节点 | node_entered 信号载荷(两 payload 字典逐字保持是本改动判据本体) | 既有:GP 钱包/escrow/商店收口/共享池 |
|
||||
| V4 | 键 10——装板域拆件 | board_installer.gd 新建;battle_orchestrator.gd:414-549 迁出、:442-451 复位块留薄壳、:271/:801/:835 改址 | 复用 variant_placement_test.gd:_smoke_variant_placement/_smoke_global_variant、round_flow_skill_pool_test.gd:_smoke_full_battle、seal_polarity_test.gd 全套;新增断言零条;PARITY 对拍按第 4 节条款 | 单元+集成+MC 对拍(须批准) | BattleOrchestrator.begin_battle()/player_request_refresh() | 同种子变异布置逐位断言面+全战斗步骤流逐行回放断言;board_gen/variant_place 取号序零漂移由同种子断言钉住 | 既有:变异布置门控;既有:轮内流与结算五段全序 |
|
||||
|
||||
反向核对:diff 中每个行为改动均有行——本批申报行为改动仅 V3 一处(载荷合并,行为保持);其余行均为非行为改动(结构整改,判据=零漂移证明)。孤儿断言:无(新增断言仅一条:V3 行〔尾波 V1〕,已挂行)。
|
||||
|
||||
## 14. 基线纪律(S13)
|
||||
|
||||
1. 禁为过闸 refresh 换绿:基线重生成只由用户发令,批末键账对账后人工 `python tools/gdstyle_gate.py --refresh` 一次执行(禁闸内自动重生成、禁实现批中途 refresh)。
|
||||
2. 还债=数值下降自然绿:拆件后同键数值下降不判红,无需动基线;归绿键在下批重锚后自然消失。
|
||||
3. 出现恶化(同键数值较登记值上升、基线外新键)=停卡呈报,禁自行消化。
|
||||
4. 重锚守卫:新键数较旧基线少逾 10% 须 `--force` 显式确认——本批预期归绿 6 键(16→约 10,降幅约 37%;键 7 随并排卡降值 50→33,同批编队时同一次重锚即含),须带 `--force` 由用户执行。
|
||||
5. 豁免键范围:既有豁免 5 键(main.gd 类变量等——不在本批对账范围;battle_orchestrator 类变量 38→37 为已登记豁免键,只降不升)+本批 D5 裁定 5 键(批末按实测值落文——键 7 实测值视并排卡落地时序;落文前照常按基线对账)。
|
||||
|
||||
## 15. MC/数值与 RNG 零触碰声明
|
||||
|
||||
本批零数值改动、零数据表改动、零 RNG 流词表改动、零玩法字面量引入——结构整改不改数值与 RNG 消费序。board_gen/variant_place 封闭流随件迁移取号序不变(流名、开流时点、消费序零漂移——同种子逐位一致)。数值与 RNG 零触碰则 MC 对拍不补跑;battle_orchestrator.gd 触 PARITY_TOUCH_FACES——实跑对拍须经用户批准、不得借机重锚(批末闸 11 判 NEED-APPROVAL 时由用户裁决:批准实跑或裁跳过,卡内不定案)。
|
||||
|
||||
## 16. 异常分级
|
||||
|
||||
- **L1 自救**:迁移函数编译错、探针断言调用面改址漏改——就地修复重跑最窄确认。
|
||||
- **L2 记录继续**:实测值与第 7 节预期区间偏离但在同档位内(如降值幅度略小)——记入实现报告「实现决定记录」。
|
||||
- **L3 停机写报告等用户**:①拆分边界纪律④触发——按职责轴拆不出内聚单元(T1 五段/T3 装板域形态被证伪);②机检预算互斥——新件实数超第 11 节预算或迁移函数现出超标键=上游缺陷停卡退回写卡段;③golden 对拍差异非零;④S13 键恶化或基线外新键;⑤PARITY 触面处置分歧;⑥断言面被下游兜底吸收致判据绑不上(按 test-conventions §8.4 出口呈报)。
|
||||
|
||||
## 17. 测试削弱申报(允许改动的旧断言及理由)
|
||||
|
||||
零申报——本批不删任何断言、不改判据阈值、不缩扫描面、不把真实入口换成下层直调;唯一新增断言=V3 行〔尾波 V1〕(既有断言零改动)。商店委托面的测试改址归并排卡 v1.1 管辖(其自报零申报——只改调用地址,断言条件与期望值零变化)。未申报的削弱由独立验收审计判红。
|
||||
|
||||
## 18. 独立验收审计
|
||||
|
||||
合并前由未参与实现的会话或子代理执行;报告落 `reports/iter<N>-验收审计-<日期>.md`。审计至少做四件事(test-conventions §8.7):逐行核对第 13 节对照表(测试存在、真执行、尾缀可 grep、真实入口未绕过改动点);抽查判据绑定面;检查测试削弱(对照第 17 节申报);核对 V4 行「非行为改动」判定依据(零漂移证明是否在当轮真实跑批中成立)。未过不得合并。
|
||||
|
||||
## 19. 代拍板白名单(允许 agent 自行拍板的微决策)
|
||||
|
||||
1. 迁移函数头注注释的指址微调(词表与语义不动——「指址须真」纪律)。
|
||||
2. 新件私有 helper 命名在职责语义不变前提下的微调。
|
||||
3. 断言失败消息尾缀编号分配与措辞(〔尾波 Vn〕系列)。
|
||||
4. 调用面改址的机械改写(import/preload 顺序、空行排版)。
|
||||
5. 第 7 节键 1 段函数在五段骨架内的下钻粒度(沿绘制层轴)。
|
||||
|
||||
超清单决策记入实现报告「实现决定记录」节。
|
||||
|
||||
## 20. 裁决记录重申
|
||||
|
||||
D1–D6 已全部裁决闭合(2026-10-29 用户裁,第 6 节):装板域拆新件(两修正)/悬停域不拆/商店域候选 A 并排编队(执行合同=并排卡 v1.1)/断点域不拆/五降值键豁免终局——**零待裁点,卡片可编排**。豁免登记 5 条与既有讨论 5 键合并,批末按实测值经反哺点通道一次落文 architecture。
|
||||
@@ -0,0 +1,134 @@
|
||||
# 需求卡片——gdstyle 尾波补件批
|
||||
|
||||
> **版本状态**:v1.0 定稿——零待裁点(2026-10-29 用户裁:恢复尾波卡 v2.0 裁去的 D2/D4 两拆件项;D5 五降值键=留债、零豁免延伸)。
|
||||
> **接收方**:待办清单条目「gdstyle 尾波补件批——悬停域与断点域拆件(2026-10-29 登记)」。
|
||||
> **来源**:尾波清偿批设计闭合后的用户再裁(D2/D4 改判拆件)。**唯一事实源**:`design/engineering/architecture/architecture.md` v1.25(「模块归属·呈现层」表 board_hover 行、「核心层」表 breakpoint_store 行、「冒险域拆分」节断点随动句、「呈现层装配」节屏成员寻址句)。
