Files
gplan-2/game/smoke/skill_rhythm_probe.gd
T

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3.1 KiB
GDScript

# VERTICAL SLICE - NOT FOR PRODUCTION
# Date: 2026-09-19
# 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) 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://smoke/skill_rhythm_probe.gd
extends SceneTree
func _initialize() -> void:
var db = load("res://core/config_db.gd").new()
db.load_tables("res://data/tables", false)
# ① 表侧
var row = db.resolve_enemy_rowset(1, 1)
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.hero.max_hp)}):
return out
var AutoPlayer = load("res://smoke/auto_player.gd")
var guard_rounds := 40
while out.result == "" and guard_rounds > 0:
guard_rounds -= 1
var start_round: int = settlement.round_index
var minesweeper = settlement.minesweeper
var guard := 400
while settlement.action_economy.phase == "Active" and settlement.round_index == start_round and guard > 0 and out.result == "":
guard -= 1
var plan = AutoPlayer.choose_dig(minesweeper)
if plan.is_empty():
break
if plan.hero_cell != minesweeper.hero_pos():
minesweeper.settle_batch([{"action": "move", "cell": plan.hero_cell}])
if settlement.action_economy.phase != "Active" or settlement.round_index != start_round:
break
minesweeper.settle_batch([{"action": "dig", "cell": plan.dig_cell}])
if settlement.action_economy.phase == "Active" and settlement.round_index == start_round and out.result == "":
minesweeper.settle_batch([{"action": "stop"}])
return out