## 怪物图鉴外置工具·采集端:经 ConfigDB 单点读 enemy + skills 两表全行,行数据原样导出 JSON ## 到 sim-data/compendium/dump.json(渲染端 tools/compendium_gen.py 消费,生成自包含 HTML 图鉴)。 ## 运行:Godot_console.exe --headless --path . --script res://sim/compendium_dump.gd -- [out=<绝对路径>] [tables_root=] ## out 缺省 = 仓库根 sim-data/compendium/dump.json(res:// 的上一级);目录不存在则创建。 ## tables_root 缺省 = res://data/tables;fail-fast 路径验证时可指向临时表目录。 ## 导出形态:顶层 counts 带两表行数计数 + enemy_rows/skill_rows 行字典原样(零新增字段、零改名; ## 表内可省略字段缺席即缺席)。本件零随机、零数值硬编码、零判定逻辑。 ## fail-fast:表加载失败(缺表/行域校验/跨表悬空引用)、行缺关键字段、pool.skill_id 在技能表无对应行 ## → 逐条报错并以退出码 1 中止,禁软回退。 extends SceneTree const DEFAULT_OUT := "../sim-data/compendium/dump.json" # 相对 res://(game/ 上一级 = 仓库根) const DEFAULT_TABLES_ROOT := "res://data/tables" # 行关键字段(缺一即 fail-fast):取两表 schema 加载期必在的键—— # enemy 的 unit_count_max/atk_min/atk_max/attack_type/armor_type/armor_class 与技能行的 # trigger/buff_ref/buff_duration/damage_mult/rider_mult 均为 schema 可省略字段,不列入。 const ENEMY_REQUIRED_KEYS := ["enemy_id", "display_name", "row_kind", "level_index", "depth_band", "unit_count", "hp", "atk", "pool"] const SKILL_REQUIRED_KEYS := ["skill_id", "display_name", "type", "cooldown_beats"] func _initialize() -> void: var opt := _parse_args(OS.get_cmdline_user_args()) var db = load("res://core/config_db.gd").new() if not db.load_tables(String(opt.tables_root), false): _print_diags(db) push_error("compendium_dump: 表加载失败(fail-fast)") quit(1) return var enemy_rows: Array = db.combat.enemy.rows var skill_rows: Array = db.combat.skill.rows var errs := _validate_rows(enemy_rows, skill_rows) if not errs.is_empty(): for e in errs: push_error("compendium_dump: %s" % e) quit(1) return var payload := { "counts": {"enemy_rows": enemy_rows.size(), "skill_rows": skill_rows.size()}, "enemy_rows": enemy_rows, "skill_rows": skill_rows, } var out_path := String(opt.out) var dir := out_path.get_base_dir() if not DirAccess.dir_exists_absolute(dir): var mk := DirAccess.make_dir_recursive_absolute(dir) if mk != OK: push_error("compendium_dump: 目录创建失败 %s(err=%d)" % [dir, mk]) quit(1) return var f := FileAccess.open(out_path, FileAccess.WRITE) if f == null: push_error("compendium_dump: 导出文件打开失败 %s(err=%d)" % [out_path, FileAccess.get_open_error()]) quit(1) return f.store_string(JSON.stringify(payload)) f.close() print("图鉴导出完成: enemy_rows=%d skill_rows=%d → %s" % [enemy_rows.size(), skill_rows.size(), out_path]) quit(0) func _parse_args(args: PackedStringArray) -> Dictionary: var opt := {"out": "", "tables_root": DEFAULT_TABLES_ROOT} for a in args: var kv := String(a).split("=", true, 1) if kv.size() != 2: continue if kv[0] == "out": opt["out"] = String(kv[1]) elif kv[0] == "tables_root": opt["tables_root"] = String(kv[1]) if String(opt.out).is_empty(): opt["out"] = ProjectSettings.globalize_path("res://").path_join(DEFAULT_OUT) return opt # 行面 fail-fast 校验:关键字段在位 + pool.skill_id 引用闭合(技能表行集先建索引再对账) func _validate_rows(enemy_rows: Array, skill_rows: Array) -> Array: var errs: Array = [] var skill_ids := {} for row_v in skill_rows: var row: Dictionary = row_v var sid := String(row.get("skill_id", "")) if sid.is_empty(): errs.append("技能行缺 skill_id") for k in SKILL_REQUIRED_KEYS: if not row.has(k): errs.append("技能行 %s 缺关键字段: %s" % [sid, k]) skill_ids[sid] = true for row_v in enemy_rows: var row: Dictionary = row_v var eid := String(row.get("enemy_id", "")) if eid.is_empty(): errs.append("敌行缺 enemy_id") for k in ENEMY_REQUIRED_KEYS: if not row.has(k): errs.append("敌行 %s 缺关键字段: %s" % [eid, k]) for entry_v in row.get("pool", []): var entry: Dictionary = entry_v var sid := String(entry.get("skill_id", "")) if not skill_ids.has(sid): errs.append("敌行 %s pool 引用不存在的 skill_id: %s(悬空致命)" % [eid, sid]) return errs func _print_diags(db) -> void: for d in db.diagnostics(): print("[ConfigDB/%s] %s: %s" % [d.category, d.severity, d.message])