# VERTICAL SLICE - NOT FOR PRODUCTION # 演出密度探针(样张 v2 冻结批 T3——演出四项可触发+探针断言覆盖): # ①死亡碎裂(standee mark_dead → 碎块计数)②意图三档动画(damage/buff/debuff/charge 摇定不炸+徽标可见) # ③胜利纹章+失败掸灰+旗光收回(battle_end open_victory/open_defeat → fx_probe 计数) # ④结算轮光带(settlement_fx play_round_sweep → 子节点落位)。 # 运行:Godot_console.exe --headless --path . res://smoke/fx_probe.tscn extends Node func _ready() -> void: await get_tree().process_frame var problems: Array = [] # ---- ①② 站桩侧:死亡碎裂 + 意图三档 ---- var sb_script := load("res://presentation/views/standee_body.gd") var sb = sb_script.new("enemy") sb.box = Vector2(150, 176) # 站桩盒几何(Node2D 自定义字段——非 Control.size) add_child(sb) sb.set_data({"display_name": "地精", "enemy_id": "goblin", "hp": 10, "max_hp": 10}) await get_tree().process_frame # 意图三档:特殊准备(damage/buff/debuff)与蓄力档(heavy)摇定——动画触发+徽标可见 for tier in [["damage", "slash"], ["buff", "atk_up"], ["debuff", "weaken_hit"], ["damage", "heavy"]]: sb.set_pending(tier[0], tier[1]) if not sb.intent_probe().visible: problems.append("意图徽标应可见(%s/%s)" % [tier[0], tier[1]]) await get_tree().process_frame sb.set_pending("basic", "") # 档①普通攻击=零表示 if sb.intent_probe().visible: problems.append("普通攻击徽标应零表示(§4.6.4 档①)") # 死亡碎裂 sb.mark_dead() await get_tree().process_frame var dp: Dictionary = sb.fx_probe() if int(dp.get("death_shards", 0)) != 5: problems.append("死亡碎块应 5 块(§8.4 冻结值),实得 %s" % [dp.get("death_shards")]) if not sb.is_dead(): problems.append("mark_dead 后 is_dead 应真") # ---- ③ 终局侧:胜利纹章 / 失败掸灰+旗光 ---- var end_ov := BattleEndOverlay.new() add_child(end_ov) var br := Rect2(300, 300, 400, 300) end_ov.open_victory("胜利", "继续", br) await get_tree().process_frame var vp: Dictionary = end_ov.fx_probe() if int(vp.get("crest_shards", 0)) != 10: problems.append("胜利纹章碎砖应 10 枚(§2.4),实得 %s" % [vp.get("crest_shards")]) end_ov.close() end_ov.open_defeat("失败", "重来", br) await get_tree().process_frame var fp: Dictionary = end_ov.fx_probe() if int(fp.get("dust_motes", 0)) != 8: problems.append("失败掸灰尘絮应 8 枚(§2.5),实得 %s" % [fp.get("dust_motes")]) if int(fp.get("flag_dots", 0)) != 8: problems.append("旗光收回应 8 点,实得 %s" % [fp.get("flag_dots")]) end_ov.close() # ---- ④ 结算轮光带(含前导亮缘) ---- var sfx := SettlementFxView.new() add_child(sfx) sfx.play_round_sweep(br) # 光带几何全由 board_rect 驱动——无需容器尺寸 await get_tree().process_frame var n_fx := 0 for ch in sfx.get_children(): if ch is ColorRect: n_fx += 1 if n_fx < 2: problems.append("结算光带应含带体+前导缘线 ≥2 节点,实得 %d" % n_fx) # ---- 汇总 ---- if problems.is_empty(): print("[fx_probe] PASS — 死亡碎裂5块/意图三档+零表示/胜利纹章10/失败掸灰8+旗光8/结算光带+缘线 全链路通过") get_tree().quit(0) else: for p in problems: print("[fx_probe] FAIL — " + p) print("[fx_probe] FAIL — %d 项断言未过" % problems.size()) get_tree().quit(1)