# VERTICAL SLICE - NOT FOR PRODUCTION # 实现 GDD:design/ux/battle.md(§AC 场景级测试 + §Interaction Map——UI 行为随机化探针 v3)。 # 合成鼠标事件走真实呈现层路径(BoardView.click_cell / 按钮信号 → 组合根动作通道), # 随机混合玩家行为——封印/撤封印、提前停手、弃图刷新确认链、图例模态、明细回看模态、 # tooltip 悬停、无效点击——扫描结算停滞(缺陷②回归载体) # + 模态遮挡断言(缺陷⑤回归:图例/回看/终局 overlay 打开时上方遮挡层隐藏、输入锁定) # + 性能 AC:场景实例化到首格可点 ≤500ms 探针计时。 # 行为序列由 PROBE_SEED 决定(shell 传参);程序玩法数值不受影响(随机只用于探针策略)。 # 运行:PROBE_SEED=7 Godot_console.exe --headless --path . res://probe/ui_click_probe.tscn extends Node const AutoPlayer := preload("res://sim/auto_player.gd") # O4:自动玩家策略单一实现 const ProbeUiUtil := preload("res://probe/probe_ui_util.gd") # T6 收口:树寻址/隔离样板单点 var main: Node var _last_state := {} var _stall_frames := 0 var _closed_via_abandon := false # T17——预算耗尽经放弃路径收口(断点段返回断言豁免位) var _done := false var _rand := RandomNumberGenerator.new() var _seals_placed: Array = [] var _ap_spent_this_round := 0 var _problems: Array = [] # 新增覆盖的问题收集(退出码合并判定) var _tested_legend := false var _tested_review := false var _tested_end_review := false # 终局面板回看入口(z 序修复回归) var _tested_refresh_chain := false var _tested_tooltip := false var _tested_copy := false # 迭代36 卡A——C 区两段头真实入口断言(每 run 一次) var _tested_curio_head := false # 迭代36 卡A——三选一头部旧话清零断言(奖励点停点捕获) var _tested_round_summary := false # 卡⑥ wr1-b——上轮摘要恢复断言(战中场一次性判据) var _tested_map_cap := false # 迭代36 卡A——地图屏加成帽换代断言(每 run 一次) var _tested_status := false # 状态面板角标开合/守卫断言(每 run 一次) var _tested_map_status := false # 地图屏角标一次性 case(选路态零扰动) var _inter_confirms := 0 # 大奖励屏确认计数(冒险推进停点——首见确认推进 L2,再见 = L2 关卡完成收口) var _settlement_confirms := 0 # 卡⑥ 胜利结算框确认计数(观测面——每场普通战斗胜利恰一) var _route_clicks := 0 # 选路覆盖层点击计数(岔路使用率观测面) var _locktest_state := 0 # T1 D1 锁期/重放断言状态机(0=待注入 1=等重放 2=完结)——每 run 一次 var _locktest_cell := Vector2i(-9, -9) var _locktest_frames := 0 func _ready() -> void: var seed_env := OS.get_environment("PROBE_SEED") _rand.seed = int(seed_env) if seed_env.is_valid_int() else 7 await get_tree().process_frame var t0 := Time.get_ticks_msec() main = load("res://presentation/main.tscn").instantiate() add_child(main) await get_tree().process_frame 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.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)---- for p0 in ["user://smoke_click_probe_reset.json", "user://smoke_click_probe_reset.json.tmp"]: if FileAccess.file_exists(p0): DirAccess.remove_absolute(p0) # 重置档段前清场兜底(营地/设置段不触该档——防陈旧断点泄入后续段) # swap=true(整链换注——购买写盘经 autoload 落隔离槽文件,与下方持久化核验同源; # 原 swap=false 形态的写盘走 iso 实例旧路径,与槽文件断言不同源——卡② mn9 换代) var iso_c = ProbeUiUtil.isolate_save(main, "smoke_click_probe_camp", false, false, true) if not ProbeUiUtil.open_camp_via_savesel(main, "smoke_click_probe_camp"): _problems.append("营地入口缺失(选档层新档钮——mn9 新路径驱动中断)〔句柄子容器批 V1〕") else: await get_tree().process_frame if not main.ui.modals.camp.scene.visible: _problems.append("营地场景根未打开(进档开层新路径)〔句柄子容器批 V1〕") main.ui.modals.camp.scene.object_pressed.emit(&"dummy") # 场景点选真实路由(木桩→天赋树子界面——卡④ T5) await get_tree().process_frame if main.ui.modals.camp.tree._tree_buy_btns.is_empty(): _problems.append("树淬炼购买钮缺失(四柜台拆解后树=独立子界面)〔句柄子容器批 V1〕") 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.ui.modals.camp.tree.refresh_camp(main._camp_data()) await get_tree().process_frame var buy_btn: Button = null for card in main.ui.modals.camp.tree._tree_buy_btns: if String(card.node_id) == "sp_hp": buy_btn = card.btn if buy_btn == null: _problems.append("脊柱生命行缺失(点击路径)〔句柄子容器批 V1〕") else: var bal_before: int = iso_c.meta_state.keystone_balance() var price: int = int(main.db.crossrun.meta_tree.row_by_id("sp_hp").get("price", 0)) buy_btn.pressed.emit() # 合成购买点击 → _on_camp_tree_buy → meta.tree_buy(写调用唯一归组合根) await get_tree().process_frame if int(iso_c.meta_state.keystone_balance()) != bal_before - price: _problems.append("营地树购买未出账(%d→%d 应 −%d)〔句柄子容器批 V1〕〔营地图批 V4〕" % [bal_before, iso_c.meta_state.keystone_balance(), price]) var iso_chk = load("res://core/save_manager.gd").new("user://smoke_click_probe_camp_slot_1.json") iso_chk.load_from_disk() if int(iso_chk.meta_state.tree_state().nodes.get("sp_hp", 0)) != 1: _problems.append("营地树购买未持久(reload 后级 != 1)〔句柄子容器批 V1〕〔营地图批 V4〕") # 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.ui.modals.camp.tree._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.ui.modals.camp.tree.refresh_camp(main._camp_data()) await