Files
gplan-2/game/sim/adventure_monte_carlo.gd
T
DKChan 9ee3bea194 refactor(迭代35卡②T2·二口+T3 S1/S2/S6/S8): 消费侧切源落定+断言面换代主体——① level_runner 图源换代(_generator 取代模板解析,_assign_generated_graph 读 level_gen_params 参数档产图并过 LevelTable.validate_graph,违规起关拒绝零兜底)+_entry_nodes 多入口首跳+_node_id 句柄单空间+enc node_depth 取节点 depth 值;② adventure_runner/main/save_manager 模板链路退役(first_script 参数与 template_pick 计算全删,断点 template_pick 键换生成图代差标记键 graph_gen_v2,缺键旧断点 resume 显式拒绝禁静默回放);③ level.tres 三行 templates 键清出(15 张模板数据出表,行级字段留,表尾注释改指参数档+生成器);④ sim/probe 随动(run_level/run_adventure 尾参退役、MC 出数字段 level_templates→level_maps 值=关卡#主种子、探针注释性质化、boss_depth 取节点 depth 键);⑤ 断言面换代:node_map_templates 宿主整段重写为生成图确定性套(纯函数复现/换种子变图/零计数器号位依赖/单一图源/种子 42 两开局同图/断点重生成同图/缺代差键拒绝/表无 templates/收束置位三条保留),breakpoint_resume 新增 P7 六断言(快照无已抽模板键、代差标记、停点句柄与已到序往返、续玩同图、旧断点拒绝、同种子重开局同图),S8 单测随动 first_script 键清退+断点夹具换代+meta 参数面 extra 键样换 treasure_unlocked(语义保持),S2 生成图取数面三宿主替换(level_active_nodes 走参数档+种子 42,消费点深度键换 depth,round_flow 死件 _boss_depth 随删),adventure_feats 覆盖义务段改真实解析链判据(敌侧落带≥请求深度+板侧命中+非空扫描面)、奖励节点段换「图侧含件+真实选路点选呈停兑付」双断言(旧单链必经形状前提随模板消亡,非放宽:经停即呈候选由真实 pick_next_node 入口证明)、商店余额段按每关恰一店投影改三关读数
2026-10-24 18:59:57 +08:00

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# VERTICAL SLICE - NOT FOR PRODUCTION
# 冒险全流程期望扫描(三关连探零加成基线批量试玩——run_adventure 的蒙特卡洛批量工具,
# 补 level_monte_carlo 只测单关的空白面):固定 atk+0%/hp+0%(零天赋格加成,关间大奖励
# 按冒险结构现行设计自动兑付),逐局独立种子,输出:
# ① 每局一行 RUNSUM JSON(stdout,局级摘要:策略/种子/result/summary/战斗轮数/承伤/踩雷/
# 刷新/行进序列/逐战上限序列——后续统计分析的取数面);
# ② 全量操作日志 = playtest_logger 共享会话 JSONL(与真人试玩同合规口径,每策略一批一文件,
# run 行携带种子/策略切分局次,落 user://logs/)。
# 本工具只采集与落盘数据,不做统计判读(通关率/败因分布归分析会话)。
# 运行:Godot_console.exe --headless --path . --script res://sim/adventure_monte_carlo.gd -- [N] [seed0] [normal|perfect|both] [route min|max]
extends SceneTree
var _run_cursor := 0 # 全局局序号(seed = seed0 + cursor,逐局独立消费一次)
func _initialize() -> void:
var args := OS.get_cmdline_user_args()
var n := 200
if args.size() >= 1 and args[0].is_valid_int():
n = maxi(5, int(args[0]))
var seed0 := 71000
if args.size() >= 2 and args[1].is_valid_int():
seed0 = int(args[1])
var policy_arg := "both"
if args.size() >= 3 and args[2] in ["normal", "perfect", "both"]:
policy_arg = args[2]
var policies: Array = ["normal"]
if policy_arg == "perfect":
policies = ["perfect"]
elif policy_arg == "both":
policies = ["normal", "perfect"]
var route := "min"
if args.size() >= 4 and args[3] in ["min", "max"]:
route = args[3]
# 同调分层开关(off=现行基线零装配零扰动;on=贪心装配画像,确定性同种子可复放)
var attune_mode := "off"
if args.size() >= 5 and args[4] in ["off", "on"]:
