# 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)。 # Date: 2026-09-12(战斗屏改造批扩展;基础 = 2026-09-11 问题3 复现器 v2——既有断言全保留) # 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——插旗/拔旗、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;缺陷④窗口契约随道具窗口删除退役 2026-09-15) # + 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://smoke/ui_click_probe.tscn extends Node const AutoPlayer := preload("res://smoke/auto_player.gd") # O4:自动玩家策略单一实现 var main var _last_state := {} var _stall_frames := 0 var _done := false var _rand := RandomNumberGenerator.new() var _flags_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 # 迭代 6 T7——终局面板回看入口(z 序修复回归) var _tested_refresh_chain := false var _tested_tooltip := false 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 通关收口) 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) 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 # ---- 营地购买合成点击路径(元进度实现批——campbtn/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_camp.json", "user://smoke_click_probe_camp.json.tmp", "user://smoke_click_probe_reset.json", "user://smoke_click_probe_reset.json.tmp"]: if FileAccess.file_exists(p0): DirAccess.remove_absolute(p0) var iso_c = load("res://core/save_manager.gd").new("user://smoke_click_probe_camp.json") iso_c.load_from_disk() main.meta = load("res://core/meta_progression.gd").new(main.db, iso_c) var campbtn: Button = _find_button_by_prefix(main._start_overlay, "营地") if campbtn == null: _problems.append("营地入口按钮缺失(开始层 campbtn)") else: campbtn.pressed.emit() # 真实按钮信号路径 → 组合根 _open_camp await get_tree().process_frame if not main.camp_overlay.visible: _problems.append("营地层未打开(点击路径)") elif main.camp_overlay._forge_rows.is_empty(): _problems.append("锻造柜台行缺失(点击路径)") else: var buy_btn: Button = main.camp_overlay._forge_rows[0].btn if not buy_btn.disabled: _problems.append("零余额锻造购买按钮未禁用(禁用态失守)") iso_c.add_keystone(9999) main.camp_overlay.refresh_camp(main._camp_data()) await get_tree().process_frame if buy_btn.disabled: _problems.append("余额充足后购买按钮仍禁用(禁用态未随刷新)") var bal_before: int = iso_c.keystone_balance() var buy_attr: String = String(main.camp_overlay._forge_rows[0].attr) var price: int = main.meta.forge_price(buy_attr) buy_btn.pressed.emit() # 合成购买点击 → _on_camp_buy → meta.buy_forge(写调用唯一归组合根) await get_tree().process_frame if int(iso_c.keystone_balance()) != bal_before - price: _problems.append("营地购买未出账(%d→%d 应 −%d)" % [bal_before, iso_c.keystone_balance(), price]) var iso_chk = load("res://core/save_manager.gd").new("user://smoke_click_probe_camp.json") iso_chk.load_from_disk() if int(iso_chk.forge_level(buy_attr)) != 1: _problems.append("营地购买未持久(reload 后级 != 1)") main._on_camp_closed() await get_tree().process_frame if main.camp_overlay.visible or not main._start_overlay.visible: _problems.append("营地关闭后未恢复开始层") # ---- 设置面段(迭代 8 卡④——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.settings_overlay.retarget(iso_s) var settings_btn: Button = _find_button_by_prefix(main._start_overlay, "设置") 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: _problems.append("设置面未打开(点击路径)") else: # 减动效转正双态(卡④ AC③):开=0.5 引擎态即时生效+落盘持久;关=1.0 回常态 var motion_btn: Button = _find_button_by_text(main.settings_overlay, "减动效") # 二轮 D2——开关已换 UiKit toggle 按钮形态 if motion_btn == null: _problems.append("设置面减动效开关缺失") else: motion_btn.button_pressed = true 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 = false 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.