get_tree().process_frame var fork_btn: Button = null for card in main.ui.modals.camp.tree._tree_buy_btns: if String(card.node_id) == "fork_posture": fork_btn = card.btn if fork_btn == null: _problems.append("Fork 解锁钮缺失(点击路径)〔句柄子容器批 V1〕") else: fork_btn.pressed.emit() await get_tree().process_frame main.ui.modals.camp.tree.refresh_camp(main._camp_data()) await get_tree().process_frame var side_b: Button = null for fk in main.ui.modals.camp.tree._tree_fork_btns: if String(fk.group) == "fg_posture" and String(fk.side) == "b": side_b = fk.btn if side_b == null: _problems.append("Fork 双态切换钮缺失(解锁后应展开 a/b 钮)〔句柄子容器批 V1〕") else: side_b.pressed.emit() # 合成切态点击 → _on_camp_fork_toggle → meta.tree_toggle_fork await get_tree().process_frame var iso_fk = load("res://core/save_manager.gd").new("user://smoke_click_probe_camp_slot_1.json") iso_fk.load_from_disk() if String(iso_fk.meta_state.tree_state().fork_sides.get("fg_posture", "")) != "b": _problems.append("Fork 切态未持久(reload 后激活态 != b)〔句柄子容器批 V1〕") # ---- 营地灰字取色断言(迭代36 wc4——四子界面拆分后按视图分扫;卡④ T5 迁移): # 图鉴锁文→codex 视图(锚随形态订正去『柜台』);秘宝行未解锁/同调形态/档位/刷新行→treasure 视图 # _workshop_holder 子树。font_color 逐处 == STONE_DEEP;树链段已闭树界面。 main.ui.modals.camp.tree.closed.emit() # 树界面返回(关层归 presenter 单口) await get_tree().process_frame main.ui.modals.camp.scene.object_pressed.emit(&"chest") # 宝箱→秘宝匣(灰字四源位宿主) await get_tree().process_frame var ws_labels: Array = [] _collect_labels_by_text(main.ui.modals.camp.treasure._workshop_holder, ws_labels) var locked_status: Array = _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)〔句柄子容器批 V1〕") for l in locked_status: if l.get_theme_color("font_color") != UiKit.STONE_DEEP: _problems.append("营地灰字:秘宝行「未解锁」态未用 STONE_DEEP(wc4 :417/:476)〔句柄子容器批 V1〕") var form_found := false for l in ws_labels: if l.text == "被动" or l.text == "主动·充能": form_found = true if l.get_theme_color("font_color") != UiKit.STONE_DEEP: _problems.append("营地灰字:同调形态标签未用 STONE_DEEP(wc4 :509)〔句柄子容器批 V1〕") if not form_found: _problems.append("营地灰字:同调行形态标签未找到(wc4 定位锚失守——同调段应有行)〔句柄子容器批 V1〕") var tier_vals := {} for v in UiKit.TREASURE_TIER_LABELS.values(): tier_vals[String(v)] = true var tier_found := false for l in ws_labels: if tier_vals.has(l.text): tier_found = true if l.get_theme_color("font_color") != UiKit.STONE_DEEP: _problems.append("营地灰字:同调档位标签未用 STONE_DEEP(wc4 :513)〔句柄子容器批 V1〕") if not tier_found: _problems.append("营地灰字:同调档位标签未找到(wc4 定位锚失守)〔句柄子容器批 V1〕") var refresh_inked := false for l in ws_labels: if String(l.text).contains("三选一刷新"): refresh_inked = true if l.get_theme_color("font_color") != UiKit.STONE_DEEP: _problems.append("营地灰字:刷新行未用 STONE_DEEP(wc4 :525)〔句柄子容器批 V1〕") if not refresh_inked: _problems.append("营地灰字:刷新行 label 未找到(wc4 定位锚失守)〔句柄子容器批 V1〕") main.ui.modals.camp.treasure.closed.emit() await get_tree().process_frame main.ui.modals.camp.scene.object_pressed.emit(&"board") # 布告板→图鉴占位(锁文宿主) await get_tree().process_frame var codex_labels: Array = [] _collect_labels_by_text(main.ui.modals.camp.codex, codex_labels) var atlas_locks := _labels_with_text(codex_labels, "结构位预留") if atlas_locks.is_empty(): _problems.append("营地灰字:图鉴锁文 label 未找到(wc4 定位锚失守——锚随形态订正去『柜台』)〔句柄子容器批 V1〕〔营地图批 V6〕") for l in atlas_locks: if l.get_theme_color("font_color") != UiKit.STONE_DEEP: _problems.append("营地灰字:图鉴锁文未用 STONE_DEEP(wc4 :167)〔句柄子容器批 V1〕〔营地图批 V6〕") main.ui.modals.camp.codex.closed.emit() await get_tree().process_frame main._on_camp_closed() # 关层收闭(营地与选档层同收+开始层恢复——卡④ T3) await get_tree().process_frame if main.ui.modals.camp.scene.visible or not main.ui.screens.start_overlay.visible: _problems.append("营地关闭后未恢复开始层〔句柄子容器批 V1〕") # ---- 选档界面行为走查(迭代 33 卡③):sl5 空槽新档链/sl6 有档槽进档链/sl7 删档二次确认双路径 # /sl8 消费方分派单口/sl12 动线序不回闪。开层=函数直调(「进入存档」钮归卡② mn3——中间态在案); # 隔离=attach_slot_template 注入命名空间,夹具按槽直写(卡① 注入口)。---- var csel_tpl := "user://smoke_click_probe_savesel_slot_%d.json" for i in range(1, 4): for suf in ["", ".tmp", ".corrupt.bak"]: var cp: String = csel_tpl % i + suf if FileAccess.file_exists(cp): DirAccess.remove_absolute(cp) ProbeUiUtil.isolate_save(main, "smoke_click_probe_savesel", true, false, true) main.save_manager.slots.attach_slot_template(csel_tpl) var f_c2 := FileAccess.open(csel_tpl % 2, FileAccess.WRITE) f_c2.store_string(JSON.stringify({"version": 7, "meta": {"keystone_balance": 100, "adventure_total": 3, "adventure_cleared": 1, "tree_nodes": {}, "fork_sides": {}, "tree_struct": 2}})) 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.