|
||||
|
||||
## 1. 目标与完成定义
|
||||
|
||||
这批做什么:把尾波卡 v2.0 裁去的两个拆件项恢复执行——board_view 悬停域拆出 board_hover、adventure_runner 断点域拆出 breakpoint_store。三个 gdstyle 键随之降值(board_view 类变量 32→约30、adventure_runner 类变量 28→约22;board_view 公开方法 27 持平——全为契约面)。
|
||||
|
||||
什么状态算完:
|
||||
|
||||
1. 两新件在库、宿主成员迁出、键账达第 3 节预期(降值口径,不承诺清零)。
|
||||
2. 行为零变化:同种子下事件流、断点快照、棋盘渲染逐位一致。
|
||||
3. 批末代码域闸全绿;三键终值按留债口径记入实现报告(禁落 architecture 豁免登记)。
|
||||
|
||||
## 2. 设计事实源
|
||||
|
||||
architecture.md v1.25 三处在册设计(2026-10-29 零豁免裁设计闭合):board_hover 行(职责语句「悬停预承诺呈现域」、拟收 11 函数族+2 成员、耦合边界)、breakpoint_store 行(职责语句「存档断点组装与回放唯一承载」、拟收 6 成员+函数族、27 键冻结)、「冒险域拆分」节随动句(拼盘与读侧策略机组拆出、应用层落盘口不变)。
|
||||
|
||||
## 3. 现状事实(2026-10-29 实查;行号为迭代 42 合回前基线——T0 必须按当轮 master 重测重锚,board_view 的 `_paint_cell` 届时已由迭代 42 拆为五段、行号必漂移)
|
||||
|
||||
- board_view.gd:悬停域成员 `_hover`(:70)、`_last_click`(:71);函数族 11 个=`_hover_at`(:442)、`_on_shell_mouse_exited`(:453)、`_detect_chord`(:475)、`_on_cell_hover`(:486)、`_on_cell_unhover`(:491)、`_refresh_hover_after_paint`(:497)、`_apply_hover_visuals`(:503)、`_clear_hover_visuals`(:531)、`_set_cursor_shape`(:538)、`_show_path_preview`(:542)、`_hide_path_preview`(:552)。`_r0`(:72)是出生展开区资格域成员(:238/:296/:563 三消费方),**不随迁**——划入悬停件即凑计数袋。
|
||||
- adventure_runner.gd:断点域成员 6 个=`_save_manager`(:35)、`_resume_bp`(:36)、`_pending_next_level`(:30)、`_last_level_payload`(:31)、`_last_treasure_cleared`(:32)、`_loadout_seeded`(:37);常量 `BREAKPOINT_FIELDS`(:539-568,27 键);函数族=`_snapshot_breakpoint`(:571)、`_bp_parts`(:583)、`_bp_read`(:636)、`_bp_strategy`(:646)、`_bp_read_int`(:651)、`_resume_ledger`(:182)、`_resume_curio_state`(:193)、`_resume_params`(:218)、`_resume_counters`(:237);公开入口 `resume_adventure`(:141;:94 为 start_adventure)留宿主薄壳。
|
||||
- 测试触面:`game/tests/unit/core/breakpoint_resume_test.gd:185` 直读 `AdventureRunnerScript.BREAKPOINT_FIELDS`——随件迁改址(判据零变化)。
|
||||
- 键账:board_view 类变量 32(键留债目标约 30)、公开方法 27(持平——27 个逐类核对全为探针契约面与依赖单向纪律承载面);adventure_runner 类变量 28(留债目标约 22)。
|
||||
|
||||
## 4. 设计契约(违反即返工的红线条款)
|
||||
|
||||
- 🔴 **行为零变化**:同种子下事件流/断点快照/存档往返/棋盘渲染逐位一致;玩家可见面零变化。
|
||||
- 🔴 **断点键集冻结**:`BREAKPOINT_FIELDS` 27 键逐键冻结(键名、策略标签、键序零变化);随件迁移只换承载文件,不换键面。
|
||||
- 🔴 **RNG 零触碰**:本批零新流、零消费序变化(断点回放 restore 同序取号;悬停域无随机)。
|
||||
- 🔴 **呈现零变化**:悬停反馈三语义(光标/边框/路径预览)行为逐点保持;棋盘 golden 三张对拍差异非零即红。
|
||||
- 🔴 **拆分边界纪律**(判据权威=code-conventions §1.1,卡内执行条款):①拆出单元须有职责语句与单一变化原因(实现报告逐件一行);②集体身份——命不出名字的打包=凑计数袋,禁;③「过阈值」只作发现信号;④拆不出内聚单元→停卡呈报;⑤禁沿阈值轴拆。
|
||||
- 🔴 **禁为机检文本保留无效成员**:禁止为迎合机检消息文本保留或新增无效成员/别名;机检键与卡片契约互斥=停卡呈报。
|
||||
- 🔴 **残留键留债(D5 零豁免裁)**:三键降值后留基线冻结禁恶化;**禁落 architecture 豁免登记**;禁为凑阈值硬拆。
|
||||
|
||||
## 5. 范围边界
|
||||
|
||||
做什么:第 3 节两拆件项(board_hover、breakpoint_store)。
|
||||
|
||||
不做什么:迭代 42 在飞范围零触碰(_paint_cell 拆五段、循环内 new、_enter_node、商店委托壳——并排卡承接);单格/站桩状态件(呈现层状态件批承接);main.gd/battle_orchestrator/tune_sim 五键(零豁免五键各批承接);三残留键的终局清偿(留债,后续窗口再议)。
|
||||
|
||||
## 6. 关联文档同步面
|
||||
|
||||
| 文档 | 关联点 | 同步义务 |
|
||||
|---|---|---|
|
||||
| design/engineering/architecture/architecture.md | 两新件登记行(建件后「实现批建件」改现状);「冒险域拆分」节随动句核对 | 设计权威文档——实现批禁直改;逐条列进 `reports/iter<N>-反哺点-<日期>.md`,用户裁决后归文档批落文 |
|