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) # 调试入口默认隐藏门控(卡④ AC④——探针环境 DS_DEBUG 未设) var dbg_btn: Button = _find_button_by_prefix(main._start_overlay, "调试") if dbg_btn != null and dbg_btn.visible: _problems.append("调试入口未隐藏(DS_DEBUG 门控失守——卡④ AC④)") var settings_close: Button = _find_button_by_prefix(main.settings_overlay, "返回") 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: _problems.append("设置面关闭后未恢复开始层") # 旧入口退役断言(卡④ AC③——测试调整板不再含减动效开关) var legacy_motion = _find_checkbutton_by_text(main.tune_panel, "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 _find_button_by_prefix(main._start_overlay, "退出游戏") == null: _problems.append("开始菜单缺退出游戏按钮(二轮 D1)") if _find_button_by_prefix(main.settings_overlay, "退出游戏") != 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)") # 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) 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) # 段首清场——上次运行的残留断点会触发互斥确认早退 var iso_reset = load("res://core/save_manager.gd").new("user://smoke_click_probe_reset.json") iso_reset.load_from_disk() iso_reset.mark_first_adventure_done() # 对齐基线(真实档已有游玩史)——非首次脚本模式=逐关抽签模板 main.save_manager = iso_reset # 迭代 8 卡①——冒险断点写盘同步隔离(禁碰真实档 user://save.json) main.meta = load("res://core/meta_progression.gd").new(main.db, iso_reset) main._refresh_resume_button() var resume_btn0: Button = _find_button_by_prefix(main._start_overlay, "▶ 继续上局") if resume_btn0 == null: _problems.append("继续上局按钮缺失(开始层 resumebtn——装配器)") elif resume_btn0.visible: _problems.append("无断点态继续上局按钮未隐藏(卡② AC①——新档合法空态)") main.tune_panel.set_sliders(400, 200) # 高加成保 L1 可通关——L2 岔路选路段只能经冒险推进到达(单关直入口退役) var t1 := Time.get_ticks_msec() main._start_adventure_from_menu() await get_tree().process_frame # 停点前移批 2026-09-23: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(候选按钮退役 2026-09-28) #(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: # 独立性断言(形态升格批 2026-09-28):独立屏激活期战斗屏宿主整体隐藏 if main._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) 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.board_view._cells.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]) var action_budget := 20000 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() _flags_placed.clear() continue if main.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) main.level_screen.press_candidate(_route_clicks % 2) _route_clicks += 1 _flags_placed.clear() continue if main.shop_overlay.visible: # 商店房覆盖层(GP+商店房批——L2 商店为 Boss 前必经位):零购离开(真实 leave 信号路径)放行选路 main.shop_overlay.leave_pressed.emit() _flags_placed.clear() continue if main._inter_overlay.visible: # 大奖励屏(冒险级停点——非末关通关恰一次):首见确认推进 L2(真实按钮信号路径);再见 = L2 已通关,收口 if not main._input_locked(): _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 = _find_button_by_prefix(main._inter_overlay, "进入下一层") 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.runner == null or int(main.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 通关)——探针收口 · 选路口点击 %d 次" % _route_clicks) break _flags_placed.clear() continue if main._end_overlay.is_open() and main._settlement_stop_pending: # 卡⑥ 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(): _problems.append("胜利结算框打开时输入未锁定") var gp_line: String = main._end_overlay._gp_line.text if not gp_line.contains("GP +%d" % main._last_gain_amount) or not gp_line.contains("合计 %d" % int(main.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._last_gain_amount, int(main.runner.gp)]) if main._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 await get_tree().process_frame await get_tree().process_frame if main._settlement_stop_pending or not main.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(): # 冒险终局(失败/放弃/打穿)——单关直入口退役后无二段入口,见终局即收口(模态断言照旧) if not main._input_locked(): _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]) break if main.settlement == null or main.runner == null: continue var diag: Dictionary = main.settlement.diagnostic_snapshot() # 诊断观测面(私有字段零直读) var st := { "node": main.runner.node_index, "round": main.settlement.round_index, "phase": main.settlement.action_economy.phase, "ap": main.settlement.action_economy.ap, "settling": diag.settling, } if JSON.stringify(st) == JSON.stringify(_last_state): _stall_frames += 1 if _stall_frames == 30: _report_stall(st) return else: _stall_frames = 0 _ap_spent_this_round = 0 _last_state = st if main.settlement.battle_result == "" and main.settlement.action_economy.phase == "Active": _run_modal_probes_once() _play_one_action() # ---- 断点续玩段(迭代 8 卡②③——真实按钮信号路径;存档面已隔离 iso_reset)---- # 前提注记:本探针首局常态 = L1 战败收口(问题=0 基线口径)——断点段①借战败结局验 T3 清除断点。 