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.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: var samples: Array = [] 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.ui.modals.save_select_overlay.visible, main.ui.modals.camp.scene.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]: _problems.append("[savesel] sl12 动线序违约:选档隐藏帧营地层未可见(先关后开=回闪形态)") elif samples[0][2]: _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.ui.modals.flow.stack._occluded.get(main.ui.modals.camp.scene, []) 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)") main._on_camp_closed() await get_tree().process_frame # 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.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: load_btn.pressed.emit() 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.ui.modals.camp.scene.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.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.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.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.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.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.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.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.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.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.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.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.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)---- for p0 in ["user://smoke_click_probe_settings.cfg"]: if FileAccess.file_exists(p0): DirAccess.remove_absolute(p0) 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.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.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.ui.modals.settings_overlay._motion_btn if motion_btn == null: _problems.append("设置面减动效开关缺失") else: motion_btn.button_pressed = false # off=快速(减动效开) await get_tree().process_frame if UiKit.motion_scale != 0.5: _problems.append("减动效开未生效(motion_scale != 0.5)") var chk = load("res://presentation/settings_store.gd").new("user://smoke_click_probe_settings.cfg") chk.load_settings() if not chk.reduced_motion: _problems.append("减动效开未持久化(设置独立存储失守——卡④ AC⑤)") motion_btn.button_pressed = true # on=完整回常态 await get_tree().process_frame 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.ui.modals.settings_overlay._volume vol.value = 30 await get_tree().process_frame var master_idx := AudioServer.get_bus_index("Master") var expect_db := linear_to_db(0.3) if absf(AudioServer.get_bus_volume_db(master_idx) - expect_db) > 0.1: _problems.append("音量滑杆未实时生效(master bus db %f ≠ %f)" % [AudioServer.get_bus_volume_db(master_idx), expect_db]) if absf(iso_s.volume_linear - 0.3) > 0.001: _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.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.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.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.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.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.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)---- # 生涯页驱动=函数直调中间态(卡② mn10——careerbtn 已撤,卡④ 笔记本改挂前无 UI 路径) if true: main._open_career() await get_tree().process_frame 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.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.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.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.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.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.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.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.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.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 # 性能 AC:进入战斗屏到首格可点 ≤500ms(棋盘 install 完成口径); # 场景实例化冷启动总时长(含全部脚本首载编译——引擎启动域,非 AC 口径)另列观测 var t_total := Time.get_ticks_msec() - t0 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.