410 lines
20 KiB
GDScript
410 lines
20 KiB
GDScript
# VERTICAL SLICE - NOT FOR PRODUCTION
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# 棋盘 Node2D 迁移批 Phase A 2026-09-23:push_input 端到端输入探针(ADR-0003 登记项转义务、
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# ADR-0006 Risks 缓解面)。现役探针全走 BoardView.click_cell 直调(合成鼠标事件零命中已实证)——
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# 本探针是真实输入路径的唯一自动化覆盖:鼠标事件 → 壳层 _gui_input → 板级公式换算(_cell_at)→
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# 悬停/点选/chord 既有出口 → 组合根信号。四 case:①悬停可挖域(金框+十字光标)②悬停禁入
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# (hover_forbidden 信号+灰禁红框)③悬停已开格(路径预览点迹+移动光标)④右键插旗(flag_place
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# 到达组合根+核心旗态)⑤双击 chord(禁入格双左击,核心拒挖零副作用)⑥左键挖(dig 到达组合根+核心揭格)
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# ⑦英雄精灵世界落位(棋盘小人贴图批回归闸——SubViewport 世界坐标判据,素材缺位树跳过)
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# ⑧影子构成与贴脚 ⑨右移朝向+到位回站帧+缩放档 ⑩变格边长即时重排 ⑪贴图缺位回退字形
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#(⑧–⑪=呈现层状态断言批 2026-09-26——Node2D 展示几何/状态面单元化,A 档方案)。
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# 事件路径:Viewport.push_input(ev, in_local_coords=true)——落点用 BoardView.cell_center_local
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# (与 _cell_at 同一公式族)换算画布坐标,SubViewportContainer mouse_filter=IGNORE 不拦截。
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# 运行:Godot_console.exe --headless --path . res://smoke/ui_input_probe.tscn
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extends Node
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var main
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var _problems: Array = []
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var _actions: Array = [] # action_requested 收集([cell, kind])
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var _chords: Array = [] # chord_attempted 收集
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var _forbids: Array = [] # hover_forbidden 收集
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func _ready() -> void:
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await get_tree().process_frame # autoload 就绪
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main = load("res://presentation/main.tscn").instantiate()
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add_child(main)
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await get_tree().process_frame
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# 存档隔离(迭代 8 卡①②——断点写盘面随冒险挂 main.save_manager;探针禁碰真实档 user://save.json,
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# 同 ui_click_probe 隔离纪律。首次冒险布尔位置位=对齐真实档游玩史口径,模板抽签路径不变)
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for p0 in ["user://smoke_input_probe_save.json", "user://smoke_input_probe_save.json.tmp"]:
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if FileAccess.file_exists(p0):
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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
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var iso = load("res://core/save_manager.gd").new("user://smoke_input_probe_save.json")
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iso.load_from_disk()
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iso.mark_first_adventure_done()
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main.save_manager = iso
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main.meta = load("res://core/meta_progression.gd").new(main.db, iso)
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main._refresh_resume_button()
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main._start_adventure_from_menu()
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await get_tree().process_frame
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# ---- ⑫ 图上命中真实输入(关卡画面实装批 2026-09-28 回归闸):入口停点候选节点中心
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# push_input 真实鼠标路径 motion+click → 悬停预承诺置位 → route_chosen 到达组合根。
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# 由来=真机 bug:深层节点(L1 Boss 内容 x=802)在固定画布命中区外,press_candidate 直调
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# 命中函数探针全绿、真鼠标点不中——本 case 封住输入管线,⑬封住几何拟合。
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if main.level_screen.visible:
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var ro = main.level_screen
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var cands: Array = main.runner.next_candidate_ids()
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var nds: Array = main.runner.nodes()
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var tgt := {}
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for n in nds:
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if main.runner.node_id_of(n) == int(cands[0]):
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tgt = n
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var npos: Vector2 = ro._layout(nds, ro._canvas)[tgt]
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var gpos: Vector2 = ro._canvas.get_global_position() + npos