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(): _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(): _problems.append("断点段:战败后未出冒险终局面") if main._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) await get_tree().process_frame if not main._start_overlay.visible: _problems.append("断点段:终局返回未回开始菜单") var resume_btn: Button = _find_button_by_prefix(main._start_overlay, "▶ 继续上局") if resume_btn != null and resume_btn.visible: _problems.append("断点段:退出清断点后继续上局按钮未隐藏(卡②/T3 AC③)") # ② 中断→续玩:新冒险达入口停点=断点在档 → 合成回菜单(模拟关游戏重开)→ 按钮点亮 → 点击恢复至停点 var lv_btn: Button = _find_button_by_prefix(main._start_overlay, "▶ 开始冒险") if lv_btn == null or resume_btn == null: _problems.append("断点段:开始冒险/继续上局按钮缺失") else: lv_btn.pressed.emit() # 无断点态单击直启(不触发二次确认) await get_tree().process_frame if not main.level_screen.visible: _problems.append("断点段:无断点开新冒险未达入口停点") else: iso_chk.load_from_disk() if not iso_chk.has_breakpoint(): _problems.append("断点段:入口停点断点未写盘(卡①写面失守)") var cand_before: Array = main.runner.next_candidate_ids() # 合成「关游戏重开回菜单」(探针专用——真实路径无此入口;断点已在盘) main._exit_level_screen() main._start_overlay.visible = true main.adventure = null main._refresh_resume_button() await get_tree().process_frame if not resume_btn.visible: _problems.append("断点段:有断点态继续上局按钮未点亮(卡② AC②前置)") else: resume_btn.pressed.emit() # 真实按钮信号路径 → _resume_from_menu → resume_adventure await get_tree().process_frame await get_tree().process_frame if main.adventure == null or main.runner == null or not main.level_screen.visible: _problems.append("断点段:续玩未恢复至停点(关卡画面未现)") else: var cand_after: Array = main.runner.next_candidate_ids() if cand_after.size() != cand_before.size() or (cand_after.size() > 0 and int(cand_after[0]) != int(cand_before[0])): _problems.append("断点段:续玩候选与中断前不一致(停点重建失准)") if not iso_chk.load_from_disk() or not iso_chk.has_breakpoint(): _problems.append("断点段:续玩误清断点(只在三结局清)") # ③ 互斥确认弹窗(二轮修改批 A):断点在档点开始冒险 → 弹确认框;取消=回菜单;开新冒险=提交 main._exit_level_screen() main._start_overlay.visible = true main.adventure = null main._refresh_resume_button() await get_tree().process_frame lv_btn.pressed.emit() await get_tree().process_frame if not main.confirm_dialog.is_open() or main.adventure != null: _problems.append("断点段:有断点点开始冒险未弹确认框(二轮 A 失守)") var cancel_btn: Button = _find_button_by_text(main.confirm_dialog, "取消") if cancel_btn == null: _problems.append("断点段:确认框取消按钮缺失") else: cancel_btn.pressed.emit() await get_tree().process_frame if main.confirm_dialog.is_open() or main.adventure != null or not main._start_overlay.visible: _problems.append("断点段:取消未回开始菜单(二轮 A)") lv_btn.pressed.emit() await get_tree().process_frame var confirm_btn: Button = _find_button_by_text(main.confirm_dialog, "开新冒险") if confirm_btn == null: _problems.append("断点段:确认框开新冒险按钮缺失") else: confirm_btn.pressed.emit() await get_tree().process_frame await get_tree().process_frame if main.adventure == null or main._start_overlay.visible or main.confirm_dialog.is_open(): _problems.append("断点段:确认开新冒险后未开局(二轮 A)") 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: # 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(): _problems.append("图例打开失败") if main.review_overlay.is_open() or main._end_overlay.is_open() or main._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(): _problems.append("图例打开时棋盘输入未锁定") var legend_has_flag := false for e in main.legend_overlay.ENTRIES: if String(e[1]) == "旗": legend_has_flag = true if not legend_has_flag: _problems.append("图例缺『旗』格态条目(格态图例基线)") main.legend_overlay.close() if main.legend_overlay.is_open() or main._input_locked(): _problems.append("图例关闭后未恢复输入/可见性") # ② 结算明细回看模态(pattern 6):B 区明细带点击入口 → overlay → 关闭恢复 if not _tested_review: _tested_review = true main._open_review_from_band() if not