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]) const ACTION_BUDGET_FRAMES := 20000 # 主循环帧预算(坏态挂死兜底上限——常态跑完远低于此;有挂帧证据才收紧,勿让坏态等满预算才报) var action_budget := ACTION_BUDGET_FRAMES # P0-2 回归:本 while 循环体缩进必须整体在循环内——continue 落在 # 循环外成解析错误、探针不可加载。bonus 分支保留为体内兄弟分支。 while not _done and action_budget > 0: action_budget -= 1 await get_tree().process_frame if main.ui.modals.node_overlay.visible: main.ui.modals.node_overlay.press_continue() _seals_placed.clear() continue 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.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.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.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.ui.modals.flow.locks_input(): _problems.append("三选一停点打开时输入未锁定") 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.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.ui.modals.curio_overlay.press_card(0) main.ui.modals.curio_overlay.press_confirm() else: 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.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.ui.modals.shop_overlay.leave_pressed.emit() _seals_placed.clear() continue 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.ui.modals.status_panel.visible: _tested_map_status = true 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.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.ui.modals.status_panel, "继续", "prefix") if rbtn2 != null: rbtn2.pressed.emit() 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) if not _tested_map_cap: _tested_map_cap = true var cap_found := false var ls_labels: Array = [] _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 if not cap_found: _problems.append("地图屏加成帽未换代为「属性值提升」(wa2)") # 选路定向(卡⑤ d4——wa4 转正的必达前提):候选含奖励节点优先选(真实 # press_candidate 命中路径零变化,只改索引策略);无奖励候选回退交替(岔路使用率观测面保留) var pick := _route_clicks % 2 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.ui.modals.level_screen._cand_ids.has(nd_id): pick = main.ui.modals.level_screen._cand_ids.find(nd_id) break main.ui.modals.level_screen.press_candidate(pick) _route_clicks += 1 _seals_placed.clear() continue 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.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.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: next_btn.pressed.emit() await get_tree().process_frame await get_tree().process_frame if main.run_scope.runner == null or int(main.run_scope.runner.level_row.get("level_index", -1)) != 2: _problems.append("大奖励确认后未推进到第二关(level_index != 2)") else: _done = true print("[click_probe] 第二关大奖励屏(L2 关卡完成)——探针收口 · 选路口点击 %d 次" % _route_clicks) break _seals_placed.clear() continue 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.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.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.ui.modals.end_overlay.verdict_text() == "": _problems.append("胜利结算框判定行缺失") _settlement_confirms += 1 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.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.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。 # T17 演播后排窗适配:真终局 vs 中途结算面判据=adventure.state(冒险结构三态—— # 战斗胜利停点=running / 真终局(失败/放弃/打穿)=settling)。旧判据 # (_adventure_mode)在真终局仍 true——会把真终局当中途面点掉返回键(实证)。 var _adv_running: bool = main.run_scope.adventure != null and String(main.run_scope.adventure.state) == "running" if main.run_scope.is_adventure and _adv_running: main.ui.modals.end_overlay._btn.pressed.emit() continue 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.ui.modals.end_overlay.verdict_text().replace("\n", " "), _route_clicks]) break if main.run_scope.settlement == null or main.run_scope.runner == null: continue var diag: Dictionary = main.run_scope.settlement.diagnostic_snapshot() # 诊断观测面(私有字段零直读) var st := { "node": main.run_scope.runner.node_index, "round": main.run_scope.settlement.round_index, "phase": main.run_scope.settlement.action_economy.phase, "ap": main.run_scope.settlement.action_economy.ap, "settling": diag.settling, } # 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.ui.screens.row_pacer.pending_rows().is_empty(): _tested_round_summary = true 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.ui.screens.row_pacer.pending_rows().is_empty(): _stall_frames += 1 if _stall_frames == 30: _report_stall(st) return else: _stall_frames = 0 _ap_spent_this_round = 0 _last_state = st _locktest_tick() if main.run_scope.settlement.battle_result == "" and main.run_scope.settlement.action_economy.phase == "Active": # T1 D1——锁测在飞期(state 1)冻结探针动作面:排空帧 autoplay 的免费 move 会抢在 # 帧末 deferred 重放之前改变英雄位(seal 拒收 not_adjacent 实证)——「注入→重放」 # 窗口内局面零变化正是 v3.1 被测语义(演播期冻结),动作面恢复待断言收口。 