# VERTICAL SLICE - NOT FOR PRODUCTION # Validation Question: 玩家能否无指导在一场完整战斗中经历「开战→挖掘规划→轮末结算逐行兑现→胜/负」并逐行归因(P2) # Date: 2026-09-10 # 数据配置 EnemyTable / HeroTable schema(敌人系统 回填值)。EnemyTable 键 (L,D,enemy_id),每行集恰一敌种; # HeroTable 单行全局(Rule 4 豁免)。依据 design/gdd/systems/战斗循环/敌人系统.md Schema 节。 # 敌人技能池批(2026-09-16 用户拍板,设计权威 docs/proposal-skill-pool.md v1.0):pattern 行为环数组与 # heavy_multiplier 退役,改池模板 pool = [{skill_id, weight}](定义层——实例池快照与冷却状态在 单位容器)。 # 池构成纪律(每池恰一行普攻、增益 ≤1、skill_id 悬空致命)需跨表视野,校验在 ConfigDB 跨表通道。 class_name EnemyTable extends Resource @export var rows: Array[Dictionary] = [] # Array[Dictionary] # 护甲类型封闭枚举(攻击类型 × 护甲克制批——克制矩阵本体在 SettlementTable; # 2026-09-15 命名统一批:位置键 {none, a, b} → 语义键 {light, ward, heavy} = 轻甲 / 魔法护甲 / 重甲) const ARMOR_TYPES := ["light", "ward", "heavy"] # 实例化数量域(2026-10-02 修复批 T2 魔法数结构化——数量域 [1,3] 双落点收口单点: # 本表 validate 与 单位容器 spawn 守卫共用;遭遇骰结果与行值 unit_count/unit_count_max 同域) const UNIT_COUNT_MIN := 1 const UNIT_COUNT_MAX := 3 func validate() -> Array: var errs: Array[Dictionary] = [] if rows.is_empty(): errs.append({"category": "empty_table", "message": "EnemyTable 为空"}) return errs var seen := {} var rowset_species := {} var anchor_ok := {} for row in rows: var L: int = int(row.get("level_index", 0)) var D: int = int(row.get("node_depth", -1)) var eid: String = row.get("enemy_id", "") var key := "%d_%d_%s" % [L, D, eid] if seen.has(key): errs.append({"category": "dup_key", "message": "EnemyTable 键重复: %s" % key}) seen[key] = true if L < 1 or D < 0: errs.append({"category": "domain", "message": "进度键越域 (%d,%d)" % [L, D]}) if eid == "": errs.append({"category": "domain", "message": "enemy_id 空"}) if String(row.get("display_name", "")) == "": errs.append({"category": "domain", "message": "%s display_name 空" % eid}) var uc: int = int(row.get("unit_count", 0)) if uc < UNIT_COUNT_MIN or uc > UNIT_COUNT_MAX: errs.append({"category": "domain", "message": "%s unit_count 越域 [%d,%d]" % [eid, UNIT_COUNT_MIN, UNIT_COUNT_MAX]}) # unit_count_max(可省略——遭遇随机化批,难度曲线与Boss GDD Core Rule 8):区间 [unit_count, max],缺省 = 定值 if row.has("unit_count_max"): var ucm: int = int(row.get("unit_count_max", uc)) if ucm < uc or ucm > UNIT_COUNT_MAX: errs.append({"category": "cross_field", "message": "%s unit_count_max(%d) 越域 [unit_count(%d),%d]" % [eid, ucm, uc, UNIT_COUNT_MAX]}) var hp: int = int(row.get("hp", 0)) if hp < 1 or hp > 999: errs.append({"category": "domain", "message": "%s hp 越域 [1,999]" % eid}) var atk: int = int(row.get("atk", -1)) if atk < 0 or atk > 999: errs.append({"category": "domain", "message": "%s atk 越域 [0,999]" % eid}) # atk_min/atk_max(可省略配对——2026-09-14 敌方攻击区间批):遭遇骰同流 spawn 期整战持久 roll; # 中点锚 = 行动经济 条款①同款期望当量纪律(调区间必同步调 atk) var has_amin: bool = row.has("atk_min") var has_amax: bool = row.has("atk_max") if has_amin != has_amax: errs.append({"category": "cross_field", "message": "%s atk_min/atk_max 必须成对出现" % eid}) elif has_amin: var amin: int = int(row.get("atk_min", 0)) var amax: int = int(row.get("atk_max", 0)) if amin < 0 or amax > 999 or amin > amax: errs.append({"category": "domain", "message": "%s atk 区间越域 [0,999] 且 min≤max: %d..