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var evm := InputEventMouseMotion.new()
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evm.position = gpos
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evm.global_position = gpos
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main.get_viewport().push_input(evm, true)
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await get_tree().process_frame
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if int(ro._hover_id) != int(cands[0]):
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_pre_fail("图上悬停预承诺未置位(hover=%s 候选=%s)" % [str(ro._hover_id), str(cands[0])])
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var evc := InputEventMouseButton.new()
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evc.button_index = MOUSE_BUTTON_LEFT
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evc.pressed = true
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evc.position = gpos
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evc.global_position = gpos
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main.get_viewport().push_input(evc, true)
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await get_tree().process_frame
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await get_tree().process_frame
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if main.level_screen.visible or main.runner.awaiting_choice():
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_pre_fail("图上真实点击未提交选路(overlay 可见=%s 选路态=%s)" % [str(main.level_screen.visible), str(main.runner.awaiting_choice())])
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for i in range(3):
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await get_tree().process_frame
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# ---- ⑬ 画布随图拟合(同 bug 的几何面回归):复刻分层公式独立推导最深节点内容 x,
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# 断言画布 min 尺寸覆盖之(open_choices 每 stop 拟合——L1 单链 Boss x=70+6*122=802 曾越界)
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var ro2 = main.level_screen
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var nds2: Array = main.runner.nodes()
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var layer2 := {}
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var inbound2 := {}
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for n2 in nds2:
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for tid2 in main.runner.node_out_ids(n2):
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inbound2[tid2] = true
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var queue2: Array = []
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for n2 in nds2:
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if not inbound2.has(main.runner.node_id_of(n2)):
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queue2.append(n2)
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layer2[n2] = 0
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while not queue2.is_empty():
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var cur2: Dictionary = queue2.pop_front()
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for tid2 in main.runner.node_out_ids(cur2):
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var tg2 := {}
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for n2 in nds2:
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if main.runner.node_id_of(n2) == tid2:
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tg2 = n2
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if tg2.is_empty() or layer2.has(tg2):
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continue
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layer2[tg2] = int(layer2[cur2]) + 1
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queue2.append(tg2)
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var maxl2 := 0
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for k2 in layer2.keys():
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maxl2 = maxi(maxl2, int(layer2[k2]))
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var need_x2: float = 70.0 + maxl2 * 122.0 + 26.0 + 8.0
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if float(ro2._canvas.custom_minimum_size.x) < need_x2 - 0.5:
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_pre_fail("画布拟合不足(min.x=%.0f < 最深内容 %.0f——深层节点不可点回归)" % [ro2._canvas.custom_minimum_size.x, need_x2])
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var bv = main.board_view
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var ms = main.settlement.minesweeper if main.settlement != null else null
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if ms == null or bv._cells.is_empty():
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_pre_fail("战斗未就绪(cells=%d settlement=%s)" % [bv._cells.size(), str(main.settlement)])
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return
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bv.action_requested.connect(func(c: Vector2i, kind: String): _actions.append([c, kind]))
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bv.chord_attempted.connect(func(c: Vector2i): _chords.append(c))