if _locktest_state != 1: _run_modal_probes_once() _play_one_action() # ---- 预算耗尽收口(T17 硬锁批适配):选件变强后 probe 可能活过预算不再战败——断点段前提 # (冒险终局面在案)须主动满足。收口驱动:任何停点层逐个推进(复用主循环分支语义)至 # level_screen 选路停点→真实放弃二击→终局面。战斗中则继续 autoplay 打完。 if not _done and not main.ui.modals.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.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.ui.modals.end_overlay._btn.pressed.emit() else: break 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.ui.modals.curio_overlay.press_card(0) main.ui.modals.curio_overlay.press_confirm() else: 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.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() await get_tree().process_frame abandon_btn.pressed.emit() # 二击确认(3s 窗内) for i in 10: await get_tree().process_frame break elif main.run_scope.settlement != null and main.run_scope.settlement.battle_result == "" \ and main.run_scope.settlement.action_economy.phase == "Active": _play_one_action() # 排播期/Waiting 等待态=自然流逝(演播秒级、锁随队列空解除) # T17 适配:战败或放弃二途皆达终局面(放弃=预算耗尽收口路径——见上),断点段前提不变。 await get_tree().process_frame var bp_file := "user://smoke_click_probe_reset.json" var iso_chk = load("res://core/save_manager.gd").new(bp_file) iso_chk.load_from_disk() # ① 战败结局清断点(T3 口径——三结局清断点之一):停点快照随局写入,战败结算须清 iso_chk.load_from_disk() if iso_chk.has_breakpoint(): var bpf: Dictionary = iso_chk.breakpoint_snapshot() print("[click_probe][diag] 断点未清指纹 keys=%s lv=%s node=%s bonus=%s deck=%s pending=%s" % [ str((bpf as Dictionary).keys()), str((bpf as Dictionary).get("level_index")), str((bpf as Dictionary).get("node_id")), str((bpf as Dictionary).get("bonus")), 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.ui.modals.end_overlay.is_open(): _problems.append("断点段:战败后未出冒险终局面") if main.ui.modals.end_overlay._btn == null: _problems.append("断点段:终局面返回按钮缺失") else: 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.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: _problems.append("断点段:终局返回未回开始菜单") # ②③ 中断→续玩全链+互斥确认两分支:随三入口化撤出(卡② §7.2 申报——断点确认探针段移交 # 卡④大门 T5 接收,两头登记禁静默删除;续玩钮已退役,主菜单确认链已摘 mn6)。 # ① 战斗收口断点写盘断言保留(上方——冒险流直调中间态 mn10)。 # ---- 大门两分支断言段(卡④ T5 接收——卡② 移交落点;V3 断言面)---- # 驱动=营地场景根点选信号(真实路由)→组合根 _on_camp_object_pressed→确认弹窗。 # 无断点=两出口(是/否);有断点=三出口(set_breakpoint 注入选路停点形——同下方开场行③先例)。 # 判据绑可观测提交面:点大门不直接进冒险(is_adventure 翻转只在 confirmed 后);cancelled 恒= # 无变更退回营地(写口零调用——余额读数不变+营地根 visible);开局后营地场景屏隐藏。 ProbeUiUtil.isolate_save(main, "smoke_click_probe_gate", true, false, true) main._camp_pres.open_camp() await get_tree().process_frame var bal_gate: int = main._camp_data()["balance"] main.ui.modals.camp.scene.object_pressed.emit(&"gate") await get_tree().process_frame if not main.ui.modals.confirm_dialog.is_open(): _problems.append("大门无断点:确认弹窗未开(点大门应先出确认不直接进冒险)〔营地图批 V3〕") if main.run_scope.is_adventure: _problems.append("大门无断点:未确认即进冒险〔营地图批 V3〕") if main.ui.modals.confirm_dialog._secondary_btn.visible: _problems.append("大门无断点:次钮应隐藏(两出口形态)〔营地图批 V3〕") main.ui.modals.confirm_dialog.cancelled.emit() await get_tree().process_frame if not main.ui.modals.camp.scene.visible or main.run_scope.is_adventure or main._camp_data()["balance"] != bal_gate: _problems.append("大门取消:未无变更退回营地(写口零调用/营地根 visible 失守)〔营地图批 V3〕") main.ui.modals.camp.scene.object_pressed.emit(&"gate") await get_tree().process_frame main.ui.modals.confirm_dialog.confirmed.emit() # 「是」→开始新冒险 await get_tree().process_frame if not main.run_scope.is_adventure or main.ui.modals.camp.scene.visible: _problems.append("大门确认:冒险未发起或营地场景屏未隐藏〔营地图批 V3〕〔营地图批 B1〕") # 有断点三出口(选路停点形注入——同开场行③ set_breakpoint 先例) main.save_manager.set_breakpoint({ "master_seed": 42, "rng_counter": 0, "hero_hp": 30, "gp": 10, "keystone": 0, "level_index": 1, "bonus": {"atk": 0, "max_hp": 0, "armor_class": 0, "ap": 0}, "shop_purchased": {}, "relics": [], "keystone_drops": [], "bonus_taken": {}, "node_id": -1, "visited_ids": [], "graph_gen_v2": 