%d" % [eid, amin, amax]}) if atk != int((amin + amax) / 2.0): errs.append({"category": "cross_field", "message": "%s atk(%d) ≠ 区间中点(%d)——中点恒等期望当量锚" % [eid, atk, (amin + amax) / 2]}) # 池模板(敌人技能池批——单表结构校验;跨表构成纪律在 ConfigDB): # 非空池 + 条目 {skill_id 非空, weight > 0} + 池内 skill_id 不重复。 # 普攻冷却恒 0(SkillTable schema 锁死)→ 可摇集合恒非空,"空池不可能"由此结构保证。 var pool: Array = row.get("pool", []) if pool.is_empty(): errs.append({"category": "domain", "message": "%s pool 空池(禁——技能池行必带池模板)" % eid}) var pool_ids := {} for entry_v in pool: if not (entry_v is Dictionary): errs.append({"category": "domain", "message": "%s pool 条目非字典: %s" % [eid, str(entry_v)]}) continue var entry: Dictionary = entry_v var sid: String = String(entry.get("skill_id", "")) if sid == "": errs.append({"category": "domain", "message": "%s pool 条目 skill_id 空" % eid}) elif pool_ids.has(sid): errs.append({"category": "dup_key", "message": "%s pool 内 skill_id 重复: %s" % [eid, sid]}) pool_ids[sid] = true var w: int = int(entry.get("weight", 0)) if w <= 0 or w > 9999: errs.append({"category": "domain", "message": "%s pool 权重越域 (0,9999]: %d" % [eid, w]}) # unlock_hp_pct(可省略——迭代14④ Boss 半血解锁技:缺省无字段=无门槛;域 [1,99] percent。 # 投放纪律=仅 Boss 行〔enemy 表无 boss 编码位,硬闸须跨表查节点类型——不做硬闸,文档纪律登记〕) if entry.has("unlock_hp_pct"): var uhp: int = int(entry.get("unlock_hp_pct", 0)) if uhp < 1 or uhp > 99: errs.append({"category": "domain", "message": "%s pool unlock_hp_pct 越域 [1,99]: %d" % [eid, uhp]}) # armor_type(可省略——缺省 light 向后兼容) var at: String = String(row.get("armor_type", "light")) if not ARMOR_TYPES.has(at): errs.append({"category": "enum", "message": "%s armor_type 未知枚举: %s(域 {light, ward, heavy})" % [eid, at]}) # armor_class(可省略——缺省 0 向后兼容;2026-09-16 护甲等级掷点批:防守方掷点判定阈值基数) var ac: int = int(row.get("armor_class", 0)) if ac < 0 or ac > 999: errs.append({"category": "domain", "message": "%s armor_class 越域 [0,999]: %d" % [eid, ac]}) # 每行集恰一敌种(行集内 enemy_id 唯一) var rk := "%d_%d" % [L, D] if rowset_species.has(rk): errs.append({"category": "rowset_rule", "message": "(%d,%d) 行集出现第二敌种(每行集恰一敌种违例)" % [L, D]}) rowset_species[rk] = eid anchor_ok[L] = anchor_ok.get(L, false) or D == 0 for L in anchor_ok.keys(): if not anchor_ok[L]: errs.append({"category": "anchor", "message": "EnemyTable level %d 缺 depth-0 锚行" % L}) return errs # R1:进度键 floor + 行集恰一敌种(实体键无歧义,悬空致命由调用方处理) func resolve_rowset(L: int, D: int) -> Dictionary: var best: Dictionary[String, Variant] = {} var best_l := -1 var best_d := -1 for row in rows: var rl: int = int(row.get("level_index", 0)) var rd: int = int(row.get("node_depth", 0)) if rl <= L and rd <= D and (rl > best_l or (rl == best_l and rd > best_d)): best.assign(row) best_l = rl best_d = rd return best