attune_mode = args[4]
# 商店分层开关(off=legacy 对照缺省零扰动;on=共享池货架面,终局池读数随行)
var shop_mode := "off"
if args.size() >= 6 and args[5] in ["off", "on"]:
shop_mode = args[5]
# 特性/树分层开关(off=基线;formed=成型画像开局注入五事件族 14 件成型集
# 〔测量面专用 params.relics_seed——真实局规则改写型特性只走局内随机渠道〕;ab_a/ab_b=Fork posture 两侧
# rule 键集——A/B 面两侧差 <~3pp 验收载体;rules=任意树规则键集注入〔逗号分隔 args[7]——V19 三组配对载体〕)
var feat_mode := "off"
if args.size() >= 7 and args[6] in ["off", "formed", "ab_a", "ab_b", "rules"]:
feat_mode = args[6]
var feat_profile := {}
if feat_mode == "formed":
# 成型画像=五事件族覆盖 14 件
# (开格 4/封印 3/踩雷 4/节奏 2/战斗 1——每族含跨事件账本件,账本件=攒层/计数面 MC 读数承载)
feat_profile = {"mode": "on", "seed_ids": [
"twin_pick", "geologist", "hard_hat", "frontier_miner",
"seal_echo", "seal_smith", "seal_stake",
"pain_memory", "trap_instinct", "chain_traps", "blood_honey",
"last_drop", "market_close",
"execution_scholar"]}
elif feat_mode == "ab_a":
feat_profile = {"mode": "off", "tree_rules": ["posture_first_strike"]}
elif feat_mode == "ab_b":
feat_profile = {"mode": "off", "tree_rules": ["posture_bulwark"]}
elif feat_mode == "rules":
feat_profile = {"mode": "off", "tree_rules": Array(String(args[7] if args.size() >= 8 else "").split(",", false))} # V19——任意键集配对注入(Array 包裹防 PackedStringArray 被 adventure_runner is Array 守卫整组丢弃)
var db = load("res://core/config_db.gd").new()
if not db.load_tables("res://data/tables", false):
print("表加载失败")
quit(1)
return
var attune_profile := {}
if attune_mode == "on":
# 贪心画像:Slots=3(槽位判定源=树同调位节点点亮数,模拟画像=三节点
# 全点亮常量);装配序 =
# 表序 passive 优先至 Slots-1 + 首个 active(slots=3 → [淬毒刃纹, 标中殉爆, 掘进蓄能],
# provisional 画像归调参);Y = 营地升级 Lv1 表值 1。autoplay 默认不刷——Y 仅注入容量,
# 刷新消费归玩家策略面(钓鱼归玩家)。
var slots: int = 3
var passives: Array = []
var actives: Array = []
for r in db.treasure_attunement_rows():
if String(r.get("form", "")) == "passive":
passives.append(String(r.get("item_id", "")))
elif String(r.get("form", "")) == "active_charged":
actives.append(String(r.get("item_id", "")))
var equipped: Array = []
for p in passives:
if equipped.size() >= maxi(0, slots - 1):
break
equipped.append(p)
if slots > equipped.size() and not actives.is_empty():
equipped.append(actives[0])
for p in passives:
if equipped.size() >= slots:
break
if not equipped.has(p):
equipped.append(p)
attune_profile = {"equipped": equipped, "refresh_y": 1}
var autoplay = load("res://sim/level_autoplay.gd")
var t0 := Time.get_ticks_msec()
print("=== 冒险全流程扫描:三关连探 · N=%d/策略 · 种子 %d 起逐局独立 · 策略=%s · atk+0%%/hp+0%% 零加成 · route=%s ===" % [n, seed0, policy_arg, route])
for policy in policies:
# 每策略一个共享日志会话(全量 JSONL 体量随局数增长,分文件便于定位)
var logger = load("res://presentation/playtest_logger.gd").new()
logger.ap_per_round = int(db.action_economy.ap_per_round)
var log_path: String = logger.start_session(seed0)
var tally := {}
for i in range(n):
var seed_val := seed0 + _run_cursor
_run_cursor += 1
var st = autoplay.run_adventure(db, seed_val, 0, 0, false, logger, policy, route, {}, attune_profile,
{"mode": "pool"} if shop_mode == "on" else {}, feat_profile)
var sum: Dictionary = st["summary"]
var rec := {
"policy": policy, "seed": seed_val, "atk_pct": 0, "hp_pct": 0, "route": route,
"attune": attune_mode, "equipped": attune_profile.get("equipped", []),
"feat_mode": feat_mode,
"result": st["result"],
"cleared": bool(sum.get("cleared", false)),
"levels_cleared": int(sum.get("levels_cleared", -1)),
"stopped_at": int(sum.get("stopped_at", -1)),
"keystone_total": int(sum.get("keystone_total", -1)),
"battles": int(st["battles"]), "rounds": int(st["rounds"]),
"hero_dmg": int(st["hero_dmg"]), "mine_hits": int(st["mine_hits"]),
"mine_dmg": int(st.get("mine_dmg", 0)),
"taken": int(st["hero_dmg"]) + int(st.get("mine_dmg", 0)),
"refreshes": int(st["refreshes"]), "choices": int(st["choices"]),
# 封印经济五字段(η=seal_hit÷seal_placed、标空率=seal_miss÷seal_placed
# 派生归分析侧;gain/penalty=结算流水行值合计(原始行值口径,等价换算归判读侧——登记))
"seal_placed": int(st.get("seal_placed", 0)), "seal_hit": int(st.get("seal_hit", 0)),
"seal_miss": int(st.get("seal_miss", 0)),
"seal_hit_gain": int(st.get("seal_hit_gain", 0)),
"seal_miss_penalty": int(st.get("seal_miss_penalty", 0)),
"relics": st.get("relics", []),
"visited_count": (st["visited_ids"] as Array).size(),
"encounter_max_hp_seq": st["encounter_max_hp_seq"],
"reward_events": st["reward_events"],
"shop_gp_seq": st["shop_gp_seq"],
"level_maps": st.get("level_maps", []),
"wallet_count": (st["wallet_events"] as Array).size(),
}
if shop_mode == "on":
# pool 面增量字段(off 行零新增保对拍逐位干净)
rec["shop_mode"] = "pool"
rec["shop_buys"] = int(st.get("shop_buys", 0))
rec["pool_stock"] = st.get("pool_stock", {})
var rs := String(sum.get("result", ""))
tally[rs] = int(tally.get(rs, 0)) + 1
print("RUNSUM " + JSON.stringify(rec))
if (i + 1) % 20 == 0:
print("... %s 进度 %d/%d(耗时 %.1f 秒)" % [policy, i + 1, n, float(Time.get_ticks_msec() - t0) / 1000.0])
logger.close_session()
print("BATCH %s N=%d 终局计数=%s 日志=%s" % [policy, n, JSON.stringify(tally), log_path])
print("(口径注:零加成 = atk/hp 天赋格百分比均 0;关间大奖励(HP 上限提升+回满)按冒险结构设计自动兑付,未额外剥离 · 全程日志见 user://logs/ · 总耗时 %.1f 秒)" % [float(Time.get_ticks_msec() - t0) / 1000.0])
quit(0)