1, }) main._camp_pres.open_camp() await get_tree().process_frame main.ui.modals.camp.scene.object_pressed.emit(&"gate") await get_tree().process_frame if not main.ui.modals.confirm_dialog.is_open() or not main.ui.modals.confirm_dialog._secondary_btn.visible: _problems.append("大门有断点:三出口形态失守(次钮应现形)〔营地图批 V3〕") main.ui.modals.confirm_dialog.secondary_confirmed.emit() # 「开始新冒险」出口 await get_tree().process_frame if not main.run_scope.is_adventure or main.ui.modals.camp.scene.visible: _problems.append("大门有断点次确认:冒险未发起或营地未隐藏〔营地图批 V3〕") # ---- 开场行三路径段(迭代36 wc1/wc2——真实入口驱动;隔离新档)---- # 驱动设计(0/0 白板局生存性不成立的实证处置——L2 记录进实现报告): # ① 菜单开新局·白板反向=独立短局:0/0 滑条开局断言 L1 开场行零后缀(不开驱动—— # 断言完成后该局被 ② 的开局自然替换,白板局生存性不参与判定); # ② 局内加算区正向=生存局:400/200 滑条开局保可完成(:363 先例),三选一专选 atk/max_hp # 卡(无则任选推进——不触后缀、循环重试);至大奖励屏先 reset_sliders() 再确认进下一层 # ——L2 开场行时点 pct=0 且新档 ov=0,后缀只能归因局内加算区(变异:回退条件 hunk→红); # ③ 断点续玩正向:L2 入口选路停点(bonus 已入账、bonus_pending/bonus_result 皆空——选路停点形) # 经 _resume_from_menu 唯一消费口重建,重建开场行带后缀。 # 判定面=开局清日志后的新局日志(_start_adventure 内 log_view.clear());「(含面板加成)」 # 唯一来源=开场行,计数即判定;「· 种子 」=开场行独有形态锚。 for p_ol in ["user://smoke_click_probe_openline.json", "user://smoke_click_probe_openline.json.tmp"]: if FileAccess.file_exists(p_ol): DirAccess.remove_absolute(p_ol) ProbeUiUtil.isolate_save(main, "smoke_click_probe_openline", true, false, true) 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.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.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 # 撤出,_resume_from_menu=唯一消费口;断点形态=选路停点形钉值:bonus 已入账、 # bonus_pending/bonus_result 皆空——set_breakpoint 注入口同 system_test V3i 先例, # 卡内警示的 bonus_pending 形夹具是本形态反例,禁复用)。续玩重建开场行时点 pct=0 # +新档 ov=0+bonus.atk=5 已回填(resume_adventure :151-154)——后缀只能归因局内加算区。 # 【卡片前提缺陷记录(随实现报告/停机呈报)】路径②原设计「奖励节点三选一拿属性卡→下一关 # 开场行」在现行 build 不可驱动:L1 全模板零商店节点、reward 节点=零兑付直通占位 # (level_runner _enter_node 注记)——新开局在任一开场行时点均无局内 bonus 来源。 # 条件加算区两项的机制面由本续玩路径全链承载(回填→level_started→条件求值,与 fresh 同式), # 变异(回退条件 hunk)见红;fresh 正向拦截能力未证,如实申报。 var bp_ol: Dictionary = { "master_seed": 42, "rng_counter": 0, "hero_hp": 30, "gp": 10, "keystone": 0, "level_index": 1, "bonus": {"atk": 5, "max_hp": 0, "armor_class": 0, "ap": 0}, "shop_purchased": {}, "relics": [], "keystone_drops": [], "bonus_taken": {}, "node_id": -1, "visited_ids": [], "graph_gen_v2": 1, } main.save_manager.set_breakpoint(bp_ol) # 判定面=续玩开局清日志后的新局日志(_resume_from_menu 内 log_view.clear()——选路停点形 # 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.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.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) # wa4 必达判据(卡⑤ d4 转正——条件位退役):定向选路保证到达奖励节点三选一停点, # 全程未命中即红(拦截能力必证——test-conventions §6 条件断言转正口径) if not _tested_curio_head: _problems.append("wa4 转正失守:探针全程未到达奖励节点三选一停点(定向选路失效或奖励节点不可达)〔卡⑤〕") print("[click_probe] 循环退出(done=%s budget=%s)问题=%d" % [ str(_done), str(action_budget), _problems.size()]) for p in _problems: push_error("[click_probe] FAIL — " + p) var exit_code := 0 if not _done: exit_code = 1 if not _problems.is_empty(): exit_code = 1 get_tree().quit(exit_code) # ---- 模态/tooltip/刷新链一次性覆盖(真实信号路径驱动) ---- func _run_modal_probes_once() -> void: # ⓪ 玩家面文案真实入口断言(迭代36 卡A wa1——C 区两段头随战斗常驻) if not _tested_copy and main.ui.battle.info_panel != null and main.ui.battle.info_panel.visible: _tested_copy = true var feat_head: Label = null var curio_head: Label = null for child in main.ui.battle.info_panel._feat_section.get_children(): if child is Label: feat_head = child break for child in main.ui.battle.info_panel._curio_section.get_children(): if child is Label: curio_head = child break if feat_head == null or feat_head.text != "专长": _problems.append("C 区专长段头未换代(wa1——真实入口)") if curio_head == null or curio_head.text != "属性值提升": _problems.append("C 区属性值提升段头未换代(wa1——真实入口)") # ① 图例模态(pattern 6):打开 → 遮挡物隐藏 + 输入锁定;关闭 → 恢复 if not _tested_legend: _tested_legend = true main.ui.battle.board_zone.ap_bar._btn_legend.pressed.emit() if not main.ui.modals.legend_overlay.is_open(): _problems.append("图例打开失败") 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.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.