||||
| game/tests/README.md | 「棋盘悬停反馈」行代表用例列(本批复用既有探针、零新增断言——预计零改动);断点行入口句核对 | 机械面文档——实现批禁写;如需更新由写卡段后续卡修订版同批处理 |
|
||||
| design/gdd/systems/ | 无关联文档——结构整改不改游戏规则与玩家可见行为 | 无修订预期;契约句被触碰=停卡呈报走反哺点通道 |
|
||||
|
||||
## 7. 任务卡 T0..T3
|
||||
|
||||
**T0 读数重锚与对账(0.25–0.5 工作日)**
|
||||
|
||||
- [ ] 以当轮 master 重测 board_view/adventure_runner 三键实测值与第 3 节全部 file:line;漂移处就地改卡并记录;对不上即停卡呈报
|
||||
- [ ] 复核 11+9 函数族现行键面(`tools/gdstyle_baseline.txt` 无其函数级键——逐字搬运零新键;实查确认)
|
||||
|
||||
**T1 board_hover 拆件(0.75–1 工作日)**
|
||||
|
||||
- [ ] 建 `game/presentation/views/board_hover.gd`(RefCounted;构造=引用束注入:cells 容器引用、minesweeper 只读引用、diggable 集合引用+壳层光标写入与 hover_forbidden 注入 Callable)
|
||||
- [ ] 悬停函数族 11 个+成员 `_hover`/`_last_click` 迁出(函数体逐字搬运);三入站口(`_gui_input`/`_on_cell_input`/`click_cell`)留宿主委托;`hover_probe()` 留宿主读件投影(返回语义零变化);`_r0` 留宿主
|
||||
- [ ] 孤立验证:`tools/probe_gate.sh --click`+`--full` 全绿;`tools/render_gate.sh` 棋盘 golden 三张差异 0.00%(非零即停机呈报)
|
||||
|
||||
**T2 breakpoint_store 拆件(1–1.5 工作日)**
|
||||
|
||||
- [ ] 建 `game/core/breakpoint_store.gd`(RefCounted;构造=引用束注入:db、rng、主角账三件、curio/stop/bank/loadout 引用——防 max-parameters 新键)
|
||||
- [ ] 断点域 6 成员+`BREAKPOINT_FIELDS`+函数族 9 个迁出(逐字搬运);`resume_adventure` 留宿主薄壳;`set_save_manager` 转发件
|
||||
- [ ] `breakpoint_resume_test.gd:185` 改址为 breakpoint_store 常量(判据零变化——第 14 节申报)
|
||||
- [ ] 孤立验证:`--script res://tests/run_all.gd -- --only=breakpoint_resume,save_rng_roundtrip,cross_system_flow` 全绿+`python tools/run_smoke.py`
|
||||
|
||||
**T3 键账对账与收口(0.5 工作日)**
|
||||
|
||||
- [ ] 批末代码域闸全绿(`tools/run_all_gates.sh --code`)
|
||||
- [ ] 三键终值对账(board_view 约30/27、adventure_runner 约22)——留债口径记入实现报告
|
||||
- [ ] 产出物落位卡:实现报告与反哺点清单写齐方算收口
|
||||
|
||||
合计估时约 2.5–3.5 工作日。编队注记:编入待迭代 42 合回;**board_hover 半边硬前置=呈现层状态件批先合回**(该批改型 u.st 写入面后,hover 拆件在新写入面上施工——grilling 复核定级,原「推荐先行」升格);breakpoint_store 半边无此依赖,可独立先行。另:本卡与组合根注册面批共享 ui_input_probe.gd 触面(该批改 main.X 地址面、本批不改探针内 u.face 读面)——同代编排时先后皆可。
|
||||
|
||||
## 8. 验证闸——改动—验收对照表
|
||||
|
||||
域口径:本批改动全为 `game/` 下非 .md 行为载体——批末跑代码域闸;里程碑步(T 段)出口跑一次全套闸,波内修复只做出红最小单元的最窄确认,新增测试先行孤立验证再并入全套。总判据=每行改动以「既有断言面全绿+golden 零差异」证明零行为漂移;全量闸电池=冒烟+系统测试+run_all 全量+probe_gate --click --full+render_gate+static_scan(含 S13 对账)。
|
||||
|
||||
| 行 | 需求点 | 改动(文件:行/行为) | 验收测试(名称+落点+尾缀) | 层级 | 真实入口 | 判据绑定面 | 能力行 |
|
||||
|---|---|---|---|---|---|---|---|
|
||||
| V1 | 悬停域拆件 | board_hover.gd 新建;board_view.gd 函数族与 :70-71 成员迁出 | 复用 ui_input_probe 悬停三语义断言(case①到达/②禁入/③路径预览)+ui_click_probe+type_glow_shot_probe;新增断言零条 | 探针 | 合成 InputEventMouseMotion/MouseButton 经 `_gui_input` 入站口;`hover_probe()` 读面 | 探针可见性断言面(hover_probe 返回值、光标形状、格件状态面边框/点迹字段——施工时点在呈现层状态件批合回后,按其改型后投影面口径核对,判据语义零变化)+golden 三张零差异 | 既有:棋盘悬停反馈(三语义光标/目标格边框/路径预览点迹) |
|
||||
| V2 | 断点域拆件 | breakpoint_store.gd 新建;adventure_runner 断点函数族与 6 成员迁出 | 复用 breakpoint_resume_test 全套+save_rng_roundtrip_test+cross_system_flow_test:_feats_breakpoint_roundtrip;新增断言零条;:185 改址(第 14 节申报) | 单元+集成 | AdventureRunner.resume_adventure()/start_adventure() × SaveManagerCore 断点域 | 断点快照往返逐键断言面(27 键冻结——键名/策略/键序零变化) | 既有:断点片段往返与续玩幂等;既有:旧档迁移链与断点续玩零跳号(集成) |
|
||||
|
||||
反向核对:diff 中每个行为改动均有行——本批申报行为改动为零(全部非行为改动=结构整改,判据=零漂移证明)。孤儿断言:无(零新增断言)。