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bv.hover_forbidden.connect(func(c: Vector2i): _forbids.append(c))
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# ---- 先行移动(真实点击路径):R₀ 展开后主角邻域全已开(_diggable 空)——点击前沿已开格
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# 迫近未开边界(与 ui_click_probe 行为同构:先 move 后 dig)----
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var hero0: Vector2i = ms.hero_pos()
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var mv := Vector2i(-9, -9)
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for c in bv._board.neighbors8(hero0):
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if ms.is_revealed(c) and _has_hidden_neighbor(bv, ms, c):
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mv = c
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break
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if mv.x == -9:
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mv = _pick_frontier(bv, ms)
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if mv.x == -9:
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_pre_fail("前沿已开格选取失败(板面无可迫近边界)")
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return
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_push_click(_pos(bv, mv), MOUSE_BUTTON_LEFT)
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await get_tree().process_frame
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await get_tree().process_frame
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if not _has_action(mv, "move") or ms.hero_pos() == hero0:
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_pre_fail("先导移动未到达(actions=%s hero=%s→%s)" % [str(_actions), hero0, ms.hero_pos()])
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return
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# ---- 目标格实证选取(不写死坐标;两枚相邻可挖格 + 禁入格 + 已开格)----
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# 并流批(ADR-0007 裁丙 2026-09-27)后首战板面种子随全局序漂移——_diggable(主角 8 邻未开域)
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# 不足两枚时,沿已开区真点击移位到「≥2 未开邻」的前沿格再选;移位失败即收手交由选取失败分支报状态
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for _expand in range(16):
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if bv._diggable.size() >= 2:
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break
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var mv_t := Vector2i(-9, -9)
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for y in bv._board.height:
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for x in bv._board.width:
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var c := Vector2i(x, y)
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if not ms.is_revealed(c):
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continue
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var hidden := 0
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for n in bv._board.neighbors8(c):
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if not ms.is_revealed(n):
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hidden += 1
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if hidden >= 2:
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mv_t = c
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break
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if mv_t.x != -9:
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break
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if mv_t.x == -9:
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break
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var hero_before: Vector2i = ms.hero_pos()
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_push_click(_pos(bv, mv_t), MOUSE_BUTTON_LEFT)
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await get_tree().process_frame
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await get_tree().process_frame
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if ms.hero_pos() == hero_before:
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break
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var flag_t := Vector2i(-9, -9)
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var dig_t := Vector2i(-9, -9)
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for c in bv._diggable:
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if not ms.has_flag(c):
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if flag_t.x == -9:
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flag_t = c
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elif dig_t.x == -9:
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dig_t = c
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break
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var forbid_t := _pick_forbidden(bv, ms)
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var reveal_t := _pick_revealed(ms)
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if flag_t.x == -9 or dig_t.x == -9 or forbid_t.x == -9 or reveal_t.x == -9:
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_pre_fail("目标格选取失败 flag=%s dig=%s forbid=%s reveal=%s" % [flag_t, dig_t, forbid_t, reveal_t])