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) if not String(e[2]).contains("标空") or not String(e[2]).contains("受挖掘惩罚") or String(e[2]).contains("插错") or String(e[2]).contains("挖雷"): _problems.append("图例封印行旧词残留(wa5——%s)" % String(e[2]).replace(" ", "|")) if not legend_has_seal: _problems.append("图例缺『封印』格态条目(格态图例基线)") 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.ui.modals.legend_overlay.is_open() and not main.ui.modals.status_panel.visible: _tested_status = true 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.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.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.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.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)) # ② 属性行全值 = 契约4 格式 % runner 五现值(main 侧投影值层真链路) var rnr = main.run_scope.runner if rnr == null: _problems.append("状态面板开层时 runner 空指针(契约5——状态机缺陷,禁软回退)") else: 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.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"] var keys_ok: bool = (sd as Dictionary).size() == 8 for k in keys: keys_ok = keys_ok and (sd as Dictionary).has(k) if not keys_ok: _problems.append("_status_data() 键集≠八键(sv7——实测 %s)" % str((sd as Dictionary).keys())) var oracle: Array = [] for rec in rnr.treasure_inventory.query_inventory(Callable()): var rr: Dictionary = rec oracle.append({"name": String(main.db.crossrun.treasure_items.row_by_id(String(rr.get("item_id", ""))).get("display_name", "")), "used": bool(rr.get("used", false))}) var sd_curios: Array = (sd as Dictionary).get("curios", []) var curios_ok: bool = (sd_curios as Array).size() == (oracle as Array).size() if curios_ok: for i in (oracle as Array).size(): curios_ok = curios_ok and String((sd_curios[i] as Dictionary).get("name", "")) == String((oracle[i] as Dictionary).get("name", "")) and bool((sd_curios[i] as Dictionary).get("used", false)) == bool((oracle[i] as Dictionary).get("used", false)) if not curios_ok: _problems.append("_status_data().curios 对拍独立 oracle 失守(sv7——实测 %s vs %s)" % [str(sd_curios), str(oracle)]) 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.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.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.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.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.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.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.ui.battle.stage.hero_standee.slot_row # 状态 tooltip 载体(B 区站桩) for child in row.get_children(): if child is PanelContainer and child.visible and child.has_meta("eff"): _tested_tooltip = true child.mouse_entered.emit() if not row._tip.visible: _problems.append("状态槽 tooltip 未显示") elif not row._tip_label.text.contains("来源") or not row._tip_label.text.contains("剩余"): _problems.append("状态槽 tooltip 缺来源/剩余(%s)" % row._tip_label.text.replace("\n", "|")) child.mouse_exited.emit() if row._tip.visible: _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.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.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.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": _problems.append("轮内刷新后相位丢失(%s)" % main.run_scope.settlement.action_economy.phase) if main.run_scope.settlement.minesweeper.current_board() == board_before: _problems.append("轮内刷新未当场换图") # V5(刷新双账收口):轮内计数单源=结算快照(main 副本已删)+ HUD 余量一致 var used_now: int = int(main.run_scope.settlement.presentation_snapshot().get("refresh_used", 0)) 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.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)---- func _collect_labels_by_text(root: Node, out: Array) -> void: if root is Label: out.append(root) for child in root.get_children(): _collect_labels_by_text(child, out) func _labels_with_text(labels: Array, needle: String) -> Array: var found: Array = [] for l in labels: if String(l.text).contains(needle): found.append(l) return found 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.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.ui.battle.board_zone.board_view.click_cell(target, MOUSE_BUTTON_RIGHT) _seals_placed.append(target) _ap_spent_this_round += 1 return # 行为②:随机撤封印(右键已封印格),约 10% 轮次 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.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.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.