main.review_overlay.is_open(): _problems.append("明细回看打开失败") if not main._input_locked(): _problems.append("明细回看打开时输入未锁定") main.review_overlay.close() if main.review_overlay.is_open() or main._input_locked(): _problems.append("明细回看关闭后未恢复") # ②b 终局面板明细回看入口(迭代 6 T7——z 序修复回归闸):终局层开启态点回看 → # 模态栈隐藏终局层、回看可用;关回看终局层恢复(修复「回看被终局层 STOP 遮罩压死」) if not _tested_end_review: _tested_end_review = true main._end_overlay.open_victory("探针终局", "继续", Rect2(Vector2.ZERO, Vector2(400, 300))) main._end_overlay.review_pressed.emit() # 真实信号路径(按钮 → 组合根 _on_end_review) if not main.review_overlay.is_open(): _problems.append("终局入口回看未打开(_on_end_review 路径)") if main._end_overlay.visible: _problems.append("回看打开时终局层未被模态栈隐藏(z 序压死复发——迭代 6 T7)") main.review_overlay.close() if not main._end_overlay.visible: _problems.append("回看关闭后终局层未恢复(模态栈遮挡恢复缺失)") main._end_overlay.close() if main._end_overlay.is_open(): _problems.append("终局层未关闭干净") # 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 2026-09-26 迁 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.ap_bar.is_refresh_ready(): _tested_refresh_chain = true var rap_before: int = int(main.settlement.action_economy.rap) var board_before = main.settlement.minesweeper.current_board() main.ap_bar.press_refresh_for_probe() if not main.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() if int(main.settlement.action_economy.rap) != rap_before - 8: _problems.append("弃图刷新未扣 RAP8(%d→%d)" % [rap_before, int(main.settlement.action_economy.rap)]) if main.settlement.action_economy.phase != "Active": _problems.append("轮内刷新后相位丢失(%s)" % main.settlement.action_economy.phase) if main.settlement.minesweeper.current_board() == board_before: _problems.append("轮内刷新未当场换图") if main._refresh_used_round != 1: _problems.append("刷新轮内计数错误(%d)" % main._refresh_used_round) func _play_one_action() -> void: var settlement = main.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) var minesweeper = settlement.minesweeper # 行为①:随机插旗(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) _flags_placed.append(target) _ap_spent_this_round += 1 return # 行为②:随机拔旗(右键已插旗格),约 10% 轮次 if _rand.randf() < 0.1 and not _flags_placed.is_empty(): var fc: Vector2i = _flags_placed.pop_back() if minesweeper.has_flag(fc) and not minesweeper.is_revealed(fc): main.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) 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) _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_flag(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.ap_bar._btn_stop.pressed.emit() 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.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.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.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.runner.node_index), str(main.settlement.round_index), str(main.settlement.action_economy.phase), str(main.settlement.action_economy.ap), str(main.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 flags=%s" % [ str(diag.minesweeper_board_installed), str(diag.facts_path), str(diag.refresh_used_round), str(_flags_placed)]) # 开始层按钮按文案前缀寻址(campbtn 句柄未存组合根成员——树遍历只读;与 ui_probe 同款助手) func _find_button_by_prefix(root: Node, prefix: String) -> Button: if root is Button and String(root.text).begins_with(prefix): return root for child in root.get_children(): var found := _find_button_by_prefix(child, prefix) if found != null: return found return null func _find_button_by_text(root: Node, needle: String) -> Button: if root is Button and String(root.text).contains(needle): return root for child in root.get_children(): var found := _find_button_by_text(child, needle) if found != null: return found return null func _find_checkbutton_by_text(root: Node, needle: String) -> CheckButton: if root is CheckButton and String(root.text).contains(needle): return root for child in root.get_children(): var found := _find_checkbutton_by_text(child, needle) if found != null: return found return null