|
||||
|
||||
## 9. 异常分级
|
||||
|
||||
- **L1 自救**:迁移函数编译错、探针调用面改址漏改——就地修复重跑最窄确认。
|
||||
- **L2 记录继续**:实测值与预期区间偏离但同档位——记入实现报告「实现决定记录」。
|
||||
- **L3 停机写报告等用户**:①拆分边界纪律④触发(含 `_r0` 归属认定被实现期证伪);②机检预算互斥——新件实数超第 12 节预算或迁移函数现出超标键=停卡退回写卡段;③golden 对拍差异非零;④S13 键恶化或基线外新键;⑤断言面被下游兜底吸收致判据绑不上。
|
||||
|
||||
## 10. 代拍板白名单
|
||||
|
||||
1. 迁移函数头注指址微调(词表与语义不动)。
|
||||
2. 新件私有 helper 命名微调(职责语义不变)。
|
||||
3. 断言失败消息尾缀〔补件 Vn〕分配与措辞。
|
||||
4. 改址机械改写(preload 顺序、空行排版)。
|
||||
|
||||
## 11. 待裁点
|
||||
|
||||
零待裁点,开工门=U0。(裁决记录:2026-10-29 用户裁——恢复 D2/D4 拆件;D5 五降值键留债、零豁免延伸;`_r0` 留宿主;断点域六成员全迁。)
|
||||
|
||||
## 12. 落位与可复用性预检
|
||||
|
||||
- **board_hover.gd(新增)**:复用面核查——悬停预承诺逻辑现行全在 board_view(11 函数族全仓无第二实现,无既有件可复用);不能并入 TilePalette(瓦片装载)、HeroSprite(英雄演出)、CellUnit(格件绘制)——悬停预承诺与三者是不同变化原因。落点唯一:`game/presentation/views/` 新件,board_view `_init` 建为子件(HeroSprite 挂载先例)。调用路径:只被 board_view 持有与调用,输入经宿主入站口委托,禁反向持宿主引用(注入回调单向)。
|
||||
- **breakpoint_store.gd(新增)**:复用面核查——断点拼盘与读侧策略现行在 adventure_runner(`BREAKPOINT_FIELDS` 登记单源唯一);不能并入 save_manager(存档 IO 原语与冒险断点语义是两个变化原因——SlotStore 拆分已立界)、不能并入 MetaStateStore(元进度数据件)。落点唯一:`game/core/` 新件。调用路径:只被 adventure_runner 调用;宿主经件组装快照后写盘,应用层落盘口不变。
|
||||
- **新增函数**:零——全部为既有函数体逐字搬运。零新增数据件、零新增常量表(`BREAKPOINT_FIELDS` 为迁移非新增)。
|
||||
|
||||
## 13. 实现规范预算(gdstyle 默认阈值对账)
|
||||
|
||||
| 新件 | 公开方法 ≤20 | 类变量 ≤15 | 迁移函数对账 |
|
||||
|---|---|---|---|
|
||||
| board_hover.gd | 预算 6(悬停驱动入口) | 预算 2(`_hover`/`_last_click`)+引用束约 7(cells/minesweeper/diggable 引用+光标写入与 hover_forbidden 注入 Callable)=合计约 9 | 11 函数现行均无超标键(基线无其函数级键);`_apply_hover_visuals` 分支 5 |
|
||||
| breakpoint_store.gd | 预算 8(快照/回填/读侧入口族) | 预算 6(拟拆成员)+引用束约 14(db/rng/主角账三件/curio/stop/bank/loadout)=合计约 20?否——引用束为单成员字典注入,实计=6+1 束+件内散标 ≤15(T0 按实数对账,贴顶禁再增) | `_bp_parts` 现行 49 行/9 局部(:583-630 实测)均在默认阈值内;`_resume_*` 四函数无超标键 |
|
||||
|
||||
存量触面一查:board_view 6 键与 adventure_runner 1 键 T0 读数写明「S13 键较登记值只降不升」预期;`_init` 一律引用束注入防 max-parameters 新键。
|
||||
|
||||
## 14. 测试削弱申报
|
||||
|
||||
1. `breakpoint_resume_test.gd:185`——`AdventureRunnerScript.BREAKPOINT_FIELDS` 直读随件迁改址为 breakpoint_store 常量;判据零变化,仅常量承载文件换代。
|
||||
2. 除此之外禁删断言、禁放宽阈值、禁缩小扫描面、禁把真实入口换成下层直调;未申报的削弱由独立验收审计判红。
|
||||
|
||||
## 15. 独立验收审计
|
||||
|
||||
合并前由未参与实现的会话或子代理执行;报告落 `reports/iter<N>-验收审计-<日期>.md`。审计至少做四件事:逐行核对第 8 节对照表(测试存在、真执行、尾缀可 grep、真实入口未绕过改动点);抽查判据绑定面;检查测试削弱(对照第 14 节申报);核对两行「非行为改动」判定的零漂移证明是否在当轮真实跑批中成立。未过不得合并。
|
||||
|
||||
## 16. MC/数值与 RNG 零触碰声明
|
||||
|
||||
本批零数值改动、零数据表改动、零 RNG 流词表改动——断点回放 restore 同序取号、悬停域无随机。MC 对拍不跑。
|
||||
@@ -1,185 +0,0 @@
|
||||
# 需求卡片——level_runner 商店委托层拆除批
|
||||
|
||||
- 版本:v1.1(2026-10-29,grilling 复核门通过——修正四项:跨类同名扫描判类归属、`_shop` 词级归零判据、set_shop_pool 陈旧调用方陈述订正、测试面精确计数)
|
||||
- 来源:待办清单「level_runner 商店委托层拆除——迭代 37 冻结契约期过渡件」(2026-10-26 登记,来源=批次移交;需求性工程条目,改动面=游戏代码)
|
||||
- 执行通道:需求改动——经迭代编排编入迭代后在独立 worktree 施工(仪式归 /iter);本卡估时合计 ≈1.5 个工作日(区间 1.5–2,超 2 停批呈报)
|
||||
- 迭代号:由编排段落位(本卡 `iter<N>` 占位符届时代换)
|
||||
|
||||
## 1. 目标与完成定义
|
||||
|
||||
拆除 LevelRunner 的商店同签名委托层(19 个纯转传方法+「冻结公开面」契约注释),全部外部调用方直连 ShopSession;游戏行为零改动。
|
||||
|
||||
完成定义(全部满足才算完):
|
||||
|
||||
1. level_runner.gd 壳块(:722–728 区块注释涉委托句+:751–828 十九个委托)归零;宿主商店成员以公开名 `shop` 承载取件。
|
||||