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return
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# ---- case① 悬停可挖域:motion → 悬停态到达(金框 + 十字光标)----
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_push_motion(_pos(bv, flag_t))
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await get_tree().process_frame
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if bv._hover != flag_t:
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_problems.append("case① 悬停未到达(_hover=%s 应=%s)" % [bv._hover, flag_t])
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var u1 = bv._cells[flag_t]
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if not u1.hl_visible or u1.hl_color != UiKit.GOLD:
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_problems.append("case① 悬停金框缺失(visible=%s color=%s)" % [str(u1.hl_visible), str(u1.hl_color)])
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if bv.mouse_default_cursor_shape != Input.CURSOR_CROSS:
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_problems.append("case① 挖掘光标未切十字(%d)" % bv.mouse_default_cursor_shape)
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# ---- case② 悬停禁入:hover_forbidden 信号 + 灰禁红框 ----
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_push_motion(_pos(bv, forbid_t))
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await get_tree().process_frame
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if _forbids.is_empty() or _forbids[_forbids.size() - 1] != forbid_t:
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_problems.append("case② hover_forbidden 未达(%s)" % [str(_forbids)])
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if bv._cells[forbid_t].hl_color != UiKit.RED_FORBID:
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_problems.append("case② 禁入红框缺失(color=%s)" % str(bv._cells[forbid_t].hl_color))
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# ---- case③ 悬停已开格:路径预览点迹 + 移动光标 ----
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_push_motion(_pos(bv, reveal_t))
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await get_tree().process_frame
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var dots := 0
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for c in bv._cells:
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if bv._cells[c].dot_visible:
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dots += 1
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if dots < 1:
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_problems.append("case③ 路径预览点迹未亮(dots=0)")
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if bv.mouse_default_cursor_shape != Input.CURSOR_ARROW:
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_problems.append("case③ 移动光标缺失(%d)" % bv.mouse_default_cursor_shape)
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# ---- case④ 右键插旗:flag_place 到达组合根 + 核心旗态落位 ----
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_push_click(_pos(bv, flag_t), MOUSE_BUTTON_RIGHT)
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await get_tree().process_frame
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if not _has_action(flag_t, "flag_place"):
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_problems.append("case④ flag_place 未达组合根(actions=%s)" % [str(_actions)])
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await get_tree().process_frame
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if not ms.has_flag(flag_t):
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_problems.append("case④ 核心旗态未落位")
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# ---- case④b 旗纹理槽回归断言(P0-1 修复批 2026-10-02):T13 批曾在 paint 尾部无条件
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# `u.tex_flag = null` 覆盖 T17 批的条件赋值=素材在位时插旗不可见(headless 缺盘走字形回退
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# 掩盖)——有盘断言纹理在槽、缺盘断言字形回退,两分支防双写踩踏复活 ----
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var flag_unit = bv._cells.get(flag_t)
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if bv._flag_tex != null:
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if flag_unit == null or flag_unit.tex_flag != bv._flag_tex:
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_problems.append("case④b 旗纹理槽未挂封印旗纹理(tex_flag=%s)" % ["无单元" if flag_unit == null else str(flag_unit.tex_flag)])
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elif flag_unit == null or flag_unit.glyph != "旗":
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_problems.append("case④b 缺盘字形回退缺失(glyph=%s)" % ["无单元" if flag_unit == null else String(flag_unit.glyph)])
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# ---- case⑤ 双击 chord:禁入格双左击(核心拒挖零副作用)→ chord_attempted ----
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_push_click(_pos(bv, forbid_t), MOUSE_BUTTON_LEFT)
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_push_click(_pos(bv, forbid_t), MOUSE_BUTTON_LEFT)
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await get_tree().process_frame
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if _chords.is_empty() or _chords[_chords.size() - 1] != forbid_t:
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_problems.append("case⑤ chord_attempted 未达(chords=%s)" % [str(_chords)])
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# ---- case⑥ 左键挖:dig 到达组合根 + 核心揭格落位 ----
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_push_click(_pos(bv, dig_t), MOUSE_BUTTON_LEFT)
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await get_tree().process_frame
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if not _has_action(dig_t, "dig"):
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_problems.append("case⑥ dig 未达组合根(actions=%s)" % [str(_actions)])
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await get_tree().process_frame
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if not ms.is_revealed(dig_t):
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_problems.append("case⑥ 核心揭格未落位(目标=%s)" % dig_t)
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# ---- case⑦ 英雄精灵世界落位(棋盘小人贴图批回归闸 2026-09-26):精灵在 SubViewport 世界内,
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# 落位 = 格×步距 + 脚底锚(横=格中线/纵=格底往上 25% 线=HERO_GROUND_FRAC 自底边口径——「脚踩
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# 格子 1/4 处·从下往上数」;禁带壳层 _svp_container.position 居中偏移——上批误用壳层
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# cell_origin 实测右偏 ~7 格+偏离格心,实机截图用户报缺陷)。素材缺位树(hero==null,字形
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# 「人」回退在役)跳过;断言前等 0.3s 墙钟——headless 帧率无上限,帧数等待 < 位移 Tween
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# 140ms 时会采到半途位置(首跑实证)。 ----
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if bv._world.hero != null:
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await get_tree().create_timer(0.3).timeout
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var expect: Vector2 = Vector2(ms.hero_pos()) * (bv.cell_size + float(bv.SEP)) \
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+ Vector2(bv.cell_size * 0.5, bv.cell_size * (1.0 - bv.HERO_GROUND_FRAC))
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if bv._world.hero.position.distance_to(expect) > 0.5:
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_problems.append("case⑦ 英雄精灵世界落位偏移 pos=%s expect=%s" % [str(bv._world.hero.position), str(expect)])
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# ---- case⑧ 影子构成与贴脚(小人立体感批回归闸 2026-09-26):椭圆影=英雄子件、中心贴脚锚
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#(上批 (0,2) 下坠脱脚用户报缺陷)、z 相对回落格面之上英雄之下、黑色半透明、渐变纹理组件
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# 合成;父子 use_parent_material 双挂(结算期随世界去饱和与格面同口径)。 ----
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if bv._world.hero != null:
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var kids: Array = bv._world.hero.get_children()
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if kids.size() != 1 or not (kids[0] is Sprite2D):
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_problems.append("case⑧ 影子子件缺失或类型不对(children=%d)" % kids.size())
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else:
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var sh: Sprite2D = kids[0]
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if sh.position != Vector2.ZERO:
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_problems.append("case⑧ 影子未贴脚(pos=%s 应=ZERO)" % str(sh.position))
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if sh.z_index != -1:
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_problems.append("case⑧ 影子 z 相对档不对(%d 应=-1)" % sh.z_index)
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if absf(sh.modulate.a - 0.35) > 0.01:
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_problems.append("case⑧ 影子透明度漂移(%s 应=0.35)" % str(sh.modulate.a))
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if not (sh.texture is GradientTexture2D):
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_problems.append("case⑧ 影子纹理非径向渐变组件(%s)" % str(sh.texture))
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if not sh.use_parent_material or not bv._world.hero.use_parent_material:
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_problems.append("case⑧ 去饱和材质链漏挂(shadow=%s hero=%s)" % [str(sh.use_parent_material), str(bv._world.hero.use_parent_material)])
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# ---- case⑨ 右移朝向+到位回站帧+缩放档(贴图批回归闸):素材基准朝左——向右移动 flip_h=true;
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# 到位(0.3s 墙钟 > 位移 Tween 140ms)纹理回站帧、scale 恒 1.5 均匀档。无可达右邻已开格跳过。 ----
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if bv._world.hero != null:
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var hp9: Vector2i = ms.hero_pos()
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var mv9 := Vector2i(-9, -9)
|
||
for n in bv._board.neighbors8(hp9):
|
||
if n.x == hp9.x + 1 and ms.is_revealed(n):
|
||
mv9 = n
|
||
break
|
||
if mv9.x == -9:
|
||
print("[ui_input_probe] SKIP case⑨(无可达右邻已开格)")
|
||
else:
|
||
_push_click(_pos(bv, mv9), MOUSE_BUTTON_LEFT)
|
||
await get_tree().create_timer(0.3).timeout
|
||
var sp9: Sprite2D = bv._world.hero
|
||
if not sp9.flip_h:
|
||
