Files
gplan-2/game/sim/skill_rhythm_probe.gd

60 lines
2.6 KiB
GDScript

# VERTICAL SLICE - NOT FOR PRODUCTION
# 定位:分析工具·非验收件——零断言取数工具,不出入任何闸。
# 技能池节奏探针:地精一伙 (1,1) 750 出招零突刺异常的定位——
# ① 表侧:resolve_enemy_rowset(1, 1, "battle") 的池快照内容;
# ② 摇号侧:隔离 SkillLottery.draw 大样本份额;
# ③ 战斗侧:真实 (1,1) 战斗逐执行行按 skill_id 计数。
# 运行:Godot_console.exe --headless --path . --script res://sim/skill_rhythm_probe.gd
extends SceneTree
const BattleDriver := preload("res://sim/battle_driver.gd") # T6 收口:挖掘驱动循环单点(策略仍归 AutoPlayer 单一实现)
func _initialize() -> void:
var db = load("res://core/config_db.gd").new()
db.load_tables("res://data/tables", false)
# ① 表侧(行集数组取首行,战斗节点查 battle 键域)
var row = db.combat.enemy.resolve_rowset(1, 1, "battle")[0]
print("[1] row(1,1) display=", row.get("display_name"), " unit_count=", row.get("unit_count"),
" pool=", row.get("pool"))
# ② 摇号侧隔离
var rng = load("res://core/rng_service.gd").new()
rng.set_master_seed(20260919)
var lot = load("res://core/skill_lottery.gd")
var counter := {}
for i in range(10000):
var stream: RandomNumberGenerator = rng.open_stream("behavior_roll")
var s: String = lot.draw(row.get("pool"), stream)
counter[s] = counter.get(s, 0) + 1
print("[2] SkillLottery 10000 抽(统一流顺序取号——并流后子流复用退役): ", counter)
# ③ 战斗侧(真实路径):(1,0) 对照 + (1,1) 异常组
for depth in [0, 1]:
var casts := {}
var battles := 0
for i in range(10):
var r = _run_battle(db, 4200 + i, 1, depth, casts)
battles += 1
print("[3] 战斗侧 (1,%d) %d 场执行出招 skill_id 计数: " % [depth, battles], casts)
quit(0)
func _run_battle(db, seed_val: int, L: int, depth: int, casts: Dictionary) -> Dictionary:
var rng = load("res://core/rng_service.gd").new()
rng.set_master_seed(seed_val)
var settlement = load("res://core/battle_orchestrator.gd").new(db, rng)
var out := {"result": ""}
settlement.battle_finished.connect(func(payload): out.result = payload.get("result", ""))
settlement.step_row.connect(func(row):
if row.type == "damage" and row.source_class == "enemy_action":
var sid: String = str(row.get("skill_id", "?"))
casts[sid] = casts.get(sid, 0) + 1)
if not settlement.begin_battle({"level_index": L, "node_depth": depth, "hero_hp": int(db.combat.hero.max_hp)}):
return out
var guard_rounds := 40
while out.result == "" and guard_rounds > 0:
guard_rounds -= 1
BattleDriver.drive_round(settlement, func() -> bool: return out.result == "")
return out