2. 产品码、sim、测试面全部调用点改为 `<runner 表达式>.shop.<方法>` 直连,全仓无旧委托调用残留。
|
||||
3. 全部单元套件、冒烟、代码域闸绿;现有断言读数逐位不变(零新增断言、零断言删除)。
|
||||
4. 架构文档同步点入反哺点清单;实现报告与验收审计报告落 `reports/`。
|
||||
|
||||
## 2. 设计事实源
|
||||
|
||||
跳过设计线的证据指认(需求性工程条目,第〇步核验放行 2026-10-29):
|
||||
|
||||
- 待办清单条目实况:委托壳=迭代 37 卡④ ShopSession 拆分时立的「冻结公开面」契约过渡件;架构登记=`design/engineering/architecture/architecture.md:109`「外部调用面由 LevelRunner 同签名委托承载(外部零变化)」。
|
||||
- 拆除形态权威=`architecture.md:154`「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)」。
|
||||
- 2026-10-29 写卡会话裁决:改址定式四条(公开成员取件/零调用死壳删/测试直连私有面/契约注释随壳消失)+ spend_gp 归属确认非问题(共享冒险钱包的校验扣款原语,宿主 ShopSession 语义自洽、不迁移)。
|
||||
|
||||
## 3. 现状事实(代码级,开工自行复核)
|
||||
|
||||
委托壳块:
|
||||
|
||||
1. level_runner.gd:723–725 区块注释(:723「商店房兑付」节头保留;:724「本类保留同签名委托」句+:725「白盒入口——外部调用面与断点取数面零变化」两句随壳删除)+:751–828 共 19 个同签名转传方法:shop_products:751/current_price:755/purchased_tier:759/buy_product:763/player_request_refresh:767/_spend_discounted:772/set_shop_pool:778/_shop_draw_shelf:783/pool_stock:787/pool_price:791/shop_shelf:795/shop_refresh_free_left:799/shop_refresh_cost:803/shop_refresh:807/spend_gp:811/buy_pool_item:815/is_shop_pool:819/shop_bp_shelf:823/shop_bp_visit_buys:827。
|
||||
2. 零外部调用方死壳 2 枚:`_spend_discounted`(全库仅 tree_rules_v11_test.gd:6 注释提及)、`pool_stock`(外部同名调用全为 CurioDeck.pool_stock,如 adventure_feats_test.gd:545——同名不同件)。
|
||||
|
||||
外部调用面(产品码与 sim):
|
||||
|
||||
3. 呈现层:camp_shop_presenter.gd:173–203(12 处)/main_adventure_flow.gd:81–86(6 处)/main_overlay_flow.gd:135/138/main.gd:773(player_request_refresh)/curio_interact_controller.gd:163(spend_gp——奇物三选一付费刷新出账)。
|
||||
4. sim:level_autoplay.gd:341/350/363/372/418/421(6 处)+:335 注释。
|
||||
5. 场景 .tscn 零引用、tests/system_test.gd 零引用(2026-10-29 全仓扫描)。**跨类同名方法不属本批面**(残留扫描判类归属的依据):BattleOrchestrator.player_request_refresh(round_flow_skill_pool_test ×5、seal_polarity_test:185、main.gd:775)与 CurioDeck.pool_stock(adventure_feats_test ×3、feat_vouchers_test ×2、pool_case_d_test ×3、level_shop_economy_test:1360/1361)——17 公开名 grep 命中须按接收方类归属判别,禁误改这两处同名面。
|
||||
|
||||
外部调用面(测试):
|
||||
|
||||
6. level_shop_economy_test.gd 实改址 25+白盒 `_shop_draw_shelf` :1344/:1355(公开名 grep 命中 27,内含跨类同名 `deck().pool_stock` :1360/:1361 非本批面)/hero_ledger_test.gd:60/66/adventure_feats_test.gd:364/pool_case_d_test.gd:45–47(:47=shop_bp_shelf)/treasure_effects_test.gd:229/233/curio_refresh_paid_test.gd:52–54/meta_progression_forge_test.gd:735–740。
|
||||
|
||||
保留面(非委托,仅随成员更名):
|
||||
|
||||
7. 宿主内部使用:level_runner.gd:99/102/104/305–306/506–507/704/729(建件、pool 注入、断点取数、进离店编排);钱包生命周期 `close_wallet`:718 归宿主自有(写 gp+发 clear 事件,不经商店)。
|
||||
8. 商店件本体 shop_session.gd 公开面现成(spend_gp:262 等),测试直连其私有 `_draw_shelf`:133/`_spend_discounted`:59 属测试侧改址。
|
||||
|
||||
登记与账面:
|
||||
|
||||
9. 架构:architecture.md:109(委托承载句+公开面格)/:154(直连原则);`design/` 全目录仅此一处委托登记(grep 考证 2026-10-29)。
|
||||
10. gdstyle 基线:tools/gdstyle_baseline.txt:11–13——level_runner 三键 max-class-variables=30/max-public-methods=50/max-returns|_enter_node=7。
|
||||
11. 能力清单:game/tests/README.md 旅程段四「GP 钱包/escrow/商店收口/共享池」行真实入口列引用委托名——已随本卡写作更新为直连形态(写卡段义务,实现批禁写该文件)。
|
||||
12. shop_session.gd:4 头注「公开面由 LevelRunner 同签名委托承载」句随拆除失效(商店件唯一注释级 diff,见契约 3)。