_problems.append("case⑨ 右移后未翻转朝向(flip_h=false,素材基准朝左)")
|
||
if sp9.texture != bv._hero_tex_idle:
|
||
_problems.append("case⑨ 到位未回站帧(texture=%s)" % str(sp9.texture))
|
||
if sp9.scale != Vector2.ONE * bv.HERO_SPRITE_SCALE:
|
||
_problems.append("case⑨ 缩放档漂移(%s 应=%s 均匀)" % [str(sp9.scale), str(bv.HERO_SPRITE_SCALE)])
|
||
# ---- case⑩ 变格边长即时重排(窗口缩放路径回归闸):set_cell_area 换小格 → 英雄即时落新脚锚、
|
||
# 缩放均匀不残弹跳形;还原 → 46px 档复验。 ----
|
||
if bv._world.hero != null:
|
||
var hp10: Vector2i = ms.hero_pos()
|
||
bv.set_cell_area(Vector2(300, 300))
|
||
var expect10: Vector2 = Vector2(hp10) * (bv.cell_size + float(bv.SEP)) \
|
||
+ Vector2(bv.cell_size * 0.5, bv.cell_size * (1.0 - bv.HERO_GROUND_FRAC))
|
||
if bv._world.hero.position.distance_to(expect10) > 0.5 or bv._world.hero.scale != Vector2.ONE * bv.HERO_SPRITE_SCALE:
|
||
_problems.append("case⑩ 缩格后英雄未即时重排(pos=%s expect=%s scale=%s)" % [str(bv._world.hero.position), str(expect10), str(bv._world.hero.scale)])
|
||
bv.set_cell_area(bv.size)
|
||
var expect10b: Vector2 = Vector2(hp10) * (bv.cell_size + float(bv.SEP)) \
|
||
+ Vector2(bv.cell_size * 0.5, bv.cell_size * (1.0 - bv.HERO_GROUND_FRAC))
|
||
if bv._world.hero.position.distance_to(expect10b) > 0.5:
|
||
_problems.append("case⑩ 还原后英雄未复位(pos=%s expect=%s)" % [str(bv._world.hero.position), str(expect10b)])
|
||
# ---- case⑪ 贴图缺位回退(字形「人」回归闸):texture 置 null + refresh → 英雄格数字 0 时字形
|
||
# 必须回退「人」(数字格仍显数字——回退判据与抑制判据同源);验毕还原纹理重绘。 ----
|
||
if bv._world.hero != null:
|
||
var hp11: Vector2i = ms.hero_pos()
|
||
var u11 = bv._cells[hp11]
|
||
var tex_saved: Texture2D = bv._hero_tex_idle
|
||
bv._hero_tex_idle = null
|
||
bv.refresh()
|
||
var digit11: int = int(ms.reveal_record(hp11).get("digit", 0))
|
||
if digit11 == 0:
|
||
if u11.glyph != "人":
|
||
_problems.append("case⑪ 贴图缺位未回退字形「人」(glyph=%s)" % u11.glyph)
|
||
elif u11.glyph != str(digit11):
|
||
_problems.append("case⑪ 缺位态数字格字形被破坏(glyph=%s 应=%d)" % [u11.glyph, digit11])
|
||
bv._hero_tex_idle = tex_saved
|
||
bv.refresh()
|
||
# ---- case⑭ 变异角标(迭代 6 T6——flat_damage 未开格视觉标记;resolver 注入面+落位+复位) ----
|
||
var mark_t: Vector2i = _pick_forbidden(bv, ms) # 任一未开格(禁入=未开非相邻)
|
||
if mark_t.x >= 0:
|
||
bv.set_variant_mark_resolver(func(_c): return "flat_damage")
|
||
bv.refresh()
|
||
if String(bv._cells[mark_t].mutation_mark) != "flat_damage":
|
||
_problems.append("case⑭ 变异角标未落位(mutation_mark=%s)" % str(bv._cells[mark_t].mutation_mark))
|
||
bv.set_variant_mark_resolver(Callable())
|
||
bv.refresh()
|
||
if String(bv._cells[mark_t].mutation_mark) != "":
|
||
_problems.append("case⑭ 角标未随 resolver 复位(mutation_mark=%s)" % str(bv._cells[mark_t].mutation_mark))
|
||
else:
|
||
_problems.append("case⑭ 无未开格可验(板面异常)")
|
||
if _problems.is_empty():
|
||
print("[ui_input_probe] PASS — 悬停金框/禁入信号/路径预览/flag_place/chord/dig/英雄落位/影子构成/朝向/缩格重排/缺位回退/变异角标 十五断言全绿(真实 push_input 路径——⑫图上命中⑬画布拟合 2026-09-28 增,⑭变异角标 2026-09-29 增,④b 旗纹理槽回归 2026-10-02 增)")
|
||
get_tree().quit(0)
|
||
else:
|
||
for p in _problems:
|
||
push_error("[ui_input_probe] FAIL — " + p)
|
||
print("[ui_input_probe] FAIL — " + "; ".join(_problems))
|
||
get_tree().quit(1)
|
||
|
||
|
||
func _has_action(cell: Vector2i, kind: String) -> bool:
|
||
for a in _actions:
|
||
if a[0] == cell and a[1] == kind:
|
||
return true
|
||
return false
|
||
|
||
|
||
func _pick_forbidden(bv, ms) -> Vector2i:
|
||
var b = ms.current_board()
|
||
for y in b.height:
|
||
for x in b.width:
|
||
var c := Vector2i(x, y)
|
||
if not ms.is_revealed(c) and not bv._diggable.has(c):
|
||
return c
|
||
return Vector2i(-9, -9)
|
||
|
||
|
||
func _pick_revealed(ms) -> Vector2i:
|
||
var b = ms.current_board()
|
||
var hero: Vector2i = ms.hero_pos()
|
||
for y in b.height:
|
||
for x in b.width:
|
||
var c := Vector2i(x, y)
|
||
if ms.is_revealed(c) and c != hero:
|
||
return c
|
||
return Vector2i(-9, -9)
|
||
|
||
|
||
# 前沿已开格兜底选取(主角邻域无前沿时全板扫描)
|
||
func _pick_frontier(bv, ms) -> Vector2i:
|
||
var b = ms.current_board()
|
||
for y in b.height:
|
||
for x in b.width:
|
||
var c := Vector2i(x, y)
|
||
if ms.is_revealed(c) and _has_hidden_neighbor(bv, ms, c):
|
||
return c
|
||
return Vector2i(-9, -9)
|
||
|
||
|
||
func _has_hidden_neighbor(bv, ms, c: Vector2i) -> bool:
|
||
for n in bv._board.neighbors8(c):
|
||
if not ms.is_revealed(n):
|
||
return true
|
||
return false
|
||
|
||
|
||
# 合成事件落点 = BoardView 画布原点 + 格中心(cell_center_local 与 _cell_at 同一公式族)
|
||
func _pos(bv, c: Vector2i) -> Vector2:
|
||
return bv.global_position + bv.cell_center_local(c)
|
||
|
||
|
||
func _push_motion(pos: Vector2) -> void:
|
||
var ev := InputEventMouseMotion.new()
|
||
ev.position = pos
|
||
ev.global_position = pos
|
||
main.get_viewport().push_input(ev, true)
|
||
|
||
|
||
func _push_click(pos: Vector2, btn: int) -> void:
|
||
var ev := InputEventMouseButton.new()
|
||
ev.position = pos
|
||
ev.global_position = pos
|
||
ev.button_index = btn
|
||
ev.pressed = true
|
||
main.get_viewport().push_input(ev, true)
|
||
|
||
|
||
func _pre_fail(why: String) -> void:
|
||
push_error("[ui_input_probe] FAIL — " + why)
|
||
print("[ui_input_probe] FAIL — " + why)
|
||
get_tree().quit(1)
|