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: _click_stop() elif settlement.action_economy.phase == "Active": _click_stop() func _random_unknown_adjacent(minesweeper) -> Vector2i: var hero: Vector2i = minesweeper.hero_pos() var cands: Array = [] for dy in range(-1, 2): for dx in range(-1, 2): if dx == 0 and dy == 0: continue var c: Vector2i = hero + Vector2i(dx, dy) if minesweeper.current_board().in_bounds(c) and not minesweeper.is_revealed(c) and not minesweeper.has_seal(c): cands.append(c) if cands.is_empty(): return Vector2i(-1, -1) return cands[_rand.randi_range(0, cands.size() - 1)] func _click_stop() -> void: # 停手走真实按钮信号路径(AP 条 → 组合根 settle_batch——排雷玩法 D1×6① 回归载体) main.ui.battle.board_zone.ap_bar._btn_stop.pressed.emit() # ---- 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) ---- # 锁期断言(排播队列活跃=锁面):注入封印击 → 直落被冻结不受理(封印未置)+ `_locked_click` # 缓存命中且为本注入(「最后一次」语义——注入帧内无并发点击)。 # 重放断言(演播完边沿 pump_ended→_replay_locked_click 重入唯一动作通道):缓存清空 + # 受理恰一次——封印布尔=单次送达探测器(双发=两次翻转回 false、零发=false,均暴露)。 # 前提消失守卫:等重放期间出现停点层/战斗收场(注入时点恰逢终结演播)→ 静默弃测不计 # problem(封印动作不杀伤,正常局不触发;断言实现形态取舍在代拍白名单内)。 func _locktest_tick() -> void: if _locktest_state == 2: return var settlement = main.run_scope.settlement if settlement == null or settlement.minesweeper.current_board() == null: return if _locktest_state == 0: 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 if int(settlement.action_economy.ap) < 1: return var target := _locktest_pick_cell(settlement.minesweeper) if target.x < 0 or settlement.minesweeper.has_seal(target): 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.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 return if main.run_scope.locked_click.is_empty() or main.run_scope.locked_click.get("cell") != target: _problems.append("锁期断言:演播期点击未入缓存(v3.1 缓存失守)") _locktest_state = 2 return _locktest_state = 1 elif _locktest_state == 1: 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.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 if _locktest_frames < 3: return # 排空边沿的 deferred 重放(pump_ended 帧末执行)在途宽限 if _locktest_frames > 90: _problems.append("重放断言:演播完边沿后缓存未清(%s)" % str(main.run_scope.locked_click)) _locktest_state = 2 return if main.run_scope.locked_click.is_empty(): if not settlement.minesweeper.has_seal(_locktest_cell): var b = settlement.minesweeper.current_board() print("[lockdiag] 重放后封印未置:br='%s' phase=%s ap=%d cell=%s revealed=%s board=%dx%d hero=%s" % [ str(settlement.battle_result), str(settlement.action_economy.phase), int(settlement.action_economy.ap), str(_locktest_cell), str(settlement.minesweeper.is_revealed(_locktest_cell)), 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.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: var hero: Vector2i = minesweeper.hero_pos() for dy in range(-1, 2): for dx in range(-1, 2): if dx == 0 and dy == 0: continue var c: Vector2i = hero + Vector2i(dx, dy) if minesweeper.current_board().in_bounds(c) and not minesweeper.is_revealed(c) and not minesweeper.has_seal(c): return c return Vector2i(-1, -1) func _report_stall(st: Dictionary) -> void: var why := "" if st.phase == "Waiting": why = "结算停滞:Waiting 相位无推进(结算应同步走完——窗口段已删除)" elif st.phase == "Active" and st.ap == 0: why = "Active 相位 AP=0(应在归零瞬间翻 Waiting)" elif st.phase == "Idle" and main.run_scope.settlement.battle_result == "": why = "Idle 相位但战斗未结束(begin 失败?)" else: why = "状态无推进(battle_result='%s')" % str(main.run_scope.settlement.battle_result) print("[click_probe] 🔴 卡死复现(PROBE_SEED=%s):%s" % [OS.get_environment("PROBE_SEED"), why]) _dump_state() get_tree().quit(2) func _dump_state() -> void: var diag: Dictionary = main.run_scope.settlement.diagnostic_snapshot() # 诊断观测面(私有字段零直读) print(" node_index=%s round=%s phase=%s ap=%s rap=%s" % [ str(main.run_scope.runner.node_index), str(main.run_scope.settlement.round_index), str(main.run_scope.settlement.action_economy.phase), str(main.run_scope.settlement.action_economy.ap), str(main.run_scope.settlement.action_economy.rap)]) print(" battle_result='%s' settling=%s" % [ str(diag.battle_result), str(diag.settling)]) print(" board_installed=%s facts_path='%s' refresh_used=%s seals=%s" % [ str(diag.minesweeper_board_installed), str(diag.facts_path), str(diag.refresh_used_round), str(_seals_placed)])