|
||||
|
||||
## 4. 设计契约(违反即返工;🔴=触碰停机呈报)
|
||||
|
||||
1. 🔴 直连不留壳:19 个委托全删(含死壳 2 枚),禁保留任何同签名别名/转发/兼容壳;外部取件唯一形态=公开成员 `LevelRunner.shop`(level_runner.gd:44 私有 `_shop` 更名,公开面=成员本身,不设访问器方法)。
|
||||
2. 🔴 行为零改动:商店双模式定价、货架、RNG 取号序列、钱包账面、事件发射逐项同前;全部现有断言同种子逐位不变;`data/tables`、RngService、ConfigDB 消费零 diff;无数值改动禁跑 MC。
|
||||
3. ShopSession 行为零改动:shop_session.gd 不改任何可执行行;唯一允许 diff=头注 :4 委托承载句随批更新(非行为)。
|
||||
4. 测试直连私有面仅限白盒两入口(shop_session `_draw_shelf`/`_spend_discounted`),依据=「测试/探针直连件读写」(architecture.md:152 裁定段);产品码禁直连任何 `_` 前缀私有成员。
|
||||
5. 拆分边界纪律(判据权威=code-conventions §1.1,本批为拆除/收敛向):本批零拆出新件——结构变化仅壳删除与成员公开化两项;保留单元(LevelRunner 商店房编排段、ShopSession、呈现控制器)职责语句不变;凡「为达标保留的转发别名」按凑计数袋处理,禁。
|
||||
6. 🔴 禁为机检文本保留无效成员(code-conventions §1.1 同款):机检键与本卡壳删除契约互斥时(如任何键要求公开方法数不得下降),实现段一律停卡呈报,不得自造第三条路。
|
||||
7. 测试削弱申报:零申报——不删任何断言、不改判据阈值、不缩扫描面;测试只改调用地址。实现期发现必须改判的断言=上游缺陷,停卡退回写卡段。
|
||||
|
||||
## 5. 范围边界
|
||||
|
||||
做:壳块与死壳删除;`_shop`→`shop` 公开化(含内部引用点);产品码/sim/测试调用点改址;注释同步六处(shop_session.gd:4、level_runner.gd:723–725 区块涉委托两句〔删 :724–725、留 :723 节头〕、level_autoplay.gd:335、shop_overlay_view.gd:88/152、tree_rules_v11_test.gd:6);level_runner 头注涉委托表述随批核查同步。
|
||||
|
||||
不做(去向):
|
||||
|
||||
1. spend_gp 迁 GpWallet 与三处内联扣账去重——2026-10-29 用户裁「可选微整理、不进本批」;日后要做属游戏代码重构,另立卡走流水线。
|
||||
2. gdstyle 基线重锚(`python tools/gdstyle_gate.py --refresh` 人工专用)——本批公开方法数自然下降不触发重锚;基线死键清账时机归用户发令(待办清单在册)。
|
||||
3. architecture.md:109 改写——实现批禁写 `design/`,入反哺点清单(§6)。
|
||||
|
||||
## 6. 关联文档同步面
|
||||
|
||||
| 文档 | 关联点(本批实现会改变它的哪条陈述) | 同步义务 |
|
||||
|---|---|---|
|
||||
| design/engineering/architecture/architecture.md | :109 ShopSession 行——「外部调用面由 LevelRunner 同签名委托承载(外部零变化)」句失效;公开面格需随改址后实际对外面重写:补 spend_gp(奇物付费刷新对外出账口)与 current_price/pool_price/purchased_tier/shop_refresh_free_left/is_shop_pool/shop_bp_shelf/shop_bp_visit_buys 等实际被直连方法;set_shop_pool 调用面改述:pool 注入经 LevelRunner 构造 ctx 供给(level_runner.gd:101–102 内部直调 ShopSession.set_shop_pool;原委托块注释「AdventureRunner._start_current_level 唯一调用方」系陈旧表述——全仓 grep 证实产品码零调用方,随壳删除作废),测试面直连 shop.set_shop_pool | 反哺点清单(`reports/iter<N>-反哺点-<日期>.md`),用户裁决后归文档批落文;实现批禁直改 |
|
||||
|
||||
其余文档无关联点:GDD 商店/秘宝/天赋树各节机制陈述(扣账口唯一、刷新双源、折价边界、爬价公式)不因调用面搬家而变(grep 考证 2026-10-29)。
|
||||
|
||||
## 7. 落位与可复用性预检
|
||||
|
||||
- **新增件清点**:零新增文件、零新增函数、零新增数据件。唯一「新增面」=LevelRunner 公开成员 `shop`——更名既有私有成员 `_shop`(level_runner.gd:44),复用既有 ShopSession 实例与 `_bind_shop` 装配(:728),零新装配、零新引用、零新职责。
|
||||
- **唯一面核查**:grep 19 个方法名全仓——委托职责拆除后调用面唯一落点=ShopSession(第二承载不存在);`_shop_draw_shelf`/`_spend_discounted` 转发壳删除后,白盒入口唯一落点=shop_session 私有方法本体。
|
||||
- **复用面核查**:不新增任何 helper/访问器——「更名公开」即全部;呈现层持件沿用既有 `_runner_get` 取值回调(camp_shop_presenter.gd:170 现形态),不新引入注入面。
|
||||
- **分层与交互面**:调用方向不变——views→(信号)→组合根→core;呈现控制器经取值回调持 runner 后以 `runner.shop` 取件(组合根拆件直连=架构「模块归属·呈现层」既有口径);sim 属测量面直构既有惯例;测试直连 core 公开成员+白盒两私有入口(契约 4)。
|
||||
|
||||
## 8. 实现规范预算
|
||||
|
||||
- **新件三查**:零新增文件——空转。
|
||||
- **存量触面一查**(level_runner.gd,基线 tools/gdstyle_baseline.txt:11–13):max-public-methods 预期 50→33(删 17 公开委托、增 0;私有委托 2 枚同删不入此数);max-class-variables=30 不变(成员更名不改数);max-returns|_enter_node=7 不变(`_enter_node` 零触碰)。T0 读数步核对「S13 键较登记值只降不升」,基线值本批不动。
|
||||
- **shop_session.gd**:零可执行行 diff,键面不变。
|
||||
- **指标例外申报**:无。
|
||||
|
||||
## 9. 文件结构图(卡前;全部「复用既有」——零新增件,与 §7 互指)
|
||||
|
||||
```
|
||||
game/core/level_runner.gd 壳块删除+成员公开化+内部引用更名+区块注释【非行为——R2/R3/R4】
|
||||
game/core/shop_session.gd 仅头注 :4 委托句更新(零可执行行 diff)【非行为——R4】
|
||||
game/presentation/camp_shop_presenter.gd 调用点改址 12 处【非行为——R1】
|
||||
game/presentation/main_adventure_flow.gd 调用点改址 6 处【非行为——R1】
|
||||
game/presentation/main_overlay_flow.gd 调用点改址 2 处【非行为——R1】
|
||||
game/presentation/main.gd 调用点改址 1 处【非行为——R1】
|
||||
game/presentation/curio_interact_controller.gd 调用点改址 1 处【非行为——R1】
|
||||
game/presentation/views/shop_overlay_view.gd 注释同步 2 处【非行为——R4】
|
||||
game/sim/level_autoplay.gd 调用点改址 6 处+注释 1 处【非行为——R1/R4】
|
||||
game/tests/unit/core/level_shop_economy_test.gd 改址 25+白盒 2(grep 全量核对)【非行为——R1】
|
||||
game/tests/unit/core/hero_ledger_test.gd 改址 2 处【非行为——R1】
|
||||
game/tests/unit/core/adventure_feats_test.gd 改址 1 处【非行为——R1】
|
||||
game/tests/unit/core/pool_case_d_test.gd 改址 3 处【非行为——R1】
|
||||
game/tests/unit/core/treasure_effects_test.gd 改址 2 处【非行为——R1】
|
||||
game/tests/unit/core/curio_refresh_paid_test.gd 改址 3 处【非行为——R1】
|
||||
game/tests/unit/core/meta_progression_forge_test.gd 改址 3 处【非行为——R1】
|
||||
game/tests/unit/core/tree_rules_v11_test.gd 头注同步 1 处【非行为——R4】
|
||||
```
|
||||
|
||||
## 10. 任务卡 T0..T2
|
||||
|
||||
施工遵循闸机轮次纪律:里程碑步(T1)出口跑一次全套闸;波内修复只做出红最小单元的最窄确认;新增测试/工具先行孤立验证再并入全套。
|
||||
|
||||
### T0 调用面直连(壳仍在位——中间态全绿) 估时 0.5–1 个工作日
|
||||
|
||||
- 取用:—(首批)。
|
||||
- 产出:全部调用点 `*.shop.*` 直连形态(壳在位,行为零改动的中间态);T1 依赖「删壳后零编译错」以本产出为完整性基线。
|
||||
- [ ] level_runner.gd:44 成员更名 `var shop: ShopSession`(行注释同步),内部引用 :99/:102/:104/:305–306/:506–507/:704/:729 全部随更名;核查=grep `_shop`(词级)于 level_runner.gd 仅剩保留件 `_bind_shop`(:65/:104/:728——宿主回调装配面,非委托)
|
||||
- [ ] 产品码改址六件(形态=`<runner 表达式>.shop.<方法>`,方法名与实参逐字不变):camp_shop_presenter.gd:173–203/main_adventure_flow.gd:81–86/main_overlay_flow.gd:135/138/main.gd:773/curio_interact_controller.gd:163/shop_overlay_view.gd:88/152 仅注释
|
||||
- [ ] sim 改址:level_autoplay.gd:341/350/363/372/418/421+:335 注释
|
||||
- [ ] 测试面改址七件:level_shop_economy_test.gd(grep 全量核对;白盒 :1344/:1355 改 `r8.shop._draw_shelf()`)/hero_ledger_test.gd:60/66/adventure_feats_test.gd:364/pool_case_d_test.gd:45–47(:46 改 `lr.shop._draw_shelf()`、:47 改 `lr.shop.shop_bp_shelf()`)/treasure_effects_test.gd:229/233/curio_refresh_paid_test.gd:52–54(`lr.shop.spend_gp(...)`)/meta_progression_forge_test.gd:735–740(`lr.shop.current_price(...)`)
|
||||
- [ ] 注释同步:tree_rules_v11_test.gd:6 头注 `level_runner._spend_discounted`→`shop_session._spend_discounted`;level_autoplay.gd:335 注释调用名同步
|
||||
- [ ] 验证:`python tools/run_smoke.py` 绿;单元与集成 `--script res://tests/run_all.gd` 全绿(中间态=直连可编译可过+行为零改动初证);level_runner 三键读数核对只降不升(§8 预期值)
|
||||
|
||||
### T1 壳拆除与完整性证明 估时 0.5 个工作日
|
||||
|
||||
- 取用:T0 全调用点直连形态在位。
|
||||
- 产出:终态 level_runner(壳归零);T2 的闸与审计对象。
|
||||
- [ ] 删除 level_runner.gd:723–725 区块注释中涉委托与白盒两句(:724–725;保留 :723「商店房兑付」节头与 :727 件注入说明)+:751–828 十九个委托全量(含死壳 `_spend_discounted`:772/`pool_stock`:787)
|
||||
- [ ] shop_session.gd:4 头注委托承载句更新(「外部调用面=调用方经宿主公开成员 `shop` 直连」表述)
|
||||
- [ ] 验证:`python tools/run_smoke.py` 绿+全单元套件绿(壳删后绿=T0 改址无遗漏的编译级证明)
|
||||
- [ ] 残留扫描:grep 19 个方法名于 `game/`(排除 shop_session.gd 本体定义、level_runner.gd 内部 `shop.` 使用点、跨类同名方法——BattleOrchestrator.player_request_refresh 与 CurioDeck.pool_stock 按现状事实 5 清单判接收方类归属)——产品码与测试面零命中,输出留实现报告
|
||||
- [ ] 注释收尾核查:level_runner 头注涉委托表述已同步(§5 做项)
|
||||
- [ ] 里程碑出口:`tools/run_all_gates.sh --code` 全绿、回执落 `game/tests/.gates/receipt.json`
|
||||
|
||||
### T2 收口(产出物落位卡) 估时 0.5 个工作日
|
||||
|
||||
- 取用:T1 终态(壳归零、套件绿、回执在盘)。
|
||||
- 产出:三份过程件+合回呈报。
|
||||
- [ ] 反哺点清单 `reports/iter<N>-反哺点-<日期>.md`:§6 表逐条落点——architecture.md:109 ShopSession 行改写内容全文随单;无其他落点
|
||||
- [ ] 实现报告 `reports/iter<N>-实现报告-<日期>.md`:各卡状态+实现决定记录+实机目检总清单(本批零玩家可观测改动——写明「无新增目检项」)+遗留读数义务(无)+残留扫描输出留痕
|
||||
- [ ] 独立验收审计 `reports/iter<N>-验收审计-<日期>.md`:未参与实现的会话或子代理执行(test-conventions §8.7 四事);审计在迭代 loop 内启动的子代理算 loop
|
||||
- [ ] 审计通过后呈报用户合回(worktree-guard 按 diff 文件性质推域校验回执;审计判红→修复→出红最小单元最窄确认→闸重跑)
|
||||
- [ ] 批后收尾(待办条目整条删除、roadmap 换代)归 batch-closure——不在本卡任务内,此处仅登记去向
|
||||
|
||||
## 11. 验证闸(改动—验收对照表)
|
||||
|
||||
本卡零新增断言——对照表全行由既有断言与静态扫描承接,无〔卡短名 Vn〕尾缀需求。
|
||||
|
||||
| 需求点 | 改动(文件:行/行为) | 验收测试(名称+落点) | 层级 | 真实入口 | 判据绑定面 | 能力行 |
|
||||
|---|---|---|---|---|---|---|
|
||||
| R1 调用面直连改址(非行为改动——调用目标/实参/返回/副作用逐项同前,仅取件路径文本变化) | §9 结构图产品码 6 件+sim 1 件+测试 7 件全部调用点 | 既有套件回归两轮全绿:T0 中间态轮+T1 壳删后轮(level_shop_economy/hero_ledger/adventure_feats/pool_case_d/treasure_effects/curio_refresh_paid/meta_progression_forge 全套+冒烟) | 单元+接口 | 各套件既有真实入口(直构 LevelRunner/AdventureRunner 链) | 既有断言逐位不变(行为零改动正向证据)+壳删后编译通过(改址无遗漏) | 既有:GP 钱包/escrow/商店收口/共享池;既有:奖励三选一候选/刷新付费/呈现 |
|
||||
| R2 壳块拆除(非行为改动——纯转传方法与契约注释删除,行为承载在 ShopSession 不变) | level_runner.gd:723–725 区块涉委托两句(:724–725)+:751–828(含死壳 `_spend_discounted`:772/`pool_stock`:787) | 残留扫描零命中(T1 静态步)+T1 套件绿 | 静态+单元 | grep 全仓(19 方法名清单固定)+套件真实入口 | 扫描面>0 前置(grep 命令对 19 名单非空可执行)+壳删后零引用可编译;命中行按接收方类归属判别(现状事实 5 跨类同名清单) | 既有:GP 钱包/escrow/商店收口/共享池 |
|
||||
| R3 宿主成员公开化(非行为改动——私有 `_shop` 更名公开 `shop`,装配与读写路径不变) | level_runner.gd:44+内部引用 :99/:102/:104/:305–306/:506–507/:704/:729 | 随 R1 两轮套件绿 | 单元 | 套件真实入口 | 同 R1(内部使用点行为不变) | 既有:GP 钱包/escrow/商店收口/共享池 |
|
||||
| R4 注释同步六处(非行为改动——注释文本,无运行时可观测面) | shop_session.gd:4/level_runner.gd:722–724/level_autoplay.gd:335/shop_overlay_view.gd:88/152/tree_rules_v11_test.gd:6 | 随批代码域闸绿(静态扫描覆盖文件头纪律面) | 静态 | —(静态判据) | 观测面局限申报:注释无运行时提交面,判据=静态扫描+评审注记 | 既有:GP 钱包/escrow/商店收口/共享池 |
|
||||
|
||||
## 12. 异常分级
|
||||
|
||||
- **L1 自救**:更名/改址漏点编译错→就地补改后重跑最窄确认(冒烟或单套件)。
|
||||
- **L2 记录继续**:套件出红且根因属本批改址笔误→出红最小单元最窄确认修复+实现报告记录;连续 3 次同红灯升级 L3。
|
||||
- **L3 停机呈报**:①出红根因=上游缺陷(非本批改动所致)→停卡退回写卡段;②机检键与本卡契约互斥(如需保留壳/别名才达标)→停机呈报,禁自造第三条路(机检预算互斥条款);③改址中发现任何行为差异(同种子读数漂移)→立即停批(行为零改动契约被打破);④ShopSession 需要可执行行改动才能达成改址→停机呈报(契约 3 被打破)。
|
||||
|
||||
## 13. 代拍板白名单
|
||||
|
||||
1. 注释措辞与所在行随改址微调(不改语义)。
|
||||
2. 测试内局部变量随调用链展开的机械适配(不改断言判据)。
|
||||
3. 残留扫描的 grep 命令形态与输出留痕方式(实现报告正文承载)。
|
||||
4. level_runner 头注与区块注释涉委托表述的同步措辞。
|
||||
5. 单元套件运行的分批执行方式(闸机轮次纪律内的最窄确认选择)。
|
||||
|
||||
超白名单的微决策记入实现报告「实现决定记录」节。
|
||||
|
||||
## 14. 待裁点
|
||||
|
||||
零待裁点,开工门=U0。(改址定式与 spend_gp 归属均经 2026-10-29 会话裁决,见 §2。)
|
||||
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